Interface display method and device in game, terminal equipment and storage medium

By providing multiple control methods in shooting games, a non-full-screen aiming mode is achieved, solving the problem of the scope obscuring the game screen. Players can accurately control the virtual character to perform other actions while aiming, thus enhancing the gaming experience.

CN117839204BActive Publication Date: 2026-08-04NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-11-06
Publication Date
2026-08-04

AI Technical Summary

Technical Problem

In existing shooting games, the scope view is displayed in full-screen mode on the graphical user interface, which makes it impossible for players to accurately control the virtual character to perform other actions while aiming, thus affecting the gaming experience.

Method used

An operation control is provided that allows players to operate in multiple ways to simultaneously display the first game screen and the first scope screen on the graphical user interface. The first scope screen is determined based on the magnification of the crosshair and the scope, thus realizing a non-full-screen aiming mode.

Benefits of technology

Players can clearly see the game scene while aiming, and accurately control the virtual character to perform other actions, which enhances the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application discloses a game interface display method and device, a terminal device and a computer readable storage medium. The method comprises the following steps: providing a first operation control on a graphical user interface, the first operation control can be operated in multiple ways; in response to a first operation on the first operation control, displaying a second game picture on the graphical user interface, the second game picture is a first scope picture added on the basis of a first game picture, and the first scope picture is determined based on a first magnification of a crosshair and a scope. The method can enable a player to have not only a scope picture (the first scope picture) but also an original game picture (the first game picture) in the player's field of view when the player switches the game to a scope state, thereby solving the technical problem in the prior art that the scope picture is displayed in a full-screen mode on the graphical user interface, and the player cannot accurately control a controlled virtual character to perform other actions in the scope state.
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Description

Technical Field

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

[0002] Shooting games are a genre of games where players shoot from their own perspective. They are popular among players because they provide an immersive and realistic gaming experience.

[0003] In shooting games, players activate the scope of a virtual weapon by clicking the aim button, displaying a magnified view of the scope on the graphical user interface. This allows players to more accurately aim at their targets. However, in current shooting games, the scope view is often presented in full-screen mode, obscuring the original game screen and limiting the player's field of view. This makes it difficult to accurately control the virtual character to perform other actions (such as running or crouching) while aiming. This often leads to missed opportunities or the virtual character being eliminated, negatively impacting the player's gaming experience.

[0004] Therefore, existing technology has a technical problem where the scope view is presented in full-screen mode on the graphical user interface, making it impossible for players to accurately control the controlled virtual character to perform other actions while aiming. Summary of the Invention

[0005] This application provides a method, device, terminal equipment, and computer-readable storage medium for displaying game interfaces, in order to solve the technical problem in the prior art where the scope view is presented in full-screen mode on the graphical user interface, which makes it impossible for players to accurately control the controlled virtual character to perform other actions while aiming.

[0006] In a first aspect, embodiments of this application provide a method for displaying an interface in a game. A graphical user interface (GUI) is provided via a terminal device. The GUI displays a first game screen, which is formed by at least a portion of a game scene. The game scene includes at least a crosshair, used to indicate the aiming direction of a virtual weapon held by a controlled virtual character within the game scene. The virtual weapon is equipped with a scope. The method includes: providing a first operation control on the GUI, the first operation control being operable by a user in multiple ways; and, in response to a first operation on the first operation control, displaying a second game screen on the GUI, the second game screen being a first scope screen added to the first game screen, wherein the first scope screen is determined based on a first magnification of the crosshair and the scope.

[0007] Secondly, embodiments of this application provide a game interface display device that provides a graphical user interface (GUI) via a terminal device. The GUI displays a first game screen, which is formed by at least a portion of a game scene. The game scene includes at least a crosshair, used to indicate the aiming direction of a virtual weapon held by a controlled virtual character within the game scene. The virtual weapon is equipped with a scope. The device includes: an operation control providing unit and a game screen display unit. The operation control providing unit provides a first operation control on the GUI, which can be operated by the user in multiple ways. The game screen display unit displays a second game screen on the GUI in response to a first operation on the first operation control. The second game screen is a first scope view added to the first game screen, wherein the first scope view is determined based on a first magnification of the crosshair and the scope.

[0008] Thirdly, embodiments of this application provide a terminal device, including: a memory and a processor; the memory is used to store one or more computer instructions; the processor is used to execute the one or more computer instructions to implement the above method.

[0009] Fourthly, embodiments of this application provide a computer-readable storage medium storing one or more computer instructions that, when executed by a processor, perform the above-described method.

[0010] Compared with existing technologies, the interface display method in the game provided by this application sets the first operation control as a control with multiple operation modes, enabling the display of a second game screen on the graphical user interface that simultaneously includes the first game screen and the first scope screen when the player performs the first operation on the first operation control. The first game screen is the original game screen before the virtual weapon enters the aiming state, and the first scope screen is the scope screen determined by the first magnification of the crosshair and scope after the virtual weapon enters the aiming state. Therefore, the interface display method in the game provided by this application ensures that the player's field of vision, while aiming, includes not only the scope screen (first scope screen) but also the original game screen (first game screen). Because the original game screen (first game screen) is not obstructed, the player can clearly see the current battle situation in the game scene, thus enabling precise control of the controlled virtual character, allowing for precise control of the controlled virtual character to perform other actions while aiming. The interface display method in the game provided in this application offers a "non-full-screen" aiming mode, which solves the technical problem in the prior art where the aiming scope is presented in full-screen mode on the graphical user interface, causing players to be unable to accurately control the controlled virtual character to perform other actions while aiming. Attached Figure Description

[0011] Figure 1(a) is a first schematic diagram of a prior art method for displaying a game interface;

[0012] Figure 1(b) is a second schematic diagram of a prior art method for displaying a game interface;

[0013] Figure 2 This is an application system diagram of a game interface display method provided in an embodiment of this application;

[0014] Figure 3 This is a flowchart of the interface display method in the game provided in the first embodiment of this application;

[0015] Figure 4(a) is a first schematic diagram of a first scope display in picture-in-picture form provided in the first embodiment of this application;

[0016] Figure 4(b) is a second schematic diagram showing the first scope image in a picture-in-picture format according to the first embodiment of this application;

[0017] Figure 4(c) is a third schematic diagram showing the first scope view in a picture-in-picture format according to the first embodiment of this application;

[0018] Figure 4(d) is a fourth schematic diagram showing the first scope screen in picture-in-picture form according to the first embodiment of this application;

[0019] Figure 5(a) is a first schematic diagram of the first aiming scope screen displayed in a floating window according to the first embodiment of this application;

[0020] Figure 5(b) is a second schematic diagram showing the first sight screen in the form of a floating window according to the first embodiment of this application;

[0021] Figure 5(c) is a third schematic diagram showing the first sight screen in the form of a floating window according to the first embodiment of this application;

[0022] Figure 5(d) is a fourth schematic diagram showing the first sight screen in the form of a floating window according to the first embodiment of this application;

[0023] Figure 6(a) is a first schematic diagram showing the change of the scope view provided in the first embodiment of this application;

[0024] Figure 6(b) is a second schematic diagram showing the change of the scope view provided in the first embodiment of this application;

[0025] Figure 6(c) is a third schematic diagram showing the change of the scope view provided in the first embodiment of this application;

[0026] Figure 7(a) is a first schematic diagram showing a change in the view of the scope provided in the first embodiment of this application;

[0027] Figure 7(b) is a second schematic diagram showing a change in the view of the scope provided in the first embodiment of this application;

[0028] Figure 7(c) is a third schematic diagram showing a change in the scope view provided in the first embodiment of this application;

[0029] Figure 8 This is a schematic diagram of exiting the first aiming state provided in the first embodiment of this application;

[0030] Figure 9 This is a schematic diagram illustrating the operation mode of the first operation control provided in the first embodiment of this application;

[0031] Figure 10(a) is a first schematic diagram of triggering different aiming states provided in the first embodiment of this application;

[0032] Figure 10(b) is a second schematic diagram of triggering different aiming states provided in the first embodiment of this application;

[0033] Figure 10(c) is a third schematic diagram of triggering different aiming states provided in the first embodiment of this application;

[0034] Figure 11(a) is a first schematic diagram of a switching aiming state provided in the first embodiment of this application;

[0035] Figure 11(b) is a second schematic diagram of a switching aiming state provided in the first embodiment of this application;

[0036] Figure 11(c) is a third schematic diagram of a switching aiming state provided in the first embodiment of this application;

[0037] Figure 12 This is a schematic diagram illustrating another way of triggering different aiming states, provided in the first embodiment of this application;

[0038] Figure 13 This is a schematic diagram of the interface display device in the game provided in the second embodiment of this application;

[0039] Figure 14 This is a schematic diagram of the structure of the terminal device provided in the third embodiment of this application. Detailed Implementation

[0040] 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.

[0041] With the development of computer technology and the diversification of terminal functions, the demand for online games on smart terminal devices such as mobile phones and computers is increasing, and the corresponding types of games are also becoming more and more numerous. Shooting games are a type of game that uses the player's subjective perspective or third-person perspective to shoot, and they are very popular among players because they can bring players an immersive and realistic gaming experience.

[0042] In existing shooting games, a aiming button is provided on the graphical user interface (GUI). When a player finds a target, they can click the aiming button to activate the virtual weapon's scope, displaying a magnified view of the scope on the GUI at a preset magnification. This allows players to aim and shoot more accurately based on the scope's view. Currently, in shooting games, the scope view is often displayed in full-screen mode on the GUI, obscuring the original game screen and limiting the player's field of view. This makes it difficult to accurately control the virtual character to perform other actions (such as running or crouching) while aiming, often leading to missed opportunities or the virtual character's death, thus affecting the player's gaming experience. Furthermore, this does not meet the competitive requirements of real firearms shooting games, which require aiming while moving.

[0043] Figure 1 is a schematic diagram of a prior art method for displaying a game interface.

[0044] As shown in Figure 1(a), the graphical user interface displays a game screen 11 formed by a portion of the game scene. The game screen 11 includes a controlled virtual character 111, targets 112, 113, and 114. The graphical user interface also displays aiming controls 13 and jump controls 14. When a player wants to shoot target 112, they will aim the crosshair of the virtual weapon held by the controlled virtual character 111 at target 112 (at this time, the player usually only roughly aims at the target, not completely, so they need to use a scope for precise aiming), and then open the scope by clicking the aiming control 13 (of course, the player can also directly open the scope and then find the target to aim at), entering aiming mode. The area where target 112 is located is magnified to form a scope view 12, which is displayed in full-screen mode on the graphical user interface. As shown in Figure 1(b), the graphical user interface displays a scope view 12, aiming controls 13, and jump controls 14. The scope view 12 includes a magnified target 112. Using the scope view 12, players can aim their crosshairs at the target 112 with greater accuracy. However, if the target 113 attacks the controlled virtual character 111, the player's field of vision is limited because the graphical user interface displays the scope view 12. The player cannot see the target 113's pre-attack behavior, leading to the controlled virtual character 111's death. Furthermore, even if the controlled virtual character 111 is not attacked by the target, after shooting at the target 112, the player needs to click the aiming control 13 again to exit aiming mode. They then need to use the touch controls to move the controlled virtual character 111 to a position where they can aim at the next target (e.g., target 113), and then click the aiming control 13 again to enter aiming mode, resulting in a scope view that includes a magnified view of the target 113. In aiming mode, because the player's field of vision is obstructed, they cannot visually perceive the movement of the controlled virtual character 111, thus making precise control of the controlled virtual character 111 impossible.

[0045] In summary, the existing technology has a technical problem where the scope view is presented in full-screen mode on the graphical user interface, which makes it impossible for players to accurately control the controlled virtual character to perform other actions while aiming.

[0046] In view of this, this application provides a game interface display method. This method sets a first operation control as a control with multiple operation modes, enabling the display of a second game screen on the graphical user interface when the player performs a first operation on the first operation control. This second screen simultaneously includes a first game screen and a first scope screen. The first game screen is the original game screen before the virtual weapon enters aiming mode, and the first scope screen is the scope screen determined by the first magnification of the crosshair and scope after the virtual weapon enters aiming mode. Therefore, the game interface display method provided by this application ensures that, during aiming mode, the player's field of vision includes not only the scope screen (first scope screen) but also the original game screen (first game screen). Because the original game screen (first game screen) is not obstructed, the player can clearly see the current battle situation in the game scene, thus enabling precise control of the controlled virtual character, allowing for precise control of the controlled virtual character to perform other actions during aiming mode. The game interface display method provided in this application offers a "non-full-screen" aiming mode, solving the technical problem in existing technologies where the scope view is presented in full-screen mode on the graphical user interface, preventing players from accurately controlling the controlled virtual character to perform other actions while aiming.

[0047] The interface display method, apparatus, terminal device, and computer-readable storage medium in the game described in this application will be further described in detail below with reference to specific embodiments and accompanying drawings.

[0048] Figure 2 This is an application system diagram of a game interface display method provided in an embodiment of this application. For example... Figure 2 As shown in the figure, the interface display method in the game provided in this application embodiment is applied to the server 202, and the system also includes a game terminal 201. The game terminal 201 can be any device such as a smartphone, tablet, laptop, desktop computer, or personal digital assistant (PDA). The server 202 can be a processing module located inside the game terminal 201, a processing device connected to the game terminal 201, or a server connected to multiple game terminals 201. The server 202 can respond to the aiming operation performed by the player on the game terminal 201 and provide the player with a "non-full-screen" aiming mode using the method provided in this application embodiment, so that the player can accurately control the controlled virtual character to perform other actions while aiming.

[0049] The first embodiment of this application provides a method for displaying an interface in a game. A graphical user interface is provided through a terminal device. The graphical user interface displays a first game screen. The first game screen is formed by at least a portion of a game scene. The game scene includes at least a crosshair. The crosshair is used to indicate the aiming direction of a virtual weapon held by a controlled virtual character in the game scene. The virtual weapon is equipped with a scope.

[0050] It should be noted that the game interface display method provided in this embodiment is applicable to any type of terminal device, such as mobile phones, tablets, laptops, desktop computers, etc. The terminal device provides a graphical user interface through its display screen. The graphical user interface can be displayed on the display screen in any orientation, such as landscape or portrait mode.

[0051] A Graphical User Interface (GUI) is a user interface form displayed on the screen of a terminal device. It's a user operation interface that uses graphics to communicate with electronic devices, allowing users to interact with the device through icons and visual indicators. For mobile games, the GUI mainly displays the game scene, virtual characters, functional components (such as a teammate list, message boxes, and game inventory), and operation controls (such as movement controls, attack controls, and skill buttons). For PC games, the GUI mainly displays the game scene, virtual characters, and functional components, while operation controls are often provided by other input devices on the terminal device, such as a keyboard, mouse, or game controller.

[0052] The game scene refers to the virtual environment set in the game, such as specific locations or places like cities, forests, deserts, and rooms, which are usually used to provide the game's background and settings. The aiming method provided in this embodiment is typically used in shooting games. Therefore, the controlled virtual character can be displayed in the game scene, or not, or partially displayed, for example, displaying the controlled virtual character's hand area. Similarly, the virtual weapon held by the controlled virtual character can be displayed in the game scene, or not, or partially displayed, for example, displaying the weapon's projectile exit point. Specific implementations can be configured according to game design or player settings, and are not limited here. Additionally, a crosshair is usually displayed in the game scene to indicate the aiming direction of the virtual weapon. Players can adjust the crosshair's position by controlling the virtual character's movement or by controlling the virtual weapon's movement. The crosshair can remain in the center of the graphical user interface or move within the interface based on player actions, depending on the specific game settings; this embodiment does not limit this.

[0053] The virtual weapons mentioned can be understood as attack tools held by a controlled virtual character, and can include various weapon types, such as virtual submachine guns, virtual sniper rifles, virtual flamethrowers, and virtual grenade launchers. Players can adjust the virtual weapons held by their controlled virtual characters during gameplay, based on the real-time battle situation. In shooting games, virtual weapons are usually equipped with scopes to magnify the target and its surrounding area in aiming mode, allowing for more precise aiming. Scopes in shooting games are divided into single-magnification and multi-magnification scopes. Single-magnification scopes only offer a single magnification level; if players want to adjust the magnification of the target, they need to switch to a different scope with a different magnification. Multi-magnification scopes offer multiple magnification levels, allowing players to adjust the magnification of the target by adjusting the magnification level. For example, an 8x scope can adjust the magnification between 4x and 8x.

[0054] The first game screen refers to the game screen composed of at least part of the game scene. It can also be understood as the original game screen displayed on the graphical user interface before the virtual weapon enters the aiming state. In this first game screen, the target to be attacked is often small. The player can only initially lock the area where the target is located by the crosshair of the virtual weapon and cannot accurately aim at the target.

[0055] Figure 3 This is a flowchart of the interface display method in the game provided in this embodiment. The following is in conjunction with... Figure 3The interface display method in the game provided in this embodiment will be described in detail. The embodiments described below are used to explain the technical solution of this application and are not intended to limit actual use.

[0056] like Figure 3 As shown, the interface display method in the game provided in this embodiment includes the following steps S310 to S320.

[0057] Step S310: Provide a first operation control on the graphical user interface, the first operation control can be operated by the user in a variety of ways.

[0058] The first operation control can be understood as a special aiming button provided on a graphical user interface, characterized by its multiple operation methods. Players can trigger different results by operating the first operation control through different operation methods. The operation methods may include clicking, pressing, double-clicking, long-pressing, dragging, etc.

[0059] Step S320: In response to a first operation on the first operation control, a second game screen is displayed on the graphical user interface. The second game screen is a first scope screen added to the first game screen, wherein the first scope screen is determined based on the crosshair and a first magnification of the scope.

[0060] The first operation can be understood as one of the multiple operation modes configured in the first operation control. By performing the first operation on the first operation control, the player can control the virtual weapon to enter the first aiming state.

[0061] The first aiming state can be understood as a non-full-screen aiming state, that is, the scope screen displayed on the graphical user interface does not occupy the entire graphical user interface. In the first aiming state, the player can not only see the scope screen (first scope screen), but also the original game screen before entering the aiming state (first game screen).

[0062] The first aiming view can be understood as the aiming view displayed on the graphical user interface after the virtual weapon enters the first aiming state. This first aiming view is determined by the crosshair and the first magnification of the aiming scope. Specifically, the crosshair determines the area of ​​the game scene presented in the first aiming view, and the aiming scope magnifies this area at the first magnification. The first aiming view can also be understood as a magnified projection of a portion of the game scene, that is, with the crosshair as the center point, a preset area around the crosshair is projected at the first magnification as the first aiming view. The first aiming view includes the crosshair, through which the target can be aimed at.

[0063] The first magnification is associated with the first operation and can be any one of the preset magnifications of the scope. The magnification of the scope also affects the size of the game scene presented in the first scope view. For example, if the magnification is 4, the 4x magnified game scene presented in the first scope view includes an area with a radius of 1 cm centered on the crosshair; then, if the magnification is 8, the 8x magnified game scene presented in the first scope view includes an area with a radius of 0.5 cm centered on the crosshair. In this embodiment, the magnification of the scope associated with the first operation is defined as the first magnification. This first magnification is an adjustable value that can be specifically set according to the game settings. It can be any one of the preset magnifications of the scope and is not limited here.

[0064] In one alternative implementation, the first magnification of the sight associated with the first operation is set to 4x.

[0065] The second game screen can be understood as adding a first scope screen to the first game screen, that is, a combination of the first game screen and the scope screen. By displaying the second game screen, which includes both the first game screen and the first scope screen, on the graphical user interface, players can observe other movements in the game scene while aiming, so as to control the controlled virtual character to make corresponding action adjustments, such as crouching or running.

[0066] There are various ways to present the first scope view. In one optional implementation provided in this embodiment, the first scope view is presented in a picture-in-picture format within the first game screen, forming the second game screen. That is, in response to a first operation on the first control, the first game screen containing the first scope view is displayed on the graphical user interface. In this implementation, the first scope view and the first game screen are a unified structure, and the presentation position of the first scope view within the first game screen is determined by the designer during the game design phase.

[0067] Figure 4 is a schematic diagram of the first aiming scope screen displayed in a picture-in-picture format according to this embodiment.

[0068] As shown in Figure 4(a), the content displayed on the graphical user interface includes a first game screen 41 formed by a portion of the game scene. The first game screen 41 includes a controlled virtual character 411, an object to be attacked 412, an object to be attacked 413, and an object to be attacked 414. The content displayed on the graphical user interface also includes a first operation control 44.

[0069] As shown in Figure 4(b), when the player wants to shoot the target 412, the crosshair 45 of the virtual weapon held by the controlled virtual character 411 will be aimed at the target 412, and the first operation control 44 will be triggered.

[0070] As shown in Figure 4(c), in response to the player triggering the first operation control 44, the virtual weapon is controlled to enter the aiming state, and the second game screen 42 is displayed on the graphical user interface. The second game screen 42 is based on the first game screen 41, with the addition of a first aiming scope screen 43 in a picture-in-picture format. The first aiming scope screen 43 includes at least a portion of the target 412 magnified at a first magnification (e.g., 4x). (Because the crosshair 45 cannot be accurately aligned with the target 412 before entering the aiming state, the target 412 may not exist in the first aiming scope screen 43, or it may only exist in a portion of the target 412.) and the crosshair 45'.

[0071] As shown in Figure 4(d), the player controls the movement of the crosshair 45' based on the first scope screen 43 and aims at the target 412 to be attacked. The third game screen 46 is displayed on the graphical user interface. The third game screen 46 is the first scope screen 43 added in a picture-in-picture form on the basis of the first game screen 41. The first scope screen 43 includes at least the target 412 magnified at a first magnification (e.g., 4x) and the crosshair 45'.

[0072] In another optional implementation provided in this embodiment, the first scope view is displayed on the graphical user interface as a floating window. That is, in response to a first operation on the first operation control, the first game screen is displayed on the graphical user interface, and the floating window is displayed at a preset position. In this implementation, the first scope view and the first game screen are independent structures. The initial display position of the floating window displaying the first scope view on the graphical user interface is determined by the designer during the game design phase, but players can drag the floating window according to their preferences and the layout of the actual game scene to display it at any position on the graphical user interface. The floating window can be understood as an independent component on the graphical user interface, and its presentation is more flexible than the picture-in-picture presentation method.

[0073] Figure 5 is a schematic diagram of the first aiming scope screen displayed in a floating window according to this embodiment.

[0074] As shown in Figure 5(a), the content displayed on the graphical user interface includes a first game screen 51 formed by a portion of the game scene. The first game screen 51 includes a controlled virtual character 511, an object to be attacked 512, an object to be attacked 513, and an object to be attacked 514. The content displayed on the graphical user interface also includes a first operation control 54.

[0075] As shown in Figure 5(b), when the player wants to shoot the target 512, the crosshair 55 of the virtual weapon held by the controlled virtual character 511 will be aimed at the target 512, and the first operation control 54 will be triggered.

[0076] As shown in Figure 5(c), in response to the player triggering the first operation control 54, the virtual weapon enters the aiming state, and a second game screen 52 is displayed on the graphical user interface. The second game screen 52 is based on the first game screen 51, with a first scope screen 53 added in the form of a floating window 56. The first scope screen 53 includes at least a portion of the target 512 magnified at a first magnification (e.g., 4x). (Because the crosshair 55 cannot accurately align with the target 512 before entering the aiming state, the target 512 may not be present in the first scope screen 53, or only a portion of the target 512 may be present.) The player can drag the floating window 56 to any position in the graphical user interface.

[0077] As shown in Figure 5(d), the player controls the movement of the crosshair 55' based on the first scope screen 53 and aims at the target 512 to be attacked. The third game screen 57 is displayed on the graphical user interface. The third game screen 57 is the first scope screen 53 added in the form of a floating window 56 on the basis of the first game screen 51. The first scope screen 53 includes at least the target 512 magnified at a first magnification (e.g., 4x) and the crosshair 55'.

[0078] In one optional implementation of this embodiment, the game interface display method provided in this embodiment may further include the following steps:

[0079] Step S330: Provide a third operation control on the graphical user interface; in response to a trigger operation on the third operation control, display an animation on the graphical user interface in which the controlled virtual character performs a first action, the crosshair moves in the virtual scene, and the first scope screen changes accordingly, wherein the first action is any movement action indicated by the third operation control.

[0080] The third operation control can be understood as a button provided on the graphical user interface to control the movement of the controlled virtual character, such as a crawl button, a crouch button, a jump button, etc.

[0081] The triggering operation for the third operation control can be a click, a press, or other similar operation. After the player performs the triggering operation on the third operation control, the server can control the controlled virtual character to perform the action associated with the third operation control. For example, if the third operation control is a jump button, the controlled virtual character can perform a jump action; if the third operation control is a crouch button, the controlled virtual character can perform a crouch action. In this embodiment, the action performed by the controlled virtual character in response to the user's triggering operation on the third operation control is defined as the first action.

[0082] As the controlled virtual character moves within the game environment (jumping, crawling, crouching, etc.), the crosshair will inevitably move in real-time. Changes in the crosshair's position within the game environment will also change the first-view scope displayed on the graphical user interface. That is, when the player triggers a third-party control action, the graphical user interface displays an animation including the controlled virtual character performing the first action, the crosshair moving within the virtual environment, and the corresponding changes in the first-view scope's view.

[0083] Figure 6 is a schematic diagram showing the change in the scope view provided in this embodiment.

[0084] As shown in Figure 6(a), the content displayed on the graphical user interface includes a first game screen 61 formed by a portion of the game scene. The first game screen 61 includes a controlled virtual character 611, an object to be attacked 612, an object to be attacked 613, and an object to be attacked 614. The content displayed on the graphical user interface also includes a first operation control 671 and a third operation control 672. The action associated with the third operation control 672 can be a crawling action.

[0085] As shown in Figure 6(b), in response to the player performing a first operation on the first operation control 671, the server controls the virtual weapon to enter the aiming state. The content displayed on the graphical user interface is a second game screen 62, which includes a first game screen 61 and a first scope screen 63 displayed in a floating window. Assuming that the crosshair 64 is currently aiming at the target 612, then the content of the first scope screen 63 includes the target 612 and its surrounding area magnified at a first magnification (e.g., 4x), as well as the crosshair 64'.

[0086] As shown in Figure 6(c), in response to the player's trigger operation on the third operation control 672, the controlled virtual character 611 is controlled to crawl in the game scene. Simultaneously, the crosshair 64 moves in real-time within the game scene, and the first scope view 63 changes accordingly. Assuming that the target of the crosshair 64 changes to the target 613 after its movement, then the content of the first scope view 63 changes to include the target 613 magnified at a first magnification (e.g., 4x) and its surrounding area, as well as the crosshair 64'. Of course, during the process of controlling the controlled virtual character 611 to crawl in the game scene, the first scope view 63 is a constantly changing image.

[0087] In one optional implementation of this embodiment, the game interface display method provided in this embodiment may further include the following steps:

[0088] Step S340: A second identifier for the scope is provided on the graphical user interface. The second identifier is used to adjust the magnification of the scope. In response to a trigger operation for the second identifier, a third game screen is displayed on the graphical user interface. The third game screen is a third scope screen added to the first game screen. The third scope screen is determined based on the crosshair and the third magnification of the scope. The third magnification is the magnification adjusted by the trigger operation for the second identifier, and is any one of the preset magnifications of the scope other than the first magnification. The third scope screen includes the crosshair magnified at the third magnification, and the crosshair magnified at the third magnification is used to aim at a target in the third scope screen.

[0089] The second identifier can be understood as an identifier set for the scope to adjust the magnification of the scope. Multi-magnification scopes usually have multiple preset magnifications. By displaying the second identifier on the graphical user interface, players can adjust the magnification of the target in the scope screen according to the real-time game situation.

[0090] The triggering operation for the second identifier can be a click operation, a dragging operation of the identifier slider, etc., and the specific operation method is not limited here. After the player performs the triggering operation on the second identifier, the server will change the magnification of the scope, for example, adjusting the magnification of the scope from 4x to 8x. In this embodiment, the adjusted magnification is defined as the third magnification.

[0091] As the magnification of the scope is adjusted, the scope view displayed on the graphical user interface will also change accordingly. In this embodiment, the scope view determined based on the crosshair and the third magnification is defined as the third scope view. That is, when the player performs a trigger operation on the second identifier, the content displayed on the graphical user interface changes to a third game screen composed of the first game screen and the third scope view. As shown above, the third scope view can be presented in a picture-in-picture format within the first game screen, or it can be displayed on the graphical user interface as a floating window.

[0092] Figure 7 is a schematic diagram showing another change in the scope view provided in this embodiment.

[0093] As shown in Figure 7(a), the content displayed on the graphical user interface includes a first game screen 71 formed by a portion of the game scene. The first game screen 71 includes a controlled virtual character 711, an object to be attacked 712, an object to be attacked 713, and an object to be attacked 714. The content displayed on the graphical user interface also includes a first operation control 751 and a second identifier 752. The second identifier 752 includes two preset magnification ratios of 4x and 8x.

[0094] As shown in Figure 7(b), in response to the player performing a first operation on the first operation control 751, the server controls the virtual weapon to enter the aiming state. The content displayed on the graphical user interface is a second game screen 72, which includes a first game screen 71 and a first scope screen 73 displayed in a floating window. Assuming that the target 712 is being attacked by the crosshair 74, and the magnification associated with the first operation is 4x, then the content of the first scope screen 73 includes the target 712 magnified at the first magnification (4x) and the area where it is located, as well as the crosshair 74'.

[0095] As shown in Figure 7(c), in response to the player's trigger operation on the second identifier 752, the magnification of the scope is changed from 4x to 8x. The content displayed on the graphical user interface is a third game screen 77, which includes the first game screen 71 and a third scope screen 78 displayed in a floating window. The third scope screen 78 includes the target 712 magnified at the third magnification (8x) and the area it occupies, as well as the crosshair 74.

[0096] In one optional implementation of this embodiment, the game interface display method provided in this embodiment may further include the following steps:

[0097] In step S350, in response to the exit operation, the virtual weapon is controlled to exit the first aiming state, and the first game screen is displayed on the graphical user interface.

[0098] In response to the different ways the first aiming scope image is displayed in the first aiming state, this embodiment provides the following optional methods for exiting the first aiming state.

[0099] Method 1: For the first aiming screen displayed in picture-in-picture mode, the method to exit the first aiming state is as follows: In response to the third operation on the first operation control, exit the first aiming screen and display the first game screen on the graphical user interface.

[0100] The third operation can be different from the first operation, for example, the first operation is a click operation and the third operation is a press operation. Alternatively, it can be the same as the first operation, for example, both the first and third operations are click operations. When the virtual weapon is not in the aiming state, clicking the first operation control will enter the first aiming state. When the virtual weapon has entered the first aiming state, clicking the first operation control will exit the first aiming state.

[0101] Method 2: For the first aiming state, which is displayed in the form of a floating window, the method for exiting the first aiming state is as follows: in response to the trigger operation of the floating window, exit the first aiming state and display the first game screen on the graphical user interface.

[0102] The triggering operation for the floating window includes dragging the floating window out of the graphical user interface. The floating window exists independently of the first game screen, essentially acting as a component of the graphical user interface. Therefore, dragging the floating window and moving it out of the graphical user interface allows the virtual weapon to exit the first aiming state.

[0103] Method 3: For the first aiming scope screen displayed in the form of a floating window, in an optional implementation, the floating window has a first identifier, and the method for exiting the first aiming state is: in response to a trigger operation on the first identifier, exit the first aiming scope screen and display the first game screen on the graphical user interface.

[0104] The first identifier can be understood as the close identifier corresponding to the floating window, and the triggering operation for the first identifier includes a click operation on the first identifier. Clicking the close identifier on the floating window can control the virtual weapon to exit the first aiming state.

[0105] Figure 8 This is a schematic diagram of exiting the first aiming state provided in this embodiment.

[0106] like Figure 8As shown, in response to the player performing a first operation on the first control, the server controls the virtual weapon to enter the first aiming state. The content displayed on the graphical user interface is a second game screen 82, which includes the first game screen and the first scope screen displayed in a floating window. The floating window 84 has a first identifier 85. By clicking the first identifier 85, the player can close the floating window 84 and control the virtual weapon to exit the first aiming state. After exiting, the content displayed on the graphical user interface is only the first game screen.

[0107] In one optional implementation of this embodiment, the game interface display method provided in this embodiment may further include the following steps:

[0108] Step S360, in response to a second operation on the first operation control, a second scope view is displayed on the graphical user interface, wherein the second scope view is determined based on the front sight and a second magnification of the scope.

[0109] The second operation can be understood as one of the various operation modes configured in the first operation control. By performing the second operation on the first operation control, the player can control the virtual weapon to enter a second aiming state. It should be noted that the second operation and the first operation are two different operation modes.

[0110] In the method provided in this embodiment, by operating the first operation control through two or more different operation methods, the virtual weapon can be controlled to enter different aiming states. Based on this, before controlling the virtual weapon to enter the aiming state, the method provided in this embodiment further includes determining the operation method of the triggering operation performed by the player on the first operation control.

[0111] In one optional implementation provided in this embodiment, the operation mode of the first operation control includes: a first operation and a second operation determined based on the contact area; that is, the operation mode configured for the first operation control includes a first operation and a second operation distinguished by the contact area. This method is applicable to terminal devices with touchscreens, such as mobile phones and tablet computers.

[0112] Before controlling the virtual weapon to enter the aiming state, the server-side steps further include: in response to a trigger operation on the first operation control, determining whether the trigger operation is the first operation based on the contact area of ​​the trigger operation. Specifically, this includes:

[0113] In response to the contact area of ​​the triggering operation being less than or equal to a preset contact area threshold, the triggering operation is determined to be the first operation.

[0114] In response to the contact area of ​​the triggering operation being greater than the contact area threshold, the triggering operation is determined to be the second operation.

[0115] The contact area threshold can be understood as a setting standard for distinguishing between the first operation and the second operation based on the contact area. For example, if the contact area threshold is set to 0.25 square centimeters, then when the player clicks or presses the first operation control with their finger, if the contact area between the finger and the first operation control is less than or equal to 0.25 square centimeters, the operation is determined to be the first operation, that is, controlling the virtual weapon to enter the first aiming state. When the player clicks or presses the first operation control with their finger, if the server determines that the contact area between the finger and the first operation control is greater than 0.25 square centimeters, the operation is determined to be the second operation, that is, controlling the virtual weapon to enter the second aiming state.

[0116] In one specific implementation, the first operation is a half-finger tap (where players typically use half a finger to touch controls), and the second operation is a full-finger press (to distinguish it from the usual half-finger operation). The contact area between the finger and the first control determines whether the player's action on the first control is the first or the second operation. The first operation corresponds to the player's usual operation method.

[0117] Figure 9 This is a schematic diagram of the operation mode of the first operation control provided in this embodiment.

[0118] like Figure 9 As shown in (a), the contact area between the finger and the first operation control on the graphical user interface is small, constituting a half-finger click operation. This operation is a light, quick, and high-frequency operation method, such as... Figure 9 As shown in (b), the contact area between the finger and the first operation control on the graphical user interface is relatively large, which is a full-finger pressing operation. This operation belongs to a medium-intensity, relatively slow, and medium-frequency operation mode.

[0119] In another optional implementation provided in this embodiment, the operation mode of the first operation control further includes: a first operation and a second operation determined based on the operation duration of the first operation control; that is, the operation mode configured for the first operation control includes a first operation and a second operation distinguished by operation duration. This method is applicable to various terminal devices, such as mobile phones, tablets, laptops, and desktop computers.

[0120] Before controlling the virtual weapon to enter the aiming state, the server-side steps further include: in response to a trigger operation on the first operation control, determining whether the trigger operation is the first operation based on the operation duration of the trigger operation. Specifically, this includes:

[0121] In response to the fact that the operation duration of the triggering operation is less than or equal to a preset operation duration threshold, the triggering operation is determined to be the first operation.

[0122] In response to the fact that the duration of the triggering operation is greater than the operation duration threshold, the triggering operation is determined to be the second operation.

[0123] The operation duration threshold can be understood as a setting standard that distinguishes between the first operation and the second operation based on the duration of the operation that triggers the first operation control. For example, if the operation duration threshold is set to 0.2 seconds, then when the player touches the first operation control with their finger, mouse, stylus, etc., the server determines that the contact duration between the finger, mouse, stylus, etc. and the first operation control is less than or equal to 0.2 seconds, and thus determines that the triggered operation is the first operation, that is, controlling the virtual weapon to enter the first aiming state. When the player touches the first operation control with their finger, mouse, stylus, etc., the server determines that the contact duration between the finger, mouse, stylus, etc. and the first operation control is greater than 0.2 seconds, and thus determines that the triggered operation is the second operation, that is, controlling the virtual weapon to enter the second aiming state.

[0124] In one specific implementation, the first operation is a click operation and the second operation is a long press operation. The duration of contact between the player's finger, mouse, stylus, etc., and the first operation control determines whether the player's trigger operation on the first operation control is the first operation or the second operation.

[0125] In addition to the two implementation methods mentioned above, the operation method of the first operation control configuration provided in this embodiment also has other optional implementation methods, such as: determining the first operation and the second operation based on other function keys, setting the first operation to trigger the first operation control, and setting the second operation to trigger the function key simultaneously on the basis of triggering the first operation control. The specific implementation method can be set according to the game settings or player preferences, and is not limited here.

[0126] The second aiming state can be understood as a full-screen aiming state, that is, the scope screen displayed on the graphical user interface occupies the entire graphical user interface. In the second aiming state, the player can only see the scope screen (i.e., the second scope screen) and cannot see the original game screen before entering the aiming state (i.e., the first game screen).

[0127] The second aiming view can be understood as the aiming view displayed on the graphical user interface after the virtual weapon enters the second aiming state. This second aiming view is determined by the first reticle and the second magnification of the aiming view. Specifically, the reticle determines the area of ​​the game scene presented in the second aiming view, and the aiming view magnifies this area at the second magnification. The second aiming view can also be understood as a magnified projection of a portion of the game scene; that is, with the reticle as the center point, a preset area around the reticle is projected at the second magnification as the second aiming view. The second aiming view includes the reticle, which is the center point of the second aiming view. The target can be aimed at in the second aiming view through the reticle.

[0128] The second magnification is associated with the second operation and can be any of the preset magnifications of the scope. The second scope view includes a crosshair, which is used to aim at a target in the second scope view. The magnification of the scope also affects the size of the game scene presented in the second scope view. For example, when the magnification is 4, the 4x magnified game scene presented in the second scope view is an area with a radius of 4 cm centered on the crosshair; when the magnification is 8, the 8x magnified game scene presented in the second scope view is an area with a radius of 2 cm centered on the crosshair. In this embodiment, the magnification of the scope associated with the second operation is defined as the second magnification. This second magnification is an adjustable value that can be specifically set according to the game settings. It can be any of the preset magnifications of the scope and is not limited here. The first magnification and the second magnification can be set to the same magnification or different magnifications. Game developers can configure them according to the specific needs of the project, or players can customize the settings. For example, to allow different initial scope magnifications for full-screen aiming and non-full-screen aiming, so that a smaller magnification is used by default when aiming in non-full-screen mode and a larger magnification is used by default when aiming in full-screen mode, the first magnification can be set to 4x and the second magnification can be set to 8x.

[0129] In one alternative implementation, the second magnification of the sight associated with the second operation is set to 8x.

[0130] In summary, comparing the first and second aiming states, the first aiming state is a non-full-screen aiming mode, while the second aiming state is a full-screen aiming mode. These two states can exist independently or simultaneously in the game. The first aiming state is more suitable for short-term aiming in mobile combat. Because in the first aiming state, players can see not only the scope view (i.e., the first scope view) but also the original game screen before entering the aiming state (i.e., the first game screen), allowing players to precisely control the movement of their virtual character within the game scene while aiming at the target. The second aiming state is more suitable for focused aiming in stationary sniping. Because in the second aiming state, the scope view (i.e., the second scope view) is displayed full-screen on the graphical user interface, the screen is larger, allowing players to see further and more clearly, thus increasing sniping accuracy.

[0131] Figure 10 is a schematic diagram of triggering different aiming states provided in this embodiment.

[0132] As shown in Figure 10(a), the content displayed on the graphical user interface includes a first game screen 101 formed by a portion of the game scene. The first game screen 101 includes a controlled virtual character 1011, an object to be attacked 1012, an object to be attacked 1013, and an object to be attacked 1014. The content displayed on the graphical user interface also includes a first operation control 106.

[0133] As shown in Figure 10(b), in response to the player performing a first operation on the first operation control 106 using a half-finger click, the server controls the virtual weapon to enter the first aiming state. The content displayed on the graphical user interface includes the first game screen 101 and the first scope screen 103 displayed in a floating window. The first game screen 101 and the first scope screen 103 together form the second game screen 102 displayed on the graphical user interface. That is, in the first aiming state, the player can see the first scope screen 103 (including the target 1012 magnified at the first magnification and its partial area, as well as the crosshair 105') determined by the crosshair 105 (assuming the crosshair 105 is positioned at the target 1012) and the scope at the first magnification (including the target 1012 magnified at the first magnification and the crosshair 105') on the graphical user interface, and can also see the first game screen 101 (including the controlled virtual character 1011, the target 1012, the target 1013, and the target 1014).

[0134] As shown in Figure 10(c), in response to the player performing a second operation on the first operation control 106 by pressing with all fingers, the server controls the virtual weapon to enter a second aiming state. The content displayed on the graphical user interface includes a second scope view 104. That is, in the second aiming state, what the player can see on the graphical user interface is a second scope view 104 (including the target 1012 magnified at the second magnification and its surrounding area, as well as the crosshair 105) determined by the crosshair 105 (assuming the crosshair 105 is positioned on the target 1012) and the scope with the second magnification.

[0135] It should be noted that the first aiming state and the second aiming state are two parallel aiming states. That is, after the player performs a trigger operation on the first operation control, if the server determines that the trigger operation is the first operation (such as a half-finger click operation), the first aiming state is triggered. If the server determines that the trigger operation is the second operation (such as a full-finger press operation), the second aiming state is triggered.

[0136] Based on this, in an optional implementation provided in this embodiment, the interface display method in the game provided in this embodiment may further include the following steps:

[0137] Step S370: In response to a switching operation for the aiming state, control the virtual weapon to exit the first aiming state and enter the second aiming state, or control the virtual weapon to exit the second aiming state and enter the first aiming state.

[0138] In one alternative implementation, for a first aiming state in which a first aiming view is displayed in the form of a floating window, the method for switching the aiming state includes: in response to a second trigger operation on the floating window, displaying the second aiming view on the graphical user interface.

[0139] The second trigger operation for the floating window can be understood as an operation method that acts on the floating window to achieve the switching of aiming state, such as a long press or double tap operation on the floating window. By performing operations such as long press on the floating window, players can quickly switch the aiming state from the first aiming state to the second aiming state, that is, switch from the non-fullscreen state to the fullscreen state.

[0140] In another optional implementation, the method for switching aiming states includes providing a second operation control on the graphical user interface. If the current aiming state is a first aiming state, and the graphical user interface displays a second game screen including a first game screen and a first scope screen, then in response to a trigger operation on the second operation control, the second scope screen can be displayed on the graphical user interface. The second scope screen is determined based on a second magnification of the crosshair and the scope. If the current aiming state is a second aiming state, and the graphical user interface displays a second scope screen, then in response to a trigger operation on the second operation control, the second game screen including the first game screen and the first scope screen can be displayed on the graphical user interface.

[0141] The second operation control can be understood as a switching control for the aiming state. The trigger operation for the second operation control can be understood as an operation configured to switch the aiming state for the second operation control, such as a click operation, a press operation, a swipe operation, etc. By performing a trigger operation on the second operation control, players can quickly switch the aiming state from the first aiming state to the second aiming state, or from the second aiming state to the first aiming state, thus achieving rapid switching between non-fullscreen mode and fullscreen mode.

[0142] Figure 11 is a schematic diagram of a switching aiming state provided in this embodiment.

[0143] As shown in Figure 11(a), the content displayed on the graphical user interface includes a first game screen 111 formed by a portion of the game scene. The first game screen 111 includes a controlled virtual character 1111, an object to be attacked 1112, an object to be attacked 1113, and an object to be attacked 1114. The content displayed on the graphical user interface also includes a first operation control 1161 and a second operation control 1162. The first operation control 1161 is an aiming button, and the second operation control 1162 is an aiming state switching button.

[0144] As shown in Figure 11(b), in response to the player performing a first operation on the first operation control 1161 using a half-finger click, the server controls the virtual weapon to enter the first aiming state. The content displayed on the graphical user interface includes the first game screen 111 and the first scope screen 113 displayed in a floating window. The first game screen 111 and the first scope screen 113 together form the second game screen 112 displayed on the graphical user interface. In the first aiming state, the player can see the first scope screen 113 (including the target 1112 magnified at the first magnification and its partial area, as well as the crosshair 115') determined by the crosshair 115 (assuming the crosshair 115 is positioned at the target 1112) and the scope at the first magnification (including the target 1112 magnified at the first magnification and the crosshair 115') on the graphical user interface, and can also see the first game screen 111 (including the controlled virtual character 1111, the target 1112, the target 1113, and the target 1114).

[0145] As shown in Figure 11(c), in response to the player clicking the second operation control 1162, the server controls the virtual weapon to exit the first aiming state and enter the second aiming state. The content displayed on the graphical user interface includes the second scope view 114. In the second aiming state, what the player can see on the graphical user interface is the second scope view 114 (including the target 1112 magnified at the second magnification and its partial area, as well as the crosshair 115"), determined by the crosshair 115 (assuming the crosshair 115 is positioned on the target 1112 to be attacked) and the scope with the second magnification.

[0146] The above steps have provided a detailed explanation of the game interface display method in this embodiment. It should be noted that the method provided in this embodiment does not limit the terminal device or its display method. Vertical screen game display is a current trend in mobile game development, and the game interface display method provided in this embodiment is also applicable to vertical screen shooting games.

[0147] Figure 12 This is a schematic diagram of another way to trigger different aiming states provided in this embodiment.

[0148] like Figure 12 As shown in (a), the graphical user interface is displayed on the terminal device in portrait mode. The content displayed on the graphical user interface includes a first game screen 121 formed by a portion of the game scene. The first game screen 121 includes at least a controlled virtual character 1211 and an object to be attacked 1212. The content displayed on the graphical user interface also includes a first operation control 126.

[0149] like Figure 12 As shown in (b), in response to the player performing a first operation on the first operation control 126 using a half-finger click, the server controls the virtual weapon to enter the first aiming state. The content displayed on the graphical user interface includes the first game screen 121 and the first scope screen 123 displayed in a floating window. The first game screen 121 and the first scope screen 123 together form the second game screen 122 displayed on the graphical user interface. That is, in the first aiming state, the player can see the first scope screen 123 (including the target 1212 magnified at the first magnification and its surrounding area, as well as the crosshair 125') determined by the crosshair 125 and the scope with the first magnification, and can also see the first game screen 121 (including the controlled virtual character 1211 and the target 1212).

[0150] like Figure 12 As shown in (c), in response to the player performing a second operation on the first operation control 126 by pressing with all fingers, the server controls the virtual weapon to enter a second aiming state, and the content displayed on the graphical user interface includes the second aiming scope screen 124. That is, in the second aiming state, what the player can see on the graphical user interface is the second aiming scope screen 124 determined by the crosshair 125 and the aiming scope with the second magnification (including the target 1212 magnified at the second magnification and its surrounding area, as well as the crosshair 125).

[0151] It should be noted that, Figure 12 The display method of the controlled virtual character 1211, the target to be attacked 1212, the first operation control 126, and the first aiming scope screen 123 displayed in the form of a floating window provided in the game is an optional implementation method. In actual game applications, the display position of each object can be adjusted in detail, and there are no restrictions here.

[0152] The first embodiment described above provides an optional interface display method in a game. It should be noted that the examples in this embodiment are only for explaining the methods described in this application and are not intended to limit actual use. The interface display methods in games provided in this application include, but are not limited to, the methods described in the above embodiments.

[0153] The second embodiment of this application provides a game interface display device. The device provides a graphical user interface through a terminal device. The graphical user interface displays a first game screen. The first game screen is formed by at least a portion of a game scene. The game scene includes at least a crosshair. The crosshair is used to indicate the aiming direction of a virtual weapon held by a controlled virtual character in the game scene. The virtual weapon is equipped with a scope.

[0154] Figure 13 This is a schematic diagram of the interface display device in the game provided in this embodiment.

[0155] like Figure 13 As shown, the game interface display device provided in this embodiment includes: an operation control providing unit 1301 and a game screen display unit 1302.

[0156] The operation control providing unit 1301 is used to provide a first operation control on the graphical user interface, and the first operation control can be operated by the user in a variety of ways.

[0157] The game screen display unit 1302 is used to display a second game screen on the graphical user interface in response to a first operation on the first operation control. The second game screen is a first aiming scope screen added on the basis of the first game screen, wherein the first aiming scope screen is determined based on the crosshair and the first magnification of the aiming scope.

[0158] Optionally, the device further includes a second game screen display unit;

[0159] The second game screen display unit is configured to display a second scope screen on the graphical user interface in response to a second operation on the first operation control, wherein the second scope screen is determined based on the crosshair and a second magnification of the scope.

[0160] Optionally, the operation mode of the first operation control includes: the first operation and the second operation determined based on the contact area;

[0161] Prior to the step of displaying a second game screen on the graphical user interface in response to a first operation on the first operation control, the method further includes:

[0162] In response to a trigger operation on the first operation control, it is determined whether the trigger operation is the first operation based on the contact area of ​​the trigger operation.

[0163] Optionally, the step of responding to a trigger operation on the first operation control and determining whether the trigger operation is the first operation based on the contact area of ​​the trigger operation includes:

[0164] In response to the contact area of ​​the triggering operation being less than or equal to a preset contact area threshold, the triggering operation is determined to be the first operation;

[0165] In response to the contact area of ​​the triggering operation being greater than the contact area threshold, the triggering operation is determined to be the second operation.

[0166] Optionally, the operation mode of the first operation control further includes: the first operation and the second operation determined based on the operation duration of the first operation control;

[0167] Prior to the step of displaying a second game screen on the graphical user interface in response to a first operation on the first operation control, the method further includes:

[0168] In response to a trigger operation on the first operation control, the system determines whether the trigger operation is the first operation based on the operation duration of the trigger operation.

[0169] Optionally, the step of responding to a trigger operation on the first operation control and determining whether the trigger operation is the first operation based on the operation duration of the trigger operation includes:

[0170] In response to the fact that the operation duration of the triggering operation is less than or equal to a preset operation duration threshold, the triggering operation is determined to be the first operation;

[0171] In response to the fact that the duration of the triggering operation is greater than the operation duration threshold, the triggering operation is determined to be the second operation.

[0172] Optionally, the first scope view is presented in a picture-in-picture format within the first game screen to form the second game screen;

[0173] The step of displaying a second game screen on the graphical user interface in response to a first operation on the first operation control includes:

[0174] The first game screen, which includes the view from the first scope, is displayed on the graphical user interface.

[0175] Optionally, the device further includes an aiming state exit unit;

[0176] The aiming state exit unit is used to exit the first aiming scope screen and display the first game screen on the graphical user interface in response to a third operation on the first operation control.

[0177] Optionally, the first sight view is displayed on the graphical user interface in the form of a floating window;

[0178] The step of displaying a second game screen on the graphical user interface in response to a first operation on the first operation control includes:

[0179] The first game screen is displayed on the graphical user interface, and the floating window is displayed at a preset position.

[0180] Optionally, the device further includes a second aiming state exit unit;

[0181] The second aiming state exit unit is used to exit the first aiming scope screen and display the first game screen on the graphical user interface in response to a trigger operation on the floating window;

[0182] The triggering operation for the floating window includes dragging the floating window out of the graphical user interface.

[0183] Optionally, the floating window has a first identifier; the device further includes a third aiming state exit unit;

[0184] The third aiming state exit unit is used to exit the first aiming scope screen and display the first game screen on the graphical user interface in response to the trigger operation for the first identifier.

[0185] The triggering operation for the first identifier includes a click operation for the first identifier.

[0186] Optionally, the device further includes an aiming state switching unit;

[0187] The aiming state switching unit is used to display the second aiming scope screen on the graphical user interface in response to a second trigger operation on the floating window.

[0188] Optionally, the device further includes a second aiming state switching unit;

[0189] The second aiming state switching unit is used to provide a second operation control on the graphical user interface;

[0190] After the step of displaying a second game screen on the graphical user interface in response to a first operation on the first operation control, the method is further configured to:

[0191] In response to a trigger operation on the second operation control, the second scope view is displayed on the graphical user interface.

[0192] Optionally, after the step of displaying the second scope view on the graphical user interface in response to a trigger operation on the second operation control, the method is further configured to:

[0193] In response to a trigger operation on the second operation control, the second game screen is displayed on the graphical user interface.

[0194] Optionally, the device may further include a motion control unit;

[0195] The mobile control unit is used to provide a third operation control on the graphical user interface;

[0196] In response to a trigger operation on the third operation control, an animation is displayed on the graphical user interface showing the controlled virtual character performing a first action, the crosshair moving in the virtual scene, and the first scope screen changing accordingly, wherein the first action is any movement action indicated by the third operation control.

[0197] Optionally, the device further includes a magnification adjustment unit;

[0198] The magnification adjustment unit is used to provide a second indicator for the scope on the graphical user interface, the second indicator being used to adjust the magnification of the scope;

[0199] In response to a trigger operation for the second identifier, a third game screen is displayed on the graphical user interface. The third game screen is a third scope screen added to the first game screen. The third scope screen is determined based on a third magnification of the crosshair and the scope. The third magnification is the magnification adjusted by the trigger operation for the second identifier, and is any one of the preset magnifications of the scope other than the first magnification. The third scope screen includes the crosshair magnified at the third magnification, and the crosshair magnified at the third magnification is used to aim at a target in the third scope screen.

[0200] The third embodiment of this application provides a terminal device. Figure 14 This is a schematic diagram of the terminal device provided in this embodiment.

[0201] like Figure 14 As shown, the terminal device provided in this embodiment includes: a memory 1401 and a processor 1402;

[0202] The memory 1401 is used to store computer instructions for executing the interface display method in the game;

[0203] The processor 1402 is configured to execute computer instructions stored in the memory 1401 to perform the following operations:

[0204] A first operation control is provided on the graphical user interface, and the first operation control can be operated by the user in a variety of ways;

[0205] In response to a first operation on the first operation control, a second game screen is displayed on the graphical user interface. The second game screen is a first scope screen added to the first game screen, wherein the first scope screen is determined based on the crosshair and a first magnification of the scope.

[0206] Optionally, the following operations may also be performed:

[0207] In response to a second operation on the first operation control, a second scope view is displayed on the graphical user interface, wherein the second scope view is determined based on the front sight and a second magnification of the scope.

[0208] Optionally, the operation mode of the first operation control includes: the first operation and the second operation determined based on the contact area;

[0209] Prior to the step of displaying a second game screen on the graphical user interface in response to a first operation on the first operation control, the following operations are also performed:

[0210] In response to a trigger operation on the first operation control, it is determined whether the trigger operation is the first operation based on the contact area of ​​the trigger operation.

[0211] Optionally, the step of responding to a trigger operation on the first operation control and determining whether the trigger operation is the first operation based on the contact area of ​​the trigger operation includes:

[0212] In response to the contact area of ​​the triggering operation being less than or equal to a preset contact area threshold, the triggering operation is determined to be the first operation;

[0213] In response to the contact area of ​​the triggering operation being greater than the contact area threshold, the triggering operation is determined to be the second operation.

[0214] Optionally, the operation mode of the first operation control further includes: the first operation and the second operation determined based on the operation duration of the first operation control;

[0215] Prior to the step of displaying a second game screen on the graphical user interface in response to a first operation on the first operation control, the following operations are also performed:

[0216] In response to a trigger operation on the first operation control, the system determines whether the trigger operation is the first operation based on the operation duration of the trigger operation.

[0217] Optionally, the step of responding to a trigger operation on the first operation control and determining whether the trigger operation is the first operation based on the operation duration of the trigger operation includes:

[0218] In response to the fact that the operation duration of the triggering operation is less than or equal to a preset operation duration threshold, the triggering operation is determined to be the first operation;

[0219] In response to the fact that the duration of the triggering operation is greater than the operation duration threshold, the triggering operation is determined to be the second operation.

[0220] Optionally, the first scope view is presented in a picture-in-picture format within the first game screen to form the second game screen;

[0221] The step of displaying a second game screen on the graphical user interface in response to a first operation on the first operation control includes:

[0222] The first game screen, which includes the view from the first scope, is displayed on the graphical user interface.

[0223] Optionally, the following operations may also be performed:

[0224] In response to a third operation on the first control, the first scope screen is exited, and the first game screen is displayed on the graphical user interface.

[0225] Optionally, the first sight view is displayed on the graphical user interface in the form of a floating window;

[0226] The step of displaying a second game screen on the graphical user interface in response to a first operation on the first operation control includes:

[0227] The first game screen is displayed on the graphical user interface, and the floating window is displayed at a preset position.

[0228] Optionally, the following operations may also be performed:

[0229] In response to a trigger operation on the floating window, exit the first aiming scope screen and display the first game screen on the graphical user interface;

[0230] The triggering operation for the floating window includes dragging the floating window out of the graphical user interface.

[0231] Optionally, the floating window has a first identifier; the following operations are also performed:

[0232] In response to a trigger operation for the first identifier, exit the first scope screen and display the first game screen on the graphical user interface;

[0233] The triggering operation for the first identifier includes a click operation for the first identifier.

[0234] Optionally, the following operations may also be performed:

[0235] In response to a second trigger operation on the floating window, the second scope view is displayed on the graphical user interface.

[0236] Optionally, the following operations may also be performed:

[0237] A second operation control is provided on the graphical user interface;

[0238] After the step of displaying a second game screen on the graphical user interface in response to a first operation on the first control, the following is also performed:

[0239] In response to a trigger operation on the second operation control, a second scope view is displayed on the graphical user interface, the second scope view being determined based on the front sight and a second magnification of the scope.

[0240] Optionally, after the step of displaying the second scope view on the graphical user interface in response to a trigger operation on the second operation control, the following is also performed:

[0241] In response to a trigger operation on the second operation control, the second game screen is displayed on the graphical user interface.

[0242] Optionally, the following operations may also be performed:

[0243] A third operation control is provided on the graphical user interface;

[0244] In response to a trigger operation on the third operation control, an animation is displayed on the graphical user interface showing the controlled virtual character performing a first action, the crosshair moving in the virtual scene, and the first scope screen changing accordingly, wherein the first action is any movement action indicated by the third operation control.

[0245] Optionally, the following operations may also be performed:

[0246] A second identifier for the scope is provided on the graphical user interface, the second identifier being used to adjust the magnification of the scope;

[0247] In response to a trigger operation for the second identifier, a third game screen is displayed on the graphical user interface. The third game screen is a third scope screen added to the first game screen. The third scope screen is determined based on a third magnification of the crosshair and the scope. The third magnification is the magnification adjusted by the trigger operation for the second identifier, and is any one of the preset magnifications of the scope other than the first magnification. The third scope screen includes the crosshair magnified at the third magnification, and the crosshair magnified at the third magnification is used to aim at a target in the third scope screen.

[0248] The fourth embodiment of this application provides a computer-readable storage medium, which includes computer instructions that, when executed by a processor, are used to implement the methods described in the embodiments of this application.

[0249] It should be noted that the relational terms such as "first" and "second" used in this document are only used to distinguish one entity or operation from another, and do not require or imply any actual relationship or order between these entities or operations. Furthermore, "including," "having," "containing," and other similar terms are synonymous, and the conclusion of any one or more items following any of the foregoing words is open-ended; none of the foregoing terms indicates that the one or more items have been exhaustively listed, or are limited to only one or more of the listed items.

[0250] When used herein, unless otherwise expressly stated, the term "or" includes all possible combinations except those that are impractical. For example, if expressed as a database may include A or B, then unless otherwise specified or impractical, it may include database A, or B, or A and B. As a second example, if expressed as a database may include A, B, or C, then unless otherwise specified or impractical, the database may include database A, or B, or C, or A and B, or A and C, or B and C, or A and B and C.

[0251] It is worth noting that the above embodiments can be implemented by hardware or software (program code), or a combination of hardware and software. If implemented by software, it can be stored in the above-described computer-readable medium. When executed by a processor, the software can perform the methods disclosed above. The computing units and other functional units described in this disclosure can be implemented by hardware or software, or a combination of hardware and software. Those skilled in the art will also understand that the above-described multiple modules / units can be combined into one module / unit, and each of the above-described modules / units can be further divided into multiple sub-modules / sub-units.

[0252] In the foregoing detailed description, embodiments have been described with reference to numerous specific details, which may vary depending on the implementation. Certain adaptations and modifications can be made to the embodiments. Other implementations will be readily apparent to those skilled in the art from the specific embodiments disclosed herein. This specification and examples are for illustrative purposes only, and the true scope and essence of this application are defined by the claims. The sequence of steps shown in the figures is also for illustrative purposes only and is not intended to limit to any particular step or order. Therefore, those skilled in the art will recognize that these steps can be performed in different orders when implementing the same method.

[0253] Exemplary embodiments are disclosed in the figures and detailed description of this application. However, many variations and modifications can be made to these embodiments. Accordingly, although specific terms are used, they are only general and descriptive and not for limiting purposes.

Claims

1. An interface display method in a game, characterized by, A graphical user interface is provided through a terminal device, the graphical user interface displaying a first game screen, the first game screen being formed by at least a portion of a game scene, the game scene including at least a crosshair, the crosshair being used to indicate the aiming direction of a virtual weapon held by a controlled virtual character in the game scene, the virtual weapon being equipped with a scope, the method comprising: A first operation control is provided on the graphical user interface, and the first operation control can be operated by the user in a variety of ways; In response to a first operation on the first control, a second game screen is displayed on the graphical user interface. The second game screen is a first scope view added to the first game screen. The first scope view is determined based on the crosshair and a first magnification of the scope. The first scope view is presented in a picture-in-picture format within the first game screen to form the second game screen. The step of displaying the second game screen in response to the first operation on the first control includes: displaying the first game screen containing the first scope view on the graphical user interface. In response to a second operation on the first operation control, a second scope view is displayed on the graphical user interface, wherein the second scope view is determined based on a second magnification of the front sight and the scope, and the second scope view is displayed in full-screen mode on the graphical user interface; The operation mode of the first operation control includes: the first operation and the second operation determined based on the contact area; Prior to the step of displaying a second game screen on the graphical user interface in response to a first operation on the first operation control, the method further includes: In response to a trigger operation on the first operation control, based on the contact area of ​​the trigger operation, it is determined whether the trigger operation is the first operation, specifically as follows: In response to the contact area of ​​the triggering operation being less than or equal to a preset contact area threshold, the triggering operation is determined to be the first operation; In response to the contact area of ​​the triggering operation being greater than the contact area threshold, the triggering operation is determined to be the second operation.

2. The method of claim 1, wherein, The operation mode of the first operation control also includes: the first operation and the second operation determined based on the operation duration of the first operation control; Prior to the step of displaying a second game screen on the graphical user interface in response to a first operation on the first operation control, the method further includes: In response to a trigger operation on the first operation control, the system determines whether the trigger operation is the first operation based on the operation duration of the trigger operation.

3. The method according to claim 2, characterized in that, The step of responding to a trigger operation on the first operation control and determining whether the trigger operation is the first operation based on the operation duration of the trigger operation includes: In response to the fact that the operation duration of the triggering operation is less than or equal to a preset operation duration threshold, the triggering operation is determined to be the first operation; In response to the fact that the duration of the triggering operation is greater than the operation duration threshold, the triggering operation is determined to be the second operation.

4. The method according to claim 1, characterized in that, The method further includes: In response to a third operation on the first control, the first scope screen is exited, and the first game screen is displayed on the graphical user interface.

5. The method according to claim 1, characterized in that, The first sight view is displayed in the graphical user interface as a floating window; The step of displaying a second game screen on the graphical user interface in response to a first operation on the first operation control includes: The first game screen is displayed on the graphical user interface, and the floating window is displayed at a preset position.

6. The method according to claim 5, characterized in that, The method further includes: In response to a trigger operation on the floating window, exit the first aiming scope screen and display the first game screen on the graphical user interface; The triggering operation for the floating window includes dragging the floating window out of the graphical user interface.

7. The method according to claim 5, characterized in that, The floating window has a first identifier; the method further includes: In response to a trigger operation for the first identifier, exit the first scope screen and display the first game screen on the graphical user interface; The triggering operation for the first identifier includes a click operation for the first identifier.

8. The method according to claim 5, characterized in that, The method further includes: In response to a second trigger operation on the floating window, the second scope view is displayed on the graphical user interface.

9. The method according to claim 1, characterized in that, The method further includes: A second operation control is provided on the graphical user interface; After the step of displaying a second game screen on the graphical user interface in response to a first operation on the first control, the method further includes: In response to a trigger operation on the second operation control, a second scope view is displayed on the graphical user interface, the second scope view being determined based on the front sight and a second magnification of the scope.

10. The method according to claim 9, characterized in that, After the step of displaying a second scope view on the graphical user interface in response to a triggering operation on the second operation control, the method further includes: In response to a trigger operation on the second operation control, the second game screen is displayed on the graphical user interface.

11. The method according to claim 1, characterized in that, The method further includes: A third operation control is provided on the graphical user interface; After the step of displaying a second game screen on the graphical user interface in response to a first operation on the first control, the method further includes: In response to a trigger operation on the third operation control, an animation is displayed on the graphical user interface showing the controlled virtual character performing a first action, the crosshair moving in the game scene, and the first scope screen changing accordingly, wherein the first action is any movement action indicated by the third operation control.

12. The method according to claim 1, characterized in that, The method further includes: A second identifier for the scope is provided on the graphical user interface, the second identifier being used to adjust the magnification of the scope; After the step of displaying a second game screen on the graphical user interface in response to a first operation on the first control, the method further includes: In response to a trigger operation for the second identifier, a third game screen is displayed on the graphical user interface. The third game screen is a third scope screen added to the first game screen. The third scope screen is determined based on a third magnification of the crosshair and the scope. The third magnification is the magnification adjusted by the trigger operation for the second identifier, and is any one of the preset magnifications of the scope other than the first magnification.

13. A game interface display device, characterized in that, A graphical user interface is provided through a terminal device, on which a first game screen is displayed. The first game screen is formed by at least a portion of the game scene. The game scene includes at least a crosshair, which is used to indicate the aiming direction of a virtual weapon held by a controlled virtual character in the game scene. The virtual weapon is equipped with a scope. The device includes: an operation control providing unit and a game screen display unit. The operation control providing unit is used to provide a first operation control on the graphical user interface, wherein the first operation control can be operated by the user in multiple ways; The game screen display unit is configured to display a second game screen on the graphical user interface in response to a first operation on the first control. The second game screen is a first scope view added to the first game screen, wherein the first scope view is determined based on a first magnification of the crosshair and the scope, and the first scope view is presented in the first game screen in a picture-in-picture format to form the second game screen. The step of displaying the second game screen on the graphical user interface in response to the first operation on the first control includes: displaying the first game screen containing the first scope view on the graphical user interface. In response to a second operation on the first operation control, a second scope view is displayed on the graphical user interface, wherein the second scope view is determined based on a second magnification of the front sight and the scope, and the second scope view is displayed in full-screen mode on the graphical user interface; The operation mode of the first operation control includes: the first operation and the second operation determined based on the contact area; Prior to the step of displaying a second game screen on the graphical user interface in response to a first operation on the first operation control, the method further includes: In response to a trigger operation on the first operation control, based on the contact area of ​​the trigger operation, it is determined whether the trigger operation is the first operation, specifically as follows: In response to the contact area of ​​the triggering operation being less than or equal to a preset contact area threshold, the triggering operation is determined to be the first operation; In response to the contact area of ​​the triggering operation being greater than the contact area threshold, the triggering operation is determined to be the second operation.

14. A terminal device, characterized in that, include: Memory, processor; The memory is used to store one or more computer instructions; The processor is configured to execute one or more computer instructions to implement the method as described in any one of claims 1-12.

15. A computer-readable storage medium storing one or more computer instructions thereon, characterized in that, When this instruction is executed by the processor, it performs the method as described in any one of claims 1-12.