Interface Display Method, Device, Terminal, and Storage Medium
By providing social interaction interface and game selection functions on the cloud gaming platform, users can create and join target game rooms to realize multiplayer games, solving the problems of low daily active users and waste of resources on the cloud gaming platform, and improving user experience and platform activity.
Patent Information
- Application Number
- CN202111191607.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-10-13
- Publication Date
- 2025-06-24
- Estimated Expiration
- 2041-10-13
AI Technical Summary
The existing cloud gaming platform is difficult to increase the number of daily active users, and the resource utilization efficiency is low, so it cannot effectively combine cloud gaming and social interaction.
It provides an interface display method, which can respond to the user's game selection operation, create a target game room, and display the game interface when the conditions are met, so that multiple people can participate in the game together.
By combining cloud gaming and social interaction, we can improve user stickiness, enrich users' play experience, increase the number of daily active users on the cloud gaming platform, and avoid waste of resources.
Smart Images

Figure CN113908559B_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer and Internet technology, and in particular to an interface display method, device, terminal and storage medium. Background Art
[0002] Cloud gaming is a gaming method based on cloud computing. In the cloud gaming mode, all games are run on the server side, and the rendered game screens are compressed and transmitted to users through the network. On the client side, the user's gaming device does not need any high-end processors and graphics cards, only basic video decompression capabilities are needed.
[0003] Some manufacturers have launched cloud gaming platforms that can provide users with a variety of different cloud games, from which users can choose their favorite cloud games to play. For cloud gaming platforms, increasing the number of daily active users is the key to avoiding waste of resources. Summary of the invention
[0004] The embodiment of the present application provides an interface display method, device, terminal and storage medium. The technical solution is as follows:
[0005] According to one aspect of an embodiment of the present application, there is provided an interface display method, the method comprising:
[0006] Displaying a social interaction interface, wherein the social interaction interface is used to display interactive messages of multiple different user accounts participating in social interaction;
[0007] In response to a game selection operation initiated on the social interaction interface, displaying a game selection interface, wherein the game selection interface displays selection items for a plurality of games and selection items for a plurality of play modes;
[0008] receiving an operation for a selection item of a target game among the plurality of games, and an operation for a selection item of a target play mode among the plurality of play modes;
[0009] In response to the room creation operation, displaying a display item of a target game room in the social interaction interface, wherein the target game room is a virtual room for playing the target game using the target play mode;
[0010] When the target game room meets the game start condition, the game interface corresponding to the target game room is displayed.
[0011] According to one aspect of an embodiment of the present application, an interface display device is provided, the device comprising:
[0012] An interactive interface display module, used to display a social interactive interface, wherein the social interactive interface is used to display interactive messages of multiple different user accounts participating in social interaction;
[0013] A selection interface display module, configured to display a game selection interface in response to a game selection operation initiated on the social interaction interface, wherein the game selection interface displays selection items for a plurality of games and selection items for a plurality of play modes;
[0014] An operation receiving module, configured to receive an operation on a selection item of a target game among the plurality of games, and an operation on a selection item of a target game mode among the plurality of game modes;
[0015] A room display module, configured to display a display item of a target game room in the social interaction interface in response to a room creation operation, wherein the target game room is a virtual room for playing the target game using the target play mode;
[0016] The game interface display module is used to display the game interface corresponding to the target game room when the target game room meets the game start condition.
[0017] According to one aspect of an embodiment of the present application, a terminal is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set are loaded and executed by the processor to implement the above-mentioned interface display method.
[0018] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which at least one instruction, at least one program, a code set or an instruction set is stored, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the above-mentioned interface display method.
[0019] According to one aspect of an embodiment of the present application, a computer program product or a computer program is provided, wherein the computer program product or the computer program includes computer instructions, wherein the computer instructions are stored in a computer-readable storage medium, and a processor reads and executes the computer instructions from the computer-readable storage medium to implement the above-mentioned interface display method.
[0020] The technical solution provided in the embodiments of the present application can bring the following beneficial effects:
[0021] Users can initiate a game selection operation in the social interaction interface, select the target game and play mode, and then add a display item of the target game room they created to the social interaction interface, so that other users participating in the interaction can join the target game room and realize multi-person participation in the game; on the one hand, cloud games and social interactions are combined so that users can interact socially with other users while playing games, thereby improving user stickiness; on the other hand, when users create game rooms, a variety of games and multiple play modes are provided, allowing users to independently choose games and play modes, enriching the user's gaming experience; combining the above two aspects will help increase the number of daily active users of the cloud gaming platform and avoid waste of resources. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] Figure 1 It is a schematic diagram of an implementation environment of a solution provided by an embodiment of the present application;
[0023] Figure 2 is a flow chart of an interface display method provided by an embodiment of the present application;
[0024] Figure 3 is a schematic diagram of a social interaction interface provided by an embodiment of the present application;
[0025] Figure 4 is a schematic diagram of a gift giving interface provided by an embodiment of the present application;
[0026] Figure 5 is a schematic diagram of a game selection interface provided by an embodiment of the present application;
[0027] Figure 6 is a schematic diagram of a room creation failure interface provided by an embodiment of the present application;
[0028] Figure 7 is a schematic diagram of a game settlement interface provided by an embodiment of the present application;
[0029] Figure 8 is a schematic diagram of a game settlement interface provided by another embodiment of the present application;
[0030] Figure 9 This is a flowchart of a technical implementation of an interface display method provided by an embodiment of the present application;
[0031] Figure 10 is a schematic diagram of a ranking interface provided by an embodiment of the present application;
[0032] Figure 11 It is a schematic diagram of a withdrawal interface provided by an embodiment of the present application;
[0033] Figure 12It is a flowchart of the technical timing of the interface display method provided by an embodiment of the present application;
[0034] Figure 13 is a block diagram of an interface display device provided by an embodiment of the present application;
[0035] Figure 14 is a block diagram of an interface display device provided by another embodiment of the present application;
[0036] Figure 15 This is a structural block diagram of a terminal provided by an embodiment of the present application. DETAILED DESCRIPTION
[0037] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0038] Cloud gaming, also known as gaming on demand, is an online gaming technology based on cloud computing technology. Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud gaming scenario, the game is not run on the player's game terminal, but on a cloud server, which renders the game scene into a video and audio stream and transmits it to the player's game terminal over the network. The player's game terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input commands and send them to the cloud server.
[0039] Please refer to Figure 1 , which shows a schematic diagram of a solution implementation environment provided by an embodiment of the present application. The solution implementation environment can be implemented as a cloud gaming system. The solution implementation environment may include: a terminal 10 and a server 20.
[0040] The terminal 10 may be an electronic device such as a mobile phone, a tablet computer, a PC (Personal Computer), a wearable device, a vehicle-mounted terminal device, a VR (Virtual Reality) device, and an AR (Augmented Reality) device, and this application does not limit this. A client running a target application may be installed in the terminal 10. The target application may also be referred to as a cloud gaming platform, which can provide a variety of cloud games for users to choose to play. Users can not only play cloud games in the target application, but also interact with other users by playing cloud games. For example, the target application may be a cloud gaming application, a live broadcast application, a social application, etc., and this application does not limit this.
[0041] The server 20 may be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing cloud computing services. The server 20 may be a background server of the target application, used to provide background services for the client of the target application.
[0042] The terminal 10 and the server 20 may communicate with each other via a network, for example, the network may be a wired network or a wireless network.
[0043] Please refer to Figure 2 , which shows a flow chart of an interface display method provided by an embodiment of the present application. The execution subject of each step of the method can be Figure 1 The terminal 10 in the implementation environment of the solution shown in the figure, for example, each step can be executed by a client of the target application installed and running in the terminal 10. The method may include the following steps (210-250):
[0044] Step 210 , displaying a social interaction interface, where the social interaction interface is used to display interactive messages of multiple different user accounts participating in social interaction.
[0045] The client displays a social interaction interface, which includes a game interaction display area and an interactive message display area. The game interaction display area is used to display game launch controls and display items of created game rooms, and the interactive message display area is used to display interactive messages.
[0046] The game interaction display area displays the information of the created game room, which includes the name of the game, the type of game, and the personal information of the players participating in the game. The game interaction display area also includes a game initiation control, which is used to create a game room. The user creates the game room by clicking the game initiation control. At this time, the client responds to the user's operation of clicking the game initiation control, and the client displays the game selection interface. The interactive message display area displays the interactive messages and the information of the user accounts participating in the social interaction, wherein the interactive messages include text communication messages, voice communication messages, and expression communication messages. In addition to the game interaction display area and the interactive message display area, the social interaction interface also includes an interactive control display area. The interactive control display area is used to display some interactive controls, such as interactive message input controls and gift giving controls. The interactive message input control is used to send interactive messages such as text, voice, and pictures. The user enters interactive messages such as text, voice, and pictures through the interactive message input control and sends them to the interactive message display area. At this time, the client responds to the user's operation of clicking the interactive message input control, and displays the interactive messages such as text, voice, and pictures entered by the user in the interactive message display area. Gift giving control To give a virtual gift, the user clicks on the gift giving control to display the virtual gift giving interface, then selects the virtual gift they want to give and the recipient to give it to, and gives the virtual gift away. At this time, the client responds to the user's click on the give virtual gift operation, and displays the user account information of the giving virtual gift, the user account information of the receiving virtual gift, and the type of virtual gift given in the interactive message display area.
[0047] In some embodiments, Figure 3 As shown, Figure 3The social interaction interface is shown, wherein the social interaction interface 30 includes a game interaction display area A and an interactive message display area B, wherein the game interaction display area A is the most important part of the social interaction interface, and the game interaction display area A is used to display each created game room, and users can conduct game social interaction through each game room, wherein the created game room 31 displays the name of the game, the type of game, and the account information of the players participating in the game, etc. Optionally, after the created game room is dissolved or the game is started, the created game room is no longer displayed in the game interaction display area A, and optionally, after the created game room ends the game, the created game room is no longer displayed in the game interaction display area A. Among them, the game interaction display area A also includes game initiation controls such as the "I want to play" button 35 and room application controls such as the "Play together" button 36, the game initiation controls are used to create game rooms, and users can create the game rooms they want to play through the game initiation controls, and the room application controls are used to join game rooms, and users can join the created game rooms through the room application controls. The interactive message display area B is used to display interactive messages, and optionally also to display display items of at least one user account participating in the interaction, wherein each user account is displayed below the game interactive display area A, and the information of each user account is displayed, wherein the host 32 and the ordinary user account 33 are displayed separately, wherein the information of each user account and the information of each player include the avatar information, name information and gender information of the user account, etc., which is not limited in this application. The interactive message 34 sent by the user is displayed in the area below the user account. The interactive message 34 sent by the user includes text interactive messages, voice interactive messages and expression interactive messages, etc. Optionally, in addition to the game interactive display area and the interactive message display area, the social interactive interface also includes an interactive control display area. The interactive control display area is used to display some interactive controls, such as interactive message input controls and gift giving controls, etc. Among them, the interactive message input control is such as control 37, and the gift giving control is such as gift icon 38, wherein the arrangement of each area in the social interactive interface 30 can be arbitrary, and this application does not limit the arrangement of each area in the social interactive interface 30.
[0048] Through the game interaction display area and the interactive message display area, one area is used to display game-related content, and the other area is used to display related content of social interaction messages, making the interface layout more reasonable and clear.
[0049] Optionally, after step 210, the following steps are further included:
[0050] 1. In response to an operation on a gift giving control in a social interaction interface, a gift giving interface is displayed, wherein the gift giving interface includes at least one selection option for a virtual gift.
[0051] Based on the operation of the gift giving control in the social interaction interface, a gift giving interface is displayed in the social interaction interface, and multiple virtual gift options are displayed in the gift giving interface, where virtual gifts can be obtained by completing tasks or purchased through recharge. This application does not limit how to obtain gifts.
[0052] 2. In response to a selection and gift operation for a target virtual gift among the at least one virtual gift, gift the target virtual gift to a target user account.
[0053] In the client gift giving interface, select the virtual gift you want to give and the user account you want to give it to. The user account information of the user giving the virtual gift, the user information of the user receiving the virtual gift and the type of the virtual gift given are displayed in the user interaction area.
[0054] In some embodiments, Figure 4 As shown, Figure 4 The gift giving interface is shown, which includes a variety of different virtual gifts. Gifts can be given by clicking the "Give" control 41 in the lower right corner.
[0055] 3. In the case where the target virtual gift is a specific virtual gift, determine that the logged-in user account obtains the target virtual resources, and the target virtual resources are the virtual resources required to participate in the gameplay mode.
[0056] A specific virtual gift is a gift with a specific effect. For example, unlike an ordinary virtual gift, after giving a specific virtual gift to another user account, the user account that gave the specific virtual gift will receive an additional reward. Optionally, the additional reward can be the virtual resources required to participate in the game mode, or it can be the exclusive virtual resources described below. This application does not limit the type of additional reward.
[0057] Optionally, after presenting a specific virtual gift to another user account, the user account presenting the specific virtual gift obtains an additional reward, and the user account receiving the specific virtual gift also obtains an additional reward. Among them, the additional rewards obtained by the user account presenting the specific virtual gift and the user account receiving the specific virtual gift may be the same or different. For example, in the case where the additional reward is a virtual resource, after user A presents a specific virtual gift to user B, user A obtains 10 points of virtual resources, and user B also obtains 10 points of virtual resources. Optionally, after user A presents a specific virtual gift to user B, user A obtains 10 points of virtual resources, and user B only obtains 5 points of virtual resources. This application does not limit the number of additional rewards obtained by different users. Optionally, the target virtual resource is an exclusive virtual resource corresponding to the target user account. The exclusive virtual resource corresponding to the target user account refers to the virtual resource required to join the game room created by the target user account.
[0058] By presenting a specific exclusive virtual gift to a target user account, exclusive virtual resources corresponding to the target user account are obtained. Only by possessing the exclusive virtual resources of the target user account can one join the exclusive room created by the target user. For example, the target user account can be the host's user account. Other user accounts can obtain the exclusive virtual resources corresponding to the host by presenting a specific exclusive virtual gift to the host. After the host creates an exclusive room, only by consuming the exclusive virtual resources can one join the exclusive room.
[0059] Optionally, the target virtual resources are public virtual resources. Public virtual resources refer to resources jointly used by the user account presenting the specific virtual gift and the user account receiving the specific virtual gift. Among them, the public virtual resources can be that the user account presenting the specific virtual gift uses all the virtual resources, or they can be jointly used by both. For example, after user A presents a specific virtual gift to user B, user A and user B together obtain 10 virtual resources. Among them, user A can use all 10 virtual resources, or user A can use 4 virtual resources and leave 6 virtual resources for user B to use. Optionally, an upper limit value for the virtual resources that can be used is set, and this upper limit value limits the proportion of public virtual resources that a user can use. For example, the upper limit value for the virtual resources that can be used is set to 70%. After user A presents a specific virtual gift to user B and user A and user B together obtain 10 virtual resources, at this time, user A can use at most 7 virtual resources. The remaining 3 virtual resources can only be used by user B. Optionally, user B can choose to present these 3 virtual resources to user A for use. This application does not limit how to allocate virtual resources.
[0060] In some embodiments, as Figure 4 shown, Figure 4 virtual gift 42 in is a specific virtual gift, and the user account presenting the virtual gift and the user account receiving the virtual gift obtain corresponding additional rewards.
[0061] Optionally, the above steps further include:
[0062] In response to a selection operation on the first game room that has been created and displayed in the social interaction interface, the creator user account of the first game room is determined as the target user account.
[0063] When presenting a virtual gift after selecting a game room in the social interaction interface, the default selection for the recipient of the virtual gift is the creator of the game room. For example, after a user selects a game room, the default is to present a gift to the creator of the game room.
[0064] Optionally, after selecting a game room and when presenting virtual gifts, a selection interface for user accounts in the game room is displayed to select the target of virtual gift presentation. This application does not limit how to select the recipient of virtual gifts in the room.
[0065] Step 220: In response to a game selection operation initiated in the social interaction interface, display a game selection interface, which shows selection items for multiple games and multiple gameplay modes.
[0066] In response to an operation on the game launch control, display the game selection interface.
[0067] Based on the user's operation of clicking the game launch control in the social interaction interface, the client displays the game selection interface.
[0068] Users can create a game room through the game launch control in the social interaction interface, display the game selection interface, and select games and gameplay modes. For example Figure 3 the "I want to play" button 35 in, by triggering the "I want to play" button 35, the game selection interface is displayed to select games and gameplay modes.
[0069] Optionally, the selection items for multiple games include PK (Player Killing) games, melee games, and cooperative games. Among them, PK games are games where both sides have the same number of people and conduct duels, such as 1v1, 2v2, 5v5, etc.; melee games are games where all players compete together and are ranked according to game rules, such as 5-person melee, 7-person melee, etc.; cooperative games are games where all players cooperate to complete game goals.
[0070] Optionally, the selection items for multiple gameplay modes include an entertainment mode and a competitive mode.
[0071] Optionally, the gameplay mode can also include a host mode, where the host creates a game room and users join the room by presenting gifts to the host, completing the social interaction between the host and the users. This application does not limit the types of gameplay modes.
[0072] Among them, the entertainment mode includes PK games, melee games, and cooperative games. The competitive mode includes PK games and melee games.
[0073] The game selection interface is an interface for selecting game types and gameplay modes, or an interface for presenting game type selection and gameplay mode selection. The game selection interface can be divided into a game type selection interface and a room type selection interface. Among them, the game type selection interface is an interface where users select the game type they want to play through the game type selection interface. Among them, the game types can be PK games, melee games, cooperative games, etc. For example, after the user selects to create a game room, the game type selection interface is displayed on the terminal. If the user selects a PK game, the game type in the created game room is a PK game. Among them, the room types can be entertainment mode and competitive mode. For example, after the user selects to create a game room, the room type selection interface is displayed on the terminal. If the user selects the competitive mode, the game type in the created game room is the competitive mode. Among them, the selection of game types and the selection of gameplay modes are carried out in the same game type selection interface.
[0074] In some embodiments, as Figure 3 shown, after the user clicks the "I want to play" button 35 in Figure 3 , the game selection interface is displayed on the terminal. As Figure 5 shown, if the user selects a PK game and the competitive mode, the created game room type is the competitive mode of the PK game.
[0075] Optionally, the user can create a game room through the game initiation control in the social interaction interface, and the game selection interface is displayed. First, only the game type selection interface is displayed in the game selection interface. After the user selects a certain game type, the corresponding room type selection interface for that game type is then displayed. Among them, the room type selection interfaces corresponding to different game types are different. For example, when the selected game type is a PK game, the room type selection interface includes the selection of entertainment mode and competitive mode. For example, when the selected game type is a cooperative game, only the entertainment mode can be selected in the room type selection interface.
[0076] Optionally, the user can create a game room through the game initiation control in the social interaction interface, and the game selection interface is displayed. First, only the room type selection interface is displayed in the game selection interface. After the user selects a certain room type, the corresponding game type selection interface for that room type is then displayed. This application does not limit how the game selection interface is displayed.
[0077] In some embodiments, as Figure 5 shown, Figure 5It shows the game selection interface. After selecting to create a game room, the game selection interface is displayed. Among them, interface 51 is the game selection interface, area 52 is the game type selection area, and area 53 is the gameplay mode selection interface. Among them, the game type selection area 52 can be displayed in the upper half area of the game selection interface 51, or can be displayed in the left half area of the game selection interface 51. The gameplay mode selection area 53 can be displayed in the lower half area of the game selection interface 51, or can be displayed in the right half area of the game selection interface 51. This application does not limit how the game type selection area and the gameplay mode selection area are displayed in the game selection interface. Optionally, creating a game room requires having sufficient first virtual resources. Without sufficient first virtual resources, the creation of the game room cannot be completed.
[0078] In some embodiments, as Figure 6 shown, the user wants to create a game room for the competitive mode of the medium income level in the PK type game, but the paid first virtual resources of the user account are insufficient, then a creation failure interface 62 is prompted. At this time, the paid first virtual resources can be obtained by recharging, or the paid first virtual resources can be obtained by giving gifts. This application does not limit how to obtain the paid first virtual resources. For example Figure 4 shown, the user can obtain the paid first virtual resources by purchasing and giving the gift "gold card".
[0079] Optionally, there is an upper limit value for the daily matches in the competitive mode. The upper limit value indicates the upper limit of the number of matches in the competitive mode that can be carried out daily. For example, if the set upper limit value is 20 times, then the user can only carry out 20 matches in the competitive mode daily. When the user wants to carry out the 21st match in the competitive mode, an information prompt that the number of matches in the competitive mode today has reached the upper limit value is displayed.
[0080] By setting the upper limit of the daily matches in the competitive mode, an anti-addiction mechanism is set up to prevent users from being addicted to the competitive mode.
[0081] Step 230, receive operations on the selection items of the target game among multiple games, and operations on the selection items of the target gameplay mode among multiple gameplay modes.
[0082] Optionally, after step 230, it further includes:
[0083] Display selection items of multiple income levels corresponding to the target gameplay mode.
[0084] Among them, different income levels correspond to different participation resource expenditure values and reward resource income values. The participation resource expenditure value refers to the value of the first virtual resources consumed for participating in the target gameplay mode, and the reward resource income refers to the value of the second virtual resources obtained for participating in the target gameplay mode.
[0085] Among them, the income levels can be divided into three levels, classified as high, medium, and low, or can be divided into four levels, classified as upper, upper-middle, lower-middle, and lower. This application does not limit how the income levels are divided.
[0086] In some embodiments, as Figure 5 shown, the gameplay mode selection interface 53 also includes an income level selection interface 54.
[0087] In some embodiments, as Figure 3 shown, after the user clicks the "I want to play" button 35 in Figure 3 , a game selection interface is displayed on the terminal. As Figure 5 shown, if the user selects a PK game, a competitive mode, and a medium income level, the created game room type is the competitive mode of the medium income level of the PK game.
[0088] In the game selection interface, selection items corresponding to multiple income levels of the gameplay mode are displayed. Different selection items have different consumption values of participation resources, and the corresponding reward resource income values are also different. Among them, the more the consumption value of the participation resources of the selection item, the more the corresponding reward resource income value, and the less the consumption value of the participation resources of the selection item, the less the corresponding reward resource income value.
[0089] The first virtual resources consumed for participating in the game gameplay include free first virtual resources and paid first virtual resources. Among them, the free first virtual resources refer to the resources obtained through signing in, doing tasks, etc. in the client, and the paid first resources refer to the resources that can only be obtained through recharge in the client.
[0090] Optionally, the second virtual resources obtained from participating in the game gameplay are determined according to the type of the first virtual resources consumed for participating in the game gameplay. When the first virtual resources consumed for participating in the game gameplay are free first virtual resources, the second virtual resources obtained from participating in the game gameplay are also free second virtual resources. When the first virtual resources consumed for participating in the game gameplay are paid first virtual resources, the second virtual resources obtained from participating in the game gameplay can be paid second virtual resources or free second virtual resources.
[0091] Among them, the entertainment mode is a game room using free first virtual resources, and the competitive mode is a game room using paid first virtual resources.
[0092] The client obtains the game type and gameplay mode of the game room set by the user, and determines the type of the game room that the user wants to create. For example, if the game type and gameplay mode of the game room set by the user are the competitive mode of the medium income level of the PK game, the client determines that the type of the game room that the user wants to create is the competitive mode of the medium income level of the PK game.
[0093] By providing a gameplay mode with resource expenditures and benefits, the competitiveness of the game is enhanced, which helps to stimulate user participation and improve user stickiness. Additionally, providing a variety of different beneficial levels for users to choose from can better meet the personalized needs of users.
[0094] Step 240, in response to a room creation operation, display a display item of the target game room in the social interaction interface, where the target game room is a virtual room for playing a target game using a target gameplay mode.
[0095] According to the type of the game room determined by the client, display the game room in the game room display area of the social interaction interface. For example, according to the type of the game room that the user wants to create being a medium-benefit level competitive mode of the PK type, display the PK type medium-benefit level competitive mode game room in the game room display area of the social interaction interface. For example Figure 3 As shown, the created game room 31 is displayed in the game interaction display area A, and at the same time, the game type, gameplay mode, and benefit level of the game room are displayed in the created game room 31.
[0096] Optionally, the user account information of the user who created the game room is also displayed in the game room, including the name, avatar, gender, etc. of the user account. For example Figure 3 As shown, the name, avatar, and gender of the user account of the user who created the game room are displayed in the game room 31.
[0097] Optionally, after step 240, it further includes:
[0098] Receive a room join notification, which is used to indicate that another user account applies to join the target game room;
[0099] In the display item of the target game room, display the user account information of other users.
[0100] After the client receives a room join request sent by another user of another client, display the room join request of the other user in the client. For example Figure 3 As shown, other users of other clients can send a room join request to the client by clicking the "Play Together" control 36 in the created game room 31.
[0101] Optionally, determine whether the user can join the game room according to whether the user meets the room join conditions.
[0102] Optionally, the user who created the room can agree or reject the room join request. If rejected, the user cannot join the game room. If agreed, the user joins the game room, and the name, avatar, and gender of the user account are displayed in the game room. This application does not limit the way to enter the room.
[0103] When other users join the room, by displaying the identification information of the newly joined user in the display items of the room, users can intuitively and clearly understand the personnel situation in the room.
[0104] Step 250, when the target game room meets the game start condition, display the game interface corresponding to the target game room.
[0105] After a user creates a game room, other users can join the game room. After the number of people in the game room meets the game start condition, display the game interface corresponding to the target game room.
[0106] After other characters join the game room, if the number of people in the game room meets the number of people to start the game, the game starts. If the number of people in the game room does not meet the number of people to start the game, wait for other users to join until the number of people in the game room meets the number of people to start the game, and then the game starts. For example, after a user joins the game room, the number of people in the game room is 3, which does not meet the number of people to start the game of 4. Then the 3 people wait for other users to join until the number of people in the game room reaches 4, and then the game starts.
[0107] The game interface corresponding to the game room is the interface for users to play the game. Users conduct game confrontation or cooperation through the game interface and obtain game results.
[0108] In some embodiments, as Figure 3 shown, other users can send a room join request through the "Play Together" control 36 in the created game room 31. After agreeing to join and when the number of people in the game room is full, the system automatically starts the game. Optionally, when the number of people in the game room is full, the user who creates the game selects to start the game. Optionally, after the number of people in the game room is full and all users are ready to start the game, the system automatically starts the game. This application does not limit how to start the game.
[0109] Optionally, the client receives operations on selection items for multiple target games among multiple games and / or operations on selection items for multiple target gameplay modes among multiple gameplay modes, and in response to the room creation operation, displays display items of multiple target game rooms in the social interaction interface. Among them, the multiple target game rooms are different game rooms.
[0110] For example, the user selects the selection item of a certain target game, then selects the selection items of multiple target gameplay modes, and then clicks the room creation control to trigger the one-click creation of multiple target game rooms. Another example is that the user selects the selection items of multiple target games, selects one or more target gameplay modes for each target game, and then clicks the room creation control to trigger the one-click creation of multiple target game rooms.
[0111] Next, take the example of creating two target game rooms with one click. For example, the client receives operations on the selection items of two target games among multiple games, and operations on the selection items of one target gameplay mode among multiple gameplay modes, and creates two target game rooms with the same gameplay mode but different game types. Another example is that the client receives operations on the selection items of one target game among multiple games, and operations on the selection items of two target gameplay modes among multiple gameplay modes, and creates two target game rooms with the same game type but different gameplay types. Another example is that the client receives operations on the selection items of two target games among multiple games, and operations on the selection items of two target gameplay modes among multiple gameplay modes, and creates multiple target game rooms with different game types and different gameplay types. This application does not limit how to create multiple target game rooms.
[0112] Optionally, display items of multiple target game rooms are simultaneously shown in the social interaction interface, such as at least including the first target game room and the second target game room. After the number of players in the first target game room meets the game start condition, the first target game room starts a game session, and the client displays the game interface of the first target game room. When the game in the first target game room has not ended yet, if the number of players in the second target game room meets the game start condition, the client can display the game interfaces of both target game rooms, that is, display the game interface of the first target game room and the game interface of the second target game room. The user can operate the two game rooms simultaneously on the same screen.
[0113] Optionally, after the number of players in the first target game room meets the game start condition, the first target game room starts a game session, and the client displays the game interface of the first target game room. When the game in the first target game room has not ended yet, if the number of players in the second target game room meets the game start condition, the client displays a prompt option to switch to the second target game room. The user can operate the game in either the first target game room or the second target game room through option selection, and operate the game in the other game room in the way of AI hosting. Optionally, the client can only display the game interface of one game room, and the user can switch the game interface of the game room at any time to switch the game room.
[0114] Optionally, when displaying game rooms in the social interaction interface, sort them according to the order in which each game room is created. For example, give priority to displaying game rooms created later. Optionally, sort them according to the number of players in each game room. For example, give priority to displaying game rooms with a larger number of players. Optionally, sort them according to the relationship between each room and the user himself. For example, give priority to displaying game rooms created by the user himself, and then display game rooms created by the user's friends. Optionally, sort game rooms according to the games that the user himself often plays. For example, if the user himself often plays competitive mode and melee games, then give priority to displaying competitive mode melee games. Among them, when sorting the various attributes of game rooms, real-time calculations can be performed through methods such as neural networks. This application does not limit the sorting method of game rooms.
[0115] Optionally, when displaying game rooms in the social interaction interface, select game rooms that the user himself is interested in through a filtering interface. For example, the filtering options can be game type, room type, number of players, etc. Among them, multiple filtering options can be selected at the same time. This application does not limit how to filter game rooms.
[0116] Optionally, after step 250, it further includes:
[0117] After the game session corresponding to the target game room ends, display the winner information of the game session.
[0118] Among them, the winner information includes: the identification information of the winning user account and the reward resource income value of the winning user account.
[0119] After the game session ends, rank the user accounts participating in the game according to the game session result and distribute rewards, and display a game settlement interface on the client.
[0120] In some embodiments, as Figure 7 shown, Figure 7 the game settlement interface is shown. The game settlement interface shows the identification information 71 of the winning user account, the reward resource income value 72 of the winning user account, the identification information 73 of the losing user account, and the reward resource income value 74 of the losing user account, etc.
[0121] Optionally, after the game settlement interface is displayed, methods for displaying game results such as streamers and marquees are shown in the social interaction interface. After the display of the game settlement interface ends, the client switches to the social interaction interface, where the streamer information of the winner is displayed in the interaction message display area, and the marquee information is displayed in the game interaction display area. Among them, the streamer information can exist for 3 seconds or 5 seconds, and this application does not make any restrictions on this. Among them, the marquee information can scroll once or multiple times, and this application does not make any restrictions on this. Among them, the positions of the streamer information and the marquee information can also be arbitrary, and this application does not make any restrictions on this.
[0122] In some embodiments, as Figure 8 shown, Figure 8 what is shown is the display of the winner information through streamers and marquees. The streamer information 81 is displayed in the interaction message display area B, showing the name of the winner in the previous game room and the reward value of the benefits obtained by the winner. The marquee information 82 is displayed above the game room display area 31, showing the name, avatar and the reward value of the benefits obtained by the winner in the previous game room. All user accounts in the game large room can see this marquee information and streamer information. This application does not make any restrictions on the content displayed by the streamer information and the marquee information.
[0123] Optionally, before the display of the streamer information and the marquee information ends, when other game rooms end the game, the existing streamer information and marquee information can be directly replaced with the streamer information and marquee information of the newly ended game room, or the streamer information and marquee information of the newly ended game room can be displayed after the existing streamer information and marquee information are displayed. This application does not make any restrictions on the update method of the streamer information and the marquee information.
[0124] By displaying the game settlement interface and displaying the streamer information and the marquee information in the social interaction interface, the performance desire of users is stimulated and the online time of users is increased.
[0125] With the technical solution provided by this application, users can initiate a game selection operation in the social interaction interface, select a target game and a gameplay mode, so as to add a display item of the target game room created by them in the social interaction interface for other users participating in the interaction to join the target game room, realizing multi-person participation in the game; on the one hand, combining cloud games and social interaction enables users to conduct social interaction with other users while playing games, thereby enhancing user stickiness; on the other hand, when users create game rooms, multiple games and multiple gameplay modes are provided, allowing users to independently choose games and gameplay modes, enriching the user's gameplay experience; combining the above two aspects helps to increase the number of daily active users of the cloud game platform and avoid resource waste.
[0126] In addition, by giving away virtual gifts to obtain the virtual resources required to participate in the gameplay mode, on the basis of the ecological link formed by "game - social", an ecological link of "game - consumption - social" is further formed. Users can purchase gifts by paying to obtain the virtual resources required to participate in the game, thereby improving user game participation, boosting overall activity and consumption, and precipitating social relationships.
[0127] In addition, by differentiating the virtual resources required to participate in the game and proposing the concept of exclusive virtual resources, exclusive virtual resources for playing games together with the target user can be obtained by giving gifts to the target user. This can stimulate users to give gifts to users they like or hope to play games with, realizing further friendship interaction among users, enriching the process of making friends, and promoting the progress of making friends among players.
[0128] Please refer to Figure 9 , which shows the technical implementation flowchart provided by an embodiment of this application, and is specifically described as follows:
[0129] The technical implementation process is jointly completed by the client and the server. Among them, the client is used for the display of the front - end interface, and the server is used for background data update, system data setting, etc.
[0130] After the user opens the application in the client, a social interaction interface is displayed. At this time, the user can choose to create a game room or join a game room created by other users. When the user chooses to create a game room, the user clicks the game initiation control, and the client displays a game selection interface. The user selects the game type, gameplay mode, and revenue level of the room to be created through the game selection interface, and completes the creation of the room through the Figure 5 "Create a team" control 55. When the user chooses to join a room created by other users, through Figure 3The "Play Together" control 36 in the [application] sends a room join request to the room created by the other user. At this time, the server determines whether the room exists or whether the game has started. If so, the user joins the room. If not, the room join fails, and a pop-up window indicating the failure to join the room or the disappearance of the room is displayed on the client side. After the user creates a game room, the room is displayed in the game room display area of the client social interaction interface. After the user joins the game room, the user account information of the user is displayed in the game room. At this time, the server determines whether the number of users in the room has reached the daily game mode limit. If it has not reached the limit, it continues to determine whether the users in the room meet the entry requirements. If they do, it continues to determine whether the number of users in the room meets the game start condition. If it meets the condition, the game starts on the clients of each user and the game interface is displayed. Among them, if any user reaches the daily game mode limit, a pop-up window is displayed on the clients of each user, indicating that the user has reached the daily game mode limit. If any user does not meet the entry condition, a pop-up window is displayed on the client of that user, indicating that the first virtual resource is insufficient, and a method for obtaining the first virtual resource is displayed. If the number of users in the room does not meet the game start condition, other players are waited for to join the game room until the game start condition is met.
[0131] Each user plays the game in their respective client interfaces until the game round ends. The client uploads the game result to the server. The server settles the revenue values obtained by each user according to the set rules based on the received corresponding game results, and synchronously updates the revenue values owned by each user. The server returns the revenue value data obtained by each user in this game to the client. A game result pop-up window is displayed on the client, and streamer information and marquee information are displayed in the social interaction interface.
[0132] The settlement rule is a rule set by the target application program in the client, and is used to settle the rewards won by each user according to the game result ranking.
[0133] Optionally, in PK games, the winner gets all the revenue values. If the winner consists of multiple users, the multiple users split the revenue values equally. For example, in a 2v2 game, if the total revenue value is 100, the winners split the 100 revenue values equally, each getting 50.
[0134] Optionally, in melee games, the top players divide the revenue pool, and the number of players and the division ratio can be configured. For example, configure a 4-player melee where the 1st, 2nd, 3rd, and 4th place get 70, 30, 0, 0 (the revenue pool is calculated as 100 shares), the first place gets 70%, and the second place gets 30%. If A and B tie for the first place, then A and B divide 70 + 30, and each gets 50 on average. Among them, the revenue pool is the total amount of revenue values owned in the game room. More specific configuration options can be referred to in Table 1 below.
[0135] Table 1
[0136] Number of people Total value First place Second place Third place Fourth place 2 100 100 3 100 90 10 4 100 80 20 5 100 70 20 10 6 100 50 30 20 7 100 50 25 15 8 100 50 25 15 10
[0137] Among them, users who do not receive the reward of the income value obtain the reward of free first virtual resources. This application does not limit how to set the reward of the income value of the game result.
[0138] Among them, cooperative games can only be played in the entertainment mode, and there are no cooperative games in the competitive mode.
[0139] The settlement pop-up window is used to display the game result rankings of each user and the obtained income value rewards.
[0140] In some embodiments, as Figure 7 shown, Figure 7 The displayed is the settlement pop-up window after the game ends in the game room. For example, in a 4-person melee game, the first place gets an income value of 300, the second place gets an income value of 100, and the third and fourth places do not get income value rewards. It can be seen that in this 4-person melee game, the first place obtains 75% of the total income value, and the second place obtains 25% of the total income value. At the same time, the settlement pop-up window also displays the information of each user's account, including name, avatar and gender.
[0141] At the same time, the server judges whether the user can be on the leaderboard according to the income value owned by each user. If so, the leaderboard is updated in the client.
[0142] Optionally, the leaderboard is updated according to time. For example, it is updated once every half hour. This application does not limit how to update the leaderboard.
[0143] The user income value ranking interface is used to display the leaderboard of the income value obtained by each user. The leaderboard of each user's income value is ranked according to the income value obtained by each user. The leaderboard of the user's income value is ranked and displayed in terms of the total value of the income value, with the hourly leaderboard, daily leaderboard and weekly leaderboard.
[0144] The income value obtained refers to the total income value obtained by adding up the income values obtained by the same user in multiple game rooms. Sorting according to the income values obtained by multiple users, the hourly leaderboard, daily leaderboard and weekly leaderboard of the income value are obtained. Among them, users with high rankings can obtain additional income value rewards.
[0145] In some embodiments, as Figure 10 shown, Figure 10The hourly leaderboard of the revenue value is shown. Through the hourly leaderboard, the total revenue value of the person with the most revenue value obtained within one hour and the person's own ranking can be obtained. The hourly leaderboard, daily leaderboard, and weekly leaderboard can be switched by clicking on the hourly leaderboard 101, daily leaderboard 102, and weekly leaderboard.
[0146] At the same time, each user can also withdraw the revenue value in the client.
[0147] Optionally, the revenue value can be exchanged into real currency according to a preset exchange rate and cash withdrawal is supported. Here, the preset exchange rate is used to indicate the exchange rate between the revenue value and the real currency, and the preset exchange rate is set by the target application.
[0148] After the total revenue value reaches a certain amount, the revenue value can be exchanged into real currency and withdrawn through the cash withdrawal interface. For example, after the revenue value exceeds 4000, 2500 revenue values can be exchanged into real currency and withdrawn according to the preset exchange rate.
[0149] In some embodiments, as Figure 11 shown, Figure 11 the user can exchange the revenue value into official currency for cash withdrawal according to the preset exchange rate. Here, button 111 is the cash withdrawal method, and button 112 is the cash withdrawal amount. For example, 2500 revenue values are withdrawn according to the exchange rate of 100 revenue values equal to 1 real currency.
[0150] In this application, by adding a target game room to the social interaction interface, cloud gaming and social interaction are combined, enabling users to engage in social interaction with other users while playing games, thereby enhancing user stickiness. At the same time, when users create a game room, multiple games and multiple gameplay modes are provided, allowing users to independently select games and gameplay modes, enriching the user's gaming experience, increasing the user's online time, and increasing the number of daily active users on the cloud gaming platform.
[0151] Please refer to Figure 12 , which shows the technical timing diagram provided by an embodiment of this application. Here, client A is the client of user A who creates the game room, client B is the client of user B who requests to join the game room, and the server is the background server of client A and client B. The specific description is as follows:
[0152] Client A initiates a control through the game, selects the game type, gameplay mode, and revenue level, clicks the create room control, and sends a create room request to the server. The server checks whether the number of sessions of the gameplay mode on the current day has reached the upper limit according to the room type created by User A of Client A, and checks whether the entry requirements are met. After meeting the requirements, the server returns the information of agreeing to create a room to Client A, and at the same time displays the room information of this room in Client A and Client B. Client B clicks the join room control, and Client B sends a join room request to the server. The server checks whether the room exists and whether the game in the room has started. The server checks whether the number of sessions of the gameplay mode on the current day has reached the upper limit according to the room type created by User A of Client A, and checks whether the entry requirements are met. After meeting the requirements, the server returns the information of agreeing to join the room to Client B, and at the same time displays User B in the rooms of Client A and Client B. The server checks whether the number of people in the room meets the number of players for the game. If not, it waits for other users to join. If it has been met, it sends a start game message to Client A and Client B. After Client A and Client B receive the start game message, the game interfaces are respectively displayed in Client A and Client B, and User A and User B play the game. After the game ends, Client A and Client B submit the game results to the server. The server distributes the revenue value to the winning party according to the rules based on the game results, and updates the revenue values owned by User A and User B. The client sends the settlement result information to Client A and Client B. After Client A and Client B receive the settlement result information, they display a game result pop-up window, and display streamer information and marquee information in the social interaction interface. Among them, Client A also sends a revenue value withdrawal request to the server. The server determines whether Client A meets the withdrawal conditions and marks the withdrawal. If the server returns a successful withdrawal result to Client A, then User A completes the withdrawal operation.
[0153] For the technical solution provided by this application, users can initiate a game selection operation in the social interaction interface, select the target game and gameplay mode, so as to add a display item of the target game room created by them in the social interaction interface for other users participating in the interaction to join the target game room, realizing multi-person participation in the game; on the one hand, combining cloud games and social interaction enables users to conduct social interaction with other users while playing games, thereby enhancing user stickiness; on the other hand, when users create a game room, multiple games and multiple gameplay modes are provided, allowing users to independently select games and gameplay modes, enriching the user's gameplay experience; combining the above two aspects helps to increase the number of daily active users of the cloud game platform and avoid resource waste.
[0154] The following is an embodiment of the device of this application, which can be used to execute the method embodiment of this application. For the details not disclosed in the device embodiment of this application, please refer to the method embodiment of this application.
[0155] Please refer to Figure 13 , which shows a block diagram of an interface display device provided by an embodiment of the present application. The device has the function of implementing the above interface display method, and this function can be implemented by hardware or by software executed by hardware. The device 130 may include: an interactive interface display module 131, a selection interface display module 132, an operation receiving module 133, a room display module 134, and a game interface display module 135.
[0156] The interactive interface display module 131 is used to display a social interaction interface, and the social interaction interface is used to display interaction messages of multiple different user accounts participating in social interaction.
[0157] The selection interface display module 132 is used to display a game selection interface in response to a game selection operation initiated on the social interaction interface. Multiple game selection items and multiple gameplay mode selection items are displayed in the game selection interface.
[0158] The operation receiving module 133 is used to receive operations on the selection item of the target game among the multiple games, and operations on the selection item of the target gameplay mode among the multiple gameplay modes.
[0159] The room display module 134 is used to display a display item of the target game room in the social interaction interface in response to a room creation operation. The target game room is a virtual room for playing the target game using the target gameplay mode.
[0160] The game interface display module 135 is used to display the game interface corresponding to the target game room when the target game room meets the game start condition.
[0161] In some embodiments, the social interaction interface includes a game interaction display area and an interaction message display area. The game interaction display area is used to display a game initiation control and display items of created game rooms, and the interaction message display area is used to display the interaction messages. The selection interface display module 132 is used to display the game selection interface in response to an operation on the game initiation control.
[0162] In some embodiments, the operation receiving module 133 is further used to:
[0163] display selection items of multiple revenue levels corresponding to the target gameplay mode; wherein, different revenue levels correspond to different participation resource expenditure values and reward resource revenue values. The participation resource expenditure value refers to the numerical value of the first virtual resource consumed for participating in the target gameplay mode, and the reward resource revenue refers to the numerical value of the second virtual resource obtained for participating in the target gameplay mode;
[0164] In response to an operation on an option for a target revenue level among the multiple revenue levels, a selected mark corresponding to the option for the target revenue level is displayed.
[0165] In some embodiments, the game interface display module 135 is further configured to display the game result of the game session corresponding to the target game room after the game session ends; wherein, the game result includes the reward resource income values respectively obtained by each user account participating in the game session.
[0166] In some embodiments, the room display module 134 is further configured to receive a room join notification, where the room join notification is used to indicate that another user account applies to join the target game room; and display the identification information of the other user account in the display item of the target game room.
[0167] In some embodiments, the game interface display module 135 is further configured to display the winner information of the game session after the game session corresponding to the target game room ends. Wherein, the winner information includes: the identification information of the winning user account and the reward resource income value of the winning user account.
[0168] In some embodiments, as Figure 14 shown, the interactive interface display module 131 may include: a gift interface display unit 141, a gift giving unit 142, and a virtual resource acquisition unit 143.
[0169] The gift interface display unit 141 is configured to display a gift giving interface in response to an operation on a gift giving control in the social interaction interface, where the gift giving interface includes options for at least one virtual gift.
[0170] The gift giving unit 142 is configured to give the target virtual gift to a target user account in response to a selection and giving operation on the target virtual gift among the at least one virtual gift.
[0171] The virtual resource acquisition unit 143 is configured to determine that the logged-in user account obtains target virtual resources when the target virtual gift belongs to a specific virtual gift, and the target virtual resources are virtual resources required for participating in the gameplay mode.
[0172] In some embodiments, the target virtual resources are exclusive virtual resources corresponding to the target user account, and the exclusive virtual resources corresponding to the target user account refer to the virtual resources required to join the game room created by the target user account.
[0173] In some embodiments, the gift giving unit 142 is further configured to, in response to a selection operation on the created first game room displayed in the social interaction interface, determine the creator user account of the first game room as the target user account.
[0174] With the technical solution provided in this application, a user can initiate a game selection operation in the social interaction interface, select a target game and a gameplay mode, so as to add a display item of the target game room created by the user in the social interaction interface for other users participating in the interaction to join the target game room, realizing multi-person participation in the game. On the one hand, cloud gaming is combined with social interaction, enabling users to engage in social interaction with other users while playing games, thereby enhancing user stickiness. On the other hand, when creating a game room, the user is provided with a variety of games and gameplay modes, allowing the user to independently choose games and gameplay modes, enriching the user's gaming experience. Combining the above two aspects helps to increase the number of daily active users of the cloud gaming platform and avoid resource waste.
[0175] It should be noted that when the device provided in the above embodiments realizes its functions, only the above-mentioned division of each functional module is used for illustration. In actual applications, the above functions can be allocated to different functional modules according to needs, that is, the content structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device provided in the above embodiments and the method embodiments belong to the same concept, and the specific implementation process is detailed in the method embodiments and will not be elaborated here.
[0176] Please refer to Figure 15 , which shows a structural block diagram of a terminal 1500 provided in an embodiment of the present application. The terminal 1500 can be a mobile phone, a tablet computer, a smart TV, a multimedia playback device, a PC, etc. The terminal 1500 can be Figure 1 the terminal 10 introduced in the embodiment.
[0177] Generally, the terminal 1500 includes a processor 1501 and a memory 1502.
[0178] The processor 1501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1501 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1501 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1501 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1501 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.
[0179] The memory 1502 may include one or more computer-readable storage media, and the computer-readable storage media may be non-transitory. The memory 1502 may further include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices and flash storage devices.
[0180] In some embodiments, the terminal 1500 may further optionally include: a peripheral device interface 1503 and at least one peripheral device. The processor 1501, the memory 1502, and the peripheral device interface 1503 may be connected through a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 1503 through a bus, signal lines, or a circuit board. Specifically, the peripheral device may include at least one of a display screen 1504, an audio circuit 1505, a communication interface 1506, and a power supply 1507.
[0181] Those skilled in the art can understand that Figure 15 the structure shown in does not constitute a limitation on the terminal 1500, and it may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0182] In an exemplary embodiment, a computer-readable storage medium is further provided. The storage medium stores at least one instruction, at least one segment of program, a code set or an instruction set. When the at least one instruction, at least one segment of program, the code set or the instruction set is executed by a processor of a terminal, the above interface display method is implemented.
[0183] Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random-Access Memory), SSD (Solid State Drives), or optical discs, etc. Among them, the random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).
[0184] In an exemplary embodiment, a computer program product or a computer program is further provided. The computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the terminal executes the above interface display method.
[0185] It should be understood that the "plurality" mentioned herein refers to two or more. "And / or" describes the association relationship of associated objects, indicating that there can be three relationships. For example, A and / or B can represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after. In addition, the step numbers described in this article only exemplarily show a possible execution sequence between steps. In some other embodiments, the above steps may not be executed in the order of the numbers. For example, two steps with different numbers are executed simultaneously, or two steps with different numbers are executed in the reverse order of the illustration. The embodiments of the present application do not limit this.
[0186] The above are only exemplary embodiments of the present application, and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. An interface display method, characterized in that, The method is applied to a cloud game platform, and the method includes: Display a social interaction interface, which is used to display interaction messages of multiple different user accounts participating in social interaction; In response to a game selection operation initiated on the social interaction interface, display a game selection interface, in which selection items of multiple games and selection items of multiple gameplay modes are displayed, and the multiple games include cloud games; Receive an operation on the selection items of multiple target games among the multiple games, and / or receive an operation on the selection items of multiple target gameplay modes among the multiple gameplay modes; In response to a room creation operation, display display items corresponding to multiple target game rooms in the social interaction interface. The target game rooms are virtual rooms for playing the target games using the target gameplay modes, and the multiple target game rooms at least include a first target game room and a second target game room; When the first target game room meets the game start condition, display the game interface corresponding to the first target game room; When the game in the first target game room has not ended and the second target game room meets the game start condition, display a prompt option for whether to switch to the second target game room; Based on the selection operation on the prompt option, receive an operation on the game in the second target game room, and control the game in the first target game room in an artificial intelligence hosting manner.
2. The method according to claim 1, wherein The social interaction interface includes a game interaction display area and an interaction message display area. The game interaction display area is used to display game initiation controls and display items of created game rooms, and the interaction message display area is used to display the interaction messages; The step of, in response to a game selection operation initiated on the social interaction interface, displaying a game selection interface includes: In response to an operation on the game initiation control, display the game selection interface.
3. The method according to claim 1 or 2, characterized in that, After receiving the operation on the selection items of multiple target games among the multiple games, and / or receiving the operation on the selection items of multiple target gameplay modes among the multiple gameplay modes, it further includes: Display selection items of multiple revenue levels corresponding to the target gameplay mode; wherein, different revenue levels correspond to different participation resource expenditure values and reward resource revenue values. The participation resource expenditure value refers to the value of the first virtual resource consumed for participating in the target gameplay mode, and the reward resource revenue refers to the value of the second virtual resource obtained for participating in the target gameplay mode; In response to an operation on the selection item of the target revenue level among the multiple revenue levels, display a selected mark corresponding to the selection item of the target revenue level.
4. The method according to claim 3, characterized in that, After displaying the game interface corresponding to the first target game room, it further includes: After the game round corresponding to the first target game room ends, display the result of the game round; wherein, the result of the game round includes the reward resource revenue values respectively obtained by each user account participating in the game round.
5. The method according to claim 1 or 2, characterized in that, After displaying the display items corresponding to multiple target game rooms in the social interaction interface, the following is further included: Receiving a room joining notification for indicating that another user account applies to join the target game room; Displaying the identification information of the other user account in the display item of the target game room.
6. The method according to claim 1 or 2, characterized in that, After displaying the game interface corresponding to the first target game room, the following is further included: After the game session corresponding to the first target game room ends, displaying the winner information of the game session; Wherein, the winner information includes: the identification information of the winning user account and the reward resource income value of the winning user account.
7. The method according to claim 1 or 2, characterized in that After displaying the social interaction interface, the following is further included: In response to an operation on the gift giving control in the social interaction interface, displaying a gift giving interface which includes selection items of at least one virtual gift; In response to a selection and giving operation on a target virtual gift among the at least one virtual gift, giving the target virtual gift to a target user account; When the target virtual gift belongs to a specific virtual gift, determining that the logged-in user account obtains target virtual resources which are virtual resources required for participating in a gameplay mode.
8. The method according to claim 7, characterized in that, The target virtual resources are exclusive virtual resources corresponding to the target user account, and the exclusive virtual resources corresponding to the target user account refer to the virtual resources required for joining the game room created by the target user account.
9. The method according to claim 7, wherein The method further includes: In response to a selection operation on the first game room that has been created and displayed in the social interaction interface, determining the creator user account of the first game room as the target user account.
10. An interface display device, characterized in that, The device includes: An interactive interface display module, configured to display a social interaction interface for presenting interaction messages of multiple different user accounts participating in social interaction; A selection interface display module, configured to, in response to a game selection operation initiated in the social interaction interface, display a game selection interface which displays selection items of multiple games and selection items of multiple gameplay modes, and the multiple games include cloud games; An operation receiving module, configured to receive an operation on the selection items of multiple target games among the multiple games, and / or receive an operation on the selection items of multiple target gameplay modes among the multiple gameplay modes; A room display module, configured to, in response to a room creation operation, display display items corresponding to multiple target game rooms in the social interaction interface, where the target game room is a virtual room for playing the target game using the target gameplay mode, and the multiple target game rooms at least include a first target game room and a second target game room; A game interface display module, configured to display a game interface corresponding to the first target game room when the first target game room meets the game start condition; display a prompt option for switching to the second target game room when the game in the first target game room has not ended and the second target game room meets the game start condition; receive operations on the game in the second target game room based on a selection operation on the prompt option, and control the game in the first target game room in an artificial intelligence hosting manner.
11. A terminal, characterized in that, The terminal includes a processor and a memory, and at least one instruction, at least one program, a code set or an instruction set is stored in the memory, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the method according to any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that, At least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the method according to any one of claims 1 to 9.
13. A computer program product or a computer program, characterized in that, The computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium, and the processor reads and executes the computer instructions from the computer-readable storage medium to implement the method according to any one of claims 1 to 9.