Game settlement method and apparatus, and electronic device
By displaying game results and virtual object models at the end of a match, allowing players to adjust parameters and view game videos, the system solves the problem of players being unable to effectively evaluate their teammates' and their own performance, thus enhancing the gaming experience.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-01
- Publication Date
- 2026-04-02
AI Technical Summary
After a game ends, players are unable to effectively evaluate their teammates' and their own performance, resulting in a poor gaming experience.
At the end of the game, the game results and virtual object models are displayed through a graphical user interface, allowing players to adjust the game parameters of the target virtual object and view the game video of the target virtual object by triggering actions.
It enhances the player's experience of evaluating their performance in the game, and increases the interactivity and satisfaction of the game by allowing them to view game videos of their teammates and themselves.
Smart Images

Figure CN2025086627_02042026_PF_FP_ABST
Abstract
Description
Game settlement methods, devices and electronic devices
[0001] Cross-references to related applications
[0002] This application claims priority to Chinese Patent Application No. 202410580873.8, filed on May 10, 2024, entitled “Game Settlement Method, Apparatus and Electronic Device”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] This disclosure relates to the field of game design technology, and in particular to a game settlement method, apparatus, and electronic device. Background Technology
[0004] In related technologies, after a game ends, players can often only review their own or their teammates' actions through game replays or view their highlights on a separate career page, resulting in a poor gaming experience. Summary of the Invention
[0005] The purpose of this disclosure is to provide a game settlement method, device, and electronic device that, while displaying the game results on the game settlement interface, allows for evaluation of the performance of teammates and the player themselves during the game, and allows for viewing of game videos of teammates or the player themselves during the game after the evaluation is completed, thereby enhancing the player's gaming experience.
[0006] In a first aspect, this disclosure provides a game settlement method, which provides a graphical user interface for the game through a terminal device. The game includes a first game faction participating in the game, the first game faction including a first virtual object and a second virtual object controlled by the terminal device. The method includes: responding to a game end command, determining the game result corresponding to the first game faction, and displaying the game result and object models corresponding to each virtual object of the first game faction in the graphical user interface; responding to a first trigger operation on a target object model in the object model, controlling and adjusting the target game parameters of the target virtual object corresponding to the target object model according to the first trigger operation, and configuring permissions for the target object model to respond to a second trigger operation; wherein the target virtual object is the first virtual object and / or the second virtual object, and the target game parameters are used to evaluate the target virtual object's performance in the game; responding to a second trigger operation on the target object model, controlling the playback of a target game video corresponding to the target virtual object in the graphical user interface; wherein the target game video is a segment of the target virtual object's performance in the game.
[0007] Secondly, this disclosure provides a game settlement device that provides a graphical user interface for a game through a terminal device. The game includes a first game faction participating in the game, the first game faction including a first virtual object and a second virtual object controlled by the terminal device. The device includes: a result display module configured to, in response to a game end command, determine the game result corresponding to the first game faction and display the game result and object models corresponding to each virtual object of the first game faction in the graphical user interface; a parameter adjustment module configured to, in response to a first trigger operation on a target object model in the object model, control and adjust the target game parameters of the target virtual object corresponding to the target object model according to the first trigger operation, and configure permissions for the target object model to respond to a second trigger operation; wherein the target virtual object is the first virtual object and / or the second virtual object, and the target game parameters are used to evaluate the target virtual object's performance in the game; and a video playback module configured to, in response to a second trigger operation on the target object model, control the playback of a target game video corresponding to the target virtual object in the graphical user interface; wherein the target game video is a game segment of the target virtual object in the game.
[0008] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the above-described game settlement method.
[0009] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the aforementioned game settlement method.
[0010] The embodiments disclosed herein bring the following beneficial effects:
[0011] This disclosure provides a game settlement method, apparatus, and electronic device. First, in response to a game end command, the method determines the game result for a first game faction and displays the game result and object models corresponding to each virtual object in the first game faction in a graphical user interface. Then, in response to a first trigger operation on a target object model within the object models, the method controls and adjusts the target game parameters of the target virtual object corresponding to the target object model, and configures permissions for the target object model to respond to a second trigger operation. The target virtual object is either a first virtual object or a second virtual object, and the target game parameters are used to evaluate the target virtual object's performance in the game. Next, in response to a second trigger operation on the target object model, the method controls the playback of a target game video corresponding to the target virtual object in the graphical user interface. The target game video is a segment of the target virtual object's performance in the game. This method displays the game result and object models of each virtual object in the first game faction in the graphical user interface at the end of the game. Players can evaluate the performance of virtual objects in the game by triggering the object models and view the game video of the virtual object during the game after evaluation.
[0012] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.
[0013] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0014] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0015] Figure 1 is a flowchart of a game settlement method provided in one embodiment of the present disclosure;
[0016] Figure 2 is a schematic diagram of a graphical user interface provided in one embodiment of the present disclosure;
[0017] Figure 3 is a schematic diagram of a pre-selected identifier being switched to a first identifier according to one embodiment of the present disclosure;
[0018] Figure 4 is a schematic diagram of a first identifier being switched to a second identifier according to one embodiment of the present disclosure;
[0019] Figure 5 is a schematic diagram of a video playback area displayed on a target object model according to one embodiment of the present disclosure;
[0020] Figure 6 is a schematic diagram of a game settlement device provided in one embodiment of the present disclosure;
[0021] Figure 7 is a schematic diagram of the structure of an electronic device provided in one embodiment of this disclosure. Detailed Implementation
[0022] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0023] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.
[0024] In one embodiment of this disclosure, the game settlement method can run on a local terminal device or a server. When the game settlement method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0025] 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 separated. The storage and execution of game settlement methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. 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 game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0026] 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.
[0027] In one possible implementation, this disclosure provides a game settlement method that provides a graphical user interface for the game through a terminal device. The terminal device can be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. For example, the terminal device can be a mobile phone, tablet computer, or personal computer. The game includes a first game faction participating in the game, and the first game faction includes a first virtual object and a second virtual object controlled by the terminal device. As shown in Figure 1, the method includes the following specific steps:
[0028] In step S102, in response to the game end command, the game result corresponding to the first game faction is determined, and the game result and the object model corresponding to each virtual object of the first game faction are displayed in the graphical user interface.
[0029] In practical implementation, the aforementioned game can be any game, such as a mobile game, PC game, or console game. Typically, multiple game factions participate in the game, and each faction contains multiple virtual objects. The number of virtual objects in each faction is determined by the game rules. These virtual objects can be game characters, virtual vehicles, or virtual weapons, etc. Different game factions are usually hostile to each other; that is, a virtual object needs to attack virtual objects belonging to a different game faction to help its own faction win. The first game faction is the faction to which the second virtual object belongs, controlled by a terminal device. This first game faction includes multiple virtual objects, namely, the second virtual object controlled by the terminal device and the first virtual object controlled by other terminal devices. The number of the first virtual objects is determined by the game rules.
[0030] The game end command mentioned above can be determined according to the game rules. The triggering rules for game end commands usually differ between different games. For example, the game end command might be triggered when one of the two game factions wins a battle; it could also be triggered when a preset game duration is reached. At the end of the game, the game result for the first game faction needs to be determined. This result includes whether the first game faction won or lost the game, and may also include the scores of each virtual object within the first game faction. Then, the game result and the object models corresponding to each virtual object of the first game faction are displayed in the graphical user interface. Typically, the object models are 3D models, and players can view the complete appearance of the object model when it is moved or rotated.
[0031] Figure 2 shows a graphical user interface provided in an embodiment of this disclosure. The upper left corner of Figure 2 shows the game result, which is a game victory. The six character models displayed in the graphical user interface are the object models corresponding to the six virtual objects included in the first game faction. The object names can be displayed above the object models.
[0032] Step S104: Respond to the first trigger operation for the target object model in the object model, adjust the target game parameters of the target virtual object corresponding to the target object model according to the first trigger operation, and configure the target object model with the permission to respond to the second trigger operation; wherein, the target virtual object is the first virtual object and / or the second virtual object, and the target game parameters are used to evaluate the performance of the target virtual object in the game.
[0033] The aforementioned target object model can be any one or more object models from the multiple virtual objects included in the first game faction. In other words, players can evaluate any virtual object within the first game faction. The specific operation corresponding to the aforementioned first trigger operation can be determined based on development needs. For example, the first trigger operation could be a player clicking or holding down the target object model with their finger in a mobile game, a player clicking or holding down the target object model with the mouse in a PC game, or triggering a key on the keyboard when the mouse moves to the location of the target object model, or a player triggering the target object model with a gamepad in a console game.
[0034] In practical implementation, when a player performs the first trigger operation on the target object model, they can adjust the target game parameters of the corresponding target virtual object and configure the target object model with the permission to respond to the second trigger operation. This allows the target object model to continue performing the second trigger operation after the player completes the first, thereby responding to the second trigger operation to proceed with subsequent processes or trigger more game functions. The target game parameters are used to evaluate the performance of the target virtual object in the game. For example, when the player performs the first trigger operation, they can lower or raise the parameter value corresponding to the target game parameters of the target virtual object. The parameter value corresponds to the performance in the game; specifically, a higher parameter value indicates better or worse performance. For example, in some embodiments, the first triggering operation may be an operation that triggers a positive evaluation of the target virtual object (e.g., "like"), and the target game parameter may be the number of positive evaluations corresponding to the target virtual object (e.g., "like value"); in other embodiments, the first triggering operation may also be an operation that triggers a negative evaluation of the target virtual object (e.g., "bad review"), and the target game parameter may be the number of negative evaluations corresponding to the target virtual object (e.g., "bad review value").
[0035] Step S106: In response to the second trigger operation for the target object model, control the playback of the target game video corresponding to the target virtual object in the graphical user interface; wherein, the target game video is a game segment of the target virtual object in a game match.
[0036] In specific implementation, the aforementioned second trigger operation can be an operation performed after the player executes the first trigger operation. The specific operation corresponding to the second trigger operation can be determined according to the development needs. For example, the second trigger operation can be the player's finger clicking or long-pressing the target object model in a mobile game after the player executes the first trigger operation, or the player's mouse clicking or long-pressing the target object model in a PC game, or the operation of triggering a key on the keyboard when the mouse moves to the position of the target object model, or the player's gamepad triggering the target object model in a console game, etc.
[0037] When a player performs a second trigger operation on the target object model, a target game video corresponding to the target virtual object will be played in the graphical user interface. This target game video is a segment of the target virtual object's gameplay. In some embodiments, this segment is typically a video frame corresponding to a "highlight / wonder moment" of the target virtual object during the game; in other embodiments, it may be a video frame corresponding to a "disappointing / unpleasant moment" of the target virtual object during the game. This segment is generated either after the game ends or in real-time according to a preset video generation rule. The preset video generation rule can be determined based on game rules or development needs, and is not specifically limited here, but will be described in detail later.
[0038] This disclosure provides a game settlement method in which, at the end of a game, the game result and object models of each virtual object in the first game faction are displayed in a graphical user interface. Players can evaluate the performance of the virtual objects in the game by triggering the object models, and then view the game video of the virtual object during the game after the evaluation is completed.
[0039] The following examples describe how to adjust the parameters of a target game.
[0040] Specifically, the graphical user interface also includes a pre-selected identifier controlled by a terminal device. Based on this, in response to a movement control operation on the pre-selected identifier, the pre-selected identifier is controlled to move within the graphical user interface. In response to the pre-selected identifier moving to the response area corresponding to the object model, the pre-selected identifier is switched to a first identifier, wherein the first identifier is at least used to prompt the triggering of a first trigger operation on the object model.
[0041] The aforementioned pre-selection marker can be a cursor marker. The position of the cursor marker in the graphical user interface (GUI) is controlled by a mouse or gamepad. When the mouse or gamepad is not clicked, movement of the mouse or gamepad joystick can control the cursor marker to hover at any position in the GUI. The hovering position of the cursor marker is the position of the pre-selection marker. For touch-enabled devices, the pre-selection marker can be determined based on the touch point of the touch operation, and the pre-selection marker moves in the GUI following the position change of the touch point. For contactless control devices, the movement of the pre-selection marker in the GUI can be controlled based on contactless operation or specified gestures. In some embodiments, a pre-selection box can be provided at the display position of the pre-selection marker to indicate the selected target or selection position corresponding to the pre-selection marker. For example, when the pre-selection marker is moved by mouse / gamepad / touch operation, a pre-selection box can be displayed at the clicked object model when the pre-selection marker moves to that object model, such as a white box or a yellow box. The object model can have a corresponding responsive area; when the responsive area is selected, the pre-selection box can be displayed.
[0042] In practical implementation, the response area corresponding to the object model is determined based on the object model's position in the graphical user interface; the response area is larger than the object model. For example, the response area corresponding to the object model can be the display area of the object model in the graphical user interface, or it can be slightly larger than the display area of the object model, which can be set according to requirements. When the preselected identifier moves to the response area corresponding to the object model, the control switches the preselected identifier to the first identifier, which is used at least to prompt the triggering of the first trigger operation for the object model.
[0043] The first identifier and the pre-selected identifier have different display styles, but the control methods of the first identifier and the pre-selected identifier are the same. For example, both the first identifier and the pre-selected identifier can be controlled by a mouse, or by the up, down, left, and right arrow keys on a keyboard, or by a game controller. Figure 3 shows a schematic diagram of a pre-selected identifier switching to the first identifier provided in this embodiment. The triangle displayed above object 3 in the left image of Figure 3 is the pre-selected identifier, and the rectangle surrounding the object model corresponding to object 3 in the right image of Figure 3 is the response area of the object model corresponding to object 3. When the pre-selected identifier moves to the response area of the object model corresponding to object 3, the pre-selected identifier switches to the first identifier, which is also the like identifier shown in Figure 3. The like identifier is used to prompt the triggering of the like operation on object model 3.
[0044] In an optional embodiment, the specific process of responding to a first trigger operation on the target object model in the object model, adjusting the target game parameters of the target virtual object corresponding to the target object model according to the first trigger operation, and configuring the target object model with the permission to respond to the second trigger operation, may include: when the preselected identifier moves to the response area corresponding to the target object model, responding to the first trigger operation, adjusting the target game parameters of the target virtual object according to the first trigger operation, and configuring the target object model with the permission to respond to the second trigger operation. Alternatively, it can be understood that the first trigger operation to adjust the target game parameters of the target virtual object and the permission to configure the target object model to respond to the second trigger operation can only be executed when the preselected identifier is switched to the first identifier.
[0045] Furthermore, after configuring the permission to respond to the second trigger operation for the target object model, it is also possible to control the switching of the first identifier displayed in the response area corresponding to the target object model to the second identifier. The second identifier is used at least to prompt the triggering of the second trigger operation for the target object model. The display style of the second identifier is different from both the first and pre-selected identifiers, but the control method of the second identifier is the same as that of the first and pre-selected identifiers. The aforementioned second identifier is used to prompt the player that they can perform the second trigger operation on the target object model. For example, it can prompt the player that they can trigger the display of the game video of the target virtual object corresponding to the target object model during a game session through the second trigger operation.
[0046] Figure 4 shows a schematic diagram of a first identifier switching to a second identifier provided in an embodiment of this disclosure. The like identifier displayed in the response area of the object model corresponding to object 3 in the left image of Figure 4 is the first identifier. At this time, when the player performs the first trigger operation, the first identifier switches to the second identifier. The second identifier is also the video playback identifier displayed in the response area of the object model corresponding to object 3 in the right image of Figure 4. The video playback identifier is used to prompt that if the second trigger operation is performed on object model 3, the game video generated by the game character corresponding to object 3 during the game can be triggered.
[0047] Based on the above description, the specific process of controlling the playback of the target game video corresponding to the target virtual object in the graphical user interface in response to the second trigger operation of the target object model may include: when the second identifier is displayed in the response area corresponding to the target object model, in response to the second trigger operation, controlling the playback of the target game video corresponding to the target virtual object in the graphical user interface. When the first identifier displayed in the response area corresponding to the target object model switches to the second identifier, the player executes the second trigger operation for the target object model to display the target game video corresponding to the target object model in the graphical user interface.
[0048] In one optional embodiment, in response to the first identifier or the second identifier leaving the response area corresponding to the target object model, the first identifier or the second identifier is switched to the preselected identifier. That is, the preselected identifier is switched to the first identifier or the second identifier only when the preselected identifier enters the response area corresponding to the object model displayed in the graphical user interface; when the first identifier or the second identifier leaves the response area corresponding to the object model, the first identifier or the second identifier is switched to the preselected identifier.
[0049] In an optional embodiment, the position of the preselected identifier in the graphical user interface can also be monitored; in response to the preselected identifier being switched to a first identifier or a second identifier moving in the response area corresponding to the target object model, the orientation of the target object model is controlled to change to follow the movement of the first identifier or the second identifier.
[0050] In one specific embodiment, when the first or second identifier moves within the response area corresponding to the target object model, the orientation of the target object model changes; for example, when the pre-selected identifier moves horizontally within the response area, the orientation of the character model changes along the horizontal direction. In another specific embodiment, in response to the movement of the first or second identifier within the response area, based on the movement position of the first or second identifier, the target orientation of the target object model is determined, and the target object model is controlled to rotate from its current orientation to the target orientation; wherein, the position of the first or second identifier within the response area has a one-to-one correspondence with the orientation of the object model. Based on this relationship, the movement position of the first or second identifier can be obtained in real time, thereby determining the corresponding target orientation, and then controlling the object model to rotate from its current orientation to the target orientation. In this way, the object model can be controlled to rotate in real time by the movement of the first or second identifier.
[0051] When the first and second identifiers are identifiers controlled by a mouse device, the target orientation of the object model is determined based on the hover position when the first or second identifier is hovered in the response area; as the hover position of the first or second identifier changes continuously, the target orientation also changes in real time, thereby controlling the rotation of the object model through the movement of the mouse.
[0052] In an optional embodiment, in response to the display of a first identifier within the response area corresponding to the target object model, the target object model is controlled to display a first triggered effect to indicate to the player which object model is currently selected. The specific effect of the first triggered effect can be determined according to development needs. For example, the first triggered effect may be a highlighted yellow display within the response area corresponding to the target object model, the target object model may be displayed in a specified color, or the target object model may perform a specific action.
[0053] In an optional embodiment, in response to the completion of the adjustment of the target game parameters of the target virtual object, the target object model is controlled to display a second trigger effect, and the parameter value corresponding to the target game parameters is displayed near the target object model. This second trigger effect is used to indicate to the player that the evaluation is complete, that is, the adjustment of the target game parameters of the target virtual object is complete. The specific effect of this second trigger effect can be determined according to development needs, and this second trigger effect is different from the first trigger effect. For example, the second trigger effect can be a highlighted target object model, or a halo moving from top to bottom or bottom to top on the target object model. The aforementioned near the target object model can be above or below the target object, etc., as shown in Figure 4 on the right, where the number 1 displayed above the object model corresponding to object 3 is the parameter value corresponding to the target game parameters.
[0054] Specifically, the value of the target game parameter is used to indicate the evaluation of the target virtual object's performance in the game. For example, the higher the value of the target game parameter, the better or worse the evaluation of the target virtual object's performance in the game. When the value of the target game parameter is higher and the rating of the target virtual object's performance in the game is better, the game video corresponding to the highlight moment of the target virtual object in the game is played in the graphical user interface when the second trigger operation is executed. When the value of the target game parameter is higher and the rating of the target virtual object's performance in the game is worse, the game video corresponding to the moment of the target virtual object's mistake in the game is played in the graphical user interface when the second trigger operation is executed.
[0055] In an optional embodiment, the process of displaying the object models corresponding to each virtual object of the first game faction in the graphical user interface includes: displaying the object models corresponding to each virtual object of the first game faction in the graphical user interface in a first display mode; the specific display mode corresponding to the first display mode can be determined according to requirements. Based on this, the process of controlling the display of a first trigger effect in response to the display of a first identifier in the response area corresponding to the target object model can include: controlling the target object model displayed in the graphical user interface to switch from the first display mode to a second display mode in response to the display of a first identifier in the response area corresponding to the target object model, so that the target object model is visually distinguishable from other object models. In this way, players can determine which object model is currently selected, thereby avoiding accidental touches.
[0056] The first display method described above differs from the second display method. In one specific embodiment, while displaying the object models corresponding to each virtual object of the first game faction in the graphical user interface using the first display method, the object information corresponding to the virtual object (including object name, character name, or game account, etc.) is also displayed in the first display method. Similarly, in order to distinguish which object model is currently selected, when a first identifier is displayed in the response area corresponding to the target object model, the object information of the target object model will also be switched to the second display method.
[0057] In an optional embodiment, in response to the first identifier leaving the response area corresponding to the target object model, the target object model displayed in the graphical user interface is switched from the second display mode to the first display mode. This method helps players determine which object models are currently triggered and which are not currently triggered.
[0058] In an optional embodiment, after adjusting the target game parameters of the target virtual object corresponding to the target object model, a prompt message can be sent to the terminal device controlling the target virtual object to indicate that the target game parameters of the target virtual object have been adjusted and that the second virtual object has evaluated the target virtual object's performance in the game. That is, after the terminal device controlling the second virtual object adjusts the target game parameters of the target virtual object through the first trigger operation, it will send a prompt message to the terminal device controlling the target virtual object and display the prompt message on the target virtual object's terminal device to indicate to the player controlling the target virtual object that the second virtual object has evaluated its performance in the game. The aforementioned prompt message can be displayed in the message bar of the graphical user interface provided by the target virtual object's terminal device.
[0059] The following examples are used to describe the playback of the target game video.
[0060] Specifically, the process of controlling the playback of the target game video corresponding to the target virtual object in the graphical user interface in response to the second trigger operation of the target object model may include: determining the target game video for the target virtual object in response to the second trigger operation of the target object model, wherein the target game video is generated based on video frames extracted from the game according to preset video generation rules; and controlling the playback of the target game video of the target virtual object in the graphical user interface.
[0061] In practice, the target game video can be video frames extracted from the game at the end of the game or during the game, based on preset video generation rules. These preset video generation rules can be set according to game rules and development needs.
[0062] In one optional embodiment, the duration of the generated target game video is positively correlated with the parameter value corresponding to the target game parameter of the target virtual object. That is, the larger the parameter value corresponding to the target game parameter of the target virtual object, the longer the duration of the target game video.
[0063] In one optional embodiment, the target game video is a video frame captured from the perspective of the target virtual object during a game match. Specifically, the game videos of each virtual object in the first game faction correspond to different perspectives. Typically, the game videos for each virtual object are video frames captured from its respective perspective. The video frames captured from the perspective of the target virtual object are identical to the game screen displayed during the game match by the graphical user interface provided by the terminal device controlling the target virtual object.
[0064] In practical implementation, the aforementioned target game video is generated as follows: The target object type corresponding to the target virtual object is determined; wherein, the target object type is an object type among multiple preset object types corresponding to the game, and each preset object type is pre-configured with corresponding preset video generation rules; based on the preset video generation rules corresponding to the target object type, target video frames are extracted from the game match, and these target video frames are identified as the target game video. Specifically, since different preset object types have different roles and skills in the game, the preset video generation rules corresponding to different preset object types may differ.
[0065] In an optional embodiment, the target object type is a first preset object type; the preset video generation rule corresponding to the first preset object type is associated with the damage parameters absorbed or endured by the target virtual object; wherein, the first preset object includes: tank, meat shield or defense type.
[0066] The first preset object type mentioned above can be to absorb or withstand a certain amount of damage. Therefore, the preset video generation rule corresponding to the first preset object type can be to extract the video frame with the largest or longest duration of damage parameters absorbed or suffered by the target virtual object in the game.
[0067] In another optional embodiment, the target object type is a second preset object type; the preset video generation rule corresponding to the second preset object type is associated with the single treatment output parameters of the target virtual object or the number of virtual objects in a single treatment; wherein, the second preset object type includes: treatment, assistance or follower type.
[0068] The aforementioned second preset object type can attack other virtual objects, heal teammates' virtual objects within the same game faction to increase their health, assist teammates' virtual objects, or follow objects in attacks. Therefore, the preset video generation rule corresponding to the second preset object type can be to extract the video frame with the highest single healing output parameters of the target virtual object or the highest number of teammates' virtual objects healed in a single instance during a game.
[0069] In another optional embodiment, the target object type is a third preset object type; the preset video generation rule corresponding to the third preset object type is associated with the single output damage parameter of the target virtual object or the number of consecutively killed objects; wherein, the third preset object type includes: output or attack type.
[0070] The primary responsibility of the aforementioned third preset object type is to attack enemy virtual objects. Therefore, the preset video generation rule corresponding to the third preset object type can be to extract the video frame with the highest single-output damage parameter of the target virtual object or the highest number of consecutive kills in the game. For example, when generating a target game video, the video frame with the highest number of consecutive kills in the game is preferentially extracted as the target game video. The determination of consecutive kills depends on the kill streak determination rule in the current game. For example, the kill streak determination rule can be that the time interval between two kills is less than a preset duration, or it can be other rules. If there are multiple video frames with the highest number of consecutive kills in the game, the video frame with the highest number of terrain kills is selected as the target game video. Terrain kills refer to the method of killing virtual objects by utilizing the game's terrain features in the game. If there are multiple video frames with the highest number of terrain kills in the game, the video frame with the shortest duration from the first kill to the last kill is selected as the target game video.
[0071] In practical implementation, when the target virtual object is a second preset object type, the video frame with the highest number of consecutive kills can also be extracted from the game as the target game video. In one specific embodiment, when the single ultimate skill healing amount of the target virtual object exceeds a certain value, it can be regarded as a certain number of consecutive kills: a single healing amount greater than 600 is regarded as 1.1 consecutive kills, a single healing amount greater than 800 is regarded as 2.1 consecutive kills, and a single healing amount greater than 1000 is regarded as 3.1 consecutive kills. That is, every 200 increase in single healing amount is regarded as one more kill in the consecutive kills. During the consecutive kills, if the target virtual object freezes a virtual object, it will add 0.5 to the consecutive kills. If the frozen virtual object is in the ultimate skill state, the consecutive kills will add 1.1.
[0072] In another specific embodiment, during the ultimate skill period, the target virtual object can add points to the kill streak for each additional amount of healing: a single ultimate skill healing exceeding 600 points increases the number of kills by 0.55; a single healing exceeding 800 points increases it to 1.1; and a single healing exceeding 1000 points increases it to 1.65. That is, every 200 points of healing added to the single ultimate skill counts as 0.55 additional kills. During the kill streak, each time the target virtual object puts another virtual object to sleep, the kill streak is added by 0.2. If the sleeping virtual object is in its ultimate skill state, the kill streak is added by 1.1.
[0073] In an optional embodiment, to avoid the target virtual object of the healing type only healing the virtual object and not attacking the virtual object throughout the game, this disclosure adds a preset video generation rule corresponding to the healing type: each time the target virtual object of the healing type successfully heals a teammate virtual object from a dying state back to a normal state, it is considered a kill, and the number of consecutive kills is increased by 0.4.
[0074] In an optional embodiment, the preset video generation rules corresponding to the aforementioned target object type include: video clips corresponding to a specified location or time period of the target virtual object in a game. The specified location and time period can be determined according to development needs. This method can determine the target game video even when the target virtual object has neither killed an enemy virtual object nor healed a teammate virtual object.
[0075] In an optional embodiment, the specific process of controlling the playback of the target game video corresponding to the target virtual object in the graphical user interface may include: controlling the display of a video playback area at a preset position on the target object model, and playing the target game video within the video playback area. The preset position may be the chest position or the top of the head position of the target object model, etc. The display style of the video playback area can be determined according to development needs.
[0076] Figure 5 shows a schematic diagram of a video playback area displayed on a target object model according to an embodiment of this disclosure. The object model corresponding to object 3 in Figure 5 is the target object model. The seven-pointed star displayed below the head of the target object model is the video playback area. The video playback area is currently displayed in dark gray, but the target game video of the target virtual object should actually be displayed in the dark gray area.
[0077] In an optional embodiment, in response to a third trigger operation targeting the video playback area, the target game video playing in the video playback area is enlarged and displayed in the graphical user interface. This third trigger operation can be an operation by clicking the video playback area with a mouse, an operation by the player clicking the video playback area with their finger, an operation by the player clicking a specific key on a keyboard, or an operation by operating a specific button on a game controller, etc. Specifically, when the player triggers the video playback area, the target game video can be displayed in its entirety in the graphical user interface, or the video playback area and the target game video playing in the video playback area can be enlarged to a specified size.
[0078] After controlling the playback of the target game video corresponding to the target virtual object in the graphical user interface, the system can also respond to a fourth trigger operation to stop the playback of the target game video and control the display of the game results and the object models corresponding to each virtual object of the first game faction in the graphical user interface. The aforementioned fourth trigger operation can be an operation by the player clicking a certain area or button in the graphical user interface with their finger or mouse, an operation by the player clicking a specific key on the keyboard, or an operation by operating a specific button on the game controller, etc.
[0079] In one optional embodiment, after a game ends, the game results for the first game faction are first displayed in the graphical user interface (GUI). Then, the screen in the GUI jumps to the object display interface corresponding to the best-performing virtual object in the game. Next, the personal information of the second virtual object is displayed in the GUI, including object information and the game's performance. Then, the personal information of the second virtual object in the GUI collapses into a first control displayed in the GUI, and the object models and second controls corresponding to each virtual object of the first game faction are displayed in the GUI. At this point, when the player triggers the target control, the personal information of the second virtual object is displayed in the GUI. When the player triggers the second control, the performance information corresponding to each virtual object in each game faction participating in the game is displayed in the GUI. This performance information includes, but is not limited to, the number of last hits obtained, damage taken parameters, damage dealt parameters, healing parameters, and hit rate.
[0080] The above methods not only allow players to view the game results directly on the game results screen after the game ends, but also allow them to view the target game videos of themselves and their teammates during the game, thereby enhancing the player's gaming experience.
[0081] Corresponding to the above method embodiments, this disclosure also provides a game settlement device, characterized in that it provides a graphical user interface for the game through a terminal device, wherein the game includes a first game faction participating in the game, the first game faction includes a first virtual object and a second virtual object controlled by the terminal device; as shown in FIG6, the device includes:
[0082] The results display module 60 is configured to respond to the game end command, determine the game result corresponding to the first game faction, and display the game result and the object model corresponding to each virtual object of the first game faction in the graphical user interface.
[0083] The parameter adjustment module 61 is configured to respond to a first trigger operation on the target object model in the object model, adjust the target game parameters of the target virtual object corresponding to the target object model according to the first trigger operation, and configure the target object model to respond to a second trigger operation; wherein, the target virtual object is a first virtual object and / or a second virtual object, and the target game parameters are used to evaluate the performance of the target virtual object in the game.
[0084] The video playback module 62 is configured to respond to a second trigger operation for the target object model and control the playback of the target game video corresponding to the target virtual object in the graphical user interface; wherein, the target game video is a game segment of the target virtual object in a game.
[0085] The aforementioned game settlement device displays the game results and object models of various virtual objects in the first game faction in the graphical user interface at the end of the game. Players can evaluate the performance of the virtual objects in the game by triggering the object models, and then view the game video of the virtual object during the game after the evaluation is completed.
[0086] Furthermore, the graphical user interface also includes a pre-selected identifier controlled by a terminal device, and the device further includes a first identifier transformation module configured to: control the pre-selected identifier to move within the graphical user interface in response to a movement control operation on the pre-selected identifier; and control the pre-selected identifier to be switched to a first identifier in response to the pre-selected identifier moving to a response area corresponding to the object model, wherein the first identifier is at least used to prompt the triggering of a first trigger operation on the object model.
[0087] In practice, the response area corresponding to the object model is determined based on the position of the object model in the graphical user interface; the response area is larger than the object model.
[0088] Furthermore, the parameter adjustment module 61 is configured to: when the preselected identifier moves to the response area corresponding to the target object model, respond to the first trigger operation, control and adjust the target game parameters of the target virtual object according to the first trigger operation, and configure the target object model with the permission to respond to the second trigger operation.
[0089] In a specific implementation, the above device further includes a second identifier switching module, which is configured to: after configuring the permission for responding to the second trigger operation for the target object model, control the switching of the first identifier displayed in the response area corresponding to the target object model to the second identifier, wherein the second identifier is at least used to prompt the triggering of the second trigger operation for the target object model.
[0090] Furthermore, the video playback module 62 is configured to, in response to a second trigger operation, control the playback of the target game video corresponding to the target virtual object in the graphical user interface when the second identifier is displayed in the response area corresponding to the target object model.
[0091] Furthermore, the above-mentioned device also includes a third identifier switching module, configured to: in response to the first identifier or the second identifier leaving the response area corresponding to the target object model, control the switching of the first identifier or the second identifier to a pre-selected identifier.
[0092] Furthermore, the aforementioned device also includes a first special effects display module, configured to: in response to the display of a first identifier within the response area corresponding to the target object model, control the target object model to display a first triggered special effect.
[0093] Furthermore, the aforementioned device also includes a second special effects display module, configured to: in response to the completion of adjustment of the target game parameters of the target virtual object, control the target object model to display a second triggered special effect, and display the parameter value corresponding to the target game parameters at a position near the target object model.
[0094] In a specific implementation, the above-mentioned device also includes an information sending module, which is configured to: after adjusting the target game parameters of the target virtual object corresponding to the target object model, send a prompt message to the terminal device controlling the target virtual object to indicate that the target game parameters of the target virtual object have been adjusted and that the second virtual object has evaluated the performance of the target virtual object in the game.
[0095] Furthermore, the aforementioned result display module 60 is configured to: display the object models corresponding to each virtual object of the first game faction in the graphical user interface in a first display mode; the aforementioned first special effects display module is configured to: in response to the display of a first identifier in the response area corresponding to the target object model, control the target object model displayed in the graphical user interface to switch from the first display mode to the second display mode, so that the target object model can be visually distinguished from other object models.
[0096] Furthermore, the above-mentioned device also includes a display mode switching module, configured to: in response to the first identifier leaving the response area corresponding to the target object model, control the target object model displayed in the graphical user interface to switch from the second display mode to the first display mode.
[0097] In a specific implementation, the video playback module 62 is configured to: respond to a second trigger operation for the target object model, determine the target game video for the target virtual object, wherein the target game video is generated based on video frames captured from the game according to preset video generation rules; and control the playback of the target game video of the target virtual object in the graphical user interface.
[0098] In practical applications, the aforementioned target game video refers to video frames captured from the perspective of the target virtual object during a game match.
[0099] Furthermore, the aforementioned device also includes a target game video generation module, configured to: determine the target object type corresponding to the target virtual object; wherein the target object type is an object type among multiple preset object types corresponding to the game, and each preset object type is pre-configured with a corresponding preset video generation rule; based on the preset video generation rule corresponding to the target object type, extract target video frames from the game match, and determine the target video frames as the target game video.
[0100] In an optional embodiment, the target object type is a first preset object type; the preset video generation rule corresponding to the first preset object type is associated with the damage parameters absorbed or endured by the target virtual object; wherein, the first preset object type includes: tank, meat shield or defense type.
[0101] In an optional embodiment, the target object type is a second preset object type; the preset video generation rule corresponding to the second preset object type is associated with the single treatment output parameters of the target virtual object or the number of virtual objects in a single treatment; wherein, the second preset object type includes: treatment, auxiliary or follower type.
[0102] In an optional embodiment, the target object type is a third preset object type; the preset video generation rule corresponding to the third preset object type is associated with the single output damage parameter of the target virtual object or the number of consecutively killed objects; wherein, the third preset object type includes: output or attack type.
[0103] In an optional embodiment, the preset video generation rules corresponding to the above-mentioned target object type include: video segments corresponding to a specified position or a specified time period of the target virtual object in the game.
[0104] In an optional embodiment, the duration of the generated target game video is positively correlated with the parameter value corresponding to the target game parameter of the target virtual object.
[0105] In a specific implementation, the video playback module 62 is further configured to: control the display of a video playback area at a preset position on the target object model, and play the target game video within the video playback area.
[0106] Furthermore, the aforementioned device also includes a video magnification module configured to: in response to a third trigger operation targeting the video playback area, control the magnification of the target game video played in the video playback area within the graphical user interface.
[0107] In a specific implementation, the device further includes a video stop module, configured to: after controlling the playback of the target game video corresponding to the target virtual object in the graphical user interface, in response to the fourth trigger operation, stop playing the target game video, and control the display of the game results and the display of the object models corresponding to each virtual object of the first game faction in the graphical user interface.
[0108] The game settlement device provided in this embodiment has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.
[0109] This disclosure also provides an electronic device, as shown in FIG7, which includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-described game settlement method.
[0110] Specifically, a graphical user interface for the game is provided through a terminal device. The game includes a first game faction participating in the game, which includes a first virtual object and a second virtual object controlled by the terminal device. The game settlement method includes: responding to a game end command, determining the game result corresponding to the first game faction, and displaying the game result and object models corresponding to each virtual object of the first game faction in the graphical user interface; responding to a first trigger operation on a target object model in the object model, adjusting the target game parameters of the target virtual object corresponding to the target object model according to the first trigger operation, and configuring permissions for the target object model to respond to a second trigger operation; wherein the target virtual object is the first virtual object and / or the second virtual object, and the target game parameters are used to evaluate the target virtual object's performance in the game; responding to a second trigger operation on the target object model, controlling the playback of a target game video corresponding to the target virtual object in the graphical user interface; wherein the target game video is a segment of the target virtual object's performance in the game.
[0111] The aforementioned game settlement method displays the game results and object models of various virtual objects in the first game faction in the graphical user interface at the end of the game. Players can evaluate the performance of the virtual objects in the game by triggering the object models, and then view the game video of the virtual object during the game after the evaluation is completed.
[0112] In an optional embodiment, the graphical user interface further includes a pre-selected identifier controlled by a terminal device, and the method further includes: responding to a movement control operation on the pre-selected identifier, controlling the pre-selected identifier to move in the graphical user interface; responding to the pre-selected identifier moving to a response area corresponding to the object model, controlling the pre-selected identifier to be switched to a first identifier, wherein the first identifier is at least used to prompt the triggering of a first triggering operation on the object model.
[0113] In an optional embodiment, the response area corresponding to the object model is determined based on the position of the object model in the graphical user interface; wherein, the response area is larger than the object model.
[0114] In an optional embodiment, the steps of responding to a first trigger operation of a target object model in the object model, adjusting the target game parameters of the target virtual object corresponding to the target object model according to the first trigger operation, and configuring the target object model with the permission to respond to a second trigger operation include: when the preselected identifier moves to the response area corresponding to the target object model, responding to the first trigger operation, adjusting the target game parameters of the target virtual object according to the first trigger operation, and configuring the target object model with the permission to respond to a second trigger operation.
[0115] In an optional embodiment, after configuring the permission to respond to the second triggering operation for the target object model, the method further includes: controlling the switching of the first identifier displayed in the response area corresponding to the target object model to a second identifier, wherein the second identifier is at least used to prompt the triggering of the second triggering operation for the target object model.
[0116] In an optional embodiment, the above-mentioned response to the second trigger operation of the target object model, controlling the playback of the target game video corresponding to the target virtual object in the graphical user interface, includes: when the second identifier is displayed in the response area corresponding to the target object model, in response to the second trigger operation, controlling the playback of the target game video corresponding to the target virtual object in the graphical user interface.
[0117] In an optional embodiment, the method further includes: in response to the first identifier or the second identifier leaving the response area corresponding to the target object model, controlling the switching of the first identifier or the second identifier to a pre-selected identifier.
[0118] In an optional embodiment, the method further includes: in response to the display of a first identifier in the response area corresponding to the target object model, controlling the target object model to display a first trigger effect.
[0119] In an optional embodiment, the method further includes: in response to the completion of adjustment of the target game parameters of the target virtual object, controlling the target object model to display a second triggered effect, and displaying the parameter value corresponding to the target game parameters at a position near the target object model.
[0120] In an optional embodiment, after the step of adjusting the target game parameters of the target virtual object corresponding to the target object model, the method further includes: sending a prompt message to the terminal device controlling the target virtual object to indicate that the target game parameters of the target virtual object have been adjusted and that the second virtual object has evaluated the performance of the target virtual object in the game.
[0121] In an optional embodiment, the step of displaying the object models corresponding to each virtual object of the first game faction in the graphical user interface includes: displaying the object models corresponding to each virtual object of the first game faction in the graphical user interface in a first display mode; the step of controlling the target object model to display a first trigger effect in response to the display of a first identifier in the response area corresponding to the target object model includes: controlling the target object model displayed in the graphical user interface to switch from the first display mode to the second display mode in response to the display of the first identifier in the response area corresponding to the target object model, so that the target object model can be visually distinguished from other object models.
[0122] In an optional embodiment, the method further includes: in response to the first identifier leaving the response area corresponding to the target object model, controlling the target object model displayed in the graphical user interface to switch from the second display mode to the first display mode.
[0123] In an optional embodiment, the step of responding to the second trigger operation of the target object model and controlling the playback of the target game video corresponding to the target virtual object in the graphical user interface includes: responding to the second trigger operation of the target object model, determining the target game video for the target virtual object, wherein the target game video is generated based on video frames extracted from the game according to a preset video generation rule; and controlling the playback of the target game video of the target virtual object in the graphical user interface.
[0124] In an optional embodiment, the target game video is a video frame captured from the perspective of the target virtual object in the game.
[0125] In an optional embodiment, the target game video is generated in the following manner: determining the target object type corresponding to the target virtual object; wherein, the target object type is an object type among multiple preset object types corresponding to the game, and each preset object type is pre-configured with a corresponding preset video generation rule; based on the preset video generation rule corresponding to the target object type, extracting target video frames from the game and determining the target video frames as the target game video.
[0126] In an optional embodiment, the target object type is a first preset object type; the preset video generation rule corresponding to the first preset object type is associated with the damage parameters absorbed or endured by the target virtual object; wherein, the first preset object type includes: tank, meat shield or defense type.
[0127] In an optional embodiment, the target object type is a second preset object type; the preset video generation rule corresponding to the second preset object type is associated with the single treatment output parameters of the target virtual object or the number of virtual objects in a single treatment; wherein, the second preset object type includes: treatment, auxiliary or follower type.
[0128] In an optional embodiment, the target object type is a third preset object type; the preset video generation rule corresponding to the third preset object type is associated with the single output damage parameter of the target virtual object or the number of consecutively killed objects; wherein, the third preset object type includes: output or attack type.
[0129] In an optional embodiment, the preset video generation rules corresponding to the above-mentioned target object type include: video segments corresponding to a specified position or a specified time period of the target virtual object in the game.
[0130] In an optional embodiment, the duration of the generated target game video is positively correlated with the parameter value corresponding to the target game parameter of the target virtual object.
[0131] In an optional embodiment, the step of controlling the playback of the target game video corresponding to the target virtual object in the graphical user interface includes: controlling the display of a video playback area at a preset position on the target object model, and playing the target game video within the video playback area.
[0132] In an optional embodiment, the method further includes: responding to a third trigger operation on the video playback area, controlling the target game video played in the video playback area to be enlarged and displayed in the graphical user interface.
[0133] In an optional embodiment, after controlling the playback of the target game video corresponding to the target virtual object in the graphical user interface, the method further includes: in response to the fourth trigger operation, stopping the playback of the target game video, and controlling the display of the game results and the display of the object models corresponding to each virtual object of the first game faction in the graphical user interface.
[0134] Furthermore, the electronic device shown in Figure 7 also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103, and the memory 100 connected via the bus 102.
[0135] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of illustration, only a single bidirectional arrow is used in Figure 7, but this does not indicate that there is only one bus or one type of bus.
[0136] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. The processor 101 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0137] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are called and executed by a processor, they cause the processor to implement the above-described game settlement method. For specific implementation details, please refer to the method embodiments, which will not be repeated here.
[0138] Specifically, a graphical user interface for the game is provided through a terminal device. The game includes a first game faction participating in the game, which includes a first virtual object and a second virtual object controlled by the terminal device. The game settlement method includes: responding to a game end command, determining the game result corresponding to the first game faction, and displaying the game result and object models corresponding to each virtual object of the first game faction in the graphical user interface; responding to a first trigger operation on a target object model in the object model, adjusting the target game parameters of the target virtual object corresponding to the target object model according to the first trigger operation, and configuring permissions for the target object model to respond to a second trigger operation; wherein the target virtual object is the first virtual object and / or the second virtual object, and the target game parameters are used to evaluate the target virtual object's performance in the game; responding to a second trigger operation on the target object model, controlling the playback of a target game video corresponding to the target virtual object in the graphical user interface; wherein the target game video is a segment of the target virtual object's performance in the game.
[0139] The aforementioned game settlement method displays the game results and object models of various virtual objects in the first game faction in the graphical user interface at the end of the game. Players can evaluate the performance of the virtual objects in the game by triggering the object models, and then view the game video of the virtual object during the game after the evaluation is completed.
[0140] In an optional embodiment, the graphical user interface further includes a pre-selected identifier controlled by a terminal device, and the method further includes: responding to a movement control operation on the pre-selected identifier, controlling the pre-selected identifier to move in the graphical user interface; responding to the pre-selected identifier moving to a response area corresponding to the object model, controlling the pre-selected identifier to be switched to a first identifier, wherein the first identifier is at least used to prompt the triggering of a first triggering operation on the object model.
[0141] In an optional embodiment, the response area corresponding to the object model is determined based on the position of the object model in the graphical user interface; wherein, the response area is larger than the object model.
[0142] In an optional embodiment, the steps of responding to a first trigger operation of a target object model in the object model, adjusting the target game parameters of the target virtual object corresponding to the target object model according to the first trigger operation, and configuring the target object model with the permission to respond to a second trigger operation include: when the preselected identifier moves to the response area corresponding to the target object model, responding to the first trigger operation, adjusting the target game parameters of the target virtual object according to the first trigger operation, and configuring the target object model with the permission to respond to a second trigger operation.
[0143] In an optional embodiment, after configuring the permission to respond to the second triggering operation for the target object model, the method further includes: controlling the switching of the first identifier displayed in the response area corresponding to the target object model to a second identifier, wherein the second identifier is at least used to prompt the triggering of the second triggering operation for the target object model.
[0144] In an optional embodiment, the above-mentioned response to the second trigger operation of the target object model, controlling the playback of the target game video corresponding to the target virtual object in the graphical user interface, includes: when the second identifier is displayed in the response area corresponding to the target object model, in response to the second trigger operation, controlling the playback of the target game video corresponding to the target virtual object in the graphical user interface.
[0145] In an optional embodiment, the method further includes: in response to the first identifier or the second identifier leaving the response area corresponding to the target object model, controlling the switching of the first identifier or the second identifier to a pre-selected identifier.
[0146] In an optional embodiment, the method further includes: in response to the display of a first identifier in the response area corresponding to the target object model, controlling the target object model to display a first trigger effect.
[0147] In an optional embodiment, the method further includes: in response to the completion of adjustment of the target game parameters of the target virtual object, controlling the target object model to display a second triggered effect, and displaying the parameter value corresponding to the target game parameters at a position near the target object model.
[0148] In an optional embodiment, after the step of adjusting the target game parameters of the target virtual object corresponding to the target object model, the method further includes: sending a prompt message to the terminal device controlling the target virtual object to indicate that the target game parameters of the target virtual object have been adjusted and that the second virtual object has evaluated the performance of the target virtual object in the game.
[0149] In an optional embodiment, the step of displaying the object models corresponding to each virtual object of the first game faction in the graphical user interface includes: displaying the object models corresponding to each virtual object of the first game faction in the graphical user interface in a first display mode; the step of controlling the target object model to display a first trigger effect in response to the display of a first identifier in the response area corresponding to the target object model includes: controlling the target object model displayed in the graphical user interface to switch from the first display mode to the second display mode in response to the display of the first identifier in the response area corresponding to the target object model, so that the target object model can be visually distinguished from other object models.
[0150] In an optional embodiment, the method further includes: in response to the first identifier leaving the response area corresponding to the target object model, controlling the target object model displayed in the graphical user interface to switch from the second display mode to the first display mode.
[0151] In an optional embodiment, the step of responding to the second trigger operation of the target object model and controlling the playback of the target game video corresponding to the target virtual object in the graphical user interface includes: responding to the second trigger operation of the target object model, determining the target game video for the target virtual object, wherein the target game video is generated based on video frames extracted from the game according to a preset video generation rule; and controlling the playback of the target game video of the target virtual object in the graphical user interface.
[0152] In an optional embodiment, the target game video is a video frame captured from the perspective of the target virtual object in the game.
[0153] In an optional embodiment, the target game video is generated in the following manner: determining the target object type corresponding to the target virtual object; wherein, the target object type is an object type among multiple preset object types corresponding to the game, and each preset object type is pre-configured with a corresponding preset video generation rule; based on the preset video generation rule corresponding to the target object type, extracting target video frames from the game and determining the target video frames as the target game video.
[0154] In an optional embodiment, the target object type is a first preset object type; the preset video generation rule corresponding to the first preset object type is associated with the damage parameters absorbed or endured by the target virtual object; wherein, the first preset object type includes: tank, meat shield or defense type.
[0155] In an optional embodiment, the target object type is a second preset object type; the preset video generation rule corresponding to the second preset object type is associated with the single treatment output parameters of the target virtual object or the number of virtual objects in a single treatment; wherein, the second preset object type includes: treatment, auxiliary or follower type.
[0156] In an optional embodiment, the target object type is a third preset object type; the preset video generation rule corresponding to the third preset object type is associated with the single output damage parameter of the target virtual object or the number of consecutively killed objects; wherein, the third preset object type includes: output or attack type.
[0157] In an optional embodiment, the preset video generation rules corresponding to the above-mentioned target object type include: video segments corresponding to a specified position or a specified time period of the target virtual object in the game.
[0158] In an optional embodiment, the duration of the generated target game video is positively correlated with the parameter value corresponding to the target game parameter of the target virtual object.
[0159] In an optional embodiment, the step of controlling the playback of the target game video corresponding to the target virtual object in the graphical user interface includes: controlling the display of a video playback area at a preset position on the target object model, and playing the target game video within the video playback area.
[0160] In an optional embodiment, the method further includes: responding to a third trigger operation on the video playback area, controlling the target game video played in the video playback area to be enlarged and displayed in the graphical user interface.
[0161] In an optional embodiment, after controlling the playback of the target game video corresponding to the target virtual object in the graphical user interface, the method further includes: in response to the fourth trigger operation, stopping the playback of the target game video, and controlling the display of the game results and the display of the object models corresponding to each virtual object of the first game faction in the graphical user interface.
[0162] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion 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, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. 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.
[0163] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0164] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A game settlement method, a graphical user interface of the game being provided by a terminal device, wherein, The game includes a first game team participating in a game session, and the first game team includes a first virtual object and a second virtual object controlled by the terminal device; and the method includes: In response to a game session end instruction, determining a game session result corresponding to the first game team, and displaying the game session result and each virtual object corresponding to the first game team in the graphical user interface; In response to a first trigger operation for a target object model in the object models, adjusting a target game parameter of a target virtual object corresponding to the target object model according to the first trigger operation, and configuring a second trigger operation for the target object model; wherein the target virtual object is the first virtual object and / or the second virtual object, and the target game parameter is used to evaluate the performance of the target virtual object in the game session; In response to the second trigger operation for the target object model, playing a target game video corresponding to the target virtual object in the graphical user interface; wherein the target game video is a game session segment of the target virtual object in the game session.
2. The method of claim 1, wherein, The graphical user interface further includes a preselected identifier controlled by the terminal device, and the method further includes: In response to a movement control operation for the preselected identifier, controlling the preselected identifier to move in the graphical user interface; In response to the preselected identifier moving to a response area corresponding to the object model, switching the preselected identifier to a first identifier, wherein the first identifier is used to at least prompt the first trigger operation for the object model.
3. The method of claim 2, wherein, The response area corresponding to the object model is determined based on the position of the object model in the graphical user interface; wherein the response area is larger than the object model.
4. The method of claim 2, wherein, The step of responding to the first trigger operation for a target object model in the object models, adjusting a target game parameter of a target virtual object corresponding to the target object model according to the first trigger operation, and configuring a second trigger operation for the target object model, includes: In response to the first trigger operation, adjusting the target game parameter of the target virtual object according to the first trigger operation, and configuring a second trigger operation for the target object model when the preselected identifier moves to the response area corresponding to the target object model.
5. The method of claim 4, wherein, After the step of configuring a second trigger operation for the target object model, the method further includes: Switching the first identifier displayed in the response area corresponding to the target object model to a second identifier, wherein the second identifier is used to at least prompt the second trigger operation for the target object model.
6. The method of claim 5, wherein, The step of responding to the second trigger operation for the target object model, playing a target game video corresponding to the target virtual object in the graphical user interface, includes: In response to the second trigger operation, the target game video corresponding to the target virtual object is played in the graphical user interface when the second identifier is displayed in the response region corresponding to the target object model.
7. The method of claim 6, wherein, The method further includes: In response to the first identifier or the second identifier leaving the response region corresponding to the target object model, the first identifier or the second identifier is switched to the preselected identifier.
8. The method of claim 4, wherein, The method further includes: In response to the first identifier being displayed in the response region corresponding to the target object model, the target object model displays a first trigger special effect.
9. The method of claim 8, wherein, The method further includes: In response to the target game parameter of the target virtual object being adjusted, the target object model displays a second trigger special effect, and a parameter value corresponding to the target game parameter is displayed in a position near the target object model.
10. The method of claim 9, wherein, After the step of adjusting the target game parameter of the target virtual object corresponding to the target object model, the method further includes: The terminal device controlling the target virtual object is sent prompt information prompting that the target game parameter of the target virtual object has been adjusted and the second virtual object has evaluated the game performance of the target virtual object in the game match.
11. The method of claim 8, wherein, The step of displaying the object models corresponding to the virtual objects of the first game team in the graphical user interface includes: The object models corresponding to the virtual objects of the first game team are displayed in the graphical user interface in a first display mode; The step of controlling the target object model to display a first trigger special effect in response to the first identifier being displayed in the response region corresponding to the target object model includes: In response to the first identifier being displayed in the response region corresponding to the target object model, the target object model displayed in the graphical user interface is switched from the first display mode to a second display mode, so that the target object model is visually distinguished from other object models.
12. The method of claim 11, wherein, The method further includes: In response to the first identifier leaving the response region corresponding to the target object model, the target object model displayed in the graphical user interface is switched from the second display mode to the first display mode.
13. The method of claim 1, wherein, The step of controlling the target game video corresponding to the target virtual object to be played in the graphical user interface in response to the second trigger operation for the target object model includes: In response to the second trigger operation for the target object model, a target game video for the target virtual object is determined, wherein the target game video is generated based on video frames extracted from the game match according to a preset video generation rule; The target game video of the target virtual object is played in the graphical user interface.
14. The method of claim 13, wherein, The target game video is a video frame extracted from the game match in the perspective of the target virtual object.
15. The method of claim 13, wherein, The target game video is generated by: determine a target object type corresponding to the target virtual object, wherein the target object type is an object type in a plurality of preset object types corresponding to the game, and each preset object type is preconfigured with a preset video generation rule corresponding thereto; intercept a target video frame from the game match based on the preset video generation rule corresponding to the target object type, and determine the target video frame as the target game video.
16. The method of claim 15, wherein, The target object type is a first preset object type, and the preset video generation rule corresponding to the first preset object type is associated with a damage parameter absorbed or borne by the target virtual object. The first preset object type includes a tank, a meat shield, or a defense type.
17. The method of claim 15, wherein, The target object type is a second preset object type, and the preset video generation rule corresponding to the second preset object type is associated with a single treatment output parameter of the target virtual object or an object quantity of a virtual object subjected to single treatment. The second preset object type includes a treatment, an auxiliary, or a follower type.
18. The method of claim 15, wherein, The target object type is a third preset object type, and the preset video generation rule corresponding to the third preset object type is associated with a single output damage parameter of the target virtual object or a continuous kill object quantity. The third preset object type includes an output or attack type.
19. The method of claim 15, wherein, The preset video generation rule corresponding to the target object type includes a video clip corresponding to a specified position or a specified time period of the target virtual object in the game match.
20. The method of claim 13, wherein, The duration of the generated target game video is positively correlated with a parameter value corresponding to a target game parameter of the target virtual object.
21. The method of claim 13, wherein, The step of controlling the target game video corresponding to the target virtual object to be played in the graphical user interface includes: controlling a video playing area to be displayed at a preset position on the target object model, and playing the target game video in the video playing area.
22. The method of claim 21, wherein, The method further includes: in response to a third triggering operation on the video playing area, controlling the target game video played by the video playing area to be displayed in the graphical user interface in an enlarged manner.
23. The method of claim 1, wherein, After the step of controlling the target game video corresponding to the target virtual object to be played in the graphical user interface, the method further includes: in response to a fourth triggering operation, stopping playing the target game video, and controlling the game match result and the object model corresponding to each virtual object of the first game team to be displayed in the graphical user interface.
24. A game settlement apparatus that provides a graphical user interface of the game through a terminal device, wherein, The game includes a first game team participating in a game match, and the first game team includes a first virtual object and a second virtual object controlled by the terminal device; and the device includes: a result display module configured to determine a game match result corresponding to the first game team in response to a game match end instruction, and display the game match result and the object model corresponding to each virtual object of the first game team in the graphical user interface. The parameter adjustment module is configured to, in response to a first trigger operation for a target object model in the object models, control adjustment of a target game parameter of a target virtual object corresponding to the target object model according to the first trigger operation, and configure the target object model with a permission responding to a second trigger operation; wherein the target virtual object is the first virtual object and / or the second virtual object, and the target game parameter is used to evaluate a game performance of the target virtual object in the game session; The video playing module is configured to, in response to the second trigger operation for the target object model, control playing of a target game video corresponding to the target virtual object in the graphical user interface; wherein the target game video is a game segment of the target virtual object in the game session.
25. An electronic device, comprising a processor and a memory, the memory storing machine executable instructions executable by the processor, and the processor executes the machine executable instructions to implement the game settlement method according to any one of claims 1 to 23.
26. A computer readable storage medium, storing computer executable instructions, and the computer executable instructions, when invoked and executed by a processor, cause the processor to implement the game settlement method according to any one of claims 1 to 23.