Method and device for displaying information in game, terminal equipment and computer readable storage medium

By displaying the configuration information of the battle object of multiple player accounts on the graphical user interface of the auto-chess game, the problem of players needing to switch virtual chess boards back and forth is solved, improving the efficiency of chess lineup formation and reducing memory burden.

CN120381666APending Publication Date: 2025-07-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510630015.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-15
Publication Date
2025-07-29

AI Technical Summary

Technical Problem

In auto-chess game, players need to switch virtual boards back and forth to view the enemy and their own chess piece lineup, resulting in low efficiency in chess piece lineup formation and heavy memory burden.

Method used

The configuration information of the first player account and the target player account are displayed on the graphical user interface at the same time. The configuration information of the target player account can be viewed by triggering the operation, without switching the interface.

Benefits of technology

It improves the efficiency of building a battle lineup, reduces the memory burden of players, and allows players to adjust their chess lineup more intuitively.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses an information display method and device in a game, terminal equipment and a computer readable storage medium, according to the embodiment of the invention, a graphical user interface is provided through the terminal equipment, and a plurality of player accounts are controlled to enter a game match of the game, the plurality of player accounts comprise a first player account controlled by the terminal equipment; a first virtual scene and a plurality of second player account identifiers are displayed in the graphical user interface, the first virtual scene comprises a first battle object, and the first battle object represents the first player account; and in response to a first trigger operation on a first target player account identifier in the second player account identifiers, displaying configuration information corresponding to a second battle object representing the first target player account on the graphical user interface, so that different interfaces do not need to be switched and displayed back and forth, the memory burden of a first player is reduced, and the user experience is improved. And the formation efficiency of the battle lineup is improved.
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Description

Technical Field

[0001] This application relates to the field of game technologies, and in particular, to a method, apparatus, terminal device, and computer-readable storage medium for information display in a game. Background Art

[0002] The auto chess game is a strategy-based electronic game. After the two sides of the battle place the virtual chess pieces they already have on the battle area, the game client automatically controls the virtual chess pieces to fight and outputs the battle result.

[0003] In the auto chess game, a player can go to the enemy's virtual chessboard to view the enemy's chess piece lineup, and then return to display their own virtual chessboard, so as to adjust their own chess piece lineup based on the enemy's chess piece lineup. However, when the player returns to display their own virtual chessboard, they may forget the enemy's chess piece lineup, causing the player to need to go to the enemy's virtual chessboard again, resulting in switching back and forth to display different virtual chessboards, reducing the efficiency of forming the chess piece lineup. Summary of the Invention

[0004] Embodiments of this application provide a method, apparatus, terminal device, and computer-readable storage medium for information display in a game, which can simultaneously display the configuration information corresponding to the first battle object and the second battle object of the first target player account on the graphical user interface of the first player account, so that when the first player account views the configuration information corresponding to the second battle object, there is no need to switch back and forth to display different interfaces, reducing the memory burden of the first player and improving the efficiency of forming the battle lineup.

[0005] In a first aspect, an embodiment of this application provides a method for information display in a game, which provides a graphical user interface through a terminal device. The method includes:

[0006] Controlling a plurality of player accounts to enter a game session of the game, where the plurality of player accounts include a first player account controlled by the terminal device;

[0007] Displaying a first virtual scene and a plurality of second player account identifiers in the graphical user interface, where the first virtual scene includes a first battle object, and the first battle object represents the first player account;

[0008] In response to a first trigger operation on a first target player account identifier among the second player account identifiers, displaying the configuration information corresponding to a second battle object representing the first target player account on the graphical user interface.

[0009] In a second aspect, an embodiment of this application further provides an apparatus for information display in a game, which provides a graphical user interface through a terminal device. The apparatus includes:

[0010] A game session control module, configured to control multiple player accounts to enter a game session of the above game, where the multiple player accounts include a first player account controlled by the above terminal device;

[0011] A first display module, configured to display a first virtual scene and multiple second player account identifiers in a graphical user interface, where the first virtual scene includes a first combat object, and the first combat object represents the first player account;

[0012] A second display module, configured to, in response to a first trigger operation on a first target player account identifier among the second player account identifiers, display configuration information corresponding to a second combat object representing the first target player account on the above graphical user interface.

[0013] In a third aspect, an embodiment of the present application further provides a terminal device, including a memory storing multiple instructions; the above processor loads instructions from the above memory to execute any one of the information display methods provided by the embodiments of the present application.

[0014] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, where the computer-readable storage medium stores multiple instructions, and the above instructions are suitable for being loaded by a processor to execute any one of the information display methods provided by the embodiments of the present application.

[0015] In an embodiment of the present application, a graphical user interface is provided through a terminal device to control multiple player accounts to enter a game session of a game, where the multiple player accounts include a first player account controlled by the terminal device; a first virtual scene and multiple second player account identifiers are displayed in the graphical user interface, and the first virtual scene includes a first combat object, where the first combat object represents the first player account; in response to a first trigger operation on a first target player account identifier among the second player account identifiers, configuration information corresponding to a second combat object representing the first target player account is displayed on the graphical user interface, so that the configuration information corresponding to the first combat object and the second combat object of the first target player account can be simultaneously displayed on the graphical user interface of the first player account, thereby enabling the first player account to view the configuration information corresponding to the second combat object without switching between different interfaces back and forth, reducing the memory burden of the first player, and improving the efficiency of forming a combat lineup. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the accompanying drawings required for the description of the embodiments. Obviously, the accompanying drawings in the following description are only some embodiments of the present application. For those skilled in the art, other accompanying drawings can be obtained based on these drawings without creative efforts.

[0017] Figure 1 It is a schematic diagram of the information display system provided by an embodiment of the present application;

[0018] Figure 2 It is a schematic flowchart of an embodiment of the information display method in a game provided by an embodiment of the present application;

[0019] Figure 3 It is a schematic diagram of the second player account provided in an embodiment of the present application;

[0020] Figure 4 It is a schematic diagram of the information preview area provided in an embodiment of the present application;

[0021] Figure 5 It is another schematic diagram of the information preview area provided in an embodiment of the present application;

[0022] Figure 6 It is another schematic diagram of the information preview area provided in an embodiment of the present application;

[0023] Figure 7 It is another schematic diagram of the information preview area provided in an embodiment of the present application;

[0024] Figure 8 It is a schematic diagram of the second position identifier provided in an embodiment of the present application;

[0025] Figure 9 It is another schematic diagram of the second position identifier provided in an embodiment of the present application;

[0026] Figure 10 It is a schematic diagram of the character information provided in an embodiment of the present application;

[0027] Figure 11 It is another diagram of the information preview area provided by an embodiment of the present application;

[0028] Figure 12 It is another schematic diagram of the second position identifier provided by an embodiment of the present application;

[0029] Figure 13 It is another schematic diagram of the second position identifier provided by an embodiment of the present application;

[0030] Figure 14 It is a schematic diagram of the character area provided by an embodiment of the present application;

[0031] Figure 15 It is a schematic structural diagram of the information display device provided by an embodiment of the present application;

[0032] Figure 16 It is a schematic structural diagram of the terminal device provided by an embodiment of the present application. Detailed implementation manners

[0033] The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. All other embodiments obtained by those skilled in the art based on the embodiments of the present application without creative efforts shall fall within the protection scope of the present application.

[0034] Before explaining the embodiments of the present application in detail, some terms related to the embodiments of the present application will be explained.

[0035] Among them, in the description of the embodiments of the present application, the terms "first", "second", etc. may be used herein to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another. In addition, the terms "comprising" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device comprising a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices. The term "plurality" means two or more.

[0036] The embodiments of the present application provide an information display method, apparatus, terminal device and computer-readable storage medium. Specifically, the information display method of the embodiments of the present application can be executed by a terminal device, where the terminal device can be a terminal or a server or other devices.

[0037] The terminal can be a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA) and other terminal devices. The terminal can also include a client, and the client can be a game application client, a browser client carrying a game program or an instant messaging client, etc.

[0038] The server can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers. It can also be a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery network (CDN), and big data and artificial intelligence platforms.

[0039] For example, as Figure 1As shown in the figure, the terminal device is described by taking Terminal 10 as an example. The server 20 controls multiple player accounts to enter a game session. Among them, the multiple player accounts include a first player account controlled by Terminal 10. Terminal 10 displays a first virtual scene and multiple second player account identifiers in the graphical user interface. The first virtual scene includes a first combat object, where the first combat object represents the first player account. Terminal 10 responds to a first trigger operation on the first target player account identifier among the second player account identifiers, sends a first trigger command for the first target player account to the server 20. The server 20 obtains the configuration data of the second combat object representing the first target player account, and returns the configuration data to Terminal 10. Terminal 10 displays the configuration information corresponding to the configuration data on the graphical user interface based on the configuration data.

[0040] The following describes the relevant information of the auto chess game.

[0041] Multiple player accounts can enter a game session in the auto chess game. A game session includes multiple combat rounds. In each combat round, the combat objects representing two players fight against each other.

[0042] The auto chess game includes a preparation period and a combat period. During the preparation period, each player configures virtual chess pieces on their own virtual chessboard. During the combat period, combat rounds are carried out and the combat results are output. When all the virtual chess pieces of one side in the combat are killed (that is, the health value of the virtual character is reduced to zero), then that side is the losing side in the combat. Virtual chess pieces are usually represented by virtual characters.

[0043] Virtual chessboard: It refers to the area in the game interface of the auto chess game for preparing for combat and carrying out combat. The virtual chessboard can be any one of a two-dimensional virtual chessboard, a 2.5D virtual chessboard, and a three-dimensional virtual chessboard. This application does not limit this. The virtual chessboard is divided into several chess grids of the same size, and the chess grids are used to place virtual chess pieces. The information display method provided in the embodiments of this application can be applied to information display during the preparation period.

[0044] The following will be described in detail with reference to the accompanying drawings respectively. It should be noted that the description order of the following embodiments does not limit the preferred order of the embodiments. Although the logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in a different order from that shown in the drawings.

[0045] In this embodiment, the terminal is taken as an example for description. This embodiment provides an information display method in a game. A graphical user interface is provided through the terminal device. The specific process of the information display method in this game is as Figure 2 shown. The specific process of the information display method in this game can be as follows:

[0046] 201. Control the game sessions into which multiple player accounts enter, where among the multiple player accounts, there is a first player account controlled by a terminal device.

[0047] Among them, the Graphical User Interface (GUI) refers to the interface for users to interact with the terminal. In this embodiment, the graphical user interface can be used for players to interact with the terminal to implement game logic.

[0048] A player account refers to an identifier representing the identity of a player, which can include at least one character. The first player account refers to the identity identifier of the first player, and the first player refers to the player who controls this terminal device. A game session refers to a complete game round. The number of player accounts entering a game session can be preset or dynamically determined according to the number of game clients entering the game session.

[0049] Optionally, the method of controlling multiple player accounts to enter the game session can be set according to the actual situation. For example, a start control can be displayed on the graphical user interface, and in response to the triggering operation on the start control, control multiple player accounts to enter the game session. Another example is that multiple player accounts can be controlled to enter the game session by voice control. This embodiment does not make a limitation here.

[0050] Optionally, the multiple player accounts entering the game session can be accounts obtained through matching, or the multiple player accounts entering the game session can also be accounts obtained through teaming up.

[0051] 202. Display a first virtual scene and multiple second player account identifiers in the graphical user interface. The first virtual scene includes a first combat object, where the first combat object represents the first player account.

[0052] Among them, the virtual scene is the content displayed (or provided) by the game client when it runs on the terminal. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The first virtual scene is any one of the virtual scenes.

[0053] The type of the game client can be set according to the actual situation. For example, the game client can be at least one of a game application, a game mini-program, and a game web page. This embodiment does not make a limitation here.

[0054] The player account identifier can be used to indicate the player account. The second player account identifier is used to indicate the second player account, which refers to the account other than the first player account among multiple player accounts and is used to indicate the identity identifier of the second player. The second player refers to the player who controls other terminals. The display form of the second player account identifier on the graphical user interface can be set according to the actual situation. For example, the second player account identifier can be displayed in the form of at least one character and / or image. When the second player account identifier is displayed in the form of at least one character and image or in the form of an image, the second player account identifier can be as Figure 3 shown.

[0055] The first battle object representing the first player account can be understood as the first battle object configured by the first player. The battle 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 battle object is a character controlled by the player through an input device, or an artificial intelligence (AI) set in the virtual environment battle through training, or a non-player character (NPC) set in the virtual scene battle. Optionally, the battle object is a virtual character competing in the virtual scene.

[0056] Optionally, the battle object can use skills, virtual items, etc. provided by the game client to fight against other battle objects. A virtual item refers to a virtual item that a battle object can use in the virtual scene and that can speed up its own attributes, assist in combat, or cause damage to other battle objects, including but not limited to virtual weapons, shields, springboards, puppets, bullets, aiming scopes, etc. The first battle object refers to the battle object controlled by this terminal. Optionally, when the game client is an auto chess client, the battle object can also be called a virtual chess piece, and the first battle object can also be called the first virtual chess piece.

[0057] Optionally, the first virtual scene can include a first battle area and a reserve area. The first battle object can be a battle object on the first battle area or a battle object on the reserve area. The reserve area refers to the area in the first virtual scene used to store the first battle object. The first battle area refers to the area in the game scene used for preparing for and conducting battles. When the game client is an auto chess game client, the first battle area can also be called the first virtual chessboard.

[0058] Optionally, the game session may include a preparation phase and a battle phase. When the first battle target is a battle target on the first battle area, during the preparation phase, the terminal may display, through the graphical user interface, the battle targets on the reserve area in the first virtual scene and at least one second player account identifier, and then, in response to a selection operation on the battle target on the reserve area, place the battle target corresponding to the selection operation on the first battle area, and the battle target corresponding to the selection operation is the first battle target. Among them, the selection operation may be a drag operation or a click operation, which is not limited in this embodiment.

[0059] Optionally, during the preparation phase, after the first player configures the first battle target on the first battle area, the first battle target on the first battle area may also be replaced in response to a replacement operation on the first battle target on the first battle area. For example, the first battle target on the first battle area may be dragged to the reserve area, and then, in response to a selection operation on the battle target on the reserve area, the battle target corresponding to the selection operation is placed on the first battle area. Alternatively, in response to a selection operation on the battle target on the reserve area, it may be determined whether there is a deployed first battle target at the position of the battle target corresponding to the selection operation on the first battle area. If so, the deployed first battle target is replaced with the battle target corresponding to the selection operation, so as to realize the replacement of the battle target.

[0060] 203. In response to a first trigger operation on the first target player account identifier in the second player account identifier, display, on the graphical user interface, the configuration information corresponding to the second battle target representing the first target player account.

[0061] Among them, the first target player account identifier refers to any one of the second player account identifiers. The first target player account identifier is used to indicate the first target player account, and the first target player account is any one of the second player accounts. Optionally, the first target player account may be a teammate player account corresponding to the first player account, or an enemy player account corresponding to the first player account, which is not limited in this embodiment. Optionally, the first target player account may be the opponent account in the next battle phase of the first player account, or may not be the opponent account in the next battle phase of the first player account.

[0062] The type of the first trigger operation can be set according to actual conditions. For example, the first trigger operation can be a long press operation or a double-click operation, which is not limited in this embodiment. Optionally, the terminal can respond to the fifth trigger operation of the first target player account identifier and display a second virtual scene in the graphic user interface. The second virtual scene includes a second battle area, and the second battle area includes a second battle object representing the first target player account, so that the way to display the second battle object can be selected by different operations on the second player account identifier. The fifth trigger operation and the first trigger operation are different operations. For example, the fifth trigger operation can be a click operation, and the first trigger operation is a long press operation. This is not limited in this embodiment.

[0063] The configuration information corresponding to the second combat object refers to the combination of the second combat object, which can be used to indicate the character type, character level, character attribute information, skill information, information of the equipment carried by the second combat object, the position of the second combat object in the second combat area, and at least one of the bonds triggered by the second combat object. This embodiment is not limited here.

[0064] In this embodiment, in response to the first trigger operation on the first target player account identifier in the second player account identifier, the configuration information corresponding to the second battle object representing the first target player account is displayed on the graphical user interface, so that there is no need to jump to display the second virtual scene before viewing the configuration information corresponding to the second battle object, thereby improving the efficiency of viewing the configuration information corresponding to the second battle object. In addition, the configuration information corresponding to the first battle object and the second battle object are displayed at the same time, so that the first player does not need to remember the configuration information corresponding to the second battle object. The configuration information corresponding to the second battle object can also assist the first player in adjusting the first battle object, reducing the memory burden of the first player and improving the efficiency of forming the battle lineup.

[0065] Optionally, this embodiment may display configuration information corresponding to the second battle object representing the first target player account on a graphical user interface in response to a first trigger operation on the first target player account identifier in the second player account identifier during the preparation period, or may display configuration information corresponding to the second battle object representing the first target player account on a graphical user interface in response to a first trigger operation on the first target player account identifier in the second player account identifier during the battle period.

[0066] In some embodiments, when, in the preparation period, in response to a first triggering operation on the first target player account identifier in the second player account identifier, configuration information corresponding to a second battle object representing the first target player account is displayed on the graphical user interface, the first player account can adjust, in real time, the first battle object configured for the next battle period in the preparation period based on the second battle object configured for the next battle period in the preparation period by the first target player account.

[0067] In some embodiments, when, in the battle period, in response to a first triggering operation on the first target player account identifier in the second player account identifier, configuration information corresponding to a second battle object representing the first target player account is displayed on the graphical user interface, a third battle object is further included in the first virtual scene, and the first virtual scene is used to provide a battle environment for the first battle object and the third battle object, where the third battle object represents a second target player account in the second player account.

[0068] Among them, the second target player account refers to an account in the second player account other than the first target player account, and the second virtual scene and the first virtual scene are different virtual scenes in the game session. The first virtual scene is the scene presented in the perspective of the first player account in the game session, and the second virtual scene is the scene presented in the perspective of the first target player account in the game session.

[0069] Since, during the battle period in the game session, it is possible to control pairwise player accounts to battle, therefore, when the first battle object representing the first player account is in battle, the battle object representing the second player account is also in battle. Specifically, it can be that the third battle object representing the second target player account in the second player account battles with the first battle object in the first virtual scene, and the second battle object representing the first target player account in the second player account battles in the second virtual scene.

[0070] It can be understood that when the third battle object representing the second target player account battles with the first battle object in the first virtual scene, the scene presented in the perspective of the second target player account in the game session can be referred to as the third virtual scene. The first virtual scene and the third virtual scene are the scenes presented in different perspectives of the battle scene between the third battle object and the first battle object.

[0071] In this embodiment, the first virtual scene further includes a third combat object. The first virtual scene is used to provide a combat environment for the first combat object and the third combat object. Among them, the third combat object represents the second target player account in the second player account, so that the configuration information corresponding to the second combat object of the first target player account in the second virtual scene can be viewed during the combat period, so that the first player can adjust the configuration of the first combat object of the first player in the next combat period based on the configuration information corresponding to the second combat object of the first target player account in the second virtual scene during the combat period.

[0072] Optionally, the second virtual scene further includes a fourth combat object participating in the combat. Among them, the fourth combat object represents the third target player account in the second player account, and the second virtual scene is used to provide a combat environment for the second combat object and the fourth combat object.

[0073] For example, the second player account includes account s1, account s2, and account s3. Account s1 is the first target player account, account s2 is the second target player account, and account s4 is the third target player account. The first combat object representing the first player account and the third combat object representing account s2 fight in the first virtual scene, and the second combat object representing account s1 and the fourth combat object representing account s4 fight in the second virtual scene.

[0074] It can be understood that when the second combat object and the fourth combat object fight in the second virtual scene, the scene presented by the game round under the third target player account can be called the fourth virtual scene. The second virtual scene and the fourth virtual scene are scenes presented from different perspectives of the combat scene of the second combat object and the fourth combat object.

[0075] In some embodiments, the manner of displaying the configuration information corresponding to the second combat object on the graphical user interface can be set according to the actual situation. For example, the configuration information corresponding to the second combat object can be displayed in the information preview area of the graphical user interface, or the configuration information corresponding to the second combat object can also be displayed in or on the display area of the first combat area of the first virtual scene in the graphical user interface. This embodiment does not make any limitations here.

[0076] When the configuration information corresponding to the second combat object is displayed in the information preview area, displaying the configuration information corresponding to the second combat object representing the first target player account on the graphical user interface includes:

[0077] Displaying the information preview area on the graphical user interface;

[0078] Displaying the configuration information corresponding to the second combat object representing the first target player account in the information preview area.

[0079] The position of the information preview area on the graphical user interface may be randomly selected, or the information preview area may be set based on the position of the first target player account identifier on the graphical user interface. When the position of the information preview area is determined based on the position of the first target player account identifier on the graphical user interface, the information preview area may be displayed at a preset distance from the first target player account identifier.

[0080] When the information preview area is displayed at a preset distance from the first target player account identifier, the information preview area can also point to the first target player account identifier so that the first player can more intuitively perceive that the configuration information corresponding to the second battle object is the configuration information corresponding to the first target player account configuration.

[0081] For example, if the first target player account is identified as "是二姨吖", the information preview area can be as follows Figure 4 As shown, from Figure 4 It can be seen that the information preview area points to "It's Second Aunt".

[0082] In this embodiment, an information preview area is displayed on the graphical user interface, and configuration information corresponding to the second battle object representing the first target player account is displayed in the information preview area, so as to more intuitively distinguish and display the configuration information corresponding to the first battle object and the second battle object, so that the first player can intuitively perceive which information on the graphical user interface is the information of the first battle object and which information is the configuration information corresponding to the second battle object, thereby improving the convenience of the first player in obtaining information.

[0083] In some embodiments, the configuration information includes a first position identifier of the second combat object and at least one of a bond icon, each bond icon indicates a bond triggered by the second combat object, and the first position identifier is used to indicate the position of the second combat object on the second virtual scene of the first target player account.

[0084] Among them, each combat object has at least two bonds, and the bond refers to providing additional strength to the combat object. To trigger (activate) a bond, at least two combat objects with the bond must be configured on the combat area at the same time. For example, the bond can include a professional bond, and the configured combat objects include a mage. When there are three or more mages configured, the mage's spell attack power is enhanced and the enemy combat object's magic resistance is reduced. For another example, the bond is a racial bond, and the configured combat objects include elves. When there are two or more elves configured, the elves' dodge chance is increased, and the elves can more easily avoid enemy attacks.

[0085] The type of the first position identifier can be set according to the actual situation. For example, the first position identifier can be at least one of at least one string and an image, and this embodiment does not make any limitations here. When the first position identifier is an image, the first position identifier can more intuitively indicate the position of the second combat object on the combat area in the second virtual scene of the first target player account.

[0086] When the first position identifier is an image, the image representing the first position identifier can be set according to the actual situation. For example, the image representing the first position identifier can be a semi-transparent model image, or the image representing the first position identifier is the object identifier corresponding to the second combat object. That is, the first position identifier includes the object identifier corresponding to the second combat object, and the object identifier is used to indicate the character type of the second combat object. For example, the object identifier can refer to the character avatar of the second combat object, and this embodiment does not make any limitations here. When the image representing the first position identifier is a semi-transparent model image, the information preview area and the first position identifier can be as Figure 5 shown. When the image representing the first position identifier is the object avatar corresponding to the second combat object, the information preview area and the first position identifier can be as Figure 6 shown.

[0087] When the image representing the first position identifier is the object identifier corresponding to the second combat object, the first player can not only understand the position of the second combat object through the first position identifier, but also understand the character type of the second combat object, realizing the simultaneous indication of the position and the character type through one image, simplifying the way of displaying the position and the character type, and improving the convenience for the first player to understand the position and the character type.

[0088] It can be understood that the configuration information can also include the target number of the second combat object required to trigger the bond, so that the player can intuitively perceive the target number of the second combat object triggering a certain bond. For example, when the bond indicated by the bond icon requires 4 second combat objects, the bond icon and the target number can be as Figure 5 shown or as Figure 6 shown.

[0089] In this embodiment, the configuration information includes at least one of the first position identifier of the second combat object and the bond icon. Each bond icon indicates a bond triggered by the second combat object. The first position identifier is used to indicate the position of the second combat object on the second combat area of the first target player account, so that the first player can understand the standing position of the second combat object through the first position identifier and understand the bond situation of the second combat object through the bond image, enabling the configuration information to assist the first player in better adjusting the first combat object, increasing the combat difficulty of the game, and thus improving the playability of the game.

[0090] In some embodiments, the configuration information includes a first position identifier, and the configuration information corresponding to a second combat object representing a first target player account is displayed in an information preview area, including:

[0091] An abbreviated combat area is displayed in the information preview area. The abbreviated combat area includes multiple combat positions, and the first position identifier of the second combat object is displayed on at least one target combat position among the multiple combat positions.

[0092] Among them, combat positions can be used to set combat objects, that is, combat positions are positions on the combat area for placing combat objects. The target combat position refers to the combat position where the first position identifier is displayed. The abbreviated combat area refers to a simplified display of the combat area.

[0093] For example, when the first position identifier is a semi-transparent model image, the information preview area, combat positions, target combat positions, and the first position identifier can be as Figure 4 shown. When the first position identifier is an object identifier, the information preview area, combat positions, target combat positions, and the first position identifier can be as Figure 7 shown.

[0094] In this embodiment, the configuration information includes a first position identifier, and an abbreviated combat area is displayed in the information preview area. The abbreviated combat area includes multiple combat positions, and the first position identifier of the second combat object is displayed on at least one target combat position among the multiple combat positions, so as to more intuitively indicate the position of the second combat object in the second combat area through the first position identifier.

[0095] In some embodiments, this embodiment further includes:

[0096] In response to a second trigger operation on the abbreviated combat area, a second position identifier of the second combat object is displayed on the display area of the first combat area in the first virtual scene in the graphical user interface or on the first combat area. The position of the second position identifier on the display area of the first combat area is used to indicate the position of the second combat object on the second combat area in the second virtual scene of the first target player account.

[0097] Among them, the type of the second trigger operation can be set according to the actual situation. For example, the second trigger operation can be a click operation or a long-press operation, and this embodiment does not make a limitation here. The display area of the first combat area on the graphical user interface can be understood as the area where the first combat area is displayed on the graphical user interface. When the second position identifier is displayed on the display area of the first combat area on the graphical user interface, it means that the second position identifier is displayed on the layer of the graphical user interface. When the second position identifier is displayed on the first combat area, it means that the second position identifier is displayed on the layer where the first virtual scene is located.

[0098] The type of the second position identifier can be set according to the actual situation. For example, the second position identifier can be at least one of at least one string and an image, which is not limited in this embodiment. When the second position identifier is an image, the second position identifier can more intuitively indicate the position of the second combat object on the second combat area in the second virtual scene of the first target player account.

[0099] When the second position identifier is an image, the image representing the second position identifier can be set according to the actual situation. For example, the image representing the second position identifier can be a semi-transparent model image, or the image representing the second position identifier is the object identifier corresponding to the second combat object. That is, the second position identifier includes the object identifier corresponding to the second combat object. That is, the first position identifier and / or the second position identifier includes the object identifier corresponding to the second combat object. The object identifier is used to indicate the role type of the second combat object. For example, the object identifier can refer to the character avatar of the second combat object, which is not limited in this embodiment.

[0100] When the image representing the second position identifier is a semi-transparent model image and the second position identifier of the second combat object is displayed on the display area of the first combat area in the graphical user interface, the second position identifier can be, for example, as Figure 8 shown. When the image representing the first position identifier is the object avatar corresponding to the second combat object, the second position identifier can be, for example, as Figure 9 shown.

[0101] When the image representing the second position identifier is the object identifier corresponding to the second combat object, the first player can not only know the position of the second combat object through the second position identifier, but also know the role type of the second combat object, realizing that one image simultaneously indicates the position and the role type, simplifying the way of displaying the position and the role type, and improving the convenience for the first player to know the position and the role type.

[0102] In this embodiment, in response to a second trigger operation on the thumbnail combat area, the second position identifier of the second combat object is displayed on the display area of the first combat area in the first virtual scene in the graphical user interface or on the first combat area. The position of the second position identifier in the display area of the first combat area is used to indicate the position of the second combat object on the second combat area in the second virtual scene of the first target player account, realizing the display of the second position identifier on the first combat area or the display area of the first combat area, making it more convenient for the first player to compare the standing positions of the second combat object and the first combat object, so that the first player can more directly assist in adjusting the strategy and further improving the decision-making accuracy.

[0103] In some embodiments, the first triggering operation includes a long - press operation, the second triggering operation includes a first sliding operation, the first triggering operation and the second triggering operation are continuous, and the first sliding operation includes an operation of sliding from the first target player account to the thumbnail battle area, so as to trigger the display of the second position identifier through a continuous operation, improving the convenience of triggering the display of the second position identifier.

[0104] In some embodiments, it may be that when the end of the first sliding operation is detected, the second position identifier is displayed. At this time, the first sliding operation starts from the first target player account and ends at the thumbnail battle area. Or, in some embodiments, in response to a second triggering operation on the thumbnail battle area, the second position identifier of the second battle object is displayed on the display area of the first battle area of the first virtual scene in the graphical user interface or on the first battle area, including:

[0105] In response to the first sliding operation staying on the thumbnail battle area, the second position identifier of the second battle object is displayed on the display area of the first battle area of the first virtual scene in the graphical user interface or on the first battle area.

[0106] In this embodiment, when it is detected that the first sliding operation stays on the thumbnail battle area, the second position identifier of the second battle object is then displayed on the display area of the first battle area of the first virtual scene in the graphical user interface or on the first battle area, avoiding mis - triggering the display of the second position identifier and improving the accuracy of displaying the second position identifier.

[0107] It can be understood that when, in response to the first sliding operation staying on the thumbnail battle area, the second position identifier of the second battle object is displayed on the display area of the first battle area of the first virtual scene in the graphical user interface or on the first battle area, it may be that when the end of the first sliding operation is detected, the display information preview area and the second position identifier are ended, or the information preview area may include a closing control, and in response to a triggering operation on the closing control, the display of the information preview area is ended.

[0108] In some embodiments, the configuration information includes a bond icon, and this embodiment further includes:

[0109] In response to a third triggering operation on the bond icon, the character information configured for the second battle object of the bond indicated by the triggered bond icon is displayed on the graphical user interface.

[0110] Among them, the type of the third trigger operation can be set according to the actual situation. For example, the third trigger operation can be a click operation or a swipe operation, which is not limited in this embodiment. The third trigger operation can be a trigger operation on a certain one of the bond icons, and a certain bond icon can be called a target bond icon. The role information configured for the second battle object of the bond indicated by triggering the target bond icon is displayed on the graphical user interface.

[0111] The role information configured for the second battle object can include at least one of the role type of the second battle object, the role attribute information, and the information of the equipped items. The role type can be indicated by an object identifier, and the object identifier can be represented by a character avatar.

[0112] For example, the role information configured for the second battle object can be as Figure 10 shown. In Figure 10 , the character avatar is used to indicate the role type of the second battle object, that is, to indicate which hero the second battle object belongs to, and the equipped item icon is used to indicate the equipped items carried by the second battle object.

[0113] In this embodiment, in response to the third trigger operation on the bond icon, the role information configured for the second battle object of the bond indicated by triggering the bond icon is displayed on the graphical user interface, so that the role information configured for the second battle object can be displayed on the graphical user interface, enabling the first player to further understand the lineup of the second battle object, thereby further improving the accuracy of decision-making.

[0114] In some embodiments, the first trigger operation includes a long-press operation, the third trigger operation includes a second swipe operation, the first trigger operation and the third trigger operation are continuous, and the second swipe operation includes an operation of swiping from the first target player account to the bond icon.

[0115] Among them, it can be when the end of the second swipe operation is detected that the role information configured for the second battle object of the bond indicated by triggering the bond icon is displayed. At this time, the second swipe operation starts from the first target player account and ends at the bond icon. Or, in response to the second swipe operation staying on the bond icon, the role information configured for the second battle object of the bond indicated by triggering the bond icon is displayed, avoiding mis-triggering the display of role information and improving the accuracy of displaying role information.

[0116] In this embodiment, the first trigger operation includes a long-press operation, the third trigger operation includes a second swipe operation, the first trigger operation and the third trigger operation are continuous, and the second swipe operation includes an operation of swiping from the first target player account to the bond icon, so as to trigger the display of role information through a continuous operation and improve the convenience of triggering the display of role information.

[0117] In some embodiments, when the first sliding operation and the second sliding operation are both included, the first sliding operation and the second sliding operation may be consecutive operations. In this case, the second sliding operation may include an operation of sliding from the first target player account to the bond icon, and the first sliding operation may include an operation of sliding from the bond icon to the thumbnail battle area. Alternatively, the first sliding operation may include an operation of sliding from the first target player account to the thumbnail battle area, and the second sliding operation may include an operation of sliding from the thumbnail battle area to the bond icon. This embodiment does not make a limitation here.

[0118] In some embodiments, when the first trigger operation is a long - press operation, it is also possible to slide to the fourth target player account in response to a third sliding operation, and switch to display the configuration information corresponding to the fifth battle object configured for the fourth target player account on the graphical user interface.

[0119] For example, the first player account is Figure 3 "Shieryiya" as shown in Figure 4 When the first player long - presses on "Shieryiya", an information preview area corresponding to "Shieryiya" is displayed. As shown in Figure 11 At this time, the first player's finger does not release and slides to the bond icon, and the character information configured for the second battle object of the bond indicated by the trigger bond icon is displayed on the graphical user interface. The first player's finger does not release and slides to the thumbnail battle area, and the second position identifier of the second battle object configured for "Shieryiya" is displayed on the graphical user interface. The second player's finger does not release and slides to the fourth target player account "Sleepy Xinghe", and an information preview area corresponding to "Sleepy Xinghe" is displayed. The information preview area corresponding to "Sleepy Xinghe" is as shown in

[0120] In this embodiment, when the first trigger operation is a long - press operation, sliding to the fourth target player account in response to a third sliding operation and switching to display the configuration information corresponding to the fifth battle object configured for the fourth target player account on the graphical user interface can improve the convenience of switching to display the configuration information corresponding to the battle objects representing different second player accounts through a continuous operation.

[0121] In some embodiments, displaying the configuration information corresponding to the second battle object representing the first target player account on the graphical user interface includes:

[0122] Displaying the configuration information corresponding to the second battle object in the display area or on the first battle area of the first virtual scene in the graphical user interface.

[0123] For example, when the configuration information corresponding to the second combat object is displayed on the display area of the first combat area of the first virtual scene in the graphical user interface and the configuration information includes the second position identifier of the second combat object, the configuration information corresponding to the second combat object can be as follows Figure 12 or as follows Figure 13 shown.

[0124] In this embodiment, the configuration information corresponding to the second combat object is displayed on the display area or the first combat area of the first virtual scene in the graphical user interface, which makes it more convenient for the first player to compare the positions of the second combat object and the first combat object, so that the first player can more directly adjust the strategy and further improve the decision-making accuracy.

[0125] In some embodiments, the configuration information includes the second position identifier of the second combat object, and the position of the second position identifier in the display area of the first combat area is used to indicate the position of the second combat object on the second combat area in the second virtual scene of the first target player account, so as to more intuitively represent the corresponding configuration information of the second combat object.

[0126] In some embodiments, the configuration information includes the second position identifier of the second combat object, and the position of the second position identifier in the display area of the first combat area is used to indicate the position of the second combat object on the second combat area in the second virtual scene of the first target player account. This embodiment further includes:

[0127] In response to a fourth trigger operation on the second target position identifier in the second position identifier, a role area is displayed on the graphical user interface;

[0128] At least one of the bond information triggered by the second target combat object indicated by the second target position identifier and the role information configured for the second target combat object is displayed on the role area.

[0129] Wherein, the second target position identifier can be any one of the second position identifiers. The type of the fourth trigger operation can be set according to the actual situation. For example, the fourth trigger operation can be a click operation or a double-click operation, which is not limited in this embodiment. The bond information can at least include a bond icon, or the bond information can further include the target number of the second combat object required to trigger the bond. The role information can include at least one of the role type, role attribute information, and information about the equipped items.

[0130] For example, the second target position identifier and the role area can be as follows Figure 14 shown.

[0131] In this embodiment, the configuration information includes the second position identifier of the second combat object. The position of the second position identifier in the display area of the first combat area is used to indicate the position of the second combat object on the second combat area of the first target player account. In response to a fourth trigger operation on the second target position identifier in the second position identifier, a character area is displayed on the graphical user interface, and at least one of the bond information triggered by the second target combat object indicated by the second target position identifier and the character information configured for the second target combat object is displayed on the character area, so as to display more information about the second combat object, enabling better assistance for the first player to adjust the strategy and further improving the accuracy of decision-making.

[0132] As can be seen from the above, in the embodiment of the present application, a graphical user interface is provided through a terminal device to control multiple player accounts to enter a game session. Among them, the multiple player accounts include the first player account controlled by the terminal device; the second player account identifier among the first virtual scene and the multiple player account identifiers is displayed in the graphical user interface. The first virtual scene includes a first combat object, where the first combat object represents the first player account; in response to a first trigger operation on the first target player account identifier in the second player account identifier, the configuration information corresponding to the second combat object representing the first target player account is displayed on the graphical user interface, so that the configuration information corresponding to the first combat object and the second combat object of the first target player account can be simultaneously displayed on the graphical user interface of the first player account, thus enabling the first player account to view the configuration information corresponding to the second combat object without switching between different interfaces back and forth, reducing the memory burden of the first player and improving the efficiency of forming a combat lineup.

[0133] To better implement the above method, the embodiment of the present application also provides an information display device. The information display device can be specifically integrated in a terminal device, such as a computer device, which can be a device such as a terminal or a server.

[0134] Among them, the terminal can be a device such as a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a personal computer, etc.; the server can be a single server or a server cluster composed of multiple servers.

[0135] For example, in this embodiment, taking the information display device being specifically integrated in the terminal as an example, the information display device of the embodiment of the present application will be described in detail. This embodiment provides an information display device in a game. A graphical user interface is provided through a terminal device. The information display device in the game is as Figure 15 shown. The information display device in the game may include:

[0136] The game session control module 1501 is used to control multiple player accounts to enter a game session, where the multiple player accounts include a first player account controlled by a terminal device.

[0137] The first display module 1502 is used to display a first virtual scene and multiple second player account identifiers in a graphical user interface. The first virtual scene includes a first combat object, where the first combat object represents the first player account.

[0138] The second display module 1503 is used to, in response to a first trigger operation on a first target player account identifier among the second player account identifiers, display configuration information corresponding to a second combat object representing the first target player account on the graphical user interface.

[0139] In some embodiments, the first virtual scene further includes a third combat object. The first virtual scene provides a combat environment for the first combat object and the third combat object, and the third combat object represents a second target player account among the second player accounts.

[0140] In some embodiments, the second virtual scene of the first target player account further includes a fourth combat object participating in the combat, where the fourth combat object represents a third target player account among the second player accounts, and the second virtual scene is used to provide a combat environment for the second combat object and the fourth combat object.

[0141] In some embodiments, the second display module 1503 is specifically configured to perform:

[0142] Display an information preview area on the graphical user interface;

[0143] Display configuration information corresponding to the second combat object representing the first target player account in the information preview area.

[0144] In some embodiments, the configuration information includes at least one of a first position identifier of the second combat object and a fetter icon. Each fetter icon indicates a fetter triggered by the second combat object, and the first position identifier is used to indicate the position of the second combat object on the second virtual scene of the first target player account.

[0145] In some embodiments, the configuration information includes a first position identifier, and the second display module 1503 is specifically configured to perform:

[0146] Display a thumbnail combat area on the information preview area. The thumbnail combat area includes multiple combat positions, and a first position identifier of the second combat object is displayed on at least one target combat position among the multiple combat positions.

[0147] In some embodiments, the second display module 1503 is further used to perform:

[0148] In response to a second triggering operation on the thumbnail battle area, a second position identifier of a second battle object is displayed on the display area of the first battle area of the first virtual scene in the graphical user interface or on the first battle area, and the position of the second position identifier in the display area of the first battle area is used to indicate the position of the second battle object on the second virtual scene of the second player account.

[0149] In some embodiments, the first triggering operation includes a long-press operation, the second triggering operation includes a first sliding operation, the first triggering operation and the second triggering operation are continuous, and the first sliding operation includes an operation of sliding from the first target player account to the thumbnail battle area.

[0150] In some embodiments, the second display module 1503 is specifically configured to perform:

[0151] In response to the first sliding operation staying on the thumbnail battle area, a second position identifier of the second battle object is displayed on the display area of the first battle area of the first virtual scene in the graphical user interface or on the first battle area.

[0152] In some embodiments, an object identifier corresponding to the second battle object is included on the first position identifier and / or the second position identifier.

[0153] In some embodiments, the configuration information includes a bond icon, and the second display module 1503 is further configured to perform:

[0154] In response to a third triggering operation on the bond icon, character information configured for the second battle object of the bond indicated by the triggered bond icon is displayed on the graphical user interface.

[0155] In some embodiments, the first triggering operation includes a long-press operation, the third triggering operation includes a second sliding operation, the first triggering operation and the third triggering operation are continuous, and the second sliding operation includes an operation of sliding from the first target player account to the bond icon.

[0156] In some embodiments, the second display module 1503 is further configured to perform:

[0157] Display configuration information corresponding to the second battle object in the display area of the first battle area of the first virtual scene in the graphical user interface or on the first battle area.

[0158] In some embodiments, the configuration information includes a second position identifier of the second battle object, and the position of the second position identifier in the display area of the first battle area is used to indicate the position of the second battle object on the second battle area of the first target player account. The second display module 1503 is further configured to perform:

[0159] In response to a fourth triggering operation on a second target location identifier in a second location identifier, a character area is displayed on a graphical user interface;

[0160] At least one of the bond information triggered by a second target battle object indicated by the second target location identifier and the character information configured for the second target battle object is displayed on the character area.

[0161] In specific implementation, each of the above modules can be implemented as an independent entity, or can be combined arbitrarily to be implemented as the same or several entities. For the specific implementation manners of the above modules and the corresponding beneficial effects, reference can be made to the foregoing method embodiments, which will not be elaborated herein.

[0162] Correspondingly, an embodiment of the present application further provides a terminal device, which can be a terminal, and the terminal can be a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), and other terminal devices. As Figure 16 shown, Figure 16 is a schematic structural diagram of the terminal device provided by an embodiment of the present application. The terminal device 1600 includes a processor 1601 with one or more processing cores, a memory 1602 with one or more computer-readable storage media, and a computer program stored on the memory 1602 and executable on the processor. Among them, the processor 1601 is electrically connected to the memory 1602. Those skilled in the art can understand that the structural diagram of the terminal device shown in the figure does not limit the terminal device, and it may include more or fewer components than shown, or combine some components, or have different component arrangements.

[0163] The processor 1601 is the control center of the terminal device 1600, connecting various parts of the entire terminal device 1600 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 1602, and calling data stored in the memory 1602, the processor 1601 executes various functions of the terminal device 1600 and processes data, thereby overall monitoring the terminal device 1600.

[0164] In an embodiment of the present application, the processor 1601 in the terminal device 1600 will load instructions corresponding to the processes of one or more application programs into the memory 1602 according to the following steps, and the processor 1601 will run the application programs stored in the memory 1602 to implement various functions, such as:

[0165] Controlling a game session in which multiple player accounts enter the game, where the multiple player accounts include a first player account controlled by the terminal device;

[0166] Display a first virtual scene and multiple second player account identifiers in a graphical user interface. The first virtual scene includes a first combat object, where the first combat object represents a first player account;

[0167] In response to a first trigger operation on a first target player account identifier among the second player account identifiers, display the configuration information corresponding to a second combat object representing the first target player account on the graphical user interface.

[0168] For the specific implementation manners of the above various operations and the corresponding beneficial effects, reference may be made to the detailed description of the information display method above, which will not be elaborated here.

[0169] Optionally, as Figure 16 shown, the terminal device 1600 further includes: a touch display screen 1603, a radio frequency circuit 1604, an audio circuit 1605, an input unit 1606, and a power supply 1607. Among them, the processor 1601 is electrically connected to the touch display screen 1603, the radio frequency circuit 1604, the audio circuit 1605, the input unit 1606, and the power supply 1607 respectively. Those skilled in the art can understand that Figure 16 the structure of the terminal device shown in

[0170] The touch display screen 1603 can be used to display a graphical user interface and receive operation instructions generated by a user's interaction with the graphical user interface. The touch display screen 1603 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the terminal device. These graphical user interfaces can be composed of graphics, text, icons, videos, and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like. The touch panel can be used to collect touch operations of the user on or near it (such as operations of the user using a finger, a stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation instructions, and the operation instructions execute the corresponding program. Optionally, the touch panel can include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch position of the user and the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and then sends it to the processor 1601, and can also receive and execute commands sent by the processor 1601. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the operation to the processor 1601 to determine the type of touch event. Subsequently, the processor 1601 provides a corresponding visual output on the display panel according to the type of touch event. In the embodiments of the present application, the touch panel and the display panel can be integrated into the touch display screen 1603 to implement input and output functions. However, in some embodiments, the touch panel and the display panel can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 1603 can also be used as part of the input unit 1606 to implement the input function.

[0171] The radio frequency circuit 1604 can be used to transmit and receive radio frequency signals to establish wireless communication with a network device or other terminal devices through wireless communication, and transmit and receive signals with the network device or other terminal devices.

[0172] The audio circuit 1605 can be used to provide an audio interface between the user and the terminal device through a speaker and a microphone. The audio circuit 1605 can transmit the electrical signal converted from the received audio data to the speaker, and the speaker converts it into a sound signal for output. On the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 1605 and then converted into audio data. After the audio data is output to the processor 1601 for processing, it is sent through the radio frequency circuit 1604 to, for example, another terminal device, or the audio data is output to the memory 1602 for further processing. The audio circuit 1605 may also include an earphone jack to provide communication between the peripheral earphone and the terminal device.

[0173] The input unit 1606 can be used to receive input digital, character information or user feature information (such as fingerprint, iris, face information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function controls.

[0174] The power supply 1607 is used to supply power to each component of the terminal device 1600. Optionally, the power supply 1607 can be logically connected to the processor 1601 through a power management system, so as to implement functions such as management of charging, discharging, and power consumption management through the power management system. The power supply 1607 may also include any components such as one or more DC or AC power supplies, a recharge system, a power failure detection circuit, a power converter or inverter, and a power status indicator.

[0175] Although Figure 16 not shown in the figure, the terminal device 1600 may also include a camera, a sensor, a Wi-Fi module, a Bluetooth module, etc., which will not be elaborated here.

[0176] In the above embodiments, the descriptions of each embodiment have their own emphases. For the parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0177] Those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructions, or by controlling relevant hardware through instructions. The instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0178] Therefore, the embodiments of the present application provide a computer-readable storage medium, in which multiple computer programs are stored. The computer programs can be loaded by a processor to execute any information display method provided by the embodiments of the present application. For example, the computer program can execute the following steps:

[0179] Control multiple player accounts to enter a game session, where the multiple player accounts include a first player account controlled by a terminal device;

[0180] Display a first virtual scene and multiple second player account identifiers in a graphical user interface. The first virtual scene includes a first combat object, where the first combat object represents a first player account;

[0181] In response to a first triggering operation on a first target player account identifier among the second player account identifiers, display the configuration information corresponding to a second combat object representing the first target player account on the graphical user interface.

[0182] For the specific implementation manners of the above various operations and the corresponding beneficial effects, reference may be made to the detailed description of the information display method above, which will not be elaborated here.

[0183] Among them, the computer-readable storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), a magnetic disk, an optical disc, etc.

[0184] Since the computer program stored in the computer-readable storage medium can execute any information display method provided by the embodiments of the present application, the beneficial effects that can be achieved by any information display method provided by the embodiments of the present application can be realized. For details, refer to the previous embodiments and will not be elaborated here.

[0185] The above has introduced in detail an information display method, device, terminal device, and computer-readable storage medium in a game provided by the embodiments of the present application. Specific examples are used in this article to elaborate on the principle and implementation manner of the present application. The description of the above embodiments is only used to help understand the method and its core idea of the present application; at the same time, for those skilled in the art, according to the idea of the present application, there will be changes in the specific implementation manner and application scope. In summary, the content of this specification should not be construed as a limitation to the present application.

Claims

1. An information display method in a game, characterized in that Providing a graphical user interface via a terminal device, the method comprising: Controlling multiple player accounts to enter a game match of the game, wherein the multiple player accounts include a first player account controlled by the terminal device; Displaying a first virtual scene and a plurality of second player account identifiers in the graphical user interface, wherein the first virtual scene includes a first battle object, wherein the first battle object represents the first player account; In response to a first triggering operation on a first target player account identifier in the second player account identifier, configuration information corresponding to a second playing object representing the first target player account is displayed on the graphical user interface.

2. The method according to claim 1, characterized in that, The first virtual scene also includes a third battle object, and the first virtual scene is used to provide a battle environment for the first battle object and the third battle object, wherein the third battle object represents the second target player account in the second player account.

3. The method according to claim 2, wherein The second virtual scene of the first target player account also includes a fourth battle object participating in the battle, wherein the fourth battle object represents the third target player account in the second player account, and the second virtual scene is used to provide a battle environment for the second battle object and the fourth battle object.

4. The method according to claim 1, characterized in that, Displaying configuration information corresponding to the second battle object representing the first target player account on the graphical user interface includes: displaying an information preview area on the graphical user interface; Configuration information corresponding to the second battle object representing the first target player account is displayed in the information preview area.

5. The method according to claim 4, characterized in that, The configuration information includes a first position identifier of the second combat object and at least one of a bond icon, each bond icon indicates a bond triggered by the second combat object, and the first position identifier is used to indicate the position of the second combat object on the second virtual scene of the first target player account.

6. The method according to claim 5, wherein The configuration information includes the first location identifier, and the configuration information corresponding to the second battle object representing the configuration of the first target player account is displayed in the information preview area, including: A thumbnail battle area is displayed on the information preview area, the thumbnail battle area including a plurality of battle positions, and a first position marker of the second battle object is displayed on at least one target battle position among the plurality of battle positions.

7. The method according to claim 6, characterized in that, The method further comprises: In response to a second trigger operation on the thumbnail battle area, a second position identifier of the second battle object is displayed on the display area of the first battle area of the first virtual scene in the graphical user interface or on the first battle area. The position of the second position identifier in the display area of the first battle area is used to indicate the position of the second battle object on the second battle area in the second virtual scene of the first target player account.

8. The method according to claim 7, wherein The first trigger operation includes a long press operation, the second trigger operation includes a first sliding operation, the first trigger operation and the second trigger operation are continuous, and the first sliding operation includes an operation of sliding from the first target player account to the thumbnail battle area.

9. The method according to claim 8, characterized in that, Responding to a second triggering operation on the thumbnail battle area, displaying a second position identifier of the second battle object on a display area of a first battle area of the first virtual scene or on the first battle area in a graphical user interface, includes: Responding to the first sliding operation staying on the thumbnail battle area, displaying a second position identifier of the second battle object on a display area of a first battle area of the first virtual scene or on the first battle area in a graphical user interface.

10. The method according to claim 8, characterized in that The first position identifier and / or the second position identifier includes an object identifier corresponding to the second battle object.

11. The method according to claim 5, wherein The configuration information includes the affinity icon, and the method further includes: Responding to a third triggering operation on the affinity icon, displaying role information configured for a second battle object that triggers the affinity indicated by the affinity icon on the graphical user interface.

12. The method according to claim 11, wherein The first triggering operation includes a long-press operation, the third triggering operation includes a second sliding operation, the first triggering operation and the third triggering operation are consecutive, and the second sliding operation includes an operation of sliding from the first target player account to the affinity icon.

13. The method according to claim 1, wherein, Displaying, on the graphical user interface, configuration information corresponding to a second battle object configured for the first target player account, includes: Displaying configuration information corresponding to the second battle object on a display area of a first battle area of the first virtual scene or on the first battle area in a graphical user interface.

14. The method according to claim 13, wherein The configuration information includes a second position identifier of the second battle object, and a position of the second position identifier in the display area of the first battle area is used to indicate a position of the second battle object on a second battle area in a second virtual scene of the first target player account. The method further includes: Responding to a fourth triggering operation on a second target position identifier in the second position identifier, displaying a role area on the graphical user interface; Displaying at least one of affinity information triggered by a second target battle object indicated by the second target position identifier and role information configured for the second target battle object on the role area.

15. An information display device in a game, characterized in that, Providing a graphical user interface through a terminal device, the device includes: A game session control module, configured to control multiple player accounts to enter a game session of the game, where the multiple player accounts include a first player account controlled by the terminal device; A first display module, configured to display a first virtual scene and multiple second player account identifiers in a graphical user interface, where the first virtual scene includes a first battle object, and the first battle object represents the first player account; A second display module, configured to respond to a first triggering operation on a first target player account identifier in the second player account identifiers, and display configuration information corresponding to a second battle object representing the first target player account on the graphical user interface.

16. A terminal device, characterized in that, Including a processor and a memory, the memory stores multiple instructions; the processor loads instructions from the memory to execute the information display method in the game according to any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores multiple instructions, and the instructions are adapted to be loaded by a processor to execute the information display method in the game according to any one of claims 1 to 14.