Game information display method and device, terminal equipment and storage medium

By displaying economic gap logos and nearby resource icons in the game interface, it solves the problem that players find it difficult to quickly obtain and display economic gaps, and improves the intelligence and humanization of game experience and strategy formulation.

CN120361530APending Publication Date: 2025-07-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510564461.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-30
Publication Date
2025-07-25

AI Technical Summary

Technical Problem

In competitive games, it is difficult for players to quickly and conveniently obtain and intuitively display the economic gaps of the targets they are concerned about, and frequently view economic information affects the battle. The existing technology cannot effectively prompt economic differences and resource acquisition methods.

Method used

By displaying the economic difference logo in the game interface, displaying icons of nearby available game resources based on the position information of the player's character, prompting players how to narrow or expand the economic gap.

Benefits of technology

It enables players to understand economic gaps in real time, formulate effective game strategies, reduce vision obstruction, and improve game experience and interactivity.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game information display method and device, terminal equipment and a storage medium. The method comprises the following steps: determining a concerned object in a game; a first economy corresponding to the concerned object and a second economy corresponding to the controlled role are obtained, a first identifier is displayed in a graphical user interface according to the first economy and the second economy, and the first identifier is at least used for prompting the economic gap between the controlled role and the concerned object; acquiring position information of the controlled role in the game playing scene; and according to the position information, determining a target game resource in the game match scene, and displaying a resource icon corresponding to the target game resource at the first identifier. By means of the method and device, the game player can know the economic difference between the game player and the concerned object in real time, and the corresponding game strategy is made.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technologies, and particularly to a method, device, terminal device, and storage medium for displaying game information. Background Art

[0002] In competitive games, the economy of game characters often determines the strength of the game characters, which in turn affects the trend of the game. Therefore, during the battle, players need to constantly pay attention to their own and the enemy's economic situations, as well as the economic situations of enemy characters, in order to formulate appropriate strategies for the game.

[0003] Currently, in games, for the economic information of the game characters that players are concerned about, players can only view the details panel of the game round, and search for the economic information of the concerned characters from the many information statistics in this panel. The search is difficult and the identification is not fast and convenient enough. At the same time, if players remember the economic information they have found, they need to frequently call out the details panel of the game round to view it, which causes vision obstruction and affects the players' normal battles. Summary of the Invention

[0004] In view of this, the present disclosure provides a method, device, terminal device, and computer storage medium for displaying game information, aiming to solve the problem that it is difficult for players in traditional games to intuitively and quickly know the economic gap between the concerned objects, and realizing the functions of intuitive display and active adjustment of the economic gap.

[0005] To achieve the above object, the technical solutions adopted in the embodiments of the present disclosure are as follows:

[0006] In a first aspect, the present disclosure provides a method for displaying game information, which provides a graphical user interface through a terminal device. At least part of the game round scene is displayed in the graphical user interface, and the game round scene includes a controlled character controlled by the terminal device. The method includes:

[0007] Determine the concerned objects in the game round;

[0008] Obtain the first economy corresponding to the concerned object and the second economy corresponding to the controlled character, and display a first identifier in the graphical user interface according to the first economy and the second economy, where the first identifier is at least used to prompt the economic gap between the controlled character and the concerned object;

[0009] Obtain the position information of the controlled character in the game round scene;

[0010] According to the position information, determine the target game resources in the game round scene, and display the resource icon corresponding to the target game resources at the first identifier.

[0011] Second aspect, the present disclosure provides a display device for game information, the device comprising:

[0012] An object determination module, configured to determine a concerned object in a game session;

[0013] An identification display module, configured to obtain a first economy corresponding to the concerned object and a second economy corresponding to a controlled character, and display a first identification in a graphical user interface according to the first economy and the second economy, wherein the first identification is at least used to prompt an economic gap between the controlled character and the concerned object;

[0014] A resource positioning module, configured to obtain position information of the controlled character in the game session scene; according to the position information, determine target game resources in the game session scene, and display a resource icon corresponding to the target game resources at the first identification.

[0015] Third aspect, the present invention provides a terminal device, comprising:

[0016] A processor, a memory and a bus, wherein the memory stores computer-readable instructions executable by the processor. When the terminal device runs, communication between the processor and the memory is performed through the bus, and the processor executes the machine-readable instructions to perform the steps of the foregoing method.

[0017] Fourth aspect, the present invention provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is run by a processor, it executes the steps of the foregoing method.

[0018] The beneficial effects of the present disclosure are as follows:

[0019] For the game information display method, device, electronic device and storage medium provided by the present disclosure, by directly displaying an economic difference identification in the game interface, players can understand the economic gap between themselves and the concerned object (including game characters or pre-purchased equipment) in real time without frequently calling out the game details panel. More importantly, according to the position information of the player character, the icon of available game resources nearby is displayed in the economic difference identification, intuitively prompting the player which resources can be killed to narrow the economic gap, so that the player can formulate a more effective game strategy, improving the game experience and competitiveness. In addition, the display method of the economic difference identification in this solution can reduce the field of view occlusion, enabling players to not be affected by normal battles while paying attention to economic information, and at the same time providing an active adjustment guidance for the economic gap, making the game interaction more intelligent and user-friendly. Description of the Drawings

[0020] To more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following will briefly introduce the accompanying drawings required for the embodiments. It should be understood that the following drawings only show some embodiments of the present disclosure and should not be regarded as limiting the scope. For those of ordinary skill in the art, without creative efforts, other related drawings can also be obtained based on these drawings.

[0021] Figure 1 It is an architecture diagram of a cloud interaction system provided by the present disclosure;

[0022] Figure 2 It is a flowchart of an optional implementation manner of the method for displaying game information provided by the present disclosure;

[0023] Figure 3 It is a display schematic diagram of the first identifier in an optional implementation manner of the present disclosure;

[0024] Figure 4 It is a display schematic diagram of the first identifier in another optional implementation manner of the present disclosure;

[0025] Figure 5 It is a display schematic diagram of the first identifier in another optional implementation manner of the present disclosure;

[0026] Figure 6 It is a structural schematic diagram of a display device for game information provided by the present disclosure;

[0027] Figure 7 It is a hardware architecture schematic diagram of a terminal device provided by the present disclosure. Detailed implementation manners

[0028] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the following will clearly and completely describe the technical solutions in the embodiments of the present disclosure in conjunction with the accompanying drawings in the embodiments of the present disclosure. Obviously, the described embodiments are some, but not all, of the embodiments of the present disclosure. Usually, the components of the embodiments of the present disclosure described and shown in the drawings here can be arranged and designed in various different configurations.

[0029] Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure to be protected, but merely represents the selected embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by those of ordinary skill in the art without creative efforts belong to the scope of protection of the present disclosure.

[0030] It should be noted that similar reference numerals and letters indicate similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings.

[0031] For ease of understanding, the prior art related to the present disclosure will be described in detail first.

[0032] In current popular competitive games, the economic situation of game characters has a decisive impact on the strength of game characters and the trend of the game round. Therefore, during the game battle process, players need to constantly pay attention to the economic situations of their own and enemy characters in order to formulate appropriate game strategies.

[0033] In the prior art, if a player wants to obtain the economic information of a game character, they usually need to view it by calling out the game details panel. For example, in MOBA games, players need to click a specific button to call out the game details panel and search for the economic information of the concerned character from the economic data of each game character statistically shown in the panel.

[0034] However, this way of obtaining economic information has obvious technical defects and user experience problems. First, players need to search for the economic information of the concerned character among many characters, which is difficult to search, not fast and convenient enough to identify, and cannot achieve real-time and intuitive mastery of economic data. Second, when players cannot remember the economic information of the concerned character they obtained, they need to frequently call out the game details panel to view it, which not only increases the operation complexity but also easily causes field of view occlusion and affects the players' normal battle. In addition, during the game round process, when a player needs to purchase equipment but lacks economic resources, the reminder of the difference between the pre-purchased equipment and the player's current economic resources in the prior art is not obvious enough, and it is difficult for players to quickly judge the economic gap between themselves and the target equipment, nor can they clearly understand through what channels they can obtain enough economic resources fastest.

[0035] In view of the above problems in the prior art, the present disclosure proposes the following technical concept: by determining the concerned object in the game round, obtaining the real-time economic data between the concerned object and the controlled character, and visually displaying an economic difference identifier in the game interface; at the same time, based on the position information of the controlled character, determining the game resources that can be obtained around and displaying these resources in the form of icons on the economic difference identifier to visually prompt the players through which game resources they can adjust the economic gap. In this way, the present disclosure can not only visually display the economic gap between characters or the economic difference of pre-purchased equipment, but also provide candidates for players to narrow the economic gap, greatly improving the visualization degree of economic information and the user interaction experience in the game.

[0036] Based on the above content, the specific content of each technical solution provided by the present disclosure will be introduced in detail one by one below.

[0037] First, the present disclosure provides a method for displaying game information.

[0038] In an optional implementation, the method for displaying game information provided by the present disclosure may be run on a terminal device and / or a server.

[0039] When the method for displaying game information is run on a server, the method can be implemented and executed based on a cloud interactive system. Figure 1 , is a cloud interaction system architecture diagram provided by the present disclosure. As shown in the figure, the cloud interaction system may include: a client device 10 and a server 20, wherein the client device 10 may be connected to the server 20 via a network 30.

[0040] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated, the storage and operation of the game character transmission method are completed on the cloud game server, and the client device 10 is used for receiving and sending data and presenting the game screen. For example, the client device 10 can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device 10 to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device 10 through the network. Finally, the client device 10 decodes and outputs the game screen.

[0041] Among them, when the method for displaying game information runs on a terminal device, in an optional embodiment, the terminal device may be a local terminal device. Taking the game as an example, the terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by the conventional electronic device. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0042] The above introduces the hardware environment required by the present disclosure. The following will be based on the above hardware environment and take the terminal device as an example of the execution subject to introduce in detail various embodiments of the method for displaying game information provided by the present disclosure.

[0043] Please refer to Figure 2, is a flowchart of an optional implementation of the method for displaying game information provided by the present disclosure. The present disclosure provides a graphical user interface through a terminal device. At least part of the game battle scene is displayed in the graphical user interface. The game battle scene includes a controlled character controlled by the terminal device. As shown in the figure, the method for displaying the game information includes the following steps:

[0044] Step S1, determine the object of concern in the game battle.

[0045] Step S2, obtain the first economy corresponding to the object of concern and the second economy corresponding to the controlled character, and display a first identifier in the graphical user interface according to the first economy and the second economy, where the first identifier is at least used to prompt the economic gap between the controlled character and the object of concern.

[0046] Step S3, obtain the position information of the controlled character in the game battle scene.

[0047] Step S4, determine the target game resources in the game battle scene according to the position information, and display the resource icon corresponding to the target game resources at the first identifier.

[0048] Through the above steps, the method for displaying game information provided by the present disclosure enables players to intuitively understand the economic gap between the controlled character and the object of concern. At the same time, it provides players with specific game resource information that can narrow the economic gap, improves the game interaction experience, and enriches the playability of the game. In addition, this solution simplifies the information acquisition and decision-making process of players in the battle by associating abstract economic data with specific game resources, and solves the technical problems of non-intuitive display of economic information and difficulty in quickly understanding in the field of computer games.

[0049] The following is a specific description of the above steps:

[0050] Step S1, determine the object of concern in the game battle;

[0051] Among them, the object of concern is a game element whose economic situation needs to be particularly concerned by the player in the game battle.

[0052] In an optional implementation manner, the object of concern may be a game character, including game characters in the enemy camp or game characters in the friendly camp. For example, in a MOBA game, a player can focus on the enemy hero in the lane position. For example, a mid-lane mage player focuses on the economic situation of the enemy mid-lane mage.

[0053] In an optional embodiment, when the object of attention is a game character, it can be a corresponding role of the controlled character (i.e., the player character) automatically determined based on the character positioning or the lane division situation. For example, the game character that satisfies the positional relationship with the controlled character can be determined as the object of attention based on the lane matching relationship between the various game characters in the game match. Specifically, at the beginning of the game, according to the lane matching situation of each game character, the enemy character in the enemy camp with the same lane as the controlled character is automatically set as the object of attention of the controlled character. For example, our top lane character corresponds to the enemy top lane character, our jungle character corresponds to the enemy jungle character, etc.

[0054] In an optional implementation, when the object of interest is a game character, the object of interest may be determined based on a selection operation of the player. Specifically, in response to a selection operation for any of the game characters participating in the game match, the selected game character may be determined as the object of interest. For example, in a MOBA game, a player may set an enemy character as the object of interest by clicking on the icon of the enemy character on the game mini-map, or by opening the scoreboard and selecting the avatar of a specific enemy character.

[0055] In an optional embodiment, the object of interest may be a game prop, including game props that players can purchase or obtain in the game. For example, virtual items such as virtual weapons, virtual armor, virtual medicines, virtual vehicles, virtual equipment, virtual instruments, virtual accessories, virtual scrolls, etc. provided in the game. It is understood that the above-mentioned game props not only include virtual equipment that helps to improve the strength of the character, such as virtual weapons and virtual armor; but also include consumables or special props that help to increase the tolerance of the battle and improve the chance of winning, such as vision props, resurrection armor and other key strategic props.

[0056] In an optional implementation, when the object of interest is a game prop, the object of interest can be determined based on the player's pre-order operation for the game prop in the game prop library. Specifically, it can be in response to a pre-order operation for any game prop in the game prop library, and the pre-ordered game prop is determined as the object of interest, so as to know the economic difference required to purchase the game prop at any time. For example, in a MOBA game, a mid-lane mage player in a game match can select a high-level equipment that has not yet had enough money to purchase in the game store interface for pre-order marking, and then determine the high-level equipment as the object of interest.

[0057] In an optional implementation, when the focus object is used as a game prop, the focus object can also be determined according to the equipment recommendation strategy provided by the system or the equipment recommendation strategy pre-set by the player. For example, during a game, the system automatically sets the key core equipment of the player's character in the next game stage as the focus object according to the equipment recommendation strategy based on the current game progress and the player's character development path.

[0058] Through the above steps, the present disclosure determines the objects that the player needs to pay attention to after the start of the game session, laying a foundation for the subsequent calculation and display of the economic gap. In this way, the player can flexibly choose to pay attention to the economic situation of a specific enemy character or the economic gap of the pre-purchased equipment according to their own tactical needs, so as to formulate a more targeted game strategy.

[0059] Step S2, obtain the first economy corresponding to the object of attention and the second economy corresponding to the controlled character, and display a first identifier in the graphical user interface according to the first economy and the second economy, where the first identifier is at least used to prompt the economic gap between the controlled character and the object of attention;

[0060] Among them, the first real-time economy is the economic value that the object of attention has at the current moment in the game session. Among them, the objects of attention include game characters (hereinafter referred to as "attention characters") and game items (hereinafter referred to as "attention items").

[0061] In an optional implementation manner, when the object of attention is an attention character, the first economy may be the total amount of economy obtained by the attention character in the game, such as the total amount of gold coins. For example, in a MOBA game, the first economy may represent the total amount of economy currently owned by the enemy mid-lane mage character, including the total value of all equipment obtained by it through killing minions, wild monsters, participating in team battles, etc. and the current disposable gold coins. The first economy can more comprehensively reflect the overall resource status of the attention character.

[0062] In an optional implementation manner, when the object of attention is an attention item, the first economy may be the real-time selling price or exchange value of the game item. For example, if the object of attention is a pre-purchased equipment, the first economy represents the total price of the equipment, such as a certain mythical equipment requires 3300 gold coins to purchase, etc. Among them, if the price of the game item fluctuates with the progress of the game session, for example, the price of the game item changes during the progress of the game session, then the first real-time economy can be understood as the real-time selling price of the game item.

[0063] Among them, the second economy is the economic value that the controlled character has at the current moment in the game session.

[0064] In an optional implementation manner, when the object of attention is an attention character, the second economy may be the total amount of economy owned by the player character. For example, the total value of the equipment plus the current amount of gold coins held by the player can be calculated to reflect the comprehensive economic strength of the player character.

[0065] In an optional implementation, when the object of concern is a concern item, the secondary economy may be the total amount of gold coins that the player character has accumulated through various in-game actions and has not yet consumed. For example, when the object of concern is a pre-purchased equipment, the secondary economy represents the amount of gold coins that the player currently has available for purchasing the equipment.

[0066] Wherein, the first identifier is a visual element that intuitively displays the gap between the primary economy and the secondary economy in the game interface.

[0067] In an optional implementation, when the object of concern is a game character, first, based on the total economy of the concerned character and the total economy of the controlled character, determine the economically leading character and the economically lagging character among the controlled character and the game character; then, display the first identifier in the graphical user interface; next, according to the ratio of the total economy between the economically leading character and the economically lagging character and the identifier size of the first identifier, divide the first identifier into a first identifier area of a first size and a second identifier area of a second size, so that the first identifier as a whole refers to the total economy of the economically leading character, the first identifier area refers to the total economy of the economically lagging character, and the second identifier area indicates the difference in the total economy between the two.

[0068] For example, please refer to Figure 3 , which shows a schematic diagram of an implementation of the first identifier provided by the present disclosure. As Figure 4 shown, the first identifier is a bar identifier in the form of a progress bar, and its identifier length is a preset length. Among them, Figure 4 the first identifier area in

[0069] is the first length area of the bar identifier, which is used to refer to the real-time total economy 12000 corresponding to the controlled character controlled by the player, while the bar identifier with the preset length as a whole is used to refer to the real-time total economy 18000 corresponding to the game character set as the object of concern by the player. It can be seen that the concerned character is the economically leading character and the controlled character is the economically lagging character. Figure 3 Therefore, when

[0070] In an alternative embodiment, when the object of interest is a game item, first, a first identifier can be displayed in the graphical user interface. Then, based on the ratio of the real-time economy of the controlled character to the real-time selling price of the item of interest and the identifier size of the first identifier, the first identifier is divided into a third identifier area of a third size and a fourth identifier area of a fourth size, such that the first identifier as a whole represents the real-time selling price of the item of interest, the third identifier area represents the real-time economy of the controlled character, and the fourth identifier area indicates the economic difference between the real-time selling price and the real-time economy.

[0071] For example, refer to Figure 4 , which shows another schematic diagram of the first identifier provided by the present disclosure. As Figure 4 shown, the first identifier can be a bar identifier in the form of a progress bar, and its identifier length is a preset length. Among them, Figure 4 the third identifier area in is the third length area of the bar identifier, which is used to represent the real-time economy (i.e., the consumable gold coins) 10000 corresponding to the controlled character, while the bar identifier with the preset length as a whole is used to represent the real-time selling price 20000 of the game item set as the object of interest by the player. It can be seen that the current real-time economy of the controlled character is clearly insufficient to purchase the game item of interest. For this reason, through Figure 4 the fourth identifier area, which is the fourth length area of the bar identifier in, can intuitively indicate the price difference 10000 between the real-time economy of the controlled character and the real-time selling price of the item of interest.

[0072] In an alternative embodiment, the first identifier can include specific numerical displays, and the prompt information corresponding to the first economy and the prompt information corresponding to the second economy are associated and displayed in different identifier areas obtained by dividing the first identifier. For example, in Figure 3 , the specific economic values "12000 / 18000" between the controlled character and the character of interest can be directly displayed in the first identifier. In Figure 4 , the specific economic values "10000 / 20000" between the controlled character and the item of interest can be directly displayed. In addition, the first identifier can also include specific color indications, and at least one filling color is set in different identifier areas obtained by dividing the first identifier, so as to have a visual distinction between different identifier areas in the first identifier. For example, in Figure 3 , the first identifier area in the bar identifier that represents the total economy of the controlled character is marked and filled with red, and the second identifier area in the bar identifier that prompts the economic gap is marked and filled with gray; in Figure 4 , the third identifier area in the bar identifier that represents the current real-time economy of the controlled character is marked and filled with green, and the fourth identifier area that prompts the economic difference is marked and filled with gray.

[0073] In an alternative embodiment, the first identifier can be a dynamically changing icon or special effect. For example, when the player's economy is leading, a gold coin icon pointing upward can be displayed beside the avatar of the controlled character; conversely, a gold coin icon pointing downward can be displayed. The size or brightness of the icon can be dynamically adjusted according to the degree of the economic gap.

[0074] Through the above steps, the present disclosure creates an intuitive economic gap identifier in the game interface, enabling players to understand the economic gap between themselves and the objects of concern in real time. This visual display method avoids the operation of players frequently opening the scoreboard to view economic data, reduces the memory burden, and at the same time allows players to quickly judge the current economic situation through intuitive comparison, so as to be more focused on the formulation and execution of game tactics.

[0075] Step S3: Obtain the position information of the controlled character in the game match scene;

[0076] Among them, the position information is the spatial coordinate data of the controlled character in the game match scene.

[0077] In an alternative embodiment, the position information can be the x and y coordinate values in a two-dimensional coordinate system. For example, in a top-down MOBA game, the specific position of the controlled character on the game map can be accurately located through the x and y coordinates. For example, (1200, 800) indicates that the character is located in the lower left area of the map.

[0078] In an alternative embodiment, the position information can be a position description relative to a specific area of the game map. For example, it can be recognized whether the character is in game areas such as "mid lane", "jungle area" or "base".

[0079] In an alternative embodiment, the position information can include the orientation and movement state of the controlled character. For example, the direction the character is facing and the movement speed can be recorded to predict the short-term position change of the character.

[0080] Through the above steps, the present disclosure obtains the real-time position information of the controlled character in the game match scene, providing a key basis for subsequently determining nearby game resources according to the position. This enables providing economic acquisition suggestions that are most suitable for the current battlefield situation based on the actual position of the character, enhancing the situational relevance and practical value of the game information display.

[0081] Step S4: According to the position information, determine the game resources within the target scene range, and display the resource icons corresponding to the game resources in the economic gap identifier to prompt the adjustment of the economic gap by utilizing the game resources;

[0082] Among them, the target scene range is the game area within a specified range centered on the current position of the controlled character.

[0083] In an alternative embodiment, the target scene range can be a circular area with a fixed radius. For example, a circular area with a radius of 1000 game units centered on the controlled character can be set as the specified range, and any game resources within this range will be considered for display.

[0084] In an alternative embodiment, the specified range can be dynamically adjusted based on the character's movement speed. For example, for an assassin-type character with a fast movement speed, a larger specified range can be set, while for a slower mage character, a relatively smaller specified range can be set.

[0085] In an alternative embodiment, the specified range can take into account terrain obstacles and passability. For example, impassable areas such as walls and rivers in the game can be considered, and only the actually reachable areas are included in the calculation of the specified range.

[0086] Among them, the target game resources are game elements that can provide economic growth for game characters in a game session.

[0087] In an alternative embodiment, the target game resources can be neutral creatures or monsters. For example, in a MOBA game, monsters such as blue buff, red buff, dragon, and baron are all game resources that can be killed to obtain gold.

[0088] In an alternative embodiment, the target game resources can be the minions on the lane. For example, the position of the approaching or engaged minion wave nearby can be displayed to prompt the player to obtain economy by clearing the minions.

[0089] In an alternative embodiment, the target game resources can be enemy characters. For example, enemy characters with a high economic value nearby (such as those on a killing spree) can be marked to prompt the player to obtain additional bounty by killing or assisting.

[0090] Among them, the resource icon is a graphical element used to represent game resources on the first identifier.

[0091] In an alternative embodiment, as Figure 5 shown, the resource icon can be a simplified thumbnail of the game resource. For example, the monster can use its unique small icon, the minion wave can use the minion icon, and the enemy character can use a simplified version of the hero avatar.

[0092] In an alternative embodiment, the resource icon can include an economic value prompt. For example, the amount of gold expected to be obtained by killing the resource is displayed next to each resource icon, such as "+50", "+300", etc.

[0093] In an optional implementation, according to the position information of the controlled character, the game resources visible to the controlled character are determined as the target game resources from within a specified range in the game battle scene. It can be understood that the game resources in the game generally include: game resources of our own camp, game resources of the enemy camp, and game resources of the neutral camp. Among them, the game resources visible to the controlled character can include: the above-mentioned game resources within the field of vision of the controlled character, the above-mentioned game resources within the field of vision of our own camp, etc., which are game resources that can obtain economic growth by killing.

[0094] In an optional implementation, different visual effects can be used to display the resource icons according to the importance and economic value of the resources. For example, high-value resources (such as the Baron Nashor) can use a flashing effect or a special border, while ordinary resources use a normal display.

[0095] In an optional implementation, the display parameters of the resource icons can also be controlled and adjusted according to the game camp to which the target game resources belong, so that the resource icons corresponding to the target game resources belonging to different game camps have visual differentiation. For example, in Figure 5 the game resource icons of our own camp are light-colored, and the game resource icons of the enemy camp are dark-colored.

[0096] In an optional implementation, the step of displaying the resource icon corresponding to the target game resource at the first identifier includes: when the object of attention is the character being focused on, displaying the resource icon corresponding to the target game resource in the second identifier area of the first identifier; when the object of attention is the item being focused on, displaying the resource icon corresponding to the target game resource in the fourth identifier area of the first identifier.

[0097] In an optional implementation, the step of displaying the resource icon corresponding to the target game resource in the second identifier area / fourth identifier area includes: displaying the resource icon corresponding to the target game resource in the second identifier area / fourth identifier area in the order of the distance between the target game resource and the controlled character from near to far. In this way, it is convenient for the player to control the controlled character to obtain the corresponding game resources nearby according to the previous text.

[0098] In an optional implementation, the step of displaying the resource icon corresponding to the target game resource in the second identifier area / fourth identifier area includes: displaying the resource icon corresponding to the target game resource in the second identifier area / fourth identifier area in the order of the economic value that the target game resource can provide. In this way, it is convenient for the player to control the controlled character to preferentially obtain high-value game resources.

[0099] In an optional implementation, after the step of displaying the resource icon corresponding to the target game resource in the second identification area / fourth identification area, it further includes: in response to the acquisition of the target game resource or the invisibility of the target game resource to the controlled character, controlling to cancel the display of the resource icon corresponding to the target game resource; and in response to the movement of the controlled character in the game battle scene, updating the displayed resource icon according to the real-time position change of the controlled character. In this way, it is possible to control and update the information of the available game resources in the environment around the player character in real time according to the presence or absence of the game resources and the real-time displacement of the player, facilitating the player to grasp the real situation of the available game resources in real time.

[0100] In an optional implementation, it further includes: in response to the real-time economic gap being 0, controlling to cancel the display of the first identification; in this way, when the economic situation of the player character catches up with or even exceeds the object of concern, the first identification is no longer displayed, avoiding the first identification from blocking the field of view.

[0101] In an optional implementation, it further includes: when the real-time economic gap exceeds a preset threshold, displaying a warning prompt message in the graphical user interface. In this way, when the economic situation of the player character lags far behind the object of concern being chased, the player can be warned, facilitating the player to timely adopt game strategies such as avoiding battles or taking a roundabout route.

[0102] Through the above steps, the present disclosure intelligently identifies the game resources that can be obtained nearby according to the position information of the controlled character, and provides an intuitive economic acquisition path for the player by displaying the corresponding resource icons on the economic gap identification. This design not only helps the player understand how to most effectively narrow or expand the economic gap, but also reduces the cognitive burden of game strategy decision-making through visual guidance, improving the smoothness of the game experience and the accuracy of tactical choices.

[0103] The following will give an example of the application of the above method steps of the present disclosure in a specific game as follows:

[0104] In a MOBA game, when a player controls a mage character to participate in a 5v5 battle, after the game starts, the system automatically sets the enemy mid-lane mage character as the object of concern for the player according to the lane distribution.

[0105] When the game progresses to 12 minutes, the system displays an economic gap identification in the upper right corner of the player's game interface - a horizontal progress bar with a fixed length. On the left side of the progress bar, the player's character avatar and the current economic value of 3600 are displayed, and on the right side, the avatar of the enemy mid-lane mage and the economic value of 4800 are displayed. Since the player's economy lags behind the opponent, 3 / 4 of the progress bar is filled with red (indicating a disadvantage), and at the same time, an economic difference prompt of -1200 is displayed below the progress bar.

[0106] At this time, the player's mage character is located near the middle lane second tower. Based on this position information, the system scans all available in-game resources within a range of approximately 1500 units centered on the character and identifies the following resources: a wave of mid-lane minions in combat approximately 500 units away (estimated economic value of about 150 gold); a neutral monster camp, the magic golem, approximately 900 units away (estimated economic value of about 120 gold); and the enemy jungler approximately 1200 units away (estimated economic value of about 300 gold, but with a certain risk).

[0107] At this time, on the progress bar of the economic difference indicator, the system arranges these resources according to the difficulty of acquisition and economic value, and displays the corresponding resource icons respectively. The minion icon of the minion wave is located at the far left of the progress bar (indicating the easiest to obtain), the neutral monster icon is in the middle position, and the enemy character's portrait is located on the far right (indicating higher acquisition difficulty but the greatest value). The expected economic value that can be obtained is marked next to each resource icon, such as "+150", "+120", "+300".

[0108] After observing this information, the player decides to clear the mid-lane minions first and then turn to the nearby magic golem monster. After successfully clearing the minions and obtaining 150 gold, the economic difference indicator is immediately updated. The player's economic value becomes 3750, and the economic difference with the opponent is reduced to -1050. At the same time, the resource icon of the minion wave disappears from the progress bar.

[0109] Next, the player turns to the jungle area and kills the magic golem, obtaining another 120 gold. The economic difference indicator is updated again, showing that the economic value becomes 3870, and the gap is further reduced to -930. At this time, the system detects the change in the player's character position, updates the resources within the target scene range, and discovers a new resource point - a gold frog approximately 800 units away (estimated economic value of about 90 gold), and displays the corresponding resource icon on the progress bar.

[0110] Meanwhile, the player discovers that he is still short of 130 gold to purchase the core item "Magic Scepter" (total price 3000 gold). So he clicks on the "Magic Scepter" icon in the item bar to set it as the pre-purchase item. The system immediately switches the mode of the economic difference indicator to show the difference between the pre-purchase item and the current economy. The progress bar becomes a comparison between the pre-purchase item and the player's current economy, showing "2870 / 3000", with a difference of "-130". At the same time, the system marks the nearby gold frog resource on the progress bar, indicating that it can provide 90 gold, which can solve most of the difference problem.

[0111] After the player killed the Gold Frog and obtained 90 gold coins, the economic difference indicator was updated to "2960 / 3000", and the difference was reduced to "-40". The system detected a minion resource near the new location and displayed it on the progress bar. After the player killed this minion, the economy was successfully increased to 4010 gold coins, exceeding the 4000 gold coins required for the pre-purchased equipment. At this time, the system automatically purchased the "Magic Scepter" equipment for Xiaowang and played the sound effect and special effect of obtaining the equipment.

[0112] After this series of resource acquisitions, the player not only successfully purchased the core equipment but also narrowed the economic gap with the opponent. The economic difference indicator switched back to the comparison mode with the enemy mid-lane mage, showing the latest economic status and gap between the two sides.

[0113] Secondly, the present disclosure also provides a display device for game information.

[0114] As Figure 6 shown, it is a schematic structural diagram of the display device for game information described in the present disclosure.

[0115] In an optional implementation manner, the display device 100 for game information provides a graphical user interface through a terminal device. At least part of the game match scene is displayed in the graphical user interface. The game match scene includes a controlled character controlled by the terminal device. The display device 100 for game information may include: an object determination module 101, an identification display module 102, and a resource positioning module 103; where:

[0116] The object determination module 101 is configured to determine the object of interest in the game match;

[0117] The identification display module 102 is configured to obtain the first economy corresponding to the object of interest and the second economy corresponding to the controlled character, and display a first identification in the graphical user interface according to the first economy and the second economy, where the first identification is at least used to prompt the economic gap between the controlled character and the object of interest;

[0118] The resource positioning module 103 is configured to obtain the position information of the controlled character in the game match scene; according to the position information, determine the target game resource in the game match scene, and display the resource icon corresponding to the target game resource at the first identification.

[0119] Optionally, the object determination module 101 is further configured to:

[0120] Determine the game character that satisfies the counter position relationship with the controlled character as the object of interest according to the lane matching relationship and / or character type among the game characters in the game match; or

[0121] In response to a selection operation on any one of the game characters, determine the selected game character as the object of interest.

[0122] Optionally, the identification display module 102 is further configured to:

[0123] Determine the economically leading and lagging roles among the controlled role and the game role according to the first economy and the second economy;

[0124] Display a first identification in the graphical user interface;

[0125] Divide the first identification into a first identification area with a first size and a second identification area with a second size according to the economic ratio between the economically leading role and the economically lagging role and the identification size of the first identification, so that the first identification as a whole represents the economy of the economically leading role, the first identification area represents the economy of the economically lagging role, and the second identification area indicates the economic difference between the two.

[0126] Optionally, the first identification is a bar identification with a preset length, the first identification area is the first length area of the bar identification, and the second identification area is the second length area of the bar identification.

[0127] Optionally, the object of interest includes game props, and the object determination module 101 is further configured to:

[0128] In response to a pre-purchase operation for any game prop in the game prop library, determine the game prop to be pre-purchased as the object of interest.

[0129] Optionally, the first economy is the real-time selling price of the game prop, and the second economy is the real-time economy of the controlled role. The identification display module 102 is further configured to:

[0130] Display a first identification in the graphical user interface;

[0131] Divide the first identification into a third identification area with a third size and a fourth identification area with a fourth size according to the ratio of the real-time economy of the controlled role to the real-time selling price of the game prop and the identification size of the first identification, so that the first identification as a whole represents the real-time selling price, the third identification area represents the real-time economy, and the fourth identification area indicates the economic difference between the two.

[0132] Optionally, the first identification is a bar identification with a first length, the third identification area is the third length area of the bar identification, and the fourth identification area is the fourth length area of the bar identification.

[0133] Optionally, at least one filling color is set for different identification areas obtained by dividing the first identification, so that there is a visual distinction between different identification areas in the first identification.

[0134] Optionally, prompt information corresponding to the first economy and prompt information corresponding to the second economy are associated and displayed in different identification areas obtained by dividing the first identification.

[0135] Optionally, the resource localization module 103 is further configured to:

[0136] Display a resource icon corresponding to the target game resource in the second identification area / fourth identification area.

[0137] Optionally, the resource localization module 103 is further configured to:

[0138] Display the resource icon corresponding to the target game resource in the second identification area / fourth identification area in the order of the distance between the target game resource and the controlled character from near to far.

[0139] Optionally, the resource localization module 103 is further configured to:

[0140] Display the resource icon corresponding to the target game resource in the second identification area / fourth identification area in the order of the economic value that the target game resource can provide.

[0141] Optionally, the resource localization module 103 is further configured to:

[0142] According to the game camp to which the target game resource belongs, control and adjust the display parameters of the resource icon so that the resource icons corresponding to the target game resources belonging to different game camps have visual distinction.

[0143] Optionally, the resource localization module 103 is further configured to:

[0144] Determine the game resources visible to the controlled character as the target game resources from a specified range in the game session scene according to the location information.

[0145] Optionally, the resource localization module 103 is further configured to:

[0146] In response to the acquisition of the target game resource or the invisibility of the target game resource to the controlled character, control to cancel the display of the resource icon corresponding to the target game resource.

[0147] Optionally, the resource localization module 103 is further configured to:

[0148] In response to the movement of the controlled character in the game session scene, update the displayed resource icon according to the real-time position change of the controlled character.

[0149] Optionally, the resource localization module 103 is further configured to:

[0150] In response to the real-time economic gap being 0, control to cancel the display of the first identifier;

[0151] In response to the real-time economic gap exceeding the preset threshold, display a warning prompt message in the graphical user interface.

[0152] It should be noted that the above is only a brief description of the display device 100 of the game information provided by the present disclosure. The process steps and / or functions implemented when the display device 100 of the game information provided by the present disclosure operates are generally the same as the step processes and / or functions implemented in each embodiment of the game information display method provided by the previous disclosure. Therefore, details are not described herein again.

[0153] Through the above introduction, the display device of the game information provided by the present disclosure enables players to intuitively understand the economic gap between the controlled character and the object of concern, and at the same time provides players with specific game resource information that can shorten the economic gap, improving the game interaction experience and enriching the playability of the game. In addition, by associating abstract economic data with specific game resources, this solution simplifies the information acquisition and decision-making process of players in the game round, and solves the technical problems of non-intuitive display of economic information and difficulty in quickly understanding in the field of computer games.

[0154] Then, the present disclosure also provides a terminal device.

[0155] As Figure 7 shown, it is a schematic diagram of the hardware architecture of the terminal device provided by the present disclosure.

[0156] In an optional implementation, a graphical user interface is provided through the terminal device 200. At least part of the game round scene is displayed in the graphical user interface. The game round scene includes a controlled character controlled by the terminal device. The terminal device 200 includes: a memory 201 and a processor 202; optionally, the memory 201 can be either independent or integrated with the processor 202. When the memory 201 is independently set, the terminal device in the game further includes a bus 203 for connecting the memory 201 and the processor 202. Among them:

[0157] The memory 201 is used to store computer execution instructions.

[0158] The processor 202 is used to execute the computer execution instructions stored in the memory 201, provide a graphical user interface through the terminal device, at least part of the game round scene is displayed in the graphical user interface, and the game round scene includes a controlled character controlled by the terminal device. Executing the computer execution instructions stored in the memory 201 at least implements the following steps:

[0159] Determine the object of concern in the game round;

[0160] Obtain the first economy corresponding to the object of concern and the second economy corresponding to the controlled character, and display a first identifier in the graphical user interface according to the first economy and the second economy, where the first identifier is at least used to prompt the economic gap between the controlled character and the object of concern;

[0161] Obtain the position information of the controlled character in the game scene of the game round;

[0162] Determine the target game resource in the game scene of the game round according to the position information, and display the resource icon corresponding to the target game resource at the first identifier.

[0163] Optionally, the object of concern includes game characters. The steps to determine the object of concern in the game round include:

[0164] Determine the game characters that satisfy the counterposition relationship with the controlled character as the object of concern according to the lane matching relationship and / or character type among the game characters in the game round; or

[0165] In response to a selection operation on any one of the game characters, determine the selected game character as the object of concern.

[0166] Optionally, the steps to display the first identifier in the graphical user interface according to the first economy and the second economy include:

[0167] Determine the economically leading character and the economically lagging character among the controlled character and the game characters according to the first economy and the second economy;

[0168] Display the first identifier in the graphical user interface;

[0169] Divide the first identifier into a first identifier area with a first size and a second identifier area with a second size according to the economic ratio between the economically leading character and the economically lagging character and the identifier size of the first identifier, so that the first identifier as a whole represents the economy of the economically leading character, the first identifier area represents the economy of the economically lagging character, and the second identifier area indicates the economic difference between the two.

[0170] Optionally, the first identifier is a bar identifier with a preset length, the first identifier area is the first length area of the bar identifier, and the second identifier area is the second length area of the bar identifier.

[0171] Optionally, the object of concern includes game items. The steps to determine the object of concern in the game round include:

[0172] In response to a pre-purchase operation on any game item in the game item library, determine the pre-purchased game item as the object of concern.

[0173] Optionally, the first economy is the real-time selling price of the game item, and the second economy is the real-time economy of the controlled character. The steps to display the first identifier in the graphical user interface according to the first economy and the second economy include:

[0174] Display the first identifier in the graphical user interface;

[0175] Divide the first identifier into a third identifier region of a third size and a fourth identifier region of a fourth size according to the ratio of the real-time economy of the controlled character to the real-time selling price of the in-game item and the identifier size of the first identifier, so that the first identifier as a whole represents the real-time selling price, the third identifier region represents the real-time economy, and the fourth identifier region indicates the economic difference between the two.

[0176] Optionally, the first identifier is a bar identifier of a first length, the third identifier region is a third length region of the bar identifier, and the fourth identifier region is a fourth length region of the bar identifier.

[0177] Optionally, the method further includes:

[0178] Set at least one filling color in the different identifier regions obtained by dividing the first identifier, so as to have a visual distinction between the different identifier regions in the first identifier.

[0179] Optionally, the method further includes:

[0180] Associate and display the prompt information corresponding to the first economy and the prompt information corresponding to the second economy in the different identifier regions obtained by dividing the first identifier.

[0181] Optionally, the step of displaying the resource icon corresponding to the target in-game resource at the first identifier includes:

[0182] Display the resource icon corresponding to the target in-game resource in the second identifier region / fourth identifier region.

[0183] Optionally, the step of displaying the resource icon corresponding to the target in-game resource in the second identifier region / fourth identifier region includes:

[0184] Display the resource icon corresponding to the target in-game resource in the second identifier region / fourth identifier region in the order of the distance between the target in-game resource and the controlled character from near to far.

[0185] Optionally, the step of displaying the resource icon corresponding to the target in-game resource in the second identifier region / fourth identifier region includes:

[0186] Display the resource icon corresponding to the target in-game resource in the second identifier region / fourth identifier region in the order of the economic value that the target in-game resource can provide from large to small.

[0187] Optionally, the method further includes:

[0188] According to the in-game camp to which the target in-game resource belongs, control and adjust the display parameters of the resource icon, so that the resource icons corresponding to the target in-game resources belonging to different in-game camps have a visual distinction.

[0189] Optionally, the step of determining a target game resource in the game session scene according to the position information includes:

[0190] According to the position information, determine the game resources visible to the controlled character within a specified range in the game session scene as the target game resources.

[0191] Optionally, the method further includes:

[0192] In response to the acquisition of the target game resource or the invisibility of the target game resource to the controlled character, control to cancel the display of the resource icon corresponding to the target game resource.

[0193] Optionally, the method further includes:

[0194] In response to the movement of the controlled character in the game session scene, update the displayed resource icon according to the real-time position change of the controlled character.

[0195] Optionally, the method further includes:

[0196] In response to the real-time economic gap being 0, control to cancel the display of the first identifier;

[0197] In response to the real-time economic gap exceeding the preset threshold, display a warning prompt message in the graphical user interface.

[0198] It should be noted that the above is only a brief description of the terminal device 200 provided by the present disclosure. The process steps and / or functions implemented when the terminal device 200 provided by the present disclosure works are generally consistent with the steps and / or functions introduced in the various embodiments of the game information display method provided in the previous text disclosure. Therefore, they will not be elaborated here.

[0199] Through the above introduction, the terminal device provided by the present disclosure enables players to intuitively understand the economic gap between the controlled character and the object of concern, and at the same time provides players with specific game resource information that can shorten the economic gap, improving the game interaction experience and enriching the playability of the game. In addition, this solution simplifies the information acquisition and decision-making process of players in the game by associating abstract economic data with specific game resources, and solves the technical problems of non-intuitive display and difficult-to-understand economic information in the field of computer games.

[0200] Finally, the present disclosure also provides a computer-readable storage medium.

[0201] In an optionally implemented manner, a graphical user interface is provided by a terminal device, at least part of the game play scene is displayed in the graphical user interface, and the game play scene includes a controlled character controlled by the terminal device. Computer-executable instructions are stored in the computer-readable storage medium. When the processor executes the computer-executable instructions, at least the following steps are implemented:

[0202] Determine the object of interest in the game play;

[0203] Obtain the first economy corresponding to the object of interest and the second economy corresponding to the controlled character, and display a first identifier in the graphical user interface according to the first economy and the second economy, where the first identifier is at least used to prompt the economic gap between the controlled character and the object of interest;

[0204] Obtain the position information of the controlled character in the game play scene;

[0205] According to the position information, determine the target game resources in the game play scene, and display the resource icon corresponding to the target game resources at the first identifier.

[0206] Optionally, the object of interest includes a game character. The step of determining the object of interest in the game play includes:

[0207] According to the lane matching relationship and / or character type among the game characters in the game play, determine the game character that satisfies the confrontation relationship with the controlled character as the object of interest; or

[0208] In response to a selection operation on any one of the game characters, determine the selected game character as the object of interest.

[0209] Optionally, the step of displaying the first identifier in the graphical user interface according to the first economy and the second economy includes:

[0210] According to the first economy and the second economy, determine the economically leading character and the economically lagging character among the controlled character and the game character;

[0211] Display the first identifier in the graphical user interface;

[0212] According to the economic ratio between the economically leading character and the economically lagging character and the identifier size of the first identifier, divide the first identifier into a first identifier area with a first size and a second identifier area with a second size, so that the first identifier as a whole refers to the economy of the economically leading character, the first identifier area refers to the economy of the economically lagging character, and the second identifier area indicates the economic difference between the two.

[0213] Optionally, the first identifier is a bar identifier with a preset length, the first identifier area is the first length area of the bar identifier, and the second identifier area is the second length area of the bar identifier.

[0214] Optionally, the objects of concern include game props. The steps for determining the objects of concern in a game session include:

[0215] In response to a pre-purchase operation for any game prop in the game prop library, determine the game prop to be pre-purchased as the object of concern.

[0216] Optionally, the first economy is the real-time selling price of the game prop, and the second economy is the real-time economy of the controlled character. The steps for displaying the first identifier in the graphical user interface according to the first economy and the second economy include:

[0217] Display the first identifier in the graphical user interface;

[0218] According to the ratio of the real-time economy of the controlled character to the real-time selling price of the game prop and the identifier size of the first identifier, divide the first identifier into a third identifier area with a third size and a fourth identifier area with a fourth size, so that the first identifier as a whole represents the real-time selling price, the third identifier area represents the real-time economy, and the fourth identifier area indicates the economic difference between the two.

[0219] Optionally, the first identifier is a bar identifier with a first length, the third identifier area is the third length area of the bar identifier, and the fourth identifier area is the fourth length area of the bar identifier.

[0220] Optionally, the method further includes:

[0221] Set at least one filling color in the different identifier areas obtained by dividing the first identifier, so that there is a visual distinction between the different identifier areas in the first identifier.

[0222] Optionally, the method further includes:

[0223] Associate and display the prompt information corresponding to the first economy and the prompt information corresponding to the second economy in the different identifier areas obtained by dividing the first identifier.

[0224] Optionally, the steps for displaying the resource icon corresponding to the target game resource at the first identifier include:

[0225] Display the resource icon corresponding to the target game resource in the second identifier area / fourth identifier area.

[0226] Optionally, the steps for displaying the resource icon corresponding to the target game resource in the second identifier area / fourth identifier area include:

[0227] Display the resource icons corresponding to the target game resources in the second identifier area / fourth identifier area in the order of the distance between the target game resources and the controlled character from near to far.

[0228] Optionally, the step of displaying a resource icon corresponding to a target game resource in the second identification area / fourth identification area includes:

[0229] Display the resource icon corresponding to the target game resource in the second identification area / fourth identification area in the order of the economic value that the target game resource can provide.

[0230] Optionally, the method further includes:

[0231] According to the game camp to which the target game resource belongs, control and adjust the display parameters of the resource icon so that the resource icons corresponding to the target game resources belonging to different game camps have visual distinction.

[0232] Optionally, the step of determining the target game resource in the game match scene according to the position information includes:

[0233] According to the position information, determine the game resources visible to the controlled character within a specified range in the game match scene as the target game resources.

[0234] Optionally, the method further includes:

[0235] In response to the target game resource being acquired, or the target game resource being invisible to the controlled character, control to cancel the display of the resource icon corresponding to the target game resource.

[0236] Optionally, the method further includes:

[0237] In response to the controlled character moving in the game match scene, update the displayed resource icon according to the real-time position change of the controlled character.

[0238] Optionally, the method further includes:

[0239] In response to the real-time economic gap being 0, control to cancel the display of the first identifier;

[0240] In response to the real-time economic gap exceeding a preset threshold, display a warning prompt message in the graphical user interface.

[0241] It should be noted that the above is only a brief description of the computer-readable storage medium provided by the present disclosure. The process steps and / or functions implemented when the computer-readable storage medium provided by the present disclosure works are generally consistent with the steps and processes and / or functions implemented in each embodiment of the game information display method provided by the previous disclosure, so details are not described herein again.

[0242] Through the above introduction, the computer-readable storage medium provided by the present disclosure enables players to intuitively understand the economic gap between the controlled character and the object of concern, and at the same time provides players with specific game resource information that can narrow the economic gap, enhancing the game interaction experience and enriching the playability of the game. In addition, by associating abstract economic data with specific game resources, this solution simplifies the information acquisition and decision-making process of players in the game, and solves the technical problems of unintuitive display and difficult-to-rapidly-understand economic information in the field of computer games.

[0243] In several embodiments provided by the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the division of the modules is only a logical function division. In actual implementation, there may be other division methods. For example, multiple modules can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed coupling or direct coupling or communication connection to each other can be through some interfaces. The indirect coupling or communication connection of devices or modules can be in electrical, mechanical or other forms.

[0244] The integrated modules implemented in the form of software function modules as described above can be stored in a computer-readable storage medium. The above software function modules stored in a storage medium include several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the methods described in various embodiments of the present disclosure.

[0245] It should be understood that the above-mentioned processor can be a central processing unit (English: Central Processing Unit, abbreviated as: CPU), and can also be other general-purpose processors, digital signal processors (English: Digital Signal Processor, abbreviated as: DSP), application specific integrated circuits (English: Application Specific Integrated Circuit, abbreviated as: ASIC), etc. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in combination with the invention can be directly embodied as being executed by a hardware processor, or executed by a combination of hardware and software modules in the processor.

[0246] The memory may include high-speed RAM memory, and may also include non-volatile storage NVM, such as at least one disk memory, and can also be a USB flash drive, a mobile hard disk, a read-only memory, a disk or an optical disc, etc.

[0247] The bus can be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, an Extended Industry Standard Architecture (EISA) bus, or the like. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, the buses in the accompanying drawings of the present disclosure are not limited to only one bus or one type of bus.

[0248] The above storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, a magnetic disk, or an optical disk. The storage medium can be any available medium accessible by a general-purpose or special-purpose computer.

[0249] Those of ordinary skill in the art can understand that all or part of the steps for implementing the above method embodiments can be completed by hardware related to program instructions. The foregoing program can be stored in a computer-readable storage medium. When the program is executed, it performs the steps including the above method embodiments; and the foregoing storage medium includes: various media such as ROM, RAM, magnetic disks, or optical disks that can store program codes.

[0250] Finally, it should be noted that: the above embodiments are only used to illustrate the technical solutions of the present disclosure, and are not intended to limit them; 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 they can still modify the technical solutions described in the foregoing embodiments, or perform equivalent replacements on some or all of the technical features; and these modifications or replacements do not make the essence of the corresponding technical solutions deviate from the scope of the technical solutions of the embodiments of the present disclosure.

Claims

1. A method for displaying game information, characterized in that, Provide a graphical user interface through a terminal device, at least part of a game play scene is displayed in the graphical user interface, and the game play scene includes a controlled character controlled by the terminal device. The method includes: Determine the object of interest in the game play; Obtain the first economy corresponding to the object of interest and the second economy corresponding to the controlled character, and display a first identifier in the graphical user interface according to the first economy and the second economy, where the first identifier is at least used to prompt the economic gap between the controlled character and the object of interest; Obtain the position information of the controlled character in the game play scene; According to the position information, determine the target game resources in the game play scene, and display the resource icon corresponding to the target game resources at the first identifier.

2. The method according to claim 1, characterized in that, The object of interest is a game character. The step of determining the object of interest in the game play includes: According to the lane matching relationship and / or character type among the game characters in the game play, determine the game character that satisfies the counter position relationship with the controlled character as the object of interest; or In response to a selection operation on any one of the game characters, determine the selected game character as the object of interest.

3. The method according to claim 2, characterized in that, The first economy is the total economy of the game character, and the second economy is the total economy of the controlled character. The step of displaying the first identifier in the graphical user interface according to the first economy and the second economy includes: According to the total economy of the game character and the total economy of the controlled character, determine the economically leading character and the economically lagging character among the controlled character and the game character; Display a first identifier in the graphical user interface; According to the ratio of the total economy between the economically leading character and the economically lagging character and the identifier size of the first identifier, divide the first identifier into a first identifier area with a first size and a second identifier area with a second size, so that the first identifier as a whole represents the total economy of the economically leading character, the first identifier area represents the total economy of the economically lagging character, and the second identifier area indicates the difference in total economy between the two.

4. The method according to claim 3, wherein The first identifier is a bar identifier with a preset length, the first identifier area is the first length area of the bar identifier, and the second identifier area is the second length area of the bar identifier.

5. The method according to claim 1, wherein The object of interest includes game items. The step of determining the object of interest in the game play includes: In response to a pre-purchase operation on any game item in the game item library, determine the pre-purchased game item as the object of interest.

6. The method according to claim 5, wherein The first economy is the real-time selling price of the game item, and the second economy is the real-time economy of the controlled character. The step of displaying the first identifier in the graphical user interface according to the first economy and the second economy includes: Display a first identifier in the graphical user interface; According to the ratio of the real-time economy of the controlled character to the real-time selling price of the game props and the identification size of the first identification, the first identification is divided into a third identification area of a third size and a fourth identification area of a fourth size, so that the first identification as a whole refers to the real-time selling price, the third identification area refers to the real-time economy, and the fourth identification area indicates the economic difference between the two.

7. The method according to claim 6, wherein The first mark is a bar mark of a first length, the third mark area is an area of a third length of the bar mark, and the fourth mark area is an area of a fourth length of the bar mark.

8. The method according to claim 3 or 6, characterized in that The method further comprises: At least one filling color is set for different logo areas divided in the first logo, so that different logo areas in the first logo are visually distinguishable.

9. The method according to claim 3 or 6, characterized in that The method further comprises: Different identification areas divided in the first identification display prompt information corresponding to the first economy and prompt information corresponding to the second economy in an associated manner.

10. The method according to claim 3 or 6, characterized in that, The step of displaying a resource icon corresponding to the target game resource at the first identifier includes: The resource icon corresponding to the target game resource is displayed in the second identification area / the fourth identification area.

11. The method according to claim 10, wherein The step of displaying the resource icon corresponding to the target game resource in the second identification area / the fourth identification area includes: In the order of the distance between the target game resource and the controlled character, the resource icon corresponding to the target game resource is displayed in the second identification area / the fourth identification area.

12. The method according to claim 11, wherein The step of displaying the resource icon corresponding to the target game resource in the second identification area / the fourth identification area includes: In the order of the economic value that the target game resource can provide, the resource icon corresponding to the target game resource is displayed in the second identification area / the fourth identification area.

13. The method according to claim 10, wherein The method further comprises: According to the game camp to which the target game resource belongs, the display parameters of the resource icon are controlled and adjusted so that the resource icons corresponding to the target game resources belonging to different game camps have visual distinction.

14. The method according to claim 1, wherein The step of determining the target game resource in the game match scene according to the position information includes: According to the position information, a game resource visible to the controlled character is determined from a specified range in the game match scene as the target game resource.

15. The method according to claim 14, wherein The method further comprises: In response to the target game resource being acquired, or the target game resource being invisible to the controlled character, controlling to cancel display of a resource icon corresponding to the target game resource.

16. The method according to claim 15, wherein The method further comprises: In response to the controlled character moving in the game scene, the displayed resource icon is updated according to the real-time position change of the controlled character.

17. The method according to claim 1, wherein The method further comprises: In response to the real-time economic gap being 0, controlling to cancel displaying the first mark; In response to the real-time economic gap exceeding a preset threshold, a warning prompt message is displayed in the graphical user interface.

18. A display device for game information, characterized in that, include: An object determination module, used to determine the object of interest in a game match; An identification display module, configured to obtain a first economy corresponding to the object of interest and a second economy corresponding to the controlled role, and display a first identifier in a graphical user interface according to the first economy and the second economy, wherein the first identifier is at least used to prompt an economic gap between the controlled role and the object of interest; A resource positioning module, configured to obtain position information of the controlled role in the game play scene; determine a target game resource in the game play scene according to the position information, and display a resource icon corresponding to the target game resource at the first identifier.

19. A terminal device, characterized in that, It includes a processor and a memory, the memory stores a computer program, and when the processor executes the program, it implements the method according to any one of claims 1-17.

20. A computer-readable storage medium, characterized in that, Stores computer instructions, and when the instructions are executed by a processor, it implements the method according to any one of claims 1-17.