Game information processing method and device, electronic equipment and storage medium
By setting the moving path and object health adjustment mechanism in the game interface, the problem of insufficient game interaction is solved, and the diversification of game modes and interaction is achieved.
Patent Information
- Application Number
- CN202510848301.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-23
- Publication Date
- 2025-08-22
AI Technical Summary
In existing games, the game objects are single in the gameplay in the scenes where the pursuers are chased, resulting in poor game interaction.
By displaying the moving path in the graphical user interface and setting the first object and the second object on the path, the first object is controlled to automatically move along the path, the second object automatically chases, and adjusts the health value of both to determine the game's victory or defeat based on the health value.
It improves the interactiveness and challenge of the game, and increases the immersion and participation of players through two-way gameplay.
Smart Images

Figure CN120515091A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a game information processing method, device, electronic device, and storage medium. Background Art
[0002] Driven by the internet, the continuous development and evolution of hardware and software technologies have led to the emergence of smart devices and software. Simultaneously, a large number of games with diverse themes have emerged to meet user needs. With the vigorous development of various technologies in the gaming industry, people are placing greater emphasis on gaming experience.
[0003] Currently, in some game scenes where game objects move in the game scene to avoid being captured by pursuers, players can generally only control the game objects to perform one-way avoidance, that is, players control the game objects to perform specific actions during movement, such as jumping, to avoid obstacles, traps or pursuers in the game scene. As a result, the game objects have a single way of playing in the game scene where they are being pursued, resulting in poor game interactivity. Summary of the Invention
[0004] The embodiments of the present application provide a game information processing method, device, electronic device, and storage medium, which can diversify the game mode of a game object in a game scene where the game object is being pursued by a pursuer, thereby improving the interactivity of the game.
[0005] In a first aspect, an embodiment of the present application provides a method for processing game information, providing a graphical user interface through a terminal device, the method comprising:
[0006] Displaying at least a portion of the movement path in the graphical user interface, and placing a first object and a second object participating in the game on the movement path, wherein the first object is controlled by a terminal device and is configured with a first health value, and the second object is configured with a second health value;
[0007] controlling the first object to automatically move along the movement path, and controlling the second object to automatically pursue the first object along the movement path;
[0008] During the pursuit process, in response to the first object being controlled by the terminal device to perform a designated game behavior in the movement path or the second object catching up with the first object, controlling the adjustment of the first health value of the first object; and in response to the second object being attacked by the first object, controlling the adjustment of the second health value of the second object;
[0009] In response to the first life value being lower than the first preset value, the first object is determined to have failed and the game is ended; or in response to the first life value being not lower than the first preset value and the second life value being lower than the second preset value, the first object is determined to have won and the game is ended.
[0010] In a second aspect, an embodiment of the present application provides a game information processing device that provides a graphical user interface through a terminal device, the device comprising:
[0011] a path display module, configured to display at least a portion of the movement path in the graphical user interface and to arrange a first object and a second object participating in the game on the movement path, wherein the first object is controlled by a terminal device and is configured with a first health value, and the second object is configured with a second health value;
[0012] a movement module, configured to control the first object to automatically move along the movement path, and to control the second object to automatically pursue the first object along the movement path;
[0013] an adjustment module, configured to, during the pursuit process, control adjustment of the first health value of the first object in response to the first object being controlled by the terminal device to perform a specified game behavior in the movement path or the second object catching up with the first object, and control adjustment of the second health value of the second object in response to the second object being attacked by the first object;
[0014] The game ending module is used to determine that the first object has failed and end the game game in response to the above-mentioned first life value being lower than the first preset value, or to determine that the first object has won and end the game game in response to the above-mentioned first life value being not lower than the above-mentioned first preset value and the above-mentioned second life value being lower than the second preset value.
[0015] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; a processor loading instructions from the memory to execute the steps of any one of the game information processing methods provided in the embodiment of the present application.
[0016] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, which stores a plurality of instructions suitable for loading by a processor to execute the steps of any one of the game information processing methods provided in the embodiment of the present application.
[0017] In a fifth aspect, an embodiment of the present application further provides a computer program product, comprising a computer program or instructions, which, when executed by a processor, implements the steps of any one of the game information processing methods provided in the embodiments of the present application.
[0018] By adopting the solution of the embodiment of the present application, at least a part of the moving path can be displayed in the above-mentioned graphical user interface, and a first object and a second object participating in the game game can be set on the above-mentioned moving path, wherein the above-mentioned first object is controlled by the terminal device and configured with a first life value, and the above-mentioned second object is configured with a second life value; the above-mentioned first object is controlled to automatically move along the above-mentioned moving path, and the above-mentioned second object is controlled to automatically pursue the above-mentioned first object along the above-mentioned moving path; during the pursuit process, in response to the above-mentioned first object being controlled by the above-mentioned terminal device to perform a specified game behavior in the above-mentioned moving path or the above-mentioned second object catching up with the above-mentioned first object, the above-mentioned first life value of the above-mentioned first object is controlled to be adjusted. , and in response to the second object being attacked by the first object, controlling the adjustment of the second life value of the second object; in response to the first life value being lower than the first preset value, determining that the first object has failed and ending the game, or in response to the first life value being not lower than the first preset value and the second life value being lower than the second preset value, determining that the first object has won and ending the game, thereby introducing life values for the first object and the second object to facilitate the interaction between the first object and the second object during the movement on the moving path, adjusting the corresponding life values based on the interaction between the two parties, and diversifying the game methods of the game objects in the game scene where they are pursued by the pursuers, thereby improving the interactivity of the game. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0020] Figure 1 This is a flowchart of an embodiment of the game information processing method provided in the embodiments of the present application;
[0021] Figure 2 is a schematic diagram of the movement path provided in the embodiment of the present application;
[0022] Figure 3 This is a schematic diagram of a role selection page provided in an embodiment of the present application;
[0023] Figure 4 This is a schematic diagram of the game start button provided in an embodiment of the present application;
[0024] Figure 5 This is a schematic diagram of the game start screen provided in an embodiment of the present application;
[0025] Figure 6This is a schematic diagram of a game pause page provided in an embodiment of the present application;
[0026] Figure 7 This is a schematic diagram of the game details page provided in an embodiment of the present application;
[0027] Figure 8 This is a schematic diagram of a teaching page provided in an embodiment of the present application;
[0028] Figure 9 This is a schematic diagram of the display style of the second object when it is hit, provided in an embodiment of the present application;
[0029] Figure 10 This is a schematic diagram of the reward page provided in the embodiment of this application;
[0030] Figure 11 This is a schematic diagram of the game settlement page provided in an embodiment of the present application;
[0031] Figure 12 This is a schematic diagram of a player ranking list provided in an embodiment of the present application;
[0032] Figure 13 This is a schematic diagram of the skill level improvement page provided in an embodiment of the present application;
[0033] Figure 14 is a structural diagram of a game information processing device provided in an embodiment of the present application;
[0034] Figure 15 It is a structural diagram of the electronic device provided in the embodiment of the present application. DETAILED DESCRIPTION
[0035] The technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the 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 of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of this application. At the same time, in the description of the embodiments of the present application, the terms "first", "second", etc. are only used to distinguish the descriptions and cannot be understood as indicating or implying relative importance. Thus, the features defined as "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present application, the meaning of "multiple" is two or more, unless otherwise clearly and specifically defined.
[0036] Before explaining the embodiments of the present application in detail, some terms involved in the embodiments of the present application are first explained.
[0037] The term "graphical user interface" refers to a graphical user interface (GUI) generated by executing a software application on a processor of a mobile terminal or other terminal and rendering it on a display. It can be a display screen interface of a terminal device. The graphical user interface can include a UI interface for player interaction and a game screen. The UI interface can include game controls (e.g., skill controls, movement controls, function controls, etc.), indicators (e.g., direction indicators, character indicators, etc.), information display areas (e.g., kill count, match time, etc.), or game settings controls (e.g., system settings, store, gold coins, etc.). In an optional embodiment, the game screen is the display screen corresponding to the virtual scene displayed by the terminal device. The game screen can present the entire virtual scene, or only a portion of the virtual scene if the virtual scene is relatively large. The virtual scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc., as well as multiple dynamic virtual objects, such as game characters, NPC characters, AI characters, and other virtual objects that execute game logic in the virtual scene.
[0038] Among them, the game game scene is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the game game scene can be a simulation environment of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game game scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the game game scene. For example, the game game scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user can control the virtual character to move along the movement path in the game game scene.
[0039] Among them, the game character refers to a dynamic object that can be controlled in a virtual scene. Optionally, the game character can be a virtual person, a virtual animal, an anime character, etc. The game character can be a virtual avatar used to represent the user in the virtual scene. The virtual scene can include at least one game character, each game character has its own shape and volume in the virtual scene, and occupies a part of the space in the virtual scene. In one possible implementation, the user can control the game character to move in the virtual scene, for example, to control the game character to run, jump, crawl, etc., and can also control the game character to fight other game characters using skills and virtual props provided by the application.
[0040] In this embodiment, the first object may be a game character controlled by a user through operations on a client. In some embodiments, the first object may be a virtual character competing in a virtual scene. In some embodiments, the number of first objects participating in the interaction in the virtual scene may be pre-set or dynamically determined based on the number of clients participating in the interaction.
[0041] Embodiments of the present application provide a game information processing method, device, electronic device, and computer-readable storage medium.
[0042] Specifically, this embodiment will be described from the perspective of a game information processing device. The game information processing device can be integrated into an electronic device. That is, the game information processing method of the embodiment of the present application can be executed by an electronic device. Optionally, the electronic device can include a terminal device. The terminal device can be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC).
[0043] The game information processing method provided in the embodiments of the present application can be applied, for example, to a game information processing system. The game information processing system may include a player terminal device and a server. The terminal device may include both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing two-way communication over a two-way communication link. The player terminal device and the server may communicate bidirectionally via a network.
[0044] Optionally, the server may be a standalone server, or a server network or server cluster consisting of servers, including but not limited to a computer, a network host, a single network server, a set of multiple network servers, or a cloud server consisting of multiple servers. A cloud server is composed of a large number of computers or network servers based on cloud computing.
[0045] In one embodiment of the present disclosure, the game information processing method can be run on a local terminal device or a server. When the game interaction method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0046] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a 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 interactive methods 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 cloud game server in the cloud is responsible for information processing. 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 screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0047] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can 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 is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0048] The following is a detailed description of each step in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device. It should be noted that the order in which the following embodiments are described does not limit the preferred order of the embodiments. Although the flowcharts illustrate a logical order, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.
[0049] The game information processing method of this embodiment can diversify the game modes of a game object in a game scene where the game object is being pursued by a pursuer, thereby improving the interactivity of the game.
[0050] Please refer to Figure 1 Taking a game system as an example, this embodiment provides a method for processing game information. The method provides a graphical user interface through a terminal device. The specific process of the game information processing method can be as follows: Steps 101 to 104, wherein:
[0051] Step 101: Display at least a portion of the moving path in the graphical user interface, and set a first object and a second object participating in the game on the moving path, wherein the first object is controlled by a terminal device and configured with a first health value, and the second object is configured with a second health value.
[0052] Among them, the above-mentioned game is a game in which the current player participates. A movement path is set in the game scene, and at least part of the movement path can be displayed through a graphical user interface to prompt the first object and the second object to move on the movement path.
[0053] Among them, the first object is a game character controlled by the player of the terminal device, and the second object can be a game character controlled by the player of another terminal device, or a game character configured by the game system for the game. The specific setting can be based on demand and is not limited here.
[0054] Among them, the above-mentioned first life value is the life value of the first object in the game, which indicates the survival status of the first object in the game, that is, the lower the first life value, the higher the risk of the first object being eliminated, and the higher the probability of the second object winning.
[0055] Among them, the above-mentioned second life value is the life value of the second object in the game, which indicates the survival status of the second object in the game, that is, the lower the second life value, the higher the risk of failure of the second object, and the higher the probability of victory of the first object.
[0056] In some embodiments, the game mode of the above game can be a horizontal screen mode or a vertical screen mode.
[0057] In some embodiments, the game scene of the above-mentioned game game can be a two-dimensional scene or a three-dimensional scene.
[0058] In some embodiments, the first life value and the second life value can be displayed on a graphical user interface. For example, the life value can be blood volume, and the blood volume of the first object is displayed above the head of the first object, and the blood volume of the second object is displayed above the head of the second object.
[0059] The first life value and the second life value can be displayed through a progress bar, and the progress value on the progress bar is used to indicate the life value.
[0060] In addition, the progress bar may also include an object avatar, an object identifier, etc. of the corresponding object.
[0061] When the first health value or the second health value changes, a corresponding special effect may be displayed on the progress bar, such as a health value reduction special effect.
[0062] Optionally, in order to help players more intuitively understand the health value of the corresponding object, different display methods can be configured on the progress bar according to the situations where the health value is in different ranges. For example, when the health value is greater than 2 / 3 of the total health value, the progress value on the progress bar is displayed in green; when the health value is between 1 / 3 and 2 / 3 of the total health value, the progress value on the progress bar is displayed in yellow; when the health value is less than 1 / 3 of the total health value, the progress value on the progress bar is displayed in red.
[0063] Optionally, when the health value is adjusted and is in different ranges, special effects configured in the corresponding range are displayed. For example, different special effects are displayed when the second object has half of its health left or is defeated.
[0064] For example, Figure 2 As shown, Figure 2 In the moving path shown, character A is the first object, character B is the second object, Figure 2 Character A and character B are shown moving on a movement path.
[0065] and, Figure 2 The progress value displayed on progress bar A in the game is used to indicate the first health value of character A, and the progress value displayed on progress bar B is used to indicate the second health value of character B.
[0066] Step 102: Control the first object to automatically move along the moving path, and control the second object to automatically chase the first object along the moving path.
[0067] In this embodiment, the game system can control the first object and the second object to automatically move along the movement path based on corresponding game logic. The first object can be a game character controlled by the player. Therefore, while the first object automatically moves forward along the movement path based on the configured automatic forward movement, the player can control the first object to perform specified game behaviors while moving along the movement path in the game scene, such as changing movement direction, jumping, attacking the second object, etc. The second object can also perform specified game behaviors while automatically pursuing the first object.
[0068] For example, Figure 2 As shown, Figure 2 In the moving path shown, character A moves automatically on the moving path, and character B automatically chases character A on the moving path. In addition, the player can trigger Figure 2 Specific controls on the interface in the game are used to control the first object to perform specified game behaviors during its movement along the movement path in the game scene, such as the player can trigger Figure 2, to control the first object to jump while moving along the movement path in the game scene.
[0069] Specifically, the first object can release skills or use props to attack the second object during the movement to interfere with the second object's pursuit, or counter the second object's attack, or cause damage to the second object, and the second object can also release skills or use props to interfere with the movement of the first object or cause damage to the first object during the pursuit.
[0070] It should be noted that in the game scene, the first object can automatically move forward, and the player can control the first object to perform specific game behaviors during the automatic movement, such as jumping, changing direction, releasing skills, etc. In the game scene, the player can control the first object to perform specific game behaviors to ensure the first object's survival and continue to move along the movement path in the game scene. Alternatively, the player can control the first object to attack the second object, thereby interfering with the second object's pursuit of the first object.
[0071] It should be noted that no matter what kind of character or skin the player configures for the first object, the first object needs to move along the movement path during the game and be chased by the second object during the game. For example, during the pursuit process, the first object is always located in the center of the screen, that is, as the first object moves, the interface perspective follows the movement to encourage the first object to remain in the center of the screen. Then, the second object is located on the left side of the screen to form a visual representation of chasing the first object.
[0072] It is understandable that since the first object may use game skills or game props on the second object, or the second object may use game skills or game props on the first object, during the pursuit process, the first object or the second object may be affected by control skills or attacks such as dizziness, limited displacement, accelerated displacement, etc., resulting in an unstable distance between the first object and the second object. In this regard, the first object controlled by the player can be kept in the center of the screen, while the second object adjusts the corresponding pursuit distance to prompt the distance change between the first object and the second object due to different game events to be displayed on the interface.
[0073] Step 103. During the pursuit process, in response to the first object being controlled by the terminal device to perform a specified game behavior in the moving path or the second object catching up with the first object, the first life value of the first object is controlled to be adjusted, and in response to the second object being attacked by the first object, the second life value of the second object is controlled to be adjusted.
[0074] The above-mentioned designated game behaviors may include changing the moving direction, jumping, attacking a second object, etc., which can be set according to specific needs and are not limited here.
[0075] In this embodiment, since either the first object or the second object can perform specific game operations during the pursuit process, for example, when the second object is chasing the first object, the first object can not only avoid obstacles on the moving path, but also attack the second object, and perform specified game behaviors, thereby promoting the seamless integration of a two-way game into the pursuit process, combining the pursuit of the second object with the player's counterattack against the second object, creating a two-way game experience, rather than a single game mode of simply controlling the first object to avoid, thereby enhancing the player's sense of immersion and participation in the game experience, and increasing the interactivity and challenge of the game.
[0076] It should be noted that by adaptively adjusting the health values of the first object and the second object according to their different game behaviors, players can intuitively understand the current game situation and enhance the tension of the players in the game.
[0077] Step 104: In response to the first life value being lower than the first preset value, determine that the first object has failed and end the game; or in response to the first life value being not lower than the first preset value and the second life value being lower than the second preset value, determine that the first object has won and end the game.
[0078] Among them, the above-mentioned first preset value is used to judge the first life value to evaluate whether the first object has failed in the game, and the above-mentioned second preset value is used to judge the second life value to evaluate whether the second object has failed in the game.
[0079] Among them, the above-mentioned first preset value or the above-mentioned second preset value can be the same or different, and can be set specifically according to needs, which is not limited here. For example, the first preset value and the second preset value are set to 0.
[0080] It should be noted that, in this embodiment, the first object and the second object participating in the current game game use the health points of both parties to determine the victory or defeat of the two parties. This is different from the currently common condition of whether one party catches up with the other party as the judgment condition for the victory or defeat of the game game. For example, the end of the game is marked by the health point of one party being zero, so when one party catches up with the other party, the health point of the party being caught up can be reduced; or, one party can release a skill to the other party, and the health point of the attacked party will be reduced; or, when one party triggers a profit and loss item, the health point will be reduced. The specific setting can be based on demand and is not limited here.
[0081] Among them, each time being caught up, attacked or triggering corresponding profit and loss props can reduce the health value of the corresponding range, until the health value of one party reaches zero and the game ends.
[0082] For example, when the second object catches up with the first object, or the second object attacks the first object, part of its health value can be reduced. If the first health value is not lower than a first preset value, the first object is controlled to escape. Alternatively, the health value is reduced to zero, which triggers the elimination of the first object from the game.
[0083] In some embodiments, virtual scene props are also provided on the moving path, and the method further includes: in response to a prop interaction event between the first object and a target scene prop among the virtual scene props, updating the game information of the first object based on the target scene prop.
[0084] It is understandable that since there are many virtual scene props in the game scene, the first object can be affected by the virtual scene props, that is, the first object can update the game information of the first object by interacting with the virtual scene props, for example, touching the virtual scene props, picking up the virtual scene props, etc., to enhance the interactivity between the player and the virtual scene props in the game scene.
[0085] Among them, the above-mentioned virtual scene props include but are not limited to savings props, throwing props, gain props, loss and profit props, scoring props, etc., which can be set according to specific needs and are not limited here.
[0086] It should be noted that by placing various props in the scene, players can interact with the props by stepping on them, bumping them, or pressing interaction keys to attack a second object or affect the behavior of the second or first object. For example, a player can pick up a throwable prop and throw it at a second object to cause damage.
[0087] Optionally, after the prop interaction event is triggered, prompting the first object to interact with the target scene prop, the corresponding target scene prop may disappear on the moving path, or may not disappear on the moving path. The specific setting can be made according to needs and is not limited here.
[0088] For example, Figure 2 As shown, Figure 2 In the moving path shown, there are multiple virtual scene props, for example, Figure 2 Props A, Props B, Props C and Props D, etc.
[0089] In some embodiments, the method further includes: responding to a prop interaction event between the second object and a target scene prop in the virtual scene props, and updating game information of the second object based on the target scene prop.
[0090] In some embodiments, before a game, or during a game, a scene prop information viewing event can be triggered to display a scene prop information viewing page, which can display prop-related information of scoring props, accumulation props, throwing props, gain props, deduction props, etc., such as prop functions, prop usage methods, prop description information, etc.
[0091] In some embodiments, the target scene props are accumulation props, and the response to the prop interaction event between the first object and the target scene props in the virtual scene props is to update the game information of the first object based on the target scene props, including: responding to the prop touch event between the first object and the target scene props, accumulating the skill energy of the object skill of the first object based on the prop quantity of the target scene props.
[0092] In this embodiment, when the first object and the accumulation-type props are within the interaction range of the scene props, that is, when the first object touches the accumulation-type props, the game system can use the accumulation function of the accumulation-type props to trigger the behavior of accumulating the skill energy of the object skills of the first object, that is, accumulate the corresponding skill energy for the object skills of the first object through the number of props of the accumulation-type props currently triggered by the first object.
[0093] Among them, a savings item can accumulate skill energy corresponding to a threshold value. The threshold values corresponding to the accumulative skill energy corresponding to different savings items can be different or the same. The specific setting can be made according to needs and is not limited here.
[0094] In some embodiments, the above method also includes: the player can trigger a skill release operation on the first object through the terminal device to transmit the skill release operation to the game system, and the game system can respond to the skill release operation of the above first object to judge the skill energy of the object skill of the first object. If the skill energy of the object skill of the above first object meets the preset energy threshold, the above first object is controlled to attack the above second object based on the above object skill. If the skill energy of the object skill of the above first object meets the preset energy threshold, the control of the above first object to attack the above second object based on the above object skill may not be executed, or a prompt message of insufficient skill energy of the object skill of the above first object may be fed back.
[0095] It should be noted that after controlling the above-mentioned first object to attack the above-mentioned second object based on the above-mentioned object skill, the skill energy of the object skill of the first object is reset to zero to re-accumulate the skill energy of the object skill of the first object.
[0096] In some embodiments, the graphical user interface also includes a skill identifier, which is used to trigger the skill release operation of the first object. Players can trigger the skill release operation of the first object by performing a trigger operation on the skill identifier. The skill energy accumulation progress of the character skill of the first object is displayed on the skill identifier.
[0097] For example, Figure 2 As shown, Figure 2 In the moving path shown, item A is an accumulation item. When character A triggers item A, it can accumulate the skill energy of the first object's skill, prompting Figure 2 The skill energy accumulation progress of the first character skill displayed on the skill icon in the game is increased.
[0098] Optionally, if the skill energy of the object skill of the first object does not meet the preset energy threshold, the skill identifier that controls the skill release operation of the first object can be set to a disabled state, indicating that the skill release operation of the first object cannot be triggered at present, and the player needs to accumulate the skill energy of the object skill of the first object to activate the object skill of the first object.
[0099] Furthermore, after the object skill of the first object is activated, an activation special effect may be played to update the skill identifier to a usable state.
[0100] In some embodiments, the target scene props are throwing props, and the game information of the first object is updated based on the target scene props in response to the prop interaction event between the first object and the target scene props in the virtual scene props, including: in response to the first object throwing the target scene props to the second object, the object physical strength value of the first object is reduced; in response to the successful throwing event of the target scene props, the object physical strength value of the first object is increased.
[0101] In this embodiment, each time the first object performs a specific interactive action, such as the first object throwing a prop to the second object or the first object jumping, the object physical value of the first object needs to be consumed. If the first object throws the prop to the second object, a throwing success event is triggered, which can increase the object physical value of the first object. Alternatively, if the first object jumps to the corresponding platform, an action success event can also be triggered, which can increase the object physical value of the first object. Therefore, by introducing the concept of character physical strength, players can reasonably use physical strength to jump and interact with props, thereby improving the strategic depth and the player's gaming experience.
[0102] Among them, the above-mentioned first object throwing the above-mentioned target scene props to the above-mentioned second object can be that when the first object and the throwing props are in the scene prop interaction range, the first object can pick up the throwing props, and then interact with the corresponding throwing button at the appropriate time to throw the throwing props to the second object, causing damage to the second object, or interrupting or interfering with the attack behavior of the second object.
[0103] The object physical strength value of the first subject may be displayed on the graphical user interface. For example, the object physical strength value of the first subject may be displayed above the head of the first subject.
[0104] For example, Figure 2 As shown, Figure 2 In the moving path shown, prop B is a throwing prop. When character A triggers prop B, he can pick up prop B. Then, the player triggers Figure 2 , to control character A to throw prop B towards the second object.
[0105] In the process of character A throwing prop B to the above-mentioned second object, the progress value displayed on the progress bar C of character A can be reduced. The progress value displayed on the progress bar C is used to indicate the physical value of the object. Then, in response to the successful throwing event of prop B thrown to character B, the progress value displayed on the progress bar C of character A is increased.
[0106] In some embodiments, with respect to the physical strength value of the above-mentioned object, the above-mentioned method further includes: it is necessary to judge the physical strength value of the above-mentioned object, that is, to judge whether the physical strength value of the above-mentioned object is less than a preset physical strength threshold. The preset physical strength threshold can be set according to needs and is not limited here. For example, it is set to 0 to determine whether the above-mentioned first object is configured to not respond to the specified game instructions on the above-mentioned moving path based on the judgment result.
[0107] Specifically, in response to the physical strength value of the above-mentioned object being less than a preset physical strength threshold, the above-mentioned first object is configured not to respond to specified game instructions on the above-mentioned moving path, wherein the above-mentioned specified game instructions at least include: instructions for controlling the above-mentioned first object to attack the above-mentioned second object, and / or instructions for controlling the above-mentioned first object to perform preset interactive actions.
[0108] Specifically, in response to the physical strength value of the above-mentioned object being not less than a preset physical strength threshold, the above-mentioned first object is configured to respond to specified game instructions on the above-mentioned moving path, wherein the above-mentioned specified game instructions at least include: instructions for controlling the above-mentioned first object to attack the above-mentioned second object, and / or instructions for controlling the above-mentioned first object to perform preset interactive actions.
[0109] The preset interactive action may be a throwing action, a jumping action, a flying action, etc. For example, when the physical strength value of the first object is 0, the button for controlling the first object to perform the interactive action is disabled.
[0110] In some embodiments, the object stamina value of the first object may increase as the game duration increases.
[0111] In some embodiments, the target scene props are gain-type props, and the response to the prop interaction event between the first object and the target scene props in the virtual scene props, and the updating of the game information of the first object based on the target scene props, include: responding to the prop touch event of the first object to the target scene props, and catapulting the first object along the moving path through the target scene props to update the displacement of the first object.
[0112] In this embodiment, since the game task of the first object in the game is to avoid being chased by the second object, the gain-type props for the first object can be a catapult to the first object to increase the displacement growth rate of the first object moving forward at the speed level.
[0113] The prop touch event of the first object on the target scene prop may be that the first object and the target scene prop touch each other on a moving path, or that the first object and the target scene prop are within a specific prop interaction range.
[0114] For example, Figure 2 As shown, Figure 2 In the movement path shown, prop C is a gain prop. When character A steps on prop C, prop C can assist the first object in bouncing, or assist the first object in long-distance bouncing, thereby launching the first object, increasing the speed of the first object, and updating the displacement of the first object.
[0115] In some embodiments, the target scene props are profit and loss props, and the response to the prop interaction event between the first object and the target scene props in the virtual scene props, and the updating of the game information of the first object based on the target scene props, include: responding to the prop touch event of the first object to the target scene props, reducing the movement speed of the first object along the movement path, or controlling the first object to stop moving on the movement path.
[0116] In this embodiment, since the game task of the first object in the game is to avoid being chased by the second object, the profit and loss props for the first object can be to limit the movement displacement of the first object, for example, reduce the movement speed of the first object, or control the first object to stop moving.
[0117] The prop touch event of the first object on the target scene prop may be that the first object and the target scene prop touch each other on a moving path, or that the first object and the target scene prop are within a specific prop interaction range.
[0118] For example, Figure 2 As shown, Figure 2 In the movement path shown, prop D is a gain-and-loss prop. When character A steps on prop D, prop D can control the first object to continuously slow down for a specific time, or block the first object's forward movement to limit the first object's displacement, causing the first object to be frozen in place; or sink the platform on which the first object is located, forcing the player to control the first object to jump to escape the area.
[0119] In some embodiments, the prop style of the above-mentioned virtual scene props includes multiple sub-prop styles, and different sub-prop styles are used to indicate different types of prop functions, thereby prompting players to distinguish the prop functions of the virtual scene props on the moving path through different sub-prop styles.
[0120] For example, throwing props that can be thrown, scene props that can be picked up, buttons for players to start, logos, and progress bars showing physical strength or health can be displayed in blue.
[0121] For example, savings props, as well as related controls and logos, can be yellow.
[0122] For example, profit items can be green, and profit and loss items can be red.
[0123] In some embodiments, in response to the first object being controlled by the terminal device to perform a specified game behavior within the movement path, controlling and adjusting the first health value of the first object includes: in response to the first object's movement duration meeting a preset duration, increasing the first health value, so that the first health value of the first object controlled by the player gradually increases as the player moves over time. Alternatively, in response to the first object falling from the edge of the game field on the movement path, decreasing the first health value, so that the first health value of the first object is decreased by monitoring events encountered by the first object along the movement path.
[0124] For example, there are different platforms on the moving path, and the player can control the first object to jump onto the platform and continue moving. The platform is the above-mentioned game venue. If the first object controlled by the player falls from the platform, the first health value of the first object will be reduced. For example, the health value can be reduced to zero to indicate that if the first object falls from the platform, it will trigger the elimination of the first object from the game.
[0125] In some embodiments, in order to facilitate the player to respond to the impending attack behavior of the second object in a timely manner and avoid the reduction of the first health value of the first object controlled by the player, the above method also includes: displaying attack prompt information on the above graphical user interface, and the above attack prompt information is used to prompt the above second object to accumulate power before attacking; during the display of the above attack prompt information, in response to the above first object attacking the above second object, interrupting the accumulation of power of the above second object.
[0126] It should be noted that if the charging behavior ends, the second object's attack will fall on the first object to cause damage to the first object.
[0127] In this embodiment, by displaying attack prompt information at a key time point before the second object releases a game skill, it indicates that the second object is about to throw a prop at the first object, or release a game skill at the first object. Therefore, the first object can counter the second object's upcoming attack by attacking behaviors such as throwing props at the first object and releasing attack skills at the first object, that is, interrupting the second object's accumulation of power to release game skills, for example, blocking the approach of the second object's game skill during the process of the second object's game skill being launched, and rebounding the specific prop before the second object throws it.
[0128] For example, Figure 2 As shown, Figure 2 In the moving path shown, the circle around character A is the attack instruction information. Figure 2 When this circle is displayed, it means that character B is about to attack character A. The player can then press the throw button at a critical moment, or press the skill icon to counter character B's attack and cause damage to character B, thereby increasing the sense of urgency and strategy of the game and encouraging players to react quickly in high-pressure environments.
[0129] Furthermore, by displaying attack prompt information, e.g. Figure 2 The circle in the figure can visualize the attack range and prompt players to see the attack range prompt of the second target, helping players to avoid attacks in advance and improve the controllability and strategy of the game.
[0130] In some embodiments, the timing for the second object to release a skill may be: after the distance between the first object and the second object changes (which may be affected by events such as the second object being attacked or the first object interacting with a scene prop), the following judgment can be made:
[0131] If the actual distance between the first object and the second object is greater than the preset maximum reasonable distance, the speed of the second object will be increased (increased by 1.5 times) until the actual distance between the first object and the second object is less than the preset maximum reasonable distance and greater than the preset minimum reasonable distance, the speed of the second object will be restored to the initial value, and then, the number of attacked second objects will be judged. If the number of attacked second objects is greater than or equal to the preset number of times, the second object will be controlled to release skills.
[0132] Alternatively, if the actual distance between the first object and the second object is less than the preset maximum reasonable distance and greater than the preset minimum reasonable distance, the timer is used to determine whether the actual distance between the first object and the second object can be maintained within this range for a first preset time (for example, 3 seconds). If the first preset time is maintained, the second object can be controlled to release a skill once, and then the second object can be controlled to randomly release or not release a second skill, the timer is reset to zero, and then the timing is restarted.
[0133] Alternatively, if the actual distance between the first object and the second object is less than the preset minimum reasonable distance, the second object is controlled to release the skill, and the judgment continues after the skill is released until the actual distance between the first object and the second object is less than the preset maximum reasonable distance and greater than the preset minimum reasonable distance.
[0134] Alternatively, the number of attacked second objects is directly determined. If the number of attacked second objects is greater than or equal to a preset number of times, another timer is used to start timing. If the timing duration of the other timer is greater than a second preset duration (for example, 30 seconds), and the actual distance between the first object and the second object is less than the preset maximum reasonable distance, and greater than the preset minimum reasonable distance, the second object is controlled to increase its speed (increase by 1.3 times) to enter a fast pursuit mode. If the actual distance between the first object and the second object is greater than the maximum reasonable distance, or the actual distance between the first object and the second object is less than the preset minimum reasonable distance, the second object is controlled to exit the fast pursuit mode, the other timer is reset to zero, and then the timing is restarted.
[0135] In some embodiments, before the game starts, the player can choose to configure different characters or skins and other game information for the first object. When configuring different game characters or skins for the object, the first object can be prompted to have different game skills, or the first object can be prompted to use the same game skills, with only the corresponding characters or skins being different. The specific settings can be made according to needs and are not limited here.
[0136] Among them, an object configuration button can be provided through a graphical user interface, so that players can enter a character selection page or a skin selection page through the object configuration button, such as Figure 3 The role selection page shown is used to configure a role or skin for the first object. Different roles can be configured with multiple skins.
[0137] In some embodiments, the second object can be a game character configured by the game system for the game, or it can be a game character controlled by another player. Another player or the game server can control the second object to chase the first object along the moving path in the game scene.
[0138] It should be noted that if the second object is a game character configured in a game match, then different game characters or skins can be configured for the second object in different game matches to enable the image of the second object to be bound to the game match.
[0139] In some embodiments, the player can trigger an information viewing event for the second object to display the second object information page. In the second object information page, the player can switch to display the second objects of different characters, such as the style of the second object, the name of the second object, the skills of the second object, etc. The arrangement order of the second objects can be sorted according to the unlocking time of the second objects. The second objects with earlier unlocking time are arranged in the front.
[0140] Among them, the player can trigger the game introduction page to enter the game game, so as to trigger the information viewing event of the second object in the game introduction page and display the second object information page.
[0141] Optionally, a special prompt may be provided for the unlocked second object to distinguish between unlocked and unlocked second objects; or a special display may be provided for the selected second object to distinguish between selected and unselected second objects.
[0142] Optionally, when a new game character with a specific game capability is configured for the second object, prompt information may be provided to the player to remind the player that the second object currently has a newly added character.
[0143] In some embodiments, a game start button is displayed on the graphical user interface, and the game is entered by triggering the game start button. Figure 4 As shown, Figure 4 As shown, a “Start Game” button is displayed on the graphical user interface, and the game can be entered by triggering the “Start Game” button.
[0144] Optionally, after triggering the game start button, the game can be triggered to enter. At this time, it can be determined whether the player's last game was settled normally. If it was settled normally, a new game will be entered. If it was not settled normally, a restart button or a continue game button will be provided to restart the last game.
[0145] Optionally, if the player triggers the display of the game start button on the graphical user interface for the first time, the display style of the game start button is highlighted to distinguish it from other buttons, thereby prompting the player.
[0146] In some embodiments, an activity information window corresponding to the game game is displayed on a graphical user interface, and the game game is entered by triggering the activity information window.
[0147] In some embodiments, a specific scene icon is displayed on a graphical user interface, and by triggering the specific scene icon, a specific scene is entered. The specific scene includes multiple game locations, and the game locations include locations corresponding to game matches. Each game location is configured with a corresponding interaction range. When the player controls the first object to enter the interaction range corresponding to the target game location corresponding to the game match, an entry button can be displayed on the graphical user interface. By triggering the entry button, the first object can be controlled to enter the game match scene corresponding to the target game location.
[0148] Among them, the interaction range corresponding to each game location can be displayed using a preset display style.
[0149] Among them, the range size of the interaction range corresponding to each game location can be set according to the location size corresponding to the game location. For example, the range size is 1.5 times the location size. For example, if the game location is a bus stop, then the range size is 1.5 times the width of the license plate.
[0150] In some embodiments, a game map is displayed on a graphical user interface, the game map including a player identifier and at least two map areas, the map area including a map area corresponding to the game match, and the player can enter the game match by triggering the map area corresponding to the game match.
[0151] The player ID is used to indicate the player's current location in the game map.
[0152] Among them, different area states of the map area in the game map can display corresponding display styles. For example, the open state of the map area after opening, the construction state of the map area under construction, and the unlocked state of the map area when not unlocked have different corresponding display styles.
[0153] Among them, at least part of the map area in the game map can obtain corresponding regional achievements, such as gold coins. Resource information about gold coins can be displayed in the game map, for example, the upper limit of gold coins collected and the number of gold coins collected can be displayed in the form of a progress bar.
[0154] If there is a target map area in the map area where the current area conditions meet the requirements for claiming specific rewards (such as gold coins), a corresponding prompt icon can be displayed in the target map area, such as a bubble with the words "Rewards Available" displayed in the bubble. Then, the target map area or the corresponding bubble can be triggered to pop up a reward claiming interface, where the specific reward corresponding to the target map area can be claimed.
[0155] In some embodiments, after the game starts, a countdown can be displayed, and then the game starts after the countdown ends, and the display is as follows: Figure 5 The game match start screen is shown to indicate the start of the game match.
[0156] Optionally, if the player temporarily leaves the game, the countdown for the game to be redisplayed can be continued after the player returns to the game scene.
[0157] In some embodiments, during a game session, if a player pauses the game session, the following information may be displayed: Figure 6 The game pause page shown in the figure, in this game pause page, you can use the control in the upper right corner to trigger the game details page, and view the relevant information of the game on the game details page, such as Figure 7 As shown, Figure 7 The relevant information during the game is shown; you can also click the Continue Game button, such as Figure 6 , you can also click the "Continue Game" button to continue the game; you can also click the "Restart Game" button, such as Figure 6 , to restart a new game; you can also click the Leave button, such as Figure 6 You can click the "Leave Temporarily" button to temporarily leave the current game; you can also click the Exit Game button to end the current game. The specific settings can be made according to your needs and are not limited here.
[0158] In some embodiments, during a game match, the first object can obtain game results such as game scores, target virtual resources (such as gold coins, energy stones), etc. based on the movement duration, prop interaction events with virtual scene props, attacks on the second object, etc. The game results can be displayed in a specific area of the graphical user interface, and during the game match, the number of game results can be updated with the player's operations, for example, the game score of the first object is increased when the first object triggers a gain-type prop.
[0159] For example, Figure 2 As shown, Figure 2The first number 99998 in the upper right corner is the number of gold coins. Gold coins forming a specific shape can be displayed on the moving path. The first object can touch the gold coins in the scene during movement to automatically pick up the gold coins. After picking up the gold coins, the number of gold coins displayed on the graphical user interface is updated.
[0160] Optionally, if the number of gold coins is too large, the number of gold coins can also be displayed in specific units, such as ten thousand, one hundred million, etc.; and / or, if the number of gold coins meets a preset number threshold, a corresponding special effect can be played.
[0161] For example, Figure 2 As shown, Figure 2 The second value 99998 in the upper right corner is the game score, which can show the number of points obtained by the first object in the game scene and the current multiplier of points obtained, such as Figure 2 In the multiplier 5, the first object can obtain points for the specified game behavior in the scene, and the number of points displayed on the points graphical user interface is updated.
[0162] Optionally, if the game score is too large, the game score can also be displayed in specific units, such as ten thousand, one hundred million, etc.; and / or, if the game score meets a preset score threshold, a corresponding special effect can be played.
[0163] Among them, the point multiplier increases with the number of second objects defeated by the player (the number of game wins), and the increase in the point multiplier can trigger the display of corresponding special effects.
[0164] In some embodiments, when a player first enters a game scene, an automatic teaching mode may be triggered and a teaching page may pop up automatically, such as Figure 8 As shown, the tutorial close button is not displayed while the player is reading the tutorial page, until the player finishes reading the last chapter of the tutorial page, and then the tutorial close button is displayed.
[0165] Among them, if the player is not entering the game scene for the first time, for example, the player passes Figure 4 The "Teaching" control shown in the figure enters the teaching page. During the display of the teaching page, the player can close the teaching page at any time.
[0166] Among them, you can switch up and down or switch left and right to switch to display the teaching content of different chapters on the teaching page.
[0167] Specifically, on the teaching page, teaching of the buttons, logos, scene props and other information mentioned in the above-mentioned game information processing method can be displayed, and teaching of the game results can also be displayed, such as the style of information such as points and gold coins. Teaching of the display style of health or stamina values in different states can also be displayed, for example, different display styles when the health value is high or low. Teaching of the display style when attacking a second object or when the second object is defeated can also be displayed. Introducing game operations, game information, game functions and corresponding visual performances before entering the game or during the game can also be displayed.
[0168] In some embodiments, during the game, the second object may have at least two display styles when being attacked, for example, a normal attack display style by throwing or the like, and another example, a continuous attack display style caused by multiple uninterrupted attacks, such as Figure 9 As shown, Figure 9 The information of 32 consecutive hits and the corresponding special effects are displayed. For example, when a heavy hit is received (interrupting the second object's skill release or knocking the second object back a certain distance), the corresponding heavy hit display style is displayed.
[0169] Among them, the display style corresponding to multiple attacks can display the number of times attacked.
[0170] In some embodiments, after determining that the first object wins, the first object can be controlled to enter a reward level, so that in the reward level, the first object can be controlled to perform a reward collection behavior to obtain specific game results, such as points or a large number of gold coins, etc., thereby designing game levels and reward levels to appear alternately, prompting players to enter the reward level after completing the game battle, automatically obtain game results, relieve game tension, and form a good game rhythm.
[0171] For example, Figure 10 The reward page corresponding to the bonus level shown is as follows. In the bonus level, the first object can be controlled to fly automatically, and a magnet effect is added during the flight to absorb surrounding gold coins. The farther the bonus level flies, the higher the score multiplier and the higher the gold coin density. The duration of the bonus level can be determined based on the player's performance in the game, or configured by the background.
[0172] Among them, the reward level countdown can be displayed on the reward page, such as Figure 10 11s in the game, among which key information such as the game results or countdown received in the reward level are displayed separately.
[0173] Among them, in the reward level, when the game results obtained meet the preset result conditions, a special broadcast will be made. For example, a special effect display will be made when the number of gold coins obtained meets the preset number threshold.
[0174] In some embodiments, during a game, when the reward cap is reached, a text prompt may be given, and the player may operate on the prompt text, such as choosing not to be prompted again, so that the player does not trigger the text prompt about the reward cap during subsequent game sessions.
[0175] In some embodiments, after the game is over, the game settlement page is displayed, such as Figure 11 As shown, the game settlement page includes the player ID, object information of the first object controlled by the player (for example, Figure 11 The first object in the game is displayed in the left area with a specific character and skin), the player's game results in the game, the game title displayed based on the player's game results, and the player's highest historical score.
[0176] Among them, if the current game is not the highest score, the scores of the two games can be displayed separately, for example, the score keywords are distinguished by color, and if the player refreshes the record, the new record mark is displayed.
[0177] Among them, the game results include detailed information such as time, moving distance, score bonus, skill level, score, ranking, and reward cap information (whether the reward has reached the cap, or how much reward can be obtained within a specific time period).
[0178] In some embodiments, after the game is over, a player leaderboard may also be displayed, such as Figure 12 As shown, if the game match is set to belong to a game activity, the player ranking list will show the rankings of different players under the game activity (such as Figure 12 Score ranking in ), player's remaining time to participate in the activity (such as Figure 12 remaining 14 days in the game), ranking update time, etc.
[0179] Among them, the ranking can be sorted from high to low according to the score, and players within a preset ranking range can be displayed, such as the top 500 players. Players within a specific ranking range can be displayed in a special display style, such as the top three players are specially displayed in the ranking list, and the first object controlled by the first player is displayed in a specific area on the settlement page.
[0180] Among them, you can view the detailed information of the player by selecting the player in the leaderboard. For example, a game process viewing button is introduced, and the game video of the selected player in the game game can be viewed by operating the game process viewing button.
[0181] In some embodiments, after the current game game ends, the next game game can be entered automatically or under player control, and the object ability of the second object in the next game game is higher than the object ability of the second object in the currently ended game game, or the game difficulty of the next game game is higher than the game difficulty of the currently ended game game, or the initial game speed of the first object in the next game game is higher than the initial game speed of the first object in the currently ended game game.
[0182] The second objects in different game matches may be different, or the capabilities of the second objects may be different.
[0183] Among them, in the scenario of automatically entering the next game, the number of game games can be configured as the number in endless mode, that is, each game game will automatically enter the next game game after it ends. If different second objects are configured, the game games will be cyclically played based on the order of different second objects.
[0184] In some embodiments, after the first object fails, the first object can be controlled to be resurrected in the current game through preset development elements and specific resurrection methods.
[0185] In some embodiments, after the game game ends, the player-associated information can be upgraded, for example, the player account level, the object skill level of the first object, the area level of the map area held by the player, and the player's game level for the game game (such as collection value improvement), wherein the target virtual resources (such as gold coins) in the above game results can be used to upgrade the player-associated information.
[0186] For example, the object skill level for the first object may be displayed as follows: Figure 13 The skill level improvement page shown in Figure 13 The skill level improvement page shown here improves the special ability of the first object.
[0187] Among them, the skill level improvement page includes the specific number of achievements used to improve the skill level, as well as the ability description information, ability name, ability icon style, ability level, upgrade button, etc. corresponding to each ability achievement. The specific settings can be made according to needs and are not limited here.
[0188] Among them, when the number of specific game results meets the upgrade conditions of a specific skill level, the corresponding upgrade prompt icon can be displayed on the upgrade control corresponding to the specific skill level to indicate that the specific skill level can be upgraded. In addition, the corresponding upgrade special effects can be displayed during the upgrade process of the specific skill level.
[0189] Optionally, when the specific associated information in the player associated information can be upgraded, a level upgrade prompt icon can be displayed to indicate that the player's current specific associated information can be upgraded, thereby guiding the player to upgrade the level of the player's current specific associated information.
[0190] Optionally, when the number of game results does not meet the skill level upgrade requirements, a corresponding pop-up window may be displayed when the skill level upgrade operation is triggered. The pop-up window indicates that the number of game results currently held by the player does not meet the skill level upgrade requirements and that the skill level upgrade is not possible. The pop-up window may also display the method for obtaining game results to instruct the player on how to meet the skill level upgrade requirements.
[0191] Optionally, after upgrading a skill level, a specific resource can be triggered for redemption. When the specific resource meets the preset resource conditions, a pop-up window for item redemption can be displayed. Upon confirmation of the item redemption pop-up window, the corresponding item can be redeemed by consuming the specific resource. The specific resource can be the same as the aforementioned game outcome, for example, gold coins or points, or it can be different from the aforementioned game outcome. The specific setting can be customized and is not limited here.
[0192] From the above content, it can be seen that by displaying at least part of the moving path in the above-mentioned graphical user interface, and setting the first object and the second object participating in the game on the above-mentioned moving path, wherein the above-mentioned first object is controlled by the terminal device and configured with a first life value, and the above-mentioned second object is configured with a second life value; controlling the above-mentioned first object to automatically move along the above-mentioned moving path, and controlling the above-mentioned second object to automatically pursue the above-mentioned first object along the above-mentioned moving path; during the pursuit process, in response to the above-mentioned first object being controlled by the above-mentioned terminal device to perform a specified game behavior in the above-mentioned moving path or the above-mentioned second object catching up with the above-mentioned first object, controlling the above-mentioned first life value of the above-mentioned first object to be adjusted, so as to In response to the second object being attacked by the first object, the second life value of the second object is controlled to be adjusted; in response to the first life value being lower than the first preset value, the first object is determined to have failed and the game is ended, or in response to the first life value being not lower than the first preset value and the second life value being lower than the second preset value, the first object is determined to have won and the game is ended, thereby introducing life values for the first object and the second object to facilitate interaction between the first object and the second object during movement on the moving path, and adjusting the corresponding life values based on the interaction between the two parties, thereby diversifying the game methods of the game object in the game scene where it is pursued by the pursuer and improving the interactivity of the game.
[0193] This embodiment also provides a game information processing device, which can be integrated into a terminal device. Figure 14 As shown, the game information processing device may include:
[0194] a path display module 1401 for displaying at least a portion of the movement path in the graphical user interface and arranging a first object and a second object participating in the game on the movement path, wherein the first object is controlled by a terminal device and configured with a first health value, and the second object is configured with a second health value;
[0195] The movement module 1402 is used to control the first object to automatically move along the movement path, and to control the second object to automatically chase the first object along the movement path;
[0196] Adjustment module 1403, configured to, during the pursuit process, control adjustment of the first health value of the first object in response to the first object being controlled by the terminal device to perform a specified game behavior within the movement path or the second object catching up with the first object, and control adjustment of the second health value of the second object in response to the second object being attacked by the first object;
[0197] The game ending module 1404 is used to determine that the first object has failed and end the game game in response to the first health value being lower than the first preset value, or to determine that the first object has won and end the game game in response to the first health value being not lower than the first preset value and the second health value being lower than the second preset value.
[0198] In some embodiments, virtual scene props are further provided on the moving path, and the game information processing device further includes a prop interaction module, which is specifically used to:
[0199] In response to a prop interaction event between the first object and a target scene prop among the virtual scene props, game information of the first object is updated based on the target scene prop.
[0200] In some embodiments, the target scene props are accumulation props, and the prop interaction module is specifically used to:
[0201] In response to a prop contact event between the first object and the target scene prop, skill energy of the object skill of the first object is accumulated based on the prop quantity of the target scene prop.
[0202] In some embodiments, the game information processing device further includes a skill release module, which is specifically configured to:
[0203] In response to the skill release operation of the first object, if the skill energy of the object skill of the first object meets a preset energy threshold, the first object is controlled to attack the second object based on the object skill.
[0204] In some embodiments, the graphical user interface further includes a skill identifier, which is used to trigger a skill release operation of the first object, and the skill identifier displays the skill energy accumulation progress of the character skill of the first object.
[0205] In some embodiments, the target scene props are throwing props, and the prop interaction module is specifically used to:
[0206] In response to the first object throwing the target scene prop at the second object, reducing the object physical strength value of the first object;
[0207] In response to the successful throwing event of the target scene prop, the object physical strength value of the first object is increased.
[0208] In some embodiments, the game information processing device further includes a configuration module, and the configuration module is specifically configured to:
[0209] In response to the physical strength value of the above-mentioned object being less than a preset physical strength threshold, the above-mentioned first object is configured to not respond to specified game instructions on the above-mentioned moving path, wherein the above-mentioned specified game instructions are at least specifically used to: control the above-mentioned first object to attack the above-mentioned second object, and / or control the above-mentioned first object to perform preset interactive actions.
[0210] In some embodiments, the target scene props are gain-type props, and the prop interaction module is specifically used to:
[0211] In response to a prop touch event of the first object on the target scene prop, the first object is ejected along the moving path by the target scene prop to update the displacement of the first object.
[0212] In some embodiments, the target scene props are profit-and-loss props, and the prop interaction module is specifically used to:
[0213] In response to a prop touch event of the first object on the target scene prop, the moving speed of the first object along the moving path is reduced, or the first object is controlled to stop moving on the moving path.
[0214] In some embodiments, the prop style of the virtual scene props includes multiple sub-prop styles, and different sub-prop styles are used to indicate different types of prop functions.
[0215] In some embodiments, the adjustment module 1403 is specifically configured to:
[0216] In response to the movement duration of the first object meeting a preset duration, increasing the first health value;
[0217] In response to the first object falling from the edge of the game field on the moving path, the first life value is reduced.
[0218] In some embodiments, the game information processing device further includes a prompt module, which is specifically configured to:
[0219] Displaying attack prompt information on the graphical user interface, wherein the attack prompt information is used to prompt the second object to accumulate power before attacking;
[0220] During the display of the attack prompt information, in response to the first object attacking the second object, the power accumulation behavior of the second object is interrupted.
[0221] From the above content, it can be seen that by displaying at least part of the moving path in the above-mentioned graphical user interface, and setting the first object and the second object participating in the game on the above-mentioned moving path, wherein the above-mentioned first object is controlled by the terminal device and configured with a first life value, and the above-mentioned second object is configured with a second life value; controlling the above-mentioned first object to automatically move along the above-mentioned moving path, and controlling the above-mentioned second object to automatically pursue the above-mentioned first object along the above-mentioned moving path; during the pursuit process, in response to the above-mentioned first object being controlled by the above-mentioned terminal device to perform a specified game behavior in the above-mentioned moving path or the above-mentioned second object catching up with the above-mentioned first object, controlling the above-mentioned first life value of the above-mentioned first object to be adjusted, so as to In response to the second object being attacked by the first object, the second life value of the second object is controlled to be adjusted; in response to the first life value being lower than the first preset value, the first object is determined to have failed and the game is ended, or in response to the first life value being not lower than the first preset value and the second life value being lower than the second preset value, the first object is determined to have won and the game is ended, thereby introducing life values for the first object and the second object to facilitate interaction between the first object and the second object during movement on the moving path, and adjusting the corresponding life values based on the interaction between the two parties, thereby diversifying the game methods of the game object in the game scene where it is pursued by the pursuer and improving the interactivity of the game.
[0222] Accordingly, an embodiment of the present application further provides an electronic device, which may be a terminal, such as a smartphone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), or the like. Alternatively, the electronic device may be a server.
[0223] like Figure 15 As shown, Figure 15 Schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 1500 includes a processor 1501 having one or more processing cores, a memory 1502 having one or more computer-readable storage media, and a computer program stored in the memory 1502 and executable on the processor. The processor 1501 is electrically connected to the memory 1502. It will be understood by those skilled in the art that the electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or fewer components than shown, or combine certain components, or arrange the components differently.
[0224] Processor 1501 is the control center of electronic device 1500. It connects the various components of electronic device 1500 using various interfaces and lines. It executes various functions of electronic device 1500 and processes data by running or loading software programs and / or units stored in memory 1502 and calling data stored in memory 1502, thereby monitoring electronic device 1500 as a whole. Processor 1501 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the various methods, steps, and logic blocks disclosed in the embodiments of this application.
[0225] In the embodiment of the present application, the processor 1501 in the electronic device 1500 loads instructions corresponding to one or more application processes into the memory 1502 according to the following steps, and the processor 1501 runs the application stored in the memory 1502 to implement various functions, such as:
[0226] Displaying at least a portion of the movement path in the graphical user interface, and placing a first object and a second object participating in the game on the movement path, wherein the first object is controlled by a terminal device and is configured with a first health value, and the second object is configured with a second health value;
[0227] controlling the first object to automatically move along the movement path, and controlling the second object to automatically pursue the first object along the movement path;
[0228] During the pursuit process, in response to the first object being controlled by the terminal device to perform a designated game behavior in the movement path or the second object catching up with the first object, controlling the adjustment of the first health value of the first object; and in response to the second object being attacked by the first object, controlling the adjustment of the second health value of the second object;
[0229] In response to the first life value being lower than the first preset value, the first object is determined to have failed and the game is ended; or in response to the first life value being not lower than the first preset value and the second life value being lower than the second preset value, the first object is determined to have won and the game is ended.
[0230] In some embodiments, a virtual scene prop is further provided on the moving path, and the method further includes:
[0231] In response to a prop interaction event between the first object and a target scene prop among the virtual scene props, game information of the first object is updated based on the target scene prop.
[0232] In some embodiments, the target scene props are accumulation props, and in response to the prop interaction event between the first object and the target scene props among the virtual scene props, updating the game information of the first object based on the target scene props includes:
[0233] In response to a prop contact event between the first object and the target scene prop, skill energy of the object skill of the first object is accumulated based on the prop quantity of the target scene prop.
[0234] In some embodiments, the above method further comprises:
[0235] In response to the skill release operation of the first object, if the skill energy of the object skill of the first object meets a preset energy threshold, the first object is controlled to attack the second object based on the object skill.
[0236] In some embodiments, the graphical user interface further includes a skill identifier, which is used to trigger a skill release operation of the first object, and the skill identifier displays the skill energy accumulation progress of the character skill of the first object.
[0237] In some embodiments, the target scene prop is a throwing prop, and in response to the prop interaction event between the first object and the target scene prop among the virtual scene props, updating the game information of the first object based on the target scene prop includes:
[0238] In response to the first object throwing the target scene prop at the second object, reducing the object physical strength value of the first object;
[0239] In response to the successful throwing event of the target scene prop, the object physical strength value of the first object is increased.
[0240] In some embodiments, the above method further comprises:
[0241] In response to the physical strength value of the above-mentioned object being less than a preset physical strength threshold, the above-mentioned first object is configured to not respond to specified game instructions on the above-mentioned moving path, wherein the above-mentioned specified game instructions at least include: instructions for controlling the above-mentioned first object to attack the above-mentioned second object, and / or instructions for controlling the above-mentioned first object to perform preset interactive actions.
[0242] In some embodiments, the target scene prop is a gain prop, and in response to the prop interaction event between the first object and the target scene prop among the virtual scene props, updating the game information of the first object based on the target scene prop includes:
[0243] In response to a prop touch event of the first object on the target scene prop, the first object is ejected along the moving path by the target scene prop to update the displacement of the first object.
[0244] In some embodiments, the target scene prop is a profit-and-loss prop, and in response to the prop interaction event between the first object and the target scene prop among the virtual scene props, updating the game information of the first object based on the target scene prop includes:
[0245] In response to a prop touch event of the first object on the target scene prop, the moving speed of the first object along the moving path is reduced, or the first object is controlled to stop moving on the moving path.
[0246] In some embodiments, the prop style of the virtual scene props includes multiple sub-prop styles, and different sub-prop styles are used to indicate different types of prop functions.
[0247] In some embodiments, in response to the first object being controlled by the terminal device to perform a specified game behavior in the movement path, controlling and adjusting the first health value of the first object includes:
[0248] In response to the movement duration of the first object meeting a preset duration, increasing the first health value;
[0249] In response to the first object falling from the edge of the game field on the moving path, the first life value is reduced.
[0250] In some embodiments, the above method further comprises:
[0251] Displaying attack prompt information on the graphical user interface, wherein the attack prompt information is used to prompt the second object to accumulate power before attacking;
[0252] During the display of the attack prompt information, in response to the first object attacking the second object, the power accumulation behavior of the second object is interrupted.
[0253] Therefore, the electronic device 1500 provided by this embodiment can bring the following technical effects: the game mode of the game object in the game scene being pursued by the pursuer is diversified, and the game interactivity is improved.
[0254] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.
[0255] Optional, such as Figure 15 As shown, the electronic device 1500 further includes: a touch screen 1503, a radio frequency circuit 1504, an audio circuit 1505, an input unit 1506, and a power supply 1507. Among them, the processor 1501 is electrically connected to the touch screen 1503, the radio frequency circuit 1504, the audio circuit 1505, the input unit 1506, and the power supply 1507 respectively. Those skilled in the art will understand that Figure 15 The electronic device structure shown in the figure does not constitute a limitation to the electronic device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0256] The touch display screen 1503 can be used for displaying a graphical user interface and receiving an operation instruction generated by the user acting on the graphical user interface. The touch display screen 1503 can include a display panel and a touch panel. Among them, the display panel can be used for displaying information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof. Optionally, a liquid crystal display (LCD, Liquid Crystal Display), an organic light emitting diode (OLED, Organic Light-Emitting Diode) and the like can be used to configure the display panel. The touch panel can be used for collecting the user's touch operation on or near it (such as the user uses any suitable object or accessory such as a finger, stylus on the touch panel or near the touch panel) and generates corresponding operation instructions, and the operation instruction executes the corresponding program. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction, detects 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 the touch point coordinates, and then sends it to the processor 1501, and can receive the command sent by the processor 1501 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 1501 to determine the type of touch event. The processor 1501 then provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 1503 to realize input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize input and output functions. That is, the touch display screen 1503 can also be used as part of the input unit 1506 to realize the input function.
[0257] The radio frequency circuit 1504 may be used to transmit and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to transmit and receive signals with the network device or other electronic devices.
[0258] Audio circuit 1505 can be used to provide an audio interface between the user and the electronic device through a speaker and microphone. Audio circuit 1505 can convert received audio data into electrical signals and transmit them to the speaker, which then converts them into sound signals for output. The microphone, on the other hand, converts the collected sound signals into electrical signals, which are then received by audio circuit 1505 and converted into audio data. The audio data is then output to processor 1501 for processing, and then sent to, for example, another electronic device via RF circuit 1504. Alternatively, the audio data can be output to memory 1502 for further processing. Audio circuit 1505 may also include an earphone jack to provide communication between external headphones and the electronic device.
[0259] The input unit 1506 may be configured to receive input numbers, character information, or user feature information (such as fingerprint, iris, or facial information), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0260] Power supply 1507 is used to supply power to various components of electronic device 1500. Optionally, power supply 1507 can be logically connected to processor 1501 via a power management system, thereby enabling the power management system to manage charging, discharging, and power consumption. Power supply 1507 can also include one or more DC or AC power supplies, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and other arbitrary components.
[0261] although Figure 15 Not shown, the electronic device 1500 may further include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0262] In the above embodiments, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0263] Those skilled in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be accomplished by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0264] To this end, an embodiment of the present application provides a computer-readable storage medium storing a plurality of computer programs, which can be loaded by a processor to execute any of the game information processing methods provided in the embodiments of the present application. The computer program can execute the following steps of the game information processing method:
[0265] Displaying at least a portion of the movement path in the graphical user interface, and placing a first object and a second object participating in the game on the movement path, wherein the first object is controlled by a terminal device and is configured with a first health value, and the second object is configured with a second health value;
[0266] controlling the first object to automatically move along the movement path, and controlling the second object to automatically pursue the first object along the movement path;
[0267] During the pursuit process, in response to the first object being controlled by the terminal device to perform a designated game behavior in the movement path or the second object catching up with the first object, controlling the adjustment of the first health value of the first object; and in response to the second object being attacked by the first object, controlling the adjustment of the second health value of the second object;
[0268] In response to the first life value being lower than the first preset value, the first object is determined to have failed and the game is ended; or in response to the first life value being not lower than the first preset value and the second life value being lower than the second preset value, the first object is determined to have won and the game is ended.
[0269] It can be seen that the computer program can be loaded by the processor to execute any game information processing method provided in the embodiments of the present application, thereby bringing the following technical effects: the game mode of the game object in the game scene being chased by the pursuer is diversified, and the game interactivity is improved.
[0270] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.
[0271] The computer-readable storage medium may include a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0272] Since the computer program stored in the computer-readable storage medium can execute any of the game information processing methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any of the game information processing methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0273] According to one aspect of the present application, a computer program product or computer program is also provided, the computer program product or computer program including computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in various optional implementations of the above embodiments.
[0274] In the above-described embodiments of the game information processing device, computer-readable storage medium, electronic device, and computer program product, the descriptions of each embodiment have different focuses. For portions not described in detail in a particular embodiment, reference can be made to the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific operating processes and beneficial effects of the above-described game information processing device, computer-readable storage medium, computer program product, electronic device, and their corresponding units can be referred to in the description of the game information processing method in the above embodiments, and the details will not be repeated here.
[0275] The above is a detailed introduction to a game information processing method, device, electronic device, computer-readable storage medium and computer program product provided in the embodiments of the present application. Specific examples are used herein to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea. At the same time, for those skilled in the art, according to the ideas of the present application, there may be changes in the specific implementation methods and application scope. In summary, the content of this specification should not be understood as limiting the present application.
Claims
1. A method for processing game information, characterized in that: Providing a graphical user interface via a terminal device, the method comprising: Displaying at least a portion of the movement path in the graphical user interface, and arranging a first object and a second object participating in a game match on the movement path, wherein the first object is controlled by a terminal device and is configured with a first health value, and the second object is configured with a second health value; controlling the first object to automatically move along the movement path, and controlling the second object to automatically pursue the first object along the movement path; During the pursuit process, in response to the first object being controlled by the terminal device to perform a designated game behavior in the movement path or the second object catching up with the first object, controlling the adjustment of the first health value of the first object; and in response to the second object being attacked by the first object, controlling the adjustment of the second health value of the second object; In response to the first life value being lower than a first preset value, the first object is determined to have failed and the game game is ended; or in response to the first life value being not lower than the first preset value and the second life value being lower than a second preset value, the first object is determined to have won and the game game is ended.
2. The method according to claim 1, wherein A virtual scene prop is also provided on the moving path, and the method further comprises: In response to a prop interaction event between the first object and a target scene prop among the virtual scene props, game information of the first object is updated based on the target scene prop.
3. The method according to claim 2, wherein The target scene prop is an accumulation prop, and in response to a prop interaction event between the first object and the target scene prop among the virtual scene props, updating the game information of the first object based on the target scene prop includes: In response to a prop contact event between the first object and the target scene prop, skill energy of the object skill of the first object is accumulated based on the prop quantity of the target scene prop.
4. The game information processing method according to claim 3, wherein: The method further comprises: In response to the skill release operation of the first object, if the skill energy of the object skill of the first object meets a preset energy threshold, the first object is controlled to attack the second object based on the object skill.
5. The game information processing method according to claim 3, wherein: The graphical user interface also includes a skill identifier, which is used to trigger the skill release operation of the first object, and the skill identifier displays the skill energy accumulation progress of the character skill of the first object.
6. The method according to claim 2, wherein The target scene prop is a throwing prop, and in response to a prop interaction event between the first object and the target scene prop among the virtual scene props, updating the game information of the first object based on the target scene prop includes: In response to the first object throwing the target scene prop at the second object, reducing the object physical strength value of the first object; In response to a successful throwing event of the target scene prop, the object physical strength value of the first object is increased.
7. The method according to claim 6, wherein The method further comprises: In response to the object's physical strength value being less than a preset physical strength threshold, the first object is configured to not respond to specified game instructions on the moving path, wherein the specified game instructions at least include: instructions for controlling the first object to attack the second object, and / or instructions for controlling the first object to perform preset interactive actions.
8. The method according to claim 2, wherein The target scene prop is a gain prop, and in response to a prop interaction event between the first object and the target scene prop among the virtual scene props, updating the game information of the first object based on the target scene prop includes: In response to a prop touch event of the first object on the target scene prop, the first object is ejected along the movement path by the target scene prop to update the displacement of the first object.
9. The method according to claim 2, wherein The target scene prop is a profit-and-loss prop, and in response to a prop interaction event between the first object and the target scene prop among the virtual scene props, updating the game information of the first object based on the target scene prop includes: In response to a prop touch event of the first object on the target scene prop, a moving speed of the first object along the moving path is reduced, or the first object is controlled to stop moving on the moving path.
10. The method according to claim 2, wherein The prop style of the virtual scene props includes multiple sub-prop styles, and different sub-prop styles are used to indicate different types of prop functions.
11. The method according to claim 1, wherein In response to the first object being controlled by the terminal device to perform a specified game behavior in the movement path, controlling to adjust the first health value of the first object includes: In response to the movement duration of the first object meeting a preset duration, increasing the first health value; In response to the first object falling from an edge of the play field on the movement path, the first life value is reduced.
12. The method according to any one of claims 1 to 11, characterized in that The method further comprises: Displaying attack prompt information on the graphical user interface, wherein the attack prompt information is used to prompt the second object to perform a power accumulation behavior before attacking; During the display of the attack prompt information, in response to the first object attacking the second object, the power accumulation behavior of the second object is interrupted.
13. A game information processing device, characterized in that: Providing a graphical user interface via a terminal device, the apparatus comprises: a path display module, configured to display at least a portion of the movement path in the graphical user interface, and to arrange a first object and a second object participating in the game on the movement path, wherein the first object is controlled by a terminal device and is configured with a first health value, and the second object is configured with a second health value; a movement module, configured to control the first object to automatically move along the movement path, and control the second object to automatically pursue the first object along the movement path; an adjustment module configured to, during a pursuit process, control adjustment of the first health value of the first object in response to the first object being controlled by the terminal device to perform a designated game behavior in the movement path or the second object catching up with the first object, and control adjustment of the second health value of the second object in response to the second object being attacked by the first object; A game ending module is used to determine that the first object has failed and end the game game in response to the first health value being lower than a first preset value, or to determine that the first object has won and end the game game in response to the first health value being not lower than the first preset value and the second health value being lower than a second preset value.
14. An electronic device, characterized in that: The system comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps of the game information processing method according to any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps of the game information processing method according to any one of claims 1 to 12.