Methods, devices and electronic devices for displaying game information

By determining the target area based on the stall location and the items sold in the game and rendering special effects, the problem of repeatedly checking stalls in the game was solved, improving transaction efficiency and players' enthusiasm for trading.

CN120001034BActive Publication Date: 2025-11-14NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311526275.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-11-15
Publication Date
2025-11-14
Estimated Expiration
2043-11-15

AI Technical Summary

Technical Problem

In the game, due to the large number of stalls selling different types of game items, buyers and sellers need to repeatedly check multiple stalls to find the items they want, resulting in a waste of time and energy, which affects the enthusiasm for transactions and the experience.

Method used

By identifying target stalls of the same type based on their location and the game items they sell, and rendering corresponding special effects in the target areas, players can distinguish stall areas based on the effects, understand the main game items sold, and save browsing time.

Benefits of technology

It increases players' trading enthusiasm and trading experience, reduces the time and effort spent on repeatedly checking, and enhances in-game trading efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

This disclosure provides a method, apparatus, and electronic device for displaying and controlling game information. The game scene includes multiple stalls. Based on the stall's location and the game items it sells, a target stall belonging to the same type is identified from among the multiple stalls. Special effects corresponding to the target game items are rendered on the target area where the target stall is located; different target areas correspond to different special effects. In this method, special effects corresponding to the target game items are rendered on the target area where stalls of the same type are located in the scene, allowing players to distinguish stall areas based on the effects and understand the main game items sold in the target area. This eliminates the need to repeatedly check each stall, saving players time and effort, and improving their trading enthusiasm and experience.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus, and electronic device for displaying and controlling game information. Background Technology

[0002] Many games include a feature for buying and selling in-game items. Currently, due to the large number of player stalls, the game screen displays a dense array of stalls, with different areas selling different types of items. Buyers and sellers need to repeatedly browse multiple stalls to find the items they want and the areas selling specific types of items. This repetitive browsing is tedious and consumes a significant amount of players' time and energy. It also makes it difficult for sellers to quickly identify stalls selling different types of items, negatively impacting players' willingness to trade and overall in-game trading experience. Summary of the Invention

[0003] In view of this, the purpose of this disclosure is to provide a method, device, and electronic device for displaying and controlling 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, so that players can distinguish stall areas based on the special effects, and can also understand the main game items sold in the target area based on the special effects, without having to repeatedly check each stall, thereby saving players' time and energy, and thus improving players' trading enthusiasm and in-game trading experience.

[0004] In a first aspect, embodiments of this disclosure provide a method for controlling the display of game information. The method includes: a game scene comprising multiple stalls; in response to a target instruction, determining target stalls of the same type from the multiple stalls based on the stall location and the game items sold at the stalls; wherein the target stalls are located consecutively, and at least some of the target stalls have the same target game item with the highest sales ratio; determining a target area where the target stall is located, and rendering special effects corresponding to the target game item on the target area; different target areas correspond to different special effects.

[0005] Secondly, embodiments of this disclosure provide a game information display control device, which includes: a determining module, configured to determine target stalls of the same type from multiple stalls in a game scene, in response to a target instruction, based on the stall location and the game items sold at the stalls; wherein the target stalls are located consecutively, and at least some of the target stalls have the same target game item with the highest sales ratio; and a rendering module, configured to determine the target area where the target stall is located, render the special effects corresponding to the target game item on the target area, and display the item information and ratio of the target game item on the target area.

[0006] Thirdly, embodiments of this disclosure provide 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 game information display control method of any one of the first aspects.

[0007] Fourthly, embodiments of this disclosure provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the game information display control method of any one of the first aspects.

[0008] The embodiments disclosed herein bring the following beneficial effects:

[0009] This disclosure provides a method, apparatus, and electronic device for displaying and controlling game information. The game scene includes multiple stalls. Based on the stall's location and the game items it sells, a target stall of the same type is identified from among the multiple stalls. Special effects corresponding to the target game items are rendered on the target area where the target stall is located; different target areas correspond to different special effects. In this method, rendering special effects corresponding to the target game items on the target area of ​​stalls of the same type in the scene allows players to distinguish stall areas based on the effects and understand the main game items sold in the target area. This eliminates the need to repeatedly check each stall, saving players time and effort, and increasing their trading enthusiasm and experience.

[0010] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart illustrating a method for controlling the display of game information provided in this embodiment of the disclosure;

[0014] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of this disclosure;

[0015] Figure 3 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;

[0016] Figure 4 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;

[0017] Figure 5 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;

[0018] Figure 6 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;

[0019] Figure 7 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;

[0020] Figure 8 A schematic diagram illustrating the determination of a target stall according to an embodiment of this disclosure;

[0021] Figure 9 This is a schematic diagram illustrating another method for determining a target stall, as provided in an embodiment of this disclosure.

[0022] Figure 10 This is a schematic diagram illustrating another method for determining a target stall, as provided in an embodiment of this disclosure.

[0023] Figure 11 This is a schematic diagram illustrating another method for determining a target stall, as provided in an embodiment of this disclosure.

[0024] Figure 12 This is a schematic diagram of the structure of a game information display control device provided in an embodiment of the present disclosure;

[0025] Figure 13 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. Detailed Implementation

[0026] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0027] Currently, many games include a feature for buying and selling in-game items. Due to the large number of player stalls, the game screen displays a dense array of stalls, with different stalls selling different items in different areas. Buyers and sellers need to repeatedly browse multiple stalls to find the items they want and the areas selling specific types of items. This repetitive browsing is cumbersome, consuming a significant amount of time and energy for players. It also makes it difficult for sellers to quickly identify stalls selling different types of in-game items, impacting player engagement and the overall in-game trading experience. Therefore, this disclosure provides a method, device, and electronic device for displaying and controlling game information. This technology can be applied to mobile phones, computers, laptops, computers, tablets, desktops, etc.

[0028] In one embodiment of this disclosure, the game information display control method can run on a local terminal device or a server. When the game information display control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0029] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and operation of game information display control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0030] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0031] In one possible implementation, embodiments of the present invention provide a method for displaying and controlling game information, which provides a graphical user interface (GUI) through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI includes at least a portion of the game scene. For example... Figure 1 As shown, the method includes the following steps:

[0032] Step S102: The game scene includes multiple stalls. In response to the target instruction, based on the stall location and the game items sold at the stall, target stalls of the same type are identified from the multiple stalls. Among them, the target stalls are located consecutively, and at least some of the target stalls have the same target game item with the highest sales ratio.

[0033] For example, such as Figure 2 As shown, the graphical user interface displays multiple stalls (such as...). Figure 2 The stalls (such as Stall 1, Stall a, Stall b, etc.) are displayed in the game interface. The stall name is usually set by the player or automatically by the system. The stalls are displayed in a tiled format, meaning there is no obstruction between them.

[0034] The aforementioned response to a target instruction can be in response to a specified operation on a specified control, generating the target instruction. This specified operation can be a touch operation, a long press operation, a swipe operation, etc. Alternatively, it can be in response to a specified voice command, such as a player inputting a voice command to open the list display. The aforementioned target game items can be virtual weapons, virtual clothing, virtual vehicles, virtual cards, game props with different functions, etc. Target stalls of the same type typically include multiple stalls. The game item with the highest sales ratio in the stall exceeding a specified percentage is usually the target game item. This specified percentage is usually pre-set.

[0035] The consecutive positions of the target stalls can be either adjacent to each other or based on a preset interval between the target stalls that does not exceed the maximum interval for consecutive positions in the game scene.

[0036] Optionally, identify the game item with the highest sales ratio in each stall, identify the stalls with the same game item and the distance between stalls is less than a first distance threshold as target stalls, and then identify the stalls surrounded by the target stalls as target stalls as well.

[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 intermediate stalls that are consecutive in position and have more than a first number from the initial stalls, then determine the intermediate stall as the target stall, and use the target stall as a reference, within the range of the second distance threshold from the target stall, find the stall with the same game item with the highest sales ratio as the target stall, if it can be found, then determine the stall as the target stall, and at the same time determine the stalls surrounding the target stall as the target stalls.

[0038] The first distance threshold can be the same as or different from the second distance threshold. The first distance threshold and the second distance threshold can be the distance between two points or the display position. For example, the first distance threshold can be three display positions.

[0039] Step S104: Determine the target area where the target stall is located, render the special effects corresponding to the target game item in the target area, and display the item information and ratio of the target game item in the target area; different target areas correspond to different special effects.

[0040] For example, such as Figure 2 As shown, one of the identified target stalls of the same type includes 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 enclosed by the locations of the target stalls can be defined as the target area. For example, as shown... Figure 3 As shown, the area enclosed by the dotted line is defined as the target area, which includes only the target stalls. Alternatively, the area where each target stall is located can be defined as the target area, meaning the target area includes multiple sub-areas, each of which is the area where the stall is located.

[0041] The above describes rendering special effects corresponding to target game items on the target area. Different game items correspond to different special effects, which are used to indicate the item information of game items sold by the target stall in the target area. Optionally, the special effects can be rendered with the color, pattern, or animation corresponding to the target game item. The display priority of the special effects can be higher or lower than that of the target stall. If the display priority of the special effects is higher than that of the target stall, the special effects usually need to have a certain degree of transparency so that players can see the stall through the special effects. If the display priority of the special effects is lower than that of the target stall, the special effects usually do not need to be transparent.

[0042] This disclosure provides a method for controlling the display of game information. The game scene includes multiple stalls. Based on the stall's location and the game items it sells, target stalls of the same type are identified from among the multiple stalls. Special effects corresponding to the target game items are rendered on the target area where the target stall is located; different target areas correspond to different special effects. In this method, rendering special effects corresponding to the target game items on the target areas of stalls of the same type in the scene allows players to distinguish stall areas based on the effects and understand the main game items sold in the target area. This eliminates the need to repeatedly check each stall, saving players time and effort, and improving their trading enthusiasm and experience.

[0043] The above method also includes the following steps:

[0044] Step 1: Identify the designated stalls from the target stalls that sell the target game items and whose sales ratio meets the first preset condition, and calculate the ratio of the number of designated stalls to the number of target stalls.

[0045] The above-mentioned sales ratio can meet the first preset condition by either having a sales ratio greater than a preset ratio threshold (usually set in advance according to the needs of the game) or having the highest sales ratio.

[0046] Since not all stalls in the target area sell the target game item, and not all stalls have the highest sales percentage of the target game item, the stalls with the highest sales percentage of the target game item are designated as the target game item stalls. Calculating the ratio of the number of designated stalls to the number of target stalls gives the percentage of stalls selling the target game item within the target stall area. For example, if there are 100 target stalls, and 60 of them have the highest sales percentage of the target game item, then the percentage of stalls selling the target game item among the 100 stalls is 60%.

[0047] Step 2: Display the item information and ratio of the target game item in the target area.

[0048] Optionally, the item information for the target game item is usually the name of the target game item. The item information of the target game item typically has a higher display priority than stalls and special effects. The item information and ratio of the target game item are displayed in a designated location within the target area, such as the center or top left corner. The item information and ratio of the target game item may have a certain degree of transparency.

[0049] For example, such as 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). Target area a is rendered as a light gray with some transparency, target area b as a dark gray with some transparency, target area c as a diagonal grid with some transparency, and target area d as a black dot grid with some transparency. Different target areas typically sell different game items. Target area a primarily sells game item a, with 78% of stalls selling game item a; target area b primarily sells game item b, with 85% of stalls selling game item b; target area c primarily sells game item c, with 63% of stalls selling game item c; and target area d primarily sells game item d, with 95% of stalls selling game item d.

[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, and the item information of the main game items sold in the target area is displayed in the target area. This allows players to distinguish stall areas based on the special effects and understand the main game items sold in the target area based on the item information displayed on the target area. Players do not need to repeatedly check each stall, saving them time and effort and improving their trading enthusiasm and trading experience.

[0051] In one possible approach, if the target instruction is a first transaction instruction, optionally, a stall control is displayed in 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 selling the target game item with 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 further 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 aforementioned first transaction instruction can be a stall instruction, a first transaction instruction, or an instruction for a transaction location, transaction space, or interactive location. Specifically, it can be an instruction to add a transaction location (stall).

[0053] If there are empty spaces between stalls, new stalls can be displayed. In other words, if there are blank areas between stalls, new stalls can be created. Usually, the number of these stalls is determined and displayed on the corresponding target area so that players can see which target area still has empty spaces to set up a stall.

[0054] Optionally, in a specified order, for each target area, a first blank area without displayed stalls can be determined from the target area, and a first number of stalls can be displayed in the first blank area. Then, a second blank area without displayed stalls can be determined from the adjacent areas of the target area, and a second number of stalls can be displayed in the second blank area. 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 can be set to be occupied so that when determining the number of vacant stalls for the next target area, vacant stalls that have already been counted in the previous target area will not be counted again in the current target area.

[0056] The specified order can be random, or in order of increasing number of stalls in the target area, or in order of the earliest creation time of the stalls in the target area.

[0057] For example, such as Figure 5 As shown, the number of vacant stalls is displayed in each target area.

[0058] One possible implementation of the steps described above for determining the number of vacant stalls corresponding to the target area is as follows:

[0059] (1) Determine the vacant areas corresponding to the target area; the vacant areas are located in or adjacent to the target area;

[0060] The aforementioned vacant areas include a first blank area located within the target area and a second blank area adjacent to the target area. One possible implementation: If the game scene includes a first target area and a second target area; the first target area is determined by the area where a target stall belonging to a first type is located, and the second target area is determined by the area where a target stall belonging to a second type is located; a first vacant area corresponding to the first target area and a second vacant area corresponding to the second target area are determined; the first and second vacant areas are used to display newly created stalls; if the first and second vacant areas overlap, it is determined whether the stall priority in the first target area is higher than the stall priority in the second target area; based on the determination result, a vacant area corresponding to either the first or second target area is determined.

[0061] 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 can be implemented as follows: 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 first vacant area, as well as 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 stall in the first target area is lower than the stall priority of the stall 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 area corresponding to the second target area.

[0062] The stall priority (also known as area priority) is related to the stall's creation time (area creation time). Generally, the area with the earliest creation time has a higher stall priority. Stalls can continue to be displayed in the first and second vacant areas, and these stalls will not be obscured by other stalls.

[0063] For example, such as Figure 6 As shown, the graphical user interface includes a first target area (such as...). Figure 6 Target region a) and second target region (e.g.) Figure 6 The target region c) is the first empty region corresponding to the first target region. Figure 6 The black area in the middle, the second empty area corresponding to the second target area is also the second empty area. Figure 6 In the black area, 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 stall is 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. 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 approach, if the target instruction is a second transaction instruction, optionally, a purchase control is displayed in the graphical user interface. Responding to a trigger operation on the purchase control, based on the stall's location and the game items sold at the stall, a target stall of the same type is determined from multiple stalls; from the target stalls, a designated stall selling the target game item with the highest sales ratio is determined, 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 method further includes:

[0067] Based on the historical usage frequency of each game item for the current game account, the first game item whose historical usage frequency is greater than a preset frequency threshold is identified; in response to the current game account having fewer than a preset quantity threshold for the first game item, and the item information of the first game item being displayed in the target area, a first prompt message is displayed in the target area; the first prompt message is used to indicate that the first game item missing from the current game account can be replenished in the target stall in the target area.

[0068] The aforementioned current game account refers to the game account logged in on the terminal device, which controls the player's historical usage frequency of various game items. The aforementioned preset frequency threshold can be a pre-set value, such as 50%. The aforementioned preset quantity threshold can also be a pre-set value, such as 0 or 1. If the current game account has insufficient quantity of the first game item to achieve the specified function, and the target area primarily sells this first game item, a first prompt message will be displayed in the target area. This first prompt message can be text or graphic information, such as "Recommended." For example, such as... Figure 7 As shown, a "Recommended" message is displayed in target area c.

[0069] The above method also includes: determining a second game item whose transaction volume meets a second preset condition based on the historical transaction data of each game item; displaying a second prompt message in the target area in response to the display of item information of the second game item in the target area; the second prompt message 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 can be either a game item with a transaction volume exceeding a preset threshold, or it can be the game item with the highest transaction volume. If most players in the current game are buying or selling the second game item, a second prompt message will be displayed in the target area where the second game item is primarily sold. This second prompt message can be text or graphic information, such as "Hot". For example, such as... Figure 7As shown, the "Hot" notification message is displayed on target area a and target area b.

[0071] The above method also includes: in response to an update of the target stall in the target area and the current game account having previously viewed the target stall, displaying a third prompt message on the target area; the third prompt message 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 they weren't selling before, or a new stall is created in the target area—and the current game account has frequently viewed target stalls in that area, a third-party notification will be displayed in the target area. This notification can be text or an image, such as "New Arrivals." For example,... Figure 7 As shown, the "New Arrivals" notification is displayed in target area d and target area b.

[0073] The target stalls mentioned above include the first group of stalls with adjacent stall locations; usually, the game interface includes multiple target stalls. For example, target stalls of the same type can be target stalls of type A game item. In this case, the game item with the highest sales ratio in the first group of stalls mentioned above is game item A.

[0074] Alternatively, the target stalls may include a first group of stalls located adjacent to each other, and a first alternative stall located at least partially within a specified range of the first group of stalls. The first group of stalls may include multiple groups, each group comprising multiple stalls. Among the first alternative stalls, there is a stall where the highest percentage of game item A is sold.

[0075] The above steps, which determine target stalls of the same type from multiple stalls based on their location and the game items they sell, can be implemented in the following way:

[0076] Based on the stall location and the game items sold at the stall, multiple first stall combinations are determined from a pool of stalls. Each first stall combination includes a first number of first stalls, and the first stalls are located consecutively. The game items with the highest sales ratio among the first stalls included in each first stall combination are the same. Different first stall combinations include different game items with the highest sales ratio among the first stalls. For each first stall combination, a first alternative stall located within a specified range of the first stall combination is determined. If the game item with the highest sales ratio in the first alternative stall located furthest from the first stall combination is the same as the game item with the highest sales ratio among the first stalls included in the first stall combination, then the first stall included in the first stall combination and the first alternative stall are determined as the target stall.

[0077] The aforementioned specified range typically refers to the area containing three or two consecutive stalls adjacent to the first stall combination.

[0078] For example, such as Figure 8 As shown, the calculation is performed with three or more consecutive stalls (where the game item with the highest sales ratio is the same) as the center. The specified range of the first stall combination is the gray area. For each first candidate stall, if the game item with the highest sales ratio in the first candidate stall is the same as the game item with the highest sales ratio in the first stalls included in the first stall combination, the first candidate stall is determined as the target stall.

[0079] For example, such as Figure 8 As shown, if the game item with the highest sales ratio in the following three locations within the first specified range (above): first alternative stall 3, the first alternative stall 6, the first alternative stall 8, the first alternative stall 8, and the first alternative stall 10, which are farthest from the first stall combination, are all the same as the game item with the highest sales ratio in the first stalls 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 stalls 1, 2, 4, 5, 7, and 9 can be the same as or different from the game items with the highest sales ratio in the first stalls included in the first stall combination.

[0081] For example, such as Figure 9 As shown, if the game item with the highest sales ratio in the following three locations within the first specified range (above): first alternative stall 2, the first alternative stall 6, the first alternative stall 8, the first alternative stall 8, and the first alternative stall 10, which are the furthest from the first stall combination within the first specified range (above), is the same as the game item 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 will be determined as the target stall.

[0082] After the step of determining the first stall and the candidate stalls included in the first stall combination as target stalls if the game item with the highest sales ratio in the first candidate stall located furthest from the first stall combination is the same as the game item with the highest sales ratio in the first stalls included in the first stall combination, the method further includes: determining at least one second stall combination from the first candidate stalls, wherein the second stalls included in the second stall combination are in consecutive positions, and the game item with the highest sales ratio in the second stalls is the same as the game item with the highest sales ratio in the first stalls included in the first stall combination; and performing the step of determining second candidate stalls located within a specified range of the second stall combination for each second stall combination.

[0083] For example, such as Figure 10 As shown, if first alternative stalls 10, 11, and 12 in the first alternative stalls can form a second stall combination, then first alternative stalls 10, 11, and 12 are the aforementioned second stalls. The positions of first alternative stalls 10, 11, and 12 are consecutive, and the game item with the highest sales ratio in this stall is the same as the game item with the highest sales ratio in the first stalls included in the first stall combination. Continue with the step of determining the second alternative stalls located within a specified range of the second stall combination for each second stall combination, where the specified range of the second stall combination is... Figure 10 The gray area in the text.

[0084] The aforementioned 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, one possible implementation is as follows:

[0085] Determine whether a first designated range of the first type of stall combination overlaps with a second designated range of the second type of stall combination; if so, determine whether the stall priority of the stalls in the first type of stall combination is higher than that 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 type of stall combination; if the stall priority of the first type of stall combination is higher than that of the stalls in the second type of stall combination, determine the first alternative 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; determine the overlapping area between the first specified range and the second specified range, delete the overlapping area of ​​the first specified range to obtain the third specified range; and determine the first candidate stall within the third specified range.

[0087] For example, such as Figure 11 As shown, if the dark gray area represents the first designated range of the first type of stall combination, and the light gray area represents the second designated range of the second type of stall combination, then if the overlapping area of ​​the first designated range and the second designated range is... Figure 11 If the stall priority of the first type of stall combination is higher than that of the second type of stall, the first candidate stall within the first specified range of the first type of stall combination is determined; at the same time, the overlapping area of ​​the second specified range is deleted to obtain the fourth specified range, and the first candidate stall within the fourth specified range of the second type of stall combination is determined.

[0088] If the stall priority of the first type of stall combination is lower than that of the second type of stall, delete the overlapping area within the first specified range to obtain the third specified range, and determine the first candidate stall within the third specified range of the first type of stall combination. Determine the first candidate stall within the second specified range of the second type of stall combination.

[0089] In the above methods, players can more quickly identify the core product areas of each section, greatly reducing the manpower and time costs caused by blindly and repeatedly clicking through stalls, and improving information delivery. It also solves the problem that buyers and sellers in the game cannot act quickly based on the situation of each area when selling or buying items. By providing players with different channels to view areas, players can quickly and accurately locate the target area based on the corresponding data information and recommended tags provided by the area, greatly improving the efficiency of action and game experience in the process of buying and selling goods.

[0090] Corresponding to the above method embodiments, this disclosure provides a game information display control device, such as... Figure 12 As shown, the device includes:

[0091] The determination module 121 is used in a game scene that includes multiple stalls. In response to a target instruction, it determines a target stall of the same type from multiple stalls based on the stall's location and the game items sold at the stall. The target stalls are located consecutively, and at least some of the target stalls have the same target game item with the highest sales ratio.

[0092] 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 item on the target area; different target areas correspond to different special effects.

[0093] This disclosure provides a game information display control device. The game scene includes multiple stalls. Responding to a target command, based on the stall's location and the game items sold at the stall, a target stall of the same type is identified from the multiple stalls. Special effects corresponding to the target game items are rendered on the target area where the target stall is located. Different target areas correspond to different special effects. In this method, rendering special effects corresponding to the target game items on the target areas of stalls of the same type in the scene allows players to distinguish stall areas based on the effects and understand the main game items sold in the target area. This eliminates the need to repeatedly check each stall, saving players time and effort, and improving their trading enthusiasm and experience.

[0094] The aforementioned device further includes: a display module, used to identify designated stalls that sell target game items and whose sales ratio meets a first preset condition from the target stalls, and to calculate the ratio of the number of designated stalls to the number of target stalls; and to display the item information and ratio of the target game items on the target area.

[0095] If the target instruction is a first transaction instruction, the above device further includes: a first display module, used to determine the number of vacant stalls corresponding to the target area; and to display the number of vacant stalls on the target area.

[0096] If the target instruction is a second transaction instruction, the above device further 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 current game account having a quantity of the first game item less than a preset quantity threshold, and the display of item information of the first game item in the target area, displaying a first prompt message in the target area; the first prompt message is used to indicate that the first game item missing from the current game account can be replenished in the target stall in the target area.

[0097] If the target instruction is a second transaction instruction, the above device further includes: a third display module, used to determine a second game item whose transaction volume meets a second preset condition based on the historical transaction data of each game item; in response to displaying item information of the second game item on the target area, displaying a second prompt message on the target area; the second prompt message is used to indicate that the game item sold at the target stall in the target area is a currently popular game item.

[0098] If the target instruction is a second transaction instruction, the above device further includes: a fourth display module, used to display a third prompt message on the target area in response to an update of the target stall in the target area and the current game account having previously viewed the target stall; the third prompt message is used to indicate that the target stall has been updated.

[0099] The target stalls mentioned above include a first group of stalls with adjacent stall locations; or, the target stalls include a first group of stalls with adjacent stall locations, and a first alternative stall located at least partially within a specified range of the first group of stalls.

[0100] The aforementioned determining module is further configured to: determine multiple first stall combinations from multiple stalls based on the stall location and the game items sold at the stalls; wherein, a first stall combination includes a first number of first stalls, and the first stalls are located consecutively; the game items with the highest sales ratio among the first stalls included in the first stall combination are the same; different first stall combinations include different game items with the highest sales ratio among the first stalls; for each first stall combination, determine a first alternative stall located within a specified range of the first stall combination; if the game item with the highest sales ratio among the first alternative stall located furthest from the first stall combination is the same as the game item with the highest sales ratio among the first stalls included in the first stall combination, determine the first stall included in the first stall combination and the first alternative stall as the target stall.

[0101] The aforementioned determining module is further configured to: determine at least one second stall combination from the candidate stalls, wherein the second stalls in the second stall combination are located consecutively, 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 perform the step of determining a second candidate stall located within a specified range of the second stall combination for each second stall combination.

[0102] The aforementioned multiple first stall combinations include: a first type of stall combination and a second type of stall combination; the aforementioned determining module is further configured to: determine whether a first designated range of the first type of stall combination overlaps with a 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 aforementioned determining 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 the third specified range; and determining the first candidate stall within the third specified range.

[0104] The first display module mentioned above is also used to: determine the vacant area corresponding to the target area; the vacant area is located in 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 stall is located.

[0105] The aforementioned first display module is further configured to: if 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 of the first type are located, and the second target area is determined by the area where the target stalls of the second type 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 newly created stalls; if the first vacant area and the second vacant area overlap, determine whether 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; and determine the vacant area corresponding to the first target area or the second target area based on the determination result.

[0106] The aforementioned first display module is also used to: if the stall priority of a stall in the first target area is higher than the stall priority of a stall in the second target area, determine the first vacant area and the second vacant area as the vacant areas corresponding to the first target area; if the stall priority of a stall in the first target area is lower than the stall priority of a stall in the second target area, determine 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.

[0107] The game information display control device provided in this embodiment has the same technical features as the game information display control device provided in the above embodiments, 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. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the aforementioned method for displaying and controlling game information. This electronic device can be a server or a terminal device.

[0109] See Figure 13 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the above-mentioned game information display control method.

[0110] Furthermore, Figure 13 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0111] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may 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 address bus, data bus, control bus, etc. For ease of representation, Figure 13 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0112] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may 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 gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0113] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the aforementioned game information display control method:

[0114] The game scene includes multiple stalls. Responding to target commands, based on the stall's location and the game items it sells, target stalls of the same type are identified from among the multiple stalls. These target stalls are consecutive, and at least some of them share the same target game item with the highest sales proportion. A target area is then determined where the target stall is located, and special effects corresponding to the target game items are rendered on this area. Different target areas correspond to different special effects. This method renders special effects for the target game items in target areas containing stalls of the same type within the scene, allowing players to distinguish stall areas based on the effects and understand the main game items sold in the target area. This eliminates the need to repeatedly check each stall, saving players time and effort, and increasing their trading enthusiasm and experience.

[0115] The method further includes: identifying designated stalls from the target stalls that sell the target game items and whose sales ratio meets the first preset condition, and calculating the ratio of the number of designated stalls to the number of target stalls; displaying the item information and ratio of the target game items in the target area. In this method, different special effects are rendered for target areas containing stalls of the same type in the scene, and item information of the main game items sold in that target area is displayed. This allows players to distinguish stall areas based on the special effects and understand the main game items sold in the target area based on the item information displayed there, eliminating the need to repeatedly check each stall, saving players time and effort, and increasing their trading enthusiasm and experience.

[0116] If the target instruction is the first transaction instruction, the above method also includes: determining the number of vacant stalls corresponding to the target area; and displaying the number of vacant stalls in the target area.

[0117] If the target instruction is a second transaction instruction, the above 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 for the current game account; responding to the fact that the quantity of the first game item owned by the current game account is less than a preset quantity threshold, and that item information of the first game item is displayed in the target area, displaying a first prompt message in the target area; the first prompt message is used to indicate that the first game item missing from the current game account can be replenished in the target stall in the target area.

[0118] If the target instruction is a second transaction instruction, the above method further 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 display of item information of the second game item in the target area, displaying a second prompt message in the target area; the second prompt message is used to indicate that the game item sold at the target stall in the target area is a currently popular game item.

[0119] If the target instruction is a second transaction instruction, the above method further includes: in response to an update of the target stall in the target area and the current game account having previously viewed the target stall, displaying a third prompt message on the target area; the third prompt message is used to indicate that the target stall has been updated.

[0120] The target stalls mentioned above include a first group of stalls with adjacent stall locations; or, the target stalls include a first group of stalls with adjacent stall locations, and a first alternative stall located at least partially within a specified range of the first group of stalls.

[0121] The above-mentioned step of determining target stalls of the same type from multiple stalls based on the stall location and the game items sold at the stalls includes: determining multiple first stall combinations from multiple stalls based on the stall location and the game items sold at the stalls; wherein, a first stall combination includes a first number of first stalls, and the first stalls are located consecutively; the game items with the highest sales ratio in the first stalls included in the first stall combination are the same; different types of first stall combinations include different game items with the highest sales ratio in the first stalls; for each type of 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 furthest from the first stall combination is the same as the game item with the highest sales ratio in the first stalls included in the first stall combination, then the first stall included in the first stall combination and the first alternative stall are determined as target stalls.

[0122] After the step of determining the first stall and the candidate stalls included in the first stall combination as target stalls if the game item with the highest sales ratio in the first candidate stall located furthest from the first stall combination is the same as the game item with the highest sales ratio in the first stalls included in the first stall combination, the method further includes: determining at least one second stall combination from the candidate stalls, wherein the second stalls included in the second stall combination are in consecutive positions, and the game item with the highest sales ratio in the second stalls is the same as the game item with the highest sales ratio in the first stalls included in the first stall combination; and performing the step of determining second candidate stalls located within a specified range of the second stall combination for each second stall combination.

[0123] The aforementioned 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 candidate 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 stall in the first type of stall combination is higher than the stall priority of the stall in the second type of stall combination; wherein, the stall priority is related to the creation time of the stall 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 candidate 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; determine the overlapping area between the first specified range and the second specified range, delete the overlapping area of ​​the first specified range to obtain the third specified range; and determine the first candidate stall within the third specified range.

[0125] The steps for determining the number of vacant stalls corresponding to the target area include: determining the vacant area corresponding to the target area; the vacant area being located in 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 steps for determining the vacant area corresponding to the target area include: if the game scene screen includes a first target area and a second target area; the first target area is determined by the area where the target stalls of the first type are located, and the second target area is determined by the area where the target stalls of the second type are located; determining 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 newly created stalls; if the first vacant area and the second vacant area overlap, determining whether 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; and determining the vacant area corresponding to the first target area or the second target area based on the determination result.

[0127] The steps for determining the vacant area corresponding to the first target area or the second target area based on the judgment result include: 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 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 stall in the first target area is lower than the stall priority of the stall 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.

[0128] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the above-mentioned game information display control method.

[0129] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the aforementioned game information display control method:

[0130] The game scene includes multiple stalls. Responding to target commands, based on the stall's location and the game items it sells, target stalls of the same type are identified from among the multiple stalls. These target stalls are consecutive, and at least some of them share the same target game item with the highest sales proportion. A target area is then determined where the target stall is located, and special effects corresponding to the target game items are rendered on this area. Different target areas correspond to different special effects. This method renders special effects for the target game items in target areas containing stalls of the same type within the scene, allowing players to distinguish stall areas based on the effects and understand the main game items sold in the target area. This eliminates the need to repeatedly check each stall, saving players time and effort, and increasing their trading enthusiasm and experience.

[0131] The method further includes: identifying designated stalls from the target stalls that sell the target game items and whose sales ratio meets the first preset condition, and calculating the ratio of the number of designated stalls to the number of target stalls; displaying the item information and ratio of the target game items in the target area. In this method, different special effects are rendered for target areas containing stalls of the same type in the scene, and item information of the main game items sold in that target area is displayed. This allows players to distinguish stall areas based on the special effects and understand the main game items sold in the target area based on the item information displayed there, eliminating the need to repeatedly check each stall, saving players time and effort, and increasing their trading enthusiasm and experience.

[0132] If the target instruction is the first transaction instruction, the above method also includes: determining the number of vacant stalls corresponding to the target area; and displaying the number of vacant stalls in the target area.

[0133] If the target instruction is a second transaction instruction, the above 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 for the current game account; responding to the fact that the quantity of the first game item owned by the current game account is less than a preset quantity threshold, and that item information of the first game item is displayed in the target area, displaying a first prompt message in the target area; the first prompt message is used to indicate that the first game item missing from the current game account can be replenished in the target stall in the target area.

[0134] If the target instruction is a second transaction instruction, the above method further 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 display of item information of the second game item in the target area, displaying a second prompt message in the target area; the second prompt message is used to indicate that the game item sold at the target stall in the target area is a currently popular game item.

[0135] If the target instruction is a second transaction instruction, the above method further includes: in response to an update of the target stall in the target area and the current game account having previously viewed the target stall, displaying a third prompt message on the target area; the third prompt message is used to indicate that the target stall has been updated.

[0136] The target stalls mentioned above include a first group of stalls with adjacent stall locations; or, the target stalls include a first group of stalls with adjacent stall locations, and a first alternative stall located at least partially within a specified range of the first group of stalls.

[0137] The above-mentioned step of determining target stalls of the same type from multiple stalls based on the stall location and the game items sold at the stalls includes: determining multiple first stall combinations from multiple stalls based on the stall location and the game items sold at the stalls; wherein, a first stall combination includes a first number of first stalls, and the first stalls are located consecutively; the game items with the highest sales ratio in the first stalls included in the first stall combination are the same; different types of first stall combinations include different game items with the highest sales ratio in the first stalls; for each type of 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 furthest from the first stall combination is the same as the game item with the highest sales ratio in the first stalls included in the first stall combination, then the first stall included in the first stall combination and the first alternative stall are determined as target stalls.

[0138] After the step of determining the first stall and the candidate stalls included in the first stall combination as target stalls if the game item with the highest sales ratio in the first candidate stall located furthest from the first stall combination is the same as the game item with the highest sales ratio in the first stalls included in the first stall combination, the method further includes: determining at least one second stall combination from the candidate stalls, wherein the second stalls included in the second stall combination are in consecutive positions, and the game item with the highest sales ratio in the second stalls is the same as the game item with the highest sales ratio in the first stalls included in the first stall combination; and performing the step of determining second candidate stalls located within a specified range of the second stall combination for each second stall combination.

[0139] The aforementioned 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 candidate 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 stall in the first type of stall combination is higher than the stall priority of the stall in the second type of stall combination; wherein, the stall priority is related to the creation time of the stall 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 candidate 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; determine the overlapping area between the first specified range and the second specified range, delete the overlapping area of ​​the first specified range to obtain the third specified range; and determine the first candidate stall within the third specified range.

[0141] The steps for determining the number of vacant stalls corresponding to the target area include: determining the vacant area corresponding to the target area; the vacant area being located in 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 steps for determining the vacant area corresponding to the target area include: if the game scene screen includes a first target area and a second target area; the first target area is determined by the area where the target stalls of the first type are located, and the second target area is determined by the area where the target stalls of the second type are located; determining 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 newly created stalls; if the first vacant area and the second vacant area overlap, determining whether 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; and determining the vacant area corresponding to the first target area or the second target area based on the determination result.

[0143] The steps for determining the vacant area corresponding to the first target area or the second target area based on the judgment result include: 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 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 stall in the first target area is lower than the stall priority of the stall 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.

[0144] The computer program products of the game information display control method, device, electronic device and system provided in the embodiments of this 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 preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0145] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0146] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.

[0147] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0148] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0149] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for controlling the display of game information, characterized in that, The method includes: The game scene includes multiple stalls. In response to a target command, a target stall of the same type is determined from the multiple stalls based on the stall's location and the game items sold at the stall. The target stalls are located consecutively, and at least some of the target stalls have the same target game item with the highest sales ratio. Determine the target area where the target stall is located, and render the special effects corresponding to the target game item on the target area; different target areas correspond to different special effects. The target stalls include a first group of stalls with adjacent stall locations; or, the target stalls include a first group of stalls with adjacent stall locations, and a first alternative stall located at least partially within a specified range of the first group of stalls. The step of determining target stalls of the same type from a plurality of stalls based on the stall's location and the game items sold at the stall includes: Based on the location of the stalls and the game items sold at the stalls, multiple first stall combinations are determined from the plurality of stalls; wherein, the first stall combination includes a first number of first stalls, and the first stalls are located consecutively; the game items with the highest sales ratio in the first stalls included in the first stall combination are the same; different first stall combinations include different game items with the highest sales ratio in the first stalls. For each of the first stall combinations, a first alternative stall located within a specified range of the first stall combination is determined; If the game item with the highest sales ratio in the first candidate stall located furthest from the first stall group is the same as the game item with the highest sales ratio in the first stall included in the first stall group, then the first stall included in the first stall group and the first candidate stall are determined as the target stall.

2. The method according to claim 1, characterized in that, The method further includes: Identify designated stalls from the target stalls that sell the target game items and whose sales ratio meets the first preset condition, and calculate the ratio of the number of designated stalls to the number of target stalls; The item information and ratio of the target game item 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 vacant stalls is displayed in 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: Based on the historical usage frequency of each game item for the current game account, determine the first game item whose historical usage frequency is greater than a preset frequency threshold. In response to the fact that the number of the first game items owned by the current game account is less than a preset quantity threshold, and the item information of the first game items is displayed on the target area, a first prompt message is displayed on the target area; the first prompt message is used to indicate that the first game items missing by the current game account can be replenished at the 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: Based on the historical transaction data of each game item, determine the second game item whose transaction volume meets the second preset condition; In response to the display of item information for the second game item on the target area, a second prompt message is displayed on the target area; the second prompt message 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 an update of the target stall in the target area, and the current game account having previously viewed the target stall, a third prompt message is displayed in the target area; the third prompt message is used to indicate that the target stall has been updated.

7. The method according to claim 1, characterized in that, If the game item with the highest sales ratio in the first candidate stall located furthest from the first stall group is the same as the game item with the highest sales ratio in the first stall included in the first stall group, after the step of determining the first stall included in the first stall group and the first candidate stall as the target stall, the method further includes: At least one second stall combination is determined from the first candidate stalls, wherein the second stalls in the second stall combination are in consecutive positions, 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 stalls in the first stall combination. Perform the step of determining, for each of the second stall combinations, a second alternative stall located within a specified range of the second stall combination.

8. The method according to claim 1, characterized in that, The various first stall combinations include: a first type of stall combination and a second type of stall combination; For each of the first stall combinations, the step of determining a first candidate stall within a specified range of the first stall combination includes: 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 specified range of the first type of stall combination overlaps with the second specified range of the second type of stall combination, determine whether the stall priority of the stall in the first type of stall combination is higher than the stall priority of the stall in the second type of stall combination; wherein, the stall priority is related to the creation time of the stall in the first type of 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, the first alternative stall within the first specified range is determined.

9. The method according to claim 8, characterized in that, The method further includes: If the stall priority of the first type of stall combination is lower than the stall priority of the second type of stall; Determine the overlapping area between the first specified range and the second specified range, delete the overlapping area of ​​the first specified range, and obtain the third specified range; Determine the first alternative stall within the third specified range.

10. The method according to claim 3, characterized in that, The steps for determining the number of vacant stalls corresponding to the target area include: Identify vacant areas corresponding to the target area; the vacant areas are located within or adjacent to the target area. The number of vacant stalls in the target area is determined based on the size of the vacant area and the size of the area where the stall is located.

11. The method according to claim 10, characterized in that, The step of determining the vacant area corresponding to the target area includes: If 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 stall of the first type is located, and the second target area is determined by the area where the target stall of the second type is located; Identify 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 newly created stalls; 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; Based on the judgment result, the vacant area corresponding to the first target area or the second target area is determined.

12. The method according to claim 11, characterized in that, The 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 a stall in the first target area is higher than the stall priority of a stall 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 a stall in the first target area is lower than the stall priority of a stall in the second target area, the second vacant area, as well as 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.

13. A device for displaying and controlling game information, characterized in that, The device includes: A determination module is used in a game scene that includes multiple stalls. In response to a target instruction, it determines a target stall of the same type from the multiple stalls based on the stall's location and the game items sold at the stall. The target stalls are located consecutively, and at least some of the target stalls have the same target game item with the highest sales ratio. The rendering module is used to determine the target area where the target stall is located, and to render the special effects corresponding to the target game item on the target area; different target areas correspond to different special effects; The target stalls include a first group of stalls with adjacent stall locations; or, the target stalls include a first group of stalls with adjacent stall locations, and a first alternative stall located at least partially within a specified range of the first group of stalls. The determining module is further configured to: determine multiple first stall combinations from the plurality of stalls based on the stall location and the game items sold at the stall; wherein, the first stall combination includes a first number of first stalls, the first stalls are located consecutively; the game items with the highest sales ratio in the first stalls included in the first stall combination are the same; different first stall combinations include different game items with the highest sales ratio in the first stalls; for each first stall combination, determine 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 furthest from the first stall combination is the same as the game item with the highest sales ratio in the first stalls included in the first stall combination, determine the first stall included in the first stall combination and the first alternative stall as the target stall.

14. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the game information display control method according to any one of claims 1-12.

15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game information display control method according to any one of claims 1-12.

Citation Information

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