Game interface display method and device, electronic equipment and readable storage medium

CN117732053BActive Publication Date: 2026-09-22NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311548668.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-11-20
Publication Date
2026-09-22
Estimated Expiration
2043-11-20

AI Technical Summary

Technical Problem

[0003]上述不停的切换需要查看的游戏界面的方式,操作繁琐且玩家在同一时间只能选择其中一个游戏界面查看,不利于玩家同时查看两个游戏界面所展示的信息;而将原本需要在两个游戏界面中所展示的信息同时显示在一个游戏界面的方式,由于显示屏幕较小,在一个游戏界面展示的信息要素过多,不利于玩家对游戏信息的获取,不利于玩家的游戏操作,且容易造成玩家的视觉疲劳

Benefits of technology

[0019]可见,本申请实施例提供的游戏界面显示方法,可以使玩家便捷的同时查看不同游戏界面的界面内容,不用频繁的切换游戏界面而择一查看,操作简单,可以减轻玩家的记忆负担,进而提升玩家的游戏体验。

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Abstract

The application discloses a game interface display method and device, electronic equipment and a computer readable storage medium. The method comprises the following steps: displaying a first game interface in each game interface of a virtual game; in response to a first screenshot operation on the first game interface, displaying a first screenshot interface intercepted by the first screenshot operation; the first screenshot interface comprises at least part of the interface content of the first game interface; the display level of the first screenshot interface is higher than the display level of each game interface; in response to a switching operation on the first game interface, displaying a second game interface corresponding to the switching operation; and the first screenshot interface is displayed above the display level of the second game interface. The method can enable a player to conveniently view the interface content of different game interfaces at the same time, without frequently switching game interfaces, and the operation is simple.
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Description

Technical Field

[0001] This application relates to the field of computers, and specifically to a method, apparatus, electronic device, and computer-readable storage medium for displaying a game interface. Background Technology

[0002] In games, there are often features or requirements that require players to simultaneously combine information displayed on two game interfaces to advance the game. Currently, for games running on mobile phones with small screens, if players need to view information displayed on two interfaces, they need to constantly switch between the currently viewed game interfaces, that is, frequently open or close the game interfaces to view information from different game interfaces, or display information that would normally be shown on two game interfaces simultaneously on one game interface.

[0003] The aforementioned method of constantly switching between game interfaces is cumbersome, and players can only select one game interface to view at a time, which is not conducive to players viewing information displayed on two game interfaces simultaneously. On the other hand, displaying information that would normally be displayed on two game interfaces simultaneously on one game interface is problematic due to the small screen size, resulting in too many information elements displayed on one game interface. This is not conducive to players' acquisition of game information, hinders their gameplay, and easily causes visual fatigue.

[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this application, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0005] In view of this, this application provides a game interface display method, device, electronic device, and computer-readable storage medium, which allows players to conveniently view the content of different game interfaces simultaneously without frequently switching game interfaces, and the operation is simple.

[0006] In a first aspect, embodiments of this application provide a method for displaying a game interface, the method comprising:

[0007] Displays the first game interface among the various game interfaces of the virtual game;

[0008] In response to a first screenshot operation on a first game interface, a first screenshot interface captured by the first screenshot operation is displayed; the first screenshot interface includes at least a portion of the interface content of the first game interface; the display layer of the first screenshot interface is higher than the display layer of each game interface.

[0009] In response to a switching operation on the first game interface, the second game interface corresponding to the switching operation is displayed, and the first screenshot is displayed above the display layer of the second game interface.

[0010] Secondly, embodiments of this application provide a game interface display device, which includes: a first display unit, a second display unit, and a third display unit;

[0011] The first display unit is used to display the first game interface among the various game interfaces of the virtual game;

[0012] The second display unit is configured to respond to a first screenshot operation on the first game interface and display a first screenshot interface captured by the first screenshot operation; the first screenshot interface includes at least a portion of the interface content of the first game interface; the display layer of the first screenshot interface is higher than the display layer of each game interface.

[0013] The third display unit is used to respond to the switching operation of the first game interface and display the second game interface corresponding to the switching operation, with the first screenshot interface displayed above the display layer of the second game interface.

[0014] Thirdly, embodiments of this application provide an electronic device, including:

[0015] Processor; and

[0016] The memory is used to store data processing programs, which, when the electronic device is powered on and run by the processor, execute the method as described in the first aspect.

[0017] Fourthly, embodiments of this application provide a computer-readable storage medium storing a data processing program that is executed by a processor to perform the method as described in the first aspect.

[0018] The game interface display method provided in this application, when displaying a first game interface among various game interfaces of a virtual game, displays a screenshot interface captured by the first screenshot operation in response to a first screenshot operation on the first game interface; wherein, the first screenshot interface includes at least a portion of the interface content of the first game interface, and at least a portion of the interface content may be content that the player wants to continue to focus on; the display layer of the first screenshot interface is higher than the display layer of each game interface; that is, the first screenshot interface can be displayed floating above each game interface in the virtual game. When the first screenshot interface is displayed, in response to a switching operation on the first game interface, a second game interface corresponding to the switching operation is displayed, and the first screenshot interface can be displayed above the display layer of the second game interface. Even if the player switches the first game interface to another game interface, the first screenshot interface can still be seen above the other game interface, and the player can simultaneously view the interface content of the first screenshot interface and the second game interface.

[0019] As can be seen, the game interface display method provided in this application embodiment allows players to conveniently view the content of different game interfaces at the same time without frequently switching between game interfaces. The operation is simple, which can reduce the memory burden of players and thus improve the player's gaming experience. Attached Figure Description

[0020] To more clearly illustrate the technical solutions of the embodiments of this application, the drawings used in the description of the embodiments of this application will be briefly introduced below. Obviously, the 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.

[0021] Figure 1 A schematic diagram of an example of a game interface display method in the related technology provided in the embodiments of this application;

[0022] Figure 2 Another example of a game interface display method in the related technology provided in this application is illustrated in the following schematic diagram.

[0023] Figure 3 This is a schematic diagram of a game system for implementing the game interface display method provided in an embodiment of this application;

[0024] Figure 4 A flowchart illustrating an example of a game interface display method provided in this application embodiment;

[0025] Figure 5 A schematic diagram illustrating an example of a game interface display method provided in this application embodiment;

[0026] Figure 6 A schematic diagram illustrating an example of a game interface display method provided in this application embodiment;

[0027] Figure 7 This is a schematic diagram illustrating an example of a first screenshot operation provided in an embodiment of this application.

[0028] Figure 8 This is a schematic diagram of the structure of the game interface display device provided in the embodiments of this application;

[0029] Figure 9 This application provides a structural block diagram of an electronic device for implementing a game interface display method. Detailed Implementation

[0030] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.

[0031] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.

[0032] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.

[0033] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.

[0034] Before detailing the implementation methods of this application, the relevant technologies will be further introduced first.

[0035] In related technologies, for games running on mobile phones with small screens, if players need to combine information displayed on two interfaces to advance the game, besides relying on the player's memory, they also need to constantly open and close the interfaces they need to view. Take escape room puzzle games as an example... Figure 1As shown in interface (a), in the game interface 100 shown in interface (a), in the usual gameplay, the player needs to first open the combination lock 102 to observe the combination type, and then find the password hint information associated with the combination lock's combination type. Assuming, in this example, the password hint information is located in drawer 101, the player clicks on the display position of drawer 101 to zoom in on the hint information in drawer 101, i.e. Figure 1 As shown in interface (b), a password hint information window 103 is displayed in the game interface 110. The player obtains the password based on the content in the password hint information window 103, and then clicks the close control 104 in the game interface 110 to close the password hint information window 103. After closing, the game interface after the password hint information window 103 is as follows. Figure 1 In the game interface 100 shown in interface (c), after clicking the password lock 102 in the game interface 100 shown in interface (c), as follows... Figure 1 As shown in the middle interface (d), a password input window 105 is displayed in the game interface 120, where players can enter the password obtained through the password hint information window 103. However, in this method, the password hint information window 103 and the password input window 105 cannot be displayed simultaneously in the game interface for player operation. This makes it difficult for players to view the information displayed in both windows at the same time, resulting in cumbersome operation and a lower gaming experience.

[0036] Understandably, in decryption games, in addition to numeric passwords of different lengths, password types can also be graphic passwords, color sequence passwords, etc. Usually, password hints and combination locks need to be combined to decrypt the password. Moreover, this type of password requires players to have a strong memory. If players are unsure whether their memory is accurate, they need to frequently open and close the password hint window 103 and the password input window 105, which puts a heavy burden on the player's memory, is cumbersome, and results in a low gaming experience.

[0037] Alternatively, some games involve purchasing, upgrading, or summoning items. For example, when players buy game items, they need to compare the attribute values ​​of different items of the same type to choose the one that best suits their needs. In such scenarios, due to the limited screen size of mobile phones, item icons typically only display basic attributes. Players need to click on the corresponding item icon to view detailed attributes, making it impossible to display multiple item attribute windows simultaneously and hindering convenient comparison of different item attributes.

[0038] like Figure 2As shown in (a), the game item purchase interface 200 displays different categories of game characters or items that players can purchase. For example, the virtual resource purchase interface 200 includes a skin tag 201, a character tag 202, and a weapon tag 203. Clicking on different tags allows players to purchase various items corresponding to those tags. The skin tag 201 includes various skins that players can purchase, taking skin 1, skin 2, skin 3, and skin 4 as examples. Each skin tag displays the skin's price and attributes. Skin attributes can include physical attack attributes, skill effect attributes, health bonus attributes, or defense attributes, etc. Typically, due to the limited screen size of electronic devices, the attributes displayed on the skin tag are only simple descriptions; detailed attributes for each skin are displayed after clicking on the attribute tag within the skin tag. For example... Figure 2 As shown in (a), players can access the attributes by clicking the attribute tab in the icon card of skin 1. Figure 2 The game interface 210 shown in (b) displays the attribute details window 204 corresponding to skin 1. After understanding the detailed attributes of skin 1, if the player needs to view the detailed attributes of skin 2 and compare them with those of skin 1, the player needs to click the close control 205 of the attribute details window 204 corresponding to skin 1 to return to the previous screen. Figure 2 The game interface 200 is shown in (c). Then, by clicking the icon for Skin 2, the corresponding details window 206 for Skin 2 is opened to view its detailed attributes. It is evident that if a player has a poor memory, they will need to repeatedly open the details windows of each skin to select one that suits their game needs. This places a heavy burden on the player's memory, is cumbersome, and results in a lower gaming experience.

[0039] Alternatively, one approach is to display information that would otherwise need to be shown in two separate game windows within a single window. For example, the detailed attributes of each skin mentioned above can be displayed on one interface for easy comparison by the player. However, this method displays too many information elements in one game window, which is not conducive to the player's acquisition of game information and can easily cause visual fatigue.

[0040] In view of the above-mentioned problems, this application provides a method, apparatus, electronic device and computer-readable storage medium for displaying a game interface.

[0041] The game interface display method provided in this application can be executed by an electronic device, which can be a terminal or server with a display screen. The terminal can be a smartphone, tablet, laptop, or other similar device. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. It is understood that this application does not limit the specific entity executing the game interface display method.

[0042] In one alternative embodiment, when the game interface display method is run on a terminal device, the terminal device stores a game application and a virtual game scene. The terminal device interacts with the player through a graphical user interface. The terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal device's display screen or presenting the graphical user interface via holographic projection.

[0043] In an optional embodiment, when the game interface display method runs on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes a server and client devices. The main body running the game application and the main body presenting the game screen are separate. The storage and operation of the game interface display method are completed on the server. The game screen presentation is completed on the client, which is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device (head-mounted display device), etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player operates the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.

[0044] It should be noted that, in this embodiment, the execution entity of the game interface display method can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This embodiment does not limit the type of execution entity.

[0045] For example, in conjunction with the above description, Figure 3This application illustrates a game system 300 for implementing a game interface display method. The game system 300 may include at least one terminal 310, at least one server 320, at least one database 330, and a network. The terminal 310 held by the player can connect to servers of different games via the network. The terminal can be any device with computing hardware capable of supporting and executing software applications corresponding to the game.

[0046] The terminal 310 includes a display screen and a processor. The display screen is used to present game visuals and receive player actions on the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters move. The processor is used to run the game, generate game visuals, respond to actions, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals can control local content on the terminal in response to received action commands, and can also control content on the peer server 120 in response to received action commands.

[0047] Furthermore, when the game system 300 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 to servers using their own Bluetooth networks or hotspot networks. Furthermore, the system 100 can include multiple databases, which are coupled to different servers, and can continuously store game-related information in the databases as different players engage in multiplayer online gaming.

[0048] It should be noted that, Figure 3 The game system diagram shown is merely an example. The game system 300 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.

[0049] It should be noted that the operations described in the subsequent detailed explanation of the game interface display method provided in this application embodiment can all be considered as operations performed by the player using their fingers or controlling a medium such as a mouse, keyboard, or stylus. The specific medium used can be determined based on the type of electronic device. For example, when the electronic device is a touchscreen device such as a mobile phone, tablet, or game console, the player can operate on the touchscreen using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touchscreen terminal device such as a desktop computer or laptop, the player can operate using external devices such as a mouse or keyboard.

[0050] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.

[0051] like Figure 4 As shown, Figure 4 This is an example flowchart of a method for displaying a game interface provided in an embodiment of this application. It should be noted that the steps shown may be executed in a different logical order than that shown in the flowchart. The method may include the following steps S410 to S430.

[0052] Step S410: Display the first game interface among the various game interfaces of the virtual game.

[0053] In practical applications, players can participate in games through the virtual game interface displayed on the screen of an electronic device. Specifically, virtual games can be of various types, such as puzzle games, shooting games, strategy games, etc. This embodiment is not specifically limited to these. In the virtual game, players can trigger various game commands through the display screen within the virtual game interface. The electronic device responds to these game commands, controlling virtual objects to execute various game events, such as game battle events or resource acquisition events, thereby advancing the game.

[0054] Understandably, a large number of game interfaces can be rendered in a virtual game. The first game interface mentioned above is any one of the various game interfaces that can be rendered in a virtual game. For example... Figure 5 As shown in (a), this embodiment uses Figure 2 The game interface 210 shown in (b) is an example of the first game interface. Figure 2 As shown, the game interface 210 is the game interface for players to view the attribute details of skin 1. The game interface 210 includes the attribute details window 204 corresponding to skin 1.

[0055] Step S420: In response to a first screenshot operation on the first game interface, display the first screenshot interface captured by the first screenshot operation; the first screenshot interface includes at least a portion of the interface content of the first game interface; the display layer of the first screenshot interface is higher than the display layer of each game interface.

[0056] As you can understand, the aforementioned first screenshot operation refers to the method of capturing the interface content of the first game interface displayed on the screen of an electronic device. Players can use the first screenshot operation to capture the interface content they are interested in or have been continuously monitoring to create a screenshot. It is also understood that the first screenshot operation can be implemented in various ways, such as recognizing specific touch gestures, such as swiping, pressing, and clicking; voice commands; combinations of the power button and volume buttons on a mobile phone; or combinations of the keyboard and mouse on a computer. These methods will not be elaborated on here; please refer to the subsequent detailed explanations.

[0057] It should be noted that, in this embodiment, the content of the first screenshot may include part or all of the content of the first game interface, and this embodiment does not specifically limit it.

[0058] As is understandable, display hierarchy refers to the vertical stacking order of interfaces in a virtual game. If multiple game interfaces are stacked together, the display hierarchy determines the occlusion relationship between them; a game interface with a higher display hierarchy can obscure a game interface with a lower display hierarchy. In this embodiment, the display hierarchy of the first screenshot interface is higher than that of any other game interface in the virtual game. That is, the first screenshot interface can float above any game interface, ensuring that it is not obscured by any other game interface.

[0059] like Figure 5 As shown in (a), after the player learns about the detailed attributes of skin 1 through the attribute details window 204, they can perform a first screenshot operation on the first game interface 210 to obtain a first screenshot interface 206 including the attribute details window 204 corresponding to skin 1. Figure 5 As shown in (a), the first screenshot interface 206 has a higher display layer than the first game interface 210, and the first screenshot interface 206 will obscure the attribute details window 204 corresponding to skin 1 that was originally displayed in the first game interface 210. That is, the attribute details window corresponding to skin 1 currently seen by the player is the first screenshot interface 206. Figure 5 The dotted lines in the first screenshot interface 206 shown are for the purpose of making the first screenshot interface more intuitive. They are imaginary lines created for ease of understanding. These dotted lines may not exist on the game interface displayed on the electronic device's display interface.

[0060] In some embodiments, to provide players with a better visual experience, the first screenshot interface can be highlighted after the screenshot operation is completed, so that players can distinguish between the first screenshot interface and the first game interface.

[0061] Highlighting the first screenshot means displaying the first screenshot in a way different from the current first game interface. Specifically, highlighting can include one or more of the following exemplary display methods: offset display, highlighting, outlining, or strobe display. Offset display means shifting the display position of the first screenshot away from the display position of its content within the first game interface. Highlighting means displaying the first screenshot at a brightness exceeding that of the first game interface. Outlining means thickening the border of the first screenshot or displaying it in a preset color. Strobe display means flashing the first screenshot at a preset frequency for a preset time. For example... Figure 5 As shown in (a), the edge of the first screenshot interface 230 is displayed with a dashed line to indicate to the player that the area within the dashed frame is the first screenshot interface.

[0062] In one alternative implementation, in response to the first screenshot operation, a floating window is created, and the first screenshot interface corresponding to the first screenshot operation is displayed in the floating window. The size of the floating window can be adjusted, and the display size of the first screenshot interface is adjusted according to the size of the floating window.

[0063] Step S430: In response to the switching operation on the first game interface, display the second game interface corresponding to the switching operation, and display the first screenshot interface above the display layer of the second game interface.

[0064] The aforementioned switching operation for the first game interface is used to switch the currently displayed game interface to another game interface. For example, clicking on a control in the first game interface displays the game interface corresponding to that control, thus switching the first game interface. Since the first screenshot interface has a higher display hierarchy than any other game interface in the virtual game, it can be displayed above the second game interface.

[0065] like Figure 5 As shown in (a), the player triggered the skin 2 icon, switching the first game interface 210 to the one shown in (a). Figure 5 The second game interface 220 shown in (b) is as follows: Figure 2 As shown in (d), the second game interface 220 includes a window 206 displaying the attribute details of skin 2. Since the first screenshot interface 230 has a higher display hierarchy than the other game interfaces, meaning the first screenshot interface 230 has a higher display hierarchy than the attribute details window 206 for skin 2 in the second game interface 220, therefore, as... Figure 5 As shown in (b), the first screenshot 230 partially obscures the attribute details window 206 corresponding to skin 2. This is understandable. Figure 5 The first screenshot interface 230 shown in (b) is the position after it has been moved.

[0066] For example, in Figure 1 In the puzzle game shown, the password hint window 103 can be screenshotted and displayed on the screen of the electronic device. When the player enters the password input window 105, they can simultaneously observe the password hint window 103 and the password input window 105 to solve the puzzle, which can reduce the player's memory burden and improve the player's gaming experience.

[0067] The game interface display method provided in this application, when displaying a first game interface among various game interfaces of a virtual game, displays a screenshot interface captured by the first screenshot operation in response to a first screenshot operation on the first game interface; wherein, the first screenshot interface includes at least a portion of the interface content of the first game interface, and at least a portion of the interface content may be content that the player wants to continue to focus on; the display layer of the first screenshot interface is higher than the display layer of each game interface; that is, the first screenshot interface can be displayed floating above each game interface in the virtual game. When the first screenshot interface is displayed, in response to a switching operation on the first game interface, a second game interface corresponding to the switching operation is displayed, and the first screenshot interface can be displayed above the display layer of the second game interface. Even if the player switches the first game interface to another game interface, the first screenshot interface can still be seen above the other game interface, and the player can simultaneously view the interface content of the first screenshot interface and the second game interface.

[0068] As can be seen, the game interface display method provided in this application embodiment allows players to conveniently view the content of different game interfaces at the same time without frequently opening or closing the game interface. The operation is simple, which can reduce the memory burden of players and thus improve the player's gaming experience.

[0069] In one optional embodiment, after displaying the first screenshot captured by the first screenshot operation, the display state of the first screenshot can be adjusted. The player applies an interface adjustment operation to the first screenshot, and the electronic device responds to the interface adjustment operation by adjusting the display state of the first screenshot. The display state of the first screenshot includes at least one of the following: the display position of the first screenshot, the display size of the first screenshot, the display transparency of the first screenshot, and the display shape of the first screenshot.

[0070] The interface adjustment operations mentioned above can specifically include the following examples, in response to the adjustments made to the various display states.

[0071] Example 1: The interface adjustment operation is a position adjustment operation. In response to this position adjustment operation, the first screenshot interface is moved from its current display position to the display position indicated by the position adjustment operation. In some specific embodiments, a movement control is provided in the first screenshot interface. In response to the player triggering the movement control and applying a drag operation, the display position of the first screenshot interface is adjusted. Adjusting the display position of the first screenshot interface allows the player to move it to a position that does not obstruct important information of other game interfaces, facilitating comparison of information from different game interfaces and thus improving the player's gaming experience. Figure 5 As shown in (a) and (b), the player moves the first screenshot interface 230 from... Figure 5 The display position of (a) is moved to Figure 5 The display position of the upper left corner of the electronic device shown in (b) reduces the obstruction of the display content of the attribute details window 206 corresponding to skin 2 by the first screenshot interface 230, making it easier for players to compare the detailed attributes of skin 1 in the first screenshot interface 230 with the detailed attributes of skin 2 in the attribute details window 206, so as to select the skin that meets their needs.

[0072] Example 2: The interface adjustment operation is a size adjustment operation. In response to this size adjustment operation, the preset size of the first screenshot interface is adjusted to the size indicated by the size adjustment operation. It can be understood that after adjusting the size of the first screenshot interface to the size indicated by the size adjustment operation, the interface content in the first screenshot interface is scaled proportionally, while the interface content remains unchanged. In some specific embodiments, scaling controls are provided at the edges of the first screenshot interface. In response to the player's triggering operation on each scaling control, the electronic device adjusts the first screenshot interface to the size indicated by the triggering operation. Adjusting the size of the first screenshot interface allows players to combine the layout information of other game interfaces with their own visual requirements to reasonably adjust the display size of the first screenshot interface, ensuring that the display of the first screenshot interface does not excessively occupy the display screen of the electronic device, thereby improving the player's visual experience and further enhancing the player's gaming experience. Figure 5 As shown in (c), the size is reduced. Figure 5 The display size of the first screenshot interface 230 shown in (b) can reduce the obstruction of the content of each interface in the second game interface 220 by the first screenshot interface 230.

[0073] Example 3: The interface adjustment operation is a transparency adjustment operation. In response to this transparency adjustment operation, the display transparency of the first screenshot interface is adjusted to the transparency indicated by the aforementioned transparency adjustment operation. In some specific embodiments, a transparency adjustment control is provided in the first screenshot interface. In response to the player's triggering operation on the transparency adjustment control, the display transparency of the first screenshot interface is adjusted to the transparency indicated by the triggering operation. Adjusting the display transparency of the first screenshot interface allows the player to observe the changes in various game contents in the game interface located below the first screenshot interface without moving the first screenshot interface, further enhancing the player's gaming experience. Figure 5 As shown in (d), Figure 5 The display transparency of the first screenshot interface 230 shown in (c) is adjusted from opaque to semi-transparent, which allows the player to observe the interface content in the second game interface 220, such as the "skin" label, while displaying the interface content of the first screenshot interface 230.

[0074] Example 4: The interface adjustment operation is a shape adjustment operation. In response to this shape adjustment operation, the preset display shape of the first screenshot interface is adjusted to the shape indicated by the shape adjustment operation. By adjusting the display shape of the first screenshot interface, its display shapes can be enriched, making them more appealing to players, thus enhancing the game's fun and improving the player's gaming experience. In some specific embodiments, a shape adjustment control can be set in the first screenshot interface. In response to a trigger operation on this shape adjustment control, the display shape of the first screenshot interface is adjusted to the display shape corresponding to the trigger operation. For example... Figure 5 As shown in (e), Figure 5 The quadrilateral first screenshot interface 230 shown in (a) to (d) is adjusted to a circular first screenshot interface 230.

[0075] It is understood that the aforementioned interface adjustment operations on the first screenshot interface can also be adjustments to other display states of the first screenshot interface, and this embodiment does not specifically limit this. The various adjustment operations on the first screenshot interface can be triggered by different gestures, such as clicks, presses, or drags, or by different voice commands or keyboard shortcuts. This embodiment does not specifically limit the specific triggering method.

[0076] In one embodiment, the first screenshot interface may include the attribute values ​​of object attributes of virtual objects in a virtual game. In this embodiment, the electronic device can respond to executing game events associated with the object attributes of the virtual objects and adjust the attribute values ​​of the object attributes in the first screenshot interface according to the execution result. In this way, the attribute values ​​in the first screenshot interface can be updated in real time according to the progress of the game, and even if the player is currently operating a second game interface, the update status of the interface content in the first game interface can be observed in real time.

[0077] Understandably, when the attribute values ​​of objects in the first screenshot are updated, the corresponding object attributes in the first game screen are updated synchronously.

[0078] Virtual objects can include virtual characters or virtual items within the virtual game. Virtual characters can include game characters controlled by the player that represent the player's image, or virtual characters related to the virtual character representing the player's image. Game characters or system virtual characters representing the player's image include, but are not limited to, at least one of virtual figures, virtual animals, and anime characters. Players can control these game characters to perform actions in the virtual scene, such as walking, climbing, vaulting, jumping, running, shooting, and attacking. Multiple players can control their chosen virtual characters to interact in the virtual scene, simulating the effect of multiple players interacting face-to-face. Virtual characters related to the virtual character representing the player's image can be characters that players interact with in the game. For example, in a simulation game, players can cultivate their chosen system virtual character to their liking by earning money, improving attributes, and customizing the character. Or, in a summoning game, a summoned mythical beast can fight alongside the virtual character representing the player's image.

[0079] Optionally, when the virtual game scene is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external appearances by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5D or 2D model, and this application embodiment does not limit this.

[0080] Virtual items are items that players acquire in the game to complete game tasks. For example, virtual items such as matches, food, and clothes are used to keep virtual characters alive in the game scene; virtual items such as weapons are used to defeat other virtual characters; or virtual items such as jade are used to upgrade various virtual items. There are no specific restrictions.

[0081] The object attributes of the aforementioned virtual objects can be understood as the ability attributes that the virtual objects possess in the game. For example, attributes of virtual characters such as health, attack power, defense, intelligence, stamina, speed, affinity, hobbies, and gold coin quantity; and attributes of virtual items such as attack power, defense, or speed. Attribute values ​​are the specific parameters of each attribute, such as the speed value of the speed attribute and the attack value of the attack power attribute. The object attributes of virtual objects differ in different games; this embodiment does not impose specific limitations.

[0082] If the interface content of the first screenshot includes the attribute value of the virtual object's object attribute, when the player executes a game event associated with the object attribute of the virtual object in the game, the electronic device can respond to the execution of the game event associated with the object attribute of the virtual object and adjust the attribute value of the object attribute in the first screenshot according to the execution result.

[0083] Still with Figure 2 Taking the game item purchase interface shown in (a) as an example, refer to... Figure 6 In section (a), when a player wants to purchase Skin 3, they can do so by clicking on the Skin 3 icon card. Figure 6 As shown in (b), a purchase interface 250 for Skin 3 is displayed in the game interface 240. This purchase interface 250 can include detailed attributes of Skin 3, the amount of game experience points and gold required to purchase Skin 3, and the player's current experience points and gold in the game. For example, if purchasing Skin 3 requires 61,000 experience points and 50,000 gold, but the player currently has 33,958 experience points and 122,255 gold, then the player's current experience points do not support purchasing Skin 3. If the player wants to check in-game whether they can purchase Skin 3, they can take a screenshot of the purchase interface 250, such as... Figure 6 As shown in (c), the first screenshot interface 260 is obtained. If the game requires the player to perform a specific game event to increase the experience points for purchasing skin 3, the player can perform that game event to increase their existing experience points, such as... Figure 6 As shown in (d), suppose that the player-controlled virtual character 10 needs to complete a dialogue with the system virtual character 20 in the game interface 270 to obtain 200 experience points to purchase skin 3. The first screenshot interface 260 is displayed floating above the game interface 270. After the player-controlled virtual character 10 completes the dialogue with the system virtual character 20, the current experience points in the first screenshot interface 260 are changed from... Figure 6 The 33958 shown in (c) is changed to 34158. According to the above game logic, when the player observes that the current experience value in the first screenshot interface 260 reaches 61000, they can re-enter the purchase interface 250 to purchase skin 3.

[0084] In one optional embodiment, the first screenshot interface further includes corresponding functional controls, which are configured with corresponding game logic; such as... Figure 6 As shown in (d), the first screenshot interface 260 includes a purchase control for skin 3. This purchase control is set with purchase logic for skin 3, such as adding skin 3 to the game backpack after purchase and deducting the player's current experience points and current gold coins.

[0085] When the first screenshot includes a functional control, and the player triggers that control, the electronic device responds to the triggering operation on the functional control in the first screenshot by executing the game logic corresponding to the functional control. For example, refer to... Figure 6 When the current experience value in the first screenshot interface 260 reaches 61,000, the player can directly trigger the purchase control in the first screenshot interface 260 to purchase skin 3 without exiting the game interface 270 and then entering the purchase interface 250 to purchase skin 3.

[0086] By setting the first screenshot interface as an interactive game interface, players can quickly perform corresponding operations, saving time wasted by frequently closing and opening the game interface and improving the player's gaming experience.

[0087] In some specific embodiments, to implement the interactive game functionality of the first screenshot interface, the layout file of the first game interface can be obtained, and a listener can be set on the layout file to listen for screenshot operations to obtain the first screenshot interface, which can then be set as an interactive interface. Specifically, the listening function can be implemented using the onTouchListener() method.

[0088] In one optional embodiment, the screenshot operation for the first game interface includes: a first swipe operation starting at a first position and ending at a second position in the first game interface, and a second swipe operation starting at a third position and ending at a fourth position.

[0089] It is important to note that the time difference between the trigger time of the first swipe operation at the first position and the trigger time of the second swipe operation at the third position is less than a preset time, and the first and second swipe operations are two swipe operations that are close to each other. That is, a screenshot of the first game interface can be achieved through two swipe operations with different start and end positions and close to each other. The start and end positions of the two swipe operations can be specifically set according to the various operation methods in the game; this embodiment does not specifically limit them. Figure 7As shown, a screenshot of the detailed attributes window 205 of skin 1 is implemented in the first game interface 210. The player's first finger can start sliding from the first position 30 in the first game interface 210, and the player's second finger can start sliding from the third position 40 in the first game interface 210. The sliding trend of the first finger and the second finger is to move closer to each other. Assume that the ending position of the first finger's sliding is the second position 31, and the ending position of the second finger's sliding is the fourth position 41.

[0090] Optionally, the aforementioned first game interface 210 may include multiple interface edges, with the first position located at the first interface edge among the multiple interface edges, and the second position located at the second interface edge among the multiple interface edges. Typically, the game interface is composed of a quadrilateral, i.e., it includes four interface edges. For example... Figure 7 As shown, the first position 30 is located at the lower edge of the first game interface 210, and the third position 40 is located at the upper edge of the first game interface 210. Of course, the screenshot operation can also be performed by sliding from the left and right edges of the first game interface 210; this embodiment is not specifically limited.

[0091] Optionally, this method can be applied to electronic devices, such as mobile phones or computers. For screenshotting the first game interface, the operation can be a series of swipes initiated from at least two edges of the screen. By initiating swipes by pressing the screen edges, the conflicting operation methods for various game functions on the game interface can be avoided during game development. For example, when the electronic device is a mobile phone, the swipe operation can be a single-finger swipe or a multi-finger swipe. That is, the screenshot function can be triggered by two swipes initiated by a player's one finger from different screen edges within a preset time, or by two swipes initiated simultaneously from different screen edges using two fingers. When the electronic device is a computer, the player can initiate two swipes from different edges of the computer screen using the mouse.

[0092] The first screenshot operation in the above embodiments is merely an example and does not constitute a limitation on this embodiment.

[0093] In an optional embodiment, when the first screenshot operation is a swipe operation, before displaying the first screenshot interface captured by the first screenshot operation after responding to the first screenshot operation on the first game interface, the first screenshot interface can be determined based on the first screenshot operation in the following manner: First, in response to the first screenshot operation on the first game interface, obtain the first coordinates corresponding to the second position and the second coordinates corresponding to the fourth position; second, determine the size of the first screenshot area based on the difference between the first coordinates and the second coordinates; next, determine the game interface within the size of the first screenshot area in the first game interface as the first screenshot interface.

[0094] Understandably, the coordinates mentioned in this embodiment can be screen coordinates. After obtaining the first coordinate corresponding to the end position of the first swipe operation and the second coordinate corresponding to the second swipe operation, the first screenshot area is obtained based on the difference between the first and second coordinates. For example, suppose... Figure 7 The first coordinates corresponding to the second position 31 are (x1, x1), and the second coordinates corresponding to the fourth position 41 are (x2, y2). Therefore, the size of the first screenshot area is: x2-x1 along the X-axis of the screen coordinate system of the electronic device, and y2-y1 along the Y-axis. The game interface located within the rectangle formed by this size data is determined as the first screenshot interface.

[0095] In one optional embodiment, when a first screenshot interface is displayed on the screen of the electronic device, in response to a second screenshot operation on the first game interface, a second screenshot interface corresponding to the second screenshot operation is displayed; the content of the second screenshot interface is different from the content of the first screenshot interface. Similarly, when the current game interface is a second game interface and a first screenshot interface is displayed, in response to a second screenshot operation on the second game interface, a second screenshot interface corresponding to the second screenshot operation is displayed. In this way, players can take screenshots of information of interest from multiple game interfaces and display them simultaneously, facilitating comparison of games across multiple interfaces.

[0096] Alternatively, in an optional embodiment, when the first screenshot interface is displayed, in response to a second screenshot operation on the first game interface, the first screenshot interface is replaced with the second screenshot interface corresponding to the second screenshot operation. That is, the display of the first screenshot interface is canceled, and only the second screenshot interface is displayed. This reduces the screen space occupied by each screenshot interface.

[0097] Understandably, the above is similar to... Figures 1 to 2 , Figures 5 to 7 The dimensions, appearance, layout, and text displayed for each element in the interface diagram shown are exemplary and should not be construed as limiting the actual dimensions.

[0098] This concludes the description of the game interface display method provided in the embodiments of this application. The game interface display method provided in the embodiments of this application allows players to conveniently view the content of different game interfaces simultaneously without frequently opening or closing the game interface. It is simple to operate, reduces the memory burden on players, and allows players to intuitively compare the content of different game interfaces, thereby enhancing the player's gaming experience.

[0099] Furthermore, the game content in the first screenshot interface can be dynamically refreshed in real time according to the progress of the game, and the first screenshot interface is interactive, eliminating the need for players to re-enter the first game interface to view related game content or perform related operations, thus increasing the convenience for players to access the content in the first game interface. At the same time, players can freely adjust the display position, display size, display transparency, or display shape of the first screenshot interface, allowing players to tailor the display state of the first screenshot interface to different game interfaces, improving the display freedom of the game interface, enriching the display state of the game interface, and enhancing the player's gaming experience.

[0100] Corresponding to the game interface display method provided in the embodiments of this application, the embodiments of this application also provide a game interface display device 400, such as... Figure 8 As shown, the device 400 includes: a first display unit 401, a second display unit 402, and a third display unit 403;

[0101] The first display unit 401 is used to display the first game interface among the various game interfaces of the virtual game;

[0102] The second display unit 402 is configured to respond to a first screenshot operation on the first game interface and display a first screenshot interface captured by the first screenshot operation; the first screenshot interface includes at least a portion of the interface content of the first game interface; the display level of the first screenshot interface is higher than the display level of each game interface.

[0103] The third display unit 403 is used to respond to the switching operation of the first game interface and display the second game interface corresponding to the switching operation, with the first screenshot interface displayed above the display layer of the second game interface.

[0104] Optionally, the first screenshot interface includes the attribute values ​​of the object attributes of the virtual objects in the virtual game; the game interface display device 400 also includes an adjustment unit 404.

[0105] Adjustment unit 404 is used to respond to game events associated with the object properties of virtual objects and adjust the attribute values ​​of the object properties in the first screenshot interface according to the execution result.

[0106] Optionally, the first screenshot interface also includes functional controls, which are configured with corresponding game logic; the game interface display device 400 also includes an execution unit 405.

[0107] The execution unit 405 is used to respond to the trigger operation of the functional control in the screenshot interface and execute the game logic corresponding to the functional control.

[0108] Optionally, the second display unit 402 is specifically used to respond to a first sliding operation that starts at a first position and ends at a second position in the first game interface, and a second sliding operation that starts at a third position and ends at a fourth position; the time difference between the trigger time of the first sliding operation at the first position and the trigger time of the second sliding operation at the third position is less than a preset time, and the first sliding operation and the second sliding operation are two sliding operations that are close to each other.

[0109] Optionally, the adjustment unit 404 is also configured to adjust the current display state of the first screenshot interface to the display state indicated by the interface adjustment operation in response to the interface adjustment operation; the display state includes at least one of the following: display position, display size, display transparency, and display shape.

[0110] Optionally, the aforementioned first game interface includes multiple interface edges, with the first position located at the first interface edge among the multiple interface edges, and the second position located at the second interface edge among the multiple interface edges.

[0111] Optionally, the second display unit 402 is specifically configured to respond to a sliding operation initiated from at least two edges of the display screen of the electronic device, which moves closer to each other.

[0112] Optionally, the second display unit 402 is further configured to respond to a first screenshot operation on the first game interface by obtaining the first coordinates corresponding to the second position and the second coordinates corresponding to the fourth position; determining the first screenshot area based on the difference between the first coordinates and the second coordinates; determining the interface content within the screenshot area size in the first game interface as the first screenshot interface, and displaying the first screenshot interface.

[0113] Optionally, the second display unit 402 is also specifically used to highlight the first screenshot interface captured by the first screenshot operation; the highlighting method includes at least one of the following: offset display, highlight display, outline display, and strobe display.

[0114] Optionally, the third display unit 403 is further configured to, when displaying the first screenshot interface, respond to the second screenshot operation on the second game interface and display the second screenshot interface captured by the second screenshot operation; or, change the already displayed first screenshot interface to the second screenshot interface corresponding to the second screenshot operation.

[0115] Corresponding to the game interface display method provided in the embodiments of this application, the embodiments of this application also provide an electronic device for displaying a game interface, such as... Figure 9 As shown, the electronic device includes: a processor 501; and a memory 502 for storing a program for displaying a game interface. After the device is powered on and the program for displaying the game interface is run by the processor, it executes any of the implementation method steps in the above-described embodiments of the game interface display method.

[0116] Corresponding to the game interface display method provided in the embodiments of this application, the embodiments of this application also provide a computer-readable storage medium storing a program for the game interface display method. The program is run by a processor to execute any of the implementation method steps in the above-described embodiments of the game interface display method.

[0117] It should be noted that for a detailed description of the apparatus, electronic device and computer-readable storage medium provided in the embodiments of this application, please refer to the relevant description of the game interface display method embodiments provided in the embodiments of this application, which will not be repeated here.

[0118] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.

[0119] In a typical configuration, the computing devices of a blockchain node include one or more processors (CPUs), input / output interfaces, network interfaces, and memory.

[0120] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.

[0121] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. Information can be computer-readable operations, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage devices, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.

[0122] 2. Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0123] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.

Claims

1. A method for displaying a game interface, characterized in that, The method includes: Displays the first game interface among the various game interfaces of the virtual game; In response to a first screenshot operation on the first game interface, a first screenshot interface captured by the first screenshot operation is displayed; the first screenshot interface includes at least a portion of the interface content of the first game interface; the display layer of the first screenshot interface is higher than the display layer of each of the game interfaces. In response to a switching operation on the first game interface, a second game interface corresponding to the switching operation is displayed, and the first screenshot is displayed above the display layer of the second game interface; The first screenshot interface includes the attribute values ​​of the object attributes of the virtual objects in the virtual game; the method further includes: In response to the execution of a game event associated with the object property of the virtual object, the attribute value of the object property in the first screenshot interface is adjusted according to the execution result; The first screenshot interface also includes functional controls, which are configured with corresponding game logic; the method further includes: In response to a trigger operation on the functional control in the first screenshot interface, the game logic corresponding to the functional control is executed.

2. The method according to claim 1, characterized in that, The first screenshot operation targeting the first game interface includes: In the first game interface, there is a first swipe operation that starts at a first position and ends at a second position, and a second swipe operation that starts at a third position and ends at a fourth position; the time difference between the trigger time of the first swipe operation at the first position and the trigger time of the second swipe operation at the third position is less than a preset time, and the first swipe operation and the second swipe operation are two swipe operations that are close to each other.

3. The method according to claim 1 or 2, characterized in that, The method further includes: In response to the interface adjustment operation, the current display state of the first screenshot interface is adjusted to the display state indicated by the interface adjustment operation; The display state includes at least one of the following: display position, display size, display transparency, and display shape.

4. The method according to claim 2, characterized in that, The first game interface includes multiple interface edges, the first position is located at the first interface edge among the multiple interface edges, and the second position is located at the second interface edge among the multiple interface edges.

5. The method according to claim 1, characterized in that, The method is applied to electronic devices, and the screenshot operation for the first game interface includes: A sliding operation that moves closer to each other, initiated from at least two edges of the display screen of the electronic device.

6. The method according to claim 2, characterized in that, The step of displaying a first screenshot of the game interface in response to a first screenshot operation on the first game interface includes: In response to a first screenshot operation on the first game interface, the first coordinates corresponding to the second position and the second coordinates corresponding to the fourth position are obtained; The first screenshot area is determined based on the difference between the first coordinate and the second coordinate; The content of the interface within the first screenshot area in the first game interface is determined as the first screenshot interface, and the first screenshot interface is displayed.

7. The method according to claim 1, characterized in that, The first screenshot interface captured by the first screenshot operation includes: Highlight the first screenshot captured by the first screenshot operation; The highlighting method includes at least one of the following: offset display, highlight display, outline display, and strobe display.

8. The method according to claim 1, characterized in that, The method further includes: When the first screenshot interface is displayed, in response to the second screenshot operation on the second game interface, the second screenshot interface captured by the second screenshot operation is displayed; Alternatively, the displayed first screenshot interface can be changed to the second screenshot interface corresponding to the second screenshot operation.

9. A game interface display device, characterized in that, The device includes: a first display unit, a second display unit, and a third display unit; The first display unit is used to display the first game interface among the various game interfaces of the virtual game; The second display unit is configured to respond to a first screenshot operation on the first game interface and display a first screenshot interface captured by the first screenshot operation; the first screenshot interface includes at least a portion of the interface content of the first game interface; the display level of the first screenshot interface is higher than the display level of each of the game interfaces. The third display unit is used to respond to the switching operation of the first game interface and display the second game interface corresponding to the switching operation, wherein the first screenshot interface is displayed above the display layer of the second game interface. The first screenshot interface includes the attribute values ​​of the object attributes of virtual objects in the virtual game; the game interface display device also includes an adjustment unit; The adjustment unit is used to respond to a game event associated with the object attribute of the virtual object and adjust the attribute value of the object attribute in the first screenshot interface according to the execution result. The first screenshot interface also includes functional controls, which are configured with corresponding game logic; the game interface display device also includes an execution unit. The execution unit is used to execute the game logic corresponding to the functional control in response to the trigger operation of the functional control in the screenshot interface.

10. An electronic device, characterized in that, include: processor; as well as A memory for storing a data processing program, which, when powered on and run by the processor, executes the method as described in any one of claims 1 to 8.

11. A computer-readable storage medium, characterized in that, The system contains a data processing program that is executed by a processor to perform the method as described in any one of claims 1 to 8.

Citation Information

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