Information processing method and device in game, electronic equipment and storage medium
By setting deposit targets and adjusting the status of transaction controls in the game interface, the problem of difficult economic system in strategy games is solved, intelligent economic management and risk warning are achieved, and the accuracy of player operations and game experience are improved.
Patent Information
- Application Number
- CN202510479788.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-16
- Publication Date
- 2025-08-08
AI Technical Summary
In strategy games, especially the economic system of auto-chess games, it is difficult for novice players to understand and manage, resulting in cumbersome operations and frequent errors, affecting the game efficiency and experience.
By displaying the deposit target setting interface in the game interface, players are allowed to set the target deposit amount and adjust the visual status and available status of the transaction control based on the comparison results of the current holding amount and the target deposit amount to provide real-time economic management and risk warning.
It improves the intuitiveness and interactive experience of game economic management, reduces error operations, reduces the use of device storage and server resources, and improves the game's strategy depth and overall operation efficiency.
Smart Images

Figure CN120437638A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to an information processing method, device, electronic device, and storage medium for a game. Background Art
[0002] In strategy games, players need to rationally combine different chess pieces, using bond combinations and lineup coordination to defeat other players and achieve victory. In related technologies, the economic system of Auto Chess games primarily consists of basic gold coin acquisition and an interest mechanism, requiring players to maintain a certain balance to maximize interest income. However, this economic mechanism is difficult for novice players to understand and master. In a fast-paced battle environment, players need to simultaneously focus on chess piece purchases, lineup coordination, and economic management. This operation is cumbersome and prone to errors, resulting in a monotonous and unfriendly gameplay. Furthermore, due to the lack of effective economic management support functions, a large number of erroneous operations and undo requests consume device storage space, increase server processing burden, and affect the overall efficiency of the game. Summary of the Invention
[0003] The purpose of the present disclosure is to provide a method, device, electronic device and storage medium for information processing in a game, so as to realize intelligent game economic management and risk warning functions.
[0004] In a first aspect, the present disclosure provides an information processing method in a game, providing a graphical user interface through a terminal, wherein the graphical user interface includes a game interface, and the method includes: displaying a deposit target setting interface in the game interface in response to a setting trigger operation; determining a target deposit amount in response to a setting operation on the deposit target setting interface; displaying a deposit prompt logo in the game interface, wherein the deposit prompt logo is used to indicate the target deposit amount; and adjusting the visual state and / or available state of a transaction control displayed in the game interface based on a comparison result between a current holding amount and the target deposit amount, wherein the transaction control is used to trigger a game amount consumption event.
[0005] In a second aspect, the present disclosure provides an information processing device in a game, which provides a graphical user interface through a terminal, and the graphical user interface includes a game interface. The device includes: a first display module, which is used to display a deposit target setting interface in the game interface in response to a setting trigger operation; a setting module, which is used to determine the target deposit amount in response to a setting operation on the deposit target setting interface; a second display module, which is used to display a deposit prompt logo in the game interface, and the deposit prompt logo is used to indicate the target deposit amount; an adjustment module, which is used to adjust the visual state and / or available state of the transaction control displayed in the game interface according to the comparison result of the current holding amount and the target deposit amount, wherein the transaction control is used to trigger the game amount consumption matter.
[0006] In a third aspect, the present disclosure provides an electronic device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to perform the steps in the information processing method in the game described in any one of the above items.
[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to execute the steps of the information processing method in the game described in any one of the above items.
[0008] The present disclosure provides a method, apparatus, electronic device, and storage medium for processing information in a game. The method provides a graphical user interface (GUI) via a terminal, the GUI including a game interface. In response to a triggering operation, a deposit target setting interface is displayed in the game interface. In response to a setting operation on the deposit target setting interface, a target deposit amount is determined. A deposit prompt is displayed in the game interface, indicating the target deposit amount. Based on a comparison between a current balance and the target deposit amount, the visual state and / or usability of a transaction control displayed in the game interface is adjusted, wherein the transaction control is used to trigger a game balance consumption event. The method provided in this embodiment makes game economic management intuitive and clear, allowing users to monitor their economic status in real time through the deposit prompt, effectively reducing user understanding and operational complexity. Simultaneously, the system automatically adjusts the transaction control status based on the comparison between the current balance and the target amount, providing timely visual feedback, which not only enhances the interactive experience but also enriches the depth of the game's strategic level. Furthermore, the method reduces erroneous operations and subsequent cancellation processing requirements through an intelligent economic management mechanism, significantly reducing device storage and server resource usage, and addressing resource utilization efficiency issues in computer game systems. BRIEF DESCRIPTION OF THE DRAWINGS
[0009] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0010] Figure 1 A flowchart of an interactive method in a game provided by an embodiment of the present disclosure; Figure 2 A schematic diagram of an application scenario of the interactive method in a game provided by an embodiment of the present disclosure; Figure 3A schematic diagram of another application scenario of the interactive method in a game provided by an embodiment of the present disclosure; Figure 4 Schematic diagram of another application scenario of the interactive method in the game provided by the embodiment of the present disclosure Figure 5 A schematic diagram of the structure of an interactive device in a game provided by an embodiment of the present disclosure; Figure 6 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0011] The following will clearly and completely describe the technical solutions of the present disclosure in conjunction with the embodiments. Obviously, the embodiments described are only a part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making any creative efforts are within the scope of protection of the present disclosure.
[0012] This embodiment provides a method for processing information in a game, which provides a graphical user interface through a terminal device, and displays a game interface in the graphical user interface. The game interface includes a game scene screen and a user interface (UI interface). The game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used to interact with the user and may include buttons, animations, text, sounds, windows, and other game design elements that directly or indirectly contact the user. In an optional embodiment, the interface elements in the user interface may include the following controls: (1) controls related to controlling characters, such as skill controls, movement controls, function controls, etc.; (2) controls for indicating information, which may also be called information indicators, such as direction indicators, character indicators, character strength indicators, item pickup points, or treasure chest location points; (3) information display controls, which may also be called information display areas, such as displaying basic character information (character name, occupation, health value, true energy value, etc.), character status information (such as whether unconscious, poisoned, etc.), or game information (such as the number of kills, game time, etc.); (4) game setting controls, such as system settings, stores, gold coins, etc. In addition, different games may display different controls in their user interfaces. Some games may also include a friend list control, which allows users to view information about added friends and perform operations such as chatting, visiting their homes, and deleting them. Other games may include quest-related controls, such as displaying the current quest list, including main and side quests. These controls can help users better manage and play the game.
[0013] In an optional embodiment, the game scene screen is a screen corresponding to the virtual scene displayed by the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, also called player virtual characters), NPC characters (Non-Player Characters), AI (Artificial Intelligence) characters, etc. that execute game logic in the virtual scene. The game scene screen usually changes with the movement of the controlled virtual characters.
[0014] The aforementioned virtual scene is the content displayed (or provided) when the game application is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, or a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. The aforementioned virtual objects refer to dynamic objects that can be controlled in the virtual scene. Optionally, the dynamic objects can be virtual characters, virtual animals, cartoon characters, etc. The virtual objects are characters controlled by the player through an input device, or AI characters set up for battle in a virtual environment through training, or NPCs set up for battle in a virtual scene. Optionally, the virtual objects are virtual characters competing in the virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle, which is not limited in the embodiments of the present disclosure. In one possible implementation, the user can control the movement of the virtual object in the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to fight with other virtual objects using skills, virtual props, etc. provided by the application.
[0015] In one embodiment of the present disclosure, the in-game information processing method can be executed on a terminal device or a server. The terminal device can be a local terminal device, such as a touch-sensitive device or a non-touch-sensitive device. When the in-game information processing method is executed on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and a client device.
[0016] In an optional embodiment, cloud games can be run under the cloud interaction system. Cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information processing method in the game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the terminal device performing information processing is the cloud game server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game interface and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game interface.
[0017] In an optional embodiment, the terminal device may be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device may provide the game interface to the player in a variety of ways, for example, it may be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen being used to present the game interface, the game interface including the game scene screen, and the processor being used to run the game, generate the game interface, and control the display of the game interface on the display screen.
[0018] In this embodiment, a method for processing information in a game is provided. The method provides a graphical user interface through a terminal, and the graphical user interface includes a game interface. Figure 1 is a flow chart of an information processing method in a game according to an embodiment of the present disclosure, such as Figure 1 As shown, the process includes the following steps: Step S101, in response to a setting trigger operation, displaying a deposit target setting interface in the game interface; Step S102, in response to a setting operation on the deposit target setting interface, determining a target deposit amount; Step S103: Displaying a deposit reminder icon in the game interface, where the deposit reminder icon is used to indicate the target deposit amount; Step S104: adjusting the visual state and / or usable state of a transaction control displayed in the game interface according to the comparison result between the current held amount and the target deposit amount, wherein the transaction control is used to trigger the game amount consumption event.
[0019] The method provided in this embodiment provides a quick way to lock in a target deposit amount, allowing players to more effectively execute their game economic management plans in fast-paced games. This method also effectively prevents players from causing economic collapse due to misoperations in time-sensitive gaming environments through visual cues and interactive control state adjustments. This significantly enhances the interactive experience and game richness, while also resolving computer interaction issues related to economic system teaching and management in Auto Chess games.
[0020] The above steps are described in detail below.
[0021] In step S101, in response to a setting trigger operation, a deposit target setting interface is displayed in the game interface.
[0022] The setting trigger operation is an operation performed by the player on a specific control or area in the game interface to trigger the deposit target setting interface.
[0023] In an alternative embodiment, the triggering action can be a long-press of the gold coin icon in the game interface. This intuitive operation aligns with the user's mental model; when players want to manage their in-game gold, they naturally focus on icons related to gold coins. For example, in Auto Chess, players can long-press the icon in the lower-right corner of the screen displaying their current gold holdings for approximately one second to trigger the display of the deposit goal setting interface.
[0024] In an alternative embodiment, the triggering action can also be a click on a specific function button in the game interface. This approach is more direct and allows players to quickly find and use the function. For example, the game interface could have a dedicated "Deposit Plan" button; players can click it to directly open the deposit goal setting interface.
[0025] In an alternative embodiment, the triggering operation can also be a multi-step process performed through the in-game menu system. This approach is suitable for providing players with a deposit goal setting function as part of the game system settings. For example, a player can click the "Settings" button in the game interface, then select "Economy Management" from the pop-up menu, and finally click "Set Deposit Goal" to trigger the deposit goal setting interface.
[0026] Among them, the game interface is the main interface for players to interact in the game, which includes the core gameplay elements and functional controls of the game.
[0027] In one alternative embodiment, the game interface is a battle interface for an Auto Chess game, displaying a board, pieces, player resource information, and various function buttons. This interface design intuitively presents the core game elements to the player, facilitating tactical decision-making. For example, in an Auto Chess game, the game interface includes an octagonal board in the center, a battle preparation area at the bottom, a shop area on the right, and a resource information bar at the top (displaying the player's current health, gold coin count, etc.).
[0028] In an alternative embodiment, the game interface can be the main battlefield interface of a turn-based strategy game, integrating combat graphics and economic management functions. This design allows players to manage their game economy without leaving the main interface. For example, between rounds, players can directly view their economic status on the main interface and make corresponding plans.
[0029] In an alternative embodiment, the game interface can also be a town or base management interface from a business simulation game, displaying the player's resources and available construction options. For example, in a city construction simulation game, the player can see a panoramic view of the city on the main interface, with various function buttons distributed around the interface, including economic management, building construction, etc.
[0030] Among them, the deposit target setting interface is an interactive interface for setting the target deposit amount, including relevant setting options and information display. It should be noted that in the embodiment of the present disclosure, the deposit target setting interface can also refer to an independent deposit target setting option.
[0031] In an alternative embodiment, the deposit target setting interface can be a centrally displayed circular wheel interface with preset target deposit amounts of different levels evenly distributed across the wheel. This wheel-like design is visually appealing and intuitive to use. For example, when a player triggers the setting operation, a circular wheel pops up in the center of the game interface. The wheel has five sectors, each representing a preset deposit target level (e.g., 10 gold coins, 20 gold coins, 30 gold coins, 40 gold coins, 50 gold coins). The player can click on any sector to select the corresponding target deposit amount.
[0032] In an alternative embodiment, the deposit target setting interface can also be a panel containing multiple preset amount buttons, each corresponding to a preset target deposit amount. This design is concise and clear, suitable for fast-paced gaming environments. For example, the interface may have five buttons neatly arranged on the screen, labeled "10 Gold Coins," "20 Gold Coins," "30 Gold Coins," "40 Gold Coins," and "50 Gold Coins." Players can quickly select their target deposit amount by simply clicking the corresponding button.
[0033] In actual game scenarios, when players are playing Auto Chess, they may have learned that maintaining a certain amount of deposits in the game can earn more interest income. To better implement this strategy, players can long press the gold coin icon in the upper right corner of the interface. At this time, a circular roulette-style deposit target setting interface will pop up in the center of the game interface. This roulette displays multiple preset deposit levels, such as 40 gold coins, 50 gold coins, 60 gold coins, etc., and the corresponding interest income information is also marked next to each level, such as "+4 gold coins per round", "+5 gold coins per round", etc. This design not only makes it convenient for players to set their target deposit amount, but also intuitively shows the difference in income brought by different deposit amounts, helping players better understand the economic mechanism of the game.
[0034] In step S102, in response to a setting operation on the deposit target setting interface, a target deposit amount is determined.
[0035] The setting operation is an operation performed by the player in the deposit target setting interface to select or adjust the target deposit amount.
[0036] In an alternative embodiment, the setting operation can be performed by the player clicking a specific sector on the roulette wheel deposit target setting interface. This operation is simple and direct, and the player only needs to click once to complete the setting. For example, on a roulette wheel interface displaying five different gears, if the player clicks the sector representing "50 gold coins", the system will determine the player's target deposit amount as 50 gold coins.
[0037] In an alternative embodiment, the setting operation can also involve the player dragging a slider to adjust the value. This operation allows the player greater flexibility and allows for more precise amount settings. For example, the player can drag the slider until the displayed value reaches their desired target deposit amount, such as 53 gold coins.
[0038] In an alternative embodiment, the setting operation can also involve the player directly entering an amount through a numeric input box. This method is suitable for players who have a specific target amount. For example, a numeric input box is displayed on the interface. The player can click the input box to bring up the numeric keypad, then enter a specific amount, such as "45", and finally click the confirm button to complete the setting.
[0039] The target deposit amount is the minimum number of gold coins that the player hopes to maintain in the game, which is used to obtain interest income or other strategic advantages in the game.
[0040] In an alternative embodiment, the target deposit amount can be one of several fixed levels preset by the gaming system, such as 10, 20, 30, 40, or 50 gold coins. These levels are typically associated with the interest calculation rules within the game, representing different levels of return. For example, in an Auto Chess game, 1 point of interest is earned for every 10 gold coins, capped at 5 points. Therefore, 50 gold coins is a common target deposit amount that yields the maximum interest return.
[0041] In an optional embodiment, the target deposit amount can also be customized by the player based on the current game situation and strategic needs. This flexibility allows players to make more precise decisions based on their play style and current situation. For example, an aggressive player might set a lower target deposit amount, such as 35 gold coins, to have more funds for purchasing chess pieces; while a conservative player might set a higher target amount, such as 65 gold coins, to ensure sufficient financial reserves.
[0042] In an optional embodiment, the target deposit amount can also be based on intelligent recommendations from the gaming system. The system analyzes the player's current game status, historical performance, and game progress to provide a personalized recommended amount. For example, if the system detects that a player is on a losing streak, it may recommend a higher target deposit amount to help the player recover through stable interest income.
[0043] In real-world gaming scenarios, by the middle stages of an Auto Chess game, players may have accumulated a certain amount of gold and want to maximize their financial gains by setting a reasonable deposit target. By long-pressing the gold icon to open the deposit target setting interface, players will see five preset positions displayed on the wheel: 30 gold, 40 gold, 50 gold, 60 gold, and 70 gold. The system labels the 50 gold option with a "Recommended" label and displays a message stating "Maximum Interest Yield: +5 gold per round." Considering the current game situation and their strategic needs, the player selects the 50 gold option. The system immediately confirms this selection, closes the settings interface, and sets 50 gold as the player's target deposit amount. The system also automatically locks this target amount, ensuring the player maintains focus on this financial goal throughout the game.
[0044] In step S103, a deposit prompt mark is displayed in the game interface, and the deposit prompt mark is used to indicate the target deposit amount.
[0045] Among them, the deposit reminder logo is a visual element in the game interface used to remind players that they have set a target deposit amount, helping players to keep an eye on their financial goals at all times.
[0046] In an alternative embodiment, the deposit reminder can be a small numeric icon displayed near the gold coin display area on the game interface. This design maintains a clean interface while ensuring that the reminder information is located in an area that players frequently focus on. For example, a small icon with a lock symbol and "50" displayed within it could be added to the lower right corner of the game interface, next to the current gold coin count, to indicate that the player has set a target deposit amount of 50 gold coins.
[0047] In an alternative embodiment, the deposit reminder can be designed as a progress bar, visually displaying the relationship between the current balance and the target deposit amount. This design allows players to clearly understand how far they are from their goal. For example, a horizontal progress bar can be displayed at the bottom of the game interface. The full value of the progress bar corresponds to the target deposit amount, and the current progress corresponds to the number of gold coins currently held by the player. The progress bar can also be marked with a specific value, such as "35 / 50", indicating that the current balance is 35 gold coins and the target is 50 gold coins.
[0048] In an alternative embodiment, the deposit reminder icon can also feature a dynamically changing visual effect, displaying different states depending on the difference between the current balance and the target deposit amount. This design makes the reminder more interesting and attention-grabbing. For example, when the player's balance is far below the target, the icon might flash red; turn yellow when approaching the target; and turn green and display a brief celebratory animation when the target is reached or exceeded.
[0049] The target deposit amount is the minimum amount of gold coins that the player expects to maintain, determined in the previous step and recorded by the system, and is used to guide the player's economic behavior.
[0050] In an alternative embodiment, the target deposit amount is a fixed value that remains unchanged unless the player actively changes it. This setting provides players with a clear and stable financial goal. For example, if a player sets a target deposit amount of 50 gold coins, this target value will remain at 50 gold coins throughout the game unless the player changes it again in the settings interface.
[0051] In an optional implementation, the target deposit amount can automatically adjust with the game stage. The system intelligently adjusts the optimal target deposit amount based on factors such as the current game progress and the player's tactical needs. For example, in the early stages of the game, the system might recommend a lower deposit target, such as 30 gold coins, to allow players more funds for early development. In the mid-to-late stages, the target might be gradually increased to 50 or 60 gold coins to maximize interest income.
[0052] In an optional embodiment, the target deposit amount can also be linked to special events or achievements in the game. Reaching a specific target deposit amount may trigger additional rewards or unlock special content. For example, if a player maintains a minimum deposit amount for five consecutive rounds, they may receive the "Money Savvy" achievement and corresponding in-game rewards.
[0053] In actual gameplay, when a player sets a target deposit amount of 50 gold coins in Auto Chess, the game displays a deposit reminder icon within the interface. For example, in the lower-right corner of the game interface, next to the current coin amount (38), a bubble with a small lock icon appears, displaying "Target: 50." This reminder icon is highlighted with a gold border, clearly identifying it as a target. At the same time, the current coin amount displays orange, indicating that the current balance is below the target deposit amount. These visual elements effectively remind players to control their spending and strive to reach and maintain their target deposit amount to maximize financial returns.
[0054] In step S4, the visual state and / or usable state of the transaction control displayed in the game interface is adjusted according to the comparison result between the current holding amount and the target deposit amount, wherein the transaction control is used to trigger the game amount consumption event.
[0055] Among them, the current holding amount is the amount of game currency held by the player in real time in the game, which will change with the player's income and expenditure behavior.
[0056] In an alternative implementation, the current balance can be calculated as the total amount of gold coins earned through various in-game activities, minus any gold coins spent. This is the most basic way to calculate the balance. For example, if a player starts a match with 10 gold coins, then wins 20 gold coins, earns 5 gold coins from selling chess pieces, and spends 15 gold coins on chess pieces, their current balance would be 10 + 20 + 5 - 15 = 20 gold coins.
[0057] In an optional implementation, the current balance can also include all sources of income, including interest income. This calculation method more comprehensively reflects the player's financial status. For example, if a player holds 40 gold coins at the end of the previous round and is entitled to 4 points of interest income according to the game rules, the system will add these 4 points of interest to the player's current balance at the beginning of the new round.
[0058] In an optional embodiment, the current balance can be displayed in different formats on the interface to help players better understand their financial situation. For example, the game can break down the player's current balance into "base balance + interest income + other income" to clearly understand the source and proportion of each income component.
[0059] The comparison result is the judgment made by the system by calculating the difference between the current holding amount and the target deposit amount, which is used to determine whether the status of the transaction control needs to be adjusted.
[0060] In an optional implementation, the comparison results can be simply categorized into three scenarios: below target, equal to target, and above target. The system then implements corresponding interface adjustment strategies based on these three different scenarios. For example, if the comparison result is "below target," the system may restrict or prompt the transaction control; if the comparison result is "equal to target" or "above target," no special restrictions will be imposed.
[0061] In an optional embodiment, the comparison results can be divided into multiple levels more finely, and different degrees of interface adjustment are adopted according to the size of the difference. For example, the difference between the current holding amount and the target deposit amount can be divided into levels such as "severely insufficient" (difference > 20), "slightly insufficient" (0 < difference ≤ 20), "attaining target" (difference = 0), and "surplus" (difference < 0), each level corresponding to a different interface feedback intensity.
[0062] In an alternative embodiment, the comparison results can be combined with factors such as the current game situation and the player's historical behavior patterns to make a comprehensive judgment. For example, if the system detects that the player is currently on a losing streak and on the verge of financial collapse, even if the current balance is only slightly below the target deposit amount, the system may issue a stronger warning. Conversely, if the player is currently in a good situation, the warning intensity may be relatively low even if the gap is large.
[0063] Among them, transaction controls are interactive elements in the game interface that are used to trigger consumption, purchase or other amount consumption behaviors, such as purchase buttons, store entrances, etc.
[0064] In an alternative embodiment, the transaction control can be a game mall or store entrance button, which, when clicked, opens the in-game shopping interface. This is the most common way to spend money. For example, in Auto Chess games, there is often a "Shop" or "Buy" button on the right side or bottom of the interface, which players can click to purchase various chess pieces or items.
[0065] In an alternative embodiment, the transaction control can also be a function button that directly executes a purchase action, such as a refresh button or a buy experience button. Clicking such a button immediately consumes the corresponding amount of money. For example, in many Auto Chess games, there is a "Refresh" button that consumes 2 gold coins and updates the available chess pieces in the store.
[0066] In an optional embodiment, the transaction control may also include an entry or operation interface for special economic activities such as auctions and bidding. These functions may result in the consumption of a large amount of gold coins. For example, the game may have a special "auction" session where players can compete to purchase rare items, but this may require a large investment of gold coins.
[0067] Among them, the visual state refers to the appearance of the trading control on the interface, including visual features such as color, brightness, size, and animation effects.
[0068] In an alternative embodiment, the visual state adjustment can be achieved by changing the color or brightness of the transaction control. This is the most direct form of visual feedback. For example, when a player's current balance is below the target deposit amount, the buy button may change from its normal gold color to gray or red to warn the player that it is not appropriate to make a purchase.
[0069] In an optional embodiment, adjusting the visual state may include adding a special icon or mark. This approach can provide more specific information prompts. For example, a warning icon can be added next to the purchase button, or a special effect, such as a red border or flashing effect, can be superimposed on the button to attract the player's attention.
[0070] In an alternative embodiment, the visual state can be adjusted dynamically. This approach can better attract players' attention. For example, when a player attempts to click a trade control, if the current balance is lower than the target deposit amount, the control may briefly enlarge and then return to its original state, while displaying a notification bubble to inform the player that the current operation may affect their financial returns.
[0071] Among them, the available status refers to the functional accessibility of the trading control, which determines whether players can use the control normally to perform corresponding functions.
[0072] In an alternative embodiment, the available state can be adjusted to completely disable the trading control. This is the most restrictive approach. For example, when a player's current balance is significantly below the target deposit amount, the buy button may be completely disabled, with no effect when clicked and the button appearing grayed out.
[0073] In an alternative implementation, the availability status can be adjusted by adding a confirmation step. This approach maintains accessibility but increases the barrier to entry. For example, when a player clicks the Buy button, if their current balance is lower than their target deposit, an additional confirmation dialog box will pop up, reminding the player that this purchase may affect their financial plan and requiring a second confirmation.
[0074] In an alternative embodiment, the availability status can be adjusted by limiting the frequency or number of uses. This approach partially restricts the functionality. For example, when a player's current balance is below the target deposit amount, the store refresh function may be limited to one use per round, rather than unlimited use.
[0075] In an actual game scenario, suppose a player sets a target deposit of 50 gold coins in an Auto Chess game, but currently only holds 38 gold coins. At this point, the "Shop" button in the game interface changes from its original bright gold to a dull gray, and the "Buy" text originally displayed on the button turns red, with a small lock icon and a "Target: 50" prompt displayed next to it. When the player tries to click this button, the button will not be completely disabled, but a prompt window will pop up: "The current gold coins (38) are lower than the target deposit amount (50). Continuing to spend may affect your financial benefits. 1 point of interest will be provided for every 10 gold coins, up to a maximum of 5 points. Are you sure you want to continue purchasing?" The window also displays two options: Continue purchasing and Cancel. This design does not completely prevent the player's freedom of operation, but can effectively remind the player to pay attention to financial management, helping the player make more informed decisions during the tense game process.
[0076] like Figure 2 As shown, in the actual application scenario of the auto chess game, the information processing method provided in this embodiment can effectively help players manage the game economy and understand the interest mechanism. After the player enters a game of auto chess, the deposit target setting function can be triggered by long pressing the transaction control 201 of the gold coin icon in the lower right corner of the interface. The system will display a deposit target setting interface 202 in the form of a roulette wheel in the center of the interface. The deposit roulette wheel not only intuitively shows the player the relevant information about the deposit mechanism, but also provides multiple preset target deposit amount options. Figure 2 The deposit wheel shown features five different deposit amounts: 10 gold, 20 gold, 30 gold, 40 gold, and 50 gold. Next to each deposit amount is the interest earned per round for that target deposit amount, such as "50 gold - Interest: 5 / round." This design allows players to intuitively understand the difference in returns from different deposit amounts without requiring complex calculations. Regardless of your current deposit amount, you can select one. If you choose neither, you can select "Cancel" on the wheel.
[0077] Next, in response to the setting operation on the deposit target setting interface, the target deposit amount is determined. When the player clicks to select a specific amount in the deposit wheel, such as the 40 gold coin level, the system highlights the 40 gold coin level and records and determines this amount as the player's target deposit amount. This step allows players to quickly formulate appropriate economic plans based on the current battle situation and economic conditions. For example, in the early stages of the game, players may choose a lower deposit target to have more gold coins to purchase chess pieces; while in the middle and late stages, players may set a higher deposit target to earn more interest and accumulate economic advantages for subsequent rounds.
[0078] See also Figure 3 As shown, after a player selects a position on the roulette wheel, a deposit reminder icon 301 appears in the game interface, indicating the selected target deposit amount. Specifically, once the player determines the target deposit amount, the roulette wheel disappears, and the system displays a small, eye-catching icon in an appropriate location in the game interface (e.g., next to the transaction control 201), displaying the player's target deposit amount, "40 gold coins." This deposit reminder icon 301 features a distinctive visual design, such as a distinctive color or icon, ensuring players stay focused on their financial goals during fast-paced matches, preventing them from making decisions that are inconsistent with their financial planning.
[0079] Finally, based on the comparison between the current balance and the target deposit amount, the visual state and / or availability of the transaction control displayed in the game interface are adjusted. The transaction control is used to trigger the game balance consumption event. In a specific implementation, the system compares the player's current gold coin holdings (displayed on the transaction control 201) with the set target deposit amount (displayed on the deposit prompt icon 301) in real time. When the current balance is less than the target deposit amount, the transaction control 201 in the game interface that may cause gold coin consumption will undergo a noticeable visual change. For example, the gold coin number on the control will turn red, and the button itself will become grayed out, indicating that the player is not advised to make a purchase at this time.
[0080] This visual feedback mechanism is very intuitive, allowing players to immediately recognize, even in the heat of battle, how their current actions might affect their established economic goals. For example, if a player sets a target deposit of 50 gold coins but currently only has 45 gold coins, and wants to purchase a 3-gold chess piece, the transaction control will turn red and gray, reminding the player that this purchase will further deviate from the target gold balance and may result in reduced interest income.
[0081] In some cases, the system will not completely prevent players from making trades, but will instead provide a visual warning of the potential financial risks associated with such an action. Players can still choose to ignore the warning and proceed, but this design ensures that players make decisions with full understanding of the consequences, rather than failing to manage their finances due to insufficient information or operational errors.
[0082] Player clicks Figure 3 The deposit reminder mark 301 in the target deposit amount can cancel the lock state of the target deposit amount, and the deposit reminder mark 301 will disappear. Figure 4 As shown, the transaction control 201 is restored to the state before the target deposit amount is set.
[0083] Through this method, players can more intuitively understand the interest mechanics in Auto Chess and effectively manage their in-game economy in high-intensity competitive environments, avoiding economic collapse caused by momentary negligence and thus improving the overall gaming experience. This method also lowers the barrier to entry for novice players to understand and apply the interest mechanics, allowing them to more quickly master the game's economic management strategies.
[0084] As one possible implementation, the deposit target setting interface includes multiple preset deposit levels, each corresponding to a different preset target deposit amount. In response to selecting a target deposit level in the deposit target setting interface, the target deposit amount is determined based on the target deposit level. This allows players to quickly select a target deposit amount that suits their gaming strategy, improving the efficiency and convenience of in-game economic management.
[0085] Optionally, the deposit target setting interface can adopt a roulette-style circular layout, with multiple preset deposit levels evenly distributed across different sectors of the wheel. Players can select their target deposit level by tapping or swiping. This roulette-style layout is visually clear and intuitive, effectively displaying multiple options within limited screen space. It also meets the fast-paced gameplay requirements of Auto Chess games, allowing players to quickly set their target deposit amount without having to navigate complex menus. This reduces interruptions in the gameplay rhythm and maintains a consistent and smooth gaming experience, which is particularly important in turn-based games where time is limited.
[0086] Optionally, the preset deposit tiers may include, but are not limited to, five different amount tiers, such as 10 gold, 20 gold, 30 gold, 40 gold, and 50 gold, covering common deposit strategies in the game. These tiers are designed to maintain a balanced in-game economy, particularly taking into account the unique interest mechanics within Auto Chess. For every 10 gold coins reached, interest is increased by 1 gold coin, up to a maximum of 5 gold coins. This tiered setup caters to both novice players seeking lower deposit targets and experienced players seeking optimal interest returns, creating a gradual progression from entry-level to advanced.
[0087] Optionally, the system can dynamically adjust the range of preset deposit tiers for different game stages and scenarios. For example, in the early stages of the game, when players are short on funds, lower deposit tiers such as 5 gold coins, 10 gold coins, and 15 gold coins can be offered; whereas in the later stages of the game, when players have more funds, higher deposit tiers such as 30 gold coins, 40 gold coins, and 50 gold coins can be offered. This dynamic adjustment mechanism can better adapt to changes in a player's financial situation during the game, providing more accurate and practical deposit options and helping players make sound financial decisions at different stages of the game.
[0088] As a possible implementation, when determining the target deposit amount, the method further includes: locking the target deposit amount. This locking mechanism ensures that players adhere to pre-set economic strategies during the game, effectively preventing economic management errors caused by temporary decision-making changes, and improving the stability and sustainability of players' management of the game economy.
[0089] Optionally, after locking the target deposit amount, the system will continuously display the locked amount in the game interface as a reference for players' economic decisions. The continued presence of this visual cue can constantly remind players to maintain sufficient gold reserves to reach the preset target deposit amount. In Auto Chess games, due to the limited decision-making time between rounds, players can easily overlook maintaining their gold reserves when purchasing chess pieces, upgrading the store, and so on. This locking mechanism, through its continuous visual presence, reduces the risk of players neglecting their economic management due to distractions. This reminder mechanism is particularly valuable in the later stages of the game, when the battlefield situation becomes complex and there are more factors to consider.
[0090] As a possible implementation, in response to a triggering operation on the deposit reminder icon, the target deposit amount is unlocked. This allows players to flexibly adjust their economic strategies based on the actual situation in the game, improving the flexibility and controllability of the gaming experience. At the same time, the deposit reminder icon is controlled to disappear.
[0091] Optionally, a deposit reminder icon, typically a small gold coin icon or a numbered label with a lock mark, is displayed as a visual element in an appropriate location within the game interface. This icon serves as a visual reminder that the player has set a target deposit amount. If a player's game strategy changes, or if the game situation necessitates adjustments to their economic plan, they can interact with the deposit reminder icon through triggering actions such as clicking, long pressing, or swiping. The system will respond by unlocking the previously set target deposit amount, allowing the player to regain full control over the game economy, freeing themselves from the constraints of their previously set deposit target.
[0092] Optional unlocking of the target deposit amount is an important feature design consideration, as it allows for the need for strategic adjustments during gameplay. In Auto Chess games, the battle situation can change rapidly, and players may need to adjust their economic strategies based on their opponent's lineup, current bond combinations, or upcoming critical rounds. When a player realizes that the currently locked target deposit amount is no longer appropriate for the current situation, the system will immediately unlock the lock by triggering the deposit reminder icon. The corresponding transaction controls (such as the buy button) will also return to their default visual and usable states, allowing players to immediately execute new economic decisions, such as purchasing new pieces or upgrading their shop.
[0093] As a possible implementation, the deposit goal setting interface also includes interest information associated with each preset target deposit amount. This allows players to clearly understand the interest returns they can expect from different deposit amounts when setting their target deposit amount, facilitating more informed financial decisions and enhancing the transparency and strategic nature of their gaming experience.
[0094] As one possible implementation, displaying a deposit target setting interface within the game interface in response to a setup trigger operation includes: displaying the deposit target setting interface within the game interface in response to a first trigger operation on a transaction control. Thus, by triggering the display of the deposit target setting interface through a specific operation on the transaction control, players can conveniently access the deposit setting process when needed, while avoiding the need for dedicated entry buttons on the interface, thereby improving interface simplicity and user experience.
[0095] Optionally, the transaction control can be an icon or button displaying the number of gold coins in the game interface. This control is typically located at the top or in a corner of the game interface, displaying the player's current number of gold coins. The first triggering action can be a long-press on the gold coin icon. When the system detects that the player has pressed the gold coin icon for a duration exceeding a preset threshold (e.g., 1.5 seconds), it identifies this as a long-press and triggers the display of the deposit target setting interface. This triggering method is designed to facilitate game operation and prevent players from accidentally entering the settings interface during fast-paced gameplay.
[0096] Optionally, a transaction control can be a buy button or store entrance button within the game interface, typically used to trigger a purchase or open the game store interface. The first trigger action for such a button can be a specific gesture, such as an upward swipe, double-click, or right-click, distinguished from a standard click (the second trigger action). This differentiated design allows the system to implement multiple functional entrances within the same control, maintaining a simple interface while increasing functionality and meeting players' diverse economic management needs within Auto Chess.
[0097] Optionally, during the game tutorial or onboarding phase, the system can demonstrate to players how to access the deposit target setting interface through the initial triggering action, using highlighted prompts or animated guides. This guidance can be designed to be progressive, providing detailed instructions during initial use and gradually reducing the frequency of prompts until the player has mastered the operation. This teaching mechanism can help novice players quickly understand the interest mechanics and their importance in Auto Chess, reducing the steepness of the game's learning curve.
[0098] As a possible implementation, the method further includes: displaying a game store interface within the game interface in response to a second trigger operation on the transaction control. By designing different trigger operations to distinguish between the two distinct functions of deposit target setting and the game store, the interface maintains simplicity while providing access to a wide range of functions. This allows players to flexibly manage their finances or make purchases based on their needs, thereby improving the overall gaming experience and functional accessibility.
[0099] Optionally, the second triggering operation can be a click or tap on the transaction control, distinct from the first triggering operation (e.g., a long press) in the previous embodiment. This operational distinction allows the system to implement two distinct functional entrances within the same control, saving interface space and providing an intuitive user experience. When a player taps the transaction control, the system recognizes this as the second triggering operation and immediately pops up or switches to the game store interface within the game interface, allowing the player to view available items, characters, accessories, and other merchandise.
[0100] Optionally, the design of the game store interface can dynamically adjust based on the player's current game status and financial situation. For example, if a player has set a target deposit amount through the first trigger action and their current balance is lower than the target, items in the store interface may be displayed with a special visual state, such as adding a reminder mark or adjusting the transparency, to remind the player that purchasing these items may affect the set deposit goal. This design can help players maintain a clear understanding of their financial plans when making consumption decisions, avoiding impulsive purchases that may disrupt their financial plans.
[0101] As an optional embodiment, displaying a deposit reminder icon in the game interface includes displaying the deposit reminder icon in an associated area of the transaction control. By displaying the deposit reminder icon in an associated area of the transaction control, players can intuitively associate transaction behaviors with deposit targets, improving user convenience and intuitiveness, while also reminding players to maintain a coin management strategy.
[0102] Optionally, the associated area of a trading control can refer to a specific area surrounding the trading control, such as above, below, to the left, or to the right of the trading control. In a specific implementation, a deposit reminder icon can be displayed next to the "Buy" button. This layout design creates a close visual connection between the deposit reminder icon and the trading control. When players prepare to trade, they can see both the trading control and the deposit reminder icon simultaneously, naturally factoring their deposit goals into their trading decisions. This design helps users establish cognitive connections between related functions and improves interface efficiency.
[0103] As an optional implementation, the visual state of the transaction control displayed in the game interface is adjusted based on the comparison between the current balance and the target deposit amount. This includes adjusting the visual state and / or availability of the transaction control displayed in the game interface when the current balance is lower than the target deposit amount. This visual and availability changes can intuitively highlight the relationship between the player's current financial situation and their set goals, helping them better execute their pre-set financial plans and avoid impulsive spending that could affect their long-term financial strategies.
[0104] Optionally, when the current balance falls below the target deposit amount, the amount displayed on the trading control can be changed to red, creating a contrasting visual warning. This color change is an intuitive visual feedback mechanism, using red as a warning color to quickly attract players' attention.
[0105] Optionally, in addition to color changes, the transparency or brightness of the trading control can be adjusted to create a "grayed-out" effect, disabling its interactive functionality and rendering it unclickable. This dual adjustment of both the visual and available states not only provides visual feedback but also functionally prevents players from performing actions that could violate economic objectives. Graying out is a common visual cues used in interface design to indicate an "unavailable" state, and players generally understand the message conveyed by this visual cue. In this way, the system can gently and effectively guide players to follow pre-defined economic strategies without interrupting the game flow or annoying pop-up prompts, preventing short-term decisions from negatively impacting long-term economic planning.
[0106] Optionally, while adjusting the visual state of the trading control, you can also add a brief text prompt. For example, displaying a message like "Requires to deposit XX coins" next to the trading control clearly indicates the difference between the player's current balance and the target deposit amount. This digital, concrete prompt can reduce the player's mental arithmetic burden and provide a precise decision-making reference. During the game, players often need to process multiple pieces of information and make decisions simultaneously. Providing clear numerical differences can reduce the player's cognitive load and make the decision-making process smoother. This design not only considers the functional needs of the game but also focuses on the humanistic aspects of the user experience. By reducing unnecessary mental calculations, players can focus more on game strategy and fun, rather than tedious numerical calculations.
[0107] As an optional implementation, when a player's actions cause the current balance to fall below a preset strategy threshold, a strategy conflict prompt is triggered. This strategy conflict prompt includes at least one of the following: changing the visual state of the transaction control; displaying profit comparison information on the game interface, including a comparison of short-term profit and long-term loss values; or displaying an undo control with a countdown function on the graphical user interface. This strategy conflict prompt mechanism can help players avoid long-term financial losses caused by short-term decisions, while providing opportunities for recovery, improving the gaming experience and the accuracy of user strategy execution.
[0108] Optionally, the preset strategy threshold can be set based on the interest mechanism in the game system, for example, 50 gold coins or 40 gold coins. In auto chess games, maintaining a certain amount of gold coin balance is crucial to maximizing interest income. Every 10 gold coins can increase the interest by 1 point, up to a maximum of 5 points. When the player's gold coin balance falls below the threshold due to purchasing game props, characters, or other consumption behaviors, the system will consider that this operation may harm the player's long-term economic benefits, thereby triggering a strategy conflict prompt. This threshold can be dynamically adjusted according to the design of the in-game economic system, or different levels of thresholds can be provided according to the player's level or game progress to adapt to the economic management needs in different situations.
[0109] Optionally, changing the visual state of the trading control in the strategy conflict prompt can be achieved in a variety of ways, including but not limited to changing the color of the trading control (such as changing from the default color to a red or orange warning color), changing the size of the trading control (such as briefly enlarging it to attract attention), changing the shape of the trading control (such as adding a warning border or warning icon), and changing the animation effect of the trading control (such as adding a flashing effect or vibration effect). These visual changes are intended to alert players to the potential negative impact of current operations through significant visual differences. Especially in fast-paced games with short decision-making time, this intuitive visual feedback can effectively guide players to examine the rationality of their decisions. The change in visual state can automatically resume after a period of time, or it can be restored after the player's gold coin amount exceeds the preset strategy threshold again.
[0110] Optionally, the display of profit comparison information can take various forms, such as pop-ups, floating prompts, numerical comparison charts, etc. The short-term profit value can be expressed as the immediate profit obtained by the player's current operation, such as "obtaining 3 gold coins", "obtaining 1 game prop", etc.; the long-term loss value can be expressed as the subsequent negative impact that may be caused by the operation, such as "obtaining 5 gold coins less interest in 2 rounds", "may cause economic collapse, affecting the purchase of key characters", etc. This kind of comparison information is not just a simple numerical display, but an intuitive comparison of short-term behavior and long-term consequences, helping players establish a cognitive connection between economic decisions and the long-term development of the game. In this way, the system can provide decision-making support information without interrupting the game flow, thereby enhancing the player's strategic thinking ability.
[0111] Optionally, an undo control with a countdown function can be displayed prominently in the game interface immediately after a strategic conflict is triggered, such as in the center of the interface or near the trade control. This undo control can include a countdown animation (such as a gradually decreasing circular progress bar) and a display of the remaining seconds (such as "5," "4," "3," etc.). The countdown duration can be set to suit the game's tempo, typically ranging from 5 seconds to 3-10 seconds, ensuring players have ample time to consider whether to undo the action without excessively prolonging the game. After the countdown ends, the undo control automatically disappears, and the action's outcome takes effect. This time-limited undo mechanism provides a chance for redemption while maintaining the game's tension and immediacy, balancing the needs of gameplay experience and strategic learning.
[0112] Optionally, the triggering of strategy conflict prompts can be based on multiple complex conditions, not just a single gold threshold. For example, the system can comprehensively consider factors such as the current game stage, the player's win / loss streak, special events in the game, and the economic status of other players, using a more complex strategy evaluation model to determine whether to trigger a conflict prompt. This multi-dimensional triggering mechanism can more accurately identify actions that are truly detrimental to the player's long-term interests and reduce unnecessary prompt interference. The system can also record players' response patterns to strategy conflict prompts and gradually adjust the frequency and intensity of prompts to provide different players with a personalized strategy assistance experience, taking into account the learning needs of novice players while respecting the decision-making autonomy of experienced players.
[0113] Optionally, the content of the strategy conflict prompt can be designed differently based on the specific operation type that causes the amount to fall below the preset strategy threshold. For example, when a player attempts to purchase non-essential items and the amount is too low, the prompt may focus on the comparison of economic benefits; when the player sells a key bond card and the amount changes, the prompt may focus on the long-term impact of the lineup strategy; when the player chooses not to deposit money and directly consumes, the prompt may focus on the loss of interest income. This context-related prompt content design makes the system's suggestions more accurate and targeted, and can help players understand the different impact dimensions of different types of decisions, thereby cultivating a more comprehensive game strategy thinking ability and economic management awareness.
[0114] As an optional implementation, in response to a triggering operation on the undo control, the operation that caused the current balance to fall below the preset policy threshold is rolled back. This allows players to promptly correct their decisions through the undo mechanism if they realize their actions may result in long-term financial losses, preventing the gaming experience from being affected by momentary negligence or misoperation, while also promoting more rational game economic management.
[0115] Optionally, the undo control can be triggered by a variety of interactive methods, including click, long press, drag, etc. Click triggering is the most common and intuitive operation method. Players only need to click the undo control to immediately trigger the rollback mechanism.
[0116] Optionally, the rollback operation may be performed differently depending on the specific type of operation that caused the amount to fall below the preset policy threshold. For purchase operations, the rollback may include refunding the gold coins consumed and recovering the purchased items or characters; for sale operations, the rollback may include returning the sold items or characters and deducting the gold coins obtained; for upgrade operations, the rollback may require restoring the original level of the character or props and returning the resources consumed for the upgrade. The system needs to accurately record the details of each transaction and operation, including information such as the operation type, operation object, amount change, item status change, etc., to ensure that the game state can be accurately restored to the state before the operation was performed. In a complex game environment, the rollback mechanism needs to take into account the chain effect of the operation to ensure that the related game elements can be correctly returned to their initial state.
[0117] Based on the above method embodiment, the embodiment of the present disclosure further provides an information processing device for a game, which provides a graphical user interface through a terminal, and the graphical user interface includes a game interface, see Figure 5 , the device includes the following modules: A first display module 501 is configured to display a deposit target setting interface in the game interface in response to a setting trigger operation; A setting module 502 is configured to determine a target deposit amount in response to a setting operation on the deposit target setting interface; The second display module 503 is used to display a deposit prompt mark in the game interface, where the deposit prompt mark is used to indicate the target deposit amount; The adjustment module 504 is used to adjust the visual state and / or usable state of the transaction control displayed in the game interface according to the comparison result of the current holding amount and the target deposit amount, wherein the transaction control is used to trigger the game amount consumption event.
[0118] The above-mentioned device displays a deposit target setting interface in the game interface in response to a setting trigger operation; determines a target deposit amount in response to a setting operation on the deposit target setting interface; displays a deposit prompt icon in the game interface, the deposit prompt icon indicating the target deposit amount; and adjusts the visual state and / or usability of a transaction control displayed in the game interface based on a comparison between the current balance and the target deposit amount, wherein the transaction control is used to trigger a game balance consumption event. The method provided by this embodiment makes game economic management intuitive and clear, allowing users to monitor their economic status in real time through the deposit prompt icon, effectively reducing user understanding and operational complexity. Simultaneously, the system automatically adjusts the transaction control status based on the comparison between the current balance and the target amount, providing timely visual feedback, which not only enhances the interactive experience but also enriches the depth of the game's strategic level. Furthermore, this method reduces erroneous operations and the need for subsequent undo processing through an intelligent economic management mechanism, significantly reducing device storage and server resource usage, and addressing resource efficiency issues in computer game systems.
[0119] As a possible implementation, the deposit target setting interface includes multiple preset deposit levels, each preset deposit level corresponds to a different preset target deposit amount; the setting module 502 is specifically used to: respond to the selection operation of the target deposit level in the deposit target setting interface, and determine the target deposit amount according to the target deposit level.
[0120] As a possible implementation, the setting module 502 is further configured to: lock the target deposit amount when determining the target deposit amount.
[0121] As a possible implementation, the setting module 502 is further configured to: release the locked state of the target deposit amount in response to a triggering operation on the deposit prompt identifier.
[0122] As a possible implementation method, the deposit target setting interface also includes interest information associated with each preset target deposit amount.
[0123] As a possible real-time manner, the first display module 501 is specifically configured to: display a deposit target setting interface in the game interface in response to a first triggering operation on the transaction control.
[0124] As a possible real-time manner, the first display module 501 is further configured to: display the game mall interface in the game interface in response to a second triggering operation on the transaction control.
[0125] As a possible real-time manner, the second display module 503 is specifically configured to display a deposit reminder logo in an associated area of the transaction control.
[0126] As a possible real-time approach, the adjustment module 504 is specifically configured to adjust the visual state and / or usable state of the transaction control displayed in the game interface when the current holding amount is lower than the target deposit amount.
[0127] As a possible implementation, the adjustment module 504 is further configured to: trigger a policy conflict prompt when detecting that a player's operation causes the current amount to be lower than a preset policy threshold; The policy conflict prompt includes at least one of the following: Changing the visual state of the transaction control; Displaying profit comparison information on the game interface, the profit comparison information including a comparison between short-term profit values and long-term loss values; An undo control with a countdown function is displayed on the graphical user interface.
[0128] As a possible implementation, the device further includes a revocation module, which is configured to respond to a trigger operation on a revocation control and roll back the operation that causes the current amount to be lower than a preset policy threshold.
[0129] As a possible implementation manner, the second display module 503 is specifically configured to display a recommendation mark on a target deposit range among a plurality of preset deposit ranges, where the recommendation mark is used to indicate that the target deposit range is a recommended deposit range.
[0130] As a possible implementation, the second display module 503 is further configured to: during the period of locking the target deposit amount, when it is detected that the current amount reaches the target deposit amount, restore the default visual state and / or default available state of the transaction control.
[0131] The information processing device in the game provided by the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for parts not mentioned in the embodiment of the information processing device in the game, reference may be made to the corresponding content in the aforementioned information processing method embodiment in the game.
[0132] The term "and / or" herein simply describes an association relationship between associated objects, indicating that three relationships can exist. For example, "A and / or B" can represent the existence of three situations: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" herein refers to any combination of at least two of any one or more of a plurality of items. For example, "at least one of A, B, and C" can represent any one or more elements selected from the set consisting of A, B, and C.
[0133] The present disclosure also provides an electronic device, such as Figure 6As shown, it is a structural diagram of the electronic device, wherein the electronic device includes a processor 111 and a memory 110, the memory 110 stores computer executable instructions that can be executed by the processor 111, and the processor 111 executes the computer executable instructions to implement the information processing method in the above-mentioned game.
[0134] exist Figure 6 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113 , wherein the processor 111 , the communication interface 113 and the memory 110 are connected via the bus 112 .
[0135] Among them, the memory 110 may include high-speed random access memory (RAM), and may also include non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 113 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 112 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 5 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0136] The processor 111 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 111 or software instructions. The above-mentioned processor 111 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium mature in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, registers, etc. The storage medium is located in the memory, and the processor 111 reads the information in the memory and completes the steps of the information processing method in the game of the above embodiment in combination with its hardware.
[0137] The embodiments of the present disclosure also provide a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the information processing method in the above-mentioned game. The specific implementation can be found in the aforementioned method embodiment, which will not be repeated here.
[0138] The computer program product of the information processing method, device and electronic device in the game provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments and will not be repeated here.
[0139] Unless otherwise specifically stated, the relative steps, numerical expressions and numerical values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.
[0140] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program code, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0141] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0142] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.
Claims
1. A method for processing information in a game, providing a graphical user interface through a terminal, wherein the graphical user interface includes a game interface, characterized in that: The method comprises: In response to the setting trigger operation, displaying a deposit target setting interface in the game interface; In response to a setting operation on the deposit target setting interface, determining a target deposit amount; Displaying a deposit prompt mark in the game interface, wherein the deposit prompt mark is used to indicate the target deposit amount; According to the comparison result between the current holding amount and the target deposit amount, the visual state and / or usable state of the transaction control displayed in the game interface is adjusted, wherein the transaction control is used to trigger the game amount consumption event.
2. The method according to claim 1, characterized in that The deposit target setting interface includes a plurality of preset deposit levels, each of which corresponds to a different preset target deposit amount; The step of determining the target deposit amount in response to a setting operation on the deposit target setting interface includes: In response to a selection operation on a target deposit level in the deposit target setting interface, a target deposit amount is determined according to the target deposit level.
3. The method according to claim 1, characterized in that When determining the target deposit amount, the method further includes: Lock in the target deposit amount.
4. The method according to claim 3, characterized in that The method further comprises: In response to a triggering operation on the deposit prompt identifier, the locked state of the target deposit amount is released.
5. The method according to claim 2, characterized in that The deposit target setting interface also includes interest information associated with each preset target deposit amount.
6. The method according to claim 1, characterized in that In response to the setting trigger operation, displaying a deposit target setting interface in the game interface includes: In response to a first triggering operation on the transaction control, a deposit target setting interface is displayed in the game interface.
7. The method according to claim 1, characterized in that The method further comprises: In response to a second triggering operation on the transaction control, a game mall interface is displayed in the game interface.
8. The method according to claim 1, characterized in that The displaying of a deposit prompt mark in the game interface includes: A deposit reminder indicator is displayed in an associated area of the transaction control.
9. The method according to claim 1, characterized in that The adjusting the visual state of the transaction control displayed in the game interface according to the comparison result of the current holding amount and the target deposit amount includes: When the current holding amount is lower than the target deposit amount, the visual state and / or available state of the transaction control displayed in the game interface is adjusted.
10. The method according to claim 1, characterized in that The method further comprises: When it is detected that the player's operation causes the current amount to fall below the preset strategy threshold, a strategy conflict prompt is triggered; The policy conflict prompt includes at least one of the following: Changing the visual state of the transaction control; Displaying profit comparison information on the game interface, the profit comparison information including a comparison between short-term profit values and long-term loss values; An undo control with a countdown function is displayed on the graphical user interface.
11. The method according to claim 10, characterized in that The method further comprises: In response to the triggering operation on the revocation control, the operation that causes the current amount to be lower than the preset policy threshold is rolled back.
12. The method according to claim 2, characterized in that The method further comprises: A recommendation mark is displayed on a target deposit range among the plurality of preset deposit ranges, and the recommendation mark is used to indicate that the target deposit range is a recommended deposit range.
13. The method according to claim 3, characterized in that The method further comprises: During the period of locking the target deposit amount, when it is detected that the current amount reaches the target deposit amount, Restoring the default visual state and / or default usable state of the transaction control.
14. An information processing device for a game, providing a graphical user interface through a terminal, wherein the graphical user interface includes a game interface, characterized in that: The device comprises: a first display module, configured to display a deposit target setting interface in the game interface in response to a setting trigger operation; A setting module, configured to determine a target deposit amount in response to a setting operation on the deposit target setting interface; a second display module, configured to display a deposit prompt mark in the game interface, wherein the deposit prompt mark is configured to indicate the target deposit amount; An adjustment module is used to adjust the visual state and / or usable state of a transaction control displayed in the game interface according to a comparison result between the current held amount and the target deposit amount, wherein the transaction control is used to trigger a game amount consumption event.
15. An electronic device, characterized in that: The invention comprises a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method according to any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 13.
