Game launch methods, devices, equipment, and storage media in the dialog interface
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-02-07
- Publication Date
- 2026-08-14
AI Technical Summary
[0003]有鉴于此,本公开提供了一种对话界面中的游戏拉起方法、装置、设备及存储介质,以解决难以同时展示游戏页面与对话页面的问题
[0008]本公开实施例提供的对话界面中的游戏拉起方法、装置、设备及存储介质,通过触发对话界面中所显示的游戏信息,以从对话界面中拉起相应的游戏界面,从而将游戏界面展示在第一显示区域,并将对话信息展示在第二显示区域。由此能够使得用户在第一显示区域中进行游戏操作,并能够在第二显示区域中查看对话信息,使得游戏界面与对话信息能够同时展示,提升了用户点击游戏信息的意愿,避免游戏操作跳出对话界面,进一步提升了互动以及显示效果。
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Figure CN117899477B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and specifically to a method, apparatus, device, and storage medium for launching a game in a dialog interface. Background Technology
[0002] With the rapid development of computer technology, more and more applications are deploying dialog pages (such as chat boxes) to support communication functions. Currently, many communication applications allow users to launch games within their dialog pages, but launching the game requires exiting the dialog page. This forces users to switch from the dialog scene to the game scene, making it difficult for users to pay attention to the conversation information while playing the game, thus affecting the user experience. Summary of the Invention
[0003] In view of this, the present disclosure provides a method, apparatus, device, and storage medium for launching a game in a dialog interface to solve the problem of difficulty in simultaneously displaying a game page and a dialog page.
[0004] In a first aspect, this disclosure provides a method for launching a game in a dialog interface, comprising: displaying game information in the dialog interface; launching the game interface from a preset position in response to a triggering operation on the game information; covering the game interface in a first display area of the dialog interface and displaying the dialog information in a second display area of the dialog interface; wherein the first display area and the second display area constitute the target display area of the dialog interface.
[0005] Secondly, this disclosure provides a game launch device in a dialog interface, comprising: a game information display module for displaying game information in the dialog interface; a game launch control module for launching the game interface from a preset position in response to a trigger operation on the game information; and a game display control module for covering the game interface in a first display area of the dialog interface and displaying the dialog information in a second display area of the dialog interface; wherein the first display area and the second display area constitute the target display area of the dialog interface.
[0006] Thirdly, this disclosure provides a computer device, including: a memory and a processor, which are communicatively connected to each other. The memory stores computer instructions, and the processor executes the computer instructions to perform the game launch method in the dialog interface of the first aspect or any corresponding embodiment described above.
[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer instructions for causing a computer to execute the game launch method in the dialog interface of the first aspect or any corresponding embodiment described above.
[0008] The game launch method, apparatus, device, and storage medium in the dialog interface provided in this disclosure launch the corresponding game interface from the dialog interface by triggering the game information displayed in the dialog interface. This displays the game interface in a first display area and the dialog information in a second display area. This allows users to perform game operations in the first display area and view dialog information in the second display area, enabling simultaneous display of the game interface and dialog information. This increases the user's willingness to click on game information, prevents game operations from exiting the dialog interface, and further enhances interaction and display effects. Attached Figure Description
[0009] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0010] Figure 1 This is a flowchart illustrating a game launch method in a dialog interface according to an embodiment of the present disclosure.
[0011] Figure 2 This is a schematic diagram illustrating the launching of the game interface from the dialog interface according to an embodiment of the present disclosure;
[0012] Figure 3 This is a flowchart illustrating a game launch method in another dialog interface according to an embodiment of the present disclosure;
[0013] Figure 4 This is a flowchart illustrating a game launch method in another dialog interface according to an embodiment of the present disclosure;
[0014] Figure 5 This is a schematic diagram illustrating the border adjustment of a game interface according to an embodiment of this disclosure;
[0015] Figure 6 This is a full-screen display diagram of the game interface according to an embodiment of this disclosure;
[0016] Figure 7 This is a hidden schematic diagram of the game interface according to an embodiment of the present disclosure;
[0017] Figure 8This is a schematic diagram of hidden identifiers in a game interface according to an embodiment of this disclosure;
[0018] Figure 9 This is a structural block diagram of a game launch device in a dialog interface according to an embodiment of the present disclosure;
[0019] Figure 10 This is a schematic diagram of the hardware structure of a computer device according to an embodiment of the present disclosure. Detailed Implementation
[0020] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0021] Games can be launched from within the chat page of a communication application, but launching the game requires exiting the chat page. This forces a jump from the chat scene to the game scene, making it difficult to pay attention to the chat information while playing the game, thus affecting the interactive and display effects of the chat page.
[0022] Based on this, the technical solution disclosed herein can launch the game interface from the dialogue interface without forcibly jumping from the dialogue scene to the game scene, displaying dialogue information while performing game operations, thus ensuring the interactive and display effects of the dialogue page.
[0023] According to an embodiment of this disclosure, a method for launching a game in a dialog interface is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0024] This embodiment provides a method for launching a game in a dialog interface, which can be used on computer devices such as mobile phones and tablets. Figure 1 This is a flowchart of a game launch method in a dialog interface according to an embodiment of this disclosure, such as... Figure 1 As shown, the process includes the following steps:
[0025] Step S101: Display game information in the dialog interface.
[0026] The chat interface is the interactive interface provided by the application for chatting, enabling interaction between the current user and other users. Game information is another form of interactive information between the current user and other users. This game information allows users to access and play the corresponding game. This game information can be shared by the current user with other users through the chat interface, or vice versa.
[0027] In a specific example, User A and User B are two users with a relationship (e.g., friends, mutual followers, mutual fans, etc.). User A and User B can interact through a chat interface. In the chat interface, User A and User B can send each other videos, pictures, emoticons, links, game information, and other chat messages. Correspondingly, these messages will be displayed in the chat interface for both parties to view.
[0028] Step S102: In response to the triggered operation for game information, the game interface is pulled up from the preset position of the dialog interface.
[0029] Triggered actions are those initiated by the user upon entering the game, such as clicks or key presses. Preset positions are pre-defined locations for launching the game interface, such as the bottom, left, or right side of the chat window. The game interface displays the game scene while playing.
[0030] The game information serves as the entry point to the game; users can enter the game by triggering this information. Correspondingly, the dialogue interface can respond to the user's triggering of the game information, opening the game interface from a preset location as a pop-up, allowing the user to enter the game through the dialogue interface.
[0031] In a specific example, such as Figure 2 As shown, the game information serves as the entry point to the game. When a user wants to play the game, they can click on the game information displayed in the chat interface. Correspondingly, the chat interface can respond to the user's click on the game information, pulling up the game interface from the bottom of the chat interface as a pop-up window.
[0032] In another specific example, when a user wants to play a game, they can double-click (or long-press) the physical button on the side of the computer device to activate the game entry corresponding to the game information. Accordingly, the dialog interface can respond to the user's triggering of the game information by pulling up the game interface from the side of the dialog interface as a half-screen pop-up.
[0033] Step S103: The game interface is displayed over the first display area of the dialogue interface, and the dialogue information of the dialogue interface is displayed in the second display area of the dialogue interface. The first and second display areas together constitute the target display area of the dialogue interface.
[0034] The target display area is the entire display area of the dialog interface; the first display area and the second display area together constitute the entire display area of the dialog interface. For example... Figure 2 As shown, after the game interface is launched, it is displayed over the first display area, which is opaque. Simultaneously, the dialogue information from the chat interface is displayed in the second display area, which is transparent, allowing the user to see the dialogue information while playing the game.
[0035] The game launch method in the dialog interface provided in this embodiment launches the corresponding game interface by triggering the game information displayed in the dialog interface. The game interface is then displayed in the first display area, and the dialog information is displayed in the second display area. This allows users to perform game operations in the first display area and view dialog information in the second display area, enabling simultaneous display of the game interface and dialog information. This prevents game operations from jumping out of the dialog interface and affecting its interactive effect, thus improving both the interactive and display effects of the dialog interface.
[0036] This embodiment provides a method for launching a game in a dialog interface, which can be used on computer devices such as mobile phones and tablets. This embodiment describes the launching of the game interface in a dialog interface from a technical implementation perspective.
[0037] Figure 3 This is a flowchart of a game launch method in a dialog interface according to an embodiment of this disclosure, such as... Figure 3 As shown, the process includes the following steps:
[0038] Step S201: Display game information in the dialog interface. The first display area and the second display area constitute the target display area of the dialog interface. For detailed explanation, please refer to the relevant descriptions in the above embodiments; they will not be repeated here.
[0039] In step S202, in response to the triggered operation for game information, the game interface is pulled up from the preset position of the dialog interface.
[0040] Specifically, step S202 above may include:
[0041] Step S2021: Obtain the display parameter information corresponding to the game interface.
[0042] Display parameter information refers to the display parameters configured during the development of the game interface. This display parameter information may include display style, pull-up position, pop-up height configuration, and pop-up width configuration, etc. There are no specific limitations on the parameters included in the display parameter information here.
[0043] In a specific example, during game development, there are corresponding game source codes for both the game interface and the game implementation logic. By parsing the game source code, the relevant code for the game interface can be obtained, and the display parameter information can be extracted from the relevant code of the game interface.
[0044] In another specific example, a corresponding game development tool or debugger is deployed on a computer device to view the game interface in real time through the display panel of the game development tool or debugger, displaying the display parameter information of the game interface, and obtaining the display parameter information of the game interface by capturing the parameters displayed in the display panel.
[0045] Of course, other methods can also be used to obtain the display parameter information of the game interface. Here, no specific limitation is made on the method of obtaining the display parameter information, and those skilled in the art can determine it according to actual needs.
[0046] Step S2022: When a trigger operation targeting game information is detected, control the game interface to pull up from the preset position of the dialog interface according to the display parameter information.
[0047] The system monitors game information triggers in real time to detect whether the user has activated the game information displayed in the chat interface. There is a one-to-one correspondence between game information and the game interface. When a trigger is detected, the computer device retrieves the display parameters of the game interface based on the game information, and then pulls the game interface from its preset position in the chat interface according to these parameters, allowing the user to play the game.
[0048] The game launch method in the dialog interface provided in this embodiment launches the game interface from the dialog interface according to the displayed parameter information when a trigger operation for game information is detected. This allows the user to enter the game interface without leaving the dialog interface to perform game operations.
[0049] In some optional implementations, step S2022 may include:
[0050] Step a1: Construct the structural description information of the game interface based on the display parameter information. The structural description information includes the structural description header and structural description parameters.
[0051] Step a2: Control the game interface to pull up from the preset position of the dialogue interface according to the structural description information.
[0052] The structural description parameters represent the metadata of the data structure of the pop-up view corresponding to the game interface. Specifically, this structural description information includes a structural description header and structural description parameters. The structural description header refers to the header information used in game requests or responses to identify and define the data format and protocol; that is, the descriptive information defined at the beginning of the relevant data file or data stream of the game interface. The structural description header identifies and defines the data format and protocol of the game interface to assist the parsing program in correctly interpreting and processing the data related to the game interface. The structural description parameters refer to the descriptive parameters of the game interface used in data communication or data processing. These structural description parameters can be passed as parameters to functions or methods, enabling the relevant program to parse and process data through the structural description specified by the structural description parameters. The definition method of the structural description header and structural description parameters is not specifically limited here; those skilled in the art can determine the definition and usage method of the structural description header and structural description parameters according to different data formats and processing requirements.
[0053] The display of the dialog interface supported by the application relies on a pre-deployed interface engine. After obtaining the structural description parameters for the game interface, the interface engine can parse the structural description information to determine the size and position of each element in the game interface described by the structural description information. At the same time, it uses the animation effects provided by the interface engine (such as property animation or frame animation) to determine the pull-up animation of the game interface. Then, in response to the user's trigger operation on game information, the animation effect is invoked, and the game interface pops up from the preset position of the dialog interface according to the structural description information of the game interface.
[0054] In a specific example, the interface engine here can be the Lynx engine. Considering the requirement that the game interface pops up from the dialog interface, a predefined schema header (schema header: aweme: / / lynxview_popup / ) and schema parameters are used. When the user triggers game information in the dialog interface, the Lynx engine retrieves the schema header and schema parameters to control the game interface to pop up from the bottom of the dialog interface.
[0055] The game launch method in the dialog interface provided in this embodiment uses the interface engine to control the game interface to launch from a preset position in the dialog interface by utilizing structural description information. Thus, the game interface can be flexibly launched from the dialog interface without having to leave the dialog interface.
[0056] In some alternative implementations, the above method may further include:
[0057] Step b1: Obtain the display size parameters of the game interface.
[0058] Step b2: Pull up the game interface according to the display size parameters and display it in the dialog interface.
[0059] The display size parameter refers to the pre-set parameters for the game interface displayed in the dialog interface. These parameters are carried by display parameter information and specifically include display height and width. This display size parameter can be dynamically set via code. The specific value of the display size parameter is not limited here; those skilled in the art can set it according to different needs.
[0060] After the game interface is pulled up from the preset position of the dialogue interface, the interface engine can read the display size parameters of the game interface from the display parameter information, so as to control the area occupied by the game interface in the dialogue interface according to the display size parameters.
[0061] The game launch method in the dialog interface provided in this embodiment controls the display area of the game interface in the dialog interface according to the display size parameters, so as to avoid the game interface launching affecting the display of dialog information and improve the display effect of the game interface in the dialog interface.
[0062] In some alternative implementations, the method may further include: adjusting the display size of the game interface in the dialog interface in response to an adjustment operation on the display size parameter.
[0063] The adjustment operation refers to adjusting the display size parameters. Specifically, during the testing phase of the game interface pop-up, these display size parameters can be adjusted by technicians based on the test results to ensure the game interface's display size within the dialog interface meets requirements and guarantees a smooth launch effect. Simultaneously, technicians can set a dynamic adjustment range for these display size parameters and provide an adjustment entry point within the game interface (e.g., deploying a "Settings" component). This allows users to access the display size adjustment interface and adjust the parameters according to their needs, thereby adjusting the screen area occupied by the game interface when it pops up in the dialog interface.
[0064] The game launch method in the dialog interface provided in this embodiment adjusts the display size parameters of the game interface to realize the display area of the game interface in the dialog interface, thereby achieving flexible adjustment of the display area of the game interface.
[0065] Step S203: Cover the game interface in the first display area of the dialogue interface and display the dialogue information in the second display area of the dialogue interface.
[0066] Specifically, step S203 above may include:
[0067] Step S2031: When the game interface is pulled up from the preset position of the dialogue interface, obtain the first display transparency of the game interface and the second display transparency of the corresponding dialogue interface.
[0068] Create a full-screen transparent container as a base. By controlling the display transparency of the game interface and the dialog interface, you can simultaneously play the game and focus on the dialogue information within the same dialog interface.
[0069] In a concrete example, a full-screen transparent container for the dialog interface can be created using HTML and CSS. A `div` element is used as the container, and the `div` element is set to fixed positioning using CSS (i.e., the `position` property is set to `fixed`). Simultaneously, the element is set to 0 pixels from the top and left, and its width and height are set to 100% (i.e., the `top` and `left` properties are set to 0, and the `width` and `height` properties are set to 100%). This achieves the creation of a full-screen transparent container. Of course, other methods can also be used to create full-screen transparent containers; specific methods are not limited here.
[0070] Using a full-screen transparent container as a base, HTML and CSS are used within the container to define the structure and style of the game interface pop-up, creating pop-up content specific to the game interface. The pop-up content contains a Canvas element. CSS is used to set the appropriate height for the Canvas element, and the display height can be controlled by setting the `height` property, thus enabling adjustable game interface height.
[0071] Next, CSS animations are used to implement the animation effect of the game interface lifting from the dialogue interface. Specifically, different CSS properties can be set to achieve the effect of the game interface popping up or lifting from the dialogue interface. A corresponding listener event is set for this lifting animation, and the animation effect of the game interface lifting from the dialogue interface is triggered by listening to this event (e.g., clicking on game information in the dialogue interface).
[0072] Accordingly, when the game interface is brought up from the chat interface, to ensure that both the game interface and chat information are displayed simultaneously, appropriate transparency settings need to be applied to both. The first transparency refers to the transparency of the game interface when it is overlaid on the chat interface, and the second transparency refers to the transparency of the chat interface when the game interface is overlaid on it. Both transparency settings are based on a full-screen transparent container; for example, setting the first transparency to 0 (opaque) and the second transparency to 50% (semi-transparent).
[0073] Specifically, the display transparency of the game interface can be set during game interface development and encapsulated as a display parameter within the game interface's display parameter information. Similarly, the display transparency of the dialogue interface can be set with different levels of transparency during development: the original transparency when other interfaces are not covered, and the transparency when other interfaces are covered. These different levels of transparency can also be encapsulated as display parameters within the dialogue interface's display parameter information.
[0074] When the game interface is pulled up from the preset position of the dialogue interface, the first display transparency of the game interface can be extracted by accessing the display parameter information of the game interface. At the same time, the second display transparency of the game interface when it is covered can be extracted by accessing the display parameter information of the dialogue interface.
[0075] In step S2032, the game interface is displayed in the first display area according to the first display transparency, and the dialogue information is displayed in the second display area according to the second display transparency.
[0076] When the game interface is pulled up from the preset position in the dialogue interface, the game interface is displayed over the first display area in the dialogue interface according to the obtained first display transparency. At the same time, the dialogue information in the dialogue interface is displayed in the second display area according to the obtained second display transparency.
[0077] The game launch method in the dialog interface provided in this embodiment displays the game interface and the dialog interface according to different display transparency levels, so that game operations can be performed in the first display area and dialog information can be viewed in the second display area.
[0078] In some alternative implementations, the above method may further include:
[0079] Step c1: Monitor whether any hidden operations targeting the game interface are received.
[0080] Step c2: When a hidden operation is received for the game interface, the game interface is hidden from the dialogue interface, and the second display transparency is adjusted to the third display transparency.
[0081] Step c3: Display the dialog interface in the target display area according to the third display transparency.
[0082] The "hide" operation refers to actions triggered by hiding the game interface from the dialogue interface to fully display the dialogue interface. This hide operation has a corresponding listener event; execution is only triggered when the corresponding event is detected and the triggering condition is met. When it is determined that a hide operation targeting the game interface has been triggered, the game interface can respond to this operation and be hidden from the dialogue interface. Simultaneously, the transparency of the dialogue interface will be adjusted from a second transparency level to a third transparency level, and the dialogue interface and dialogue information will be displayed in the target display area according to the third transparency level.
[0083] The transparency of the third display is greater than that of the second display. For example, if the second display is semi-transparent, the third display is fully transparent.
[0084] In a specific example, a corresponding gesture drag event is set for this hiding operation. The presence of a manual drag event is used to determine if a hiding operation for the game interface has been triggered. When the game interface is swiped down, and the swipe depth reaches a certain value, it indicates that the game interface needs to be hidden, meaning the gesture drag event has been triggered and the hiding conditions for the game interface are met. At this point, the game interface can respond to the hiding operation and be hidden from the dialogue interface. The transparency of the dialogue interface changes from semi-transparent to fully transparent, allowing the user to view the dialogue information.
[0085] The game launch method in the dialog interface provided in this embodiment adjusts the second display transparency of the dialog interface to the third display transparency after hiding the game interface, so that users can flexibly browse the dialog information in the dialog interface.
[0086] In some alternative implementations, the above method may further include:
[0087] Step d1: Obtain the game logic parameters corresponding to the game interface.
[0088] Game logic parameters are used to control game logic and character behavior. These parameters can be used to adjust game difficulty, control character attributes, define game rules, and so on. Game logic parameters are set during game development and can be configured through code, configuration files, or other methods. When loading the game interface, the relevant game logic parameters can be obtained by accessing the game interface's development data.
[0089] In some specific implementations, the game logic parameters may include level adjustment parameters, character attribute parameters, time limit parameters, game rule parameters, and item effects. The level adjustment parameter controls the game's difficulty; it can be adjusted based on the player's progress by modifying enemy attributes, level design, reward amounts, and other information. Character attribute parameters define the attributes of characters in the game, such as health, attack power, and defense, determining the character's behavior. Time limit parameters limit game time to increase the sense of urgency. Game rule parameters define the rules and conditions of the game; for example, in a shooting game, a parameter can be set to control the minimum number of enemies required to defeat them. Item effect parameters define the effects of items in the game; specifically, corresponding parameter values can be set for each item to adjust the intensity or duration of its effect.
[0090] Step d2: After the game interface is launched from the preset position of the dialog interface, the game logic is controlled according to the game logic parameters.
[0091] When the game interface is launched from a preset position in the dialog interface, the corresponding game logic parameters are loaded into the game interface. For example, the game logic parameters can be loaded when the game interface is launched by reading the game interface's configuration file; or the game logic parameters can be loaded when the game interface is launched by retrieving them from the database.
[0092] The loaded game logic parameters are used for logical judgments to determine the game behavior and outcome based on different parameter values. For example, if the difficulty parameter is set to 1, the enemy's health is set to be low and the difficulty is low; if the value is 2, the enemy's health is set to be high and the difficulty is high.
[0093] By combining user actions and game progress, game logic parameters are adjusted. Based on changes in these parameters, the game state and presentation are updated promptly, such as updating character attributes, adjusting level design, and altering enemy behavior. This achieves game logic control based on the game logic parameters.
[0094] The game launch method in the dialog interface provided in this embodiment launches the game interface from a preset position in the dialog interface and then implements game logic control according to the game logic parameters. This enables the control of game logic in the dialog interface, allowing users to perform game operations in the game interface without leaving the dialog interface, making it convenient to perform game operations and view dialog information on the same interface.
[0095] In some alternative implementations, step d2 above may include:
[0096] Step d21: Use the preset game engine to parse the game logic parameters and determine the animation parameters and particle effect parameters of the game interface.
[0097] Step d22: Render the game animation of the game interface according to the animation parameters and particle effect parameters.
[0098] Animation parameters are attribute parameters used to depict the animation of game characters. They control the character's skeletal information, animation data, and texture mapping. Particle effect parameters are used to create various special effects in the game interface, such as explosions, flames, and raindrops, making the game scene more vivid and rich.
[0099] The default game engine is a game engine pre-deployed into the application for rendering game performance, such as the cross-platform game engine Cocos. After launching the game interface, the default game engine is used to parse the game logic parameters corresponding to the game interface, and then extract the animation parameters and particle effect parameters required for rendering the game scene from the game logic parameters.
[0100] Specifically, the pre-defined game engine creates animation instances based on the acquired animation parameters to set the action attributes of the game characters. This, combined with the animation instances, enables behavioral control of the game characters, allowing the animation playback state to be controlled according to game logic and interactions. Simultaneously, the pre-defined game engine creates particle effect instances based on the acquired particle effect parameters to set particle effect attributes. This, combined with the particle effect instances, controls the performance attributes of effects such as explosion effects and magic effects, allowing the display and hiding of particle effects to be controlled according to game needs.
[0101] In a specific example, the game interface is launched from the dialog interface using the Lynx UI engine. However, Lynx struggles to effectively implement game functionality and artistic presentation. Therefore, Lynx can be integrated with the Cocos game engine to enrich the game's presentation and enhance its appeal and interactivity through Cocos's skeletal animation (Spine animation) and particle animation.
[0102] The game launch method in the dialog interface provided in this embodiment renders the game animation in the game interface according to the animation parameters and particle effect parameters by the game engine. This enriches the game animation performance in the game interface through the animation parameters and particle effect parameters, thereby enhancing the game's attractiveness and interactivity.
[0103] This embodiment provides a method for launching a game in a dialog interface, which can be used on computer devices such as mobile phones and tablets. In this embodiment, the display of the game interface in the dialog interface is described from the perspective of user interaction.
[0104] Figure 4 This is a flowchart of a game launch method in a dialog interface according to an embodiment of this disclosure, such as... Figure 4 As shown, the process includes the following steps:
[0105] Step S301: Display game information in the dialog interface. The first display area and the second display area constitute the target display area of the dialog interface. For detailed explanation, please refer to the relevant description of step S101 in the above method embodiment; it will not be repeated here.
[0106] Step S302: In response to the trigger operation for game information, the game interface is launched from a preset position on the dialog interface. For detailed explanation, please refer to the relevant description of step S102 in the above method embodiment; it will not be repeated here.
[0107] Step S303: Cover the game interface in the first display area of the dialogue interface and display the dialogue information in the second display area of the dialogue interface.
[0108] Specifically, step S303 above may include:
[0109] In step S3031, in response to a drag operation on the border of the game interface, the display area of the game interface is adjusted according to the drag operation.
[0110] Drag and drop is a user-triggered operation used to adjust the displayed area of the game interface, moving it to the desired position. For example... Figure 5 As shown, you can drag the top border of the game interface downwards, drag the top border of the game interface upwards, drag the right border of the game interface to the left, and drag the left border of the game interface to the right.
[0111] The display area is determined by the border of the game interface. When the user drags the border of the game interface, the game interface responds to the drag and adjusts the position of the border accordingly. This determines the display area of the game interface within the dialogue interface, allowing the game interface to be adjusted to the desired position for easy viewing of dialogue information and game control.
[0112] Step S3032: Display the game interface over the first display area according to the range of the display area. The first display area and the display area have the same range.
[0113] After adjusting the borders of the game interface, the display area of the game interface in the dialogue interface can be redefined. Then, the game interface is overlaid on the first display area of the dialogue interface according to this display area, so that the game interface and the dialogue information in the dialogue interface are displayed simultaneously in the screen display area. The first display area and the display area are the same, that is, the display area is the first display area of the dialogue interface overlaid by the game interface.
[0114] Step S3033: Display the dialogue information of the dialogue interface in the second display area of the dialogue interface.
[0115] The second display area is the remaining display area within the screen display area. When the game interface is overlaid on the first display area of the dialogue interface, the dialogue information of the dialogue interface is displayed through the second display area, so that the user can operate the game in the first display area and view the dialogue information in the second display area.
[0116] The game launch method in the dialog interface provided in this embodiment displays the game interface and the dialog interface simultaneously in the screen display area where the dialog interface is located, so as to realize the same-screen display of the game area and the dialog information, avoiding the phenomenon that the user's attention to the dialog information is affected after launching the game from the dialog interface and jumping to the outside. It takes into account both game operation and dialog information viewing.
[0117] In some optional implementations, when the game interface is overlaid on the first display area of the dialog interface, the above method may further include:
[0118] Step e1: Determine the type of drag operation. This includes both border zoom-in and border zoom-out operations.
[0119] The operation type is used to characterize whether the game interface display area is enlarged or reduced. Specifically, the operation type includes border enlargement operation and border reduction operation. Border enlargement operation means extending the border of the game interface in the expansion direction, thereby expanding the display area of the game interface in the dialogue interface; border reduction operation means adjusting the border of the game interface in the shrinking direction, thereby shrinking the display area of the game interface in the dialogue interface.
[0120] Drag operations are used to adjust the borders of the game interface. By dragging, the borders can be enlarged or reduced, thereby increasing or decreasing the display area of the game interface within the chat window. Specifically, when operating on the game interface borders, the type of drag operation is determined by the direction of the swipe.
[0121] Step e2, in response to the border zoom-in operation, determines the first border drag value generated by the border zoom-in operation.
[0122] Step e3: When the drag value of the first border is greater than the first threshold, the game interface will completely cover the target display area of the dialog interface.
[0123] The first border drag value is the drag value generated during the expansion of the game interface border. This first border drag value can be determined by the relative value between the current border position and the original border position. The first threshold is a pre-set border magnification value used to achieve full-screen display, and the target display area is the entire display area of the dialog interface.
[0124] When a user drags the border of the game interface in an expanding direction, the border can respond to the user's zoom-in action and determine the first drag value generated in real time during the zoom-in process. This first drag value is compared to a first threshold to determine if it exceeds the threshold. Figure 6 As shown, when the first border drag value is greater than the first threshold, the game interface can be displayed in full screen, completely covering the target display area of the dialogue interface. When the first border drag value is less than the first threshold, the display area of the game interface in the dialogue interface is expanded according to the first drag value.
[0125] Step e4: In response to the border shrinking operation, determine the second border drag value generated by the border shrinking operation.
[0126] Step e5: When the drag value of the second border is greater than the second threshold, hide the game interface in the target display area of the dialogue interface and display the dialogue interface in the target display area.
[0127] The second border drag value is the drag value generated during the shrinking of the game interface border. This second border drag value can be determined by the relative value between the current border position and the original border position. The second threshold is a pre-set border enlargement value used to hide the game interface.
[0128] When a user drags the border of the game interface in the shrinking direction, the border can respond to the user's shrinking action and determine a second border drag value generated in real time during the shrinking process. This second border drag value is compared to a second threshold to determine if it exceeds the second threshold. Figure 7 As shown, when the second border drag value is greater than the second threshold, the game interface can be hidden from the dialogue interface. In this case, the game interface will be hidden in the target display area of the dialogue interface to fully display the dialogue interface. When the second border drag value is less than the second threshold, the display area of the game interface in the dialogue interface is reduced according to the second drag value.
[0129] The game launch method in the dialog interface provided in this embodiment adjusts the display area of the game interface in the dialog interface by determining the type of drag operation, based on whether the border is enlarged or reduced, thus achieving flexible adjustment of the game interface display area. Simultaneously, by reducing the display area of the game interface, it is easier to view more dialog information.
[0130] In some optional implementations, when the game interface is displayed over the first display area of the dialog interface, the above method may further include: when the game interface is in a hidden state, in response to a trigger operation on the game interface, pulling up the game interface again from a preset position in the dialog interface.
[0131] After hiding the game interface from the chat interface, you can set a hidden indicator for the hidden game interface in the chat interface, such as... Figure 8 As shown. If the user wants to reopen the game interface and continue playing, they can trigger the game interface to launch using this hidden icon. Correspondingly, the hidden icon in the chat interface can respond to the user's trigger action, causing the game interface to pop up again and launch from the preset position in the chat interface.
[0132] The game launch method in the dialog interface provided in this embodiment supports triggering the hidden indicator of the game interface to launch the game interface again when the game interface is in a hidden state, thus realizing flexible launch and hiding of the game interface.
[0133] In some optional implementations, when the game interface is covered and displayed in the first display area of the dialog interface, the above method may further include: when the game interface is in a hidden state, in response to a trigger operation on the game information displayed in the dialog interface, pulling up the game interface again from a preset position in the dialog interface.
[0134] When the game interface is hidden from the chat window, if the user wants to reopen the game interface to continue playing, they can trigger the game information displayed in the chat window again to bring the game interface back up from the chat window. Correspondingly, the game information displayed in the chat window can respond to the user's trigger action to bring the game interface back up from its preset position in the chat window.
[0135] The game launch method in the dialog interface provided in this embodiment supports triggering game information to launch the game interface again when the game interface is in a hidden state, making the game interface launch operation more flexible.
[0136] In some alternative implementations, the method may further include: responding to game operation instructions generated in the first display area, and operating the game in the game interface according to the game operation instructions.
[0137] Game operation commands are instructions triggered by the user while playing the game in the game interface to control virtual game objects. Specifically, these game operation commands can be triggered by virtual operation keys set in the game interface, by clicking on the game interface, or by physical keys set in the computer device. There are no specific limitations on the triggering of game operation commands, as long as they can achieve the operation of virtual game objects.
[0138] The game interface is displayed in the first display area. When the user triggers a game operation command in the first display area, the game interface in the first display area can respond to the game operation command triggered by the user and operate and control the game objects in the game interface displayed in the first display area according to the game operation command.
[0139] The game launch method in the dialog interface provided in this embodiment supports game operation according to game operation instructions in the first display area. Thus, the game can be played in the first display area without leaving the dialog interface, thus taking into account both game operation and dialog information viewing.
[0140] In some alternative implementations, the method may further include: in response to a dialog viewing instruction generated in the second display area, viewing the dialog information according to the dialog viewing instruction.
[0141] The dialog viewing command is triggered when a user views dialog information. This command can be a swipe command or a click command; no specific limitation is made here. The dialog information is displayed in the second display area. When a user views the dialog information in the second display area, the dialog interface in the second display area can respond to the user's triggered dialog viewing command and browse or view the dialog information displayed in the second display area according to the command.
[0142] The game launch method in the dialog interface provided in this embodiment supports viewing dialog information in the second display area according to the dialog viewing instructions. This ensures that users can pay attention to the dialog information in the dialog interface while playing the game, thereby improving the user's acceptance of the game.
[0143] This embodiment also provides a game launch device in a dialog interface, which is used to implement the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can be a combination of software and / or hardware that implements a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.
[0144] This embodiment provides a game launch device in a dialog interface, such as... Figure 9 As shown, it includes:
[0145] The game information display module 401 is used to display game information in the dialog interface.
[0146] The game launch control module 402 is used to launch the game interface from a preset position in response to a trigger operation on game information.
[0147] The game display control module 403 is used to cover and display the game interface in the first display area of the dialogue interface, and to display the dialogue information in the second display area of the dialogue interface. The first and second display areas together constitute the target display area of the dialogue interface.
[0148] In some alternative implementations, the game launch control module 402 described above may include:
[0149] The display information acquisition unit is used to acquire the display parameter information corresponding to the game interface.
[0150] The pull-up unit is used to control the game interface to pull up from the preset position of the dialog interface according to the display parameter information when a trigger operation for game information is detected.
[0151] In some alternative implementations, the above-mentioned lifting unit may include:
[0152] The structural description information determines the sub-units and is used to construct the structural description information of the game interface based on the display parameter information. The structural description information includes the structural description header and structural description parameters.
[0153] The control subunit is used to control the game interface to pull up from the preset position of the dialogue interface according to the structural description information.
[0154] In some alternative implementations, the game launch control module 402 may further include:
[0155] The size parameter acquisition unit is used to acquire the display size parameters of the game interface.
[0156] The display unit is used to pull up the game interface according to the display size parameters and display it in the dialog interface.
[0157] In some alternative implementations, the game launch control module 402 may further include:
[0158] The size adjustment unit is used to adjust the display size of the game interface in the dialog interface in response to the adjustment operation of the display size parameter.
[0159] In some alternative implementations, the game display control module 403 described above may include:
[0160] The transparency acquisition unit is used to acquire the first display transparency of the game interface and the corresponding second display transparency of the dialogue interface when the game interface is pulled up from a preset position in the dialogue interface.
[0161] The game interface display unit is used to display the game interface in a first display area according to a first display transparency, and to display dialogue information in a second display area according to a second display transparency.
[0162] In some alternative implementations, the game display control module 403 may further include:
[0163] The monitoring unit is used to monitor whether any hidden operations targeting the game interface are received.
[0164] The hiding control unit is used to hide the game interface from the dialogue interface and adjust the second display transparency to the third display transparency when a hiding operation is received.
[0165] The dialog interface display unit is used to display the dialog interface in the target display area according to the third display transparency.
[0166] In some alternative embodiments, the above-described apparatus may further include:
[0167] The game parameter acquisition module is used to acquire the game logic parameters corresponding to the game interface.
[0168] The game logic control module is used to control the game logic according to the game logic parameters after the game interface is launched from the preset position of the dialog interface.
[0169] In some alternative implementations, the game logic control module described above may include:
[0170] The parsing unit is used to parse game logic parameters using a preset game engine to determine the animation parameters and particle effect parameters of the game interface.
[0171] The rendering unit is used to render game animations for the game interface according to animation parameters and particle effect parameters.
[0172] In some alternative implementations, the game launch control module 402 described above may include:
[0173] The drag response unit is used to respond to drag operations on the border of the game interface and adjust the display area of the game interface according to the drag operation.
[0174] The overlay display unit is used to overlay the game interface onto the first display area according to the scope of the display area. The scope of the first display area is the same as that of the display area.
[0175] The dialogue information display unit is used to display the dialogue information of the dialogue interface in the second display area of the dialogue interface.
[0176] In some optional implementations, the above-mentioned overlay display unit may include:
[0177] The operation type determination sub-unit is used to determine the operation type of the drag operation, which includes border zoom-in operation and border zoom-out operation.
[0178] The border zoom subunit is used to determine the first border drag value generated by the border zoom operation in response to the border zoom operation.
[0179] The full-screen display sub-unit is used to completely cover the target display area of the dialog interface with the game interface when the drag value of the first border is greater than the first threshold.
[0180] The border shrinking subunit is used to determine the second border drag value generated by the border shrinking operation in response to the border shrinking operation.
[0181] The game interface hidden sub-unit is used to hide the game interface in the target display area of the dialogue interface and display the dialogue interface in the target display area when the drag value of the second border is greater than the second threshold.
[0182] In some optional implementations, the above-mentioned overlay display unit may include:
[0183] The re-trigger sub-unit is used to respond to a trigger operation on the game interface when the game interface is hidden, and to pull up the game interface again from the preset position of the dialog interface.
[0184] In some optional implementations, the aforementioned re-triggering unit sub-unit is further configured to: when the game interface is in a hidden state, in response to a triggering operation on the game information displayed in the dialog interface, pull up the game interface again from a preset position in the dialog interface.
[0185] In some optional implementations, the aforementioned re-triggering unit sub-unit is further configured to: when the game interface is in a hidden state, respond to the game operation instructions generated in the first display area, and operate the game in the game interface according to the game operation instructions.
[0186] In some alternative embodiments, the above-described apparatus may further include:
[0187] The game operation module is used to respond to game operation instructions generated in the first display area and operate the game in the game interface according to the game operation instructions.
[0188] In some alternative embodiments, the above-described apparatus may further include:
[0189] The dialog viewing module is used to respond to dialog viewing commands generated in the second display area and view dialog information according to the dialog viewing commands.
[0190] In this embodiment, the game launch device in the dialog interface is presented in the form of a functional unit. Here, a unit refers to an ASIC circuit, a processor and memory that execute one or more software or fixed programs, and / or other devices that can provide the above functions.
[0191] Further functional descriptions of the above modules and units are the same as those in the corresponding embodiments described above, and will not be repeated here.
[0192] The game launch device in the dialog interface of this embodiment launches the corresponding game interface by triggering the game information displayed in the dialog interface. This displays the game interface in the first display area and the dialog information in the second display area. This allows the user to perform game operations in the first display area and view the dialog information in the second display area, enabling simultaneous display of the game interface and dialog information. This prevents game operations from jumping out of the dialog interface and affecting its interactive effect, thus improving both the interactive and display effects of the dialog interface.
[0193] This disclosure also provides a computer device having the above-described features. Figure 9 The game launcher shown in the dialog interface.
[0194] Please see Figure 10 , Figure 10 This is a schematic diagram of the structure of a computer device provided in an optional embodiment of this disclosure, such as... Figure 10 As shown, the computer device includes one or more processors 10, memory 20, and interfaces for connecting the components, including high-speed interfaces and low-speed interfaces. The components communicate with each other via different buses and can be mounted on a common motherboard or otherwise installed as needed. The processors can process instructions executed within the computer device, including instructions stored in or on memory to display graphical information of a GUI on external input / output devices (such as display devices coupled to the interfaces). In some alternative implementations, multiple processors and / or multiple buses can be used with multiple memories and multiple memory modules, if desired. Similarly, multiple computer devices can be connected, each providing some of the necessary operations (e.g., as a server array, a group of blade servers, or a multiprocessor system). Figure 10 Take a processor 10 as an example.
[0195] Processor 10 may be a central processing unit, a network processor, or a combination thereof. Processor 10 may further include a hardware chip. The hardware chip may be an application-specific integrated circuit (ASIC), a programmable logic device (PLD), or a combination thereof. The programmable logic device may be a complex programmable logic device (CAMP), a field-programmable gate array (FPGA), a general-purpose array logic (GDA), or any combination thereof.
[0196] The memory 20 stores instructions executable by at least one processor 10 to cause the at least one processor 10 to perform the method shown in the above embodiments.
[0197] The memory 20 may include a program storage area and a data storage area. The program storage area may store the operating system and applications required for at least one function; the data storage area may store data created based on the use of the computer device as shown by a landing page for an app. Furthermore, the memory 20 may include high-speed random access memory and may also include non-transitory memory, such as at least one disk storage device, flash memory device, or other non-transitory solid-state storage device. In some alternative embodiments, the memory 20 may optionally include memory remotely located relative to the processor 10, which can be connected to the computer device via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
[0198] The memory 20 may include volatile memory, such as random access memory; the memory may also include non-volatile memory, such as flash memory, hard disk or solid-state drive; the memory 20 may also include a combination of the above types of memory.
[0199] The computer device also includes an input device 30 and an output device 40. The processor 10, memory 20, input device 30, and output device 40 can be connected via a bus or other means. Figure 10 Taking the example of a connection between China and Israel via a bus.
[0200] Input device 30 can receive input numerical or character information, and generate key signal inputs related to user settings and function control of the computer device, such as a touchscreen, keypad, mouse, trackpad, touchpad, joystick, one or more mouse buttons, trackball, joystick, etc. Output device 40 may include display devices, auxiliary lighting devices (e.g., LEDs), and haptic feedback devices (e.g., vibration motors). The aforementioned display devices include, but are not limited to, liquid crystal displays, light-emitting diodes, displays, and plasma displays. In some alternative embodiments, the display device may be a touchscreen.
[0201] The computer device also includes a communication interface for communicating with other devices or communication networks.
[0202] This disclosure also provides a computer-readable storage medium in which the methods described in this disclosure can be implemented in hardware or firmware, or implemented as recordable on a storage medium, or implemented as computer code originally stored on a remote storage medium or a non-transitory machine-readable storage medium and subsequently stored on a local storage medium after being downloaded over a network. Thus, the methods described herein can be processed by software stored on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. The storage medium may be a magnetic disk, optical disk, read-only memory, random access memory, flash memory, hard disk, or solid-state drive, etc.; further, the storage medium may also include combinations of the above types of memory. It is understood that computers, processors, microprocessor controllers, or programmable hardware include storage components capable of storing or receiving software or computer code that, when accessed and executed by the computer, processor, or hardware, implements the methods shown in the above embodiments.
[0203] Although embodiments of the present disclosure have been described in conjunction with the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of the present disclosure, and such modifications and variations all fall within the scope defined by the appended claims.
Claims
1. A method for launching a game in a dialog interface, characterized in that, include: Display game information in the chat interface; In response to a triggered operation on the game information, the game interface is launched from a preset position on the dialogue interface; The game interface is displayed over the first display area of the dialogue interface, and the dialogue information of the dialogue interface is displayed in the second display area of the dialogue interface. The first display area and the second display area constitute the target display area of the dialog interface.
2. The method according to claim 1, characterized in that, The step of launching the game interface from a preset position on the dialog interface in response to a trigger operation on the game information includes: Obtain the display parameter information corresponding to the game interface; When a trigger operation targeting the game information is detected, the game interface is controlled to pull up from the preset position of the dialog interface according to the display parameter information.
3. The method according to claim 2, characterized in that, The control of the game interface to be pulled up from a preset position on the dialog interface according to the display parameter information includes: The structural description information of the game interface is constructed based on the display parameter information, and the structural description information includes a structural description header and structural description parameters. The game interface is controlled to lift from a preset position in the dialogue interface according to the structure description information.
4. The method according to claim 2 or 3, characterized in that, Also includes: Obtain the display size parameters of the game interface; The game interface is pulled up according to the display size parameters and displayed in the dialog interface.
5. The method according to claim 4, characterized in that, Also includes: In response to the adjustment operation of the display size parameter, the display size of the game interface in the dialog interface is adjusted.
6. The method according to claim 1, characterized in that, The step of covering the game interface in the first display area of the dialogue interface and displaying the dialogue information in the second display area of the dialogue interface includes: When the game interface is pulled up from a preset position in the dialogue interface, the first display transparency of the game interface and the second display transparency of the dialogue interface are obtained. The game interface is displayed in the first display area according to the first display transparency, and the dialogue information is displayed in the second display area according to the second display transparency.
7. The method according to claim 6, characterized in that, Also includes: Monitor whether any hidden operations are received targeting the game interface; When a hide operation is received for the game interface, the game interface is hidden from the dialog interface, and the second display transparency is adjusted to the third display transparency. The dialog interface is displayed in the target display area according to the third display transparency.
8. The method according to claim 2 or 6, characterized in that, Also includes: Obtain the game logic parameters corresponding to the game interface; When the game interface is launched from a preset position in the dialog interface, the game logic is controlled according to the game logic parameters.
9. The method according to claim 8, characterized in that, The control of game logic according to the game logic parameters includes: The game logic parameters are analyzed using a preset game engine to determine the animation parameters and particle effect parameters of the game interface; The game animation of the game interface is rendered according to the animation parameters and the particle effect parameters.
10. The method according to claim 1, characterized in that, The step of covering and displaying the game interface in the first display area of the dialogue interface includes: In response to a drag operation on the border of the game interface, the display area of the game interface is adjusted according to the drag operation; The game interface is displayed over the first display area according to the range of the display area, and the first display area and the display area have the same range.
11. The method according to claim 10, characterized in that, Also includes: Determine the operation type of the drag operation, which includes border zoom-in operation and border zoom-out operation; In response to the border zoom-in operation, a first border drag value generated by the border zoom-in operation is determined; When the drag value of the first border is greater than the first threshold, the game interface will completely cover the target display area of the dialogue interface. And / or, in response to the border shrinking operation, determine a second border drag value generated for the border shrinking operation; When the drag value of the second border is greater than the second threshold, the game interface in the target display area of the dialogue interface is hidden, and the dialogue interface is displayed in the target display area.
12. The method according to claim 11, characterized in that, Also includes: When the game interface is hidden, in response to a trigger operation on the game interface, the game interface is pulled up again from the preset position of the dialog interface. And / or, When the game interface is hidden, in response to a trigger operation on the game information displayed in the dialog interface, the game interface is pulled up again from a preset position in the dialog interface.
13. The method according to any one of claims 10-12, characterized in that, Also includes: In response to game operation instructions generated in the first display area, the game is operated in the game interface according to the game operation instructions.
14. The method according to any one of claims 10-12, characterized in that, Also includes: In response to a dialog viewing command generated in the second display area, the dialog information is viewed according to the dialog viewing command.
15. A game launch device in a dialog interface, characterized in that, include: The game information display module is used to display game information in the chat interface; The game launch control module is used to launch the game interface from a preset position in response to a trigger operation on the game information. The game display control module is used to cover the game interface in the first display area of the dialogue interface and display the dialogue information of the dialogue interface in the second display area of the dialogue interface; wherein the first display area and the second display area constitute the target display area of the dialogue interface.
16. A computer device, characterized in that, include: A memory and a processor are communicatively connected, the memory storing computer instructions, and the processor executing the computer instructions to perform the game launch method in the dialog interface according to any one of claims 1 to 14.
17. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions for causing the computer to execute the game launch method in the dialog interface of any one of claims 1 to 14.
Citation Information
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