Information processing method and device in game, electronic equipment and storage medium
By displaying the attribute change information of the enemy's key game objects in the graphical user interface in the auto-propelled chess game, the cumbersome operation problem of players frequently switching perspectives is solved, real-time monitoring and strategy adjustments are achieved for the enemy, and the interactive experience and strategic depth of the game are improved.
Patent Information
- Application Number
- CN202510416538.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-03
- Publication Date
- 2025-07-01
AI Technical Summary
In auto-chess games, players need to frequently switch enemy perspectives to observe enemy lineups. The operation is cumbersome and it is difficult to grasp the enemy hero situation in real time, resulting in waste of computer resources and single gameplay, and lack of strategic confrontation mechanisms.
By displaying the information display area of the target game object in the graphical user interface, monitoring and displaying the attribute changes of enemy key game objects, players are allowed to continuously monitor and adjust their strategies in a timely manner, reducing perspective switching operations.
It improves players' control over the strategic situation, reduces the operation burden, improves the game's interactive experience and richness, and solves the problem of resource waste caused by frequent switching of perspectives.
Smart Images

Figure CN120227642A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technologies, and in particular, to a method, apparatus, electronic device, and storage medium for information processing in a game. Background Art
[0002] Auto chess games are a type of strategic board game where players need to form the best lineup and battle against other players through strategies such as hero star-upgrading, equipment matching, and reasonable positioning. In related technologies, during the battle, players can only observe the lineup of the enemy player by switching to the enemy player's perspective. Since there is an upper limit on the number of cards of the same hero in the store card pool, players need to observe the type of the C-position hero on the enemy's field to decide whether to purchase the same card to prevent the enemy hero from reaching three stars. However, this method requires players to frequently switch to the enemy player's perspective, and due to the large number of heroes on the field and the large number of enemy players to be viewed, the user operation is cumbersome, and it is difficult to grasp the situation of the enemy hero in real time; at the same time, the gameplay is single, lacking an effective strategic confrontation mechanism; in addition, frequent perspective switching and information querying will also occupy the device storage space and squeeze the server resources. Summary of the Invention
[0003] The purpose of the present disclosure is to provide a method, apparatus, electronic device, and storage medium for information processing in a game, so as to achieve real-time monitoring of enemy heroes and an automatic response strategy, and improve the game confrontation experience.
[0004] In a first aspect, the present disclosure provides a method for information processing in a game. A graphical user interface is provided through a terminal. The graphical user interface at least partially includes a game scene. The game scene includes a plurality of game objects. The plurality of game objects include a first type of game object and a second type of game object. The first type of game object belongs to a first player, and the second type of game object belongs to a second player; the first player is the controlled player. The method includes: responding to a marking operation on a target game object among the second type of game objects, and displaying an information display area of the target game object in the graphical user interface; monitoring changes in the attributes of the target game object; when it is detected that the attributes of the target game object change, displaying the attribute change information of the target game object in the information display area.
[0005] Second aspect, the present disclosure provides an information processing device in a game. The device provides a graphical user interface through a terminal. The graphical user interface at least partially includes a game scene, and the game scene includes a plurality of game objects. The plurality of game objects include a first type of game object and a second type of game object. The first type of game object belongs to a first player, and the second type of game object belongs to a second player. The first player is the controlled player. The device includes: a marking module, configured to respond to a marking operation on a target game object among the second type of game objects, and display an information display area of the target game object in the graphical user interface; a monitoring module, configured to monitor the change of attributes of the target game object; and a display module, configured to display the attribute change information of the target game object in the information display area when it is detected that the attributes of the target game object have changed.
[0006] Third aspect, the present disclosure provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to perform the steps in the above-mentioned information processing method in the game.
[0007] Fourth aspect, the present disclosure provides a computer-readable storage medium. The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to perform the steps in the above-mentioned information processing method in the game.
[0008] The present disclosure provides an information processing method, device, electronic device and storage medium in a game. A graphical user interface is provided through a terminal. The graphical user interface at least partially includes a game scene, and the game scene includes a plurality of game objects. The plurality of game objects include a first type of game object and a second type of game object. The first type of game object belongs to a first player, and the second type of game object belongs to a second player. The first player is the controlled player. The method includes: responding to a marking operation on a target game object among the second type of game objects, and displaying an information display area of the target game object in the graphical user interface; monitoring the change of attributes of the target game object; and when it is detected that the attributes of the target game object have changed, displaying the attribute change information of the target game object in the information display area. Through the method provided in this embodiment, players can continuously monitor the state changes of key game objects of the enemy, and adjust strategies in a timely manner according to the changes, without frequently switching perspective operations, reducing the operation burden of players during the game, improving the interaction experience, and solving the problem of waste of computer resources caused by frequent switching of perspectives; at the same time, it improves the ability to control the strategic situation, and players can formulate targeted strategies for key enemy characters, improving the richness of the game. BRIEF DESCRIPTION OF THE DRAWINGS
[0009] To more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required for the description of the specific embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present disclosure. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.
[0010] Figure 1 Schematic flowchart of an information processing method in a game provided by an embodiment of the present disclosure; Figure 2 Schematic diagram of an application scenario of the information processing method in a game provided by an embodiment of the present disclosure; Figure 3 Schematic diagram of another application scenario of the information processing method in a game provided by an embodiment of the present disclosure; Figure 4 Schematic diagram of another application scenario of the information processing method in a game provided by an embodiment of the present disclosure; Figure 5 Schematic diagram of another application scenario of the information processing method in a game provided by an embodiment of the present disclosure; Figure 6 Schematic diagram of another application scenario of the information processing method in a game provided by an embodiment of the present disclosure; Figure 7 Schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure; Figure 8 Schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Specific Embodiments
[0011] The following will clearly and completely describe the technical solutions of the present disclosure in conjunction with the embodiments. Obviously, the described embodiments are some, but not all, of the embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present disclosure without creative efforts fall within the scope of protection of the present disclosure.
[0012] This embodiment provides a method for information processing in a game. The method provides a graphical user interface through a terminal device, and a game interface is displayed in the graphical user interface. The game interface includes a game scene screen and a user interface (User Interface, UI interface). Among them, the game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used for information interaction with the user and may include game design elements such as buttons, animations, texts, sounds, windows, etc. that directly or indirectly contact the user. In an alternative embodiment, the interface elements in the user interface may include the following controls: (1) Controls related to controlling the character, such as skill controls, movement controls, function controls, etc.; (2) Controls for indicating information, which can also be called indication information identifiers, such as direction indication identifiers, character indication identifiers, character stamina identifiers, prop pickup points or treasure chest location points, etc.; (3) Information display controls, which can also be called information display areas, such as displaying basic character information (character name, occupation, health value, true qi value, etc.), character status information (such as whether in a coma, poisoned, etc.) or game session information (such as the number of kills, game time, etc.); (4) Game setting controls, such as system settings, store, gold coins, etc. In addition, the controls displayed in the user interface of different games may be different. In some games, the user interface may also include a friend list control, through which the relevant information of the added friends can be viewed, and operations such as chatting, visiting the home, deleting, etc. can be performed. There are also games that include task-related controls, such as displaying the current task list, including main tasks and side tasks, etc. Through these controls, users can better manage and play the game.
[0013] In an alternative embodiment, the game scene screen is the screen corresponding to the virtual scene displayed by the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, which can also be called player virtual characters), NPC characters (Non-Player Character), AI (Artificial Intelligence) characters, etc. that execute game logic in the virtual scene. The game scene screen usually changes as the controlled virtual character moves.
[0014] The above virtual scene is the content displayed (or provided) when the game application runs on the terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5D virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc. Among them, the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene for the complete game logic of virtual objects such as user control. For example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for players to control virtual objects to fight. An exemplary virtual scene may include at least one element of mountains, flatlands, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, the virtual scene is a scene for displaying the release of cards or displaying virtual objects corresponding to the cards. An exemplary virtual scene may include elements such as a ring, a decisive battle field, or other "field" elements that can display the card battle status or other elements. For a 2D or 2.5D multiplayer online battle arena game, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. An exemplary virtual scene may include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0015] The above virtual object refers to a dynamic object that can be controlled in the virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an anime character, etc. The virtual object is a character controlled by the player through an input device, or an AI character set in the virtual environment battle through training, or an NPC set in the virtual scene battle. Optionally, the virtual object is a virtual character competing in the virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle. The embodiments of the present disclosure do not limit this. In a possible implementation manner, the user can control the virtual object to move in the virtual scene. For example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual props, etc. provided by the application to fight with other virtual objects.
[0016] The information processing method in the game in one embodiment of the present disclosure can run on a terminal device or a server. Among them, the terminal device can be a local terminal device, such as a touch device or a non-touch device. When the information processing method in the game runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0017] In an alternative embodiment, cloud games can be run under a cloud interaction system. Cloud games refer to a game mode based on cloud computing. In the operating mode of cloud games, the running entity of the game program and the entity presenting the game screen are separated. The storage and running of the information processing method in the game are completed on the cloud game server, and the role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the terminal device for information processing is the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game interface, returns it to the client device through the network, and finally, the game interface is decoded and output through the client device.
[0018] In an alternative embodiment, the terminal device can be a local terminal device, which stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The way for the local terminal device to provide the game interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the game interface, and the game interface includes a game scene screen. The processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.
[0019] See Figure 1 , Figure 1 is a schematic flowchart of a method for processing information in a game provided by an embodiment of the present disclosure. This method provides a graphical user interface through a terminal. The graphical user interface at least partially includes a game scene, and the game scene includes a plurality of game objects. The plurality of game objects include a first type of game object and a second type of game object. Among them, the first type of game object belongs to a first player, and the second type of game object belongs to a second player. The first player is a controlled player, and the second player can be an opponent player of the first player. See Figure 1 , the method includes the following steps: Step S101, in response to a marking operation on a target game object among the second type of game objects, display an information display area of the target game object in the graphical user interface.
[0020] Optionally, in an auto chess game, the game scene is presented as a battle board, which is divided into multiple grids, and each grid can place a game object, namely a chess piece or a hero. The first type of game object refers to the game objects controlled by the player under control (i.e., the player currently operating the game), and these objects are usually displayed in the battle area or the preparation area below the screen. The second type of game object refers to the game objects controlled by other players (such as opponent players), and these objects can usually be viewed only after switching the perspective, that is, switching to the game perspective of the player to whom the game object belongs, or can be viewed only after the official battle. Therefore, the marking operation in the embodiments of the present application can be performed when the terminal displays the game scene from the perspective of the second player. Of course, the marking operation can also be performed when the terminal displays the game scene from the perspective of the first player and displays the target game object.
[0021] The marking operation can be implemented in various ways. For example, click the thumbtack button in the details panel that appears after clicking the target game object, or long press the target game object to pop up the marking option. The purpose of the marking operation is to mark a specific game object (such as the core hero or key chess piece of the enemy), so that its information can be continuously displayed in a specific area of the interface (i.e., the information display area), facilitating the player to view its status at any time.
[0022] Optionally, the information display area of the target game object refers to the area in the graphical user interface specifically used to display the information related to the marked target game object. This area can be located at the edge of the screen, such as the top, side, or bottom, to avoid interfering with the player's view of the main game screen. The information display area can include the basic information of the target game object, such as the hero name, hero avatar, hero type, current star level, equipment status, etc. In addition, the information display area can also include interactive elements for activating specific functions, such as a button for activating the intervention function. The design of the information display area should be simple and clear, enabling the player to quickly obtain the required information without causing a visual burden. The information display area can be personalized according to the player's needs, such as adjusting the size, position, or the detail level of the displayed content.
[0023] Optionally, the information display area can be integrated with the in-game social system to support sharing of marked information among players. In team mode, teammates can share information about the target game objects they have marked, promoting teamwork and strategic coordination. When a teammate marks an important enemy game object, other teammates can also see the corresponding information display area in their respective interfaces and can confirm or add comments by clicking. This sharing mechanism helps team members quickly focus on key threats and collaborate on formulating response strategies. The system can set permission controls to allow the team leader to decide which marked information needs to be shared and which remains private. The shared marked information can be accompanied by brief tactical descriptions, such as "Needs to be prioritized for suppression" or "Beware of its equipment effects", further promoting strategic communication within the team.
[0024] Step S102, monitor the attribute changes of the target game object.
[0025] Optionally, monitoring the attribute changes of the target game object is achieved by the game system continuously tracking various attribute data of the object. The game system periodically checks the current attribute status of the target game object in the background and compares it with the previously recorded status to determine if any changes have occurred. The attributes to be monitored can include, but are not limited to: star level changes (such as upgrading from one star to two or three stars), equipment changes (such as adding, removing, or replacing equipment), position status changes (such as moving from the combat area to the preparation area, or being sold), etc. The monitoring process is automatic and does not require the player to manually refresh or query. The implementation of the monitoring mechanism needs to consider performance optimization to avoid game lag caused by overly frequent data checks.
[0026] Step S103, when it is detected that the attributes of the target game object have changed, display the attribute change information of the target game object in the information display area.
[0027] When the system detects a change in an attribute, it immediately updates the relevant content in the information display area to ensure that players can promptly learn about the latest status of the target game object. Optionally, the display method of the attribute change information can be diverse to ensure that the change is prominent and easy to identify. When it detects a change in the attribute of the target game object, the system can prompt the player by means of highlighting, flashing effects, color changes, or adding special icons. For example, when the target game object levels up, an upward arrow icon and the text description "Level up" can be displayed in the information display area; when the target game object acquires new equipment, the equipment icon can be displayed and marked with a special border; when the target game object is moved to the preparation area, the label "Preparation Area" can be displayed; when the target game object is sold, the label "Sold" can be displayed and the entire information card can be darkened or a special effect can be added. These visual feedbacks enable players to quickly perceive the status changes of the target game object, so as to adjust their game strategies in a timely manner.
[0028] Optionally, the information display area can adopt a collapsible design, which only displays the most basic information by default. Players can click to expand it to view more detailed attribute change information. In addition, to avoid the information display area occupying too much screen space, the system can set an upper limit to restrict the number of target game objects marked simultaneously. For example, a maximum of 3 target game objects are allowed to be marked. When a player attempts to mark more target game objects, the system can prompt the player to cancel a marked target game object first.
[0029] Optionally, to enhance the user experience, the system can provide a marking priority setting function. Players can set different priorities for different target game objects. The information display area of the target game object with a high priority will be more prominent, and its attribute changes will trigger more obvious prompt effects. The priorities can be distinguished by borders or backgrounds of different colors. For example, red indicates the highest priority, yellow indicates medium priority, and green indicates general priority. In addition, the system can provide a filtering function that allows players to automatically mark game objects that meet specific conditions (such as star level, number of equipment, etc.). For example, a player can set "Automatically mark all enemy heroes with the number of equipment ≥2 and star level ≥2", and the system will automatically perform the marking operation according to this rule and remind the player when a new target that meets the conditions appears.
[0030] Optionally, the content of the information display area can be dynamically adjusted according to different stages of the game process. In the early stage of the game, more attention may be paid to the star rating and type of the target game object; while in the mid-to-late stage of the game, equipment information and position status may become more important. The system can intelligently identify the current game stage and adjust the display priority and space allocation of various types of information in the information display area. In addition, the information display area can also integrate data analysis functions, such as displaying the historical attribute change trend of the target game object, to help players predict the strategic intentions of their opponents. The system can also provide players with response suggestions for specific target game objects based on big data analysis, such as "This type of hero usually reaches 3 stars in the Xth round. It is recommended to intervene in advance" and other prompt messages, further enhancing the strategic depth and player experience of the game.
[0031] In summary, the information processing method in the game provided by the embodiments of the present disclosure provides a graphical user interface through a terminal. The graphical user interface at least partially includes a game scene. The game scene includes multiple game objects. The multiple game objects include a first type of game object and a second type of game object. The first type of game object belongs to a first player, and the second type of game object belongs to a second player; the first player is the controlled player. The method includes: responding to a marking operation on a target game object among the second type of game objects, and displaying an information display area of the target game object in the graphical user interface; monitoring the attribute changes of the target game object; when it is detected that the attributes of the target game object change, displaying the attribute change information of the target game object in the information display area. Through the method provided by this embodiment, players can continuously monitor the state changes of key game objects of the enemy and adjust their strategies in a timely manner according to the changes, without frequently switching perspective operations, reducing the operation burden of players during the game process, enhancing the interaction experience, and solving the problem of waste of computer resources caused by frequent switching of perspectives; at the same time, it improves the ability to control the strategic situation, and players can formulate targeted strategies for key enemy characters, enhancing the richness of the game.
[0032] As a possible implementation manner, the attributes of the target game object include at least one of the following: star rating, equipment information, position status. In this way, players can comprehensively understand the attribute information of key game objects of the enemy, so as to formulate more targeted battle strategies.
[0033] Optionally, the star rating refers to the current enhancement level of the target game object, which is usually expressed as one star to three stars in auto chess games. The star rating is an important indicator to measure the combat effectiveness of game objects. Game objects with high star ratings usually have higher attribute values and stronger skill effects. In the information display area, the star rating can be visually represented by the number of star icons, for example, one star represents one star and three stars represent three stars. When the star rating of the target game object changes, the system updates the star rating display and may emphasize this change through animation effects (such as flashing or enlarging stars). Star rating information is crucial for players to judge the enemy's combat effectiveness and make targeted decisions. For example, when it is discovered that the enemy's key hero is about to be upgraded to three stars, the player may choose to purchase the same type of card to interfere with the opponent's star upgrade plan.
[0034] Optionally, the equipment information includes the type, quantity, and combination effect of the props currently equipped by the target game object. In auto chess games, equipment has a significant impact on the combat effectiveness of the hero, and suitable equipment can magnify the hero's advantages or make up for its shortcomings. The information display area can display all the props currently equipped by the target game object in the form of icons, and display the equipment details when the player hovers or clicks. When the target game object adds, removes, or replaces equipment, the system will update the equipment information display and may mark the changed part through highlighting or animation effects. The system can also analyze the synergy effect of equipment combinations and evaluate their tactical value, such as "high attack speed + critical strike combination" or "survival + control combination", to help players understand the enemy's equipment strategy. In addition, the system can display the remaining empty space in the equipment bar of the target game object to help players predict the opponent's possible subsequent equipment planning. Accurate monitoring of equipment information enables players to adjust their own lineup and equipment configuration in a targeted manner to effectively respond to enemy threats.
[0035] Optionally, the position state refers to the current position or state of the target game object in the game scene. In auto chess games, the game object may be in the battle area, the preparation area, or the sold state. Position state information is of great reference value for understanding the enemy's current tactics and future intentions. In the information display area, the position state can be represented by text descriptions or icons. When the position state of the target game object changes, the system will update the status display and may emphasize the change through color changes or animation effects.
[0036] Optionally, in addition to the basic attributes, the system can also monitor and display the derived attributes of the target game object, such as numerical attributes like health points, attack power, attack speed, armor, etc. These derived attributes are usually determined by the basic attributes (hero type, star level, equipment), but are more intuitive for understanding the actual combat power of the game object. The system can set an extended view in the information display area to allow players to view the detailed derived attribute data. When a significant change in the derived attribute occurs due to a change in the basic attribute, the system will update the display accordingly and may visually show the change amplitude through numerical comparison (such as "+20 attack power"). By monitoring these derived attributes, players can more accurately evaluate the strengths and weaknesses of the target game object and formulate targeted countermeasures. The system can also combine the analysis of the derived attributes with current game environment factors (such as specific round effects, global bonuses, etc.) to provide a more accurate real-time combat power assessment.
[0037] Optionally, the attribute monitoring system can identify and mark special attribute combinations, such as race / class combinations that trigger specific synergy effects, equipment combinations that form powerful combos, etc. When the system detects a change in the attributes of the target game object that results in the formation or dissolution of a special combination, it will specifically mark this change in the information display area to alert players to potential tactical shifts. For example, when the target game object equips the last piece of equipment to form a specific set effect, the system will display a prompt "Set effect activated"; when the target game object reaches a specific skill trigger condition after ascending a star, the system will display a prompt "Key skill enhanced". The identification and prompting of such special combinations help players understand the key threat points of the enemy lineup and avoid missing important factors in tactical analysis. The combination identification rules of the system will be updated with the game version to ensure that the analysis results are consistent with the current game mechanism.
[0038] As a possible implementation method, the position states of the above-mentioned target game object include: located in the combat area, located in the preparation area, and sold. In this way, by subdividing and clearly defining the position states of the target game object, the system can more accurately track and display the real-time position changes of the target game object, enabling players to more comprehensively understand the dynamic deployment of the enemy's core hero and thus formulate more targeted countermeasures.
[0039] Optionally, the state of being in the battle area indicates that the target game object is currently in the second player's main battle area and is participating in or preparing to participate in the battle. When the system detects that the target game object is in the battle area, the corresponding status mark will be displayed in the information display area, for example, "in battle" can be displayed or a specific icon can be used to indicate it, or the system defaults that the game object in the battle area does not display any indication in the information display area, and adds a corresponding prompt mark when it is in the preparation area or sold. The state of being in the battle area has important strategic reference value for the first player, because the target game object in the battle area is likely to be the core unit in the second player's lineup and will directly face the first player's game object in the upcoming battle. When the first player knows that the target game object is in the battle area state, he can adjust his lineup deployment accordingly, such as placing units that can restrain the target game object in a targeted manner, or adjusting his position to reduce the damage that may be caused by the target game object, thereby increasing the winning rate of the battle.
[0040] Optionally, the status indication of being in the preparation area indicates that the target game object is currently temporarily placed in the reserve area by the second player and is not directly involved in the battle. When the system detects that the target game object moves from the battle area to the preparation area, it will update the status prompt in the information display area, which may display "in preparation" or use a corresponding graphic logo. This state change may mean that the second player is adjusting tactics or does not intend to use the target game object for the time being. For the first player, knowing that the target game object is placed in the preparation area helps to judge the second player's tactical intentions and the direction of lineup changes. For example, if a powerful target game object is moved to the preparation area, it may indicate that the second player is trying different lineup combinations or preparing for upgrading or replacing equipment for the target game object. The first player can use this time to adjust his tactics or consider whether to activate the intervention function for the target game object to prevent its possible strengthening and upgrading.
[0041] Optionally, the sold state indicates that the target game object has been removed by the second player from the game objects they own and no longer belongs to the second player. When the system detects that the target game object has been sold, it will clearly identify this change in the information display area, which can display "Sold" or use a specific visual effect to indicate it. This status information has an important impact on the first player's tactical decisions because it indicates that the second player may be changing their tactical direction and abandoning a game object that might have been a core one. For the first player, when they find that the marked target game object has been sold, they can accordingly adjust their intervention strategy, such as canceling the automatic purchase setting for this type of game object and redirecting resources towards the second player's new potential core units. Additionally, the sale of the target game object may increase the quantity of this type of game object in the public card pool, which also provides the first player with an additional opportunity to obtain this type of game object, thus potentially changing the game's resource allocation pattern.
[0042] As a possible implementation, in the graphical user interface, the information display area for the target game object is displayed, including: displaying the information display area for the target game object in the associated area of the second player identifier. In this way, users can intuitively associate the marked target game object with the corresponding player, improving the intuitiveness and readability of the information display, enabling users to quickly identify which opponent player a specific target game object belongs to, and facilitating real-time monitoring of the opponent's dynamics.
[0043] Optionally, in the autobattler game scenario, the second player identifier usually refers to the avatar or name identifier of the opponent player, which is generally displayed at the edge of the game interface. The associated area can be the area to the left, right, above, or below the second player identifier, as long as it can form an association visually. When the user marks the target game object of the second player, the system will automatically create an information display area in the associated area of the second player identifier to continuously display the relevant information of the marked target game object. By establishing this spatial association, users can quickly establish the correspondence between the target game object and the player it belongs to, reducing the user's cognitive burden.
[0044] Optionally, when the information display area of the target game object is displayed in the associated area of the second player identifier, various visual effects can be used to enhance the relevance. For example, a connection line can be used to connect the second player identifier and the information display area; or the same color theme can be used, that is, the second player identifier and the corresponding information display area use the same border color or background color; a certain visual transition effect can also be set between the second player identifier and the information display area, such as a fade-in / fade-out animation or a gradient color. These visual designs not only strengthen the relevance between the two, but also improve the aesthetics and professionalism of the user interface, making the entire monitoring system more intuitive and easy to use, and enabling users to obtain the change information of the target game object in the first time.
[0045] Optionally, when there are multiple second players (i.e., multiple opponents) in the game, the system will display the corresponding information display area in the associated area of each second player identifier marked with the target game object. In this way, users can monitor the key game objects of multiple opponents at the same time without frequently switching perspectives. For example, in an auto chess game, a user may want to monitor the core heroes of several powerful opponents at the same time. By displaying the corresponding core hero information in the associated area of the player identifiers of these opponents, the user can keep track of the star level changes, equipment updates, etc. of these core heroes at any time, so as to formulate more targeted countermeasures. For example, buy the same type of hero to prevent the opponent from upgrading the hero to three stars, or adjust one's own lineup to target specific opponents.
[0046] As a possible implementation manner, the information processing method of this application further includes: responding to an activation operation on the information display area, activating the intervention function corresponding to the target game object to perform an operation of automatically purchasing a candidate game object in the game store, where the candidate game object is a game object of the same type as the target game object. In this way, players can achieve strategic intervention on the key heroes of the enemy through a simple activation operation (equivalent to an automatic purchase setting), without frequently observing and manually purchasing the same type of hero, reducing the game operation burden and improving the game experience and tactical depth.
[0047] Optionally, the information display area is an important interface element for players to interact with the game. This area not only displays the basic information of the target game object, but also provides an entry for further operations. When a player observes an important target game object in the enemy (such as the core hero being cultivated by the other party), it can be marked and displayed in the information display area. The information display area contains the basic attribute information of the target game object, and also provides an interactive activation operation area. Players can trigger specific functions for the target game object by clicking, long pressing or other gesture operations.
[0048] Optionally, the activation operation refers to the behavior of a player triggering a system function through a specific interaction method. In an auto-chess game, the activation operation can be clicking on a specific button in the information display area, such as a button marked with the word "ban". When the player performs such an operation, the system will recognize and respond to the operation, marking the target game object as an object that needs to be intervened. After the activation operation, the system will inform the player that the intervention function has been successfully enabled in a visual feedback manner (such as button color change, adding special effects or displaying an activation status icon), enabling the player to clearly understand the current function status and avoid misoperations or repeated operations.
[0049] Optionally, the intervention function is a tactical mechanism that allows players to influence the game process in a system-assisted way. In the context of an auto-chess game, the intervention function is mainly reflected in the "card control" strategy, that is, by purchasing game objects of the same type as the enemy's key heroes, reducing the available number of heroes of this type in the card pool, thereby hindering the enemy from upgrading that hero to a higher star level. The activation status of the intervention function will last until the player actively cancels it or the game round ends, during which the system will automatically execute the corresponding intervention behavior. The implementation of the intervention function makes full use of the limited nature of the card pool resources in the auto-chess game, automating part of the tactical decisions that originally needed to be manually executed by the player, while retaining the strategic nature and improving the operation convenience.
[0050] Optionally, the automatic purchase operation is the core execution link of the intervention function. When the intervention function is activated, the system will automatically identify whether there are candidate game objects of the same type as the target game object in the game store when the player opens the game store. If there are, the system will automatically perform the purchase operation on behalf of the player without the player having to manually click and select. This automated mechanism greatly reduces the operation burden of the player during the game, enabling the player to focus more on other tactical decisions such as lineup matching and position adjustment. The automatic purchase operation will consider whether the player's current game resources (such as the amount of gold coins) are sufficient and will only perform the purchase when the resources allow, so as not to affect the player's other game plans.
[0051] To enhance the player's perception of the automatic purchase, when the player opens the game store, the candidate game objects of the same type as the target game type can be briefly displayed in the game store, then an animation related to the automatic purchase is played, and at the end of the animation, the candidate game objects are deleted from the game store or a special mark is added to the purchased candidate objects.
[0052] Optionally, a candidate game object refers to a game object of the same type as the marked target game object, which usually appears as hero cards with the same name in an auto chess game. When the player refreshes the shop or the shop refreshes automatically, the system checks whether the game objects displayed in the current shop include candidate game objects. The determination of candidate game objects is based on the type attribute of the game object. The system matches the game objects in the shop with the target game objects for which the intervention function has been activated to ensure the accuracy of automatic purchases. In the case where multiple target game objects are marked, the system can judge and execute automatic purchase operations in sequence according to the order of marking or the priority set by the player to ensure the reasonable allocation of resources and the accurate execution of tactical intentions.
[0053] Optionally, the determination of the same type is a key prerequisite for the correct execution of the intervention function. In an auto chess game, the type of a game object usually refers to the specific identity or name of the hero, rather than attribute labels such as the hero's class or race. Before executing the automatic purchase operation, the system needs to precisely match the type identifiers of the target game object and the candidate game objects in the shop to ensure that the purchased objects are of exactly the same type. In some cases, the game may provide more detailed intervention function settings, allowing players to specify whether to consider other attributes of the game object (such as star level, equipment, etc.) as matching conditions, but the basic type matching is usually the most core determination basis. When implementing the determination logic of the same type within the game, exact matching of unique identifiers or name strings is usually adopted to ensure the accuracy and consistency of function execution.
[0054] As a possible implementation method, the above response activates the intervention function of the corresponding target game object for the activation operation of the information display area, including: displaying an intervention function identifier in the information display area; and activating the intervention function of the corresponding target game object in response to the trigger operation for this intervention function identifier. In this way, players can quickly activate intervention measures for the enemy's core characters through a visual interaction method, simplifying the process of intervention operations and improving the flexibility and execution efficiency of game strategies.
[0055] Optionally, the intervention function identifier in the information display area can be an icon in the form of a button, which can be designed as a symbol with a clear meaning, such as the text identifier "BAN" or a prohibition symbol, to intuitively show the player the purpose of this function. This intervention function identifier is usually located on the left or bottom of the information display area for easy identification and operation by the player. When the player pins a target game object (such as the core hero of the enemy) on the interface through the marking operation and displays it, the system will automatically add this intervention function identifier to the corresponding information display area, enabling the player to select at any time whether to enable the intervention strategy for this target game object. The display state of the intervention function identifier can be various, including the unactivated state (such as gray or lower transparency) and the activated state (such as highlighting or special animation effects), so that the player can intuitively understand the current activation state of the intervention function.
[0056] Optionally, in the scenario of an auto chess game, the practical meaning of the intervention function is to prevent the opponent from promoting a specific hero to a high star level (such as three stars). When the intervention function is activated, the system will detect whether there is a candidate game object of the same type as the target game object in the game store every time the game store is refreshed or the store is automatically refreshed. If such a candidate game object exists, the system will automatically execute the purchase operation and add it to the player's preparation area or hero pool, thereby reducing the number of heroes of this type in the public card pool in the game and indirectly hindering the opponent from collecting enough heroes of this type to upgrade the star level.
[0057] Optionally, the system can intelligently adjust the execution logic of the intervention function according to the player's gold or resource situation. When the player has a large amount of gold, the intervention function can execute automatic purchases more actively; when the gold amount is approaching an important threshold (such as the economic accumulation point of an integer level) or is lower than a specific safety line, the system can reduce the execution priority of the intervention function, or pop up a confirmation prompt before executing the automatic purchase, allowing the player to balance maintaining a healthy economy and implementing the intervention strategy.
[0058] As an optional implementation manner, the information processing method provided in the embodiments of this application further includes: displaying a specific identifier on the candidate game object in the game store. In this way, the player can intuitively identify which game objects in the game store are of the same type as the marked target game object, improving the player's decision-making efficiency, reducing the game operation burden, and enhancing the game strategy and game experience at the same time.
[0059] Optionally, the specific identifier can be presented by prominent visual elements. For example, it can be a label, icon, or text prompt with obvious color contrast. When the player activates the intervention function, the system will automatically detect the candidate game objects that appear in the game store and add a specific identifier, such as a "ban" label or a prohibition icon, above or around the eligible candidate game objects.
[0060] Optionally, the display of a specific logo can form a linkage mechanism with the automatic purchase function. When the player sets the automatic purchase, the specific logo not only serves as a visual prompt, but also displays the status information of the automatic purchase. For example, when the system detects that a candidate game object of the same type as the target game object appears in the store and is ready to execute the automatic purchase, the specific logo can first display the "ready to buy" state, and then change to the "purchased" state after the purchase operation is completed, so that the player can clearly understand the operation of the automatic system. This state change can be presented by the color change, shape change or text prompt of the specific logo, providing players with operational feedback. In addition, if the automatic purchase cannot be executed due to insufficient gold coins of the player, the specific logo can also display the corresponding error state, such as "insufficient gold coins", "backpack is full" and other prompt information, to help players quickly judge and solve the problems that hinder the automatic purchase.
[0061] As an optional implementation, in the disclosed embodiment, in response to a marking operation on a target game object in the second category of game objects, an information display area of the target game object is displayed in a graphical user interface, including: in response to a selection operation on a target game object in the second category of game objects, a detail panel of the target game object is displayed; in response to a trigger operation on a marking control in the detail panel, a marking operation is performed. In this way, by using the selection operation and the trigger operation of the marking control in coordination, the user interface interaction can be clarified and the operation process can be simplified, thereby improving the convenience of players marking enemy key game objects.
[0062] Optionally, when the player observes that there is a game object that needs to be focused on in the enemy player's lineup in the game scene, the game object can be selected by clicking, long pressing or other selection operations. After the system detects the selection operation, a details panel for the game object will pop up. The details panel can display detailed information about the game object, including but not limited to the type, star rating, equipment information, skill attributes, bond effects and other data of the game object. The display of the details panel can be presented in the form of a pop-up window, a floating panel or a sidebar, and can be reasonably adjusted according to the layout of the game interface and the user's usage habits to ensure that important content in the game scene is not blocked, while clearly displaying the key information of the target game object, which is convenient for players to analyze and make decisions.
[0063] Optionally, in the details panel of the target game object, the system will provide a mark control, which can be a button with a pin shape, a label with a specific icon, or an interactive element with a text description. The mark control clearly conveys its function to the player through visual effects, so that the player can quickly understand that the function of the control is to mark the target game object and keep paying attention to it (that is, pin the target game object to the main game interface for display).
[0064] Optionally, when the player triggers an operation (such as clicking, tapping, etc.) on the marking control in the details panel, the system adds the target game object to the monitoring list and creates an information display area at an appropriate position in the game interface to display the status and property changes of the game object in real time.
[0065] Optionally, the marking control in the details panel can be designed to have multiple states to reflect the monitoring status of the target game object. For example, when the game object has not been marked, the marking control can be displayed in the default state; when the game object has been marked and is under monitoring, the marking control can be switched to the active state, represented by changes in color, shape, or animation effects; when an important property change occurs to the monitored game object, the marking control can display a prompt mark to attract the player's attention. This multi-state design enhances the information transmission ability of the interface, enabling the player to intuitively understand the monitoring status and adjust operations as needed, such as unmarking or adding new monitoring targets.
[0066] Optionally, to optimize the player's operation process, the system can also provide quick operation options in the details panel, allowing the player to directly activate the intervention function for the game object while marking the target game object. This design integrates two related operations, reducing the steps the player needs to perform and improving the operation efficiency. The quick operation options can be implemented in the form of checkboxes, toggle switches, or additional buttons, and the player can choose whether to activate the intervention function simultaneously according to their strategic needs. When the player chooses to activate the intervention function simultaneously, the system will start the automatic purchase mechanism while performing the marking operation, preparing to automatically purchase the same type of game object when it appears in the game store, thereby effectively intervening in and hindering the enemy player's star-up strategy.
[0067] As a possible implementation, before displaying the information display area of the target game object in the graphical user interface in response to the marking operation on the target game object in the second type of game objects, the method of this embodiment further includes: responding to the trigger operation on the second player identifier of the second player, and switching the game scene of the first player's perspective currently displayed to the game scene of the second player's perspective; Displaying the information display area of the target game object in the graphical user interface in response to the marking operation on the target game object in the second type of game objects includes: in the case of displaying the game scene of the second player's perspective, responding to the marking operation on the target game object in the second type of game objects, and displaying the information display area of the target game object in the graphical user interface.
[0068] In this embodiment, in response to a trigger operation for the second player identifier of the second player, the game scene of the first player's perspective currently being displayed is switched to the game scene of the second player's perspective; in the case of displaying the game scene of the second player's perspective, in response to a marking operation for a target game object among the second type of game objects, an information display area of the target game object is displayed in the graphical user interface. In this way, by first switching to the target player's perspective and then performing the marking operation, the player can intuitively observe and select the target game object to be marked, improving the accuracy and efficiency of the marking operation, and at the same time ensuring the practicality of the marking function.
[0069] Optionally, in an auto chess game, players need to observe the lineups and key heroes of enemy players to formulate strategies, especially to perform corresponding targeted operations on the core heroes of the enemy. In this embodiment, the system provides a convenient perspective switching mechanism that allows players to quickly switch the game interface from their own perspective to the perspective of the enemy player by triggering an operation (such as clicking or tapping) on the identifier of the second player (such as an avatar, name tag, or other recognizable graphical element). This perspective switching does not change the player's control authority and is only an observation mode, enabling the player to intuitively see the battlefield layout of the enemy player, the placement of heroes, and the specific states of various game objects, so as to more comprehensively understand the opponent's strategic deployment and tactical choices, providing a more accurate judgment basis for subsequent marking operations.
[0070] Optionally, the perspective switching function supports multiple triggering methods to adapt to the operation habits of different players and the characteristics of game devices. Players can trigger the perspective switching operation in various ways, such as clicking on the avatar of the enemy player displayed on the game interface, selecting a specific player in the battle list, using shortcut keys, or gestures. After receiving the trigger command, the system will smoothly convert the currently displayed first player's perspective (i.e., the player's own perspective) to the perspective of the selected second player, and may be accompanied by a transition animation or a prompt effect to enhance the user experience.
[0071] Optionally, when displaying the game scene of the second player's perspective, the system will clearly identify the current observation mode through visual cues to prevent players from confusing the current perspective state. These visual cues can include color changes at the top or edge of the interface, labels showing "Observation Mode" or the name of the enemy player, adding a semi-transparent mask or border, etc., or displaying an observation identifier next to the target player identifier in the player list. At the same time, the system restricts the operation authority of the player in the enemy perspective. The player can only observe and cannot adjust the layout of the enemy's game objects or perform operations such as purchases, ensuring the fairness and competitiveness of the game. The interface design in this observation mode fully considers the readability of information and the clarity of operations, enabling players to clearly distinguish their own game scene from that of the enemy and reducing operation errors.
[0072] Optionally, in the enemy perspective mode, the player can perform a marking operation on the enemy's game objects (such as hero units). This marking operation is usually achieved by clicking, long-pressing, or other touch operations. The system will recognize the player's intention and execute the corresponding marking function.
[0073] Optionally, after the marking operation is successfully executed, the system can automatically switch from the perspective of the currently displayed second player to the first player's perspective (i.e., the player's own perspective), or it can be manually switched by the player.
[0074] Optionally, after the marking operation is successfully executed, the system will create and display an information display area for the target game object at the player list in the player's graphical user interface. This player list is a UI interface displayed above the game scene, and during the process of the system switching the player's perspective, the player list can always remain displayed.
[0075] Optionally, the combined use of perspective switching and marking operations provides the player with an efficient game object monitoring mechanism. The player first obtains global information by switching to the enemy perspective, then specifically marks the key game objects, and then the system will continuously monitor the state changes of these marked objects and update the display in real time in the player's main interface, without the player repeatedly manually switching perspectives to view. This mechanism greatly reduces the player's operation steps and distraction of attention, enabling the player to focus more on the formulation and execution of their own strategies while not losing the grasp of key enemy information. The system's automatic monitoring and information update mechanism also reduces the player's cognitive burden, making the complex information collection and decision-making process more simplified and intuitive.
[0076] As a possible implementation manner, the information processing method provided by the embodiments of the present disclosure further includes: displaying a perspective switching control in the graphical user interface; in response to a trigger operation on the perspective switching control, controlling the game scene of the currently displayed second player perspective to switch back to the game scene of the first player perspective. In this way, by setting the perspective switching control, the player can conveniently and quickly switch back to their own game scene after viewing the enemy scene, avoiding the cumbersome operation of frequently manually switching perspectives and improving the fluency of game operation and user experience.
[0077] Optionally, the perspective switching control can be set at a fixed position on the game interface, such as the top, bottom, or upper right corner of the interface, enabling players to conveniently find and use the control at any time. The control can be presented in the form of an icon, such as an arrow icon, a house icon, etc., or in the form of text, such as "Return", "Switch Back", etc., or in a combination of graphics and text to enhance the recognition and user-friendliness of the control. The position and style of the perspective switching control can be uniformly planned according to the overall design style of the game interface to ensure coordination with the overall art style of the game, while ensuring a sufficient click area to reduce the possibility of accidental operations.
[0078] Optionally, the perspective switching control can be automatically displayed after the player switches to the second player perspective and automatically hidden in the first player perspective to avoid occupying interface space when not needed. When the player switches to the second player perspective, the perspective switching control can fade in through an animation effect to remind the player that they are currently in the enemy perspective and provide a quick entry to return to their own perspective. This dynamic display and hiding mechanism can optimize the utilization rate of the interface space, reduce interference with the game screen, and ensure that the function is available when needed.
[0079] Optionally, during the process of perspective switching, the system will retain the result of the marking operation performed by the player on the target game object in the second player perspective, ensuring that the information display area of the marked target game object remains visible after switching back to the first player perspective. This information persistence mechanism enables players to continuously monitor the status changes of key enemy game objects in their own perspective without frequently switching perspectives to confirm enemy information, greatly improving the efficiency of game strategy formulation.
[0080] As a possible implementation, in response to a marking operation on a target game object among the second type of game objects, an information display area of the target game object is displayed in the graphical user interface, including: in response to a marking operation on a target game object in the battle area or the preparation area, an information display area of the target game object is displayed in the graphical user interface. In this way, the system enables users to flexibly mark and monitor heroes in different areas when observing the enemy lineup, and can master the real-time status of key game objects without repeatedly switching perspectives, improving the efficiency of tactical decision-making in the game.
[0081] Optionally, the battle area in this embodiment refers to the area in the game scene where players conduct actual battles. Usually, game objects that players put into battle are placed in this area. In auto chess games, the battle area refers to the main battlefield where players place combat units for automatic battles. When a player switches to the second player's perspective, they can visually see all the game objects configured by the second player in the battle area. At this time, the player can choose to perform a marking operation on a target game object in the battle area, such as clicking on the game object and then clicking on the marking control in the pop-up details panel. The system will respond to this marking operation and fix the information display area of the target game object at a specific position on the graphical user interface, so that the player can continuously monitor the status changes of the target game object even after switching back to their own perspective.
[0082] Optionally, the preparation area refers to the area in the game scene where players temporarily store game objects but have not yet put them into battle. In auto chess games, the preparation area allows players to temporarily store heroes purchased from the store or heroes withdrawn from the battle area. Players can move game objects in the preparation area to the battle area according to tactical needs, or move game objects in the battle area to the preparation area. When a player observes that there is a game object with a high potential threat in the second player's preparation area, they can perform a marking operation on this game object to continuously track its status changes, including key information such as whether it has been moved to the battle area, whether it has been star-upgraded, and whether it has equipped powerful equipment, so as to make preparations in advance.
[0083] Optionally, the system supports marking game objects in multiple different areas simultaneously. For example, it is possible to mark the main carry hero in the battle area and the potential hero in the preparation area at the same time. Multiple marked game objects will be displayed in a list or grid form at appropriate positions on the graphical user interface. Each information display area will contain a thumbnail image of the game object, basic attribute information, and status change prompts. Players can monitor multiple key game objects in this way and comprehensively grasp the battlefield situation. The system will also automatically adjust the layout of multiple information display areas according to interface space and readability considerations to ensure that the information is displayed comprehensively and clearly without interfering with the player's normal game operations.
[0084] Optionally, for the marked game object, if it moves from one area to another (such as from the preparation area to the confrontation area), the system will clearly inform the player of the change in the position status of the game object through visual cues (such as blinking effects, color changes, or area identification changes) in the information display area. This dynamic tracking function enables players to understand the opponent's tactical adjustments in real time. Especially in the preparation stage of auto-chess games, when the opponent frequently adjusts the lineup, the value of this function is more prominent. Players do not need to frequently switch perspectives to view the opponent's lineup changes. They can obtain key information only by paying attention to the information display area, which greatly reduces the operation burden and improves the game experience.
[0085] See Figure 2 as shown Figure 2 is a schematic diagram of an application scenario of the information processing method in the game provided by the embodiment of the present application. Figure 2 The displayed game interface includes a chessboard area 11, a preparation area 22, and a player list 33; Figure 2 The avatar indicated by 101 in it is the avatar of the controlled player (i.e., the first player), and the avatar indicated by 102 is the hostile player (i.e., the second player) of the controlled player 101. When the avatar of the second player 102 is clicked, the game interface switches to the game scene interface corresponding to the perspective of the second player 102, and an observation icon 104 in the shape of an eye is displayed beside the second player 102 to prompt the player that the game scene interface of the second player 102 is currently being observed. And a perspective switching control 44 is displayed in the game scene interface corresponding to the perspective of the second player 102. When the perspective switching control 44 is clicked, the game scene section of the current second player's perspective can be switched back to the game scene interface corresponding to the first player's perspective. The game scene interface of the second player 102 includes the game objects owned by the second player 102. When the player clicks on the target game object 103 on the chessboard, it will be in Figure 2 a details interface 301 of the target game object 103 will pop up on the shown game interface, as Figure 3 shown, the details interface 301 includes basic information such as the character name, equipped items, and health value of the target game object 103. The details interface 301 also includes a marking icon 302, which is a thumbtack pattern.
[0086] The player clicks Figure 3 the marking control 302 on the details interface 301, thereby realizing the marking of the target game object 103, and an information display area 401 of the target game object 103 is displayed on the graphical user interface. See Figure 4As shown. The information display area 401 is displayed on the side of the second player 102 to indicate that the currently monitored target game object is the game object of the second player 102. In the target information display area 401, the hero avatar, star rank, equipped items of the target game object 103, and the interaction control "ban" are displayed. Similarly, the game object of the second player 105 can also be marked, and the corresponding target display area 402 is displayed on the side of the second player 105.
[0087] When the player clicks Figure 2 on the perspective switching control 44 in Figure 5 , the game scene section of the current second player's perspective can be switched back to the game scene interface corresponding to the first player's perspective, as shown in Figure 5 As shown in the game interface, the game scene interface and the player list from the perspective of the first player 101 are displayed. In this player list, on the side of the second player 102, the information display area 401 corresponding to the marked target game object 103 is displayed, and on the side of the second player 105, the information display area 402 corresponding to the marked game object of the second player is displayed. When the level of the game object marked for the second player 105 is increased, a level increase indicator can be displayed in the information display area 402. The increase indicator is represented by the text "increased" and is highlighted. The star rank indicator after the upgrade can also be highlighted. See Figure 6 shown in Figure 5 , that is, in Figure 6 , the star rank of the game character marked for the second player 105 changes from 2 stars to
[0088] 3 stars in Figure 5 , and the 3 stars are highlighted. Figure 6 When the player triggers the interaction control "ban" (i.e., the intervention function indicator) in the information display area 401 in
[0089] , the interaction control "ban" will become highlighted, as shown in Figure 7 , to prompt the player that the intervention function represented by the interaction control "ban" has been activated, so that heroes of the same type as the target game object 103 in the game store can be automatically purchased. A marking module 71, configured to respond to a marking operation on a target game object among second - type game objects, and display an information display area of the target game object in a graphical user interface; A monitoring module 72, configured to monitor changes in attributes of the target game object.
[0090] A display module 73, configured to, when detecting a change in the attributes of the target game object, display information about the change in the attributes of the target game object in the information display area.
[0091] The above - mentioned device responds to a marking operation on a target game object among second - type game objects, displays an information display area of the target game object in a graphical user interface; monitors changes in attributes of the target game object; and when detecting a change in the attributes of the target game object, displays information about the change in the attributes of the target game object in the information display area. Through the method provided in this embodiment, players can continuously monitor the state changes of key enemy game objects, adjust strategies in a timely manner according to the changes, without frequently switching perspective operations, reducing the operation burden of players during the game, enhancing the interaction experience, and solving the problem of waste of computer resources caused by frequent switching of perspectives; at the same time, it improves the ability to control the strategic situation, and players can formulate targeted strategies for key enemy characters, enhancing the richness of the game.
[0092] As a possible implementation manner, the attributes of the above - mentioned target game object include at least one of the following: star level, equipment information, position status. Among them, the position status of the target game object includes at least one of the following: located in the battle area, located in the preparation area, sold.
[0093] As a possible implementation manner, the marking module 71 is specifically configured to: display the information display area of the target game object in the associated area of the second player identifier.
[0094] As a possible implementation manner, the device provided in the embodiments of the present disclosure further includes an activation module, configured to respond to an activation operation on the information display area, activate the intervention function corresponding to the target game object, so as to perform an operation of automatically purchasing a candidate game object in a game store, where the candidate game object is a game object of the same type as the target game object.
[0095] As a possible implementation manner, the activation module is specifically configured to: display an intervention function identifier in the information display area; respond to a trigger operation on the intervention function identifier, and activate the intervention function corresponding to the target game object.
[0096] As a possible implementation manner, the marking module 71 is further configured to: display a specific identifier on the candidate game object in the game store.
[0097] As a possible real-time manner, the marking module 71 is specifically configured to: in response to a selection operation on a target game object among the second type of game objects, display a details panel of the target game object; in response to a marking operation on a marking control in the details panel, display an information display area of the target game object in the graphical user interface.
[0098] Specifically, the device further includes a switching module, and the switching module is configured to: in response to a triggering operation on a second player identifier of a second player, switch a game scene of a first player view currently displayed to a game scene of a second player view.
[0099] As a possible real-time manner, the marking module 71 is specifically configured to: in a case where a game scene of a second player view is displayed, in response to a marking operation on a target game object among the second type of game objects, display an information display area of the target game object in the graphical user interface.
[0100] As a possible real-time manner, the switching module is further configured to: display a view switching control in the graphical user interface; in response to a triggering operation on the view switching control, control to switch the game scene of the second player view currently displayed back to the game scene of the first player view.
[0101] As a possible real-time manner, the marking module 71 is specifically configured to: in response to a marking operation on a target game object in a battle area or a preparation area, display an information display area of the target game object in the graphical user interface.
[0102] The information processing device in the game provided by the embodiments of the present disclosure has the same implementation principle and the same technical effects as those of the foregoing method embodiments. For a brief description, for the parts not mentioned in the embodiments of the interaction device in the game, reference may be made to the corresponding content in the foregoing method embodiments of the information processing method in the game.
[0103] The term "and / or" in this article is only a description of the association relationship of associated objects, indicating that there can be three relationships. For example, A and / or B can represent: A exists alone, A and B exist simultaneously, and B exists alone. In addition, the term "at least one" in this article represents any one of multiple or any combination of at least two of multiple. For example, including at least one of A, B, and C can represent including any one or more elements selected from the set composed of A, B, and C.
[0104] The embodiments of the present disclosure further provide an electronic device, such as Figure 8As shown, it is a schematic structural diagram of the electronic device. Among them, the electronic device includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111, and the processor 111 executes the computer-executable instructions to implement the information processing method in the above game.
[0105] In Figure 8 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113. Among them, the processor 111, the communication interface 113, and the memory 110 are connected through the bus 112.
[0106] Among them, the memory 110 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory, such as at least one disk memory. Through at least one communication interface 113 (which can be wired or wireless), a communication connection is realized between the system network element and at least one other network element, and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 112 can be an ISA (Industry Standard Architecture, industrial standard architecture) bus, a PCI (Peripheral Component Interconnect, peripheral component interconnect standard) bus, or an EISA (Extended Industry Standard Architecture, extended industrial standard structure) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 5 only a bidirectional arrow is used in the figure, but it does not mean that there is only one bus or one type of bus.
[0107] The processor 111 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the integrated logic circuit in the hardware of the processor 111 or instructions in the form of software. The above-mentioned processor 111 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory, and the processor 111 reads the information in the memory and combines its hardware to complete the steps of the information processing method in the foregoing embodiments of the game.
[0108] The embodiments of the present disclosure also provide a computer-readable storage medium. The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the information processing method in the above game. For specific implementation, reference may be made to the foregoing method embodiments, and details are not described herein again.
[0109] The computer program product of the information processing method, device, and electronic device in the game provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the foregoing method embodiments. For specific implementation, reference may be made to the method embodiments, and details are not described herein again.
[0110] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.
[0111] When the above-mentioned functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on this understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this 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 for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs that can store program codes.
[0112] In the description of the present disclosure, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of the present disclosure. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be construed as indicating or implying relative importance.
[0113] Finally, it should be noted that the above-mentioned embodiments are only specific implementation manners of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions described in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered by the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be defined by the protection scope of the claims.
Claims
1. A method for processing information in a game, characterized in that: Providing a graphical user interface through a terminal, wherein the graphical user interface at least partially includes a game scene, wherein the game scene includes a plurality of game objects, wherein the plurality of game objects include a first type of game objects and a second type of game objects, wherein the first type of game objects belongs to a first player, and the second type of game objects belongs to a second player; The first player is a controlled player; the method comprises: In response to a marking operation on a target game object in the second category of game objects, displaying an information display area of the target game object in the graphical user interface; Monitoring property changes of the target game object; When it is detected that the attribute of the target game object has changed, the attribute change information of the target game object is displayed in the information display area.
2. The method according to claim 1, characterized in that The attributes of the target game object include at least one of the following: star rating, equipment information, and position status.
3. The method according to claim 2, characterized in that The position state of the target game object includes at least one of the following: located in a battle area, located in a battle preparation area, and sold.
4. The method according to claim 1, characterized in that: The information display area for displaying the target game object in the graphical user interface includes: An information display area of the target game object is displayed in an area associated with the second player identifier.
5. The method according to claim 1, characterized in that The method further comprises: In response to an activation operation on the information display area, an intervention function corresponding to the target game object is activated to perform an operation of automatically purchasing a candidate game object in a game store, wherein the candidate game object is a game object of the same type as the target game object.
6. The method according to claim 5, characterized in that The step of responding to the activation operation on the information display area and activating the intervention function corresponding to the target game object includes: displaying an intervention function indicator in the information display area; In response to a trigger operation for the intervention function identifier, an intervention function corresponding to the target game object is activated.
7. The method according to claim 5, characterized in that The method further comprises: A specific logo is displayed on the candidate game object in the game store.
8. The method according to any one of claims 1 to 7, characterized in that: The step of responding to a marking operation on a target game object in the second category of game objects and displaying an information display area of the target game object in the graphical user interface comprises: In response to a selection operation on the target game object in the second type of game objects, displaying a detail panel of the target game object; In response to a marking operation on a marking control in the details panel, an information display area of the target game object is displayed in the graphical user interface.
9. The method according to any one of claims 1 to 7, characterized in that: In response to the marking operation on the target game object in the second category of game objects, before displaying the information display area of the target game object in the graphical user interface, the method further includes: In response to a triggering operation of the second player identifier of the second player, switching the currently displayed game scene from the first player's perspective to a game scene from the second player's perspective; The step of responding to a marking operation on a target game object in the second category of game objects and displaying an information display area of the target game object in the graphical user interface comprises: In the case of displaying the game scene from the second player's perspective, in response to a marking operation on a target game object in the second category of game objects, an information display area of the target game object is displayed in the graphical user interface.
10. The method according to claim 9, characterized in that The method further comprises: Displaying a perspective switching control on the graphical user interface; In response to a triggering operation on the perspective switching control, control is performed to switch the currently displayed game scene from the second player's perspective back to the game scene from the first player's perspective.
11. The method according to claim 9, characterized in that The step of responding to a marking operation on a target game object in the second category of game objects and displaying an information display area of the target game object in the graphical user interface comprises: In response to a marking operation on a target game object in a battle area or a preparation area, an information display area of the target game object is displayed in the graphical user interface.
12. An information processing device in a game, characterized in that: The device provides a graphical user interface through a terminal, wherein the graphical user interface at least partially includes a game scene, wherein the game scene includes a plurality of game objects, wherein the plurality of game objects include a first type of game objects and a second type of game objects, wherein the first type of game objects belongs to a first player, and the second type of game objects belongs to a second player; The first player is a controlled player; the device comprises: a marking module, configured to respond to a marking operation on a target game object in the second category of game objects and display an information display area of the target game object in the graphical user interface; A monitoring module, used to monitor changes in properties of the target game object; The display module is used to display the attribute change information of the target game object in the information display area when it is detected that the attribute of the target game object has changed.
13. An electronic device, characterized in that: The invention comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method according to any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 11.