Display method and device of game elements, computer device and storage medium

By adjusting the display of combat-related interface elements on the game interface according to the virtual character's status, the problem of interface display not distinguishing combat status in existing technologies is solved, thus improving game interaction efficiency and player experience.

CN115645912BActive Publication Date: 2026-05-05NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-10-24
Publication Date
2026-05-05

AI Technical Summary

Technical Problem

The existing game interface does not distinguish between combat and out-of-combat information display, resulting in a cluttered and confusing interface that may affect players' strategic deployment and reduce game interaction efficiency and experience.

Method used

By responding to events when virtual characters enter and leave combat, the system dynamically adjusts combat-related interface elements on the graphical user interface, switching them from a thumbnail view to an expanded view, or vice versa, and distinguishing between important and secondary combat information.

Benefits of technology

It improves game interaction efficiency, enhances the player's gaming experience and immersion, and displays information processing through targeted interface display.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application discloses a method, apparatus, computer device, and storage medium for displaying game elements. The method includes: in response to an event that the first virtual character enters a combat state, replacing the combat-related interface elements displayed in the graphical user interface in a thumbnail form with combat-related interface elements in an expanded form; then, in response to an event that the first virtual character leaves the combat state, restoring the combat-related interface elements displayed in the graphical user interface in the expanded form to the combat-related interface elements in the thumbnail form. According to the game state of the first virtual character controlled by the player, this application selectively displays combat-related interface elements corresponding to different game states in the graphical user interface, providing targeted different interface display information, and thumbnailing secondary combat information to distinguish it from important combat information, thereby improving the efficiency of player game interaction and enhancing the player's game experience.
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Description

Technical Field

[0001] This application relates to the field of game technology, specifically to a method, apparatus, computer device, and storage medium for displaying game elements. Background Technology

[0002] With the continuous development of computer communication technology and the widespread use of terminals such as smartphones, tablets, and laptops, terminals are becoming increasingly diversified and personalized, becoming indispensable in people's lives and work. To satisfy people's pursuit of spiritual enrichment, entertainment games that can be played on these terminals have emerged. For example, games developed based on client or server architecture, such as Multiplayer Online Battle Arena (MOBA) and Massive Multiplayer Online (MMO), are popular due to their high smoothness, good controls, and real-time combat.

[0003] In current games, the game interface displays different effects based on the player's different game states, allowing the player to obtain relevant information in different situations. On the one hand, existing game interfaces do not distinguish between combat and out-of-combat states, resulting in the continuous display of combat information and a cluttered interface. On the other hand, existing game interfaces display combat-related information during combat and hide it during out-of-combat states. However, this prevents players from monitoring certain special states, affecting their strategic deployment and thus impacting the player experience and leading to low game interaction efficiency. Summary of the Invention

[0004] This application provides a method, apparatus, computer device, and storage medium for displaying game elements. By selectively displaying combat-related interface elements corresponding to different game states on the graphical user interface according to the game state of the first virtual character controlled by the player, different interface display information can be provided in a targeted manner. Secondary combat information is displayed in a thumbnail to distinguish it from important combat information, thereby improving the efficiency of player game interaction, enhancing immersion, and improving the player's game experience.

[0005] This application provides a method for displaying game elements, which provides a graphical user interface (GUI) via a terminal. The GUI includes at least a partial virtual scene, a first virtual character located in the virtual scene and controlled by the terminal device, and at least one combat-related interface element. The combat-related interface element is configured to indicate combat-related information. The first virtual character is in an out-of-combat state. The combat-related interface element displayed on the GUI is a thumbnail version of the combat-related interface element. The method includes:

[0006] In response to the event that the first virtual character enters the combat state, the combat-related interface elements displayed in the graphical user interface in the thumbnail form are replaced with the combat-related interface elements in the expanded form.

[0007] In response to the event that the first virtual character leaves the combat state, the combat-related interface elements displayed in the expanded form of the graphical user interface are restored to the combat-related interface elements in the thumbnail form.

[0008] Accordingly, this application embodiment also provides a display device for game elements, the display device for game elements comprising:

[0009] The first response unit is used to respond to the event of the first virtual character entering the combat state and replace the combat-related interface elements in the thumbnail form displayed by the graphical user interface with the combat-related interface elements in the expanded form.

[0010] The second response unit is used to respond to the event that the first virtual character leaves the combat state and restore the combat-related interface elements in the expanded form of the graphical user interface to the combat-related interface elements in the thumbnail form.

[0011] Accordingly, this application also provides a computer device, including a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements any of the steps of the method for displaying game elements.

[0012] Accordingly, embodiments of this application also provide a computer-readable storage medium storing a computer program, wherein the computer program, when executed by a processor, implements any of the steps of the method for displaying game elements.

[0013] This application provides a method, apparatus, computer device, and storage medium for displaying game elements. In response to an event where the first virtual character enters a combat state, the combat-related interface elements displayed in the graphical user interface (GUI) in a thumbnail form are replaced with combat-related interface elements in an expanded form. Then, in response to an event where the first virtual character leaves the combat state, the combat-related interface elements displayed in the GUI in the expanded form are restored to their thumbnail form. This application, by selectively displaying combat-related interface elements corresponding to different game states on the GUI based on the game state of the player-controlled first virtual character, can provide targeted and different interface display information. Secondary combat information is thumbnailed to distinguish it from important combat information, improving the player's game interaction efficiency, enhancing immersion, and improving the player's gaming experience. Attached Figure Description

[0014] 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.

[0015] Figure 1 This is a scene diagram of a game element display system provided in an embodiment of this application.

[0016] Figure 2 This is a flowchart illustrating a method for displaying game elements provided in an embodiment of this application.

[0017] Figure 3 This is a schematic diagram illustrating an application scenario of the game element display method provided in this application embodiment.

[0018] Figure 4 This is a schematic diagram illustrating another application scenario of the game element display method provided in this application embodiment.

[0019] Figure 5a This is a schematic diagram illustrating another application scenario of the game element display method provided in this application embodiment.

[0020] Figure 5b This is a schematic diagram illustrating another application scenario of the game element display method provided in this application embodiment.

[0021] Figure 6 This is a schematic diagram illustrating another application scenario of the game element display method provided in this application embodiment.

[0022] Figure 7This is a schematic diagram illustrating another application scenario of the game element display method provided in this application embodiment.

[0023] Figure 8 This is a schematic diagram illustrating another application scenario of the game element display method provided in this application embodiment.

[0024] Figure 9 This is a schematic diagram of a display device for game elements provided in an embodiment of this application.

[0025] Figure 10 This is a schematic diagram of the structure of the computer device provided in the embodiments of this application. Detailed Implementation

[0026] 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.

[0027] This application provides a method, apparatus, computer device, and storage medium for displaying game elements. Specifically, the method for displaying game elements in 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, touchscreen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. The terminal 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.

[0028] For example, when the display method of the game element is running on a terminal, the terminal device stores a game application and uses it to present virtual scenes in the game screen. The terminal device is used to interact with the user through a graphical user interface, such as by downloading, installing, and running the game application. The terminal device can provide the graphical user interface to the user in various ways, such as rendering it on the terminal device's display screen or presenting the graphical user interface through holographic projection. For example, the terminal device can include a touch screen and a processor. The touch screen is used to present the graphical user interface and receive operation commands generated by the user interacting with the graphical user interface, which includes game screens. The processor is used to run the game, generate the graphical user interface, respond to operation commands, and control the display of the graphical user interface on the touch screen.

[0029] For example, when the display method of game elements runs on a server, it can be called 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 element display method are completed on the cloud gaming server. The game screen presentation is completed on the cloud gaming client. The cloud gaming client 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 close to the user, such as a mobile terminal, television, computer, PDA, personal digital assistant, etc., but the terminal device for processing game data 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 through the network, and finally, the cloud gaming client decodes and outputs the game screen.

[0030] Please see Figure 1 , Figure 1This is a schematic diagram of a game element display system provided in an embodiment of this application. The system may include at least one terminal, at least one server, at least one database, and a network. A user's terminal can connect to different game servers via the network. The terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game. Furthermore, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network 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. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games. Furthermore, the system may include multiple databases coupled to different servers, and can continuously store information related to the game environment in the databases while different users are playing multiplayer games online.

[0031] This application provides a method for displaying game elements, which can be executed by a terminal or a server. This application example illustrates the method of displaying game elements by a terminal. The terminal may include a touchscreen display and a processor (of course, the terminal may also use peripherals such as a mouse or keyboard as input devices; this example only uses a touchscreen display). The touchscreen display is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. When the user operates the GUI through the touchscreen display, 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 the 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. Users perform touch operations on the graphical user interface (GUI) using their fingers. Upon detecting the touch operation, the GUI controls different virtual objects within 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, etc. The game may include a virtual scene drawn on the GUI. Furthermore, the virtual scene may include one or more virtual objects controlled by the user (or player), such as virtual characters. Additionally, the virtual scene may 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 may 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 GUI may present one or more indicators to provide guidance information to the player. For example, the game may 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 robots using artificial intelligence (AI) algorithms, to enable a human-computer battle mode. For example, virtual objects possess various skills or abilities that game players use to achieve objectives. For example, virtual objects may 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.

[0032] It should be noted that, Figure 1 The schematic diagram of the display system for various game elements shown is merely an example. The display system and scene of various game elements described in this application are for the purpose of more clearly illustrating the technical solutions of this application, and do not constitute a limitation on the technical solutions provided in this application. As those skilled in the art will know, with the emergence of new business scenarios, the technical solutions provided in this application are also applicable to similar technical problems.

[0033] To address the aforementioned problems, this application provides a method, apparatus, computer device, and storage medium for displaying game elements, which can improve the efficiency of player interaction in games. These will be described in detail below. It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of the embodiments.

[0034] This application provides a method for displaying game elements, which can be executed by a terminal or a server. This application example illustrates the method using a terminal to display game elements. This application provides a graphical user interface (GUI) via a terminal. The GUI includes at least a partial virtual scene, a first virtual character located in the virtual scene and controlled by the terminal device, and at least one combat-related interface element. The combat-related interface element is configured to indicate combat-related information. The first virtual character is out of combat, and the combat-related interface element displayed on the GUI is a thumbnailed version. The combat-related information configured in the combat-related interface element can be skill information of the first virtual character's game skills, character information of the first virtual character's teammates (i.e., second virtual characters), or other combat-related information.

[0035] In this embodiment, a game screen is displayed on the graphical user interface. The game screen includes a virtual scene, which is a virtual environment displayed (or provided) by the application when it runs on the terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional environment, or a purely fictional three-dimensional environment. This virtual environment is used for virtual environment battles between at least two virtual characters, and it contains virtual resources available for use by at least two virtual characters. The game interface displays a virtual scene, which can display one or more virtual characters. These virtual characters can include a first virtual character, a second virtual character, and a third virtual character. The second virtual character is a virtual character belonging to the same faction as the first virtual character, and the third virtual character is a virtual character belonging to a different faction than the first virtual character. A first virtual character, a second virtual character, and a third virtual character can coexist in the virtual scene simultaneously; this is illustrative and not intended to be limiting. A virtual character (or hero) refers to an active object in the virtual environment. A virtual character refers to a virtual object in the game controlled by a user or player through a terminal. In this embodiment, the first virtual object refers to the virtual object in the game controlled by the current player through the terminal, that is, the virtual character controlled by the player on this terminal. The second virtual character and the third virtual character refer to the virtual objects in the game controlled by other users through the terminal, that is, the virtual characters controlled by other users on other terminals.

[0036] Please see Figure 2 , Figure 2 This is a flowchart illustrating a method for displaying game elements according to an embodiment of this application. The specific flow of this method can be summarized in steps 101 to 102:

[0037] 101. In response to the event that the first virtual character enters the battle state, the battle-related interface elements in the thumbnail form displayed by the graphical user interface are replaced with the battle-related interface elements in the expanded form.

[0038] To determine the current state of the first virtual character, the following steps are included before the step "responding to the event of the first virtual character entering combat state":

[0039] Determine whether the current location of the first virtual character belongs to the preset battle area;

[0040] If the first virtual character is currently in the preset combat area, then it is determined that the first virtual character is in combat state, and the event of the first virtual character entering combat state is responded to.

[0041] For example, please see Figure 3The user-controlled first virtual character can be located in a virtual scene. At this time, the first virtual character has not entered the preset combat area, and therefore has not yet entered combat mode. When the user controls the first virtual character to move in the virtual scene, the computer device determines whether the current location of the first virtual character belongs to the preset combat area. If the first virtual character is currently in the preset combat area, it determines that the first virtual character has entered combat mode and responds to the event of the first virtual character entering combat mode.

[0042] Optionally, before the step "responding to the event of the first virtual character entering combat state", the method further includes:

[0043] Determine whether there are any game events involving attack or being attacked between the first virtual character and other virtual characters;

[0044] If so, determine that the first virtual character is in combat and respond to the event that the first virtual character has entered combat state.

[0045] Specifically, when the first virtual object is damaged by attacks from other virtual characters in the virtual scene, or when the first virtual character launches an attack on other virtual characters in the virtual scene, it is determined that the first virtual character is engaged in combat, and the event of the first virtual character entering combat state is responded to.

[0046] Furthermore, the graphical user interface also includes a second virtual character located in the virtual scene, belonging to the same faction as the first virtual character. Before the step "responding to the event of the first virtual character entering combat state," the following steps are also included:

[0047] When the second virtual character is detected to have entered combat, the system determines that the first virtual character is in combat and responds to the event of the first virtual character entering combat.

[0048] For example, please see Figure 4 The user-controlled first virtual character can be located in a virtual scene. When the computer device detects that the second virtual character and the third virtual character are fighting, it determines that the second virtual character has entered a combat state, thereby determining that the first virtual character is fighting, and responding to the event of the first virtual character entering a combat state.

[0049] 102. In response to the event that the first virtual character leaves the combat state, restore the combat-related interface elements in the expanded form displayed by the graphical user interface to the combat-related interface elements in the thumbnail form.

[0050] In this embodiment, the combat-related interface elements in the expanded form include multiple element display identifiers. The step "responding to the event that the first virtual character leaves the combat state, restoring the combat-related interface elements in the expanded form displayed on the graphical user interface to the combat-related interface elements in the thumbnail form" includes:

[0051] In response to the event that the first virtual character leaves the combat state, a target element display identifier is determined from the plurality of element display identifiers. Based on the target element display identifier and the current combat information associated with the target element display identifier, a thumbnail element identifier is generated as a combat-related interface element in the thumbnail form.

[0052] Replace the combat-related interface elements in the expanded form displayed in the graphical user interface with the abbreviated element identifiers, and cancel the display of other element display identifiers among the multiple element display identifiers on the graphical user interface.

[0053] In one specific embodiment, the plurality of element display identifiers include shortcut key identifiers, element graphic identifiers, and text identifiers. The shortcut key identifier is used to prompt the player to control the first virtual character to trigger the combat-related interface element associated with the shortcut key identifier in the virtual scene. The step "responding to the event of the first virtual character leaving the combat state, determining the target element display identifier from the plurality of element display identifiers, and generating a thumbnail element identifier based on the target element display identifier and the current combat information associated with the target element display identifier, as the combat-related interface element in the thumbnail form" can include:

[0054] In response to the event that the first virtual character leaves the combat state, the shortcut key identifier is determined as the target element display identifier from the multiple element display identifiers. Based on the current combat information associated with the shortcut key identifier and the combat-related interface element, a shortened shortcut key identifier is generated as the combat-related interface element in the shortened form.

[0055] The step of replacing the combat-related interface elements in the expanded form displayed on the graphical user interface with the thumbnail element identifiers, and canceling the display of other element display identifiers among the multiple element display identifiers on the graphical user interface, includes:

[0056] Replace the combat-related interface elements in the expanded form displayed in the graphical user interface with the abbreviated shortcut icons, and remove the display of the element graphic icons and the text icons on the graphical user interface.

[0057] For example, please see Figure 5aThe multiple element display identifiers may include shortcut key identifiers and element graphic identifiers. When the computer device detects that the second virtual character and the third virtual character have ended their battle, it determines that the first virtual character has followed the second virtual character out of battle. In response to the event that the first virtual character has left the battle state, the computer device determines the shortcut key identifier as the target element display identifier from the multiple element display identifiers. Based on the current battle information associated with the shortcut key identifier and the battle-related interface element, a thumbnail shortcut identifier is generated as the battle-related interface element in the thumbnail form. Then, the battle-related interface element (shortcut key identifier and element graphic identifier) ​​displayed in the expanded form of the graphical user interface is replaced with the thumbnail shortcut identifier, and the element graphic identifier and the text identifier are removed from the display of the graphical user interface.

[0058] For example, please see Figure 5b The multiple element display identifiers can include friendly faction character information, shortcut key identifiers, and element graphic identifiers. When the computer device detects that the second virtual character and the third virtual character have ended the battle, it determines that the first virtual character has followed the second virtual character out of the battle. The computer device responds to the event of the first virtual character leaving the battle state, and determines the friendly faction character information and shortcut key identifiers as target element display identifiers from the multiple element display identifiers. Based on the current battle information associated with the shortcut key identifier and the battle-related interface element, a thumbnail shortcut identifier is generated. At this time, the friendly faction character information includes the character information of the first virtual character and the character information of the second virtual character. This character information can include character image identifiers, character name identifiers (e.g., Zhang San and Li Si), and character health identifiers (e.g., health bar and health value). A thumbnail character identifier is generated based on the friendly faction character information, and the thumbnail character identifier and the thumbnail shortcut identifier are used as battle-related interface elements in a thumbnail form. Then, the combat-related interface elements (friendly faction character information, shortcut key icons, and element graphic icons) displayed in the expanded form of the graphical user interface are replaced with the abbreviated shortcut icons and abbreviated character icons, and the display of character health icons, element graphic icons, and text icons on the graphical user interface is canceled.

[0059] Optionally, this combat-related interface element can be associated with game skills. The thumbnail shortcut icon can update the shadow display ratio within the thumbnail shortcut icon based on the cooldown time of the game skill, such as... Figure 6As shown, the cooldown time of the game skill corresponding to the abbreviated shortcut icon is 5 seconds. The computer device can detect that the cooldown time of the game skill corresponding to the abbreviated shortcut icon is 1 second, so the shadow display ratio in the abbreviated shortcut icon is 20%. When it detects that the cooldown time of the game skill corresponding to the abbreviated shortcut icon is 4 seconds, the shadow display ratio in the abbreviated shortcut icon is updated from 20% to 80%, thereby reminding the player that the game skill is about to complete its cooldown.

[0060] To differentiate the display of different skill types when the first virtual character leaves combat, thus providing a clear indication of skills in the thumbnail mode, when the computer device detects that the first virtual character has left combat, it responds by selecting a shortcut key identifier from multiple element display identifiers as the target element display identifier. It then determines the skill type corresponding to the shortcut key identifier, classifying it as a regular game skill or a special game skill. Based on a first designated color for regular game skills and a second designated color for special game skills, it generates a first shortcut key identifier and a second shortcut key identifier, respectively, as combat-related interface elements in the thumbnail mode. Next, the combat-related interface elements (shortcut key identifiers and element graphic identifiers) displayed in the expanded mode of the graphical user interface are replaced with the thumbnail shortcut key identifiers, and the element graphic identifiers and text identifiers are removed from the graphical user interface. For example, the first shortcut key identifier for regular game skills is displayed in grayscale, while the second shortcut key identifier for special game skills is highlighted. Alternatively, the first shortcut key identifier for regular game skills may be displayed in a first color, while the second shortcut key identifier for special game skills may be displayed in a second color, with the first and second colors being different.

[0061] For example, the method for step "responding to the event of the first virtual character leaving the combat state, determining the target element display identifier from the plurality of element display identifiers, and generating a thumbnail element identifier based on the target element display identifier and the current combat information associated with the target element display identifier, as the combat-related interface element in the thumbnail form" may include:

[0062] In response to the event that the first virtual character leaves the combat state, the element graphic identifier is determined as the target element display identifier from the plurality of element display identifiers. Based on the current combat information associated with the element graphic identifier and the combat-related interface element, a thumbnail element graphic identifier is generated as the combat-related interface element in the thumbnail form.

[0063] The step of replacing the combat-related interface elements in the expanded form displayed by the graphical user interface with the thumbnail graphic icons, and canceling the display of other element display icons among the multiple element display icons on the graphical user interface, includes:

[0064] Replace the combat-related interface elements in the expanded form displayed in the graphical user interface with the abbreviated shortcut icons, and remove the display of the shortcut key icons and the text icons on the graphical user interface.

[0065] Optionally, the method for "responding to the event of the first virtual character leaving the combat state, determining the target element display identifier from the plurality of element display identifiers, and generating a thumbnail element identifier based on the target element display identifier and the current combat information associated with the target element display identifier, as the combat-related interface element in the thumbnail form" may include:

[0066] In response to the event that the first virtual character leaves the combat state, the text identifier is determined as the target element display identifier from the multiple element display identifiers. Based on the current combat information associated with the text identifier and the combat-related interface element, a shortened text identifier is generated as the combat-related interface element in the shortened form.

[0067] The step of replacing the combat-related interface elements in the expanded form displayed by the graphical user interface with the abbreviated text labels, and canceling the display of other element display labels among the multiple element display labels on the graphical user interface, includes:

[0068] Replace the combat-related interface elements in the expanded form displayed in the graphical user interface with the abbreviated shortcut icons, and remove the display of the shortcut icon and the element graphic icon on the graphical user interface.

[0069] To differentiate between the thumbnail element identifier and the element display identifier, before the step "generating the thumbnail element identifier based on the target element display identifier and the current battle information associated with the target element display identifier, and then using it as a battle-related interface element in the thumbnail form", the following is also included:

[0070] In response to a size adjustment command for the abbreviated element identifier, the display size of the abbreviated element identifier is adjusted to obtain an adjusted abbreviated element identifier, wherein the display size of the adjusted abbreviated element identifier is smaller than the display size of the element display identifier;

[0071] The adjusted thumbnail element identifier is used as the combat-related interface element in the thumbnail form.

[0072] For example, please see Figure 7The multiple element display identifiers may include shortcut key identifiers and element graphic identifiers. When the computer device detects that the second virtual character and the third virtual character have ended the battle, it determines that the first virtual character has followed the second virtual character out of the battle. In response to the event that the first virtual character has left the battle state, the computer device determines the shortcut key identifier as the target element display identifier from the multiple element display identifiers. Based on the current battle information associated with the shortcut key identifier and the battle-related interface element, it generates a thumbnail shortcut key identifier, which serves as the battle-related interface element in the thumbnail form. In response to a size adjustment command for the thumbnail element identifier, the computer device adjusts the display size of the thumbnail element identifier to obtain an adjusted thumbnail element identifier, wherein the display size of the adjusted thumbnail element identifier is smaller than the display size of the element display identifier. Then, the battle-related interface element (shortcut key identifier and element graphic identifier) ​​displayed in the expanded form of the graphical user interface is replaced with the adjusted thumbnail element identifier, and the display of the element graphic identifier and the text identifier on the graphical user interface is canceled.

[0073] Optionally, before the step "generating a thumbnail element identifier based on the target element display identifier and the current battle information associated with the target element display identifier, and then using it as a battle-related interface element in the thumbnail form", the method further includes:

[0074] In response to the color adjustment instruction for the abbreviated element identifier, the display color of the abbreviated element identifier is set to a specified display color to obtain the set abbreviated element identifier, wherein the display color of the set abbreviated element identifier is different from the display color of the element display identifier, so that the set abbreviated element identifier and the element display identifier are displayed differently;

[0075] The configured thumbnail element identifier is used as the combat-related interface element in the thumbnail form.

[0076] To enable users to personalize their viewing of battle information, after the step "replacing the battle-related interface elements in the expanded form displayed on the graphical user interface with the thumbnail element identifiers, and deselecting the display of other element display identifiers among the multiple element display identifiers on the graphical user interface", the method further includes:

[0077] In response to a first touch operation on the graphical user interface, during the duration of the first touch operation, the display of other element display icons among the plurality of element display icons on the graphical user interface is restored;

[0078] When the first touch operation is detected to have ended, the display of other element display icons among the plurality of element display icons on the graphical user interface is canceled.

[0079] To enable users to selectively view combat information corresponding to combat-related interface elements, after the step "replacing the combat-related interface elements in the expanded form displayed in the graphical user interface with the thumbnail element identifiers, and canceling the display of other element display identifiers among the multiple element display identifiers on the graphical user interface", the method further includes:

[0080] In response to a second touch operation on the thumbnail identifier, an information display window is displayed on the graphical user interface, wherein the information display window is used to display all current combat information associated with the thumbnail identifier;

[0081] In response to any location on the graphical user interface other than the information display window, the display of the information display window is cancelled.

[0082] In one embodiment, to enable users to personalize the interface information displayed on the graphical user interface, after the step of "replacing the combat-related interface elements in the expanded form displayed on the graphical user interface with the thumbnail element identifiers, and canceling the display of other element display identifiers among the plurality of element display identifiers on the graphical user interface", the method further includes:

[0083] In response to a third touch operation on the thumbnail identifier, the display of the thumbnail identifier on the graphical user interface is canceled.

[0084] In one specific embodiment, after the step of "replacing the combat-related interface elements in the expanded form displayed by the graphical user interface with the thumbnail element identifiers, and canceling the display of other element display identifiers among the plurality of element display identifiers on the graphical user interface", the method further includes:

[0085] In response to a touch operation on the graphical user interface, the display of all thumbnail elements on the graphical user interface is cancelled.

[0086] Based on the above description, the following examples will further illustrate the display method of game elements in this application. For example, please refer to... Figure 8 The specific implementation of the method for displaying game elements is as follows:

[0087] (1) A graphical user interface is displayed on the touch screen of a computer device. The graphical user interface includes at least a virtual scene, a first virtual character, a second virtual character and a third virtual character controlled by the terminal device in the virtual scene, and at least one combat-related interface element. The combat-related interface element is configured to indicate combat information related to combat. The first virtual character is out of combat. The combat-related interface element displayed on the graphical user interface is a thumbnailed combat-related interface element, that is, a thumbnail shortcut icon is displayed.

[0088] (2) The first virtual character controlled by the user can be located in a virtual scene. When the computer device detects that the second virtual character and the third virtual character are fighting, it determines that the second virtual character has entered the battle state, thereby determining that the first virtual character is fighting. In response to the event that the first virtual character has entered the battle state, the combat-related interface elements in the thumbnail form displayed by the graphical user interface are replaced with combat-related interface elements in the expanded form. The combat-related interface elements in the expanded form include multiple element display icons, which may include shortcut key icons and element graphic icons.

[0089] (3) When the computer device detects that the second virtual character and the third virtual character have ended their battle, it determines that the first virtual character has followed the second virtual character out of battle. In response to the event that the first virtual character has left the battle state, the computer device determines the shortcut key identifier as the target element display identifier from the plurality of element display identifiers. Based on the current battle information associated with the shortcut key identifier and the battle-related interface element, a thumbnail shortcut identifier is generated as the battle-related interface element in the thumbnail form. Then, the battle-related interface element (shortcut key identifier and element graphic identifier) ​​displayed in the expanded form of the graphical user interface is replaced with the thumbnail shortcut identifier, and the display of the element graphic identifier and the text identifier on the graphical user interface is canceled.

[0090] In summary, this application provides a method for displaying game elements. In response to an event where the first virtual character enters a combat state, the combat-related interface elements displayed in the graphical user interface (GUI) in their thumbnail form are replaced with combat-related interface elements in their expanded form. Then, in response to an event where the first virtual character leaves the combat state, the combat-related interface elements displayed in the GUI in their expanded form are restored to their thumbnail form. This application, by selectively displaying combat-related interface elements corresponding to different game states on the GUI based on the game state of the player-controlled first virtual character, can provide targeted and different interface display information. Secondary combat information is thumbnailed to distinguish it from important combat information, improving the player's game interaction efficiency, enhancing immersion, and improving the player's gaming experience.

[0091] To facilitate better implementation of the game element display method provided in this application embodiment, this application embodiment also provides a game element display device based on the above-described game element display method. The meanings of the terms used are the same as in the game element display method described above, and specific implementation details can be found in the description of the method embodiment.

[0092] Please see Figure 9 , Figure 9 This application provides a schematic diagram of the structure of a display device for game elements, the device comprising:

[0093] The first response unit 201 is used to respond to the event of the first virtual character entering the combat state and replace the combat-related interface elements in the thumbnail form displayed by the graphical user interface with the combat-related interface elements in the expanded form.

[0094] The second response unit 202 is used to respond to the event that the first virtual character leaves the combat state and restore the combat-related interface elements in the expanded form of the graphical user interface to the combat-related interface elements in the thumbnail form.

[0095] In some embodiments, the display device for the game element includes:

[0096] The first response subunit is used to respond to the event that the first virtual character leaves the combat state, determine the target element display identifier from the plurality of element display identifiers, and generate a thumbnail element identifier based on the target element display identifier and the current combat information associated with the target element display identifier, as a combat-related interface element in the thumbnail form.

[0097] The first replacement subunit is used to replace the combat-related interface elements in the expanded form displayed by the graphical user interface with the abbreviated element identifiers, and to cancel the display of other element display identifiers among the multiple element display identifiers on the graphical user interface.

[0098] In some embodiments, the display device for the game element includes:

[0099] The second response subunit is used to respond to the event that the first virtual character leaves the combat state, determine the shortcut key identifier as the target element display identifier from the plurality of element display identifiers, and generate a shortened shortcut key identifier as the combat-related interface element in the shortened form based on the current combat information associated with the shortcut key identifier and the combat-related interface element.

[0100] In some embodiments, the display device for the game element includes:

[0101] The second replacement subunit is used to replace the combat-related interface elements in the expanded form displayed by the graphical user interface with the abbreviated shortcut icons, and to cancel the display of the element graphic icons and the text icons on the graphical user interface.

[0102] In some embodiments, the display device for the game element includes:

[0103] The first adjustment subunit is configured to adjust the display size of the thumbnail element identifier in response to a size adjustment command for the thumbnail element identifier, thereby obtaining an adjusted thumbnail element identifier, wherein the display size of the adjusted thumbnail element identifier is smaller than the display size of the element display identifier;

[0104] The first adjustment subunit is also used to use the adjusted thumbnail element identifier as a combat-related interface element in the thumbnail form.

[0105] In some embodiments, the display device for the game element includes:

[0106] The third response subunit is configured to respond to the color adjustment instruction for the abbreviated element identifier by setting the display color of the abbreviated element identifier to a specified display color, thereby obtaining the set abbreviated element identifier. The display color of the set abbreviated element identifier is different from the display color of the element display identifier, so that the set abbreviated element identifier and the element display identifier are displayed differently.

[0107] The third response subunit is also used to use the set abbreviated element identifier as a battle-related interface element in the abbreviated form.

[0108] In some embodiments, the display device for the game element includes:

[0109] The fourth response subunit is configured to respond to a first touch operation on the graphical user interface and, during the duration of the first touch operation, restore the display of other element display icons among the plurality of element display icons on the graphical user interface;

[0110] The processing subunit is configured to, when the first touch operation is detected to have ended, cancel the display of other element display icons among the plurality of element display icons on the graphical user interface.

[0111] In some embodiments, the display device for the game element includes:

[0112] The fifth response subunit is configured to respond to a second touch operation on the thumbnail identifier by displaying an information display window on the graphical user interface, wherein the information display window is configured to display all current combat information associated with the thumbnail identifier;

[0113] The fifth response subunit is also configured to cancel the display of the information display window in response to any location on the graphical user interface other than the information display window.

[0114] In some embodiments, the display device for the game element includes:

[0115] The sixth response subunit is configured to cancel the display of the thumbnail icon on the graphical user interface in response to a third touch operation on the thumbnail icon.

[0116] In some embodiments, the display device for the game element includes:

[0117] The seventh response subunit is used to cancel the display of all thumbnail elements on the graphical user interface in response to a touch operation on the graphical user interface.

[0118] In some embodiments, the display device for the game element includes:

[0119] The first determining subunit is used to determine whether the current location of the first virtual character belongs to the preset battle area;

[0120] The first determining subunit is further configured to determine that the first virtual character is in a combat state if the first virtual character is currently in the preset combat area, and to respond to the event of the first virtual character entering the combat state.

[0121] In some embodiments, the display device for the game element includes:

[0122] The second determining subunit is used to determine whether there is a game event of attack or being attacked between the first virtual character and other virtual characters;

[0123] The second determining subunit is further configured to determine, if so, that the first virtual character engages in combat and respond to an event in which the first virtual character enters combat state.

[0124] In some embodiments, the display device for the game element includes:

[0125] The third determining subunit is used to determine that the first virtual character is engaged in combat when the second virtual character is detected to have entered combat, and to respond to the event of the first virtual character entering combat.

[0126] This application discloses a display device for game elements. A first response unit 201 responds to an event when the first virtual character enters a combat state, replacing the combat-related interface elements displayed in the graphical user interface (GUI) in a thumbnail form with combat-related interface elements in an expanded form. A second response unit 202 responds to an event when the first virtual character leaves the combat state, restoring the combat-related interface elements in the expanded form to the thumbnail form. This application embodiment selectively displays combat-related interface elements corresponding to different game states on the GUI based on the game state of the player-controlled first virtual character. This allows for targeted provision of different interface display information, with secondary combat information displayed in thumbnails to distinguish it from important combat information, improving player interaction efficiency, enhancing immersion, and improving the player's gaming experience.

[0127] 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 (PC), personal digital assistant (PDA), or other terminal device. Figure 10 As shown, Figure 10 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 and the memory 302 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.

[0128] The processor 301 is the control center of the computer device 300. It connects various parts of the computer device 300 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 302, and calling data stored in the memory 302, it performs various functions of the computer device 300 and processes data, thereby monitoring the computer device 300 as a whole.

[0129] In this embodiment, the processor 301 in the computer device 300 loads the instructions corresponding to the processes of one or more applications into the memory 302 according to the following steps, and the processor 301 runs the applications stored in the memory 302 to achieve various functions:

[0130] In response to the event that the first virtual character enters the combat state, the combat-related interface elements displayed in the graphical user interface in the thumbnail form are replaced with the combat-related interface elements in the expanded form.

[0131] In response to the event that the first virtual character leaves the combat state, the combat-related interface elements displayed in the expanded form of the graphical user interface are restored to the combat-related interface elements in the thumbnail form.

[0132] In one embodiment, the combat-related interface elements in the unfolded form include multiple element display icons;

[0133] The step of responding to the event that the first virtual character leaves the combat state by restoring the combat-related interface elements displayed in the expanded form of the graphical user interface to the combat-related interface elements in the thumbnail form includes:

[0134] In response to the event that the first virtual character leaves the combat state, a target element display identifier is determined from the plurality of element display identifiers. Based on the target element display identifier and the current combat information associated with the target element display identifier, a thumbnail element identifier is generated as a combat-related interface element in the thumbnail form.

[0135] Replace the combat-related interface elements in the expanded form displayed in the graphical user interface with the abbreviated element identifiers, and cancel the display of other element display identifiers among the multiple element display identifiers on the graphical user interface.

[0136] In one embodiment, the plurality of element display identifiers include shortcut key identifiers, element graphic identifiers, and text identifiers, wherein the shortcut key identifiers are used to prompt the player to control the first virtual character to trigger the combat-related interface elements associated with the shortcut key identifier in the virtual scene;

[0137] In response to the event that the first virtual character leaves the combat state, a target element display identifier is determined from the plurality of element display identifiers. Based on the target element display identifier and the current combat information associated with the target element display identifier, a thumbnail element identifier is generated as a combat-related interface element in the thumbnail form, including:

[0138] In response to the event that the first virtual character leaves the combat state, the shortcut key identifier is determined as the target element display identifier from the multiple element display identifiers. Based on the current combat information associated with the shortcut key identifier and the combat-related interface element, a shortened shortcut key identifier is generated as the combat-related interface element in the shortened form.

[0139] The step of replacing the combat-related interface elements in the expanded form displayed on the graphical user interface with the thumbnail element identifiers, and canceling the display of other element display identifiers among the multiple element display identifiers on the graphical user interface, includes:

[0140] Replace the combat-related interface elements in the expanded form displayed in the graphical user interface with the abbreviated shortcut icons, and remove the display of the element graphic icons and the text icons on the graphical user interface.

[0141] In one embodiment, after generating a thumbnail element identifier based on the target element display identifier and the current battle information associated with the target element display identifier, before using it as a battle-related interface element in the thumbnail form, the method further includes:

[0142] In response to a size adjustment command for the abbreviated element identifier, the display size of the abbreviated element identifier is adjusted to obtain an adjusted abbreviated element identifier, wherein the display size of the adjusted abbreviated element identifier is smaller than the display size of the element display identifier;

[0143] The adjusted thumbnail element identifier is used as the combat-related interface element in the thumbnail form.

[0144] In one embodiment, after generating a thumbnail element identifier based on the target element display identifier and the current battle information associated with the target element display identifier, before using it as a battle-related interface element in the thumbnail form, the method further includes:

[0145] In response to the color adjustment instruction for the abbreviated element identifier, the display color of the abbreviated element identifier is set to a specified display color to obtain the set abbreviated element identifier, wherein the display color of the set abbreviated element identifier is different from the display color of the element display identifier, so that the set abbreviated element identifier and the element display identifier are displayed differently;

[0146] The configured thumbnail element identifier is used as the combat-related interface element in the thumbnail form.

[0147] In one embodiment, after replacing the combat-related interface elements in the expanded form displayed by the graphical user interface with the thumbnail element identifiers, and deselecting the display of other element display identifiers among the plurality of element display identifiers on the graphical user interface, the method further includes:

[0148] In response to a first touch operation on the graphical user interface, during the duration of the first touch operation, the display of other element display icons among the plurality of element display icons on the graphical user interface is restored;

[0149] When the first touch operation is detected to have ended, the display of other element display icons among the plurality of element display icons on the graphical user interface is canceled.

[0150] In one embodiment, after replacing the combat-related interface elements in the expanded form displayed by the graphical user interface with the thumbnail element identifiers, and deselecting the display of other element display identifiers among the plurality of element display identifiers on the graphical user interface, the method further includes:

[0151] In response to a second touch operation on the thumbnail identifier, an information display window is displayed on the graphical user interface, wherein the information display window is used to display all current combat information associated with the thumbnail identifier;

[0152] In response to any location on the graphical user interface other than the information display window, the display of the information display window is cancelled.

[0153] In one embodiment, after replacing the combat-related interface elements in the expanded form displayed by the graphical user interface with the thumbnail element identifiers, and deselecting the display of other element display identifiers among the plurality of element display identifiers on the graphical user interface, the method further includes:

[0154] In response to a third touch operation on the thumbnail identifier, the display of the thumbnail identifier on the graphical user interface is canceled.

[0155] In one embodiment, after replacing the combat-related interface elements in the expanded form displayed by the graphical user interface with the thumbnail element identifiers, and deselecting the display of other element display identifiers among the plurality of element display identifiers on the graphical user interface, the method further includes:

[0156] In response to a touch operation on the graphical user interface, the display of all thumbnail elements on the graphical user interface is cancelled.

[0157] In one embodiment, prior to responding to the event of the first virtual character entering combat state, the method further includes:

[0158] Determine whether the current location of the first virtual character belongs to the preset battle area;

[0159] If the first virtual character is currently in the preset combat area, then it is determined that the first virtual character is in combat state, and the event of the first virtual character entering combat state is responded to.

[0160] In one embodiment, prior to responding to the event of the first virtual character entering combat state, the method further includes:

[0161] Determine whether there are any game events involving attack or being attacked between the first virtual character and other virtual characters;

[0162] If so, determine that the first virtual character is in combat and respond to the event that the first virtual character has entered combat state.

[0163] In one embodiment, the graphical user interface further includes a second virtual character located in the virtual scene who belongs to the same faction as the first virtual character;

[0164] Prior to responding to the event of the first virtual character entering combat, it also includes:

[0165] When the second virtual character is detected to have entered combat, the system determines that the first virtual character is in combat and responds to the event of the first virtual character entering combat.

[0166] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0167] Optional, such as Figure 10 As shown, the computer device 300 also includes: a touch screen display 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the touch screen display 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307. Those skilled in the art will understand that... Figure 10 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.

[0168] The touch display screen 303 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 303 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 301. It can also receive and execute commands from the processor 301. 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 301 to determine the type of touch event. Subsequently, the processor 301 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 303 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 303 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 303 can also be used as part of the input unit 306 to achieve input functions.

[0169] In this embodiment, a game application is executed by processor 301 to generate a graphical user interface (GUI) on touch display screen 303. The touch display screen 303 is used to present the GUI and receive user commands generated by the GUI.

[0170] The radio frequency circuit 304 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.

[0171] Audio circuitry 305 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 305 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 305, converted back into audio data, and output to processor 301 for processing. The audio data is then transmitted via radio frequency circuitry 304 to, for example, another computer device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.

[0172] The input unit 306 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.

[0173] Power supply 307 is used to supply power to various components of computer device 300. Optionally, power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 307 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.

[0174] although Figure 10 As not shown in the diagram, computer equipment 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0175] 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.

[0176] As can be seen from the above, the computer device provided in this embodiment, in response to the event of the first virtual character entering combat state, replaces the combat-related interface elements displayed in the graphical user interface in the thumbnail form with the combat-related interface elements in the expanded form; then, in response to the event of the first virtual character leaving combat state, it restores the combat-related interface elements displayed in the graphical user interface in the expanded form to the combat-related interface elements in the thumbnail form. This embodiment, by selectively displaying combat-related interface elements corresponding to different game states in the graphical user interface according to the game state of the first virtual character controlled by the player, can provide targeted different interface display information, thumbnail-displaying secondary combat information to distinguish it from important combat information, thereby improving the player's game interaction efficiency, enhancing immersion, and improving the player's game experience.

[0177] 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.

[0178] 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 element display methods provided in embodiments of this application. For example, the computer program can execute the following steps:

[0179] In response to the event that the first virtual character enters the combat state, the combat-related interface elements displayed in the graphical user interface in the thumbnail form are replaced with the combat-related interface elements in the expanded form.

[0180] In response to the event that the first virtual character leaves the combat state, the combat-related interface elements displayed in the expanded form of the graphical user interface are restored to the combat-related interface elements in the thumbnail form.

[0181] In one embodiment, the combat-related interface elements in the unfolded form include multiple element display icons;

[0182] The step of responding to the event that the first virtual character leaves the combat state by restoring the combat-related interface elements displayed in the expanded form of the graphical user interface to the combat-related interface elements in the thumbnail form includes:

[0183] In response to the event that the first virtual character leaves the combat state, a target element display identifier is determined from the plurality of element display identifiers. Based on the target element display identifier and the current combat information associated with the target element display identifier, a thumbnail element identifier is generated as a combat-related interface element in the thumbnail form.

[0184] Replace the combat-related interface elements in the expanded form displayed in the graphical user interface with the abbreviated element identifiers, and cancel the display of other element display identifiers among the multiple element display identifiers on the graphical user interface.

[0185] In one embodiment, the plurality of element display identifiers include shortcut key identifiers, element graphic identifiers, and text identifiers, wherein the shortcut key identifiers are used to prompt the player to control the first virtual character to trigger the combat-related interface elements associated with the shortcut key identifier in the virtual scene;

[0186] In response to the event that the first virtual character leaves the combat state, a target element display identifier is determined from the plurality of element display identifiers. Based on the target element display identifier and the current combat information associated with the target element display identifier, a thumbnail element identifier is generated as a combat-related interface element in the thumbnail form, including:

[0187] In response to the event that the first virtual character leaves the combat state, the shortcut key identifier is determined as the target element display identifier from the multiple element display identifiers. Based on the current combat information associated with the shortcut key identifier and the combat-related interface element, a shortened shortcut key identifier is generated as the combat-related interface element in the shortened form.

[0188] The step of replacing the combat-related interface elements in the expanded form displayed on the graphical user interface with the thumbnail element identifiers, and canceling the display of other element display identifiers among the multiple element display identifiers on the graphical user interface, includes:

[0189] Replace the combat-related interface elements in the expanded form displayed in the graphical user interface with the abbreviated shortcut icons, and remove the display of the element graphic icons and the text icons on the graphical user interface.

[0190] In one embodiment, after generating a thumbnail element identifier based on the target element display identifier and the current battle information associated with the target element display identifier, before using it as a battle-related interface element in the thumbnail form, the method further includes:

[0191] In response to a size adjustment command for the abbreviated element identifier, the display size of the abbreviated element identifier is adjusted to obtain an adjusted abbreviated element identifier, wherein the display size of the adjusted abbreviated element identifier is smaller than the display size of the element display identifier;

[0192] The adjusted thumbnail element identifier is used as the combat-related interface element in the thumbnail form.

[0193] In one embodiment, after generating a thumbnail element identifier based on the target element display identifier and the current battle information associated with the target element display identifier, before using it as a battle-related interface element in the thumbnail form, the method further includes:

[0194] In response to the color adjustment instruction for the abbreviated element identifier, the display color of the abbreviated element identifier is set to a specified display color to obtain the set abbreviated element identifier, wherein the display color of the set abbreviated element identifier is different from the display color of the element display identifier, so that the set abbreviated element identifier and the element display identifier are displayed differently;

[0195] The configured thumbnail element identifier is used as the combat-related interface element in the thumbnail form.

[0196] In one embodiment, after replacing the combat-related interface elements in the expanded form displayed by the graphical user interface with the thumbnail element identifiers, and deselecting the display of other element display identifiers among the plurality of element display identifiers on the graphical user interface, the method further includes:

[0197] In response to a first touch operation on the graphical user interface, during the duration of the first touch operation, the display of other element display icons among the plurality of element display icons on the graphical user interface is restored;

[0198] When the first touch operation is detected to have ended, the display of other element display icons among the plurality of element display icons on the graphical user interface is canceled.

[0199] In one embodiment, after replacing the combat-related interface elements in the expanded form displayed by the graphical user interface with the thumbnail element identifiers, and deselecting the display of other element display identifiers among the plurality of element display identifiers on the graphical user interface, the method further includes:

[0200] In response to a second touch operation on the thumbnail identifier, an information display window is displayed on the graphical user interface, wherein the information display window is used to display all current combat information associated with the thumbnail identifier;

[0201] In response to any location on the graphical user interface other than the information display window, the display of the information display window is cancelled.

[0202] In one embodiment, after replacing the combat-related interface elements in the expanded form displayed by the graphical user interface with the thumbnail element identifiers, and deselecting the display of other element display identifiers among the plurality of element display identifiers on the graphical user interface, the method further includes:

[0203] In response to a third touch operation on the thumbnail identifier, the display of the thumbnail identifier on the graphical user interface is canceled.

[0204] In one embodiment, after replacing the combat-related interface elements in the expanded form displayed by the graphical user interface with the thumbnail element identifiers, and deselecting the display of other element display identifiers among the plurality of element display identifiers on the graphical user interface, the method further includes:

[0205] In response to a touch operation on the graphical user interface, the display of all thumbnail elements on the graphical user interface is cancelled.

[0206] In one embodiment, prior to responding to the event of the first virtual character entering combat state, the method further includes:

[0207] Determine whether the current location of the first virtual character belongs to the preset battle area;

[0208] If the first virtual character is currently in the preset combat area, then it is determined that the first virtual character is in combat state, and the event of the first virtual character entering combat state is responded to.

[0209] In one embodiment, prior to responding to the event of the first virtual character entering combat state, the method further includes:

[0210] Determine whether there are any game events involving attack or being attacked between the first virtual character and other virtual characters;

[0211] If so, determine that the first virtual character is in combat and respond to the event that the first virtual character has entered combat state.

[0212] In one embodiment, the graphical user interface further includes a second virtual character located in the virtual scene who belongs to the same faction as the first virtual character;

[0213] Prior to responding to the event of the first virtual character entering combat, it also includes:

[0214] When the second virtual character is detected to have entered combat, the system determines that the first virtual character is in combat and responds to the event of the first virtual character entering combat.

[0215] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0216] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0217] Because the computer program stored in the storage medium, in response to the event of the first virtual character entering combat state, replaces the combat-related interface elements displayed in the graphical user interface in the thumbnail form with the combat-related interface elements in the expanded form; then, in response to the event of the first virtual character leaving combat state, it restores the combat-related interface elements displayed in the graphical user interface in the expanded form to the combat-related interface elements in the thumbnail form. This embodiment of the application, by selectively displaying combat-related interface elements corresponding to different game states in the graphical user interface according to the game state of the first virtual character controlled by the player, can provide targeted different interface display information, thumbnail-displaying secondary combat information to distinguish it from important combat information, thereby improving the player's game interaction efficiency, enhancing immersion, and improving the player's game experience.

[0218] 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.

[0219] The foregoing has provided a detailed description of a method, apparatus, computer device, and storage medium for displaying game elements according to embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the technical solutions and core ideas of this application. Those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. These modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this application.

Claims

1. A method for displaying game elements, characterized in that, A graphical user interface (GUI) is provided via a terminal. The GUI includes at least a partial virtual scene, a first virtual character located in the virtual scene and controlled by the terminal, and at least one combat-related interface element configured to indicate combat-related information. The first virtual character is in an out-of-combat state. The combat-related interface element displayed on the GUI is a thumbnail version of the GUI element. The method includes: In response to the event that the first virtual character enters the combat state, the combat-related interface elements in the thumbnail form displayed by the graphical user interface are replaced with combat-related interface elements in the expanded form. The combat-related interface elements in the expanded form include multiple element display icons. In response to the event that the first virtual character leaves the combat state, the combat-related interface elements displayed in the expanded form of the graphical user interface are restored to the combat-related interface elements in the thumbnail form. The step of responding to the event that the first virtual character leaves the combat state by restoring the combat-related interface elements displayed in the expanded form of the graphical user interface to the combat-related interface elements in the thumbnail form includes: In response to the event that the first virtual character leaves the combat state, a target element display identifier is determined from the plurality of element display identifiers. Based on the target element display identifier and the current combat information associated with the target element display identifier, a thumbnail element identifier is generated as a combat-related interface element in the thumbnail form. Replace the combat-related interface elements in the expanded form displayed in the graphical user interface with the abbreviated element identifiers, and cancel the display of other element display identifiers among the multiple element display identifiers on the graphical user interface.

2. The method for displaying game elements according to claim 1, characterized in that, The multiple element display identifiers include shortcut key identifiers, element graphic identifiers, and text identifiers. The shortcut key identifiers are used to prompt the player to control the first virtual character to trigger the combat-related interface elements associated with the shortcut key identifier in the virtual scene. In response to the event that the first virtual character leaves the combat state, a target element display identifier is determined from the plurality of element display identifiers. Based on the target element display identifier and the current combat information associated with the target element display identifier, a thumbnail element identifier is generated as a combat-related interface element in the thumbnail form, including: In response to the event that the first virtual character leaves the combat state, the shortcut key identifier is determined as the target element display identifier from the multiple element display identifiers. Based on the current combat information associated with the shortcut key identifier and the combat-related interface element, a shortened shortcut key identifier is generated as the combat-related interface element in the shortened form. The step of replacing the combat-related interface elements in the expanded form displayed on the graphical user interface with the thumbnail element identifiers, and canceling the display of other element display identifiers among the multiple element display identifiers on the graphical user interface, includes: Replace the combat-related interface elements in the expanded form displayed in the graphical user interface with the abbreviated shortcut icons, and remove the display of the element graphic icons and the text icons on the graphical user interface.

3. The method for displaying game elements according to claim 1, characterized in that, After generating a thumbnail element identifier based on the target element display identifier and the current battle information associated with the target element display identifier, before it becomes a battle-related interface element in the thumbnail form, the following is also included: In response to a size adjustment command for the abbreviated element identifier, the display size of the abbreviated element identifier is adjusted to obtain an adjusted abbreviated element identifier, wherein the display size of the adjusted abbreviated element identifier is smaller than the display size of the element display identifier; The adjusted thumbnail element identifier is used as the combat-related interface element in the thumbnail form.

4. The method for displaying game elements according to claim 1, characterized in that, After generating a thumbnail element identifier based on the target element display identifier and the current battle information associated with the target element display identifier, before it becomes a battle-related interface element in the thumbnail form, the following is also included: In response to the color adjustment instruction for the abbreviated element identifier, the display color of the abbreviated element identifier is set to a specified display color to obtain the set abbreviated element identifier, wherein the display color of the set abbreviated element identifier is different from the display color of the element display identifier, so that the set abbreviated element identifier and the element display identifier are displayed differently; The configured thumbnail element identifier is used as the combat-related interface element in the thumbnail form.

5. The method for displaying game elements according to claim 1, characterized in that, After replacing the combat-related interface elements in the expanded form displayed by the graphical user interface with the thumbnail element identifiers, and deselecting the display of other element display identifiers among the multiple element display identifiers on the graphical user interface, the method further includes: In response to a first touch operation on the graphical user interface, during the duration of the first touch operation, the display of other element display icons among the plurality of element display icons on the graphical user interface is restored; When the first touch operation is detected to have ended, the display of other element display icons among the plurality of element display icons on the graphical user interface is canceled.

6. The method for displaying game elements according to claim 1, characterized in that, After replacing the combat-related interface elements in the expanded form displayed by the graphical user interface with the thumbnail element identifiers, and deselecting the display of other element display identifiers among the multiple element display identifiers on the graphical user interface, the method further includes: In response to a second touch operation on the thumbnail identifier, an information display window is displayed on the graphical user interface, wherein the information display window is used to display all current combat information associated with the thumbnail identifier; In response to any location on the graphical user interface other than the information display window, the display of the information display window is cancelled.

7. The method for displaying game elements according to claim 1, characterized in that, After replacing the combat-related interface elements in the expanded form displayed by the graphical user interface with the thumbnail element identifiers, and deselecting the display of other element display identifiers among the multiple element display identifiers on the graphical user interface, the method further includes: In response to a third touch operation on the thumbnail identifier, the display of the thumbnail identifier on the graphical user interface is canceled.

8. The method for displaying game elements according to claim 1, characterized in that, After replacing the combat-related interface elements in the expanded form displayed by the graphical user interface with the thumbnail element identifiers, and deselecting the display of other element display identifiers among the multiple element display identifiers on the graphical user interface, the method further includes: In response to a touch operation on the graphical user interface, the display of all thumbnail elements on the graphical user interface is cancelled.

9. The method for displaying game elements according to claim 1, characterized in that, Prior to responding to the event of the first virtual character entering combat, it also includes: Determine whether the current location of the first virtual character belongs to the preset battle area; If the first virtual character is currently in the preset combat area, then it is determined that the first virtual character is in combat state, and the event of the first virtual character entering combat state is responded to.

10. The method for displaying game elements according to claim 1, characterized in that, Prior to responding to the event of the first virtual character entering combat, it also includes: Determine whether there are any game events involving attack or being attacked between the first virtual character and other virtual characters; If so, determine that the first virtual character is in combat and respond to the event that the first virtual character has entered combat state.

11. The method for displaying game elements according to claim 1, characterized in that, The graphical user interface also includes a second virtual character located in the virtual scene who belongs to the same faction as the first virtual character; Prior to responding to the event of the first virtual character entering combat, it also includes: When the second virtual character is detected to have entered combat, the system determines that the first virtual character is in combat and responds to the event of the first virtual character entering combat.

12. A display device for game elements, characterized in that, include: The first response unit is used to respond to the event of the first virtual character entering the combat state, and replace the combat-related interface elements in the thumbnail form of the graphical user interface with the combat-related interface elements in the expanded form. The combat-related interface elements in the expanded form include multiple element display icons. The second response unit is used to respond to the event that the first virtual character leaves the combat state and restore the combat-related interface elements in the expanded form of the graphical user interface to the combat-related interface elements in the thumbnail form. The first response subunit is used to respond to the event that the first virtual character leaves the combat state, determine the target element display identifier from the plurality of element display identifiers, and generate a thumbnail element identifier based on the target element display identifier and the current combat information associated with the target element display identifier, as a combat-related interface element in the thumbnail form. The first replacement subunit is used to replace the combat-related interface elements in the expanded form displayed by the graphical user interface with the abbreviated element identifiers, and to cancel the display of other element display identifiers among the multiple element display identifiers on the graphical user interface.

13. A computer device, characterized in that, It includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps in the method for displaying game elements as described in any one of claims 1 to 11.

14. 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 steps in the method for displaying game elements as described in any one of claims 1 to 11.

Citation Information

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