Game data processing method and device, computer device and storage medium
By dividing the game's graphical user interface into multiple sub-interfaces, the problems of operation interruption and server overhead caused by virtual scene changes in strategy games are solved, resulting in a smoother gaming experience and lower server load.
Patent Information
- Application Number
- CN202210723445.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-06-21
- Publication Date
- 2025-12-05
- Estimated Expiration
- 2042-06-21
AI Technical Summary
In strategy games, frequent changes in virtual scenes can cause game interruptions and increase server overhead, affecting game smoothness.
The game's graphical user interface is divided into multiple sub-interfaces. When a user performs a target operation on a certain sub-interface, other sub-interfaces can still perform game operations, reducing unnecessary target operations and virtual scene changes.
It improves the smoothness of user operation, reduces the operating overhead of the game server, and ensures that users can still perform game operations during virtual scene changes.
Smart Images

Figure CN115193033B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, specifically to game data processing methods, apparatus, computer equipment, and storage media. Background Technology
[0002] In some related games, such as SLG (Simulation Game) games, players can perform virtual scene transformation operations such as jumping, moving, and changing the perspective of the current game screen, so as to explore different locations on a game map or different game maps, and trigger game events such as acquiring virtual resources, fighting, and scouting.
[0003] However, virtual scene transformation operations will change the current game screen. Before the screen changes, players cannot perform other operations, which will interrupt the player's game operation. In addition, if virtual scene transformation operations are performed frequently, it will also slow down the game process and increase the server's operating costs. Summary of the Invention
[0004] This application provides a game data processing method, apparatus, computer device, and storage medium, which can reduce the number of times users need to perform virtual scene transformation operations in the game, and enable users to continue playing the game even when the game screen changes, thereby improving the smoothness of the user's gaming experience.
[0005] This application provides a game data processing method applied to the graphical user interface of a target game, wherein the graphical user interface displays a first virtual scene, and the method includes:
[0006] In response to a first operation performed on the graphical user interface, the graphical user interface is divided into a plurality of sub-interfaces, each of the plurality of sub-interfaces displaying the first virtual scene;
[0007] In response to a first target operation on the first sub-interface, the first sub-interface is controlled to display a second virtual scene corresponding to the first target operation, while the other sub-interfaces among the plurality of sub-interfaces continue to display the first virtual scene.
[0008] This application embodiment also provides a game data processing device applied to a graphical user interface of a target game, wherein the graphical user interface displays a first virtual scene, and the device includes:
[0009] The sub-interface division module, in response to a first operation performed on the graphical user interface, is used to divide the graphical user interface into multiple sub-interfaces, each of the multiple sub-interfaces displaying the first virtual scene.
[0010] The first sub-interface control module, in response to a first target operation on the first sub-interface, controls the first sub-interface to display a second virtual scene corresponding to the first target operation, while the other sub-interfaces among the plurality of sub-interfaces continue to display the first virtual scene.
[0011] Optionally, the plurality of sub-interfaces includes a first sub-interface and a second sub-interface, and the sub-interface division module further includes:
[0012] The split-screen marker generation submodule, in response to a split-screen trigger operation for the graphical user interface, is used to generate a split-screen marker in the graphical user interface.
[0013] The sub-module is divided in response to a second operation on the split-screen marker, for dividing the graphical user interface into a first sub-interface and a second sub-interface.
[0014] Optionally, the split-screen marker is a split-screen line, and the partitioning submodule further includes:
[0015] The highlighting submodule, in response to the selection operation of the split-screen marker, is used to highlight the split-screen marker;
[0016] The second sub-interface generation sub-module, in response to a movement operation on the split-screen marker, is used to generate a second sub-interface, wherein the portion of the graphical user interface other than the second sub-interface is the first sub-interface.
[0017] Optionally, the split-screen line is a line segment that coincides with the first boundary line of the graphical user interface, where the first boundary line is any boundary line of the graphical user interface, and the first boundary line is opposite to the second boundary line. The second sub-interface generation sub-module is specifically used for:
[0018] In response to a movement operation that moves the split-screen marker from the first boundary line to the second boundary line, a second sub-interface is generated between the split-screen marker and the first boundary line.
[0019] In response to the stop movement operation of the split screen marker, the division of the graphical user interface is completed, wherein the area between the first boundary line and the second boundary line is the second sub-interface.
[0020] Optionally, the split-screen marker is a first menu displayed in the graphical user interface, and generating the split-screen marker in the graphical user interface in response to a split-screen trigger operation for the graphical user interface includes:
[0021] Receive a split-screen trigger command, which is sent by the server of the target game under preset conditions;
[0022] Based on the split-screen trigger instruction, the first menu is generated, and the first menu is used to trigger the division operation of the sub-interface.
[0023] Optionally, the first menu includes a first control for implementing split-screen functionality, and the partitioning sub-module is specifically used for:
[0024] In response to a second operation on the first control, a second sub-interface is generated, and the second sub-interface is controlled to jump to a first virtual scene. The first virtual scene includes a virtual resource abnormal scene, which is a virtual scene with abnormal virtual resources.
[0025] Optionally, the device further includes:
[0026] The target area determination submodule, in response to a move operation that moves a first virtual resource from the first sub-interface to the second sub-interface, is used to determine a target area in the second sub-interface;
[0027] The first virtual resource display submodule controls the display of the first virtual resource in the target area.
[0028] Optionally, the sub-interface partitioning module is specifically used for:
[0029] In response to the selection of at least one virtual resource in the first virtual scene, a second menu is generated;
[0030] In response to a second operation on a second control in the second menu, a third sub-interface is generated in the graphical user interface, the third sub-interface being a sub-interface containing the at least one virtual resource.
[0031] Optionally, the device further includes:
[0032] The sub-interface control sub-module, in response to a second target operation on the first sub-interface, is used to control the game resources in the first virtual scene corresponding to the first sub-interface and other sub-interfaces, and to make synchronous changes according to the second target operation.
[0033] The second target operation is an operation that causes changes to the game resources within the first virtual scene.
[0034] This application also provides a computer device, including a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute steps in the game data processing method as described in any of the above embodiments.
[0035] This application also provides a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to perform the steps in the game data processing method described in any of the above embodiments:
[0036] In response to a first operation performed on the graphical user interface, the graphical user interface is divided into a plurality of sub-interfaces, each of the plurality of sub-interfaces displaying the first virtual scene;
[0037] In response to a first target operation on the first sub-interface, the first sub-interface is controlled to display a second virtual scene corresponding to the first target operation, while the other sub-interfaces among the plurality of sub-interfaces continue to display the first virtual scene.
[0038] Therefore, this embodiment of the application divides the game's graphical user interface into multiple sub-interfaces. When a user performs a target operation in a specific sub-interface, and the virtual scene displayed in that sub-interface changes, the user can still perform game operations in other sub-interfaces. This reduces unnecessary target operations and virtual scene changes, effectively improving the smoothness of user operations and reducing the operating overhead of the game server. Attached Figure Description
[0039] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0040] Figure 1 This is a system schematic diagram of the game data processing device provided in the embodiments of this application;
[0041] Figure 2 A flowchart illustrating the game data processing method provided in this application embodiment;
[0042] Figure 3 This is another flowchart illustrating the game data processing method provided in the embodiments of this application;
[0043] Figure 4 A schematic diagram illustrating the division of a graphical user interface into sub-interfaces, provided for an embodiment of this application;
[0044] Figure 5 Another schematic diagram illustrating the division of a graphical user interface into sub-interfaces, provided for an embodiment of this application;
[0045] Figure 6 This is a schematic diagram illustrating the movement of virtual resources to another sub-interface, provided as an embodiment of this application.
[0046] Figure 7 A schematic diagram illustrating the generation of a third sub-interface by clicking a second menu, provided as an embodiment of this application;
[0047] Figure 8 This is a schematic diagram of the structure of the game data processing device provided in the embodiments of this application;
[0048] Figure 9 A schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation
[0049] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of them. All other embodiments obtained by those skilled in the art based on the embodiments of this application without creative effort are within the scope of protection of this application.
[0050] This application provides a game data processing method, apparatus, storage medium, and computer device. Specifically, the game data processing method of this application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. The terminal device can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. 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 communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0051] For example, when this game data processing method runs on a terminal, the terminal device stores a game application and presents portions of the game scene through a display component. The terminal device is used to interact with the user through a graphical user interface (GUI), such as by downloading, installing, and running the game application. The way the terminal device provides the GUI to the user can be varied; for example, it can be rendered and displayed on the terminal device's screen, or presented via holographic projection. For instance, the terminal device can include a touchscreen display and a processor. The touchscreen display is used to present the GUI and receive user input commands generated by the GUI, which includes game visuals. The processor is used to run the game, generate the GUI, respond to input commands, and control the display of the GUI on the touchscreen display.
[0052] For example, when this game data processing method runs on a server, it can be considered cloud gaming. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game application and the game screen presentation are separate. The storage and execution of the game data processing method are completed on the cloud gaming server. The game screen presentation is completed on the cloud gaming client, which is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, PDA, or personal digital assistant. However, the terminal device executing the game data processing method is the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0053] Please see Figure 1 , Figure 1This is a schematic diagram of a display control device in a game provided in an embodiment of this application. The system may include at least one terminal 1000, at least one server 2000, at least one database 3000, and a network 4000. The user-held terminal 1000 can connect to servers of different games via the network 4000. The terminal 1000 is any device with computing hardware capable of supporting and executing software products corresponding to the game. Additionally, the terminal 1000 has one or more multi-touch screens for sensing and obtaining input from touch or swipe operations performed by the user at multiple points on one or more touch displays. Furthermore, when the system includes multiple terminals 1000, multiple servers 2000, and multiple networks 4000, different terminals 1000 can be interconnected through different networks 4000 and different servers 2000. The network 4000 can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Furthermore, different terminals 1000 can connect to other terminals or servers using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals 1000 and synchronize with each other via appropriate networks to support multiplayer games. Additionally, the system can include multiple databases 3000, which are coupled to different servers 2000. Information related to the game environment can be continuously stored in the databases 3000 as different users engage in multiplayer games online.
[0054] This application provides a game data processing method, which can be executed by a terminal or a server. This application example illustrates the game data processing method executed by a terminal. The terminal includes a display component and a processor. The display component is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with it. When the user interacts with the GUI through the display component, the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands. For example, the operation commands generated by the user interacting with the GUI may include commands to launch a game application. The processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the GUI associated with the game on a touchscreen display. The touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously on multiple points on the screen. When the user performs touch operations on the GUI using their finger, the GUI, upon detecting the touch operation, controls different virtual objects in the game's GUI to perform actions corresponding to the touch operation. For example, the game can be any of the following: casual game, action game, role-playing game, strategy game, sports game, puzzle game, first-person shooting game (FPS). The game can include a virtual scene rendered on a graphical user interface. Furthermore, the virtual scene can include one or more virtual objects, such as virtual characters, controlled by the user (or player). Additionally, the virtual scene can include one or more obstacles, such as railings, ditches, walls, etc., to restrict the movement of virtual objects, for example, limiting the movement of one or more objects to a specific area within the virtual scene. Optionally, the virtual scene can also include one or more elements, such as skills, scores, character health status, energy, etc., to provide assistance to the player, offer virtual services, increase scores related to player performance, etc. Furthermore, the graphical user interface can present one or more indicators to provide guidance information to the player. For example, the game can include virtual objects controlled by the player and one or more other virtual objects (such as enemy characters). In one embodiment, one or more other virtual objects are controlled by other players in the game. For example, one or more other virtual objects can be controlled by a computer, such as a robot using artificial intelligence (AI) algorithms, to achieve a human-computer interaction mode. For example, virtual objects possess various skills or abilities that game players use to achieve objectives. For instance, a virtual object might possess one or more weapons, items, tools, etc., that can be used to eliminate other objects in the game. Such skills or abilities can be activated by the game player using one of several preset touch operations on the terminal's touchscreen display.The processor can be configured to respond to operation commands generated by the user's touch operation to display the corresponding game screen.
[0055] It should be noted that, Figure 1 The system diagram of the game data processing device shown is merely an example. The game data processing device and scenarios described in the embodiments of this application are for the purpose of more clearly illustrating the technical solutions of the embodiments of this application, and do not constitute a limitation on the technical solutions provided in the embodiments of this application. As those skilled in the art will know, with the evolution of game data processing devices and the emergence of new business scenarios, the technical solutions provided in the embodiments of this application are also applicable to similar technical problems.
[0056] In this embodiment, the description will be from the perspective of the display control device in the game, which can be integrated into a computer device with storage unit and microprocessor installed, thus having computing power.
[0057] Please see Figure 2 , Figure 2 This is a flowchart illustrating a game data processing method provided in an embodiment of this application. The game data processing method is applied to the graphical user interface of a target game, where a first virtual scene is displayed. The game data processing method includes the following steps:
[0058] Step 201: In response to a first operation performed on the graphical user interface, the graphical user interface is divided into multiple sub-interfaces.
[0059] In this context, a sub-interface refers to an interface contained within a graphical user interface. A sub-interface can be a part of a graphical user interface, and multiple sub-interfaces can together form the entire graphical user interface.
[0060] Each of the multiple sub-interfaces can display a first virtual scene. The first virtual scene refers to a scene in the target game, and it can contain virtual resources. Taking an SLG game as an example, the first virtual scene can be a game scene containing virtual resources such as maps, cities, virtual characters, forests, and rivers.
[0061] The first operation can be an operation that the user directly interacts with in the graphical user interface. For example, the first operation may include at least one operation performed by the user with a finger or mouse, such as pressing, clicking, sliding, zooming, and rotating.
[0062] Specifically, the user can perform a first operation on the graphical user interface. Based on the preset underlying logic, the first operation triggers an instruction to divide the interface into sub-interfaces. The server can receive this instruction, divide the graphical user interface into multiple sub-interfaces based on the instruction, and then render and draw these sub-interfaces on the terminal's display device for display.
[0063] It should be noted that "multiple" in this embodiment refers to two or more. The number of sub-interfaces can be set according to the user's needs. For example, the user can divide the graphical user interface into 2, 3, or 4 sub-interfaces based on the resolution of the display device. This embodiment does not limit the number of sub-interfaces.
[0064] The multiple sub-interfaces may include a first sub-interface and a second sub-interface. It should be noted that the terms "first" and "second" in this embodiment are used for distinguishing descriptions and should not be construed as implying relative importance. Therefore, if the graphical user interface is divided into two sub-interfaces, these two sub-interfaces can be the first sub-interface and the second sub-interface, respectively. Correspondingly, if the graphical user interface is divided into three sub-interfaces, the first sub-interface and the second sub-interface can be any two of the three sub-interfaces.
[0065] Optionally, step 201 may also include the following steps:
[0066] In response to a split-screen trigger operation for the graphical user interface, a split-screen marker is generated in the graphical user interface;
[0067] In response to a second operation on the split-screen marker, the graphical user interface is divided into a first sub-interface and a second sub-interface.
[0068] Please see Figure 4 , Figure 4 This is a schematic diagram illustrating the division of a graphical user interface into sub-interfaces, provided as an embodiment of this application.
[0069] The split-screen trigger operation can be one or more of the first operations mentioned above, or a combination thereof. For example, the split-screen trigger operation can be a user continuously pressing the display device corresponding to the graphical user interface, or a combination of a user first clicking continuously and then continuously pressing. As an example only, the operation to bring up the split-screen indicator can include long-pressing the edge of the screen, continuously clicking the screen, sliding a finger or cursor from one edge of the screen to the other, etc.
[0070] Split-screen markers can be split-screen lines. For example... Figure 4 As shown, the split-screen line is a virtual line displayed in the graphical user interface. The split-screen line can be displayed horizontally or vertically. It should be noted that the split-screen line can be set to any line type, such as a straight line, curve, or polyline, according to user needs, and the number of split-screen lines will increase as the number of sub-interfaces increases. Therefore, this embodiment does not limit the line type and number of split-screen lines.
[0071] The second operation can be an operation that the user directly acts on the split screen line. For example, the second operation can include at least one operation such as pressing, clicking, or swiping by the user with a finger or mouse, or selecting by voice prompts.
[0072] Specifically, similar to the user performing the first operation to divide the graphical user interface into multiple sub-interfaces, a second operation can trigger an instruction to divide the sub-interfaces based on preset underlying logic. The server can receive this instruction, divide the graphical user interface into multiple sub-interfaces based on the instruction, and then render and draw the multiple sub-interfaces on the terminal's display device for display.
[0073] Optionally, the step "in response to the second operation on the split-screen marker, dividing the graphical user interface into the first sub-interface and the second sub-interface" may include:
[0074] In response to the selection of the split-screen marker, the split-screen marker is highlighted;
[0075] In response to a movement operation on the split-screen marker, a second sub-interface is generated, wherein the portion of the graphical user interface other than the second sub-interface is the first sub-interface.
[0076] Highlighting can include display methods such as highlighting, flashing, bolding, and color changing. For example... Figure 4 As shown, after a user selects the split-screen line with their finger or mouse cursor, the split-screen line is highlighted in bold to facilitate subsequent operations performed on that line.
[0077] Specifically, the second operation can be a movement operation, where the user can create a second sub-interface by moving the split-screen line. This can be understood as using the split-screen line as a boundary line for the second sub-interface, so that the split-screen line and the boundary line of the graphical user interface together form the boundary of the second sub-interface. After the second sub-interface is generated, the system can default to setting the portion outside the second sub-interface as the first sub-interface, allowing the first sub-interface to be automatically generated along with the second sub-interface.
[0078] Optionally, the split line can be a line segment that coincides with the first boundary line of the graphical user interface, where the first boundary line is any boundary line of the graphical user interface and is opposite to the second boundary line.
[0079] like Figure 4 As shown, assuming the first boundary line is the rightmost boundary line of the graphical user interface, then the second boundary line is the leftmost boundary line of the graphical user interface. Before the user performs a split-screen trigger operation, the split-screen line coincides with the first boundary line and is in a hidden display state to avoid visually obstructing the game screen.
[0080] Optionally, the step "in response to a movement operation on the split-screen marker, generate a second sub-interface" may include:
[0081] In response to a movement operation that moves the split-screen marker from the first boundary line to the second boundary line, a second sub-interface is generated between the split-screen marker and the first boundary line.
[0082] In response to the stop movement operation of the split screen marker, the division of the graphical user interface is completed, wherein the area between the first boundary line and the second boundary line is the second sub-interface.
[0083] It's understandable that, since the initial position of the split-screen line coincides with the first boundary line, moving the split-screen line away from the first boundary line and towards the second boundary line is equivalent to gradually increasing the area of the second sub-interface. Optionally, the user can determine the final area of the second sub-interface by stopping the movement of the split-screen line, thus generating a second sub-interface of appropriate size between the first and second boundary lines. In practice, the user can move the split-screen line by continuously pressing and moving their finger or cursor, and after determining the appropriate second sub-interface, stop moving and release the finger or cursor to complete the division of the second sub-interface.
[0084] It should be noted that since the area of the sub-interface is smaller than the original graphical user interface, its display area will be reduced. Therefore, the entire content of the original graphical user interface can be displayed by scaling down the display ratio. Alternatively, a portion of the display content can be discarded, so that the sub-interface only displays the content in the center of the original graphical user interface while maintaining the same display ratio.
[0085] by Figure 4 Taking the graphical user interface shown as an example, the current virtual scene includes virtual resource a and virtual resource b. Virtual resource a is located in the middle of the graphical user interface, and virtual resource b is located at the edge of the graphical user interface. After generating the first sub-interface and the second sub-interface, the overall screen display ratio can be reduced so that the first and second sub-interfaces can still fully display virtual resource a and virtual resource b; alternatively, the first and second sub-interfaces can display only a portion of virtual resource b while ensuring that virtual resource a can be fully displayed.
[0086] Optionally, the split-screen marker can be the first menu displayed in the graphical user interface. See also Figure 5 , Figure 5 This is another schematic diagram illustrating the division of a graphical user interface into sub-interfaces, provided for an embodiment of this application.
[0087] like Figure 5As shown, the first menu can be displayed on top of the graphical user interface; for example, the first menu can overlay the current virtual scene and the virtual resources of the current virtual scene. Figure 5 The graphical user interface displays a virtual resource 'a'. When the first menu pops up, for example, the first menu can appear as a pop-up window and be displayed over the virtual resource 'a' for easy viewing by the user.
[0088] Optionally, the step "generating a split-screen marker in the graphical user interface in response to a split-screen trigger operation for the graphical user interface" includes:
[0089] Receive a split-screen trigger command, which is sent by the server of the target game under preset conditions;
[0090] Based on the split-screen trigger instruction, the first menu is generated, and the first menu is used to trigger the division operation of the sub-interface.
[0091] The preset conditions can be related to the user's split-screen needs, such as an anomaly occurring in the user's virtual resources in the target game, like a city being attacked, insufficient resources, or troops encountering combat. It's understood that when such a virtual resource anomaly occurs, the user typically needs to perform the first objective action to move the game screen to the scene where the anomaly occurred. Therefore, users can also use split-screen to create sub-interfaces, displaying the scene of the virtual resource anomaly as a condition for the server to send a split-screen trigger command.
[0092] Optionally, the preset conditions can also be set individually for virtual resources in a certain area or region. For example, the preset condition can be that virtual scene a has an anomaly, so that even if virtual resources outside virtual scene a have an anomaly, the server will not send a split-screen trigger command.
[0093] In contrast to the server that sends the split-screen trigger command, as described above, another server of the target game can receive the split-screen trigger command to generate a split-screen marker to display the first menu in the graphical user interface.
[0094] The first menu may include a primary control for implementing split-screen functionality. For example... Figure 5 As shown, the first menu displays the text "Prompt: Jump to virtual resource c?". Below this text, several first-level controls are displayed, such as a split-screen jump control, a direct jump control, and a "Do not process now" control. Each first-level control can be selected by the user, and the corresponding operation can be performed in the current game by selecting the first-level control.
[0095] Optionally, the step "in response to the second operation on the split-screen marker, dividing the graphical user interface into the first sub-interface and the second sub-interface" may include:
[0096] In response to a second operation on the first control, a second sub-interface is generated, and the second sub-interface is controlled to jump to a first virtual scene. The first virtual scene includes a virtual resource anomaly scene, which is a virtual scene with abnormal virtual resources.
[0097] like Figure 5 As shown, the first menu can be used to prompt the user whether to jump to virtual resource c. According to the aforementioned preset conditions, virtual resource c is currently experiencing an anomaly.
[0098] Specifically, if a user selects the first control for split-screen navigation via a second operation, such as clicking, pressing, swiping, or voice selection, a second sub-interface of default size will first be generated in the current graphical user interface. The virtual scene containing virtual resource 'a' will then be displayed through the second sub-interface, while the first sub-interface retains the virtual scene centered in the original graphical user interface. This allows the user to continue playing the game within the current virtual scene through the first sub-interface, while simultaneously viewing the abnormal virtual resource 'c' in the second sub-interface. It should be noted that the first menu will disappear after the user clicks any of the first controls.
[0099] Optionally, if there are multiple abnormal virtual resources that require users to perform split-screen navigation, a first menu for each virtual resource can be generated sequentially based on the order in which the abnormality occurred, allowing users to process them in order. Each time a user clicks the split-screen navigation control, a corresponding second sub-interface is generated, with the number of second sub-interfaces equal to the number of times the first split-screen navigation control is clicked.
[0100] Optionally, users can set the priority of multiple sub-interfaces, with the sub-interface having the highest priority responding to all operations by default. For example, a user can set the first sub-interface to have the highest priority. When the user performs actions such as jumping, moving, or clicking, the first sub-interface will respond to all of these operations first. Other sub-interfaces, based on the user's settings, will only respond to some of these operations. This ensures that some operations performed by the user in one sub-interface do not affect other sub-interfaces, thereby improving the smoothness of game operations when the user is in multiple sub-interfaces and reducing server operating costs.
[0101] Optionally, users can also click the "Direct Jump" and "Do Not Process" controls in the first menu. Specifically, if the user clicks the "Direct Jump" control, the current graphical user interface will not be split into two screens; the server will control the current game screen to jump directly to the location of virtual resource c, meaning the current graphical user interface will display the virtual scene where virtual resource c is located. If the user clicks the "Do Not Process" control, the first menu will disappear, and the current graphical user interface will continue to display the current virtual scene.
[0102] It should be noted that the first virtual scene can also include any virtual scene that does not have abnormal virtual resources. That is, the above method of splitting the screen by controlling the user interface through the first menu is also applicable to virtual scenes that do not have abnormal virtual resources.
[0103] Optionally, step 201 may also include the following steps:
[0104] In response to the selection of at least one virtual resource in the first virtual scene, a second menu is generated;
[0105] In response to a second operation on a second control in the second menu, a third sub-interface is generated in the graphical user interface, the third sub-interface being a sub-interface containing the at least one virtual resource.
[0106] Please see Figure 7 , Figure 7 This is a schematic diagram illustrating the generation of a third sub-interface by clicking the second menu, as provided in an embodiment of this application.
[0107] like Figure 7 As shown, the graphical user interface can include various virtual resources such as labels and controls for users to click, for example, the location label coordinates d and e. Specifically, with Figure 7 Taking the graphical user interface (GUI) as an example, a user can click the label at coordinate e with their finger or cursor, simultaneously generating a second menu. This second menu can be generated, for example, as a pop-up or scroll-out. Similar to the first menu, the second menu can include multiple second controls. In some embodiments, the second menu is related to the virtual resource selected by the user. For example, the second menu can prompt the user whether to jump to coordinate e. The user can select the second control through a second operation, such as clicking, pressing, swiping, or voice selection, to choose whether to perform the jump operation. If the user clicks the second control "Yes," a third sub-interface can be generated in the GUI to display the virtual scene at coordinate e.
[0108] As can be seen from the above, in this embodiment, the operation of dividing the graphical user interface into multiple sub-interfaces can be achieved by moving the split-screen line or clicking the split-screen menu control. Furthermore, the generation of split-screen markers can be triggered through various operations, thereby improving the flexibility of sub-interface generation. Moreover, by setting the response priority of each sub-interface, even when the virtual scene displayed in a certain sub-interface changes, the user can still perform game operations in other sub-interfaces while performing a target operation in that sub-interface, thus reducing unnecessary target operations and virtual scene changes. This effectively improves the smoothness of user operation and reduces the operating overhead of the game server.
[0109] Step 202: In response to the first target operation on the first sub-interface, control the first sub-interface to display the second virtual scene corresponding to the first target operation.
[0110] In this context, game resources refer to virtual resources within the target game. The first objective operation does not directly alter game resources; that is, it does not change the attributes of the virtual resources. For example, if the virtual resource is a city in the SLG game, the user's first objective operation does not change the city's durability, population, garrison strength, or other attributes.
[0111] The first target operation can be used to adjust the orientation of the virtual camera, and the first sub-interface can display the second virtual scene corresponding to the adjusted orientation of the virtual camera.
[0112] The virtual camera refers to a subroutine set up within the target game application to capture images of virtual scenes within the game. The virtual camera's orientation depends on the lens's direction and position during capture; therefore, users can perform a first target operation to change the virtual camera's lens direction or position, thereby adjusting the virtual camera's orientation and controlling the display of the updated second virtual scene on the first sub-interface.
[0113] There can be one or more virtual cameras. When the target game includes multiple virtual cameras, the camera movement controls corresponding to different virtual cameras can work together to capture the required virtual scene images.
[0114] Furthermore, the first target operation can be an operation that does not change the game resources within the first virtual scene. For example, the first target operation can include operations such as jumping to a specified coordinate, moving the game screen, or adjusting the game perspective within the target game. It can be understood that the above first target operation is only used to change or adjust the position of the virtual camera in the target game to change the display of the game screen, so that the user's execution of the first target operation will not change the virtual resources within the first virtual scene. Taking the jump operation as an example, the user can execute a jump operation to move the game screen from point A to point B in the first virtual scene, changing the original game screen display of the scene at point A to the scene at point B, without changing the attributes of the game resources. Changing the attributes of game resources can be achieved through other operations, such as the user executing a recruitment operation to change the quantity of troop resources in the game, or executing a transport operation to change the location and quantity of goods resources in the game.
[0115] Controlling the display of the second virtual scene corresponding to the first target operation in the first sub-interface means that the server can respond to the user's first target operation on the first sub-interface and control the display of the virtual scene after the user performs the first target operation. It can be understood that the user's execution of the first target operation does not change the attributes of the virtual resources within the game. Taking a city in an SLG game as an example, if the user performs the first target operation, jumping from city A to city B, the game screen jumps to the virtual scene where city B is located, thus controlling the graphical user interface to display city B. However, executing this first target operation does not change the attributes of city A and city B.
[0116] In this scenario, after the first sub-interface displays the second virtual scene corresponding to the first target operation, the other sub-interfaces can continue to display the first virtual scene. For example, after a user performs the first target operation of jumping from city A to city B, the first sub-interface displays the virtual scene where city B is located, while the other sub-interfaces can remain unresponsive to this operation and continue to display the virtual scene where city A is located.
[0117] In some scenarios, such as in strategy games, users typically use a primary objective to change the current virtual scene, exploring different locations on the map to acquire more virtual resources. However, during this virtual scene change, there are usually animated effects accompanying the transition. For example, when jumping from city A to city B, there might be animations of floating clouds or flowing rivers, making it impossible for the user to perform any actions during this process. When users are making strategic deployments in the game, they may perform a large number of primary objective actions, causing the server to perform a lot of map loading operations, increasing server overhead. Furthermore, the frequent triggering of virtual scene change animations can also frequently interrupt the user's gameplay.
[0118] As can be seen from the above, the embodiment of this application responds to the user's first target operation through a first sub-interface, while other sub-interfaces do not respond to the first target operation. This can effectively reduce unnecessary target operations and virtual scene changes, thereby effectively improving the smoothness of user operation and reducing the operating overhead of the game server.
[0119] Furthermore, in this mode, users can perform cross-scene game operations. For example, a user can jump to the scene where a battle is taking place through the first objective. The first sub-interface can display this battle scene and respond to the user's combat operations, while other sub-interfaces can continue to respond to other user operations. For instance, while controlling a virtual character in battle on the first sub-interface, the user can perform non-combat operations such as exploration and transportation on the second sub-interface.
[0120] Optionally, embodiments of this application may further include the following steps:
[0121] In response to a move operation that moves a first virtual resource from the first sub-interface to the second sub-interface, a target area is determined in the second sub-interface;
[0122] Control the display of the first virtual resource in the target area.
[0123] Please see Figure 6 , Figure 6 This is a schematic diagram illustrating the movement of virtual resources to another sub-interface, as provided in an embodiment of this application. Figure 6 As shown, the first virtual resource is virtual resource b. Users can move virtual resource b from the first sub-interface to a target area in the second sub-interface. For example, a user can press to select virtual resource b and then slide it to the target area of the second sub-interface, allowing virtual resource b to be displayed in the target area. Alternatively, a game event can be triggered to transport virtual resource b to the virtual scene of the second sub-interface, causing virtual resource b to subsequently be displayed in the target area of the second sub-interface.
[0124] It is understandable that this method allows for the interaction of virtual resources contained in multiple sub-interfaces, for example... Figure 6 Moving virtual resource b to the target area of the second sub-interface can trigger a preset interaction command. For example, the interaction command can be a virtual resource transport command. The server can receive the virtual resource transport command and transport virtual resource b from the virtual scene of the first sub-interface to the scene of the second sub-interface.
[0125] Optionally, the first virtual resource can also be a tag or control in the target game, such as Figure 6The user can select the label corresponding to coordinate e in the first sub-interface and move it from the first sub-interface to the target area of the second sub-interface. The target area can be any location in the second sub-interface to trigger a new interactive command, such as controlling the second sub-interface to jump to the virtual scene where coordinate e is located.
[0126] As can be seen from the above, after dividing the graphical user interface into multiple sub-interfaces, this application embodiment can not only display virtual scenes corresponding to different coordinates of the target game through multiple sub-interfaces, but also perform relevant game operations within the virtual scenes corresponding to multiple sub-interfaces. Furthermore, users can also trigger virtual resource interactions between multiple sub-interfaces by performing the above cross-interface operations on virtual resources, thereby ensuring that multiple sub-interfaces provide users with efficient display effects and operability, while further enhancing the functionality of multiple sub-interfaces and enriching the user's game operation and experience.
[0127] Optionally, embodiments of this application may further include the following steps:
[0128] In response to a second target operation on the first sub-interface, the game resources in the first virtual scene corresponding to the first sub-interface and other sub-interfaces are controlled and synchronously changed according to the second target operation.
[0129] The second target operation is an operation that causes changes to the game resources within the first virtual scene.
[0130] The second objective operation, in contrast to the first objective operation, can be an operation used to control changes in game resources. Examples include building cities on the map, recruiting troops, and using skills—operations that alter the attributes of game resources.
[0131] Specifically, when a user performs the second operation mentioned above on the first sub-interface, other sub-interfaces will also display corresponding content. For example, if the user builds a city at point A on the target game map, other sub-interfaces will also display a corresponding prompt. After the city is built, a new city name and quantity will be added to the attribute page of other sub-interfaces. It can be understood that because the second target operation affects game resource attributes, although multiple sub-interfaces are used to display different virtual scenes or virtual resources, they will not affect the overall game progress or game resource attributes.
[0132] Therefore, compared to traditional split-screen game display methods, which only allow for multiple displays of the same virtual scene, user actions on one split screen inevitably affect other split screens. For example, if a user jumps to a virtual scene in one split screen, other split screens will also jump to that virtual scene accordingly. However, this embodiment divides the game's graphical user interface into multiple sub-interfaces. When a user performs a target operation in a specific sub-interface, the virtual scene displayed in that sub-interface changes, but this change does not affect other sub-interfaces. The user can still perform game operations related to the current virtual scene in other sub-interfaces, reducing unnecessary target operations and virtual scene changes. This effectively improves the smoothness of user operation and reduces the operating overhead of the game server.
[0133] Please see Figure 3 , Figure 3 Another flowchart illustrating the game data processing method provided in this application embodiment. The specific flow of this method can be as follows:
[0134] Step 301: In response to a split-screen trigger operation for the graphical user interface, generate a split-screen marker in the graphical user interface.
[0135] Step 302: In response to the selection operation of the split screen marker, highlight the split screen marker.
[0136] Step 303: In response to the movement operation of moving the split screen marker from the first boundary line to the second boundary line, a second sub-interface is generated between the split screen marker and the first boundary line.
[0137] Step 304: In response to the stop movement operation of the split screen marker, the division of the graphical user interface is completed, wherein the area between the first boundary line and the second boundary line is the second sub-interface.
[0138] Step 305: In response to the move operation of moving the first virtual resource of the first sub-interface to the second sub-interface, determine the target area in the second sub-interface.
[0139] Step 306: Control the first virtual resource to be displayed in the target area.
[0140] To better implement the above methods, this application also provides a game data processing device. Please refer to [link to relevant documentation]. Figure 8 , Figure 8 This is a schematic diagram of the structure of a game data processing device provided in an embodiment of this application. The device is applied to the graphical user interface of a target game, the graphical user interface displays a first virtual scene, and the device includes:
[0141] The sub-interface division module 401, in response to a first operation performed on the graphical user interface, is used to divide the graphical user interface into multiple sub-interfaces, each of the multiple sub-interfaces displaying the first virtual scene.
[0142] The first sub-interface control module 402, in response to a first target operation on the first sub-interface, is used to control the first sub-interface to display a second virtual scene corresponding to the first target operation, wherein the first target operation is an operation that does not change the game resources in the first virtual scene, and the other sub-interfaces among the plurality of sub-interfaces continue to display the first virtual scene.
[0143] Optionally, the plurality of sub-interfaces includes a first sub-interface and a second sub-interface, and the sub-interface division module 401 further includes:
[0144] The split-screen marker generation submodule, in response to a split-screen trigger operation for the graphical user interface, is used to generate a split-screen marker in the graphical user interface.
[0145] The sub-module is divided in response to a second operation on the split-screen marker, for dividing the graphical user interface into a first sub-interface and a second sub-interface.
[0146] Optionally, the split-screen marker is a split-screen line, and the partitioning submodule further includes:
[0147] The highlighting submodule, in response to the selection operation of the split-screen marker, is used to highlight the split-screen marker;
[0148] The second sub-interface generation sub-module, in response to a movement operation on the split-screen marker, is used to generate a second sub-interface, wherein the portion of the graphical user interface other than the second sub-interface is the first sub-interface.
[0149] Optionally, the split-screen line is a line segment that coincides with the first boundary line of the graphical user interface, where the first boundary line is any boundary line of the graphical user interface, and the first boundary line is opposite to the second boundary line. The second sub-interface generation sub-module is specifically used for:
[0150] In response to a movement operation that moves the split-screen marker from the first boundary line to the second boundary line, a second sub-interface is generated between the split-screen marker and the first boundary line.
[0151] In response to the stop movement operation of the split screen marker, the division of the graphical user interface is completed, wherein the area between the first boundary line and the second boundary line is the second sub-interface.
[0152] Optionally, the split-screen marker is a first menu displayed in the graphical user interface, and generating the split-screen marker in the graphical user interface in response to a split-screen trigger operation for the graphical user interface includes:
[0153] Receive a split-screen trigger command, which is sent by the server of the target game under preset conditions;
[0154] Based on the split-screen trigger instruction, the first menu is generated, and the first menu is used to trigger the division operation of the sub-interface.
[0155] Optionally, the first menu includes a first control for implementing split-screen functionality, and the partitioning sub-module is specifically used for:
[0156] In response to a second operation on the first control, a second sub-interface is generated, and the second sub-interface is controlled to jump to a first virtual scene. The first virtual scene includes a virtual resource abnormal scene, which is a virtual scene with abnormal virtual resources.
[0157] Optionally, the device further includes:
[0158] The target area determination submodule, in response to a move operation that moves a first virtual resource from the first sub-interface to the second sub-interface, is used to determine a target area in the second sub-interface;
[0159] The first virtual resource display submodule controls the display of the first virtual resource in the target area.
[0160] Optionally, the sub-interface partitioning module 401 is specifically used for:
[0161] In response to the selection of at least one virtual resource in the first virtual scene, a second menu is generated;
[0162] In response to a second operation on a second control in the second menu, a third sub-interface is generated in the graphical user interface, the third sub-interface being a sub-interface containing the at least one virtual resource.
[0163] Optionally, the device further includes:
[0164] The sub-interface control sub-module, in response to a second target operation on the first sub-interface, is used to control the game resources in the first virtual scene corresponding to the first sub-interface and other sub-interfaces, and to make synchronous changes according to the second target operation.
[0165] The second target operation is an operation that causes changes to the game resources within the first virtual scene.
[0166] This application also provides a computer device, including a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute steps in the game data processing method as described in any of the above embodiments.
[0167] This application also provides a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to perform the steps in the game data processing method described in any of the above embodiments:
[0168] In response to a first operation performed on the graphical user interface, the graphical user interface is divided into a plurality of sub-interfaces, each of the plurality of sub-interfaces displaying the first virtual scene;
[0169] In response to a first target operation on the first sub-interface, the first sub-interface is controlled to display a second virtual scene corresponding to the first target operation, wherein the first target operation is an operation that does not change the game resources in the first virtual scene, and the other sub-interfaces among the plurality of sub-interfaces continue to display the first virtual scene.
[0170] In practice, each of the above units can be implemented as an independent entity or can be arbitrarily combined to be implemented as the same or several entities. For the specific implementation of each of the above units, please refer to the previous method embodiments, which will not be repeated here.
[0171] The game data processing apparatus provided in this application divides the graphical user interface into multiple sub-interfaces in response to a first operation performed on the graphical user interface, each of the multiple sub-interfaces displaying the first virtual scene; in response to a first target operation on the first sub-interface, the first sub-interface is controlled to display a second virtual scene corresponding to the first target operation, wherein the first target operation is an operation that does not change the game resources in the first virtual scene, and the other sub-interfaces in the multiple sub-interfaces continue to display the first virtual scene.
[0172] As can be seen from the above, this embodiment of the application divides the game's graphical user interface into multiple sub-interfaces. When a user performs a target operation in a certain sub-interface, and the virtual scene displayed in that sub-interface changes, the user can still perform game operations in other sub-interfaces, thereby reducing unnecessary target operations and virtual scene changes. This effectively improves the smoothness of user operation and reduces the operating overhead of the game server.
[0173] Accordingly, this application also provides a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer, personal digital assistant (PDA) and other terminal devices.
[0174] like Figure 9 As shown, Figure 9 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device 500 includes a processor 501 with one or more processing cores, a memory 502 with one or more computer-readable storage media, and a computer program stored on the memory 502 and executable on the processor. The processor 501 and the memory 502 are electrically connected. Those skilled in the art will understand that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0175] The processor 501 is the control center of the computer device 500. It connects various parts of the computer device 500 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 502, and calling data stored in the memory 502, it performs various functions of the computer device 500 and processes data, thereby monitoring the computer device 500 as a whole.
[0176] In this embodiment, the processor 501 in the computer device 500 loads the instructions corresponding to the processes of one or more applications into the memory 502 according to the following steps, and the processor 501 runs the applications stored in the memory 502 to achieve various functions:
[0177] In response to a first operation performed on the graphical user interface, the graphical user interface is divided into a plurality of sub-interfaces, each of the plurality of sub-interfaces displaying the first virtual scene;
[0178] In response to a first target operation on the first sub-interface, the first sub-interface is controlled to display a second virtual scene corresponding to the first target operation, wherein the first target operation is an operation that does not change the game resources in the first virtual scene, and the other sub-interfaces among the plurality of sub-interfaces continue to display the first virtual scene.
[0179] Therefore, this embodiment of the application divides the game's graphical user interface into multiple sub-interfaces. When a user performs a target operation in a specific sub-interface, and the virtual scene displayed in that sub-interface changes, the user can still perform game operations in other sub-interfaces. This reduces unnecessary target operations and virtual scene changes, effectively improving the smoothness of user operations and reducing the operating overhead of the game server.
[0180] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0181] Optional, such as Figure 9 As shown, the computer device 500 also includes: a touch screen display 503, a radio frequency circuit 504, an audio circuit 505, an input unit 506, and a power supply 507. The processor 501 is electrically connected to the touch screen display 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506, and the power supply 507. Those skilled in the art will understand that... Figure 9 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0182] The touch display screen 503 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 503 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 501. It can also receive and execute commands from the processor 501. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 501 to determine the type of touch event. Subsequently, the processor 501 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 503 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 503 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 503 can also be used as part of the input unit 506 to achieve input functions.
[0183] In this embodiment, a game application is executed by processor 501 to generate a graphical user interface (GUI) on touch display screen 503. The virtual scene on the GUI includes at least one skill control area, and the skill control area includes at least one skill control. The touch display screen 503 is used to present the GUI and receive operation commands generated by the user interacting with the GUI.
[0184] The radio frequency circuit 504 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.
[0185] Audio circuitry 505 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 505 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 505, converted back into audio data, and output to processor 501 for processing. The audio data is then transmitted via radio frequency circuitry 504 to, for example, another computer device, or output to memory 502 for further processing. Audio circuitry 505 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.
[0186] The input unit 506 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0187] Power supply 507 is used to supply power to various components of computer device 500. Optionally, power supply 507 can be logically connected to processor 501 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 507 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0188] although Figure 9 As not shown in the diagram, the computer device 500 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0189] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0190] As can be seen from the above, this embodiment of the application divides the game's graphical user interface into multiple sub-interfaces. When a user performs a target operation in a certain sub-interface, and the virtual scene displayed in that sub-interface changes, the user can still perform game operations in other sub-interfaces, thereby reducing unnecessary target operations and virtual scene changes. This effectively improves the smoothness of user operation and reduces the operating overhead of the game server.
[0191] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0192] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the game data processing methods provided in embodiments of this application. For example, the computer program can execute the following steps:
[0193] In response to a first operation performed on the graphical user interface, the graphical user interface is divided into a plurality of sub-interfaces, each of the plurality of sub-interfaces displaying the first virtual scene;
[0194] In response to a first target operation on the first sub-interface, the first sub-interface is controlled to display a second virtual scene corresponding to the first target operation, wherein the first target operation is an operation that does not change the game resources in the first virtual scene, and the other sub-interfaces among the plurality of sub-interfaces continue to display the first virtual scene.
[0195] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0196] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0197] Since the computer program stored in the storage medium can execute the steps in any of the game data processing methods provided in the embodiments of this application, the beneficial effects that any of the game data processing methods provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.
[0198] The above provides a detailed description of a game data processing method, apparatus, storage medium, and computer device provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The description of the above embodiments is only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.
Claims
1. A game data processing method, characterized in that, A graphical user interface applied to a target game, the graphical user interface displaying a first virtual scene, the method comprising: In response to a first operation performed on the graphical user interface, the graphical user interface is divided into a plurality of sub-interfaces and the plurality of sub-interfaces are displayed, each of the plurality of sub-interfaces displaying the first virtual scene; In response to a first target operation on the first sub-interface, the orientation of the virtual camera is adjusted based on the first target operation, a second virtual scene corresponding to the adjusted orientation of the virtual camera is determined, and the first virtual scene displayed on the first sub-interface is controlled to jump to a second virtual scene with a different position from the first virtual scene. Other sub-interfaces among the plurality of sub-interfaces do not respond to the first target operation, but continue to display the first virtual scene. In response to a move operation that moves a first virtual resource from the first sub-interface to the second sub-interface, a target area is determined in the second sub-interface to trigger a virtual resource transport command for the first virtual resource. Based on the virtual resource transportation instruction of the first virtual resource, the system controls the transportation of the first virtual resource from the virtual scene of the first sub-interface to the virtual scene of the second sub-interface, so that the first virtual resource is displayed in the target area.
2. The method according to claim 1, characterized in that, The plurality of sub-interfaces includes a first sub-interface and a second sub-interface. The division of the graphical user interface into a plurality of sub-interfaces in response to a first operation performed on the graphical user interface includes: In response to a split-screen trigger operation for the graphical user interface, a split-screen marker is generated in the graphical user interface; In response to a second operation on the split-screen marker, the graphical user interface is divided into a first sub-interface and a second sub-interface.
3. The method according to claim 2, characterized in that, The split-screen marker is a split-screen line. The second operation in response to the split-screen marker, dividing the graphical user interface into a first sub-interface and a second sub-interface, includes: In response to the selection of the split-screen marker, the split-screen marker is highlighted; In response to a movement operation on the split-screen marker, a second sub-interface is generated, wherein the portion of the graphical user interface other than the second sub-interface is the first sub-interface.
4. The method according to claim 3, characterized in that, The split-screen line is a line segment that coincides with the first boundary line of the graphical user interface, where the first boundary line is any boundary line of the graphical user interface, and the first boundary line is opposite to the second boundary line. The step of generating a second sub-interface in response to a movement operation on the split-screen marker includes: In response to a movement operation that moves the split-screen marker from the first boundary line to the second boundary line, a second sub-interface is generated between the split-screen marker and the first boundary line. In response to the stop movement operation of the split screen marker, the division of the graphical user interface is completed, wherein the area between the first boundary line and the second boundary line is the second sub-interface.
5. The method according to claim 2, characterized in that, The split-screen marker is a first menu displayed in the graphical user interface. Generating the split-screen marker in the graphical user interface in response to a split-screen trigger operation includes: Receive a split-screen trigger command, which is sent by the server of the target game under preset conditions; Based on the split-screen trigger instruction, the first menu is generated, and the first menu is used to trigger the division operation of the sub-interface.
6. The method according to claim 5, characterized in that, The first menu includes a first control for implementing split-screen functionality. The second operation, responding to the split-screen marker, divides the graphical user interface into a first sub-interface and a second sub-interface, including: In response to the second operation on the first control, a second sub-interface is generated, and the second sub-interface is controlled to jump to a first virtual scene. The first virtual scene includes a virtual resource abnormal scene, which is a virtual scene with abnormal virtual resources.
7. The method according to claim 1, characterized in that, The first operation performed on the graphical user interface, in response to the graphical user interface, divides the graphical user interface into multiple sub-interfaces, including: In response to the selection of at least one virtual resource in the first virtual scene, a second menu is generated; In response to a second operation on a second control in the second menu, a third sub-interface is generated in the graphical user interface, the third sub-interface being a sub-interface containing the at least one virtual resource.
8. The method according to claim 1, characterized in that, The method further includes: In response to a second target operation on the first sub-interface, the game resources in the first virtual scene corresponding to the first sub-interface and other sub-interfaces are controlled and synchronously changed according to the second target operation.
9. A game data processing device, characterized in that, A graphical user interface for a target game, the graphical user interface displaying a first virtual scene, the device comprising: The sub-interface division module, in response to a first operation performed on the graphical user interface, is used to divide the graphical user interface into multiple sub-interfaces and display the multiple sub-interfaces, wherein each of the multiple sub-interfaces displays the first virtual scene. The first sub-interface control module, in response to a first target operation on the first sub-interface, is used to adjust the orientation of the virtual camera based on the first target operation, determine the second virtual scene corresponding to the adjusted orientation of the virtual camera, and control the first virtual scene displayed on the first sub-interface to jump to a second virtual scene with a different position from the first virtual scene. Other sub-interfaces among the plurality of sub-interfaces do not respond to the first target operation, but continue to display the first virtual scene. The target area determination submodule, in response to the move operation of moving the first virtual resource of the first sub-interface to the second sub-interface, is used to determine the target area in the second sub-interface to trigger the virtual resource transport instruction of the first virtual resource; The first virtual resource display submodule is used to control the transportation of the first virtual resource from the virtual scene of the first sub-interface to the virtual scene of the second sub-interface based on the virtual resource transportation command of the first virtual resource, so that the first virtual resource is displayed in the target area.
10. A computer device, characterized in that, The system includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the game data processing method as described in any one of claims 1 to 8.
11. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the game data processing method according to any one of claims 1 to 8.
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