Information display control method, computer storage medium and electronic equipment

By providing floating controls to display resource requirements information in the game interface, the problem of users frequently switching interfaces to obtain resource information is solved, improving interaction convenience and reducing maintenance costs.

CN120586385APending Publication Date: 2025-09-05NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202510428313.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-07
Publication Date
2025-09-05

AI Technical Summary

Technical Problem

In the game, users need to frequently switch interfaces to obtain resource information, which leads to cumbersome and inconvenient operations.

Method used

By responding to the target resource acquisition operation in the first game interface, recording the demand information and switching to the second game interface corresponding to the target resource, a floating control is provided in the second game interface to display the demand information of the target resource.

Benefits of technology

Users can view resource information in real time without frequently switching interfaces, simplifying the operation process and reducing interface development and maintenance costs and equipment storage space.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120586385A_ABST
    Figure CN120586385A_ABST
Patent Text Reader

Abstract

The embodiment of the invention provides an information display control method, a computer storage medium and electronic equipment, and relates to the technical field of computers. The virtual human video generation method comprises the following steps: displaying a first game interface; in response to an acquisition operation for the target resource in the first game interface, recording demand information of the target resource, and switching to a second game interface corresponding to the target resource; and providing a suspension control in the second game interface, wherein the suspension control displays the demand information of the target resource. According to the technical scheme, the interface development and maintenance cost can be reduced, and the user operation process is simplified.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The embodiments of the present disclosure relate to the field of computer technology. More specifically, the embodiments of the present disclosure relate to a method for controlling display of information, a computer storage medium, and an electronic device. Background Art

[0002] This section is intended to provide a background or context to the embodiments of the present disclosure that are recited in the claims. No statement herein is admitted to be prior art by virtue of its inclusion in this section.

[0003] In some games, players often need to acquire various resources to improve character attributes, upgrade equipment, or complete specific tasks. Resource acquisition is a crucial part of the game process. In related technologies, users often forget the required resource information after jumping to the resource acquisition interface. This requires returning to the original interface to view the required resource information, then jumping back to the resource acquisition interface and manually entering the required resource information, which is cumbersome for users. Summary of the Invention

[0004] The purpose of the present disclosure is to provide a method, device, electronic device and storage medium for controlling the display of information, so as to improve the interactive convenience of resource acquisition through a universal floating control.

[0005] In a first aspect, the present disclosure provides a method for controlling the display of information, comprising: displaying a first game interface; in response to an acquisition operation for a target resource in the first game interface, recording demand information for the target resource, and switching to a second game interface corresponding to the target resource; providing a floating control in the second game interface, the floating control displaying the demand information for the target resource.

[0006] In a second aspect, the present disclosure provides an information display control device, comprising: a first display unit for displaying a first game interface; a processing unit for recording target resource demand information in response to an acquisition operation for a target resource in the first game interface, and switching to a second game interface corresponding to the target resource; a second display unit for providing a floating control in the second game interface, the floating control displaying the target resource demand information.

[0007] In a third aspect, the present disclosure provides an electronic device, including a memory and a processor, wherein a computer program is stored in the memory, and the processor executes the computer program to perform the steps in any of the above-mentioned information display control methods.

[0008] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing a computer program, which is executed by a processor to perform the steps in any of the above-mentioned information display control methods.

[0009] The present disclosure provides a method, device, electronic device, and storage medium for controlling information display. The method displays a first game interface; in response to an acquisition operation for a target resource in the first game interface, records target resource demand information and switches to a second game interface corresponding to the target resource; and provides a floating control in the second game interface that displays the target resource demand information. The method provided in this embodiment allows users to view required resource information in real time without frequently switching between multiple interfaces. The universal floating control design reduces interface development and maintenance costs, greatly simplifies user operation processes, and reduces device storage space usage and server resource consumption. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] The above and other objects, features and advantages of the exemplary embodiments of the present disclosure will become readily understood by reading the detailed description below with reference to the accompanying drawings, in which several embodiments of the present disclosure are shown by way of example and not limitation, wherein:

[0011] Figure 1 The flowchart of the information display control method in the embodiment of the present disclosure is schematically shown.

[0012] Figure 2 A schematic diagram of a game interface in an embodiment of the present disclosure is shown schematically.

[0013] Figure 3 A schematic diagram of a game interface in an embodiment of the present disclosure is shown schematically.

[0014] Figure 4 A schematic diagram of a game interface in an embodiment of the present disclosure is shown schematically.

[0015] Figure 5 A schematic diagram of a game interface in an embodiment of the present disclosure is shown schematically.

[0016] Figure 6 The diagram schematically shows an information display control device according to an embodiment of the present disclosure.

[0017] Figure 7 The structural diagram of the electronic device provided by the embodiment of the present disclosure is schematically shown.

[0018] In the drawings, the same or corresponding reference numerals denote the same or corresponding parts. DETAILED DESCRIPTION

[0019] The principles and spirit of the present disclosure will be described below with reference to several exemplary embodiments. It should be understood that these embodiments are provided solely to enable those skilled in the art to better understand and implement the present disclosure, and are not intended to limit the scope of the present disclosure in any way. Rather, these embodiments are provided to make the present disclosure more thorough and complete, and to fully convey the scope of the present disclosure to those skilled in the art.

[0020] Those skilled in the art will appreciate that the embodiments of the present disclosure may be implemented as a system, apparatus, device, method, or computer storage medium. Therefore, the present disclosure may be implemented in the following forms: entirely in hardware, entirely in software (including firmware, resident software, microcode, etc.), or in a combination of hardware and software.

[0021] According to an embodiment of the present disclosure, a method for controlling display of information, a computer storage medium, and an electronic device are proposed.

[0022] In addition, any number of elements in the drawings is for illustration and not limitation, and any naming is for distinction only and does not have any limiting meaning.

[0023] The following will be combined with the drawings in the embodiments of this application to clearly and completely describe the technical solutions in the embodiments of this application. Obviously, the embodiments described are only part of the embodiments of this application, not all of the embodiments. Based on the embodiments in this application, all other embodiments obtained by those skilled in the art without making creative efforts are within the scope of protection of this application.

[0024] The embodiments of the present application provide a method and apparatus for controlling information display, an electronic device, and a computer-readable storage medium. The information display control apparatus can be integrated into an electronic device, which can be a server, a terminal, or other device.

[0025] The terminal may include a mobile phone, a wearable smart device, a tablet computer, a laptop computer, a personal computer (PC), and a vehicle-mounted computer.

[0026] Among them, the server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), as well as big data and artificial intelligence platforms.

[0027] First, some of the nouns involved in the embodiments of the present application are explained.

[0028] A game scene (or virtual scene) is a virtual scene displayed (or provided) when an application is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a virtual environment that is partially simulated and partially fictional, or a purely fictional virtual environment. The virtual scene can be either a two-dimensional virtual scene or a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and at least one of vehicles. For example, for 2D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles. For 2D or 3D multiplayer online tactical competitive games, the virtual scene is a 2D or 3D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, routes, rivers, classrooms, tables and chairs, podiums and other elements.

[0029] The game interface refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0030] A game object (or virtual object, virtual character) refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual person, a virtual animal, an animated character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined based on the number of clients joining the battle, and the embodiments of the present application are not limited to this. In one possible implementation, the user can control the virtual object to move in the virtual scene, for example, to control the virtual object to run, jump, crawl, etc., and can also control the virtual object to fight with other virtual objects using skills, virtual props, etc. provided by the application. (Game) props refer to props that can be used by virtual objects in a virtual environment, including but not limited to firearms, cold weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to speed up their own attributes, assist in combat, or inflict damage to other virtual objects. Virtual props can also be supply props such as bullets, and can also be accessories such as extended magazines, aiming scopes, flash suppressors, and stocks that are assembled on designated virtual weapons. The virtual camera is a necessary component for the game scene screen and is used to present the game scene screen. A game scene corresponds to at least one virtual camera. Depending on actual needs, there can be two or more virtual cameras, which serve as the game rendering window to capture and present the game world's screen content to the player. By setting the parameters of the virtual camera, the player's perspective of viewing the game world can be adjusted, such as the first-person perspective and the third-person perspective.

[0031] In this embodiment, a method for controlling display of information is provided. Figure 1 is a flow chart of an information display control method according to an embodiment of the present disclosure, such as Figure 1 As shown, the process includes the following steps:

[0032] Step S101, displaying a first game interface;

[0033] Step S102, in response to an acquisition operation for a target resource in the first game interface, recording demand information for the target resource, and switching to a second game interface corresponding to the target resource;

[0034] Step S103: providing a floating control in the second game interface, wherein the floating control displays the demand information of the target resource.

[0035] The method provided in this embodiment enables users to instantly understand the specific information of the required resources after jumping to the interface for obtaining resources, without having to frequently switch interfaces to check the required quantity, thereby improving the user's interactive experience; at the same time, due to the universal design of the floating window, there is no need to design UI elements for displaying the resource quantity for each interface separately, reducing UI maintenance costs and workload, and solving the technical problem of inconsistent interface information transmission in game applications.

[0036] The following is a detailed description of the above steps:

[0037] Step S101, displaying a first game interface;

[0038] Among them, the first game interface is an operation interface in the game, and the user can perform various interactive operations on this interface.

[0039] In an optional embodiment, the first game interface refers to the initial interface displayed to the user in the game, which is used to display various information and interactive elements in the game, such as character information, task information, game props, etc. For example, in a character development game, the first game interface can be a character attribute interface, which displays the character's various attribute values, equipment status, skill level, and available development operations. The first game interface can include multiple functional areas, such as a character attribute area, an equipment area, a skill area, a prop area, etc., and the user can perform corresponding operations in these areas. For example, in an MMORPG game, the first game interface can be a character equipment interface, which displays the props for each part of the character's current equipment, as well as function buttons such as equipment enhancement and advancement. The user can enter the corresponding function operation by clicking these buttons. The first game interface can be any interface in the game that requires resources to operate, such as an equipment enhancement interface, a character upgrade interface, a skill improvement interface, etc.

[0040] In an optional embodiment, the first game interface displays target resource demand information. Demand information refers to the quantity and usage information associated with the target resource. For example, in a turn-based game, the first game interface may be a magic weapon upgrade interface, displaying the magic weapon's current level, attribute bonus, and the resource materials (such as inner elixir) required for the upgrade. The user can check whether the current number of resources held meets the upgrade requirements and perform corresponding operations.

[0041] The first game interface serves as the entry point for users to interact with the game system, providing rich visual information and operation options. In the game, users often need to use the first game interface to understand the current game status, character attributes, and executable operations. For example, in a role-playing game, the first thing a user may see is the character development interface, which displays the character's various attributes (such as health, attack power, defense power, etc.) and the resources required to improve these attributes. The interface will clearly indicate the current character attribute value, target attribute value, and the type and amount of resources required for improvement. Users can use this interface to quickly understand the progress and needs of character development and decide whether to perform related operations.

[0042] Step S102, in response to an acquisition operation for a target resource in the first game interface, recording demand information for the target resource, and switching to a second game interface corresponding to the target resource;

[0043] Among them, the target resource is a virtual item used to complete a specific function in the game, the acquisition operation is an interactive operation performed by the user in the first game interface to obtain the target resource, the demand information is the quantity and usage information related to the target resource, and the second game interface is the operation interface for obtaining the target resource.

[0044] In an optional embodiment, target resources refer to virtual items used in-game for character development, equipment enhancement, skill improvement, and other functions, such as experience points and item materials. For example, in a character development system, target resources could be "Inner Core" (Nei Dan), which is needed to improve character attributes. Users need to obtain a certain number of Inner Core to raise their character attributes to the target level.

[0045] In an optional embodiment, the acquisition operation can be performed by the user clicking a button in the first game interface, such as the "Acquire Resources" button or the "Upgrade" button, to jump to a screen where the target resource can be acquired. For example, if a user finds that the number of inner elixirs currently held is insufficient to complete the upgrade on a magical weapon upgrade interface, they can click the "Acquire Inner Elixirs" button on that interface. The system will record the user's current number of inner elixirs and the number of inner elixirs required for the upgrade, and then jump to the relevant interface for acquiring inner elixirs.

[0046] In an optional implementation, after switching to the second game interface corresponding to the target resource, the display area of ​​the second game interface covers the display position of the demand information in the first game interface.

[0047] In an optional embodiment, the second game interface can be a direct resource acquisition interface, such as a mall purchase interface, a resource exchange interface, or a resource synthesis interface. For example, when a player clicks the button to obtain gold coins, the system may switch to the game's recharge mall interface, displaying various gold coin purchase packages and prices. The second game interface can be an indirect resource acquisition interface, such as a dungeon challenge interface, a task collection interface, or an event participation interface, where players need to complete certain game content to obtain the target resource. For example, when a player needs to obtain a specific equipment enhancement material, the system may switch to the material dungeon list interface, displaying all dungeon levels that can drop the material and their opening times.

[0048] In an optional embodiment, the demand information includes the current and target quantity of the target resource. After recording this information, the system directs the user to a second game interface where the resource can be obtained. For example, if the system records that the user currently holds 5 Inner Cores, and upgrading a magic weapon requires 15 Inner Cores, and the goal is to obtain 10 more Inner Cores, the system will record this data as demand information and direct the user to the mall interface, exchange interface, warehouse interface, or challenge instance interface where Inner Cores can be obtained.

[0049] Step S103: providing a floating control in the second game interface, wherein the floating control displays the demand information of the target resource.

[0050] Among them, the floating control is an interactive UI element displayed on the upper layer of the second game interface, which is used to display the demand information of the target resource and provide related functional operations.

[0051] In an optional embodiment, the floating control is a semi-transparent floating window that is displayed at a certain position on the second game interface and does not completely block the interface content. The user can intuitively understand the demand for target resources through the control. Figure 2 As shown, when the user enters the mall interface, the system will display a floating window 101 above the interface, which states "Required: 2 / 10", indicating that the user currently has 2 inner pills and needs a total of 10 inner pills, with 8 left.

[0052] In an optional embodiment, the display position of the floating control is changed in response to a movement operation on the floating control. The floating control is movable and closable, and the user can adjust the display position of the control or close the control according to personal needs. For example, if the user believes that the floating control obscures important information on the mall interface, the user can move the control to a corner of the interface. If the user no longer needs the prompt, the user can also click the close button on the control to hide it.

[0053] In an optional embodiment, in response to switching back to the first game interface, the floating control is canceled. When the user switches back to the first game interface, the floating control is automatically canceled to avoid blocking interface information.

[0054] In an optional embodiment, in response to a second trigger operation on the floating control, the target resource is located in the second game interface. The second trigger operation can be a click, long press, hard press, swipe, etc. For example, the second game interface is a shopping mall interface, which displays a variety of virtual resources. The user can use the second trigger operation to quickly locate the target resource, making it easier to purchase it.

[0055] In an optional implementation, the demand information in the floating control is updated synchronously in response to changes in the current holding quantity of the target resource. As the user acquires a portion of the target resource through various channels, the system updates the first quantity information in the floating control in real time to reflect the latest resource status. For example, if a user purchases 5 Inner Dan in the mall, the floating control will update from "Inner Dan: 5 / 15" to "Inner Dan: 10 / 15" to help the user understand the remaining quantity.

[0056] In one embodiment, the demand information includes a first quantity and / or a second quantity; the first quantity includes: a current holding quantity and a target consumption quantity of the target resource; the second quantity includes: a demand quantity of the target resource.

[0057] The first quantity refers to specific numerical information related to the target resource, including the target resource quantity currently held by the user and the target resource quantity required to complete a specific function.

[0058] In an optional implementation, the first quantity directly reflects the user's current resource status and target requirements, helping the user clearly understand resource shortfalls. For example, the first quantity could be represented as "Current Inner Cores: 5" and "Upgrade Required Inner Cores: 15," allowing the user to intuitively see the gap between current holdings and required resources.

[0059] In an optional embodiment, the first amount can be displayed in the floating control in different formats, such as a fraction, percentage, or text description, to accommodate different resource display requirements. For example, in the equipment enhancement interface, the floating control can display "Enhancement Stones: 20 / 50" to indicate that 20 enhancement stones are currently held and 50 need to be consumed; or "Experience Points: 40%" to indicate that the current accumulated experience points have reached 40% of the required total.

[0060] The second quantity refers to the target resource quantity that the user still needs to obtain, that is, the difference between the target consumption quantity and the current holding quantity.

[0061] In an alternative embodiment, the second quantity directly indicates how much more target resources the user needs to acquire to meet the requirement, further calculating and simplifying the first quantity. For example, if the user currently holds 5 Inner Cores and the upgrade requires 15 Inner Cores, the second quantity is 10 Inner Cores, and the floating control can display "Still need to acquire: 10 Inner Cores."

[0062] In an optional embodiment, as the user continues to acquire the target resources, the second amount will decrease accordingly. When the second amount reaches 0, it indicates that the user has acquired enough resources to complete the target operation. For example, when the user has accumulated 10 inner elixirs through various means, the floating control will display "Requirement Met" or disappear, prompting the user to return to the first game interface to complete the resource consumption operation.

[0063] In gaming systems, clearly displaying resource requirements is crucial to the user experience. By displaying both the primary and secondary quantities, the floating control allows users to understand both the current holdings and target consumption, as well as the specific amount still required. This design eliminates the need for users to calculate the difference and allows them to intuitively determine the magnitude of subsequent operations based on the secondary quantity, improving the user experience.

[0064] In one embodiment, the first game interface includes a target object, and the target object has corresponding target resources. By consuming the target resources, the target object can obtain improved attributes.

[0065] Among them, the target objects are game entities that can obtain attribute upgrades by consuming resources in the game, such as characters, equipment, skills, etc.

[0066] In an alternative embodiment, the target object can be a character in a game, and specific resources can be consumed to increase the character's level, attributes, or abilities. For example, in a character development system, the target object is the player's game character, and consuming experience pills can increase the character's level, thereby enhancing the character's basic attributes such as health, attack power, and defense.

[0067] In an alternative embodiment, the target object can be equipment or weapons in the game, and the basic attributes or special effects of the equipment can be improved by consuming enhancement materials. For example, in an equipment enhancement system, the target object is a weapon worn by a character, and consuming enhancement stones can increase the weapon's attack power, allowing the character to deal more damage in battle.

[0068] In an alternative embodiment, the target object can be a special item in the game, such as a magic weapon, pet, or mount, whose effects or abilities are enhanced by consuming corresponding training resources. For example, the target object is a magic weapon obtained by the player, and consuming inner elixir can increase the level of the magic weapon, making the attribute bonus or special effect provided by the magic weapon stronger.

[0069] In one embodiment, the acquisition operation for the target resource includes: a first operation and a second operation; wherein, in response to the first operation, at least one resource acquisition path corresponding to the target resource is displayed; the first operation includes an attribute improvement operation for the target object when the current holding quantity is less than the target consumption quantity; in response to the second operation, the target resource acquisition path is determined from the at least one resource acquisition path; the second operation is a selection operation for the resource acquisition path, and the second game interface is an interface corresponding to the target resource acquisition path.

[0070] The first operation refers to an operation in which, when the user finds that the resources currently held are insufficient to complete the target operation, the user triggers the system to display multiple ways to obtain the resource.

[0071] In an optional embodiment, the first operation is for the user to click a button related to improving the target object's attributes in the first game interface, such as "Upgrade," "Strengthen," or "Advanced," when resources are insufficient. For example, if a user sees that they have insufficient inner elixir in the magic weapon upgrade interface and clicks the "Upgrade" button, the system will prompt them that resources are insufficient and automatically display various ways to obtain inner elixir.

[0072] In an alternative embodiment, the first action may be for the user to directly click the "Get Resources" button in the first game interface to proactively seek ways to obtain resources. For example, if a user discovers they are running low on Inner Elixir, instead of clicking the "Upgrade" button to trigger a prompt, they can directly click the "Get Inner Elixir" button on the interface, and the system will display various ways to obtain Inner Elixir.

[0073] Resource acquisition methods refer to the different channels or methods for obtaining specific resources in the game, which may include purchasing, redeeming, challenging dungeons, completing tasks, etc. The second action is when the user selects a specific resource acquisition method from multiple resource acquisition methods. This action will guide the user to the corresponding second game interface.

[0074] In an optional embodiment, resource acquisition methods can be displayed on the first game interface in the form of a list, icon or button group, so that the user can intuitively see all available acquisition methods. Figure 3As shown, when the system detects that the inner elixir is insufficient, a window 301 will pop up, displaying multiple options such as "mall purchase", "resource exchange", "challenge copy", "warehouse extraction", etc. The user can choose the most suitable acquisition method according to his or her own game situation.

[0075] In an alternative implementation, the system can recommend different resource acquisition methods to different users based on factors such as their game progress and other resources held, thereby improving acquisition efficiency. For example, for a user with a large amount of gold coins, the system might prioritize "Mall Purchase"; while for a user with ample points, the system might prioritize "Point Redemption."

[0076] In an optional implementation, supplementary information can be displayed next to each resource acquisition path, such as acquisition efficiency, required cost, and current status, to help users make more informed choices. For example, next to the "Challenge Dungeon" option, it might display "Each challenge earns 2-3 Inner Pills, remaining challenges today: 5," giving users an idea of ​​the potential resource acquisition through this path.

[0077] In an optional embodiment, the second action involves the user clicking a button or icon corresponding to a specific resource acquisition method. The system will then redirect the user to the corresponding functional interface based on the user's selection. For example, if the user selects "Mall Purchase," the system will redirect the user to the game mall interface; if the user selects "Point Redemption," the system will redirect the user to the Point Redemption Center.

[0078] In an optional embodiment, when responding to either the first or second action, the system transfers the previously recorded target resource demand information to the second game interface, preparing for the display of a floating control there. For example, when the user selects "Mall Purchase" and enters the mall interface, the system transfers the inner elixir demand information (e.g., current 5, target 15, balance 10) to the mall interface to generate a floating control.

[0079] In an alternative embodiment, the second game interface is entirely dependent on the user's second action selection. Different selections lead to different functional interfaces, but all interfaces display a floating control with the same information. For example, regardless of whether the user chooses to enter the mall interface, the points redemption interface, or the dungeon challenge interface, all interfaces will display a floating control with the message "Inner Pills: 5 / 15 (10 more needed)" to maintain consistency of information.

[0080] In one embodiment, after providing the floating control in the second game interface, the method further includes:

[0081] In response to a first triggering operation on the floating control, obtaining a target resource acquisition path selected by a user;

[0082] Generate resource acquisition confirmation information based on the demand information and the exchange rules corresponding to the target resource acquisition path;

[0083] In response to a confirmation operation on the confirmation information, the target resource is acquired.

[0084] The first trigger action is a specific input action performed by the user on the floating control, which is used to activate the floating control's response function. The first trigger action can be a click, long press, hard press, or swipe. The target resource acquisition path is the method channel selected by the user to obtain a specific resource, which is used to guide the system to execute the corresponding resource acquisition logic.

[0085] In an optional implementation, a floating control can provide interactive functionality, such as triggering quick purchases or redemptions, to improve user resource acquisition efficiency. For example, if the target resource acquisition method is a transaction method, when a user sees the price of "100 gold coins per elixir" in the mall interface, they can click the floating control. The system will automatically calculate the 1000 gold coins required to purchase 10 elixirs and prompt a confirmation message asking "Do you want to spend 1000 gold coins to purchase 10 elixirs?" The user simply clicks "Confirm" to complete the purchase.

[0086] The method provided in this embodiment enriches the user's interaction with resource acquisition by providing shortcut functions related to resource acquisition. Information controls allow players to clearly understand the amount of resources required for resource exchange. By triggering these controls, players can acquire the required resources with a single click, simplifying the steps required to obtain target resources and significantly enhancing the interactive gaming experience. This method addresses the issues of low resource acquisition efficiency and complex operations in game resource management systems, optimizing the resource allocation mechanism of gaming systems.

[0087] In one embodiment, the resource acquisition methods include: purchase method, redemption method, challenge copy method, and warehouse extraction method; the redemption rules include: purchasing the target resource through virtual assets; redeeming the target resource through other resources; obtaining the target resource by challenging game copies; and extracting the target resource through a warehouse.

[0088] The exchange rules are a set of rules that define the conditions, exchange rates, or methods for obtaining different resource acquisition paths. The resource acquisition confirmation information is generated by the system based on the demand information and exchange rules. It is used to display the resource acquisition details to the user and wait for confirmation.

[0089] In an optional embodiment, the exchange rules may include transaction rules between resources and virtual currency.

[0090] In an optional embodiment, the exchange rules may include conversion ratios between different game resources. For example, in the exchange path, the rules may define "10 reputation points can be exchanged for 1 high-level material" or "1 legendary equipment can be decomposed into 10 high-level materials."

[0091] In an optional implementation, the redemption rules may also include resource yield rules for game activities and tasks. For example, in a dungeon challenge path, the rules might specify "Normal difficulty dungeons yield 50-100 resources each time," and "Hard difficulty dungeons yield 100-200 resources each time." The system will then calculate the number of dungeons and difficulty recommendations required for the user to reach the target number.

[0092] In an optional embodiment, the resource acquisition confirmation information may include a detailed resource acquisition plan and required conditions. For example, when a user chooses to purchase a resource, the confirmation information will display "You need XX gold coins to purchase XX resources" and provide two action buttons: "Confirm" and "Cancel." The resource acquisition confirmation information may also include a preview of the expected results after the operation. For example, when a user chooses to redeem character experience points, the confirmation information will display "Using 100 experience potions will gain 10,000 experience points, and the character will be upgraded from level 32 to level 34, unlocking the new skill 'Flame Blast'," helping the user evaluate the value and effectiveness of resource acquisition.

[0093] In one embodiment, the resource acquisition method is an exchange method;

[0094] Before the first triggering operation on the floating control, the method further includes:

[0095] In response to a selection operation on a redemption object in the second interface, determining a target redemption object;

[0096] Generating resource acquisition confirmation information according to the demand information and the exchange rules corresponding to the target resource acquisition path includes:

[0097] Calculating the amount of exchange resources required to achieve the second amount based on a preset exchange ratio between the target exchange object and the target resource;

[0098] Displaying the amount of the exchanged resources in the confirmation information;

[0099] The acquiring of the target resource in response to the confirmation operation on the confirmation information includes:

[0100] In response to a confirmation operation on the confirmation information, the target exchange object of the exchange resource quantity is deducted to obtain a second quantity of target resources.

[0101] Among them, the exchange object is other virtual resources that can be used to exchange for the target resource. The selection operation of the exchange object is the selection action performed by the user on a specific resource item by touching the screen, clicking the mouse or other input devices in the second interface. The selection operation of the exchange object can be a single click, double click, long press or slide operation in different forms, which are used to indicate the player's intention to select a specific resource. The preset exchange ratio refers to the quantitative relationship between the conversions of different resources predefined in the game system, which is used to determine the proportional relationship between input and output in the exchange operation. Figure 4 As shown, when the user selects fairy energy as the target exchange object and then clicks the floating control 201, the interface pop-up window 202 displays the confirmation message "Do you want to use 100 fairy energy to exchange" and provides a one-click exchange button.

[0102] In an optional embodiment, the preset exchange ratio may be a preset linear relationship. For example, in a certain strategy game, the exchange ratio of gold coins to iron ore may be fixed at 10:1, that is, 10 gold coins can be exchanged for 1 iron ore.

[0103] In one embodiment, the resource acquisition approach is a copy challenge approach;

[0104] Generating resource acquisition confirmation information according to the demand information and the exchange rules corresponding to the target resource acquisition path includes:

[0105] Calculating a combination of target objects required to achieve a second number of challenges based on the challengeable target objects in the current game scene and the resource output value of defeating the challengeable target objects;

[0106] Displaying at least one recommended challenge target object combination in the confirmation information;

[0107] The acquiring the target resource in response to the confirmation operation on the confirmation information includes:

[0108] In response to a confirmation operation on the confirmation information, the virtual character is controlled to automatically challenge the target object combination based on a planned route.

[0109] The method provided in this embodiment realizes the function of automatically planning the challenge route and acquiring the target resources by setting the resource acquisition path as the copy challenge path and intelligently calculating the recommended challenge target combination based on the challengeable target objects and resource output values ​​in the current game scene. This greatly reduces the operational burden of players manually searching for and challenging target objects and improves the interactive experience. At the same time, by intelligently recommending challenge target combinations and automatic challenge functions, the strategy and convenience of the game are increased, and the richness of the game is improved. In addition, this method solves the complex calculation problem in traditional games where players need to calculate and plan the challenge route by themselves, reduces the cognitive load of players, and solves the problem of intelligent and automated game resource acquisition paths in the computer field.

[0110] The dungeon challenge path refers to a method of obtaining target resources by challenging specific targets in the game world (such as monsters, dungeon bosses, etc.). In many role-playing games, defeating a specific target has a chance or guaranteed drop of specific resources, allowing players to obtain the required game resources through this method. Compared to other resource acquisition methods (such as purchase, redemption, and warehouse withdrawal), the dungeon challenge path is more engaging and challenging, enhancing the player's gaming experience and sense of accomplishment.

[0111] Challengeable targets refer to game entities in the game scene that can be challenged by players and may drop target resources, including but not limited to various monsters, bosses, and bosses. Challengeable targets typically have specific characteristics such as level, difficulty, and attributes, which affect the difficulty of defeating them and the type and amount of resources produced.

[0112] In an alternative embodiment, challengeable targets can be categorized based on their characteristics, such as common monsters, elite monsters, and boss monsters. These different categories typically have different resource yields. For example, in an MMORPG, common monsters might drop 1-2 inner cores, elite monster kings might drop 5-8, and boss-level monster kings might drop 15-20. The system will recommend the most appropriate challenge combination based on the resource requirements of the player.

[0113] A target object combination refers to a set of target objects that the system calculates must be challenged in order to obtain the required number of target resources. This combination can include multiple target objects of varying types and quantities. The system will calculate the optimal or preferred challenge combination based on factors such as the resource output value and difficulty level of each target object.

[0114] In an alternative embodiment, the target object combination is a challenge plan recommended to the player by the system after a comprehensive evaluation of efficiency, difficulty, and feasibility. For example, to obtain 10 "Dragon Scale" resources, the system may recommend the combination of "defeat 5 Level 2 Dragon Lizards and 1 Level 4 Dragon Man" because this combination is the easiest to complete in the current scenario and produces sufficient resources.

[0115] In an optional implementation, the system may provide multiple different target object combinations for players to choose from. These combinations may focus on different optimization directions, such as shortest completion time, minimum physical exertion, maximum additional benefits, etc. Figure 5 As shown, after the user clicks the floating control 101, the system automatically calculates the target player combination 303 and displays it in the confirmation information window 302 to recommend the user to choose to challenge.

[0116] For example, in a certain game, to obtain the same number of "crystals", the system may provide two options: "challenge 1 high-level BOSS" and "challenge 8 low-level monsters". The former is short in time but high in difficulty, while the latter is long in time but low in difficulty. Players can choose according to their own situation.

[0117] In an optional embodiment, the recommended challenge target combination is presented in a clear and understandable manner in the confirmation message. This may include information such as the target name, quantity, location, difficulty, and expected resource yield and estimated time required for completion. For example, the confirmation message may display: "Recommended challenge: 2 Level 2 Wild Wolves (estimated yield of 4 Inner Elixirs), 3 Level 4 Snow Leopards (estimated yield of 9 Inner Elixirs), for a total of 13 Inner Elixirs, estimated time required 5 minutes, do you confirm to start the challenge?"

[0118] In an alternative embodiment, the confirmation operation is the interactive action of the player, after viewing the system's recommended challenge target combinations, clicking a button such as "Battle" on the interface to trigger the automatic challenge process. For example, when the player sees the prompt "Do you want to attack the recommended monster combination to obtain 10 Inner Cores?" in the confirmation information window, clicking the "Confirm" button indicates consent to the system starting the automatic challenge.

[0119] In an optional implementation, the confirmation process may also include additional options, such as selecting a specific skill combination, carrying specific items, and setting challenge priorities, to better adapt to the needs of the automatic challenge process. For example, players may select strategic options such as "Prioritize AOE skills" or "Prioritize attacking low-health targets" before confirming to optimize the effectiveness of the automatic challenge.

[0120] In an alternative embodiment, after the confirmation operation is completed, the system may display a progress indicator to inform the player that the automatic challenge is in progress and provide options to cancel or pause it. For example, after confirming the challenge, the screen may display a prompt such as "Auto-challenge in progress: 2 / 5 wolves defeated, estimated time remaining 3 minutes," with a "Cancel" button provided for the player to terminate the automatic challenge at any time.

[0121] Route planning refers to the system's calculation of the optimal path and sequence of actions for a virtual character to automatically challenge a combination of target objects. Route planning takes into account factors such as the spatial layout of the game map, the location distribution of target objects, the character's mobility, and possible combat strategies. The goal is to ensure that the automated challenge process is efficient, safe, and consistent with game logic.

[0122] In an optional embodiment, the planned route is a path calculated by the system to minimize the total travel distance or total time, based on the spatial distribution of target objects in the current game scene. For example, in an open-world game, if there are multiple targets distributed across different areas, the system will calculate a route that starts with the nearest target and visits all targets in sequence, avoiding unnecessary back-and-forth movement.

[0123] In an optional implementation, route planning considers not only spatial distance but also factors such as terrain obstacles, safe zones, and monster density to ensure the safety and efficiency of the character during the automated challenge. For example, in one game, even if a path is short, if there are high-level hostile NPC patrols along the way, the system will choose a relatively safer detour.

[0124] The implementation process of the information display control method of this embodiment in a specific application scenario is as follows: A user opens the magic weapon upgrade interface (the first game interface) in the game and discovers that upgrading a magic weapon requires a certain number of inner elixirs. The interface indicates that the user currently has 5 inner elixirs, but the upgrade requires 15, leaving 10 inner elixirs short. The user clicks the "Get Inner Elixirs" button on the interface, and a window pops up to select various acquisition methods, including "Mall Purchase," "Point Redemption," and "Stall Trading." The user selects "Mall Purchase," and the system records the inner elixir demand (currently 5, target 15, remaining 10) and then switches to the mall interface (the second game interface). Above the mall interface, the system automatically generates a translucent floating control that clearly displays "Inner Elixirs: 5 / 15 (10 more needed)." The user can browse the prices and other product information of the inner elixir in the mall interface without having to return to the magic weapon upgrade interface to check the specific required quantity. When the user decides to purchase Inner Elixir, they can simply click the floating control. The system will calculate the number of gold coins required to purchase 10 Inner Elixir and pop up a confirmation window asking, "Do you want to spend 1,000 gold coins to purchase 10 Inner Elixir?" Once the user confirms, the system automatically deducts 1,000 gold coins, adds 10 Inner Elixir, and the number on the floating control is updated to "Inner Elixir: 15 / 15." The user can then return to the magic weapon upgrade interface to complete the upgrade. If the user prefers not to see the floating control, they can click the close button on it to hide it, or drag it to a location that doesn't obstruct their browsing.

[0125] In order to facilitate better implementation of the information display control method provided in the embodiment of the present application, an information display control device is also provided in one embodiment. The meanings of the terms are the same as those in the above-mentioned game interaction method, and the specific implementation details can be referred to the description in the method embodiment.

[0126] The information display control device can be integrated into an electronic device, such as Figure 7 As shown, the game interaction device may include:

[0127] A first display unit 401 is used to display a first game interface;

[0128] The processing unit 403 is configured to, in response to an acquisition operation for a target resource in the first game interface, record demand information for the target resource and switch to a second game interface corresponding to the target resource;

[0129] The second display unit 405 is used to provide a floating control in the second game interface, and the floating control displays the demand information of the target resource.

[0130] The device provided in this embodiment enables users to instantly understand the specific information of the required resources after jumping to the interface for obtaining resources, without having to frequently switch interfaces to check the required quantity, thereby improving the user's interactive experience; at the same time, due to the universal design of the floating window, there is no need to design UI elements for displaying the resource quantity for each interface separately, reducing UI maintenance costs and workload, and solving the technical problem of inconsistent interface information transmission in game applications.

[0131] The embodiment of the present application also provides an electronic device, which may be a terminal. Figure 7 As shown, Figure 7 Schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 500 includes a processor 501 having one or more processing cores, a memory 502 having one or more computer-readable storage media, and a computer program stored in the memory 502 and executable on the processor. The processor 501 is electrically connected to the memory 502. It will be understood by those skilled in the art that the electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or fewer components than shown, or combine certain components, or arrange the components differently.

[0132] The processor 501 is the control center of the electronic device 500. It uses various interfaces and lines to connect various parts of the entire electronic device 500. By running or loading software programs and / or modules stored in the memory 502 and calling data stored in the memory 502, it executes various functions of the electronic device 500 and processes data, thereby monitoring the electronic device 500 as a whole.

[0133] In the embodiment of the present application, the processor 501 in the electronic device 500 loads instructions corresponding to one or more application processes into the memory 502 according to the following steps, and the processor 501 runs the application stored in the memory 502 to implement various functions:

[0134] Display the first game interface;

[0135] In response to an acquisition operation for a target resource in the first game interface, recording the target resource demand information and switching to a second game interface corresponding to the target resource;

[0136] A floating control is provided in the second game interface, and the floating control displays the demand information of the target resource.

[0137] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.

[0138] Optional, such as Figure 7As shown, the electronic device 500 further includes: a touch screen 503, a radio frequency circuit 504, an audio circuit 505, an input unit 506, and a power supply 507. Among them, the processor 501 is electrically connected to the touch screen 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506, and the power supply 507 respectively. Those skilled in the art will understand that Figure 7 The electronic device structure shown in the figure does not constitute a limitation to the electronic device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0139] The touch display screen 503 can be used for displaying a graphical user interface and receiving an operation instruction generated by the user acting on the graphical user interface. The touch display screen 503 can include a display panel and a touch panel. Among them, the display panel can be used for displaying information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light emitting diode (OLED, Organic Light-Emitting Diode) or the like. The touch panel can be used for collecting the user's touch operation on or near it (such as the user uses any suitable object or accessory such as a finger, a stylus on the touch panel or near the touch panel), and generates corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 501, and can receive the command sent by the processor 501 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 501 to determine the type of touch event, and then the processor 501 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 503 to realize input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize input and output functions. That is, the touch display screen 503 can also be used as part of the input unit 506 to realize the input function.

[0140] The radio frequency circuit 504 may be used to transmit and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to transmit and receive signals with the network device or other electronic devices.

[0141] The audio circuit 505 can be used to provide an audio interface between the user and the electronic device through a speaker and microphone. The audio circuit 505 can convert the received audio data into an electrical signal and transmit it to the speaker, which then converts it into a sound signal for output. The microphone, on the other hand, converts the collected sound signal into an electrical signal, which is received by the audio circuit 505 and converted into audio data. The audio data is then output to the processor 501 for processing, and then transmitted to another electronic device through the radio frequency circuit 504, or the audio data is output to the memory 502 for further processing. The audio circuit 505 may also include an earphone jack to provide communication between an external headset and the electronic device.

[0142] The input unit 506 may be configured to receive input digital, character information, or user feature information (such as fingerprint, iris, or facial information), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0143] The power supply 507 is used to supply power to the various components of the electronic device 500. Optionally, the power supply 507 can be logically connected to the processor 501 via a power management system, thereby enabling the power management system to manage charging, discharging, and power consumption. The power supply 507 can also include one or more DC or AC power supplies, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and other arbitrary components.

[0144] although Figure 7 Not shown in the figure, the electronic device 500 may further include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.

[0145] In the above embodiments, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0146] Those skilled in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be accomplished by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.

[0147] To this end, an embodiment of the present application provides a computer-readable storage medium storing a plurality of computer programs, which can be loaded by a processor to execute the steps of any of the game interaction methods provided in the embodiments of the present application. For example, the computer program can execute the following steps:

[0148] Display the first game interface;

[0149] In response to an acquisition operation for a target resource in the first game interface, recording the target resource demand information and switching to a second game interface corresponding to the target resource;

[0150] A floating control is provided in the second game interface, and the floating control displays the demand information of the target resource.

[0151] The computer storage medium provided in this embodiment enables users to instantly understand the specific information of the required resources after jumping to the resource acquisition interface, without having to frequently switch interfaces to check the required quantity, thereby improving the user's interactive experience; at the same time, due to the universal design of the floating window, there is no need to design a separate UI element for displaying the resource quantity for each interface, which reduces the UI maintenance cost and workload and solves the technical problem of inconsistent interface information transmission in game applications.

[0152] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.

[0153] The storage medium may include a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0154] The above describes in detail the information display control method, device, electronic device, and storage medium provided by the embodiments of the present application. Specific examples are used herein to illustrate the principles and implementation methods of the present application. Although the spirit and principles of the present disclosure have been described with reference to several specific implementation methods, it should be understood that the present disclosure is not limited to the specific implementation methods disclosed, and the division of various aspects does not mean that the features of these aspects cannot be combined to benefit. Such division is merely for the convenience of expression. The present disclosure is intended to cover various modifications and equivalent arrangements included within the spirit and scope of the appended claims.

Claims

1. A method for controlling information display, characterized in that: include: Display the first game interface; In response to an acquisition operation for a target resource in the first game interface, recording demand information for the target resource and switching to a second game interface corresponding to the target resource; A floating control is provided in the second game interface, and the floating control displays the demand information of the target resource.

2. The method according to claim 1, characterized in that The demand information includes a first quantity and / or a second quantity; The first quantity includes: the current holding quantity and the target consumption quantity of the target resource; The second quantity includes: the required quantity of the target resource.

3. The method according to claim 1 or 2, characterized in that The first game interface includes a target object, and the target object has corresponding target resources. By consuming the target resources, the target object can obtain improved properties.

4. The method according to claim 3, characterized in that The acquisition operation for the target resource includes: a first operation and a second operation; In response to a first operation, at least one resource acquisition path corresponding to the target resource is displayed; the first operation includes an attribute improvement operation for the target object when the current holding quantity is less than the target consumption quantity; In response to a second operation, a target resource acquisition path is determined from the at least one resource acquisition path; the second operation is a selection operation for the resource acquisition path, and the second game interface is an interface corresponding to the target resource acquisition path.

5. The method according to claim 4, characterized in that: After providing the floating control in the second game interface, the method further includes: In response to a first triggering operation on the floating control, obtaining a target resource acquisition path selected by a user; Generate resource acquisition confirmation information based on the demand information and the exchange rules corresponding to the target resource acquisition path; In response to a confirmation operation on the confirmation information, the target resource is acquired.

6. The method according to claim 4, characterized in that The resource acquisition methods include: purchase method, exchange method, challenge copy method, and warehouse extraction method; the exchange rules include: purchasing the target resource through virtual assets; exchanging the target resource through other resources; obtaining the target resource by challenging game copies; and extracting the target resource through the warehouse.

7. The method according to claim 6, characterized in that The resource acquisition method is the exchange method; Before the first triggering operation on the floating control, the method further includes: In response to a selection operation on a redemption object in the second interface, determining a target redemption object; Generating resource acquisition confirmation information according to the demand information and the exchange rules corresponding to the target resource acquisition path includes: Calculating the amount of exchange resources required to achieve the second amount based on a preset exchange ratio between the target exchange object and the target resource; Displaying the amount of the exchanged resources in the confirmation information; The acquiring the target resource in response to the confirmation operation on the confirmation information includes: In response to a confirmation operation on the confirmation information, the target exchange object of the exchange resource quantity is deducted to obtain a second quantity of target resources.

8. The method according to claim 6, characterized in that The resource acquisition method is the copy challenge method; Generating resource acquisition confirmation information according to the demand information and the exchange rules corresponding to the target resource acquisition path includes: Calculating a combination of target objects required to achieve a second number of challenges based on the challengeable target objects in the current game scene and the resource output value of defeating the challengeable target objects; Displaying at least one recommended challenge target object combination in the confirmation information; The acquiring of the target resource in response to the confirmation operation on the confirmation information includes: In response to a confirmation operation on the confirmation information, the virtual character is controlled to automatically challenge the target object combination based on a planned route.

9. The method according to claim 1, characterized in that The method further comprises: In response to a second triggering operation on the floating control, the target resource is located in the second game interface.

10. The method according to claim 1, characterized in that The method further comprises: In response to a change in the current holding quantity of the target resource, the demand information of the floating control is synchronously updated.

11. The method according to claim 1, wherein The method further comprises: In response to switching back to the first game interface, the floating control is canceled.

12. The method according to claim 1, characterized in that The method further comprises: In response to a movement operation on the floating control, a display position of the floating control is changed.

13. A computer storage medium comprising a computer program, characterized in that When the computer program is executed by a processor, the method for generating a virtual human video according to any one of claims 1 to 12 is implemented.

14. An electronic device, characterized in that: include: processor; as well as a memory for storing executable instructions; The processor is configured to execute the virtual human video generation method according to any one of claims 1 to 12 by executing the executable instructions.