Game information display control method and device and electronic equipment
By determining and rendering the special effects of the target area in the game, the problems of cumbersome operations and poor trading experience caused by the large number of stalls in the game are solved, and time and energy are saved and trading enthusiasm is improved.
Patent Information
- Application Number
- CN202311526275.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-11-15
- Publication Date
- 2025-05-16
- Estimated Expiration
- 2043-11-15
AI Technical Summary
In the game, due to the large number of stalls, players need to repeatedly check multiple stalls to find the items they want to buy and the scene areas where items of the specified type are sold, resulting in cumbersome operations, time-consuming and affecting transaction enthusiasm and experience.
By determining the target stalls belonging to the same type in the game scene and rendering the special effects corresponding to the target game items on the target area where the target stall is located, players can distinguish the stall area and understand the main game items sold according to the special effects.
This method saves the time and energy spent by players, improves players' trading enthusiasm and in-game trading experience, and makes item trading more efficient and convenient.
Smart Images

Figure CN120001034A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a display control method, device and electronic device for game information. Background Art
[0002] In some games, there is generally a function for buying and selling game items. Currently, due to the large number of player stalls in the game, densely packed stalls will be displayed in the game screen, and stalls in different scene areas will sell different types of game items. Buyers and sellers need to repeatedly check multiple stalls to find the items they want to buy and the scene areas that sell specified types of items. The operation of repeated checking is cumbersome and will consume a lot of players' time and energy. It will also make it difficult for sellers to quickly identify the stall areas selling different types of game items for sales, affecting players' enthusiasm for item trading and their trading experience in the game. Summary of the invention
[0003] In view of this, the purpose of the present disclosure is to provide a display control method, device and electronic device for game information, which renders special effects corresponding to target game items in the target area where stalls of the same type are located in the scene screen, so that players can distinguish stall areas according to the special effects, and can also understand the main game items sold in the target area according to the special effects, without having to repeatedly check each stall, so as to save players' time and energy, thereby improving players' trading enthusiasm and trading experience in the game.
[0004] In a first aspect, an embodiment of the present disclosure provides a method for controlling the display of game information, the method comprising: a plurality of stalls are included in a game scene, and in response to a target instruction, target stalls of the same type are determined from the plurality of stalls according to the stall positions and the game items sold at the stalls; wherein the positions of the target stalls are continuous, and the target game items with the highest sales ratio in at least some of the target stalls are the same; a target area where the target stall is located is determined, and special effects corresponding to the target game items are rendered on the target area; different target areas correspond to different special effects.
[0005] In a second aspect, an embodiment of the present disclosure provides a display control device for game information, the device comprising: a determination module, for including multiple stalls in a game scene, and in response to a target instruction, determining target stalls of the same type from multiple stalls according to the stall positions and the game items sold at the stalls; wherein the positions of the target stalls are continuous, and the target game items with the highest sales ratio in at least some of the target stalls are the same; a rendering module, for determining a target area where the target stall is located, rendering special effects corresponding to the target game items on the target area, and displaying the item information and ratio of the target game items on the target area.
[0006] In a third aspect, an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the display control method of game information of any one of the first aspects.
[0007] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the display control method of game information of any one of the first aspects.
[0008] The embodiments of the present disclosure bring the following beneficial effects:
[0009] The present disclosure provides a display control method, device and electronic device for game information. The game scene includes multiple stalls. According to the stall positions and game items sold in the stalls, target stalls of the same type are determined from the multiple stalls; special effects corresponding to the target game items are rendered on the target area where the target stall is located, and different target areas correspond to different special effects. In this method, the special effects corresponding to the target game items are rendered on the target area where stalls of the same type in the scene screen are located, so that players can distinguish stall areas according to the special effects, and can also understand the main game items sold in the target area according to the special effects, without having to repeatedly check each stall, saving the time and energy spent by players and improving the trading enthusiasm and trading experience of players.
[0010] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0013] Figure 1 A flowchart of a method for controlling display of game information provided by an embodiment of the present disclosure;
[0014] Figure 2 A schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
[0015] Figure 3 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0016] Figure 4 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0017] Figure 5 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0018] Figure 6 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0019] Figure 7 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0020] Figure 8 A schematic diagram of determining a target stall provided by an embodiment of the present disclosure;
[0021] Fig. 9 A schematic diagram of another method of determining a target stall provided by an embodiment of the present disclosure;
[0022] Fig.10 A schematic diagram of another method of determining a target stall provided by an embodiment of the present disclosure;
[0023] Fig.11 A schematic diagram of another method of determining a target stall provided by an embodiment of the present disclosure;
[0024] Fig.12 A schematic diagram of the structure of a display control device for game information provided by an embodiment of the present disclosure;
[0025] Fig.13 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0026] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure.
[0027] At present, some games are generally equipped with the function of buying and selling game items. At present, due to the large number of player stalls in the game, densely packed stalls will be displayed in the game screen, and stalls in different scene areas will sell different game items. Buyers and sellers need to repeatedly check multiple stalls to find the items they want to buy and the scene areas where specified types of items are sold. The operation of repeated viewing is cumbersome, which will consume a lot of players' time and energy, and will also make it difficult for sellers to quickly identify the stall areas selling different types of game items for sales, affecting the players' enthusiasm for item transactions and the trading experience in the game. Based on this, the embodiment of the present disclosure provides a display control method, device and electronic device for game information, and the technology can be applied to mobile phones, computers, notebooks, computers, tablets, desktops, etc.
[0028] In one embodiment of the present disclosure, the display control method of game information can be run on a local terminal device or a server. When the display control method of game information is run 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.
[0029] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the display control method of the game information are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0030] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0031] In a possible implementation, an embodiment of the present invention provides a method for controlling the display of game information, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above. The graphical user interface includes at least part of the game scene. Figure 1 As shown, the method comprises the following steps:
[0032] Step S102, the game scene includes a plurality of stalls, and in response to the target instruction, target stalls of the same type are determined from the plurality of stalls according to the stall locations and the game items sold at the stalls; wherein the locations of the target stalls are continuous, and the target game items with the highest sales ratio in at least some of the target stalls are the same;
[0033] For example, Figure 2 As shown, the graphical user interface displays multiple booths (such as Figure 2 In the actual game interface, the stall name of the stall is usually displayed on the stall, and the stall name is usually set by the player or automatically set by the system. The stalls are displayed in a tiled display mode, that is, there is no obstruction between the stalls.
[0034] The above-mentioned response to the target instruction may be to generate the target instruction in response to a specified operation on a specified control, and the specified operation may be a touch operation, a long press operation, a sliding operation, etc. The above-mentioned response to the target instruction may also be to generate the target instruction in response to a specified voice, such as a voice input by a player to open a display list. The above-mentioned target game items may be virtual weapons, virtual clothing, virtual vehicles, virtual cards, game props with different functions, etc. The above-mentioned target stalls of the same type usually include multiple stalls, and the game items with the highest sales ratio among the stalls that usually exceed a specified ratio among the multiple stalls are the target game items, and the specified ratio is usually pre-set.
[0035] The above-mentioned continuous positions of the target stalls may be adjacent to each other, or the preset position interval of the target stalls may not exceed the maximum interval setting for continuous positions in the game scene.
[0036] Optionally, the game item with the highest sales ratio in each stall is determined, stalls with the same game items and a distance between stalls less than a first distance threshold are determined as target stalls, and then stalls surrounded by the target stalls are also determined as target stalls.
[0037] Optionally, determine the game item with the highest sales ratio in each stall, determine the initial stall with the same game item with the highest sales ratio, determine the middle stall with continuous positions and a number of stalls greater than the first number from the initial stalls, and determine the middle stall as the target stall. Take the target stall as the reference, and search for the stall with the highest sales ratio that is the same as the game item with the highest sales ratio in the target stall within a range of a second distance threshold from the target stall. If the stall can be found, the stall is determined as the target stall, and the stalls surrounded by the target stall are also determined as target stalls.
[0038] The first distance threshold may be the same as or different from the second distance threshold. The first distance threshold and the second distance threshold may be distances or display positions. For example, the first distance threshold may be three display positions.
[0039] Step S104, determining the target area where the target booth is located, rendering the special effects corresponding to the target game items in the target area, and displaying the item information and ratio of the target game items in the target area; different target areas correspond to different special effects.
[0040] For example, Figure 2 As shown, the target stalls of the same type include 12 stalls, specifically stall 1, stall 2, stall 3, stall 4, stall 5, stall 6, stall 7, stall 8, stall 9, stall 10, stall 11, and stall 12. Optionally, the area surrounded by the positions of the target stalls can be determined as the target area. For example, Figure 3 As shown, the area surrounded by the dotted line is determined as the target area, and the target area only includes the target stall. Alternatively, the area where each target stall is located can be determined as the target area, that is, the target area includes multiple sub-areas, and each sub-area is the area where the stall is located.
[0041] The above-mentioned special effects corresponding to the target game items are rendered on the target area, wherein different game items correspond to different special effects, and the special effects are used to indicate the item information of the game items sold at the target stall in the target area. Optionally, the color corresponding to the target game item can be rendered on the target area, or the pattern corresponding to the target game item can be rendered on the target area, or the animation corresponding to the target game item can be rendered on the target area. If the display priority of the special effect can be higher than the display priority of the target stall, it can also be lower than the display priority of the target stall. If the display priority of the special effect can be higher than the display priority of the target stall, the special effect usually needs to have a certain degree of transparency so that the player can see the stall through the special effect. If the display priority of the special effect can be lower than the display priority of the target stall, the special effect usually does not need to be transparent.
[0042] The disclosed embodiment provides a method for controlling the display of game information, wherein a game scene includes multiple stalls, and a target stall of the same type is determined from the multiple stalls according to the stall positions and the game items sold in the stalls; a special effect corresponding to the target game item is rendered on the target area where the target stall is located, and different target areas correspond to different special effects. In this method, the special effect corresponding to the target game item is rendered on the target area where stalls of the same type in the scene screen are located, so that players can distinguish stall areas according to the special effects, and can also understand the main game items sold in the target area according to the special effects, without having to repeatedly check each stall, saving the time and energy spent by players and improving the trading enthusiasm and trading experience of players.
[0043] The above method further comprises the following steps:
[0044] Step 1, determining designated stalls that sell target game items and whose sales ratio meets a first preset condition from target stalls, and calculating the ratio of the number of designated stalls to the number of target stalls;
[0045] The above-mentioned sales ratio meets the first preset condition, which may be that the sales ratio is greater than a preset ratio threshold (usually set in advance according to game needs), or that the sales ratio is the highest.
[0046] Since not all the target stalls sell the target game items, and not all the stalls have the highest sales ratio of the game items as the target game items, the designated stalls with the highest sales ratio of the game items are determined from the target stalls. By calculating the ratio of the number of designated stalls to the number of target stalls, the proportion of stalls selling the target game items in the stall area formed by the target stalls can be obtained. For example, if the target stalls are determined to be 100 stalls, and the game items with the highest sales ratio in 60 stalls are the target game items, then the proportion of stalls selling the target game items in the 100 stalls is 60%.
[0047] Step 2: Display the item information and value ratio of the target game item in the target area.
[0048] Optionally, the item information of the target game item is usually the name of the target game item, and usually the display priority of the item information of the target game item is higher than the booth and special effects. The item information and ratio of the target game item are displayed at a specified position of the target area, such as the middle position or the upper left corner. The item information and ratio of the target game item can have a certain degree of transparency.
[0049] For example, Figure 4 As shown, the graphical user interface includes multiple target areas (target area a, target area b, target area c, and target area d), light gray with a certain degree of transparency is rendered on target area a, dark gray with a certain degree of transparency is rendered on target area b, a diagonal grid with a certain degree of transparency is rendered on target area c, and a black dot grid with a certain degree of transparency is rendered on target area d. The game items mainly sold in different target areas are usually different. Target area a mainly sells game item a, and the proportion of stalls selling game item a is 78%, target area b mainly sells game item b, and the proportion of stalls selling game item b is 85%, target area c mainly sells game item c, and the proportion of stalls selling game item c is 63%, and target area d mainly sells game item d, and the proportion of stalls selling game item d is 95%.
[0050] In the above method, different special effects are rendered for the target area where stalls of the same type are located in the scene screen, and the item information of the main game items sold in the target area is displayed in the target area, so that players can distinguish the stall areas according to the special effects, and understand the main game items sold in the target area according to the item information displayed on the target area. There is no need to repeatedly check each stall, which saves players' time and energy and improves players' trading enthusiasm and trading experience.
[0051] In one possible manner, if the target instruction is a first transaction instruction, optionally, a stall control is displayed on the graphical user interface, and in response to a trigger operation on the stall control, a target stall of the same type is determined from multiple stalls; a designated stall that sells the target game items and has the highest sales ratio is determined from the target stalls, and the ratio of the number of designated stalls to the number of target stalls is calculated; after determining the target area where the target stall is located, the above method also includes: determining the number of vacant stalls corresponding to the target area; and displaying the number of vacant stalls on the target area.
[0052] The above-mentioned first transaction instruction can be a stall instruction, a first transaction instruction, etc., and can also be an instruction on a transaction location, a transaction space, an interactive location, etc., and specifically can be an instruction to add a transaction location (stall).
[0053] If there are empty display positions between stalls, new stalls can be displayed. That is, if there are blank areas between stalls, new stalls can be created. The number of these stalls will usually be determined and displayed on the corresponding target area to help players understand which target area has available positions for stalls.
[0054] Optionally, in a specified order, for each target area, a first blank area where no stalls are displayed can be determined from the target area, and a first number of stalls that can be displayed in the first blank area can be determined. Then, a second blank area where no stalls are displayed can be determined from an adjacent area of the target area, and a second number of stalls that can be displayed in the second blank area can be determined. The sum of the first number and the second number is determined as the above-mentioned number of vacant stalls.
[0055] Optionally, the second blank area may be set to be occupied, so that when determining the number of vacant stalls for the next target area, the vacant stalls that have been counted in the previous target area will not be repeatedly counted in the vacant stalls of the current target area.
[0056] The above-mentioned designated order may be a random order, or an order from small to large according to the number of stalls included in the target area, or an order from early to late according to the earliest creation time of the stalls in the target area.
[0057] For example, Figure 5 As shown, the number of stall vacancies is displayed in each target area.
[0058] A possible implementation of the above step of determining the number of vacant stalls corresponding to the target area is as follows:
[0059] (1) determining a vacant area corresponding to the target area; the vacant area is located in the target area or is adjacent to the target area;
[0060] The above-mentioned vacant area includes a first blank area located in the target area and a second blank area adjacent to the target area. A possible implementation method: if the scene screen of the game scene includes a first target area and a second target area; the first target area is determined by the area where the target stalls belonging to the first category are located, and the second target area is determined by the area where the target stalls belonging to the second category are located; determine the first vacant area corresponding to the first target area, and the second vacant area corresponding to the second target area; the first vacant area and the second vacant area are used to display the newly created stall; if the first vacant area overlaps with the second vacant area, determine whether the stall priority of the stall in the first target area is higher than the stall priority of the stall in the second target area; according to the judgment result, determine the vacant area corresponding to the first target area or the second target area.
[0061] A possible implementation method of the above step of determining the vacant area corresponding to the first target area or the second target area based on the judgment result is as follows: if the stall priority of the stalls in the first target area is higher than the stall priority of the stalls in the second target area, the first vacant area, as well as the first vacant area and the second vacant area, are determined as the vacant areas corresponding to the first target area; if the stall priority of the stalls in the first target area is lower than the stall priority of the stalls in the second target area, the second vacant area, as well as the first vacant area and the second vacant area, are determined as the vacant areas corresponding to the second target area.
[0062] The stall priority (also called area priority) is related to the creation time of the stall (creation time of the area). Generally, the area with the earliest creation time has a higher stall priority. Stalls can continue to be displayed in the first vacant area and the second vacant area, and the stall will not be blocked by other stalls.
[0063] For example, Figure 6 As shown, the graphical user interface includes a first target area (such as Figure 6 The target area a) and the second target area (such as Figure 6 The first vacant area corresponding to the first target area is Figure 6 The black area in the figure, the second vacant area corresponding to the second target area is also Figure 6 The black area in the figure, at this time the first vacant area overlaps with the second vacant area, if the stall priority of the stall in the first target area is higher than the stall priority of the stall in the second target area, the black area is determined as the vacant area corresponding to the first target area; if the stall priority of the stall in the first target area is lower than the stall priority of the stall in the second target area, the black area is determined as the vacant area corresponding to the second target area.
[0064] (2) Determine the number of vacant stalls in the target area based on the size of the vacant area and the size of the area where the stalls are located.
[0065] If the size of the vacant area is 2*2 and the size of the stall is 1*1, then the number of vacant stalls in the target area is determined to be 4. For example, if the size of the vacant area is 3*3 and the size of the area where the stall is located is 2*2, then the number of vacant stalls in the target area is determined to be 1.
[0066] In one possible manner, if the target instruction is a second transaction instruction, the second transaction instruction may be a second transaction instruction, and optionally, a purchase control is displayed on the graphical user interface, and in response to a trigger operation on the purchase control, a target stall of the same type is determined from multiple stalls according to the stall location and the game items sold by the stall; a designated stall that sells the target game items and has the highest sales ratio is determined from the target stalls, and a ratio of the number of designated stalls to the number of target stalls is calculated; after determining the target area where the target stall is located, the method further includes:
[0067] Based on the historical usage frequency of each game item for the current game account, a first game item whose historical usage frequency is greater than a preset frequency threshold is determined; in response to the fact that the number of first game items owned by the current game account is less than the preset number threshold and item information of the first game item is displayed on the target area, first prompt information is displayed on the target area; the first prompt information is used to indicate that the first game item that is lacking in the current game account can be supplemented in a target stall in the target area.
[0068] The above-mentioned current game account is the game account logged in on the terminal device, that is, the historical frequency of use of each game item by the player who controls the terminal device. The above-mentioned preset frequency threshold can be a numerical value pre-set according to needs, such as 50%, etc. The above-mentioned preset quantity threshold can also be a numerical value pre-set according to needs, such as 0 or 1, etc. If the number of the first game item owned by the current game account is insufficient to achieve the specified function, and the first game item is mainly sold in the target area, a first prompt message will be displayed on the target area. The first prompt message can be text information or pattern information, such as "recommendation". For example, Figure 7 As shown, a prompt message of [Recommendation] is displayed on the target area c.
[0069] The above method also includes: determining a second game item whose transaction volume meets a second preset condition based on historical transaction data of each game item; in response to item information of the second game item being displayed on the target area, displaying second prompt information on the target area; the second prompt information is used to indicate that the game item sold at the target stall in the target area is a currently popular game item.
[0070] The second game item whose transaction volume meets the second preset condition may be a second game item whose transaction volume is greater than a preset threshold, or may be a second game item with the largest transaction volume. If most of the players in the current game buy or sell the second game item, a second prompt message will be displayed on the target area where the second game item is mainly sold. The second prompt message may be text information or graphic information, such as "hot". For example, Figure 7As shown, the prompt information of [Hot] is displayed on the target area a and the target area b.
[0071] The above method also includes: in response to the target stall in the target area being updated and the current game account has browsed the target stall in history, displaying third prompt information on the target area; the third prompt information is used to indicate that the target stall has been updated.
[0072] If a stall in a target area is updated, for example, the stall owner adds game items that were not sold before, or a new stall is created in the target area, and the current game account has frequently viewed the target stall in the target area, a third prompt message will be displayed on the target area; the third prompt message can be text information or graphic information, such as "New Arrivals". For example, Figure 7 As shown, the prompt message "New Arrivals" is displayed on the target area d and the target area b.
[0073] The target stalls mentioned above include a first stall combination with adjacent stall positions; usually the game interface will include multiple target stalls. For example, target stalls of the same type may be target stalls of game item A type. At this time, the game item with the highest sales ratio in the stalls in the first stall combination is game item A.
[0074] Alternatively, the target stalls include a first stall combination with adjacent stall locations, and a first candidate stall at least partially located within a specified range of the first stall combination. The first stall combination may include multiple stalls, each of which includes multiple stalls. Among the first candidate stalls, there is a stall whose game item A has the highest sales ratio.
[0075] A possible implementation of the above step of determining a target stall of the same type from multiple stalls based on the stall location and the game items sold at the stall is as follows:
[0076] According to the booth locations of the booths and the game items sold at the booths, multiple first booth combinations are determined from multiple booths; wherein the first booth combination includes greater than or equal to a first number of first booths, and the positions of the first booths are continuous; the game items with the highest sales ratio in the first booths included in the first booth combination are the same; the game items with the highest sales ratio in the first booths included in different types of first booth combinations are different; for each first booth combination, a first candidate booth located within a specified range of the first booth combination is determined; if the game item with the highest sales ratio in the first candidate booth that is farthest from the first booth combination is the same as the game item with the highest sales ratio in the first booth included in the first booth combination, the first booth and the first candidate booth included in the first booth combination are determined as target booths.
[0077] The above-mentioned designated range usually refers to the area of three or two consecutive stalls adjacent to the first stall combination.
[0078] For example, Figure 8 As shown, the tiling calculation is performed with three or more consecutive stalls (the game items with the highest sales ratio in the stalls are the same) as the center, and the designated range of the first stall combination is the gray area therein. For each first alternative stall, if the game item with the highest sales ratio in the first alternative stall is the same as the game item with the highest sales ratio in the first stall included in the first stall combination, the first alternative stall is determined as the target stall.
[0079] For example, Figure 8 As shown, if the game items with the highest sales ratio in the first alternative stall 3 which is the farthest from the first stall combination within the first specified range (above), the first alternative stall 6 which is the farthest from the first stall combination within the second specified range (below), the first alternative stall 8 which is the farthest from the first stall combination within the third specified range (right), and the first alternative stall 10 which is the farthest from the first stall combination within the third specified range (left) are all the same as the game items with the highest sales ratio in the first stall included in the first stall combination, then the first stall a, the second stall b, the third stall c, the first alternative stall 1, the first alternative stall 2, the first alternative stall 3, the first alternative stall 4, the first alternative stall 5, the first alternative stall 6, the first alternative stall 7, the first alternative stall 8, the first alternative stall 9, and the first alternative stall 10 included in the first stall combination are all determined as target stalls.
[0080] The game items with the highest sales ratio in the first alternative stall 1, the first alternative stall 2, the first alternative stall 4, the first alternative stall 5, the first alternative stall 7, and the first alternative stall 9 may be the same as or different from the game items with the highest sales ratio in the first stall included in the first stall combination.
[0081] For example, Fig. 9 As shown, if the game items with the highest sales ratio in the first alternative stall 2 which is the farthest from the first stall combination within the first specified range (above), the first alternative stall 6 which is the farthest from the first stall combination within the second specified range (below), the first alternative stall 8 which is the farthest from the first stall combination within the third specified range (right), and the first alternative stall 10 which is the farthest from the first stall combination within the third specified range (left) are all the same as the game items with the highest sales ratio in the first stall included in the first stall combination, then the first stall a, the second stall b, the third stall c, the first alternative stall 1, the first alternative stall 2, the first alternative stall 6, the first alternative stall 8, and the first alternative stall 10 included in the first stall combination are determined as target stalls.
[0082] After the step of determining the first stall and the alternative stall included in the first stall combination as target stalls if the game item with the highest sales ratio in the first alternative stall that is farthest from the first stall combination is the same as the game item with the highest sales ratio in the first stall included in the first stall combination, the method further includes: determining at least one second stall combination from the first alternative stalls, the positions of the second stalls included in the second stall combination are continuous, and the game item with the highest sales ratio in the second stall is the same as the game item with the highest sales ratio in the first stall included in the first stall combination; and executing the step of determining, for each second stall combination, a second alternative stall located within a specified range of the second stall combination.
[0083] For example, Fig.10 As shown, if the first candidate stalls 10, 11, and 12 in the first candidate stalls can form a second stall combination, then the first candidate stalls 10, 11, and 12 are the above-mentioned second stalls, the positions of the first candidate stalls 10, 11, and 12 are continuous, and the game items with the highest sales ratio in the stalls are the same as the game items with the highest sales ratio in the first stalls included in the first stall combination. Continue to perform the step of determining the second candidate stalls within the specified range of the second stall combination for each second stall combination, wherein the specified range of the second stall combination is Fig.10 The gray area in .
[0084] The multiple first booth combinations include: a first type of booth combination and a second type of booth combination; for each first booth combination, a step of determining a first candidate booth within a specified range of the first booth combination, a possible implementation method is:
[0085] Determine whether the first designated range of the first type of stall combination overlaps with the second designated range of the second type of stall combination; if the first designated range of the first type of stall combination overlaps with the second designated range of the second type of stall combination, determine whether the stall priority of the stalls in the first type of stall combination is higher than the stall priority of the stalls in the second type of stall combination; wherein the stall priority is related to the creation time of the stalls in the first stall combination; if the stall priority of the first type of stall combination is higher than the stall priority of the second type of stall, determine the first candidate stall within the first designated range. Optionally, the stall priority is related to the combination determination time of the first stall combination.
[0086] The above method also includes: if the stall priority of the first type of stall combination is lower than the stall priority of the second type of stall; determining the overlapping area with the second specified range in the first specified range, deleting the overlapping area of the first specified range, and obtaining a third specified range; determining the first alternative stall in the third specified range.
[0087] For example, Fig.11 As shown, if the dark gray area is the first designated range of the first type of booth combination, and the light gray area is the second designated range of the second type of booth combination, if the first designated range overlaps with the second designated range, that is, Fig.11 In the shaded area in the figure, if the booth priority of the first type of booth combination is higher than that of the second type of booth, determine the first candidate booth within the first specified range of the first type of booth combination; at the same time, delete the overlapping area of the second specified range to obtain the fourth specified range, and determine the first candidate booth within the fourth specified range of the second type of booth combination.
[0088] If the booth priority of the first type of booth combination is lower than that of the second type of booth, the overlapping area of the first specified range is deleted to obtain the third specified range, and the first candidate booth within the third specified range of the first type of booth combination is determined. The first candidate booth within the second specified range of the second type of booth combination is determined.
[0089] In the above method, players can identify the core commodity areas of each part more quickly, greatly reducing the manpower and time costs caused by players blindly clicking repeatedly to visit stalls, and improving the degree of information dissemination; it solves the problem that buyers and sellers in the game cannot act swiftly according to the area situation when selling or purchasing props. By providing players with different channels for viewing areas, players can quickly grasp the target area according to the corresponding data information and recommended tags provided by the area, greatly improving the action efficiency and game experience in the process of buying and selling goods.
[0090] Corresponding to the above method embodiment, the present disclosure provides a display control device for game information, such as Fig.12 As shown, the device comprises:
[0091] The determination module 121 is used for determining target stalls of the same type from the multiple stalls in the game scene, in response to the target instruction, according to the stall positions and the game items sold by the stalls; wherein the positions of the target stalls are continuous, and the target game items with the highest sales ratio in at least some of the target stalls are the same;
[0092] The rendering module 122 is used to determine the target area where the target stall is located, and render the corresponding special effects of the target game items in the target area; different target areas correspond to different special effects.
[0093] The disclosed embodiment provides a display control device for game information, wherein the game scene includes multiple stalls, and in response to a target instruction, a target stall of the same type is determined from multiple stalls according to the stall position and the game items sold at the stall; a special effect corresponding to the target game item is rendered on the target area where the target stall is located; different target areas correspond to different special effects. In this method, the special effects corresponding to the target game item are rendered to the target area where stalls of the same type in the scene are located, so that players can distinguish stall areas according to the special effects, and can also understand the main game items sold in the target area according to the special effects, without having to repeatedly check each stall, saving the time and energy spent by players and improving the trading enthusiasm and trading experience of players.
[0094] The above-mentioned device also includes: a display module, which is used to determine the designated stalls that sell the target game items and whose sales ratio meets the first preset condition from the target stalls, and calculate the ratio of the number of designated stalls to the number of target stalls; and display the item information and ratio of the target game items on the target area.
[0095] If the target instruction is the first transaction instruction, the device further includes: a first display module, configured to determine the number of vacant booths corresponding to the target area; and display the number of vacant booths on the target area.
[0096] If the target instruction is a second transaction instruction, the above-mentioned device also includes: a second display module, used to determine a first game item whose historical usage frequency is greater than a preset frequency threshold based on the historical usage frequency of each game item for the current game account; in response to the number of first game items owned by the current game account being less than the preset number threshold and item information of the first game item is displayed on the target area, displaying first prompt information on the target area; the first prompt information is used to indicate that the first game item that is lacking in the current game account can be supplemented in the target stall in the target area.
[0097] If the target instruction is a second transaction instruction, the above-mentioned device also includes: a third display module, which is used to determine, based on the historical transaction data of each game item, a second game item whose transaction volume meets the second preset condition; in response to the item information of the second game item being displayed on the target area, displaying second prompt information on the target area; the second prompt information is used to indicate that the game items sold at the target stall in the target area are currently popular game items.
[0098] If the target instruction is a second transaction instruction, the above-mentioned device also includes: a fourth display module, which is used to display third prompt information on the target area in response to the target stall in the target area being updated and the current game account has browsed the target stall in history; the third prompt information is used to indicate that the target stall has been updated.
[0099] The target stalls include a first stall combination whose stalls are adjacent to each other; or, the target stalls include a first stall combination whose stalls are adjacent to each other, and a first candidate stall at least partially located within a specified range of the first stall combination.
[0100] The above-mentioned determination module is also used to: determine multiple first stall combinations from multiple stalls according to the stall locations and the game items sold at the stalls; wherein the first stall combination includes first stalls greater than or equal to a first number, and the positions of the first stalls are continuous; the game items with the highest sales ratio in the first stalls included in the first stall combination are the same; the game items with the highest sales ratio in the first stalls included in different types of first stall combinations are different; for each first stall combination, determine the first alternative stall located within a specified range of the first stall combination; if the game item with the highest sales ratio in the first alternative stall that is farthest from the first stall combination is the same as the game item with the highest sales ratio in the first stall included in the first stall combination, determine the first stall and the first alternative stall included in the first stall combination as the target stalls.
[0101] The above-mentioned determination module is also used to: determine at least one second stall combination from the alternative stalls, the positions of the second stalls included in the second stall combination are continuous, and the game items with the highest sales ratio in the second stalls are the same as the game items with the highest sales ratio in the first stalls included in the first stall combination; and execute the step of determining the second alternative stalls located within the specified range of the second stall combination for each second stall combination.
[0102] The above-mentioned multiple first stall combinations include: a first type of stall combination and a second type of stall combination; the above-mentioned determination module is also used to: determine whether the first designated range of the first type of stall combination overlaps with the second designated range of the second type of stall combination; if the first designated range of the first type of stall combination overlaps with the second designated range of the second type of stall combination, determine whether the stall priority of the stalls in the first type of stall combination is higher than the stall priority of the stalls in the second type of stall combination; wherein the stall priority is related to the creation time of the stalls in the first stall combination; if the stall priority of the first type of stall combination is higher than the stall priority of the second type of stall, determine the first alternative stall within the first designated range.
[0103] The above-mentioned determination module is also used for: if the stall priority of the first type of stall combination is lower than the stall priority of the second type of stall; determining the overlapping area between the first specified range and the second specified range, deleting the overlapping area of the first specified range to obtain a third specified range; and determining the first candidate stall in the third specified range.
[0104] The first display module is also used to: determine the vacant area corresponding to the target area; the vacant area is located in the target area or adjacent to the target area; and determine the number of vacant stalls in the target area based on the size of the vacant area and the size of the area where the stalls are located.
[0105] The above-mentioned first display module is also used for: if the scene screen of the game scene includes a first target area and a second target area; the first target area is determined by the area where the target stalls belonging to the first category are located, and the second target area is determined by the area where the target stalls belonging to the second category are located; determine the first vacant area corresponding to the first target area, and the second vacant area corresponding to the second target area; the first vacant area and the second vacant area are used to display the newly created stall; if the first vacant area overlaps with the second vacant area, determine whether the stall priority of the stall in the first target area is higher than the stall priority of the stall in the second target area; and determine the vacant area corresponding to the first target area or the second target area according to the judgment result.
[0106] The above-mentioned first display module is also used for: if the stall priority of the stalls in the first target area is higher than the stall priority of the stalls in the second target area, the first vacant area and the second vacant area are determined as the vacant areas corresponding to the first target area; if the stall priority of the stalls in the first target area is lower than the stall priority of the stalls in the second target area, the first vacant area and the second vacant area are determined as the vacant areas corresponding to the second target area; different target areas correspond to different special effects.
[0107] The display control device for game information provided by the embodiment of the present disclosure has the same technical features as the display control for game information provided by the above-mentioned embodiment, so it can also solve the same technical problems and achieve the same technical effects.
[0108] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game information display control method. The electronic device can be a server or a terminal device.
[0109] See also Fig.13 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores machine executable instructions that can be executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the above-mentioned display control method of game information.
[0110] Further, Fig.13 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0111] Among them, the memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.13 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0112] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.
[0113] The processor in the electronic device can implement the following operations in the game information display control method by executing the machine executable instructions:
[0114] The game scene includes multiple stalls. In response to the target instruction, the target stalls of the same type are determined from the multiple stalls according to the stall positions and the game items sold in the stalls; wherein the positions of the target stalls are continuous, and the target game items with the highest sales ratio in at least some of the target stalls are the same; the target area where the target stall is located is determined, and the special effects corresponding to the target game items are rendered on the target area; different target areas correspond to different special effects. In this method, the special effects corresponding to the target game items are rendered for the target areas where the stalls of the same type in the scene screen are located, so that the players can distinguish the stall areas according to the special effects, and can also understand the main game items sold in the target area according to the special effects, without having to repeatedly check each stall, saving the time and energy spent by the players, and improving the players' trading enthusiasm and trading experience.
[0115] The above method also includes: determining designated stalls that sell target game items and whose sales ratios meet the first preset condition from the target stalls, and calculating the ratio of the number of designated stalls to the number of target stalls; and displaying the item information and ratio of the target game items in the target area. In this method, different special effects are rendered for the target area where stalls of the same type are located in the scene screen, and the item information of the game items mainly sold in the target area is displayed in the target area, so that players can distinguish stall areas according to the special effects, and understand the game items mainly sold in the target area according to the item information displayed on the target area, without having to repeatedly check each stall, saving the time and energy spent by players and improving the trading enthusiasm and trading experience of players.
[0116] If the target instruction is the first transaction instruction, the method further includes: determining the number of vacant stalls corresponding to the target area; and displaying the number of vacant stalls on the target area.
[0117] If the target instruction is a second transaction instruction, the method further includes: determining a first game item whose historical usage frequency is greater than a preset frequency threshold based on the historical usage frequency of each game item by the current game account; in response to the number of first game items owned by the current game account being less than the preset number threshold and item information of the first game item being displayed on the target area, displaying first prompt information on the target area; the first prompt information is used to indicate that the first game item that is lacking in the current game account can be replenished at the target stall in the target area.
[0118] If the target instruction is a second transaction instruction, the above method also includes: determining the second game item whose transaction volume best meets the second preset condition based on the historical transaction data of each game item; in response to the item information of the second game item being displayed on the target area, displaying second prompt information on the target area; the second prompt information is used to indicate that the game items sold at the target stall in the target area are currently popular game items.
[0119] If the target instruction is a second transaction instruction, the method further includes: in response to an update of a target stall in the target area and the current game account has browsed the target stall in history, displaying a third prompt information on the target area; the third prompt information is used to indicate that the target stall has been updated.
[0120] The target stalls include a first stall combination whose stalls are adjacent to each other; or, the target stalls include a first stall combination whose stalls are adjacent to each other, and a first candidate stall at least partially located within a specified range of the first stall combination.
[0121] The above-mentioned step of determining target stalls of the same type from multiple stalls based on the stall locations and the game items sold at the stalls includes: determining multiple first stall combinations from multiple stalls based on the stall locations and the game items sold at the stalls; wherein the first stall combination includes first stalls greater than or equal to a first number, and the positions of the first stalls are continuous; the game items with the highest sales ratio in the first stalls included in the first stall combination are the same; the game items with the highest sales ratio in the first stalls included in different types of first stall combinations are different; for each first stall combination, determining a first alternative stall located within a specified range of the first stall combination; if the game item with the highest sales ratio in the first alternative stall located farthest from the first stall combination is the same as the game item with the highest sales ratio in the first stall included in the first stall combination, the first stall and the first alternative stall included in the first stall combination are determined as target stalls.
[0122] After the step of determining the first stall and the alternative stall included in the first stall combination as target stalls if the game item with the highest sales ratio in the first alternative stall that is farthest from the first stall combination is the same as the game item with the highest sales ratio in the first stall included in the first stall combination, the method further includes: determining at least one second stall combination from the alternative stalls, the positions of the second stalls included in the second stall combination are continuous, and the game item with the highest sales ratio in the second stall is the same as the game item with the highest sales ratio in the first stall included in the first stall combination; and executing the step of determining, for each second stall combination, a second alternative stall located within a specified range of the second stall combination.
[0123] The above-mentioned multiple first stall combinations include: a first type of stall combination and a second type of stall combination; for each first stall combination, the step of determining a first alternative stall within a specified range of the first stall combination includes: determining whether the first specified range of the first type of stall combination overlaps with the second specified range of the second type of stall combination; if the first specified range of the first type of stall combination overlaps with the second specified range of the second type of stall combination, determining whether the stall priority of the stalls in the first type of stall combination is higher than the stall priority of the stalls in the second type of stall combination; wherein the stall priority is related to the creation time of the stalls in the first stall combination; if the stall priority of the first type of stall combination is higher than the stall priority of the second type of stall, determining the first alternative stall within the first specified range.
[0124] The above method also includes: if the stall priority of the first type of stall combination is lower than the stall priority of the second type of stall; determining the overlapping area with the second specified range in the first specified range, deleting the overlapping area of the first specified range, and obtaining a third specified range; determining the first alternative stall in the third specified range.
[0125] The step of determining the number of vacant stalls corresponding to the target area includes: determining the vacant area corresponding to the target area; the vacant area is located in the target area or adjacent to the target area; and determining the number of vacant stalls in the target area based on the size of the vacant area and the size of the area where the stalls are located.
[0126] The above-mentioned step of determining the vacant area corresponding to the target area includes: if the scene screen of the game scene includes a first target area and a second target area; the first target area is determined by the area where the target stalls belonging to the first category are located, and the second target area is determined by the area where the target stalls belonging to the second category are located; determine the first vacant area corresponding to the first target area, and the second vacant area corresponding to the second target area; the first vacant area and the second vacant area are used to display the newly created stall; if the first vacant area overlaps with the second vacant area, determine whether the stall priority of the stall in the first target area is higher than the stall priority of the stall in the second target area; and determine the vacant area corresponding to the first target area or the second target area according to the judgment result.
[0127] The above-mentioned step of determining the vacant area corresponding to the first target area or the second target area based on the judgment result includes: if the stall priority of the stall in the first target area is higher than the stall priority of the stall in the second target area, determining the first vacant area and the second vacant area as the vacant areas corresponding to the first target area; if the stall priority of the stall in the first target area is lower than the stall priority of the stall in the second target area, determining the first vacant area and the second vacant area as the vacant areas corresponding to the second target area; different target areas correspond to different special effects.
[0128] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned display control method of game information.
[0129] The machine executable instructions stored in the machine readable storage medium can implement the following operations in the game information display control method by executing the machine executable instructions:
[0130] The game scene includes multiple stalls. In response to the target instruction, the target stalls of the same type are determined from the multiple stalls according to the stall positions and the game items sold in the stalls; wherein the positions of the target stalls are continuous, and the target game items with the highest sales ratio in at least some of the target stalls are the same; the target area where the target stall is located is determined, and the special effects corresponding to the target game items are rendered on the target area; different target areas correspond to different special effects. In this method, the special effects corresponding to the target game items are rendered for the target areas where the stalls of the same type in the scene screen are located, so that the players can distinguish the stall areas according to the special effects, and can also understand the main game items sold in the target area according to the special effects, without having to repeatedly check each stall, saving the time and energy spent by the players, and improving the players' trading enthusiasm and trading experience.
[0131] The above method also includes: determining designated stalls that sell target game items and whose sales ratios meet the first preset condition from the target stalls, and calculating the ratio of the number of designated stalls to the number of target stalls; and displaying the item information and ratio of the target game items in the target area. In this method, different special effects are rendered for the target area where stalls of the same type are located in the scene screen, and the item information of the game items mainly sold in the target area is displayed in the target area, so that players can distinguish stall areas according to the special effects, and understand the game items mainly sold in the target area according to the item information displayed on the target area, without having to repeatedly check each stall, saving the time and energy spent by players and improving the trading enthusiasm and trading experience of players.
[0132] If the target instruction is the first transaction instruction, the method further includes: determining the number of vacant stalls corresponding to the target area; and displaying the number of vacant stalls on the target area.
[0133] If the target instruction is a second transaction instruction, the method further includes: determining a first game item whose historical usage frequency is greater than a preset frequency threshold based on the historical usage frequency of each game item by the current game account; in response to the number of first game items owned by the current game account being less than the preset number threshold and item information of the first game item being displayed on the target area, displaying first prompt information on the target area; the first prompt information is used to indicate that the first game item that is lacking in the current game account can be replenished at the target stall in the target area.
[0134] If the target instruction is a second transaction instruction, the above method also includes: determining the second game item whose transaction volume best meets the second preset condition based on the historical transaction data of each game item; in response to the item information of the second game item being displayed on the target area, displaying second prompt information on the target area; the second prompt information is used to indicate that the game items sold at the target stall in the target area are currently popular game items.
[0135] If the target instruction is a second transaction instruction, the method further includes: in response to an update of a target stall in the target area and the current game account has browsed the target stall in history, displaying a third prompt information on the target area; the third prompt information is used to indicate that the target stall has been updated.
[0136] The target stalls include a first stall combination whose stalls are adjacent to each other; or, the target stalls include a first stall combination whose stalls are adjacent to each other, and a first candidate stall at least partially located within a specified range of the first stall combination.
[0137] The above-mentioned step of determining target stalls of the same type from multiple stalls based on the stall locations and the game items sold at the stalls includes: determining multiple first stall combinations from multiple stalls based on the stall locations and the game items sold at the stalls; wherein the first stall combination includes first stalls greater than or equal to a first number, and the positions of the first stalls are continuous; the game items with the highest sales ratio in the first stalls included in the first stall combination are the same; the game items with the highest sales ratio in the first stalls included in different types of first stall combinations are different; for each first stall combination, determining a first alternative stall located within a specified range of the first stall combination; if the game item with the highest sales ratio in the first alternative stall located farthest from the first stall combination is the same as the game item with the highest sales ratio in the first stall included in the first stall combination, the first stall and the first alternative stall included in the first stall combination are determined as target stalls.
[0138] After the step of determining the first stall and the alternative stall included in the first stall combination as target stalls if the game item with the highest sales ratio in the first alternative stall that is farthest from the first stall combination is the same as the game item with the highest sales ratio in the first stall included in the first stall combination, the method further includes: determining at least one second stall combination from the alternative stalls, the positions of the second stalls included in the second stall combination are continuous, and the game item with the highest sales ratio in the second stall is the same as the game item with the highest sales ratio in the first stall included in the first stall combination; and executing the step of determining, for each second stall combination, a second alternative stall located within a specified range of the second stall combination.
[0139] The above-mentioned multiple first stall combinations include: a first type of stall combination and a second type of stall combination; for each first stall combination, the step of determining a first alternative stall within a specified range of the first stall combination includes: determining whether the first specified range of the first type of stall combination overlaps with the second specified range of the second type of stall combination; if the first specified range of the first type of stall combination overlaps with the second specified range of the second type of stall combination, determining whether the stall priority of the stalls in the first type of stall combination is higher than the stall priority of the stalls in the second type of stall combination; wherein the stall priority is related to the creation time of the stalls in the first stall combination; if the stall priority of the first type of stall combination is higher than the stall priority of the second type of stall, determining the first alternative stall within the first specified range.
[0140] The above method also includes: if the stall priority of the first type of stall combination is lower than the stall priority of the second type of stall; determining the overlapping area with the second specified range in the first specified range, deleting the overlapping area of the first specified range, and obtaining a third specified range; determining the first alternative stall in the third specified range.
[0141] The step of determining the number of vacant stalls corresponding to the target area includes: determining the vacant area corresponding to the target area; the vacant area is located in the target area or adjacent to the target area; and determining the number of vacant stalls in the target area based on the size of the vacant area and the size of the area where the stalls are located.
[0142] The above-mentioned step of determining the vacant area corresponding to the target area includes: if the scene screen of the game scene includes a first target area and a second target area; the first target area is determined by the area where the target stalls belonging to the first category are located, and the second target area is determined by the area where the target stalls belonging to the second category are located; determine the first vacant area corresponding to the first target area, and the second vacant area corresponding to the second target area; the first vacant area and the second vacant area are used to display the newly created stall; if the first vacant area overlaps with the second vacant area, determine whether the stall priority of the stall in the first target area is higher than the stall priority of the stall in the second target area; and determine the vacant area corresponding to the first target area or the second target area according to the judgment result.
[0143] The above-mentioned step of determining the vacant area corresponding to the first target area or the second target area based on the judgment result includes: if the stall priority of the stall in the first target area is higher than the stall priority of the stall in the second target area, determining the first vacant area and the second vacant area as the vacant areas corresponding to the first target area; if the stall priority of the stall in the first target area is lower than the stall priority of the stall in the second target area, determining the first vacant area and the second vacant area as the vacant areas corresponding to the second target area; different target areas correspond to different special effects.
[0144] The computer program products of the game information display control method, device, electronic device and system provided in the embodiments of the present disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0145] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.
[0146] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.
[0147] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0148] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0149] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.
Claims
1. A method for controlling the display of game information, characterized in that: The method comprises: The game scene includes a plurality of stalls, and in response to a target instruction, target stalls of the same type are determined from the plurality of stalls according to the stall positions and the game items sold by the stalls; wherein the positions of the target stalls are continuous, and the target game items with the highest sales ratio in at least some of the target stalls are the same; Determine a target area where the target stall is located, and render a special effect corresponding to the target game item in the target area; different target areas correspond to different special effects.
2. The method according to claim 1, characterized in that The method further comprises: Determine, from the target stalls, designated stalls that sell the target game item and whose sales ratio satisfies a first preset condition, and calculate a ratio of the number of the designated stalls to the number of the target stalls; The item information of the target game item and the ratio are displayed on the target area.
3. The method according to claim 1, characterized in that: If the target instruction is a first transaction instruction, the method further includes: Determine the number of vacant stalls corresponding to the target area; The number of booth vacancies is displayed on the target area.
4. The method according to claim 1, characterized in that If the target instruction is a second transaction instruction, the method further includes: Determine, based on the historical usage frequency of each game item in the current game account, a first game item whose historical usage frequency is greater than a preset frequency threshold; In response to the quantity of the first game items owned by the current game account being less than a preset quantity threshold and item information of the first game items being displayed on the target area, first prompt information is displayed on the target area; the first prompt information is used to indicate that the first game items lacking in the current game account can be replenished in a target stall in the target area.
5. The method according to claim 1, characterized in that If the target instruction is a second transaction instruction, the method further includes: Determine, based on historical transaction data of each game item, a second game item whose transaction volume meets a second preset condition; In response to the item information of the second game item being displayed on the target area, second prompt information is displayed on the target area; the second prompt information is used to indicate that the game item sold at the target stall in the target area is a currently popular game item.
6. The method according to claim 1, characterized in that If the target instruction is a second transaction instruction, the method further includes: In response to the target stall in the target area being updated and the current game account having browsed the target stall in history, third prompt information is displayed on the target area; the third prompt information is used to indicate that the target stall has been updated.
7. The method according to claim 1, characterized in that The target stalls include a first stall combination with adjacent stall locations; or, The target booths include a first booth combination whose booth positions are adjacent to each other, and a first candidate booth that is at least partially located within a specified range of the first booth combination.
8. The method according to claim 7, characterized in that The step of determining a target stall of the same type from the plurality of stalls according to the stall location of the stall and the game items sold at the stall comprises: Determine a plurality of first booth combinations from the plurality of booths according to booth locations and game items sold at the booths; wherein the first booth combinations include first booths greater than or equal to a first number, and the locations of the first booths are continuous; the game items with the highest sales ratio in the first booths included in the first booth combinations are the same; different first booth combinations include first booths with different highest sales ratios; For each of the first booth combinations, determining a first candidate booth located within a specified range of the first booth combination; If the game item with the highest sales ratio in the first candidate booth farthest from the first booth combination is the same as the game item with the highest sales ratio in the first booth included in the first booth combination, the first booth included in the first booth combination and the first candidate booth are determined as the target booths.
9. The method according to claim 8, characterized in that If the game item with the highest sales ratio in the first candidate booth located farthest from the first booth combination is the same as the game item with the highest sales ratio in the first booth included in the first booth combination, after the step of determining the first booth included in the first booth combination and the first candidate booth as the target booth, the method further includes: Determine at least one second booth combination from the first candidate booths, the second booths included in the second booth combination are located continuously, and the game items with the highest sales ratio in the second booths are the same as the game items with the highest sales ratio in the first booths included in the first booth combination; The step of determining, for each of the second booth combinations, a second candidate booth located within a specified range of the second booth combination is performed.
10. The method according to claim 8, characterized in that The plurality of first booth combinations include: a first type of booth combination and a second type of booth combination; For each of the first booth combinations, the step of determining a first candidate booth located within a specified range of the first booth combination comprises: Determining whether a first designated range of the first type of booth combination overlaps with a second designated range of the second type of booth combination; If the first designated range of the first type of booth combination overlaps with the second designated range of the second type of booth combination, determining whether the booth priority of the booths in the first type of booth combination is higher than the booth priority of the booths in the second type of booth combination; wherein the booth priority is related to the creation time of the booths in the first booth combination; If the booth priority of the first type of booth combination is higher than the booth priority of the second type of booth combination, a first candidate booth within the first designated range is determined.
11. The method according to claim 10, characterized in that The method further comprises: If the booth priority of the first type of booth combination is lower than the booth priority of the second type of booth; Determine an overlapping area between the first specified range and the second specified range, delete the overlapping area of the first specified range, and obtain a third specified range; A first candidate stall within the third specified range is determined.
12. The method according to claim 3, characterized in that The step of determining the number of vacant stalls corresponding to the target area comprises: Determine a vacant area corresponding to the target area; the vacant area is located in the target area or is adjacent to the target area; The number of vacant stalls in the target area is determined according to the area size of the vacant area and the area size of the area where the stalls are located.
13. The method according to claim 12, characterized in that The step of determining a vacant area corresponding to the target area comprises: If the scene screen of the game scene includes a first target area and a second target area; the first target area is determined by the area where the target stalls belonging to the first category are located, and the second target area is determined by the area where the target stalls belonging to the second category are located; Determine a first vacant area corresponding to the first target area, and a second vacant area corresponding to the second target area; the first vacant area and the second vacant area are used to display a newly created stall; If the first vacant area overlaps with the second vacant area, determining whether the booth priority of the booth in the first target area is higher than the booth priority of the booth in the second target area; According to the judgment result, a vacant area corresponding to the first target area or the second target area is determined.
14. The method according to claim 13, characterized in that According to the judgment result, the step of determining a vacant area corresponding to the first target area or the second target area includes: If the stall priority of the stalls in the first target area is higher than the stall priority of the stalls in the second target area, the first vacant area and the overlapping area of the first vacant area and the second vacant area are determined as the vacant area corresponding to the first target area; If the stall priority of the stalls in the first target area is lower than the stall priority of the stalls in the second target area, the second vacant area and the overlapping area of the first vacant area and the second vacant area are determined as the vacant area corresponding to the second target area.
15. A display control device for game information, characterized in that: The device comprises: A determination module is used for including a plurality of stalls in a game scene, and in response to a target instruction, determining target stalls of the same type from the plurality of stalls according to the stall positions and the game items sold by the stalls; wherein the positions of the target stalls are continuous, and the target game items with the highest sales ratio in at least some of the target stalls are the same; The rendering module is used to determine the target area where the target stall is located, and render the special effects corresponding to the target game items on the target area; different target areas correspond to different special effects.
16. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the display control method of game information described in any one of claims 1-14.
17. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the display control method for game information described in any one of claims 1-14.
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