Information processing method and device in game, electronic equipment and storage medium

CN122912465APending Publication Date: 2026-10-16GUANGZHOU BOGUAN TELECOMM TECH LTD
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Patent Information

Application Number
CN202510421033.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-03
Publication Date
2026-10-16

AI Technical Summary

Technical Problem

在上述方式中,时间轴固定、且显示样式单一

Benefits of technology

[0010]本申请实施例提供的游戏中的信息处理方法、装置、电子设备及存储介质,能够调节时间轴的时间跨度,且显示样式多样化。

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides an information processing method and device in a game, an electronic device and a storage medium. The method comprises: providing a graphical user interface through a terminal device, displaying a scene map and a time axis on the graphical user interface, and dividing the time axis into a first time segment for representing a historical time length and a second time segment for representing a future time length based on a reference point; when the time axis is in a selected state, changing a time span indicated by the time axis based on an adjustment operation for the time axis, wherein the time span is composed of the first time segment and the second time segment. Through the application, the interaction efficiency for the time axis can be improved.
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Description

Technical Field

[0001] This application relates to the field of computer application technology, and in particular to an information processing method, apparatus, electronic device and storage medium for games. Background Technology

[0002] Strategy games are games in which users take on the role of commanders and manage virtual objects in a virtual environment. In strategy games, users can form their own factions and engage in simulated battles with other factions by deploying tactics and strategies.

[0003] In related technologies, progress bars are typically used to indicate the completion status of game tasks or the progress of a battle. For example, a progress bar might be displayed as a rectangular bar, with the leftmost side representing 0% and the rightmost side representing 100%. A white background indicates the incomplete portion, and a blue background indicates the completed portion. Starting from the leftmost side, the blue portion increases and the white portion decreases as the game task progresses to the right. In this method, the progress bar is only for display; users cannot perform interactive operations on it.

[0004] Furthermore, related technologies may also include a timeline, typically used to represent a fixed duration. A slider may also be displayed on this timeline, moving as the game progresses. In these methods, the timeline is fixed and the display style is limited. Summary of the Invention

[0005] In view of the above, embodiments of this application provide at least one information processing method, apparatus, electronic device, and storage medium in games to overcome at least one of the above-mentioned defects.

[0006] In a first aspect, an exemplary embodiment of this application provides an information processing method in a game, which provides a graphical user interface through a terminal device. The method includes: displaying a scene map and a timeline on the graphical user interface, wherein the timeline is divided into a first time segment representing the length of historical time and a second time segment representing the length of future time based on a reference point; and when the timeline is selected, controlling the time span indicated by the timeline to change based on an adjustment operation on the timeline, wherein the time span is composed of the first time segment and the second time segment.

[0007] Secondly, embodiments of this application also provide an information processing device for a game, providing a graphical user interface through a terminal device. The device includes: a display control module that displays a scene map and a timeline on the graphical user interface, the timeline being divided into a first time segment representing the length of historical time and a second time segment representing the length of future time based on a reference point; and an adjustment module that, when the timeline is selected, controls the time span indicated by the timeline to change based on an adjustment operation on the timeline, wherein the time span is composed of the first time segment and the second time segment.

[0008] Thirdly, embodiments of this application also provide an electronic device, a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the information processing method in the above-mentioned game.

[0009] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the information processing method described above in the game.

[0010] The information processing method, apparatus, electronic device, and storage medium for games provided in this application embodiment can adjust the time span of the time axis and offer diverse display styles.

[0011] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0013] Figure 1 A flowchart illustrating an exemplary embodiment of this application shows a method for processing information in a game.

[0014] Figure 2 This application illustrates one of the interface diagrams provided in an exemplary embodiment.

[0015] Figure 3 One of the schematic diagrams illustrating the display style of the timeline and indicators provided in an exemplary embodiment of this application;

[0016] Figure 4 A second schematic diagram illustrating the display style of the timeline and indicators provided in an exemplary embodiment of this application;

[0017] Figure 5 A flowchart illustrating the steps for displaying an event identifier provided in an exemplary embodiment of this application;

[0018] Figure 6 This is a second schematic diagram of the interface provided in an exemplary embodiment of this application;

[0019] Figure 7 A flowchart illustrating the steps for displaying solar term identifiers provided in an exemplary embodiment of this application;

[0020] Figure 8 A flowchart illustrating the steps for displaying a round identifier as provided in an exemplary embodiment of this application;

[0021] Figure 9 A flowchart illustrating the round control steps provided in an exemplary embodiment of this application is shown;

[0022] Figure 10 A flowchart illustrating the control steps of an expedition event provided by an exemplary embodiment of this application;

[0023] Figure 11 A flowchart illustrating the control steps for weather events provided in an exemplary embodiment of this application;

[0024] Figure 12 This invention provides a schematic diagram of the structure of an information processing device in a game according to an exemplary embodiment of this application.

[0025] Figure 13 This is a schematic diagram of the structure of an electronic device provided in an exemplary embodiment of this application. Detailed Implementation

[0026] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0027] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.

[0028] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.

[0029] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.

[0030] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0031] Currently, management or SLG (strategy) games typically involve users taking on the role of commanders to manage virtual objects in a virtual environment. For example, in strategy games, users can form their own factions and engage in simulated battles against other factions by deploying tactics and strategies.

[0032] In some related games, players can perform game events in a virtual environment, such as upgrading buildings, recruiting troops, engaging in team battles, destroying defensive towers, defeating monsters, and conquering cities. After a game event is initiated, it takes a certain amount of time to complete. In related technologies, a progress bar is typically used to indicate the completion status of the game task or the progress of the game event. For example, the progress bar is displayed as a rectangular bar, with the leftmost side representing 0% and the rightmost side representing 100%. A white background indicates the incomplete portion, and a blue background indicates the completed portion. Starting from the leftmost side, assuming the game event progresses at a constant speed, the blue portion increases to the right while the white portion decreases. However, in this method, the progress bar is only for display; players cannot perform interactive operations on it.

[0033] Furthermore, in related technologies, the design for time or timeline functions typically employs a fixed time length setting. For example, a slider can be displayed on the timeline, moving as the game progresses. In this approach, the timeline is fixed, and the display style and functionality are limited.

[0034] For multiple game events in a virtual match, if a player wants to view a specific game event, the search path provided by the relevant technology is quite deep, requiring navigating through multiple levels of pages. For example, one might need to go to the player's details page, select the event subpage, and then select a game event to view its details, or go to the game's event details page and then select a game event to see its details. These methods are cumbersome and inefficient.

[0035] In related technologies, if players want to view game events based on time, and there are multiple levels of time units, players need to view the game events under each time unit level by level on the game's event details page or time page, which is still a very cumbersome operation.

[0036] If players want to view several game events, they need to perform the above process multiple times, resulting in high repetition and low interaction efficiency. Furthermore, the above methods only display the content of a single game event, preventing players from quickly and intuitively comparing multiple game events.

[0037] To address at least one of the aforementioned problems, this application provides a timeline with an adjustable time span, enabling diverse display styles. Furthermore, this application combines the timeline with game events to simplify the player's viewing of game events, reduce operational complexity, and make comparisons between different game events more intuitive.

[0038] First, the names involved in the embodiments of this application will be introduced.

[0039] Terminal equipment:

[0040] The terminal devices involved in this application mainly refer to electronic devices that can provide a user interface to realize human-computer interaction. In an exemplary application scenario, the terminal device can be used to provide game screens (e.g., an interface that presents game scenes) and intelligent devices that can control virtual characters. The terminal device can be, but is not limited to, any of the following devices: smartphones, tablets, portable computers, desktop computers, game consoles, personal digital assistants (PDAs), e-book readers, MP4 (Moving Picture Experts Group AudioLayer IV) players, etc. The terminal device has an application that supports game scenes installed and running, such as an application that supports 3D game scenes. The application can be, but is not limited to, any of the following: virtual reality applications, 3D map programs, military simulation programs, MOBA games (Multiplayer Online Battle Arena), multiplayer shooting survival games, and third-person shooter (TPS) games. Optionally, the application can be a standalone application, such as a standalone 3D (Three Dimensions) game program, or a network-connected application.

[0041] Graphical User Interface:

[0042] A graphical user interface (GUI) is a human-computer interaction display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse, keyboard, and / or game controller. It also allows users to manipulate icons or menu options on a touchscreen terminal by performing touch operations to select commands, launch programs, or perform other tasks. In a game scenario, the GUI can display both the game scene interface and the game configuration interface.

[0043] Virtual scene:

[0044] This is a virtual environment displayed (or provided) by an application while it is running on a terminal device or server. Optionally, this virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment, and can include elements such as sky, land, and ocean. The virtual scene serves as the setting where the user controls the complete game logic of the virtual character. Optionally, the virtual scene can also be used for virtual environment battles between at least two virtual characters, and it contains virtual resources available for use by at least two virtual characters.

[0045] Virtual objects:

[0046] Virtual objects can be virtual objects controlled by players in a virtual environment, including but not limited to at least one of virtual characters, virtual animals, anime characters, virtual warships, virtual vehicles, virtual airplanes, and virtual ships. They can also be virtual objects not controlled by players (NPCs). Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, or a three-dimensional object constructed based on three-dimensional technology. Different appearances are achieved by giving the virtual object different skins. In some implementations, virtual objects can also be implemented using 2.5D or 2D models; this application does not limit this.

[0047] Multiple virtual objects can exist in a virtual scene. These virtual objects can be player-controlled (i.e., objects controlled by the player through input devices) or artificial intelligence trained and configured for battle in the virtual environment. Optionally, the virtual object is a virtual character / object competing in the virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of terminal devices joining the virtual match; this application embodiment does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene and can also control the virtual object to use virtual skills, virtual items, etc., provided by the application to fight against other virtual objects.

[0048] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal device's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to display the graphical user interface, which includes game scene screens and a game configuration interface. 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.

[0049] This application describes the applicable scenarios. It can be applied to the field of game technology, where multiple players participate in the same virtual game.

[0050] Before entering a virtual battle, players can choose different character attributes for their virtual characters, such as identity attributes. These attributes determine different factions, allowing players to complete game-assigned tasks at different stages of the battle to win. For example, multiple virtual characters with attribute A can win by eliminating virtual characters with attribute B during a match. Alternatively, character attributes can be randomly assigned to each virtual character upon entering the battle.

[0051] An embodiment of this application provides an implementation environment that may include a first terminal device, a server, and a second terminal device. The first and second terminal devices communicate with the server to achieve data communication. In this embodiment, the first and second terminal devices are each equipped with an application program that executes the display control method provided in this application, and the server is a server-side application that executes the display control method provided in this application. Through the application program, the first and second terminal devices can communicate with the server.

[0052] Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application. In an optional implementation, the server establishes a virtual battle based on the game request from the application. The parameters of the virtual battle can be determined based on the parameters in the received game request; for example, the parameters may include the number of participants and the character level. When the first terminal device receives a response from the game server, it displays the game scene corresponding to the virtual battle through its graphical user interface. The first terminal device is a device controlled by the first user, and the virtual character displayed in the graphical user interface is the player character controlled by the first user (i.e., the first virtual character). The first user inputs character operation commands through the graphical user interface to control the player character to perform corresponding operations in the game scene.

[0053] Taking a second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an optional implementation, the server establishes a virtual battle based on the game request from the application. The parameters of the virtual battle can be determined based on the parameters in the received game request; for example, the parameters may include the number of participants and the character levels. When the second terminal device receives a response from the server, it displays the game scene corresponding to the virtual battle through its graphical user interface. The second terminal device is a device controlled by a second user, and the virtual character displayed in the graphical user interface of the second terminal device is the player character controlled by that second user (i.e., the second virtual character). The second user inputs character operation commands through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0054] The server performs data calculations based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding game scene and / or virtual character according to the synchronized data sent by the game server.

[0055] In this embodiment, the first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device are virtual characters in the same virtual battle. The first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device may have the same character attributes or different character attributes. The first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device may belong to the same faction or different factions.

[0056] It should be noted that virtual battles can include two or more virtual characters, and different virtual characters can correspond to different terminal devices. In other words, in virtual battles, there are two or more terminal devices that send and synchronize game data with the game server.

[0057] The information processing method in games provided in this application can be applied to any of the following: virtual reality applications, 3D map programs, military simulation programs, multiplayer online battle arena (MOBA) games, multiplayer shooting survival games, third-person shooter games, and first-person shooter games.

[0058] In one embodiment of this application, the information processing method in the game can run on a local terminal device or a server. When the method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0059] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and operation of this information display method are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0060] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0061] In one possible implementation, this application provides an information processing method for games, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0062] To facilitate understanding of this application, the following provides a detailed description of the information processing methods, apparatus, electronic devices, and storage media in games provided in the embodiments of this application.

[0063] Please see Figure 1 The flowchart illustrates an information processing method in a game, which is typically used in game servers, such as the cloud gaming server described above, but this application is not limited thereto.

[0064] Reference Figure 1 In step S101, a scene map and timeline are displayed on a graphical user interface.

[0065] In this embodiment of the application, a scene map can be used to present the virtual scene of the game. This scene map can be a two-dimensional map and / or a three-dimensional map to provide a corresponding two-dimensional virtual environment and / or three-dimensional virtual environment. For example, the aforementioned scene map may include, but is not limited to, virtual reality maps, military simulation maps, and maps within a game.

[0066] In this embodiment of the application, the scene map can be a view obtained by a virtual camera observing a virtual scene at a first camera height with a first position as the observation center. For example, the first position may include, but is not limited to, the position of a preset virtual object in the virtual scene, or a preset coordinate position in the virtual scene.

[0067] In one alternative embodiment, the scene map can be zoomed and / or moved to change the extent of the scene map displayed on the graphical user interface. For example, in response to a second operation displaying a scene map area on the graphical user interface, the position of the virtual camera is controlled to change according to a display control instruction for the scene map, thereby updating the scene map displayed in the graphical user interface. Here, the aforementioned display control instruction may include, but is not limited to, zoom and / or move instructions for the scene map.

[0068] In this embodiment of the application, the scene map and the timeline are displayed simultaneously on the graphical user interface. Players can interact with any object in the scene map and the timeline. Based on this, the object to be interacted with can be selected first, and then the interaction operation can be performed on the selected object.

[0069] In one exemplary embodiment, for the case where game operations are performed using a mouse connected to a terminal device, the selected object can be determined based on the mouse's hover position on the graphical user interface. For example, when the mouse is detected hovering over the scene map area of ​​the graphical user interface, it is determined that the scene map is selected; when the mouse is detected hovering over the display area of ​​the timeline of the graphical user interface, it is determined that the timeline is selected. That is, the first operation refers to the operation for selecting the timeline, and the second operation refers to the operation for selecting the scene map.

[0070] It should be understood that, in addition to selecting via an external input device (mouse) as described above, for devices with touchscreens, objects can be selected in other ways. For example, the operation for selecting objects can also include hovering the user's finger over the scene map area or the timeline display area. As an example, TSP hovering can be used to recognize the user's finger hovering operation. Furthermore, selection can also be performed through a predetermined touch operation performed in the scene map area or the timeline display area. For example, the predetermined touch operation can include, but is not limited to, at least one of the following: double-click operation, long-press operation.

[0071] The following describes the process of performing interactions on the scene map.

[0072] The first scenario involves scaling the scene map.

[0073] In a preferred embodiment of this application, the concept of map hierarchy is introduced. For example, the scene map displayed in the graphical user interface can be scaled infinitely.

[0074] For example, the process of zooming in and out of a scene map may include: receiving a zoom command for the scene map, and displaying the scene map in a graphical user interface according to the zoom ratio indicated by the zoom command. Here, the zoom command for the scene map is a control command issued by the game player through a terminal device, which is used to change the zoom ratio of the scene map.

[0075] As an example, the zoom instruction described above can be generated based on at least one of the following operations: operation on an icon, button, progress bar, or diagram on a graphical user interface used to indicate map zoom; operation on a physical button on a terminal device and / or an external input device (e.g., a keyboard and / or mouse) connected to the terminal device, such as by sliding the mouse wheel. For example, in the case where the terminal device is a device with a touchscreen, the above operation can be a touch operation performed on an icon, etc., on the touchscreen, and / or a gesture operation performed on the touchscreen.

[0076] In this embodiment, the zoom command includes a zoom-in command for zooming in on the scene map or a zoom-out command for zooming out on the scene map. Optionally, if the terminal device has a touchscreen, the user can trigger the zoom-in command by spreading two fingers apart and trigger the zoom-out command by pinching two fingers together. Additionally, the user can trigger the zoom-in command by double-clicking and / or scrolling the mouse wheel upwards, and trigger the zoom-out command by triple-clicking and / or scrolling the mouse wheel downwards. When zooming in on the scene map using the mouse, the mouse wheel scrolling operation must be performed when the mouse (or the cursor / pointer displayed on the graphical user interface) is within the scene map area of ​​the graphical user interface.

[0077] Here, the map zoom level is negatively correlated with the size of the scene map displayed in the graphical user interface, and positively correlated with the scene map's detail. Specifically, the larger the map zoom level, the smaller the scene map size (the smaller the area of ​​the scene map presented in the graphical user interface), and the higher the scene map's detail. Conversely, the smaller the map zoom level, the larger the scene map size, and the lower the scene map's detail. In other words, as the map zoom level increases, more detailed map elements are displayed in the scene map, and as the map zoom level decreases, a larger virtual scene area is displayed in the scene map.

[0078] In this case, a relationship can be established between the map zoom level for the scene map and the camera height. That is, different map levels can be defined based on the camera height, and then the map information that should be displayed at each map level can be determined. The higher the camera height, the higher the map level, and correspondingly, the lower the detail of the scene map. The lower the camera height, the lower the map level, and correspondingly, the higher the detail of the scene map.

[0079] Here, the map zoom level is negatively correlated with the camera height; that is, the larger the map zoom level, the lower the camera height, and vice versa. Optionally, the virtual camera's viewing angle remains fixed during map zooming of the scene map.

[0080] In this embodiment of the application, the functions provided by scene maps at different map levels are different during the map zooming process. For example, in scene maps at map levels above the second level threshold, virtual elements (such as virtual cities or virtual resource points in a virtual scene) can be displayed on the scene map in the form of text, images, or 3D models, so that users can observe the overall situation of the virtual game and / or plan strategic deployments through the scene map. In scene maps at map levels below the first level threshold, the internal details of virtual targets can be displayed for specific operations of action deployment. The virtual targets may include, but are not limited to, the virtual elements displayed above and / or virtual objects controlled by the player. The second level threshold is not less than the first level threshold.

[0081] The second scenario involves moving within the scene map.

[0082] For example, the process of moving the scene map may include: receiving a movement command for the scene map, adjusting the position of the virtual camera to update the scene map displayed in the graphical user interface, that is, controlling the scene map in the graphical user interface to move with the position change of the virtual camera.

[0083] As an example, the aforementioned movement command may be generated based on at least one of the following operations: a swipe operation performed on the scene map area of ​​the graphical user interface, and / or the operation of physical buttons on an external input device (e.g., a keyboard and / or mouse) connected to the terminal device, such as a panning operation of the scene map via mouse buttons.

[0084] Here, the position of the virtual camera can include the position of the virtual camera's observation center, and the aforementioned movement commands can be used to change the position of the observation center. For example, based on the sliding parameters (sliding direction and / or sliding distance) of the sliding operation performed within the scene map area, the position of the virtual camera's observation center can be moved by that sliding distance along the sliding direction to update the scene map displayed in the graphical user interface. Alternatively, based on the translation parameters (movement direction and / or dragging distance) of a mouse button panning operation on the scene map (e.g., holding down the left mouse button and dragging the scene map), the position of the virtual camera's observation center can be moved by that dragging distance along the movement direction to update the displayed content in the graphical user interface.

[0085] In a preferred embodiment of this application, the timeline is permanently displayed on the graphical user interface. For example, when the graphical user interface displays a scene map at any map zoom level, or in other words, under a scene map at any map level, the timeline is permanently displayed on the graphical user interface to improve the interactive flexibility of the timeline.

[0086] The following is combined Figure 2 This section introduces the components and display style of the timeline. It should be understood that... Figure 2 The virtual scene and timeline shown are merely examples, and this application is not limited thereto.

[0087] Figure 2 A schematic diagram of the interface provided by an exemplary embodiment of this application is shown.

[0088] like Figure 2 As shown, a graphical user interface 10 is provided through a terminal device, and a scene map 20 is displayed in the graphical user interface 10. In this example, the scene map 20 of the virtual scene can contain rivers (such as rivers H1 and H2 shown in the figure), land, mountains, docks and fortresses, etc. (which can be distributed in the blank area shown in the figure). The scene map 20 can also include multiple virtual targets, such as multiple plots D1 to D4 shown in the figure. The scene map 20 can also include multiple roads L.

[0089] In one example, players can form factions and control virtual objects to move within a virtual environment to capture virtual targets and obtain corresponding virtual resources. After a virtual target is captured, the party that owns the target can perform various game actions to improve their own (or their faction's) virtual capabilities.

[0090] Optionally, the ownership status of virtual targets can be represented in different forms. For example, virtual target D3 filled with the first pattern can represent that the plot belongs to the player's faction, while virtual targets D1, D2, and D4 filled with the second pattern can represent that the plot belongs to other factions or is not occupied.

[0091] For example, a timeline 30 is arranged on the lower side of the graphical user interface 10. In this embodiment, the timeline 30 is divided into a first time segment (the area to the left of the reference point Z in the figure) for representing the length of historical time and a second time segment (the area to the right of the reference point Z in the figure) for representing the length of future time.

[0092] As shown in the figure, the timeline 30 can be displayed on the graphical user interface 10 near a preset side of the screen of the terminal device. This preset side can refer to either a vertical or horizontal side of the terminal device's screen, relative to the initial position of the terminal device, where the terminal device is not flipped or rotated. In this case, the vertical direction refers to the direction from top to bottom or bottom to top (i.e., the long side), and the horizontal direction refers to the direction from left to right or right to left (i.e., the short side). Preferably, the length of the display area of ​​the timeline 30 is the same as the length of the preset side. Figure 2As shown, when displaying the graphical user interface in landscape mode, the timeline 30 can be displayed at the bottom of the screen, and the length of the display area of ​​the timeline 30 along the vertical axis of the terminal device is the same as the length of the vertical side of the screen. That is, the timeline 30 is displayed in full-screen vertically. Similarly, when displaying the graphical user interface in portrait mode, the timeline 30 can also be displayed at the bottom of the screen, and the length of the display area of ​​the timeline 30 along the horizontal axis of the terminal device is the same as the length of the horizontal side of the screen. That is, the timeline 30 is displayed in full-screen horizontally. This application is not limited to this; in portrait mode, the timeline 30 can also be displayed on the left or right side of the screen.

[0093] For example, the timeline 30 can be presented as a rectangular bar, with the reference point Z indicating the current game time. In an optional example, the current game time can be displayed around the reference point Z, such as... Figure 6 The "YY year YY month YY day" shown here refers to the following: Historical time length can refer to the time from a preset historical time point to the current game time, and future time length can refer to the time from the current game time to a preset future time point. When adjusting the time span indicated by the timeline, the aforementioned preset historical time point and preset future time point can change synchronously based on the adjustment operation. Here, the time length between the preset historical time point and the preset future time point is the time span indicated by the timeline.

[0094] In the embodiments of this application, the historical time length represented by the first time segment and the future time length represented by the second time segment may be the same or different, and this application does not impose any restrictions on this.

[0095] The time span indicated by timeline 30 consists of a first time segment and a second time segment. That is, the sum of the length of historical time and the length of future time is the time span corresponding to the timeline. For example, taking a time span of 4 weeks (28 days) indicated by timeline 30 as an example, the first time segment could include 2 weeks before the current game time, and the second time segment could include 2 weeks after the current game time. This means that the length of the first time segment is half of the time span indicated by the timeline. Alternatively, the first time segment could include 3 weeks before the current game time, and the second time segment could include 1 week after the current game time. This means that the length of the first time segment is three-quarters of the time span indicated by the timeline, and the length of the second time segment is one-quarter of the time span indicated by the timeline. These are not all listed here.

[0096] It should be understood that Figure 2 The display style and position of the timeline shown are merely examples, and this application does not impose any limitations on them.

[0097] return Figure 1 In step S102, when the time axis is selected, the time span indicated by the time axis is controlled to change based on the adjustment operation for the time axis.

[0098] Here, adjusting the time span indicated by the timeline helps in observing content across different time periods, increasing flexibility.

[0099] In the embodiments of this application, the adjustment operation for the time axis is used to change the time span indicated by the time axis, and may include, but is not limited to: a first adjustment operation for expanding the time span and a second adjustment operation for shrinking the time span.

[0100] In the first example, the adjustment operation described above may include scrolling the mouse wheel when hovering over the display area of ​​the timeline. In this case, the first adjustment operation may refer to scrolling the mouse wheel upwards, and the second adjustment operation may refer to scrolling the mouse wheel downwards.

[0101] In the second example, the aforementioned adjustment operation may include a sliding operation performed on the display area of ​​the timeline, such as a first sliding operation performed within the display area of ​​the timeline, or a second sliding operation with its starting position within the display area of ​​the timeline. In this case, the first adjustment operation may refer to a sliding operation along a first direction, and the second adjustment operation may refer to a sliding operation along a second direction, which is different from the first direction; preferably, it may be set to the opposite direction.

[0102] In this case, in response to the first adjustment operation, the time span indicated by the time axis can be expanded, that is, the historical time length and the future time length are expanded synchronously based on the reference point, but the proportion of the time length of the first time segment and the second time segment relative to the time span remains unchanged.

[0103] The amount of change in the first time segment and the amount of change in the second time segment can be the same, and the adjustment speed can also be the same. Preferably, the amount of change and the adjustment speed can correspond to the operating parameters of the first adjustment operation.

[0104] For example, the above-mentioned operating parameters may include, but are not limited to, at least one of the following: sliding distance (e.g., the sliding distance of a mouse wheel, or the sliding distance of a sliding operation), sliding duration, and sliding speed. In this case, the change in the above-mentioned time segments can be determined based on the sliding distance or sliding duration, showing a positive correlation. For example, as the sliding distance increases, the change in the first time segment and the second time segment increases accordingly. Furthermore, the adjustment speed of the above-mentioned time segments can be determined based on the sliding speed. For example, the sliding speed can be determined as the adjustment speed. Alternatively, the adjustment speed can be set to a constant speed, not changing with the sliding speed; this application does not impose any limitations on this.

[0105] Accordingly, in response to the second adjustment operation, the time span indicated by the time axis can be reduced, that is, the historical time length and the future time length are controlled to be reduced synchronously based on a reference point, but the proportion of the time length of the first time segment and the second time segment relative to the time span remains unchanged. Here, the adjustment method of the second adjustment operation is similar to that of the first adjustment operation, and this application will not elaborate on this part. In addition, when adjusting the time span indicated by the time axis as described above, the size of the display area occupied by the time axis on the graphical user interface does not change.

[0106] In a preferred embodiment of this application, in addition to displaying the timeline, an indicator can also be displayed on the graphical user interface to indicate the changes in the time span of the timeline.

[0107] In the first scenario, the indicator is permanently displayed on the graphical user interface.

[0108] At this time, while displaying the scene map on the graphical user interface, the timeline and indicators are also displayed continuously.

[0109] In the second scenario, the indicator is displayed on the graphical user interface when it receives an adjustment operation for the timeline.

[0110] In this case, the indicator is only displayed on the graphical user interface when the time span of the time axis is adjusted. The indicator is de-displayed in response to a preset event. For example, this preset event may include, but is not limited to, the end of the time axis adjustment operation and / or the time axis being deselected.

[0111] The following is combined Figure 3 and Figure 4 This section will introduce the display style and location of the timeline and indicators.

[0112] Figure 3 One of the schematic diagrams illustrates the display style of the timeline and indicators provided in an exemplary embodiment of this application.

[0113] like Figure 3 As shown, in response to an adjustment operation on the timeline, an indicator 40 is displayed in the associated location area of ​​the timeline 30. In this example, the indicator 40 may also be presented as a rectangular bar, and the timeline 30 and the indicator 40 are arranged side by side on the graphical user interface.

[0114] In an alternative example, the display length of indicator 40 is controlled to change according to the operating parameters of the adjustment operation. For example, the display length of indicator 40 can be changed by controlling the two ends of indicator 40 based on the adjustment operation. Preferably, the change in the display length of indicator 40 is synchronized with the change in the time span indicated by the time axis. For example, in response to a first adjustment operation, the two ends of indicator 40 are controlled to move away from the reference point to indicate that the time span indicated by the time axis has been expanded; in response to a second adjustment operation, the two ends of indicator 40 are controlled to move closer to the reference point to indicate that the time span indicated by the time axis has been reduced. The amount of movement of the two ends of indicator 40 can be determined based on the operating parameters of the adjustment operation, for example, the amount of movement is positively correlated with the operating parameters (e.g., sliding distance).

[0115] For example, indicator 40 may include container area 42 and indicator bar 41, to Figure 4 As shown in the example, the container area 42 is arranged adjacent to the display area of ​​the time axis, and the length of the container area 42 is the same as the length of the display area of ​​the time axis 30. The display length of the indicator bar 41 varies within the container area according to the operation parameters of the adjustment operation for the time axis.

[0116] Here, based on the operation parameters of the adjustment operation, the two ends of the indicator bar are synchronously offset relative to the reference point to change the display length of the indicator bar. The operation parameters of the adjustment operation are positively correlated with the offset amount of each end of the indicator bar. In this example, the indicator bar 41 (the bright yellow part shown in the figure) is displayed as a rectangular bar. The distance between the two ends of the indicator bar 41 is used to characterize the display length of the indicator bar 41. The display length of the indicator bar 41 is positively correlated with the time span indicated by the time axis. For example, when the indicator bar 41 is displayed in full screen in its length direction (i.e., when the two ends of the indicator bar 41 are at positions E1 and E2), the time span indicated by the time axis is the maximum span. In response to the second adjustment operation, the two ends of the indicator bar 41 are controlled to indent towards the reference point. When the two ends of the indicator bar 41 are at positions A1 and A2, the time span indicated by the time axis is the minimum span.

[0117] In a preferred embodiment, the system further includes multiple display components, each comprising a first display identifier and a second display identifier. The first and second display identifiers in each component are symmetrically distributed around a reference point, for example, symmetrically distributed within a container area. The identifier distance between the first and second display identifiers in each component is used to characterize a corresponding preset time span. Figure 4 As shown, the first display component includes display identifiers A1 and A2, the second display component includes display identifiers B1 and B2, the third display component includes display identifiers C1 and C2, and the fourth display component includes display identifiers E1 and E2.

[0118] exist Figure 4 In the example shown, four preset time spans are pre-set, such as Y0, Y1, Y2, and Y3. Y3 corresponds to a preset time span of 52 weeks (364 days), approximately one year; Y2 corresponds to a preset time span of 32 weeks (224 days); Y1 corresponds to a preset time span of 8 weeks (56 days); and Y0 corresponds to a preset time span of 2 weeks (14 days). In this case, the preset time span for Y0 is represented by the distance between identifiers A1 and A2, the distance between identifiers B1 and B2 by Y1, the distance between identifiers C1 and C2 by Y2, and the distance between identifiers E1 and E2 by Y3.

[0119] When a maximum and minimum span are set for the time axis, the time span indicated by the time axis reaches its maximum span when both ends of the first adjustment operation indicator bar 41 are at positions E1 and E2. At this time, the time span corresponding to the time axis remains at Y3 and no longer changes with the first adjustment operation. Correspondingly, when both ends of the second adjustment operation indicator bar 41 are at positions A1 and A2, the time span indicated by the time axis reaches its minimum span. At this time, the time span corresponding to the time axis remains at Y0 and no longer changes with the second adjustment operation.

[0120] It should be understood that the display styles and positions of the timelines and indicators listed above are merely examples, and this application does not impose any limitations on them.

[0121] In a preferred embodiment of this application, the event information of different game events can be viewed according to different time units by adjusting the time unit of the time axis.

[0122] Figure 5 A flowchart illustrating the steps for displaying an event identifier provided in an exemplary embodiment of this application is shown.

[0123] like Figure 5 As shown, in step S201, the target game event within the time span indicated by the time axis is identified.

[0124] As the game progresses, multiple game events can be generated or predicted. For example, these game events may include, but are not limited to, at least one of the following: battle reports, weather events, expeditions, creating buildings at virtual targets (e.g., building cities), developing virtual resources, recruiting soldiers, crafting treasures, upgrading food supplies, upgrading barracks, defeating wild monsters, team battles, building fortresses, establishing fortified defenses, deploying strategies, training troops, and transferring virtual resources. After a game event is established, the game progresses at a uniform pace based on real-world time until the event is completed. Furthermore, players can use speed-up items to accelerate the process; this application does not impose any restrictions on this.

[0125] For each game event in the virtual scene, record the relevant event information. For example, the relevant event information may include, but is not limited to: event type (e.g., battle type, upgrade type, transfer type, construction type, weather type, battle report type, etc.), event importance (e.g., set a label for the game event to indicate its importance), event location (the map location of the game event in the scene map of the virtual scene), event time (e.g., event start time or event completion time), event objects (e.g., the two sides in the battle), and a brief description of the game event.

[0126] Here, "creating buildings" can refer to the ability to construct various types of buildings on the land of a virtual target, and this application does not impose any limitations on this. Furthermore, fortresses can be built on occupied virtual targets. For example, a fortress can include, but is not limited to, multiple rooms, corridors, staircases, doors, or other structures. Troops can be deployed to the fortress, and it can also be used for rest and recuperation of troops fighting on the front lines. The aforementioned "ironclad defense" refers to adding defensive attributes to a virtual target to enhance its defensive capabilities. When the virtual target is attacked by the enemy, it can effectively withstand enemy attacks, protecting friendly buildings, fortresses, and personnel, thereby reducing damage from normal attacks and tactical attacks during combat.

[0127] The aforementioned strategies (or tactics) may include influencing the effects of tactics in battle to reduce the damage the virtual target receives from tactical attacks. In virtual matches, players can have at least one general, who possesses troops. A general's troop strength can be increased through recruitment. Furthermore, the combat capabilities of the troops can be improved through troop training, thereby boosting the general's health points (HP) and / or attack attributes.

[0128] A virtual target can possess various virtual resources. These resources can be acquired by performing resource development actions on the virtual target. Furthermore, resource transfer can be directed to virtual objects within the same faction or to virtual objects within different factions, transferring the virtual resources developed by that virtual target.

[0129] It should be understood that the game events listed above that are executed in the scene map of the virtual scene are merely examples, and this application is not limited to them. Other behaviors besides the game events listed above can also be executed in the scene map.

[0130] In this embodiment, a target game event can be determined based on game events whose events fall within a time span indicated by the timeline. Preferably, game events falling within different time spans can also be filtered.

[0131] In one scenario, the target game event is determined by assessing the importance of all game events within the current time span of the timeline.

[0132] For example, game events whose times fall within the time span indicated by the timeline can be sorted in descending order of importance, and the top specified number of game events can be identified as target game events. In other words, all game events within the time span are sorted for filtering. Alternatively, for each event type, game events within that type can be sorted in descending order of importance, and the top target number of game events within that type can be selected as target game events.

[0133] In another scenario, game events are selected in different ways for different time segments within the time span of the timeline.

[0134] For example, for historical game events falling into the first time segment, filtering can be based on the importance of the event; for predicted game events falling into the second time segment, filtering can be based on the importance of the event; or all predicted game events can be used as target game events.

[0135] For example, historical game events occurring within the virtual game scene during a first time segment are identified, and predicted game events for a second time segment are determined. The predicted game events, along with at least a portion of the historical game events determined based on their importance, are identified as target game events. Here, the method for filtering historical game events in the first time segment based on event importance is similar to the method for determining target game events based on event importance in the first scenario described above, and this part will not be elaborated upon further in this application.

[0136] In step S202, the event position of the target game event on the timeline is determined based on the event time of the target game event.

[0137] Here, for completed game events, the aforementioned event time can be either the event start time or the event completion time. For ongoing game events, the aforementioned event time refers to the event start time. For predicted game events, the aforementioned event time refers to the event start time. For example, the event position on the timeline can be determined based on the time difference between the event time and the reference point.

[0138] In step S203, an event identifier used to indicate a game event is displayed at the event location.

[0139] Here, different event identifiers can be used for different types of game events, in order to Figure 2 As shown in the example, multiple event markers are displayed on the timeline 30, such as S1 to S9. Among them, S1 to S5 represent historical game events, and S6 to S9 represent predicted game events. S1, S2, S3, and S5 represent game events of the same type through the same event marker, and the importance of the game events is indicated by changing the marker color. S4, S6, S7, and S9 represent game events of the same type through the same event marker, and the importance of the game events can also be indicated by changing the marker color.

[0140] Furthermore, for target game events including battle reports, players can also interact with event markers displayed on the timeline that indicate battle reports.

[0141] Figure 6 This is a second schematic diagram of the interface provided by an exemplary embodiment of this application.

[0142] like Figure 6 As shown, S4, S6, S7, and S9 are event identifiers used to indicate battle reports. Taking event identifier S6 as an example, it means that there are 4 battle reports at the game time where event identifier S6 is located.

[0143] In a preferred embodiment of this application, in response to the selection of a first event identifier used to indicate a battle report, a first sub-information bar is displayed around the first event identifier, and a summary prompt message for the battle report indicated by the first event identifier is displayed in the first sub-information bar. Here, the selection method for the event identifier can be similar to the selection method for the timeline described above. For example, the event identifier is selected when the mouse hovers over its location. This application will not repeat the repetitive content.

[0144] by Figure 6As shown in the example, in response to the selection of event identifier S6, a first sub-information bar 50 is displayed around event identifier S6. For example, the summary prompt information displayed in the first sub-information bar 50 may include, but is not limited to, at least one of the following: battle report time, opposing sides, and a viewing control for viewing battle report details.

[0145] In a preferred embodiment of this application, in response to a selection operation on a first event identifier used to indicate a battle report, a battle report details interface 60 is displayed on a graphical user interface. Here, the selection operation on the event identifier and the selection operation are different operations. The selection operation on the first event identifier may include a trigger operation on a viewing control in the first sub-information bar 50 and / or a trigger operation on the first event identifier.

[0146] In this embodiment of the application, the battle report details interface displays battle report information of the battle report indicated by the first event identifier. Here, the battle report information may include detailed description information of the battle report.

[0147] Preferably, in Figure 6 In the example shown, the battle report details interface 60 displays a battle report list, that is, multiple battle reports at different times are displayed in a list format. For example, the battle report list includes multiple battle report information arranged in order of battle report time. A battle report time may include one battle report information or multiple battle report information.

[0148] Taking the triggering of event identifier S6 as an example, the battle report details interface 60 displays four battle reports that occurred on August 16th, including the one corresponding to event identifier S6. For instance, the battle report information indicated by the first event identifier in the battle report list can be displayed separately. Preferably, for turn-based games, the battle report details interface 60 can also display battle reports for all days included in the battle round containing event identifier S6. For example, if a battle round includes 7 days, this example displays battle reports from one battle round from August 10th to August 16th.

[0149] Here, the display position and display method of the first sub-information bar and the battle report details interface are merely examples, and this application does not impose any limitations on them. Furthermore, the number and order of battle reports displayed in the battle report details interface can also be adjusted according to actual needs.

[0150] In a preferred embodiment of this application, considering the correlation between game progression, the creation of game events, or strategic deployments and the solar terms, corresponding solar term markers can be displayed on the timeline to indicate the time difference between the current game moment and the solar term within the time span. For cases where both event markers and solar term markers are displayed on the timeline, the correlation between game events and solar terms can also be visually demonstrated to the player.

[0151] Figure 7 A flowchart illustrating the steps for displaying solar term identifiers provided in an exemplary embodiment of this application is shown.

[0152] like Figure 7 As shown, in step S401, at least one solar term is determined to be included within the time span indicated by the time axis.

[0153] Here, the aforementioned solar terms can include the twenty-four specific solar terms in the Chinese calendar. For example, the twenty-four solar terms can be divided into four categories: those indicating the change from cold to hot include: Beginning of Spring and Spring Equinox; Beginning of Summer and Summer Solstice; Beginning of Autumn and Autumn Equinox; Beginning of Winter and Winter Solstice (eight solar terms); those symbolizing temperature changes include: Minor Heat, Major Heat, End of Heat, Minor Cold, and Major Cold (five solar terms); those reflecting precipitation include: Rain Water, Grain Rain, White Dew, Cold Dew, Frost's Descent, Minor Snow, and Major Snow (seven solar terms); and those reflecting phenological phenomena or agricultural activities include: Awakening of Insects, Pure Brightness, Grain Buds, and Grain in Ear (four solar terms).

[0154] In step S402, the position of each of the at least one solar term on the time axis is determined.

[0155] Here, the position of the corresponding solar term on the time axis can be determined based on the time difference between the corresponding time point and the reference point.

[0156] In step S403, the presentation format of the solar term identifier displayed at each solar term position is updated according to the change in the time span indicated by the time axis, so that the presentation format matches the change in the time span.

[0157] For example, the solar term label displays solar term information used to represent the solar term. This solar term information can be displayed in text form or graphic form within the solar term label. Figure 2 As shown in the example, the solar term information is displayed in text form in the solar term label, such as Major Heat, Minor Heat, etc.

[0158] In an optional embodiment, the presentation of each solar term identifier can be updated as follows: when the time span indicated by the timeline is not less than a first time length, for example, when the time span is greater than or equal to Y2 (e.g., 224 days), the solar term is represented in a simplified text form in the solar term identifier, such as... Figure 3 As shown, when the time span indicated by the time axis is Y3, the solar term identifier J displays a simplified text of the solar term, such as using the simplified text "Autumn" to represent the Beginning of Autumn and "Winter" to represent the Beginning of Winter. When the time span indicated by the time axis is less than the first time length, for example, when the time span is less than Y2, the solar term is represented in full text form in the solar term identifier, such as... Figure 4As shown, when the time span indicated by the time axis is less than Y2, the solar term identifier J displays the full text of the solar term, such as "Start of Summer", "Grain Buds", and "Grain in Ear".

[0159] For example, in response to any solar term marker being selected (e.g., the mouse hovering over the location of the solar term marker), a second sub-information bar is displayed around the solar term marker, and the second sub-information bar displays relevant prompts for the solar term indicated by the solar term marker. Here, the relevant prompts may include at least one of the following: prompts for players regarding the impact of the solar term on the progress of the game (e.g., recommended game events or behaviors during the solar term), and descriptions of the characteristics of the solar term (e.g., the summer solstice marks the time when farmers are not yet busy).

[0160] In an optional embodiment, solar term markers and scale markers can be displayed on the timeline simultaneously, allowing players to intuitively and quickly locate the time sequence of game events based on the solar term markers and scale markers, which helps in formulating corresponding battle strategies. For example, multiple scale markers can be displayed on the timeline, each marker representing a specific point in time. Here, multiple point in time can be determined by equally dividing the time span indicated by the timeline, or by dividing the first and second time segments at equal intervals starting from a reference point. It should be understood that, in addition to the above methods, other methods can also be used to determine the specific time corresponding to each point in time, and this application does not limit this.

[0161] In a preferred embodiment, the position of each scale mark on the time axis changes accordingly with the time span. That is, as the time span indicated by the time axis changes, the time difference between the time point represented by each scale mark and the reference point remains unchanged; only the display position on the time axis is adjusted. Accordingly, when the time span indicated by the time axis is adjusted, the display positions of the various solar term markers, event markers, etc., displayed on the time axis change, but the time difference with the reference point remains unchanged. Figure 3 As shown, the scale mark F is presented in a first format on the timeline 30. As the time span indicated by the timeline changes, the presentation format of the scale mark F can also change accordingly (e.g., Figure 4 As shown in the figure, for example, the clarity of the scale markings increases as the time span decreases.

[0162] In a preferred embodiment of this application, the time span indicated by the timeline can also be determined to be in at least one season, and seasonal prompts can be displayed on the timeline. For example, the time span indicated by the timeline may include at least one sequentially connected seasonal segment, with different seasonal segments presented in different ways on the timeline. Figure 2 As shown in the example, the time span indicated by time axis 30 includes four seasonal segments, with pink representing the spring segment, green representing the summer segment, ochre representing the autumn segment, and dark blue representing the winter segment.

[0163] In a preferred embodiment of this application, for turn-based games, turn markers can also be displayed on the timeline to visually show players the duration of battle rounds, the time difference between battle rounds and a reference point, and the distribution of different battle rounds. Displaying turn markers, seasonal segments, solar term markers, and event markers simultaneously on the timeline helps players quickly see the distribution of different game events and battle rounds across different time spans.

[0164] Figure 8 A flowchart illustrating the steps for displaying a round identifier as provided in an exemplary embodiment of this application is shown.

[0165] like Figure 8 As shown, in step S501, at least one battle round is identified within the time span indicated by the time axis.

[0166] In the course of a game battle, there may be multiple battle rounds. In each battle round, at least one game event may be created. For example, the battle duration of each battle round may include a preset number of days.

[0167] In step S502, the preset number of days corresponding to each battle round is determined as the round position on the timeline.

[0168] For each round of the battle, the round position on the timeline is determined based on the time difference between the start time and / or end time of that round and the reference point.

[0169] In step S503, a preset number of round markers are displayed at the round position in days.

[0170] Here, one round of a battle can correspond to one round identifier, which is displayed on the timeline. In a preferred example, multiple round identifiers can be displayed on the timeline in units of days, according to the preset number of days included in a battle round. That is, one day corresponds to one round identifier, and the same number of round identifiers as the preset number of days represents one battle round.

[0171] In this way, by displaying round markers and event markers simultaneously on the timeline, players can quickly understand the distribution of game events and battle rounds, and even the distribution of game events within each day of a battle round.

[0172] Figure 9A flowchart illustrating the round control steps provided in an exemplary embodiment of this application is shown.

[0173] like Figure 9 As shown, in step S601, an interactive control for triggering the start of a round is also displayed on the graphical user interface.

[0174] by Figure 6 In the example shown, the interactive control K can be provided below the graphical user interface 10 to simultaneously display the interactive control K, the timeline 30, and the scene map 20 on the graphical user interface 10. In an optional example, the interactive control K can be aligned with the reference point Z.

[0175] In step S602, a battle round is initiated in response to the triggering operation of the interactive control.

[0176] Here, the aforementioned triggering operation refers to the operation used to trigger the start of a battle round, such as a touch operation on an interactive control, and / or a selection operation on the interactive control via an external input device. This application does not limit this.

[0177] In an optional embodiment of this application, the game state in a turn-based game can be characterized by the identification information displayed in the interactive control. For example, when the interactive control is not triggered, the interactive control displays first identification information, indicating that the battle round has not started; when the interactive control is triggered, the interactive control displays second identification information, indicating that the battle round has started.

[0178] In a preferred embodiment of this application, the game time is displayed around the interactive control, such as... Figure 6 The "YY year YY month YY day" shown is used. In this case, in response to a trigger operation on the interactive control, a second identifier can be displayed in the interactive control to replace the first identifier. At the same time, the game time advances at a preset time rate until the round duration reaches a preset number of days. Here, the aforementioned preset time rate can be a pre-set rate for advancing the battle round progress. For example, the rate of advancement for the battle round can be higher than the rate of advancement for the game time (e.g., the game progress when no battle round is started). Preferably, the game time displayed around the interactive control can be updated in days to represent the advancement of the battle round.

[0179] In step S603, in response to the start of a battle round reaching a preset number of days, the battle round is controlled to end.

[0180] For example, after a battle round begins, the duration of the round is recorded, and the round automatically ends when the duration reaches a preset number of days. Within a battle round, players can manipulate virtual objects to perform various game actions, or perform various game actions on virtual targets in the scene map, or create various game events. Here, the number of battle days for each battle round can be set to the same number of days, or the number of battle days for different battle rounds can be adjusted to different values ​​as needed; this application does not impose any restrictions on this.

[0181] It should be understood that the above Figure 9 The method shown for triggering a battle round is only an example. This application is not limited to this. A battle round can also be triggered based on the system's preset round start time.

[0182] In a preferred embodiment of this application, the aforementioned target game event may further include an expedition event, which will be discussed below. Figure 10 This section describes the interaction process between event identifiers that indicate expeditions as displayed on the timeline.

[0183] Figure 10 A flowchart illustrating the control steps of an expedition event provided by an exemplary embodiment of this application is shown.

[0184] like Figure 10 As shown, in step S701, a preset expedition event within the time span indicated by the time axis is identified.

[0185] Here, an expedition event can refer to the initiating party sending out a military force that marches along a planned route to its destination to engage in combat. For example, if the initiating party of the expedition event is the enemy camp, the expedition event can refer to the enemy camp launching an expedition, and after a period of time (the process of the military force marching along the route), the military force arrives at the main city to launch an attack.

[0186] For example, the aforementioned preset expedition event may include the expedition event initiation time within a first time segment and the expedition event's combat time within a second time segment.

[0187] In step S702, in response to the selection operation of the event identifier corresponding to the preset expedition event, the viewing location of the preset expedition event is determined.

[0188] Here, the identified preset expedition events may include one or more. In this case, the above selection operation can be the selection of the event identifier corresponding to any preset expedition event.

[0189] In one optional example, the viewing location of a preset expedition event can be determined by detecting the expedition status of the marching force corresponding to that event. Here, the expedition status can include, but is not limited to, marching and combat status. Marching status refers to the marching force being in the process of moving along a marching route, while combat status refers to the marching force reaching its destination and engaging in combat. In this case, if the marching force is in a marching state, the real-time marching location of the preset expedition event is determined as the viewing location; if the marching force is in a combat state, the destination of the preset expedition event is determined as the viewing location.

[0190] In step S703, the scene map displayed on the graphical user interface is switched to the scene map corresponding to the viewing location.

[0191] Here, the viewing location of the preset expedition event can be defined as the observation center of the virtual camera. This allows the virtual camera to maintain a constant camera height and its observation center to move from the current observation center in the graphical user interface to the viewing location of the preset expedition event, thereby updating the content of the scene map displayed in the graphical user interface. It should be understood that other methods can also be used to switch scene maps, such as directly jumping to the scene map corresponding to the viewing location; this application does not impose any restrictions on this.

[0192] In a preferred embodiment of this application, the aforementioned target game event may further include weather events, as described below. Figure 11 This section describes the interaction process between event icons that indicate weather events displayed on the timeline.

[0193] Figure 11 A flowchart illustrating the control steps for weather events provided in an exemplary embodiment of this application is shown.

[0194] like Figure 11 As shown, in step S801, preset weather events within the time span indicated by the time axis are identified.

[0195] Here, preset weather events can include pre-set weather events with high impact. The impact levels of different weather conditions can be set manually, or determined by other methods; this application does not impose any restrictions on this. For example, preset weather events may include, but are not limited to: heavy rain, strong winds, and high temperatures.

[0196] In this embodiment of the application, preset weather events can be identified from the time span indicated by the time axis. Preferably, only preset weather events that occur within the second time segment can be identified, that is, predicted weather events in the future time period can be identified.

[0197] In step S802, in response to the selection operation of the event identifier corresponding to the preset weather event, the area corresponding to the preset weather event is determined.

[0198] Here, the area corresponding to the preset weather event can refer to the area of ​​influence of the preset weather event on the scene map of the virtual scene (or, the area of ​​effect of the weather event), referring to the map location. As an example, the above selection operation may include, but is not limited to, at least one of the following: a single click operation, a double click operation, or a long press operation on the event identifier.

[0199] In step S803, the scene map displayed on the graphical user interface is switched to the scene map corresponding to the region, and a weather icon representing the preset weather event is displayed in that region.

[0200] In one example, a location point in the area corresponding to a preset weather event can be designated as the observation center of the virtual camera. This allows the virtual camera to maintain a constant camera height and its observation center to move from the current observation center in the graphical user interface to that location point, thereby updating the content of the scene map displayed in the graphical user interface.

[0201] In addition to the methods described above for adjusting the observation center, the camera height can also be adjusted. For example, switching the scene map can be done by switching to a virtual camera that observes the virtual scene at the highest map level. That is, the map level of the scene map corresponding to the area of ​​the preset weather event is set to the highest map level, so that the player can overlook the scene map. In this case, it is only necessary to ensure that the area is included in the graphical user interface after the switch, and the observation center can be set according to needs.

[0202] In combination with the above Figure 3 and Figure 4 As shown in a preferred example of this application, multiple preset time spans can be pre-set, such as Y0, Y1, Y2, and Y3. The following is a detailed description of each preset time span.

[0203] Taking a turn-based game as an example, each round of the game includes a preset number of days. For example, if the preset number of days is 7 days, the specified time unit corresponding to Y3 can be 52 weeks, which is equivalent to 52 rounds (i.e., 364 days, about one year). When the time span indicated by the timeline is between C2 and E2 (i.e., between C1 and E1), the display rules of each label can be determined in the following ways: display the label of the most important event (for example, the most important can refer to the game event with the highest degree of importance, or the game event with the highest degree of importance under each event type), display the brief text of the important solar terms (for example, all solar terms are divided into important and unimportant solar terms), and display the scale labels of all solar terms.

[0204] Based on the timeline within this time span, players can observe the most important events within a year, see the predictions of events furthest from the baseline, and also help players develop long-term plans and review the macro situation.

[0205] Y2 corresponds to a specified time unit of 32 weeks, which is equivalent to 32 rounds (i.e., 224 days). When the time span indicated by the timeline is between B2 and C2 (i.e. between B1 and C1), the display rules for each identifier can be determined in the following ways: display 1-2 event identifiers of importance (e.g., the top 1-2 game events in descending order of importance, or the top 1-2 game events under each event type), display all the text of all solar terms, and display the battle identifiers for all battle rounds.

[0206] Based on the timeline within this time span, players can observe important and minor events over a period of six months, observe predictions of events further away from the baseline, and also help players formulate medium- to long-term plans and review mid-level situations.

[0207] The specified time unit corresponding to Y1 can be 8 weeks, which is equivalent to 8 rounds (i.e., 56 days). When the time span indicated by the time axis is between A2 and B2 (that is, between A1 and B1), the display rules of each mark can be determined in the following ways: display event marks of level 1-3, display all text of all solar terms, and display battle marks of all battle rounds. The clarity of the time scale marks under the preset time span of Y1 is higher than that under the preset time span of Y2. The clarity can be improved by changing the shape, line, line width, line color, etc. of the scale marks.

[0208] Based on the timeline within this time span, players can observe most events within two months and can observe the prediction of more recent events, which helps players make short-term plans and review the recent situation.

[0209] The specified time unit corresponding to Y0 can be 2 weeks, which is equivalent to 2 rounds (i.e., 14 days). When the time span indicated by the time axis is located at A2 (that is, at A1), the display rules of each mark can be determined in the following ways: display event marks of importance from 1 to 4, or display the time marks of all game events, display all the text of all solar terms, and display the scale mark of each day, which is equivalent to displaying the round marks of the battle rounds in units of days.

[0210] Based on the timeline within this time span, players can observe all events within two weeks, pay attention to all records for each day, and also observe the event predictions for the next round. That is, by paying attention to the prediction records for each day and the minimum future prediction information, players can execute actions for the current and next rounds. In other words, by paying attention to all events that occurred in the previous round, players can observe the micro-situation.

[0211] Based on the same application concept, this application also provides an information processing device corresponding to the method provided in the above embodiments. Since the principle of the device in this application to solve the problem is similar to the information processing method in the above embodiments of this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0212] Figure 12 A schematic diagram of the structure of an information processing device in a game provided as an exemplary embodiment of this application. (e.g.) Figure 12 As shown, the information processing device 200 includes:

[0213] The display control module 210 displays a scene map and a timeline on the graphical user interface. The timeline is divided into a first time segment representing the length of historical time and a second time segment representing the length of future time based on a reference point.

[0214] The adjustment module 220, when the time axis is selected, controls the time span indicated by the time axis to change based on the adjustment operation for the time axis, wherein the time span consists of a first time segment and a second time segment.

[0215] In one possible implementation of this application, the adjustment module 220 is further configured to: select the time axis in response to a first operation at the display area of ​​the time axis on the graphical user interface.

[0216] In one possible embodiment of this application, the adjustment operation includes at least one of the following: a scrolling operation of a mouse wheel hovering over the display area of ​​the time axis; a first sliding operation performed within the display area; a second sliding operation with a starting position within the display area; and / or, the first operation for selecting the time axis includes at least one of the following: a hovering operation within the display area of ​​the time axis; a predetermined touch operation performed within the display area of ​​the time axis.

[0217] In one possible implementation of this application, the reference point indicates the current game time, the historical time length refers to the time length from a preset historical time point to the current game time, the future time length refers to the time length from the current game time to a preset future time point, and / or, the historical time length and the future time length are the same.

[0218] In one possible implementation of this application, the adjustment operation includes a first adjustment operation for expanding the time span and a second adjustment operation for narrowing the time span, wherein the adjustment module 220 is further configured to: in response to the first adjustment operation, control the historical time length and the future time length to be synchronously expanded based on the reference point; and in response to the second adjustment operation, control the historical time length and the future time length to be synchronously narrowed based on the reference point.

[0219] In one possible implementation of this application, the adjustment module 220 is further configured to: in response to the adjustment operation, display an indicator in the associated position area of ​​the time axis, and control the display length of the indicator to change according to the operation parameters of the adjustment operation, wherein the change in the display length of the indicator is positively correlated with the change in the time span.

[0220] In one possible embodiment of this application, the timeline is displayed on the graphical user interface at a preset side of the screen near the terminal device, and the length of the display area of ​​the timeline is the same as the length of the preset side. Alternatively, the indicator includes a container area and an indicator bar, the container area being arranged adjacent to the display area of ​​the timeline and the length of the container area being the same as the length of the display area of ​​the timeline. The display length of the indicator bar varies within the container area according to the operation parameters of the adjustment operation.

[0221] In one possible embodiment of this application, the indicator bar is displayed in the shape of a rectangular strip, and the distance between the two ends of the indicator bar is used to characterize the display length of the indicator bar. The display length of the indicator bar is positively correlated with the time span. The adjustment module 220 is further configured to: control the two ends of the indicator bar to be synchronously offset relative to the reference point according to the operation parameters of the adjustment operation, so as to change the display length of the indicator bar. The operation parameters of the adjustment operation are positively correlated with the offset amount of each end of the indicator bar.

[0222] In one possible embodiment of this application, a plurality of display components are also displayed in the associated location area. Each display component includes a first display identifier and a second display identifier. The first and second display identifiers in each display component are symmetrically distributed around the reference point. The identifier distance between the first and second display identifiers in each display component is used to characterize a corresponding preset time span. And / or, the adjustment module 220 is further configured to: in response to a preset event, cancel the display of the indicator on the graphical user interface. The preset event includes the end of the adjustment operation and / or the time axis being deselected.

[0223] In one possible implementation of this application, an interaction module is further included, configured to: identify a target game event within a time span indicated by the time axis; determine the event position of the target game event on the time axis based on the event time of the target game event; and display an event identifier at the event position to indicate the game event.

[0224] In one possible implementation of this application, the target game event is determined based on the importance of each game event within the time span; or, the target game event includes at least some historical game events occurring in the virtual scene of the game within the first time segment and predicted game events within the second time segment.

[0225] In one possible implementation of this application, the target game event includes a battle report, wherein the interaction module is further configured to: display a battle report details interface on the graphical user interface in response to a selection operation for a first event identifier used to indicate a battle report, the battle report details interface displaying battle report information of the battle report indicated by the first event identifier.

[0226] In one possible implementation of this application, the interaction module is further configured to: in response to the selection of a first event identifier for indicating a battle report, display a first sub-information bar around the first event identifier, display a summary prompt message for the battle report indicated by the first event identifier in the first sub-information bar, wherein a viewing control is also displayed in the first sub-information bar, and the selection operation for the first event identifier includes a trigger operation for the viewing control and / or a trigger operation for the first event identifier.

[0227] In one possible implementation of this application, a battle report list is displayed in the battle report details interface. The battle report list includes multiple battle report information arranged in order of battle report time. The interaction module is further configured to: differentiate and display the battle report information of the battle report indicated by the first event identifier in the battle report list.

[0228] In one possible implementation of this application, the interaction module is further configured to: determine at least one solar term included within the time span indicated by the time axis; determine the solar term position of each of the at least one solar term on the time axis; and update the presentation format of the solar term identifier displayed at each solar term position to represent the solar term according to the change in the time span indicated by the time axis, so that the presentation format matches the change in the time span.

[0229] In one possible embodiment of this application, the solar term identifier displays solar term information for characterizing the solar term, wherein the presentation of each solar term identifier is updated in the following manner: when the time span indicated by the time axis is not less than a first time length, the solar term is characterized in a simplified text form in the solar term identifier; when the time span indicated by the time axis is less than the first time length, the solar term is characterized in a complete text form in the solar term identifier.

[0230] In one possible implementation of this application, the interaction module is further configured to: display a plurality of scale markers on the time axis, each scale marker representing a time point, wherein the plurality of time points are determined by dividing the time span indicated by the time axis into equal parts, wherein the position of each scale marker on the time axis changes accordingly with the change of the time span.

[0231] In one possible implementation of this application, the time span includes at least one sequentially connected seasonal segment, with different seasonal segments presented in different ways on the timeline.

[0232] In one possible implementation of this application, the interaction module is further configured to: identify at least one battle round within the time span indicated by the time axis, wherein the battle duration of each battle round includes a preset number of days; for each battle round, determine the round position on the time axis corresponding to the preset number of days; and display a preset number of round identifiers in days at the round position.

[0233] In one possible implementation of this application, the interaction module is further configured to: display an interactive control on the graphical user interface for triggering the start of a round; initiate a battle round in response to the triggering operation of the interactive control; and control the end of the battle round in response to the round duration of the initiated battle round reaching the preset number of days.

[0234] In one possible implementation of this application, game time is displayed around the interactive control. When the interactive control is not triggered, a first identification information is displayed in the interactive control. The interactive module is further configured to: advance the game time at a preset time rate in response to the triggering operation of the interactive control until the round duration reaches the preset number of days, and simultaneously display a second identification information in the interactive control to replace the first identification information.

[0235] In one possible implementation of this application, the target game event includes an expedition event, wherein the interaction module is further configured to: identify a preset expedition event within the time span indicated by the time axis, the preset expedition event including an expedition event initiation time within the first time segment and an expedition event battle time within the second time segment; in response to a selection operation of an event identifier corresponding to the preset expedition event, determine the viewing location of the preset expedition event, and control the scene map displayed on the graphical user interface to switch to the scene map corresponding to the viewing location.

[0236] In one possible implementation of this application, the interaction module is further configured to: detect the expedition status of the marching force corresponding to the preset expedition event; if the expedition status of the marching force is a marching state, then determine the real-time marching position of the preset expedition event as the viewing position; if the expedition status of the marching force is a combat state, then determine the destination of the preset expedition event as the viewing position.

[0237] In one possible implementation of this application, the target game event includes a weather event. The interaction module is further configured to: identify a preset weather event within the time span indicated by the time axis, the preset weather event including weather events occurring within the second time segment; in response to a selection operation for an event identifier corresponding to the preset weather event, determine the region corresponding to the preset weather event; control the scene map displayed on the graphical user interface to switch to the scene map corresponding to the region; and display a weather identifier representing the preset weather event at the region, wherein the map level of the scene map corresponding to the region is the highest map level.

[0238] Based on the above device, the time span of the time axis can be adjusted, and the display style is diversified.

[0239] Please see Figure 13 , Figure 13 A schematic diagram of the structure of an electronic device provided as an exemplary embodiment of this application. For example... Figure 13 As shown, the electronic device 300 includes a processor 310, a memory 320, and a bus 330.

[0240] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the information processing method in any of the above embodiments can be performed, as follows:

[0241] A graphical user interface is provided through a terminal device, on which a scene map and a timeline are displayed. The timeline is divided into a first time segment representing the length of historical time and a second time segment representing the length of future time based on a reference point. When the timeline is selected, the time span indicated by the timeline is controlled to change based on the adjustment operation of the timeline, wherein the time span is composed of the first time segment and the second time segment.

[0242] Based on the aforementioned electronic devices, the time span of the time axis can be adjusted, and the display style is diversified.

[0243] This application also provides a computer-readable storage medium storing a computer program. When the computer program is run by a processor, it can execute the steps of the information processing method as described in any of the above embodiments, as follows:

[0244] A graphical user interface is provided through a terminal device, on which a scene map and a timeline are displayed. The timeline is divided into a first time segment representing the length of historical time and a second time segment representing the length of future time based on a reference point. When the timeline is selected, the time span indicated by the timeline is controlled to change based on the adjustment operation of the timeline, wherein the time span is composed of the first time segment and the second time segment.

[0245] Based on the aforementioned computer-readable storage medium, the time span of the time axis can be adjusted, and the display style is diversified.

[0246] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is only a logical functional division; in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces; the indirect coupling or communication connection of devices or units may be electrical, mechanical, or other forms.

[0247] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0248] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0249] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0250] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. An information processing method in a game, characterized in that, The method of providing a graphical user interface via a terminal device includes: The graphical user interface displays a scene map and a timeline, which is divided into a first time segment representing the length of historical time and a second time segment representing the length of future time based on a reference point. When the time axis is selected, the time span indicated by the time axis is controlled to change based on the adjustment operation on the time axis, wherein the time span consists of a first time segment and a second time segment.

2. The method according to claim 1, characterized in that, Also includes: In response to a first operation at the display area of ​​the timeline on the graphical user interface, the timeline is selected.

3. The method according to claim 1 or 2, characterized in that, The adjustment operation includes at least one of the following: The scrolling operation of the mouse wheel when it is hovered over the display area of ​​the time axis; The first sliding operation performed within the display area; The second sliding operation, with the starting position within the display area. And / or, the first operation for selecting the time axis includes at least one of the following: Hover operation at the display area of ​​the time axis; A predetermined touch operation performed within the display area of ​​the timeline.

4. The method according to claim 1, characterized in that, The reference point indicates the current game time; the historical time length refers to the time length from a preset historical time point to the current game time; and the future time length refers to the time length from the current game time to a preset future time point. And / or, the historical time length is the same as the future time length.

5. The method according to claim 1 or 4, characterized in that, The adjustment operations include a first adjustment operation for expanding the time span and a second adjustment operation for narrowing the time span. The step of controlling the time span indicated by the time axis to change based on the adjustment operation on the time axis includes: In response to the first adjustment operation, the historical time length and the future time length are synchronously expanded based on the reference point. In response to the second adjustment operation, the historical time length and the future time length are controlled to be synchronously reduced based on the reference point.

6. The method according to claim 1, characterized in that, Also includes: In response to the adjustment operation, an indicator is displayed in the associated position area of ​​the time axis, and the display length of the indicator is controlled to change according to the operation parameters of the adjustment operation, and the change in the display length of the indicator is positively correlated with the change in the time span.

7. The method according to claim 6, characterized in that, The timeline is displayed on the graphical user interface, near a predetermined side of the screen of the terminal device, and the length of the display area of ​​the timeline is the same as the length of the predetermined side. And / or, the indicator includes a container area and an indicator bar, the container area being arranged adjacent to the display area of ​​the time axis and the length of the container area being the same as the length of the display area of ​​the time axis, and the display length of the indicator bar varying within the container area according to the operation parameters of the adjustment operation.

8. The method according to claim 7, characterized in that, The indicator bar is displayed in a rectangular shape, and the distance between the two ends of the indicator bar represents the display length of the indicator bar. The display length of the indicator bar is positively correlated with the time span. This also includes: According to the operation parameters of the adjustment operation, the two ends of the indicator bar are controlled to be synchronously offset relative to the reference point to change the display length of the indicator bar. The operation parameters of the adjustment operation are positively correlated with the offset of each end of the indicator bar.

9. The method according to claim 6, characterized in that, The associated location area also displays multiple display components, each including a first display identifier and a second display identifier. The first and second display identifiers in each display component are symmetrically distributed around the reference point. The identifier distance between the first and second display identifiers in each display component is used to characterize a corresponding preset time span. And / or, also includes: In response to a preset event, the display of the indicator on the graphical user interface is canceled, the preset event including the end of the adjustment operation and / or the timeline being deselected.

10. The method according to claim 1, characterized in that, Also includes: Identify target game events within the time span indicated by the timeline; Based on the event time of the target game event, determine the event position of the target game event on the timeline; An event identifier is displayed at the event location to indicate the game event.

11. The method according to claim 10, characterized in that, The target game event is determined based on the importance of each game event within the stated time span. Alternatively, the target game event may include at least some historical game events that occur within the virtual scene of the game during the first time segment and predicted game events during the second time segment.

12. The method according to claim 10, characterized in that, The target game events include battle reports. This also includes: In response to a selection operation for a first event identifier used to indicate a battle report, a battle report details interface is displayed on the graphical user interface, the battle report details interface displaying battle report information indicated by the first event identifier.

13. The method according to claim 12, characterized in that, Also includes: In response to the selection of a first event identifier used to indicate a battle report, a first sub-information bar is displayed around the first event identifier, and a summary prompt message for the battle report indicated by the first event identifier is displayed in the first sub-information bar. The first sub-information bar also displays a viewing control, and the selection operation for the first event identifier includes a trigger operation for the viewing control and / or a trigger operation for the first event identifier.

14. The method according to claim 12, characterized in that, The battle report details interface displays a list of battle reports, which includes multiple battle reports arranged in chronological order. This also includes: The battle report information of the battle reports indicated by the first event identifier in the battle report list is displayed differently.

15. The method according to claim 1 or 10, characterized in that, Also includes: Determine at least one solar term included within the time span indicated by the time axis; Determine the position of each of the at least one solar term on the time axis; Based on the changes in the time span indicated by the time axis, update the presentation of the solar term identifier displayed at each solar term position to match the changes in the presentation with the changes in the time span.

16. The method according to claim 15, characterized in that, The solar term identifier displays solar term information used to characterize the solar term. The presentation of each solar term icon is updated in the following ways: When the time span indicated by the time axis is not less than the first time length, the solar term is represented in a simplified text form in the solar term identifier. When the time span indicated by the time axis is less than the first time length, the solar term is represented in full text form in the solar term identifier.

17. The method according to claim 1 or 10, characterized in that, Also includes: Multiple scale markers are displayed on the time axis, each marker representing a specific point in time. These multiple points in time are determined by equally dividing the time span indicated by the time axis. The position of each scale mark on the time axis changes accordingly as the time span changes.

18. The method according to claim 1 or 10, characterized in that, The time span includes at least one sequentially connected seasonal segment, with different seasonal segments presented in different ways on the timeline.

19. The method according to claim 1 or 10, characterized in that, Also includes: Identify at least one battle round within the time span indicated by the timeline, where the battle duration of each battle round includes a preset number of days; For each battle round, determine the round position on the timeline corresponding to the preset number of days for that battle round; A preset number of round markers are displayed at the round position, in days.

20. The method according to claim 1 or 10, characterized in that, Also includes: An interactive control for triggering the start of a round is also displayed on the graphical user interface; In response to a trigger operation on the interactive control, a battle round is initiated; In response to the start of a battle round reaching the preset number of days, the battle round is controlled to end.

21. The method according to claim 20, characterized in that, The game time is displayed around the interactive control. When the interactive control is not triggered, a first identifier is displayed in the interactive control. This also includes: In response to the triggering operation of the interactive control, the game time is advanced at a preset time rate until the round duration reaches the preset number of days. At the same time, a second identification information is displayed in the interactive control to replace the first identification information.

22. The method according to claim 10, characterized in that, The target game events include expedition events. This also includes: Identify preset expedition events within the time span indicated by the time axis. The preset expedition events include expedition events whose initiation time is within the first time segment and whose battle time is within the second time segment. In response to the selection operation of the event identifier corresponding to the preset expedition event, the viewing location of the preset expedition event is determined. Control the scene map displayed on the graphical user interface to switch to the scene map corresponding to the viewing location.

23. The method according to claim 22, characterized in that, Determining the viewing location of the preset expedition event includes: Detect the marching status of the marching force corresponding to the preset marching event. If the marching force is in a marching state, then the real-time marching position of the preset marching event is determined as the viewing position. If the marching force is in a combat state, then the destination of the preset marching event will be determined as the viewing location.

24. The method according to claim 10, characterized in that, The target game events include weather events. This also includes: Identify preset weather events within the time span indicated by the time axis, the preset weather events including weather events that occur within the second time segment. In response to the selection operation of the event identifier corresponding to the preset weather event, the area corresponding to the preset weather event is determined. The scene map displayed on the graphical user interface is switched to the scene map corresponding to the region, and a weather icon representing the preset weather event is displayed in the region. The map level of the scene map corresponding to the region is the highest map level.

25. An information processing device for games, characterized in that, The apparatus provides a graphical user interface via a terminal device, comprising: The display control module displays a scene map and a timeline on the graphical user interface. The timeline is divided into a first time segment representing the length of historical time and a second time segment representing the length of future time based on a reference point. The adjustment module, when the time axis is selected, controls the time span indicated by the time axis to change based on the adjustment operation on the time axis, wherein the time span consists of a first time segment and a second time segment.

26. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is in operation, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the method as described in any one of claims 1 to 24.

27. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the method as described in any one of claims 1 to 24.