Game processing method and apparatus, electronic device, and storage medium

By determining and displaying cell danger information based on the attack range of enemy virtual characters in turn-based strategy games, the problem of players being unable to distinguish regional attack situations has been solved, improving the effectiveness of game decision-making and player experience.

CN119951132BActive Publication Date: 2026-01-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510251680.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-03-04
Publication Date
2026-01-27
Estimated Expiration
2045-03-04

AI Technical Summary

Technical Problem

In strategy games, current technology cannot effectively distinguish between attacks in different areas, making it difficult for players to make informed game decisions.

Method used

The terminal device provides a graphical user interface to determine and display the danger information of each cell within the movement range of the controlled virtual character based on the attack range of multiple enemy virtual characters, and uses different display styles or text information to represent different levels of danger.

Benefits of technology

It improves players' intuitive understanding of the danger information in different cells, assists players in making game decisions, and increases the probability of game success and player experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides a game processing method and device, electronic equipment and a storage medium, and relates to the technical field of games. A graphical user interface is provided through a terminal device, and a game scene and a controlled virtual character in the game scene are displayed in the graphical user interface. The method can include: in response to an opening operation of a danger prompt function, determining corresponding danger information of each cell in the movement range of the controlled virtual character according to the attack range of a plurality of enemy virtual characters; and displaying the corresponding danger information of each cell in the graphical user interface. The application enables a player to intuitively understand the danger information of different cells.
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Description

TECHNICAL FIELD

[0001] The present application relates to the game technical field, and in particular to a game processing method and device, an electronic device and a storage medium. BACKGROUND

[0002] In the current market, the battle chess game generally provides a "dangerous range" function, which displays the attack range of the enemy virtual role for the player after being turned on.

[0003] However, the attack range of the enemy virtual role displayed by the prior art is the maximum range of all enemy virtual roles, that is, the sum of the attack ranges of all enemy virtual roles, but the player cannot determine the difference in attack situation in different areas, which is not conducive to the player's game decision. SUMMARY

[0004] The present application aims at the above-mentioned deficiencies in the prior art, and provides a game processing method, device, electronic device and storage medium, so that the player can intuitively understand the dangerous information of different cells.

[0005] To achieve the above-mentioned purpose, the technical solutions adopted by the embodiments of the present application are as follows:

[0006] In a first aspect, the embodiments of the present application provide a game processing method, which provides a graphical user interface through a terminal device, and the graphical user interface displays a game scene and a controlled virtual role in the game scene, and the method comprises:

[0007] In response to an opening operation of a danger prompt function, the dangerous information corresponding to each cell in the moving range of the controlled virtual role is determined according to the attack range of a plurality of enemy virtual roles;

[0008] The dangerous information corresponding to each cell is displayed in the graphical user interface.

[0009] In a second aspect, the embodiments of the present application also provide a game processing device, which provides a graphical user interface through a terminal device, and the graphical user interface displays a game scene and a controlled virtual role in the game scene, and the device comprises:

[0010] An information confirmation module is configured to determine the dangerous information corresponding to each cell in the moving range of the controlled virtual role according to the attack range of a plurality of enemy virtual roles in response to an opening operation of a danger prompt function;

[0011] An information display module is configured to display the dangerous information corresponding to each cell in the graphical user interface.

[0012] In a third aspect, the embodiments of the present application further provide an electronic device, comprising a processor, a storage medium and a bus, the storage medium stores program instructions executable by the processor, when the electronic device is running, the processor and the storage medium communicate through the bus, the processor executes the program instructions to perform the steps of the game processing method according to any one of the first aspect.

[0013] In a fourth aspect, the embodiments of the present application further provide a computer readable storage medium, the storage medium stores a computer program, when the computer program is run by a processor, the steps of the game processing method according to any one of the first aspect are executed.

[0014] The beneficial effects of the present application are:

[0015] The game processing method, device, electronic device and storage medium provided by the present application determine and display the danger information of the plurality of cells of the controlled virtual character according to the attack range of the plurality of enemy virtual characters, improve the effectiveness of the danger information conveyed by the plurality of cells in the moving range of the controlled virtual character, so that the player can intuitively understand the danger information of different cells, help the player better predict the game results of moving to different cells, assist the player in making game decisions, improve the game success probability and the game experience of the player. BRIEF DESCRIPTION OF DRAWINGS

[0016] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings needed to be used in the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be regarded as a limitation on the scope, and for those skilled in the art, other related drawings can also be obtained without creative labor on the basis of these drawings.

[0017] Figure 1 Flowchart of the game processing method provided by the embodiments of the present application Figure One ;

[0018] Figure 2 Flowchart of the game processing method provided by the embodiments of the present application Figure Two ;

[0019] Figure 3 Flowchart of the game processing method provided by the embodiments of the present application Figure Three ;

[0020] Figure 4 Flowchart of the game processing method provided by the embodiments of the present application Figure Four ;

[0021] Figure 5 Flowchart of the game processing method provided by the embodiments of the present applicationFigure Five ;

[0022] Figure 6 A schematic diagram of cell display provided in the embodiments of this application. Figure One ;

[0023] Figure 7 A schematic diagram of cell display provided in the embodiments of this application. Figure Two ;

[0024] Figure 8 Flowchart of the game processing method provided in the embodiments of this application Figure Six ;

[0025] Figure 9 A schematic diagram of a graphical user interface provided for an embodiment of this application;

[0026] Figure 10 A schematic diagram illustrating the relational status identifier provided in an embodiment of this application;

[0027] Figure 11 This is a schematic diagram of the structure of the game processing device provided in the embodiments of this application;

[0028] Figure 12 A schematic diagram of an electronic device provided in an embodiment of this application. Detailed Implementation

[0029] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are some embodiments of this application, but not all embodiments.

[0030] Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0031] Furthermore, the terms "first," "second," etc., used in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Additionally, the terms "comprising" and "having," and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0032] It should be noted that, where there is no conflict, the features in the embodiments of this application can be combined with each other.

[0033] In one embodiment of this application, the game processing method can run on a local terminal device or a server. When the game processing method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0034] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game processing methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0035] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0036] In an optional implementation, this application provides a game processing method that provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0037] The specific implementation of the game processing method provided in this application will be described below with reference to the embodiments.

[0038] In one possible implementation, this application provides a game processing method in which a graphical user interface provided by a terminal device displays a game scene and a controlled virtual character located in the game scene. Figure 1 Flowchart of the game processing method provided in the embodiments of this application Figure One ,like Figure 1 As shown, the method may include:

[0039] S101, In response to the activation of the danger warning function, determine the danger information corresponding to each cell within the movement range of the controlled virtual character based on the attack range of multiple enemy virtual characters.

[0040] In this embodiment, the game scene includes a controlled virtual character, friendly virtual characters, and multiple enemy virtual characters. The controlled virtual character and the friendly virtual character belong to the same faction, while the controlled virtual character and the enemy virtual character belong to different factions. In a turn-based strategy game, virtual characters belonging to the two factions fight in multiple rounds with the goal of winning the round.

[0041] In strategy games, the movement range of a controlled virtual character is represented by a chessboard grid. Multiple cells in the chessboard grid are the movable positions of the controlled virtual character. Each virtual character has a movement range and an attack range. When the player enables the danger warning function, the danger information of each cell is determined based on the positional relationship between the attack ranges of multiple enemy virtual characters and each cell within the movement range of the controlled virtual character.

[0042] The relationship between the attack range of the enemy virtual character and the position of each cell is used to indicate whether the attack range of the enemy virtual character overlaps with the position of each cell. The danger information of each cell is used to indicate the possibility that each cell is attacked by multiple enemy virtual characters. If the attack range of an enemy virtual character overlaps with the position of a cell, it is determined that the cell has the possibility of being attacked by that enemy virtual character.

[0043] Because multiple enemy virtual characters are located in different positions in the game scene, the attack range of multiple enemy virtual characters and the positional relationship between multiple cells are different, meaning that the danger information of multiple cells may be different.

[0044] S102. Display the hazard information corresponding to each cell in the graphical user interface.

[0045] In this embodiment, multiple cells within the movement range centered on the controlled virtual character are displayed in the graphical user interface, and danger information corresponding to each cell is displayed.

[0046] In some embodiments, the danger information of the cells can be displayed in text form, such as text indicating the danger level of each cell as high, medium, or low.

[0047] In other embodiments, cells can be displayed using a corresponding display method according to the mapping rules between hazard information and visual display methods, so as to represent the hazard information of the cells.

[0048] The game processing method provided in the above embodiments determines and displays danger information of multiple cells of the controlled virtual character based on the attack range of multiple enemy virtual characters. This improves the effectiveness of conveying danger information of multiple cells within the movement range of the controlled virtual character, allowing players to intuitively understand the danger information of different cells. This helps players better predict the game results of moving to different cells, assists players in making game decisions, increases the probability of game success, and enhances the player's gaming experience.

[0049] In one possible implementation, the process of determining the danger information corresponding to each cell within the movement range of the controlled virtual character based on the attack range of multiple enemy virtual characters in S101 may include:

[0050] For each cell within the movement range, the danger information of each cell is determined based on the coverage information of the attack range of multiple enemy virtual characters.

[0051] In this embodiment, the coverage information of each cell is determined based on whether the attack range of multiple enemy virtual characters covers each cell. The coverage information is the number of times each cell is covered by the attack range of multiple enemy virtual characters. The danger information of each cell is determined based on the number of times each cell is covered by the attack range of multiple enemy virtual characters.

[0052] The more enemy virtual characters' attack range covers each cell, the higher the danger level of each cell.

[0053] The game processing method provided in the above embodiments determines the danger information of each cell based on the coverage information of the attack range of multiple enemy virtual characters for each cell. This allows players to predict the game outcome of moving to different cells based on the danger information, assisting players in making game decisions, increasing the probability of game success and the player's gaming experience.

[0054] In one possible implementation, Figure 2 Flowchart of the game processing method provided in the embodiments of this application Figure Two ,like Figure 2 As shown, the process of determining the danger information of each cell based on the coverage information of each cell according to the attack range of multiple enemy virtual characters can include:

[0055] S201. Based on the coverage information of each cell by the attack range of multiple enemy virtual characters, determine the total number of times each cell is attacked.

[0056] In this embodiment, it is determined whether the attack range of multiple enemy virtual characters covers each cell, and the number of enemy virtual characters whose attack range covers each cell is determined. The number of enemy virtual characters whose attack range covers each cell is the total number of times each cell is attacked.

[0057] S202. Determine the display style of each cell based on the total number of attacks on each cell, where different display styles of cells represent different danger information.

[0058] In this embodiment, in order to enable players to more intuitively grasp the danger situation of different cells, the danger information of multiple cells can be converted into different display styles for display.

[0059] Specifically, the display style of each cell can be determined based on the predefined mapping relationship between multiple ranges of total number of attacks and multiple display styles, as well as the total number of attacks on each cell. Multiple display styles can be used to represent danger information with different levels of danger.

[0060] The game processing method provided in the above embodiments determines the total number of attacks on each cell based on the coverage information of the attack range of multiple enemy virtual characters. Different display styles are used to display the total number of attacks, so that players can predict the game result of moving to different cells based on the total number of attacks, assisting players in making game decisions, improving the probability of game success and the player's game experience.

[0061] In another possible implementation, Figure 3 Flowchart of the game processing method provided in the embodiments of this application Figure Three ,like Figure 3 As shown, the process of determining the danger information of each cell based on the coverage information of each cell according to the attack range of multiple enemy virtual characters can include:

[0062] S301. Based on the coverage information of each cell by the attack range of multiple enemy virtual characters, and the types of multiple enemy virtual characters, determine the character type of the enemy virtual character attacking each cell, and the number of enemy virtual characters corresponding to each character type.

[0063] In this embodiment, enemy virtual characters can be divided into different character types. For example, they can be divided into normal attack characters, elite attack characters, and BOSS attack characters based on their attack damage values. The attack range of multiple enemy virtual characters is counted to see if it covers each cell. The character type of the enemy virtual characters whose attack range covers each cell is determined, as well as the number of enemy virtual characters of different character types that cover each cell.

[0064] S302. Based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type, determine the display style of each cell, wherein different display styles of cells represent different danger information.

[0065] In some embodiments, the weighted number of attacks per cell is determined based on the attack weights of multiple character types and the number of enemy virtual characters corresponding to each character type. The display style of each cell is determined based on a predefined mapping relationship between multiple attack frequency ranges and various display styles, along with the weighted number of attacks per cell. These multiple display styles can be used to represent danger information of different levels of risk. The higher the attack damage value of the enemy virtual character, the higher its attack weight.

[0066] In other embodiments, in addition to calculating the weighted number of attacks per cell based on the attack weight, the weighted number of attacks per cell can also be calculated based on the attack level, wherein the higher the attack damage value of the enemy virtual character, the higher the attack level.

[0067] Furthermore, in addition to calculating the weighted number of attacks per cell based on attack weight and attack level, the weighted number of attacks can also be calculated based on other risk factors of the role type. This embodiment does not impose any restrictions on this.

[0068] The game processing method provided in the above embodiments determines the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type based on the coverage information of the attack range of multiple enemy virtual characters on each cell. Different display styles are used to display the character type and number of enemy virtual characters, so that players can predict the game result of moving to different cells based on the danger information, assist players in making game decisions, improve the probability of game success and the player's game experience.

[0069] In one possible implementation, Figure 4 Flowchart of the game processing method provided in the embodiments of this application Figure Four ,like Figure 4 As shown, the process of determining the display style of each cell based on the total number of attacks on each cell in S202 above may include:

[0070] S401. Determine the danger level of each cell based on the total number of attacks on each cell.

[0071] S402. Determine the display style of each cell based on its hazard level.

[0072] In some embodiments, the danger level of multiple cells is determined based on the total number of attacks on multiple cells and a predefined correspondence between different attack ranges and danger levels. The display mode of multiple cells is determined based on the correspondence between multiple danger levels and multiple display modes.

[0073] For example, when the total number of attacks is within a first preset range, the danger level is safe; when the total number of attacks is within a second preset range, the danger level is critical; and when the total number of attacks is within a third preset range, the danger level is urgent. The first preset range is less than the second preset range, and the second preset range is less than the third preset range. For example, the first preset range is N=0, the second preset range is 1<=N<=3, and the third preset range is N>3.

[0074] In another possible implementation, Figure 5 Flowchart of the game processing method provided in the embodiments of this application Figure Five ,like Figure 5As shown, the process of determining the display style of each cell based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type in S302 may include:

[0075] S501. Determine the danger level of each cell based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type.

[0076] S502. Determine the display style of each cell based on its hazard level.

[0077] In this embodiment, the danger coefficient of each cell is determined based on the attack weight of multiple character types and the number of enemy virtual characters corresponding to each character type. The danger level of multiple cells is determined based on the predefined correspondence between danger coefficients and danger levels. The display mode of multiple cells is determined based on the correspondence between multiple danger levels and multiple display modes.

[0078] Among them, multiple display modes can be display modes with multiple colors.

[0079] The game processing method provided in the above embodiments determines the display method of each cell based on the total number of attacks on each cell, or the character type of the enemy virtual character attacking each cell, and the number of enemy virtual characters corresponding to each character type. This allows players to intuitively understand the danger information of different cells, helps players better predict the game results of moving to different cells, assists players in making game decisions, and improves the probability of game success and the player's game experience.

[0080] Example, Figure 6 A schematic diagram of cell display provided in the embodiments of this application. Figure One ,like Figure 6 As shown, cells with different hazard levels are displayed in different colors: cells with a safe hazard level are displayed in green, cells with a critical hazard level are displayed in orange, and cells with a urgency level are displayed in red.

[0081] Furthermore, in addition to using different display styles to represent danger information, danger information can also include: text information about the total number of attacks, or text information about each role type and its corresponding number.

[0082] In this embodiment, if the danger information of each cell is determined based on the total number of attacks, in addition to displaying the corresponding cells with different display styles, the text information of the total number of attacks can also be displayed in the cells, so that players can more intuitively understand the danger information of each cell.

[0083] If the danger information of each cell is determined based on the type and number of characters attacking each cell, then in addition to displaying the corresponding cells with different display styles, the cell can also display the character type and number of each enemy virtual character attacking each cell. For example, Figure 7 A schematic diagram of cell display provided in the embodiments of this application. Figure Two ,like Figure 7 As shown, the cell displays the character type and number of enemy virtual characters.

[0084] In one possible implementation, Figure 8 Flowchart of the game processing method provided in the embodiments of this application Figure Six ,like Figure 8 As shown, the method may further include:

[0085] S601, In response to a pre-movement operation for a controlled virtual character, determine the relationship state between the attack ranges of friendly virtual characters and multiple enemy virtual characters within the target range of the controlled virtual character. The relationship state is used to indicate whether a friendly virtual character is within the attack range.

[0086] S602. Display the relationship status indicator of the friendly virtual character in the graphical user interface.

[0087] In this embodiment, the enemy virtual character's game skill includes an effective skill range and a maximum skill range. The maximum skill range is a preset range centered on the enemy virtual character, and the effective skill range is the range from the enemy virtual character to the first virtual character it comes into contact with. The effective skill range is the attack range of the game skill. If the effective skill range is less than or equal to the maximum skill range, and the game is set so that the skill can only damage the first virtual character it comes into contact with, then as the controlled virtual character moves in the game scene, it will affect whether the friendly virtual character will be damaged by the enemy virtual character's skill.

[0088] To help players determine whether friendly virtual characters will be damaged by enemy virtual characters' skills after they move the controlled virtual character, a pre-movement function and a prompt function after the pre-movement can be provided.

[0089] Specifically, after the player controls the controlled virtual character to move to a designated location, it determines whether friendly virtual characters within the target range of the controlled virtual character are within the attack range of multiple enemy virtual characters. This determines the relationship between the friendly virtual character and the attack range of multiple enemy virtual characters. The relationship status indicator is displayed at the location of the friendly virtual character in the graphical user interface, indicating whether the friendly virtual character is under attack or protected after the controlled virtual character moves.

[0090] The pre-movement operation is a simulated movement operation, which simulates the controlled virtual character moving to a designated location. In reality, the controlled virtual character remains in its current position. If the player determines that the relationship between the attack ranges of friendly virtual characters and multiple enemy virtual characters meets their needs based on the pre-movement operation, they can control the controlled virtual character to officially move to the designated location through the movement operation. If it does not meet their needs, the pre-movement operation can be canceled.

[0091] The target range of the controlled virtual character is the area within the controlled virtual character's preset range located on the side where the controlled virtual character is facing away from the enemy virtual character, specifically the rows of cells on the side facing away from the enemy virtual character. Since the relative positions of the controlled virtual character and each enemy virtual character are different, the target range of the controlled virtual character is different for each enemy virtual character. This embodiment needs to determine whether, for each enemy virtual character, friendly virtual characters within the target range of the controlled virtual character are within the attack range of each enemy virtual character.

[0092] The attack range is the area between the enemy virtual character and the nearest friendly virtual character, that is, the area between the enemy virtual character and the first friendly virtual character in the direction of attack. The friendly virtual characters include controlled virtual characters and friendly virtual characters. If the first friendly virtual character is a controlled virtual character, then the friendly virtual character is not within the attack range of the enemy virtual character. If the first friendly virtual character is a friendly virtual character, then the friendly virtual character is within the attack range of the enemy virtual character.

[0093] The attack range is less than or equal to the enemy virtual character's maximum skill range. The maximum skill range is the enemy virtual character's default skill attack range, or the enemy virtual character's movement range plus the default skill attack range. For example, if the enemy virtual character's unit movement is 5 and the default skill attack range is 2, then the enemy virtual character's maximum skill range is 7.

[0094] In some embodiments, the pre-move operation can be a click on a specified location, the move operation can be a click on the specified location again, and the cancel pre-move operation can be a click on a location other than the specified location.

[0095] Furthermore, in response to a pre-movement operation, a clone of the controlled virtual character is displayed in the graphical user interface. The clone can be displayed in a different way than the original image of the controlled virtual character, such as as a "phantom".

[0096] In some embodiments, the process of responding to the pre-movement operation of the controlled virtual character and determining the relationship between the attack ranges of friendly virtual characters and multiple enemy virtual characters within a preset range of the controlled virtual character in S601 may include:

[0097] In response to a pre-movement operation, if a friendly virtual character enters the attack range of any enemy virtual character, the relationship status is determined to be under attack.

[0098] In this embodiment, based on the pre-movement operation, it is simulated whether a friendly virtual character will enter the attack range of any enemy virtual character when the controlled virtual character moves to a designated location. If a friendly virtual character enters the attack range of any enemy virtual character, it is determined that the friendly virtual character is under attack, and the attack status indicator of the friendly virtual character is displayed in the graphical user interface.

[0099] In other embodiments, the process of responding to the pre-movement operation of the controlled virtual character in S601 and determining the relationship between the attack ranges of friendly virtual characters and multiple enemy virtual characters within a preset range of the controlled virtual character may include:

[0100] In response to a pre-movement operation, if a friendly virtual character leaves the attack range of all enemy virtual characters, the relationship status is determined to be protected.

[0101] In this embodiment, based on the pre-movement operation, it is simulated whether the friendly virtual character will leave the attack range of all enemy virtual characters when the controlled virtual character moves to the designated position. If the friendly virtual character leaves the attack range of all enemy virtual characters, it is determined that the friendly virtual character is in a protected state, and the protected state indicator of the friendly virtual character is displayed in the graphical user interface.

[0102] Furthermore, in response to pre-movement operations, the display method of the attacked status indicator is determined based on the number of friendly virtual characters entering the attack range of enemy virtual characters.

[0103] For example, the display method for the attack status indicator can be adjusted according to the number of friendly virtual characters entering the attack range of enemy virtual characters, using different display methods corresponding to different number thresholds.

[0104] Example, Figure 9 A schematic diagram of the graphical user interface provided in the embodiments of this application, such as... Figure 9 As shown, the graphical user interface displays a controlled virtual character 11, a friendly virtual character 12, and an enemy virtual character 13. In response to a pre-movement operation on the controlled virtual character 11, a clone image 14 of the controlled virtual character and a relationship status indicator 15 of the friendly virtual character 12 are displayed in the graphical user interface.

[0105] Figure 10 This is a schematic diagram of the relationship status identifier provided in the embodiments of this application, such as... Figure 10 As shown, the status indicators for the attacked state and the protected state are displayed using different icons.

[0106] The game processing method provided in the above embodiments determines the relationship between the attack ranges of friendly virtual characters and multiple enemy virtual characters within a preset range of the controlled virtual character based on the pre-movement of the controlled virtual character. This allows players to understand the changes in the danger faced by friendly virtual characters when the position of the controlled virtual character changes, enabling players to understand the battlefield situation and make better operational decisions. This reduces the learning cost and entry barrier for novice players and increases the number of casual players.

[0107] Based on the above method embodiments, this application also provides a game processing device that provides a graphical user interface through a terminal device, wherein the graphical user interface displays a game scene and a controlled virtual character located in the game scene. Figure 11 This is a schematic diagram of the structure of the game processing device provided in the embodiments of this application, such as... Figure 11 As shown, the device may include:

[0108] The information confirmation module 701 is used to respond to the activation operation of the danger warning function and determine the danger information corresponding to each cell within the movement range of the controlled virtual character based on the attack range of multiple enemy virtual characters.

[0109] The information display module 702 is used to display the danger information corresponding to each cell in the graphical user interface.

[0110] Optionally, the information confirmation module 701 is specifically used to determine the danger information of each cell within the movement range based on the coverage information of the attack range of the multiple enemy virtual characters over each cell.

[0111] Optionally, the information confirmation module 701 is specifically used to determine the number of times each cell is attacked based on the coverage information of each cell by the attack range of multiple enemy virtual characters. The danger information includes the number of times the cell is attacked.

[0112] Optionally, the information confirmation module 701 is specifically used to determine the total number of times each cell is attacked based on the coverage information of each cell by the attack range of the multiple enemy virtual characters; and to determine the display style of each cell based on the total number of times each cell is attacked, wherein different display styles of cells represent different danger information.

[0113] Optionally, the information confirmation module 701 is specifically used to determine the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type based on the coverage information of each cell by the attack range of the multiple enemy virtual characters and the types of the multiple enemy virtual characters; and to determine the display style of each cell based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type, wherein different display styles of cells represent different danger information.

[0114] Optionally, the information confirmation module 701 is specifically used to determine the danger level of each cell based on the total number of attacks on each cell; and to determine the display style of each cell based on the danger level of each cell.

[0115] Optionally, the information confirmation module 701 is specifically used to determine the danger level of each cell based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type; and to determine the display style of each cell based on the danger level of each cell.

[0116] Optionally, the danger information may further include: textual information about the total number of attacks, or textual information about each role type and its corresponding number.

[0117] Optionally, the device may further include:

[0118] The status judgment module is used to respond to the pre-movement operation for the controlled virtual character and determine the relationship status between the attack ranges of friendly virtual characters and multiple enemy virtual characters within the target range of the controlled virtual character. The relationship status is used to indicate whether the friendly virtual character is within the attack range.

[0119] The information display module 702 is also used to display the relationship status identifier of the friendly virtual character in the graphical user interface.

[0120] Optionally, the status judgment module is specifically used to respond to the pre-movement operation. If a friendly virtual character enters the attack range of any enemy virtual character, the relationship status is determined to be under attack.

[0121] Optionally, the status judgment module is specifically used to respond to the pre-movement operation. If a friendly virtual character leaves the attack range of all enemy virtual characters, the relationship status is determined to be a protected state.

[0122] The game processing device provided in the above embodiments determines and displays danger information of multiple cells of the controlled virtual character based on the attack range of multiple enemy virtual characters. This improves the effectiveness of conveying danger information of multiple cells within the movement range of the controlled virtual character, allowing players to intuitively understand the danger information of different cells. This helps players better predict the game results of moving to different cells, assists players in making game decisions, increases the probability of game success, and enhances the player's gaming experience.

[0123] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.

[0124] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).

[0125] Figure 12 A schematic diagram of the electronic device provided in the embodiments of this application, such as... Figure 12 As shown, the electronic device 800 may include a processor 801, a storage medium 802, and a bus. The storage medium 802 stores program instructions that can be executed by the processor 801. When the electronic device 800 is running, the processor 801 communicates with the storage medium 802 through the bus, and the processor 801 executes the program instructions to perform the above-described method embodiments.

[0126] Specifically, the steps by which the processor executes the above game processing method may include:

[0127] In response to the activation of the danger warning function, based on the attack range of multiple enemy virtual characters, the system determines the danger information corresponding to each cell within the movement range of the controlled virtual character; and displays the danger information corresponding to each cell in the graphical user interface.

[0128] Optionally, the processor performing the above-described step of determining the danger information corresponding to each cell within the movement range of the controlled virtual character based on the attack range of multiple enemy virtual characters may include:

[0129] For each cell within the movement range, the danger information of each cell is determined based on the coverage information of the attack range of multiple enemy virtual characters.

[0130] Optionally, the processor performing the above-described steps of determining the danger information of each cell based on the coverage information of each cell according to the attack range of multiple enemy virtual characters may include:

[0131] Based on the coverage information of each cell by the attack range of multiple enemy virtual characters, the total number of attacks on each cell is determined; based on the total number of attacks on each cell, the display style of each cell is determined, where different display styles of cells represent different danger information.

[0132] Optionally, the processor performing the above-described steps of determining the danger information of each cell based on the coverage information of each cell according to the attack range of multiple enemy virtual characters may include:

[0133] Based on the coverage information of each cell by the attack range of multiple enemy virtual characters, and the types of multiple enemy virtual characters, determine the character type of the enemy virtual character attacking each cell, and the number of enemy virtual characters corresponding to each character type; based on the character type of the enemy virtual character attacking each cell, and the number of enemy virtual characters corresponding to each character type, determine the display style of each cell, where different display styles of cells represent different danger information.

[0134] Optionally, the processor performing the above steps of determining the display style of each cell based on the total number of attacks on each cell may include:

[0135] The danger level of each cell is determined based on the total number of attacks it has received; the display style of each cell is then determined based on its danger level.

[0136] Optionally, the processor's step of determining the display style of each cell based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type may include:

[0137] The danger level of each cell is determined based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type; the display style of each cell is determined based on the danger level of each cell.

[0138] Optionally, the danger information may also include: textual information about the total number of attacks, or textual information about each role type and its corresponding number.

[0139] Optionally, the steps of the processor executing the above game processing method may further include:

[0140] In response to a pre-movement operation targeting a controlled virtual character, determine the relationship status between the attack ranges of friendly virtual characters and multiple enemy virtual characters within the target range of the controlled virtual character. The relationship status is used to indicate whether a friendly virtual character is within the attack range. Display the relationship status identifier of the friendly virtual characters in the graphical user interface.

[0141] Optionally, the step of the processor executing the above-mentioned response to the pre-movement operation for the controlled virtual character and determining the relationship between the attack ranges of friendly virtual characters and multiple enemy virtual characters within a preset range of the controlled virtual character may include:

[0142] In response to a pre-movement operation, if a friendly virtual character enters the attack range of any enemy virtual character, the relationship status is determined to be under attack.

[0143] Optionally, the step of the processor executing the above-mentioned response to the pre-movement operation for the controlled virtual character and determining the relationship between the attack ranges of friendly virtual characters and multiple enemy virtual characters within a preset range of the controlled virtual character may include:

[0144] In response to a pre-movement operation, if a friendly virtual character leaves the attack range of all enemy virtual characters, the relationship status is determined to be protected.

[0145] The game processing method executed by the processor in the above embodiment determines and displays danger information of multiple cells of the controlled virtual character based on the attack range of multiple enemy virtual characters. This improves the effectiveness of conveying danger information of multiple cells within the movement range of the controlled virtual character, allowing players to intuitively understand the danger information of different cells. This helps players better predict the game results of moving to different cells, assists players in making game decisions, increases the probability of game success, and enhances the player's gaming experience.

[0146] Optionally, this application also provides a computer-readable storage medium storing a computer program, which is executed by a processor to perform the above-described method embodiments.

[0147] Specifically, the steps by which the processor executes the above game processing method may include:

[0148] In response to the activation of the danger warning function, based on the attack range of multiple enemy virtual characters, the system determines the danger information corresponding to each cell within the movement range of the controlled virtual character; and displays the danger information corresponding to each cell in the graphical user interface.

[0149] Optionally, the processor performing the above-described step of determining the danger information corresponding to each cell within the movement range of the controlled virtual character based on the attack range of multiple enemy virtual characters may include:

[0150] For each cell within the movement range, the danger information of each cell is determined based on the coverage information of the attack range of multiple enemy virtual characters.

[0151] Optionally, the processor performing the above-described steps of determining the danger information of each cell based on the coverage information of each cell according to the attack range of multiple enemy virtual characters may include:

[0152] Based on the coverage information of each cell by the attack range of multiple enemy virtual characters, the total number of attacks on each cell is determined; based on the total number of attacks on each cell, the display style of each cell is determined, where different display styles of cells represent different danger information.

[0153] Optionally, the processor performing the above-described steps of determining the danger information of each cell based on the coverage information of each cell according to the attack range of multiple enemy virtual characters may include:

[0154] Based on the coverage information of each cell by the attack range of multiple enemy virtual characters, and the types of multiple enemy virtual characters, determine the character type of the enemy virtual character attacking each cell, and the number of enemy virtual characters corresponding to each character type; based on the character type of the enemy virtual character attacking each cell, and the number of enemy virtual characters corresponding to each character type, determine the display style of each cell, where different display styles of cells represent different danger information.

[0155] Optionally, the processor performing the above steps of determining the display style of each cell based on the total number of attacks on each cell may include:

[0156] The danger level of each cell is determined based on the total number of attacks it has received; the display style of each cell is then determined based on its danger level.

[0157] Optionally, the processor's step of determining the display style of each cell based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type may include:

[0158] The danger level of each cell is determined based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type; the display style of each cell is determined based on the danger level of each cell.

[0159] Optionally, the danger information may also include: textual information about the total number of attacks, or textual information about each role type and its corresponding number.

[0160] Optionally, the steps of the processor executing the above game processing method may further include:

[0161] In response to a pre-movement operation targeting a controlled virtual character, determine the relationship status between the attack ranges of friendly virtual characters and multiple enemy virtual characters within the target range of the controlled virtual character. The relationship status is used to indicate whether a friendly virtual character is within the attack range. Display the relationship status identifier of the friendly virtual characters in the graphical user interface.

[0162] Optionally, the step of the processor executing the above-mentioned response to the pre-movement operation for the controlled virtual character and determining the relationship between the attack ranges of friendly virtual characters and multiple enemy virtual characters within a preset range of the controlled virtual character may include:

[0163] In response to a pre-movement operation, if a friendly virtual character enters the attack range of any enemy virtual character, the relationship status is determined to be under attack.

[0164] Optionally, the step of the processor executing the above-mentioned response to the pre-movement operation for the controlled virtual character and determining the relationship between the attack ranges of friendly virtual characters and multiple enemy virtual characters within a preset range of the controlled virtual character may include:

[0165] In response to a pre-movement operation, if a friendly virtual character leaves the attack range of all enemy virtual characters, the relationship status is determined to be protected.

[0166] The game processing method executed by the processor in the above embodiment determines and displays danger information of multiple cells of the controlled virtual character based on the attack range of multiple enemy virtual characters. This improves the effectiveness of conveying danger information of multiple cells within the movement range of the controlled virtual character, allowing players to intuitively understand the danger information of different cells. This helps players better predict the game results of moving to different cells, assists players in making game decisions, increases the probability of game success, and enhances the player's gaming experience.

[0167] In the several embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0168] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0169] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in a combination of hardware and software functional units.

[0170] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0171] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A game processing method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays a game scene and a controlled virtual character located within the game scene, and the method comprises: In response to the activation of the danger warning function, based on the attack range of multiple enemy virtual characters, the danger information corresponding to each cell within the movement range of the controlled virtual character is determined; The graphical user interface displays the danger information corresponding to each cell. The step of determining the danger information corresponding to each cell within the movement range of the controlled virtual character based on the attack range of multiple enemy virtual characters includes: For each cell within the movement range, based on the coverage information of each cell by the attack range of the multiple enemy virtual characters, danger information of each cell is determined, wherein the danger information of each cell is used to indicate the possibility that each cell is attacked by the multiple enemy virtual characters.

2. The method as described in claim 1, characterized in that, The step of determining the danger information of each cell based on the coverage information of each cell according to the attack range of the multiple enemy virtual characters includes: Based on the coverage information of each cell according to the attack range of the multiple enemy virtual characters, determine the total number of times each cell is attacked; The display style of each cell is determined based on the total number of attacks on each cell, wherein different display styles of cells represent different danger information.

3. The method as described in claim 1, characterized in that, The step of determining the danger information of each cell based on the coverage information of each cell according to the attack range of the multiple enemy virtual characters includes: Based on the coverage information of each cell by the attack range of the multiple enemy virtual characters, and the types of the multiple enemy virtual characters, determine the character type of the enemy virtual character attacking each cell, and the number of enemy virtual characters corresponding to each character type; Based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type, the display style of each cell is determined, wherein different display styles of cells represent different danger information.

4. The method as described in claim 2, characterized in that, The step of determining the display style of each cell based on the total number of attacks on each cell includes: The danger level of each cell is determined based on the total number of attacks on each cell; The display style of each cell is determined based on its danger level.

5. The method as described in claim 3, characterized in that, The step of determining the display style of each cell based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type includes: The danger level of each cell is determined based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type; The display style of each cell is determined based on its danger level.

6. The method as described in claim 2 or 3, characterized in that, The danger information also includes: textual information about the total number of attacks, or textual information about each role type and its corresponding number.

7. The method as described in claim 1, characterized in that, The method further includes: In response to a pre-movement operation targeting the controlled virtual character, determine the relationship state between the attack ranges of friendly virtual characters and the multiple enemy virtual characters within the target range of the controlled virtual character, wherein the relationship state is used to indicate whether the friendly virtual character is within the attack range; The relationship status identifier of the friendly virtual character is displayed in the graphical user interface.

8. The method as described in claim 7, characterized in that, The response to the pre-movement operation of the controlled virtual character determines the relationship between the attack ranges of friendly virtual characters and the multiple enemy virtual characters within a preset range of the controlled virtual character, including: In response to the pre-movement operation, if the friendly virtual character enters the attack range of any enemy virtual character, the relationship status is determined to be under attack.

9. The method as described in claim 7, characterized in that, The response to the pre-movement operation of the controlled virtual character determines the relationship between the attack ranges of friendly virtual characters and the multiple enemy virtual characters within a preset range of the controlled virtual character, including: In response to the pre-movement operation, if the friendly virtual character leaves the attack range of all enemy virtual characters, the relationship status is determined to be a protected state.

10. A game processing device, characterized in that, A graphical user interface is provided via a terminal device, wherein the graphical user interface displays a game scene and a controlled virtual character located in the game scene, and the device includes: The information confirmation module is used to respond to the activation operation of the danger warning function and determine the danger information corresponding to each cell within the movement range of the controlled virtual character based on the attack range of multiple enemy virtual characters. An information display module is used to display danger information corresponding to each cell in the graphical user interface; The information confirmation module is specifically used to determine the danger information of each cell within the movement range based on the coverage information of the attack range of the multiple enemy virtual characters. The danger information of each cell is used to indicate the possibility that each cell is attacked by the multiple enemy virtual characters.

11. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of the game processing method as described in any one of claims 1 to 9.

12. A computer-readable storage medium, characterized in that, The storage medium stores a computer program, which, when executed by a processor, performs the steps of the game processing method as described in any one of claims 1 to 9.

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