Information processing method, apparatus, and electronic device
Patent Information
- Application Number
- CN202310954300.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-07-31
- Publication Date
- 2026-08-21
- Estimated Expiration
- 2043-07-31
AI Technical Summary
但是,在玩家调整虚拟角色属性时无法得知虚拟角色的当前战斗情况,导致玩家对虚拟角色的信息获取效率较低
[0016] This disclosure provides an information processing method, apparatus, and electronic device that can display a prompt control in an attribute adjustment sub-interface. The prompt control displays information about the virtual character's game progress in the game scene. In response to changes in game progress, the prompt control's information is updated based on the changed progress. In response to a first specified operation on the prompt control, a scene sub-interface is displayed in the graphical user interface, and the attribute adjustment sub-interface is de-displayed. The scene sub-interface contains at least a portion of the game scene. This solution provides real-time updates on the virtual character's game progress through the prompt control in the attribute adjustment sub-interface, allowing players to stay informed about the game scene while adjusting character attributes. This improves the efficiency of information acquisition for players and alleviates the technical problem of low information acquisition efficiency. Furthermore, the interactive operation of the prompt control allows players to easily switch between adjusting character attributes and the game scene combat process. This intuitive switching channel helps players navigate to the game scene to adjust aspects such as team composition, improving the convenience of game operation.
Smart Images

Figure CN116850587B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to an information processing method, apparatus, and electronic device. Background Technology
[0002] Many games offer various attribute adjustments for the virtual characters controlled by players. For example, in simulation games, players can upgrade their virtual characters to make combat more advantageous. Or, players can add a skill to their virtual characters to diversify their combat methods.
[0003] Currently, when players adjust the attributes of their virtual characters, the graphical user interface displays various aspects of the character's attributes for players to choose and adjust. However, players cannot see the current combat status of their virtual characters while adjusting these attributes, resulting in low efficiency in obtaining information about the virtual characters. Summary of the Invention
[0004] The purpose of this disclosure is to provide an information processing method, apparatus, and electronic device to alleviate the technical problem of low efficiency in players' acquisition of information from virtual characters.
[0005] In a first aspect, embodiments of this disclosure provide an information processing method, which provides a graphical user interface through a terminal device, wherein a game scene includes a virtual character controlled by the terminal device, and the graphical user interface displays a sub-interface for adjusting the attributes of the virtual character; the method includes:
[0006] A prompt control is displayed in the attribute adjustment sub-interface; wherein the prompt information of the prompt control includes the game progress of the virtual character in the game scene;
[0007] In response to a change in the game progress, the prompt information of the prompt control is updated according to the changed game progress;
[0008] In response to a first specified operation on the prompt control, a scene sub-interface is displayed and the attribute adjustment sub-interface is de-displayed in the graphical user interface; wherein the scene sub-interface contains at least a portion of the game scene.
[0009] Secondly, an information processing device is provided, which provides a graphical user interface via a terminal device. The game scene includes a virtual character controlled by the terminal device, and the graphical user interface displays a sub-interface for adjusting the attributes of the virtual character; including:
[0010] The first display module is used to display a prompt control in the attribute adjustment sub-interface; wherein the prompt information of the prompt control includes the game progress of the virtual character in the game scene;
[0011] An update module is used to update the prompt information of the prompt control according to the changed game progress in response to a change in the game progress;
[0012] The second display module is configured to, in response to a first specified operation on the prompt control, display a scene sub-interface and de-display the attribute adjustment sub-interface in the graphical user interface; wherein the scene sub-interface contains at least a portion of the game scene.
[0013] Thirdly, this disclosure also provides an electronic terminal, including a memory and a processor, wherein the memory stores a computer program that can run on the processor, and the processor executes the computer program to implement the method described in the first aspect above.
[0014] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the method described in the first aspect above.
[0015] The embodiments disclosed herein bring the following beneficial effects:
[0016] This disclosure provides an information processing method, apparatus, and electronic device that can display a prompt control in an attribute adjustment sub-interface. The prompt control displays information about the virtual character's game progress in the game scene. In response to changes in game progress, the prompt control's information is updated based on the changed progress. In response to a first specified operation on the prompt control, a scene sub-interface is displayed in the graphical user interface, and the attribute adjustment sub-interface is de-displayed. The scene sub-interface contains at least a portion of the game scene. This solution provides real-time updates on the virtual character's game progress through the prompt control in the attribute adjustment sub-interface, allowing players to stay informed about the game scene while adjusting character attributes. This improves the efficiency of information acquisition for players and alleviates the technical problem of low information acquisition efficiency. Furthermore, the interactive operation of the prompt control allows players to easily switch between adjusting character attributes and the game scene combat process. This intuitive switching channel helps players navigate to the game scene to adjust aspects such as team composition, improving the convenience of game operation.
[0017] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0018] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0019] Figure 1 The illustration shows an application scenario provided by an embodiment of this disclosure;
[0020] Figure 2 A schematic diagram of the structure of a mobile phone provided in an embodiment of this disclosure is shown;
[0021] Figure 3 This illustration shows a schematic diagram of a use scenario for a touch terminal provided in an embodiment of the present disclosure;
[0022] Figure 4 A flowchart illustrating the information processing method provided in this embodiment of the disclosure;
[0023] Figure 5 A schematic diagram of a terminal displaying a graphical user interface is shown according to an embodiment of the present disclosure;
[0024] Figure 6 A schematic diagram of a terminal displaying another graphical user interface is shown, according to an embodiment of this disclosure;
[0025] Figure 7 This is a schematic diagram of the structure of an information processing device provided in an embodiment of the present disclosure;
[0026] Figure 8 A schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure is shown. Detailed Implementation
[0027] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0028] The terms “comprising” and “having”, and any variations thereof, used in the embodiments of this disclosure are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not limited to the steps or units listed, but may optionally include other steps or units not listed, or may optionally include other steps or units inherent to such processes, methods, products, or devices.
[0029] Currently, idle games typically allow players to access other modules for character development while the game is in idle combat, but players still need to constantly monitor the battle situation. Currently, battle results are only displayed via pop-ups after a successful or unsuccessful battle. Furthermore, these pop-ups are short-lived, usually around 5 seconds, and often disappear after the player completes their current task, requiring them to manually navigate to the instance to address the battle outcome, such as adjusting their team composition. Moreover, idle games often have numerous instances, making it easy for players to forget the current instance's content and progress, thus diminishing the overall gaming experience.
[0030] This shows that players are currently inefficient at obtaining information about their virtual characters when adjusting their attributes.
[0031] Based on this, the present disclosure provides an information processing method, apparatus, and electronic device, which can alleviate the technical problem of low efficiency in players obtaining information about virtual characters.
[0032] In one embodiment of this disclosure, the information processing method can run on a local terminal device or a server. When the information processing method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0033] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information processing methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0034] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0035] In one possible implementation, this disclosure provides an information processing method that provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0036] For example, such as Figure 1 As shown, Figure 1 This is a schematic diagram illustrating an application scenario provided by an embodiment of this disclosure. The application scenario may include a touch terminal (e.g., mobile phone 102) and a server 101. The touch terminal can communicate with the server 101 via a wired or wireless network. The touch terminal is used to run a virtual desktop, through which it can interact with the server 101 to control the content on the server 101.
[0037] This embodiment uses a mobile phone 102 as an example to illustrate the touch terminal. The mobile phone 102 includes components such as a radio frequency (RF) circuit 110, a memory 120, a touchscreen 130, and a processor 140. Those skilled in the art will understand that... Figure 2 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine or separate certain components, or have different component arrangements. Those skilled in the art will understand that the touchscreen 130 is a user interface (UI), and the mobile phone 102 may include a user interface with fewer components than shown.
[0038] The RF circuit 110 can also communicate wirelessly with networks and other devices. The wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Messaging Service (SMS).
[0039] The memory 120 can be used to store software programs and modules. The processor 140 executes various functional applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 120. The memory 120 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function, etc.; the data storage area may store data created based on the use of the mobile phone 102, etc. In addition, the memory 120 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0040] The touchscreen 130 can be used to display a graphical user interface and receive user actions on the graphical user interface. Specifically, the touchscreen 130 may include a display panel and a touch panel. The display panel may be configured as a liquid crystal display (LCD), an organic light-emitting diode (OLED), or similar device. The touch panel can collect touch or non-touch operations from the user on or near it (e.g., ...). Figure 3As shown, the user operates on or near the touch panel using their finger 103, stylus, or any suitable object or accessory, generating pre-set operation commands. The touch panel may include a touch detection device and a touch controller. The touch detection device detects the user's touch position and posture, and detects the signals generated by the touch operation, transmitting the signals to the touch controller. The touch controller receives touch information from the touch detection device, converts it into information that the processor can process, and sends it to the processor 140. It can also receive and execute commands from the processor 140. Furthermore, the touch panel can be implemented using various types of technologies, such as resistive, capacitive, infrared, and surface acoustic wave, or any future-developed technology. Further, the touch panel may cover the display panel. The user can operate on or near the touch panel covered by the graphical user interface displayed on the display panel. After detecting the operation on or near the touch panel, the touch panel transmits it to the processor 140 to confirm the user input. Subsequently, the processor 140 responds to the user input by providing corresponding visual output on the display panel. In addition, the touch panel and the display panel can be implemented as two separate components or integrated together.
[0041] The processor 140 is the control center of the mobile phone 102. It connects to various parts of the mobile phone through various interfaces and lines. By running or executing software programs and / or modules stored in the memory 120, and calling data stored in the memory 120, it performs various functions of the mobile phone 102 and processes data, thereby monitoring the mobile phone as a whole.
[0042] The embodiments of this disclosure will be further described below with reference to the accompanying drawings.
[0043] Figure 4 This is a flowchart illustrating an information processing method provided in an embodiment of the present disclosure. The method can be applied to a terminal device capable of displaying a graphical user interface (e.g., Figure 2 The mobile phone 102 shown provides a graphical user interface through the terminal device. The game scene contains virtual characters controlled by the terminal device, and the graphical user interface displays a sub-interface for adjusting the attributes of the virtual characters.
[0044] like Figure 4 As shown, the method includes:
[0045] Step S410: Display a tooltip control in the property adjustment sub-interface.
[0046] The prompt control displays information about the virtual character's game progress within the game scene. It's important to note that this game progress can encompass various aspects of the game scene's progress, making the information displayed by the prompt control more comprehensive and providing players with richer and more complete information. For example, the game progress may include any one or more of the following: the virtual character's combat results in the game scene, the virtual character's game state in the game scene, the current situation in the game scene, the number of times the virtual character has won in the game scene, and the number of times the virtual character has lost in the game scene.
[0047] In one alternative implementation, the tooltip control can be a relatively large area or a relatively small area on the graphical user interface (GUI). The tooltip control can be square, rectangular, box-shaped, or other shapes (e.g., circular). The content presented in the GUI can include the entire tooltip control or only a portion of the content area. The tooltip control can be displayed in the upper left, upper right, or other positions on the GUI; this exemplary embodiment is not limited to these locations.
[0048] For example, such as Figure 5 As shown, in the attribute adjustment sub-interface of the virtual character 501, not only are there multiple attribute adjustment controls 502 for the virtual character 501, but also a prompt control 503.
[0049] In practical applications, the tooltip control can be displayed in any way within the property adjustment sub-interface, for example, such as... Figure 5 As shown, the prompt control 503 is displayed as a floating window in the upper right corner of the attribute adjustment sub-interface. This floating window displays the virtual character's game progress in the game scene, such as map progression, battle progress, dungeon name, level number, and ongoing battle status. In one possible implementation, if the player clicks on this floating window, they can directly go to the game scene, for example, directly to a dungeon to engage in battle.
[0050] Step S420: In response to a change in game progress, update the prompt information of the prompt control according to the changed game progress.
[0051] In one alternative implementation, the updated tooltip control can be a relatively large area or a relatively small area on the graphical user interface (GUI). The updated tooltip control can be square, rectangular, box-shaped, or other shapes (e.g., circular). The content presented in the GUI can include the entire updated tooltip control or only a portion of the content hotspot. The updated tooltip control can be displayed in the upper left, upper right, or other positions on the GUI; this exemplary embodiment is not limited to these locations.
[0052] For example, such as Figure 5 As shown, if the virtual character's game progress in the game scene undergoes a significant stage change, the original prompt control 503 in the attribute adjustment sub-interface of the virtual character 501 will be updated according to the changed game progress, and the updated prompt control 504 will be displayed.
[0053] It should be noted that the update process from the original prompt control 503 to the updated prompt control 504 can include various conversion methods, such as updating the label content displayed in the prompt control, changing the display size, display color, display shape of the prompt control in the graphical user interface, etc.
[0054] For example, such as Figure 5 As shown, the original prompt control 503 is transformed into an updated prompt control 504 by increasing its size, changing its shape, and updating its identifier text. For example, the original floating window-style prompt control 503 is popped up in the direction of the arrow to form a banner-style prompt control 504.
[0055] For example, regarding updates to the content of the prompt control, if the game progresses to a state of victory, the word "Victory" will be displayed in the updated prompt control, and the prompt control and its word color can also be displayed in yellow. If the game progresses to a state of defeat, the word "Defeat" will be displayed in the updated prompt control, and the prompt control and its word color can also be displayed in blue.
[0056] In step S430, in response to the first specified operation for the prompt control, the scene sub-interface is displayed in the graphical user interface and the attribute adjustment sub-interface is de-displayed.
[0057] The scene sub-interface contains at least a portion of the game scene. For example, such as... Figure 6 As shown, the scene sub-interface displays the virtual character 501 controlled by the player and the enemy character 601 fighting in the game scene.
[0058] In practical applications, the first specified operation for a prompt control can include multiple types of operations without restriction, making the operation more flexible. For example, the first specified operation includes any one or more of the following: click operation, swipe operation, and operation with an operation duration longer than a preset duration.
[0059] As an example, such as Figure 5 and Figure 6As shown, if the player clicks the updated prompt control 504, the attribute adjustment sub-interface will no longer be displayed in the graphical user interface, but instead the scene sub-interface will be displayed. The virtual character 501 can go directly to the battle. For example, the player can directly control the virtual character 501 in the scene sub-interface to fight against the enemy character 601 in the game scene.
[0060] It should be noted that when the attribute adjustment sub-interface is displayed in the graphical user interface, if only the development page for virtual character 501 is shown, virtual character 501 can remain in combat in the game scene; however, the combat scene for this continuous battle is not displayed in the graphical user interface. If the player operates the original prompt control 503 or the updated prompt control 504 in the attribute adjustment sub-interface, they can switch from the current attribute adjustment sub-interface to the scene display sub-interface to quickly go to the combat scene where virtual character 501 is continuously fighting. For example, when a player loses a battle, this direct jump allows the player to quickly go to the defeated level to adjust their lineup.
[0061] In this embodiment, the prompt control in the attribute adjustment sub-interface can provide real-time updates on the virtual character's game progress in the game scene, allowing players to stay informed about the game scene while adjusting character attributes. This improves the efficiency of information acquisition for players regarding virtual characters. Furthermore, the interactive operation of this prompt control allows players to easily switch between adjusting character attributes and the game scene combat process. This intuitive switching channel helps players navigate to the game scene to make adjustments such as team composition, enhancing the convenience of player gameplay.
[0062] The steps described above will be explained in detail below.
[0063] In some embodiments, when displaying the scene sub-interface, a return control can be used to return to the attribute adjustment sub-interface, enabling quick and convenient switching between the two operation scenes: scene battle and attribute adjustment. As an example, after step S430, the method may further include the following steps:
[0064] Step a) Display the return control in the scene sub-interface.
[0065] The return control indicates a return from the scene sub-interface to the property adjustment sub-interface. For example, ... Figure 6 As shown, there is a return control 602 in the upper left corner of the scene sub-interface. If the player wants to adjust the attributes of the virtual character, they can click the return control 602 at any time.
[0066] In this embodiment of the disclosure, when only the scene sub-interface is displayed in the graphical user interface, the user can also return to the attribute adjustment sub-interface by using the return control, so as to achieve quick and convenient switching between the two operation scenes of scene battle and attribute adjustment.
[0067] Based on step a) above, if the player clicks the back control, they can directly return to the previous attribute adjustment sub-interface, allowing for quick and convenient access to the character attribute adjustment process. As an example, after step a), the method may further include the following steps:
[0068] Step b) In response to the third specified operation for the return control, the property adjustment sub-interface is displayed in the graphical user interface and the scene sub-interface is canceled.
[0069] For example, such as Figure 6 As shown, a return control 602 is displayed in the upper left corner of the scene sub-interface. If the player clicks the return control 602, they can directly return to the previous attribute adjustment sub-interface, as shown below. Figure 5 As shown, this allows players to quickly and easily enter the process of adjusting character attributes.
[0070] In some embodiments, the update method for the prompt control can include multiple transformation methods to enrich the prompt effect achieved through the update. As an example, step S420 above may include the following steps:
[0071] Step c) In response to a change in game progress, update the label content displayed in the tooltip control according to the changed game progress, and / or change the display format of the tooltip control in the graphical user interface.
[0072] For example, to change the display format of the prompt control in the graphical user interface, such as... Figure 5 As shown, the original prompt control 503 is transformed into an updated prompt control 504 by increasing its size, changing its shape, and updating its identifier text. For example, the original floating window-style prompt control 503 is popped up in the direction of the arrow to form a banner-style prompt control 504.
[0073] In practical applications, display formats can be varied, making update methods more flexible. For example, the display format of a tooltip control in a graphical user interface can include any one or more of the following: display color, display size, and display shape.
[0074] As an optional implementation, different colors are used in the prompt control to distinguish between victory and defeat states, making it easier for players to observe the battle status. For example, if the game progresses to a victory state, the updated prompt control will display the word "Victory," and the prompt control and its text can also be displayed in yellow. If the game progresses to a defeat state, the updated prompt control will display the word "Defeat," and the prompt control and its text can also be displayed in blue.
[0075] In this embodiment of the disclosure, the update method for the prompt control can include various forms of content conversion, making the prompt effect achieved through the update more comprehensive and richer.
[0076] In some embodiments, if the player does not interact with the updated tooltip control for an extended period, it can revert to its previous smaller display size to save space occupied by the control in the graphical user interface. As an example, the updated tooltip control has a larger display size than the previous tooltip control; after step S420, the method may further include the following steps:
[0077] Step d): In response to the updated tooltip not being triggered by any operation within a preset time period, the display size of the updated tooltip is restored to the display size of the tooltip before the update in the property adjustment sub-interface.
[0078] For example, such as Figure 5 As shown, if the player does not click the banner-style update notification control within 5 seconds, the banner will swipe right to revert to its previous form as a small floating window in the upper right corner. By reverting to its smaller, pre-update display size when the player does not interact with the update notification control for an extended period, the space occupied by the control in the graphical user interface can be saved.
[0079] In some embodiments, different operation methods of the prompt control correspond to different effects, thereby expanding the functionality of the prompt control. As an example, after step S410, the method may further include the following steps:
[0080] Step e) In response to a second specified action on the prompt control, progress information of the game progress is displayed in the graphical user interface.
[0081] As an optional implementation, the first specified operation and the second specified operation are different operation methods, which can achieve different display effects. For example, the first specified operation is a click operation on the prompt control, and the second specified operation is a swipe operation on the prompt control.
[0082] When a player clicks the tooltip, the graphical user interface switches from the scene display sub-interface to the attribute adjustment sub-interface; when a player slides the same tooltip, the game progress information is displayed in the graphical user interface.
[0083] The displayed progress information can include various aspects, allowing players to obtain more comprehensive information. For example, progress information may include one or more of the following: a thumbnail of the game scene, an image of the virtual character in the game scene, and the remaining energy value of the virtual character in the game scene.
[0084] In this embodiment of the disclosure, different operation methods of the prompt control can correspond to different effects, so that the same prompt control can have more functions.
[0085] In some embodiments, the display of the prompt control can be triggered by a specified game event, which saves interface space and provides timely prompts for game events. As an example, step S410 above may include the following steps:
[0086] Step f) In response to a specified game event occurring in the game scene by the virtual character, a prompt control is displayed in the attribute adjustment sub-interface.
[0087] In this embodiment of the disclosure, the initial display of the prompt control can be triggered by specifying a game event, which can both save the space of the graphical user interface and promptly prompt the player of the occurrence of a certain game event.
[0088] Figure 7 A schematic diagram of an information processing device is provided. A graphical user interface (GUI) is provided via a terminal device. The game scene includes a virtual character controlled by the terminal device, and the GUI displays sub-interfaces for adjusting the attributes of the virtual character. Figure 7 As shown, the information processing device 700 includes:
[0089] The first display module 701 is used to display a prompt control in the attribute adjustment sub-interface; wherein the prompt information of the prompt control includes the game progress of the virtual character in the game scene;
[0090] The update module 702 is used to update the prompt information of the prompt control according to the changed game progress in response to the change in game progress;
[0091] The second display module 703 is configured to, in response to a first specified operation on the prompt control, display a scene sub-interface and de-display the attribute adjustment sub-interface in the graphical user interface; wherein the scene sub-interface contains at least a portion of the game scene.
[0092] Through the aforementioned method, the prompt controls in the attribute adjustment sub-interface can provide real-time updates on the virtual character's game progress within the game scene. This allows players to stay informed about the game's progress while adjusting character attributes, improving the efficiency of information retrieval and alleviating the technical issue of low information acquisition efficiency. Furthermore, the interactive operation of these prompt controls allows players to easily switch between adjusting character attributes and engaging in combat. This intuitive switching channel facilitates adjustments to team compositions and other aspects of the game, enhancing the convenience of player controls.
[0093] In one feasible implementation, the device further includes:
[0094] The third display module is used to display a return control in the scene sub-interface; wherein the return control is used to indicate returning from the scene sub-interface to the attribute adjustment sub-interface.
[0095] In one feasible implementation, the device further includes:
[0096] The fourth display module is used to display the attribute adjustment sub-interface and cancel the scene sub-interface in the graphical user interface in response to a third specified operation on the return control.
[0097] In one feasible implementation, the game progress includes any one or more of the following:
[0098] The virtual character's combat results in the game scene, the virtual character's game state in the game scene, the situation in the game scene, the number of times the virtual character wins in the game scene, and the number of times the virtual character loses in the game scene.
[0099] In one feasible implementation, the update module is specifically used for:
[0100] In response to a change in the game progress, the identifier displayed in the prompt control is updated according to the changed game progress, and / or the display format of the prompt control in the graphical user interface is changed.
[0101] In one feasible implementation, the display form of the prompt control in the graphical user interface includes any one or more of the following:
[0102] Display color, display size, display shape.
[0103] In one feasible implementation, the updated display size of the prompt control is larger than the original display size of the prompt control; the device further includes:
[0104] The fifth display module is used to restore the display size of the updated prompt control to the display size of the original prompt control in the attribute adjustment sub-interface if the updated prompt control is not triggered by an operation within a preset time period.
[0105] In one feasible implementation, the first specified operation includes any one or more of the following:
[0106] Click operations, swipe operations, and operations whose duration exceeds the preset duration.
[0107] In one feasible implementation, the device further includes:
[0108] The sixth display module is used to display the game progress information in the graphical user interface in response to a second specified operation on the prompt control.
[0109] In one feasible implementation, the first specified operation is a click operation on the prompt control; the second specified operation is a swipe operation on the prompt control.
[0110] In one feasible implementation, the progress information includes any one or more of the following:
[0111] The thumbnail of the game scene, the character image of the virtual character in the game scene, and the remaining energy value of the virtual character in the game scene.
[0112] In one feasible implementation, the first display module is specifically used for:
[0113] In response to a specified game event occurring in the game scene by the virtual character, a prompt control is displayed in the attribute adjustment sub-interface.
[0114] The information processing apparatus provided in this embodiment has the same technical features as the information processing method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0115] Figure 8 This diagram illustrates the structure of an electronic device according to an embodiment of the present disclosure, including a processor 801, a storage medium 802, and a bus 803. The storage medium 802 stores machine-readable instructions executable by the processor 801. When the electronic device runs an information processing method as described in the embodiment, the processor 801 communicates with the storage medium 802 via the bus 803. The processor 801 executes the machine-readable instructions. The preamble of the method item in the processor 801 performs the following steps:
[0116] A prompt control is displayed in the attribute adjustment sub-interface; wherein the prompt information of the prompt control includes the game progress of the virtual character in the game scene;
[0117] In response to a change in the game progress, the prompt information of the prompt control is updated according to the changed game progress;
[0118] In response to a first specified operation on the prompt control, a scene sub-interface is displayed and the attribute adjustment sub-interface is de-displayed in the graphical user interface; wherein the scene sub-interface contains at least a portion of the game scene.
[0119] In one feasible implementation, after displaying the scene sub-interface and de-displaying the attribute adjustment sub-interface in the graphical user interface, the processor is further configured to:
[0120] A return control is displayed in the scene sub-interface; wherein, the return control is used to indicate returning from the scene sub-interface to the attribute adjustment sub-interface.
[0121] In one feasible implementation, after displaying the return control in the scene sub-interface, the processor is further configured to:
[0122] In response to a third specified operation on the return control, the attribute adjustment sub-interface is displayed in the graphical user interface and the scene sub-interface is de-displayed.
[0123] In one feasible implementation, the game progress includes any one or more of the following:
[0124] The virtual character's combat results in the game scene, the virtual character's game state in the game scene, the situation in the game scene, the number of times the virtual character wins in the game scene, and the number of times the virtual character loses in the game scene.
[0125] In one feasible implementation, when the processor updates the prompt information of the prompt control in response to a change in the game progress, it is specifically configured to:
[0126] In response to a change in the game progress, the identifier displayed in the prompt control is updated according to the changed game progress, and / or the display format of the prompt control in the graphical user interface is changed.
[0127] In one feasible implementation, the display form of the prompt control in the graphical user interface includes any one or more of the following:
[0128] Display color, display size, display shape.
[0129] In one feasible implementation, the updated display size of the prompt control is larger than the original display size of the prompt control; after updating the prompt information of the prompt control according to the changed game progress in response to a change in game progress, the processor is further configured to:
[0130] If the updated prompt control is not triggered by any operation within a preset time period, the display size of the updated prompt control will be restored to the display size of the original prompt control in the attribute adjustment sub-interface.
[0131] In one feasible implementation, the first specified operation includes any one or more of the following:
[0132] Click operations, swipe operations, and operations whose duration exceeds the preset duration.
[0133] In one feasible implementation, after displaying the tooltip control in the attribute adjustment sub-interface, the processor is further configured to:
[0134] In response to a second specified operation on the prompt control, progress information of the game progress is displayed in the graphical user interface.
[0135] In one feasible implementation, the first specified operation is a click operation on the prompt control;
[0136] The second specified operation is a sliding operation on the prompt control.
[0137] In one feasible implementation, the progress information includes any one or more of the following:
[0138] The thumbnail of the game scene, the character image of the virtual character in the game scene, and the remaining energy value of the virtual character in the game scene.
[0139] In one feasible implementation, when the processor executes the function of displaying the prompt control in the attribute adjustment sub-interface, it is specifically used for:
[0140] In response to a specified game event occurring in the game scene by the virtual character, a prompt control is displayed in the attribute adjustment sub-interface.
[0141] Through the aforementioned method, the prompt controls in the attribute adjustment sub-interface can provide real-time updates on the virtual character's game progress within the game scene. This allows players to stay informed about the game's progress while adjusting character attributes, improving the efficiency of information retrieval and alleviating the technical issue of low information acquisition efficiency. Furthermore, the interactive operation of these prompt controls allows players to easily switch between adjusting character attributes and engaging in combat. This intuitive switching channel facilitates adjustments to team compositions and other aspects of the game, enhancing the convenience of player controls.
[0142] In practical applications, the memory 801 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 804 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc.
[0143] Bus 803 can be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0144] The memory 801 is used to store programs. After receiving an execution instruction, the processor 802 executes the program. The method executed by the apparatus defined by the process disclosed in any of the foregoing embodiments of this disclosure can be applied to the processor 802 or implemented by the processor 802.
[0145] The processor 802 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 802 or by instructions in software form. The processor 802 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the field, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 801, and processor 802 reads the information from memory 801 and, in conjunction with its hardware, completes the steps of the above method.
[0146] This disclosure also provides a computer-readable storage medium storing a computer program that is executed by a processor, wherein the processor performs the following steps:
[0147] A prompt control is displayed in the attribute adjustment sub-interface; wherein the prompt information of the prompt control includes the game progress of the virtual character in the game scene;
[0148] In response to a change in the game progress, the prompt information of the prompt control is updated according to the changed game progress;
[0149] In response to a first specified operation on the prompt control, a scene sub-interface is displayed and the attribute adjustment sub-interface is de-displayed in the graphical user interface; wherein the scene sub-interface contains at least a portion of the game scene.
[0150] In one feasible implementation, after displaying the scene sub-interface and de-displaying the attribute adjustment sub-interface in the graphical user interface, the processor is further configured to:
[0151] A return control is displayed in the scene sub-interface; wherein, the return control is used to indicate returning from the scene sub-interface to the attribute adjustment sub-interface.
[0152] In one feasible implementation, after displaying the return control in the scene sub-interface, the processor is further configured to:
[0153] In response to a third specified operation on the return control, the attribute adjustment sub-interface is displayed in the graphical user interface and the scene sub-interface is de-displayed.
[0154] In one feasible implementation, the game progress includes any one or more of the following:
[0155] The virtual character's combat results in the game scene, the virtual character's game state in the game scene, the situation in the game scene, the number of times the virtual character wins in the game scene, and the number of times the virtual character loses in the game scene.
[0156] In one feasible implementation, when the processor updates the prompt information of the prompt control in response to a change in the game progress, it is specifically configured to:
[0157] In response to a change in the game progress, the identifier displayed in the prompt control is updated according to the changed game progress, and / or the display format of the prompt control in the graphical user interface is changed.
[0158] In one feasible implementation, the display form of the prompt control in the graphical user interface includes any one or more of the following:
[0159] Display color, display size, display shape.
[0160] In one feasible implementation, the updated display size of the prompt control is larger than the original display size of the prompt control; after updating the prompt information of the prompt control according to the changed game progress in response to a change in game progress, the processor is further configured to:
[0161] If the updated prompt control is not triggered by any operation within a preset time period, the display size of the updated prompt control will be restored to the display size of the original prompt control in the attribute adjustment sub-interface.
[0162] In one feasible implementation, the first specified operation includes any one or more of the following:
[0163] Click operations, swipe operations, and operations whose duration exceeds the preset duration.
[0164] In one feasible implementation, after displaying the tooltip control in the attribute adjustment sub-interface, the processor is further configured to:
[0165] In response to a second specified operation on the prompt control, progress information of the game progress is displayed in the graphical user interface.
[0166] In one feasible implementation, the first specified operation is a click operation on the prompt control;
[0167] The second specified operation is a sliding operation on the prompt control.
[0168] In one feasible implementation, the progress information includes any one or more of the following:
[0169] The thumbnail of the game scene, the character image of the virtual character in the game scene, and the remaining energy value of the virtual character in the game scene.
[0170] In one feasible implementation, when the processor executes the function of displaying the prompt control in the attribute adjustment sub-interface, it is specifically used for:
[0171] In response to a specified game event occurring in the game scene by the virtual character, a prompt control is displayed in the attribute adjustment sub-interface.
[0172] Through the aforementioned method, the prompt controls in the attribute adjustment sub-interface can provide real-time updates on the virtual character's game progress within the game scene. This allows players to stay informed about the game's progress while adjusting character attributes, improving the efficiency of information retrieval and alleviating the technical issue of low information acquisition efficiency. Furthermore, the interactive operation of these prompt controls allows players to easily switch between adjusting character attributes and engaging in combat. This intuitive switching channel facilitates adjustments to team compositions and other aspects of the game, enhancing the convenience of player controls.
[0173] In this embodiment of the disclosure, the computer program, when run by the processor, can also execute other machine-readable instructions to perform other methods as described in the embodiments. For details on the specific execution steps and principles, please refer to the description of the embodiments, which will not be repeated here.
[0174] In the embodiments provided in this disclosure, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings or direct couplings or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0175] For example, the flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods, and computer program products according to various embodiments of the present disclosure. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in block diagrams and / or flowcharts, may be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.
[0176] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0177] In addition, the functional units in the embodiments provided in this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0178] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the information processing methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0179] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.
[0180] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure; and these modifications, changes, 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 disclosure. All should be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. An information processing method, characterized in that, A graphical user interface is provided through a terminal device, the game scene includes a virtual character controlled by the terminal device, and the graphical user interface displays a sub-interface for adjusting the attributes of the virtual character; the method includes: A prompt control is displayed in the attribute adjustment sub-interface; wherein the prompt information of the prompt control includes the game progress of the virtual character in the game scene; In response to a change in the game progress, the prompt information of the prompt control is updated according to the changed game progress; In response to a first specified operation on the prompt control, a scene sub-interface is displayed and the attribute adjustment sub-interface is de-displayed in the graphical user interface; wherein the scene sub-interface contains at least a portion of the game scene.
2. The method according to claim 1, characterized in that, The game progress includes any one or more of the following: The virtual character's combat results in the game scene, the virtual character's game state in the game scene, the situation in the game scene, the number of times the virtual character wins in the game scene, and the number of times the virtual character loses in the game scene.
3. The method according to claim 1, characterized in that, The step of responding to a change in game progress and updating the prompt information of the prompt control according to the changed game progress includes: In response to a change in the game progress, the identifier displayed in the prompt control is updated according to the changed game progress, and / or the display format of the prompt control in the graphical user interface is changed.
4. The method according to claim 3, characterized in that, The display form of the prompt control in the graphical user interface includes any one or more of the following: Display color, display size, display shape.
5. The method according to claim 1, characterized in that, The updated display size of the prompt control is larger than the original display size; after updating the prompt information of the prompt control according to the changed game progress in response to a change in game progress, the method further includes: If the updated prompt control is not triggered by any operation within a preset time period, the display size of the updated prompt control will be restored to the display size of the original prompt control in the attribute adjustment sub-interface.
6. The method according to claim 1, characterized in that, The first specified operation includes any one or more of the following: Click operations, swipe operations, and operations whose duration exceeds the preset duration.
7. The method according to claim 1, characterized in that, After displaying the tooltip control in the attribute adjustment sub-interface, the following is also included: In response to a second specified operation on the prompt control, progress information of the game progress is displayed in the graphical user interface.
8. The method according to claim 7, characterized in that, The first specified operation is a click operation on the prompt control; The second specified operation is a sliding operation on the prompt control.
9. The method according to claim 7, characterized in that, The progress information includes any one or more of the following: The thumbnail of the game scene, the character image of the virtual character in the game scene, and the remaining energy value of the virtual character in the game scene.
10. The method according to claim 1, characterized in that, After displaying the scene sub-interface and de-displaying the attribute adjustment sub-interface in the graphical user interface, the method further includes: A return control is displayed in the scene sub-interface; wherein, the return control is used to indicate returning from the scene sub-interface to the attribute adjustment sub-interface.
11. The method according to claim 10, characterized in that, After displaying the return control in the scene sub-interface, the following is also included: In response to a third specified operation on the return control, the attribute adjustment sub-interface is displayed in the graphical user interface and the scene sub-interface is de-displayed.
12. The method according to claim 1, characterized in that, The tooltip control displayed in the attribute adjustment sub-interface includes: In response to a specified game event occurring in the game scene by the virtual character, a prompt control is displayed in the attribute adjustment sub-interface.
13. An information processing device, characterized in that, A graphical user interface is provided through a terminal device. The game scene includes virtual characters controlled by the terminal device, and the graphical user interface displays sub-interfaces for adjusting the attributes of the virtual characters; including: The first display module is used to display a prompt control in the attribute adjustment sub-interface; wherein the prompt information of the prompt control includes the game progress of the virtual character in the game scene; An update module is used to update the prompt information of the prompt control in response to a change in the game progress, based on the changed game progress. The second display module is configured to, in response to a first specified operation on the prompt control, display a scene sub-interface and de-display the attribute adjustment sub-interface in the graphical user interface; wherein the scene sub-interface contains at least a portion of the game scene.
14. An electronic terminal, comprising a memory and a processor, wherein the memory stores a computer program executable on the processor, characterized in that, When the processor executes the computer program, it implements the method described in any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the method according to any one of claims 1 to 12.
Citation Information
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Information prompting method and device, storage medium and electronic equipment
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Method, apparatus and terminal for displaying prompt information
US20180043261A1