Display method and device applied to game interface, product and electronic equipment

By detecting skill trigger operations in the game and generating game windows, the problem of difficult to determine the skill release position is solved, and the accuracy of skill release and game experience is improved.

CN119455385APending Publication Date: 2025-02-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411480169.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-22
Publication Date
2025-02-18

AI Technical Summary

Technical Problem

In player battle mode, when the skill release distance is long, the player cannot determine the skill release position, resulting in low accuracy of skill release.

Method used

By detecting skill trigger operation, determine the skill release position. If the release position is outside the current game interface, a game window containing the release position is generated, and the game window is displayed in the position related to the skill release trajectory in the current interface.

Benefits of technology

It facilitates players to explain the position before releasing their skills, improve the accuracy of skill release, and improve gameplay and user interaction through the game window, improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a display method and device applied to a game interface, a product and equipment, and relates to the technical field of display control, the method can determine a skill release position in time when a skill trigger operation is detected, and if the skill release position is outside the current game interface, the game interface is displayed. If yes, generating a game window which can contain the skill release position and displaying the game window to the player at a display position related to the skill release track in the current game interface. In this way, a player can conveniently know the skill release position in advance through the game window before releasing the skill, the player does not need to release the skill blindly, the skill release accuracy can be improved, the game performance and the interactivity with users can be improved by displaying the game window, and the game experience is improved.
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Description

Technical Field

[0001] The present application relates to the field of display control technology, and in particular, to a display method applied to a game interface, a display device applied to a game interface, a computer program product, and an electronic device. Background Art

[0002] Player versus player (PVP) is a game battle mode, usually an interactive competitive game mode formed by players using game resources to attack each other. Player versus environment (PVE) is a game battle mode, that is, players challenge NPC monsters and bosses controlled by the game program in the game. In PVP / PVE, players can release various skills based on the game mechanism to the opponent players / enemy units. When the timing of skill release is good and the release accuracy is high, the player may win the game.

[0003] However, when the skill release distance is long, after the player triggers the skill, the release position of the skill may exceed the current game screen. In other words, in this case, the player cannot determine the specific release position of the skill, and usually can only release the skill blindly after determining the approximate release direction, which easily leads to the skill release accuracy not meeting the player's requirements.

[0004] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present application, and therefore may include information that does not constitute an existing solution known to ordinary technicians in the field. Summary of the invention

[0005] The purpose of the present application is to provide a display method for a game interface, a display device for a game interface, a computer program product, and an electronic device, which can timely determine the skill release position when a skill triggering operation is detected. If the skill release position is outside the current game interface, a game window that can include the skill release position is generated and displayed to the player at a display position related to the skill release trajectory in the current game interface. This makes it easier for players to know the skill release position in advance through the game window before releasing the skill, without the need for players to release skills blindly, which can improve the accuracy of skill release, and can improve the gameplay and interactivity with users by displaying the game window, thereby improving the gaming experience.

[0006] Other features and advantages of the present application will become apparent from the following detailed description, or may be learned in part by the practice of the present application.

[0007] According to one aspect of the present application, a display method for a game interface is provided, the method comprising:

[0008] In response to a skill triggering operation, determining a skill release position;

[0009] If it is detected that the skill release position is outside the current game interface, a game window containing the skill release position is generated;

[0010] The game window is displayed at a display position related to the skill release trajectory in the current game interface.

[0011] In an exemplary embodiment of the present application, it further includes:

[0012] In response to a position adjustment operation on a skill release position, determining an adjusted skill release position;

[0013] If the adjusted skill release position is still outside the current game interface, the game window is adjusted based on the adjusted skill release position, and the adjusted game window includes the adjusted skill release position.

[0014] In an exemplary embodiment of the present application, it further includes:

[0015] If the adjusted skill release position is within the current game interface, the game window will be hidden.

[0016] In an exemplary embodiment of the present application, displaying a game window at a display position related to a skill release track in a current game interface includes:

[0017] Determine the skill starting position and skill release position based on the skill trigger operation;

[0018] Determine the intersection of the skill release trajectory and the boundary of the current game interface based on the skill start position and skill release position;

[0019] The game window is displayed at a designated position corresponding to the boundary intersection; wherein the current game interface includes the designated position.

[0020] In an exemplary embodiment of the present application, it further includes:

[0021] When a skill release operation corresponding to a skill trigger operation is detected, the skill release special effect is displayed in the game window, and the game window is hidden after the skill release special effect ends.

[0022] In an exemplary embodiment of the present application, if there are multiple skill release positions, generating a game window including the skill release positions further includes:

[0023] A game window corresponding to each skill release position is generated, and each game window contains a corresponding skill release position.

[0024] In an exemplary embodiment of the present application, it further includes:

[0025] Determine the skill attribute corresponding to the skill triggering operation; wherein the skill attribute includes at least one of a skill release range and a skill ejection effect;

[0026] The display size corresponding to the game window is determined according to the skill attribute; wherein the game window is used to display at the display size.

[0027] According to one aspect of the present application, there is provided a display device applied to a game interface, comprising:

[0028] A skill release position determination unit, used to determine a skill release position in response to a skill triggering operation;

[0029] A game window generating unit, for generating a game window including the skill release position when detecting that the skill release position is outside the current game interface;

[0030] The game window display unit is used to display the game window at a display position related to the skill release trajectory in the current game interface.

[0031] In an exemplary embodiment of the present application, it further includes:

[0032] The display adjustment unit is used to determine an adjusted skill release position in response to a position adjustment operation on a skill release position; if the adjusted skill release position is still outside the current game interface, the game window is adjusted based on the adjusted skill release position, and the adjusted game window includes the adjusted skill release position.

[0033] In an exemplary embodiment of the present application, it further includes:

[0034] The window hiding unit is used to hide the game window when the adjusted skill release position is within the current game interface.

[0035] In an exemplary embodiment of the present application, the game window display unit displays the game window at a display position related to the skill release track in the current game interface, including:

[0036] Determine the skill starting position and skill release position based on the skill trigger operation;

[0037] Determine the intersection of the skill release trajectory and the boundary of the current game interface based on the skill start position and skill release position;

[0038] The game window is displayed at a designated position corresponding to the boundary intersection; wherein the current game interface includes the designated position.

[0039] In an exemplary embodiment of the present application, the window hiding unit is also used to display the skill release special effect in the game window when a skill release operation corresponding to the skill triggering operation is detected, and hide the game window after the skill release special effect ends.

[0040] In an exemplary embodiment of the present application, if there are multiple skill release positions, a game window including the skill release positions is generated, wherein:

[0041] The game window display unit is also used to generate a game window corresponding to each skill release position, and each game window contains a corresponding skill release position.

[0042] In an exemplary embodiment of the present application, it further includes:

[0043] A skill attribute determination unit, used to determine the skill attribute corresponding to the skill triggering operation; wherein the skill attribute includes at least one of a skill release range and a skill ejection effect;

[0044] The display size determination unit is used to determine the display size corresponding to the game window according to the skill attribute; wherein the game window is used to display at the display size.

[0045] According to one aspect of the present application, a computer program product is provided, including a computer program, and when the computer program is executed by a processor, any one of the above methods is implemented.

[0046] According to one aspect of the present application, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform any one of the above methods by executing the executable instructions.

[0047] The exemplary embodiments of the present application may have some or all of the following beneficial effects:

[0048] In a display method applied to a game interface provided in an example embodiment of the present application, the skill release position can be determined in a timely manner when a skill triggering operation is detected. If the skill release position is outside the current game interface, a game window that can include the skill release position is generated and displayed to the player at a display position related to the skill release trajectory in the current game interface. This makes it easier for players to learn about the skill release position through the game window before releasing the skill, eliminating the need for players to release skills blindly, improving the accuracy of skill release, and improving the gameplay and interactivity with users by displaying the game window, thereby improving the gaming experience.

[0049] It should be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present application. BRIEF DESCRIPTION OF THE DRAWINGS

[0050] The drawings herein are incorporated into the specification and constitute a part of the specification, illustrate embodiments consistent with the present application, and together with the specification are used to explain the principles of the present application. Obviously, the drawings described below are only some embodiments of the present application, and for ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0051] Figure 1 A flowchart of a display method applied to a game interface according to an embodiment of the present application is schematically shown;

[0052] Figure 2 A flowchart of a display method applied to a game interface according to another embodiment of the present application is schematically shown;

[0053] Figure 3 A flowchart of a display method applied to a game interface according to another embodiment of the present application is schematically shown;

[0054] Figure 4 A flowchart of a display method applied to a game interface according to another embodiment of the present application is schematically shown;

[0055] Figure 5 A flowchart of a display method applied to a game interface according to another embodiment of the present application is schematically shown;

[0056] Figure 6 Schematic diagram a of a display method according to an embodiment of the present application is schematically shown;

[0057] Figure 7 Schematic diagram b of a display method according to an embodiment of the present application is schematically shown;

[0058] Figure 8 A schematic diagram c schematically shows a display method according to an embodiment of the present application;

[0059] Fig. 9 Schematic diagram d of a display method according to an embodiment of the present application is schematically shown;

[0060] Fig.10 Schematic diagram e of a display method according to an embodiment of the present application is schematically shown;

[0061] Fig.11 A schematic diagram f schematically shows a display method according to an embodiment of the present application;

[0062] Fig.12 A schematic diagram g schematically shows a display method according to an embodiment of the present application;

[0063] Fig.13 Schematically shows a display method diagram h according to an embodiment of the present application;

[0064] Fig.14 A flowchart of a display method applied to a game interface according to another embodiment of the present application is schematically shown;

[0065] Fig.15 The structure block diagram of a display device applied to a game interface according to an embodiment of the present application is schematically shown;

[0066] Fig.16 The structure diagram of a computer system suitable for implementing an electronic device of an embodiment of the present application is schematically shown. DETAILED DESCRIPTION

[0067] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as being limited to the examples set forth herein; on the contrary, these embodiments are provided so that the present application will be more comprehensive and complete, and the concept of the example embodiments will be fully conveyed to those skilled in the art. The described features, structures, or characteristics may be combined in one or more embodiments in any suitable manner. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present application. However, those skilled in the art will appreciate that the technical solutions of the present application may be practiced while omitting one or more of the specific details, or other methods, components, devices, steps, etc. may be adopted. In other cases, known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present application.

[0068] In addition, the accompanying drawings are only schematic illustrations of the present application and are not necessarily drawn to scale. The same reference numerals in the figures represent the same or similar parts, and thus their repeated description will be omitted. Some of the block diagrams shown in the accompanying drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or implemented in one or more hardware modules or integrated circuits, or implemented in different networks and / or processor devices and / or microcontroller devices.

[0069] The present application can be implemented in a computer system, and the computer system may include a mobile terminal and a server. An application supporting a virtual environment is installed and run on the mobile terminal. Among them, the virtual environment is a virtual environment displayed (or provided) when the application is running on the terminal. The virtual environment can be a simulation environment of the real world, a semi-simulation and semi-fictitious environment, or a purely fictitious environment. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, and the embodiments of the present application are not limited. Optionally, the virtual environment can provide a battle environment for virtual objects. Exemplarily, in a battle royale type game, at least one virtual object performs a single-game battle in a virtual environment, and the virtual object achieves the purpose of survival in the virtual environment by avoiding attacks launched by enemy units and dangers in the virtual environment (such as gas circles, swamps, etc.). When the life value of the virtual object in the virtual environment is zero, the life of the virtual object in the virtual environment ends, and the virtual object that successfully passes the route in the level is the winner. Each client can control one or more virtual objects in the virtual environment. Among them, the virtual object refers to an active object in the virtual environment. The movable object can be a virtual character, a virtual animal, an animated character, etc., such as a character or an animal displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional model created based on animation skeleton technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.

[0070] The mobile terminal is connected to the server via a wireless network or a wired network. The server includes at least one of a single server, multiple servers, a cloud computing platform and a virtualization center.

[0071] Optionally, the above application runs on different operating system platforms (Android or IOS). Optionally, the device types of the mobile terminals running the application are the same or different, and the device types include: at least one of a smart phone, a smart watch, a smart TV, a car mobile terminal, a wearable device, a tablet computer, an e-book reader, an MP3 player, an MP4 player, and a laptop computer. The following embodiments are illustrated by taking the mobile terminal including a smart phone as an example.

[0072] Those skilled in the art will appreciate that the number of the mobile terminals may be more or less. For example, there may be only one mobile terminal, or there may be dozens or hundreds of mobile terminals, or a greater number. The embodiment of the present application does not limit the number and device type of mobile terminals.

[0073] In one embodiment of the present disclosure, the display method applied to the game interface can be run on a local terminal device or a server. When the display method applied to the game interface is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0074] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the screen control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0075] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0076] See also Figure 1 , Figure 1 The following schematically shows a flow chart of a display method for a game interface according to an embodiment of the present application. Figure 1 As shown, the display method applied to the game interface may include: steps S110 to S130.

[0077] Step S110: In response to the skill triggering operation, determine the skill release position.

[0078] Step S120: If it is detected that the skill release position is outside the current game interface, a game window including the skill release position is generated.

[0079] Step S130: Display the game window at a display position related to the skill release trajectory in the current game interface.

[0080] Implementation Figure 1 The method shown can determine the skill release position in time when a skill triggering operation is detected. If the skill release position is outside the current game interface, a game window that can include the skill release position is generated and displayed to the player at a display position related to the skill release trajectory in the current game interface. This makes it easier for players to know the skill release position in advance through the game window before releasing the skill, eliminating the need for players to release skills blindly, improving the skill release accuracy, and improving the gameplay and interactivity with users by displaying the game window, thereby improving the gaming experience.

[0081] Next, the above steps of this exemplary embodiment are described in more detail.

[0082] In PVE, PVP and other games, the skills released by players can cause virtual damage to enemy units / opponent players, and players will also bear virtual damage output from enemy units / opponent players. Players can win the game based on the skills given by the game mechanism. In order to improve the playability of the game, generally speaking, the skill types will be enriched in the game mechanism. For example, skills can be subdivided into range damage skills, single-point damage skills, and prop-throwing skills. Precisely because of the variety of skill types, there may be a problem that the skill release distance exceeds the screen display range. When releasing skills that exceed the screen display range, players can only determine the direction of the shot, and it is difficult to determine the release point / release range / ... In this case, players can only blindly release skills based on the direction of the shot, but this release method is not accurate enough to achieve the game effect that players want, which is easy to hinder players from winning the game.

[0083] Therefore, the present application discloses a solution for players to understand the landing location of skills. In the present application, when a skill trigger operation is detected, the skill release location can be determined. If it is detected that the skill release location is outside the current game interface, a game window containing the skill release location is output. Players can directly understand the landing point of the skill and whether the skill can accurately strike enemy units / opponent players through the game window, thereby facilitating players to accurately release skills and improving the accuracy of skill release.

[0084] Among them, the skill triggering operation can be an operation acting on any virtual control of the game interface (such as skill controls, azimuth joystick controls, automatic casting controls, etc.), which is not limited in the embodiments of the present application. In addition, the skill release position refers to the skill action position of the skill triggered by the skill triggering operation in the virtual game space. The skill triggered by the skill triggering operation can correspond to one or more skill release positions, and the number of skill release positions corresponding to the skill depends on the skill type. For example, if the skill type characterizes that the skill can cast scattered darts, then the landing point of each dart in the virtual game space (i.e., the skill action position) is the skill release position corresponding to the skill. Among them, the virtual game space can be a three-dimensional space, a two-dimensional space, or a one-dimensional space, which is not limited in the embodiments of the present application.

[0085] In addition, the current game interface includes a game screen that can be displayed on the display screen. Due to the limitation of the display screen size, the game screen shows a part of the virtual game space. When the skill release position is outside the current game interface, a game window containing the skill release position can be generated. In addition to displaying the skill release position, the game window can also display the game scene, game elements, enemy units, expected skill release effects, etc. near the skill release position.

[0086] Among them, the game window and the current game interface can change in real time as the game progresses to adapt to the game rhythm with strong real-time performance. In addition, the size of the game window is less than or equal to the current game interface. The size of the game window (e.g., 100px wide and 60px high) can be limited by the anchor point horizontal coordinate and anchor point vertical coordinate. For example, the size range of the game window is limited to 50px≤anchor point horizontal coordinate≤1870px, 30px≤anchor point vertical coordinate≤1050px, and the anchor point is the center point of the game window. In addition, the shooting angle of the game window can be any angle, which can be customized.

[0087] The game window displayed in the current game interface can be seen in Figure 6 , Figure 6 A schematic diagram a of a display method according to an embodiment of the present application is schematically shown. Figure 6 As shown, the current game interface 600 includes a virtual object 610 controlled by a player. When a skill triggering operation is detected, the skill release position can be determined. Figure 6, the skill release position 621 is outside the current game interface 600. Therefore, a game window 620 including the skill release position 621 can be generated, and the game window 620 can be displayed in the current game interface 600 for the user to refer to the skill release position 621. In addition, a skill release path auxiliary line 611 can also be displayed in the current game interface 600, and its function is also to facilitate the user to accurately release skills after reference. In addition, the display method of the game window can be any form of game window 630, game window 640, etc. in addition to the game window 620, which is not limited by the embodiment of the present application. The difference between the game window 620, the game window 630, and the game window 640 is that the shooting angle is different. Based on different shooting angles, the richness of the game content that the game window 630 can display is different, and the positions of the skill release position 621, the skill release position 631, and the skill release position 641 are also different.

[0088] See also Figure 2 , Figure 2 The following schematically shows a flow chart of a display method for a game interface according to another embodiment of the present application. Figure 2 As shown, the display method applied to the game interface may include: steps S210 to S250.

[0089] Step S210: In response to the skill triggering operation, determine the skill release position.

[0090] Step S220: If it is detected that the skill release position is outside the current game interface, a game window including the skill release position is generated.

[0091] Step S230: Determine the skill starting position and the skill release position based on the skill triggering operation, and determine the boundary intersection of the skill release trajectory and the current game interface according to the skill starting position and the skill release position.

[0092] Step S240: Displaying a game window at a designated position corresponding to the boundary intersection.

[0093] Step S250: When a skill release operation corresponding to a skill trigger operation is detected, the skill release special effect is displayed in the game window, and the game window is hidden after the skill release special effect ends.

[0094] Implementation Figure 2The method shown can determine the skill release position in time when the skill trigger operation is detected. If the skill release position is outside the current game interface, a game window that can contain the skill release position is generated and displayed to the player at a display position related to the skill release track in the current game interface. This makes it easy for players to know the skill release position in advance through the game window before releasing the skill, without the need for players to release the skill blindly, and can improve the accuracy of skill release. It can also improve the game play and the interactivity between users by displaying the game window, and improve the game experience. In addition, the game window can also be displayed at the intersection of the skill release track and the boundary of the current game interface, so that the player can determine the skill landing position through the window display position before browsing the window content, which is conducive to improving the player's game experience. In addition, the skill release special effect can also be displayed in the game window, and the game window can be hidden after the skill release special effect ends. Players can not only watch the complete skill special effect in the game window, but also reduce the window from blocking the game interface because the game window is automatically hidden after the special effect ends, which is conducive to improving the player's game experience.

[0095] Next, the above steps of this exemplary embodiment are described in more detail.

[0096] Specifically, in one case, the display position of the game window is particularly important, and displaying it in an appropriate position can help users understand the orientation of the skill release position. Therefore, the present application can generate a game window containing the skill release position after detecting that the skill release position is outside the current game interface, and determine the skill starting position and skill release position based on the skill triggering operation, and determine the boundary intersection of the skill release trajectory and the current game interface based on the skill starting position and skill release position.

[0097] Among them, when the skill is issued from a virtual object controlled by the player, the skill starting position is the current position of the virtual object. When the skill is issued from a non-virtual object (for example, a thunder-inducing skill can draw thunder from the sky of the virtual game world to attack enemy units), the skill starting position is the virtual world element that issues the skill (such as clouds). In other words, the skill starting position refers to the position where the skill is issued.

[0098] The skill release trajectory can be clarified based on the skill starting position and the skill release position, and the skill release trajectory can be expressed as a straight line trajectory; in addition, optionally, the skill release trajectory can also be clarified based on the skill starting position and the skill release position and the skill release method (such as projectile type, spinning type, etc.) (for example, see Figure 7The skill release track 711 in the game interface). The intersection of the skill release track and the boundary of the current game interface can indicate the position of the skill out of the picture. Displaying the game window at the designated position corresponding to the boundary intersection can facilitate the player to determine the skill landing position through the window display position before browsing the window content. Among them, the designated position can be limited according to actual needs. For example, the designated position can be limited to any position 1 cm away from the boundary intersection.

[0099] For details, please refer to Figure 7 , Figure 7 Schematic diagram b of a display method according to an embodiment of the present application is schematically shown. Figure 7 As shown, the current game interface 700 includes a virtual object 710 controlled by a player. When a skill triggering operation is detected, the skill release position can be determined. Figure 7 In the example, the skill release position 721 is outside the current game interface 700. Therefore, a game window 720 including the skill release position 721 can be generated, and the skill starting position and the skill release position can be determined based on the skill triggering operation, and the boundary intersection 712 of the skill release trajectory and the current game interface can be determined according to the skill starting position and the skill release position, and then the game window 720 can be displayed at a designated position corresponding to the boundary intersection 712 in the current game interface 700 for the user to refer to the skill release position 721. In addition, the skill release path auxiliary line 711 can also be displayed in the current game interface 700, and its function is to facilitate the user to accurately release the skill after reference.

[0100] Furthermore, when a skill release operation corresponding to a skill trigger operation is detected, the skill release special effect can also be displayed in the game window, and the game window can be hidden after the skill release special effect ends.

[0101] See also Figure 3 , Figure 3 The following schematically shows a flow chart of a display method for a game interface according to another embodiment of the present application. Figure 3 As shown, the display method applied to the game interface may include: steps S310 to S350.

[0102] Step S310: In response to the skill triggering operation, determine the skill release position.

[0103] Step S320: If it is detected that the skill release position is outside the current game interface, a game window including the skill release position is generated.

[0104] Step S330: Determine the skill attribute corresponding to the skill triggering operation; wherein the skill attribute includes at least one of a skill release range and a skill ejection effect, and then determine the display size corresponding to the game window according to the skill attribute.

[0105] Step S340: Display the game window at a display size at a display position related to the skill release trajectory within the current game interface.

[0106] Step S350: When a skill release operation corresponding to a skill trigger operation is detected, the skill release special effect is displayed in the game window, and the game window is hidden after the skill release special effect ends.

[0107] Implementation Figure 3 The method shown can determine the skill release position in time when a skill trigger operation is detected. If the skill release position is outside the current game interface, a game window that can contain the skill release position is generated and displayed to the player at a display position related to the skill release trajectory in the current game interface. This makes it easy for players to know the skill release position through the game window in advance before releasing the skill, without the need for players to release skills blindly, and can improve the accuracy of skill release. It can also improve the game play and interactivity with users by displaying the game window, and improve the game experience. In addition, the display size of the game window can also be determined based on the skill attributes, so that the player can watch the complete skill release special effects in the game window, and watch a wider game screen outside the interface in the game window. In addition, the skill release special effects can also be displayed in the game window, and the game window can be hidden after the skill release special effects end. Players can not only watch the complete skill special effects in the game window, but also reduce the window from blocking the game interface because the game window is automatically hidden after the special effects end, which is conducive to improving the player's game experience.

[0108] Next, the above steps of this exemplary embodiment are described in more detail.

[0109] Specifically, different skills may correspond to different one or more attributes such as skill release range, skill catapult effect, etc. Based on this, the screen size that needs to be displayed in the game window may also be different. In order to facilitate players to view the complete game screen related to the skill release special effects in the game window, the skill attributes corresponding to the skill trigger operation can be determined, and the display size to be displayed can be determined based on the skill attributes. Then, the game window can be displayed based on the display size, so that the skill release special effects can be fully displayed, thereby improving the player's gaming experience.

[0110] For details, please refer to Figure 8 and 9 , Figure 8 A schematic diagram c of a display method according to an embodiment of the present application is schematically shown. Figure 8 As shown, the current game interface 800 includes a virtual object 810 controlled by a player. When a skill triggering operation is detected, the skill release position can be determined. Figure 8In the example, the skill release position 821 is outside the current game interface 800. Therefore, a game window 820 including the skill release position 821 can be generated, and the game window 820 can be displayed in the current game interface 800 for the user to refer to the skill release position 821. In addition, a skill release path auxiliary line 811 can also be displayed in the current game interface 800, which is used to facilitate the user to accurately release the skill after reference.

[0111] Fig. 9 A schematic diagram d of a display method according to an embodiment of the present application is shown schematically. Fig. 9 As shown, the current game interface 900 includes a virtual object 910 controlled by a player. When a skill triggering operation is detected, the skill release position can be determined. Fig. 9 In the example, the skill release position 921 is outside the current game interface 900. Therefore, a game window 920 including the skill release position 921 can be generated, and the game window 920 can be displayed in the current game interface 900 for the user to refer to the skill release position 921. In addition, a skill release path auxiliary line 911 can also be displayed in the current game interface 900, which is used to facilitate the user to accurately release the skill after reference.

[0112] Obviously, game window 820 and game window 920 correspond to different display sizes, and the two output different display sizes in order to fully display the release effects of the corresponding skills.

[0113] See also Figure 4 , Figure 4 The following schematically shows a flow chart of a display method for a game interface according to another embodiment of the present application. Figure 4 As shown, the display method applied to the game interface may include: steps S410 to S470.

[0114] Step S410: In response to the skill triggering operation, determine the skill release position.

[0115] Step S420: If it is detected that the skill release position is outside the current game interface, a game window including the skill release position is generated.

[0116] Step S430: Display the game window at a display position related to the skill release trajectory in the current game interface.

[0117] Step S440: In response to the position adjustment operation for the skill release position, the adjusted skill release position is determined. If the adjusted skill release position is still outside the current game interface, step S450 is executed; if the adjusted skill release position is within the current game interface, step S460 is executed.

[0118] Step S450: adjusting the game window based on the adjusted skill release position, the adjusted game window including the adjusted skill release position. Then, executing step S470.

[0119] Step S460: Hide the game window, and then end the process.

[0120] Step S470: When a skill release operation corresponding to a skill trigger operation is detected, the skill release special effect is displayed in the game window, and the game window is hidden after the skill release special effect ends.

[0121] Implementation Figure 4 The method shown can determine the skill release position in time when the skill trigger operation is detected. If the skill release position is outside the current game interface, a game window that can contain the skill release position is generated and displayed to the player at a display position related to the skill release track in the current game interface. This makes it easy for players to know the skill release position through the game window in advance before releasing the skill, without the need for players to release skills blindly, and can improve the accuracy of skill release. It can also improve the game play and the interactivity between users by displaying the game window, and improve the game experience. In addition, the picture in the game window can be adjusted in real time with the position adjustment operation or the game window can be hidden, so that the player can adjust the skill release position in time according to the content displayed in the game window to improve the accuracy of skill release. In addition, the skill release special effect can be displayed in the game window, and the game window can be hidden after the skill release special effect ends. Players can not only watch the complete skill special effect in the game window, but also reduce the window from blocking the game interface because the game window is automatically hidden after the special effect ends, which is conducive to improving the player's game experience.

[0122] Next, the above steps of this exemplary embodiment are described in more detail.

[0123] Specifically, after the game window is displayed, the player may observe in the game window that the skill release position does not accurately hit the enemy unit. This application supports players to adjust the skill release position through position adjustment operations and adjust the content displayed in the game window in real time, so that the content displayed in the game window is consistent with the real-time skill release position. Based on the position adjustment operation, the user can adjust the skill release position to the location of the enemy unit or game element in order to obtain materials in the game or fight. For details, please refer to Fig.10 , Fig.10 A schematic diagram e of a display method according to an embodiment of the present application is shown schematically. Fig.10As shown, the current game interface 1000 includes a virtual object 1010 controlled by a player. After the game window is displayed, in response to a position adjustment operation for a skill release position, an adjusted skill release position 1021 is determined. Since the adjusted skill release position 1021 is still outside the current game interface 1000, the game window 1020 can be adjusted based on the adjusted skill release position, and the adjusted game window 1020 includes the adjusted skill release position 1021. In addition, a skill release path auxiliary line 1011 can also be displayed in the current game interface 1000, which is used to facilitate users to accurately release skills after reference.

[0124] In addition, when the user adjusts the skill release position to within the current game interface through the position adjustment operation, the game window can be hidden and the skill release position can be displayed in the current game interface to avoid the game window blocking the current game interface. Fig.11 , Fig.11 A schematic diagram f of a display method according to an embodiment of the present application is shown schematically. Fig.11 As shown, the current game interface 1100 includes a virtual object 1110 controlled by a player. After the game window is displayed, the adjusted skill release position 1120 can be determined in response to a position adjustment operation for a skill release position. Since the adjusted skill release position 1120 is within the current game interface 1000, the game window can be hidden and the skill release position 1120 can be displayed in the current game interface 1100. In addition, a skill release path auxiliary line 1111 can also be displayed in the current game interface 1100, which is used to facilitate users to accurately release skills after reference.

[0125] See also Figure 5 , Figure 5 The following schematically shows a flow chart of a display method for a game interface according to another embodiment of the present application. Figure 5 As shown, the display method applied to the game interface may include: steps S510 to S540.

[0126] Step S510: In response to a skill triggering operation, determining each skill release position; wherein the skill triggering operation corresponds to multiple skill release positions.

[0127] Step S520: If it is detected that at least one skill release position is outside the current game interface, a game window including each skill release position outside the current game interface is generated.

[0128] Step S530: Display each game window in the current game interface.

[0129] Step S540: When a skill release operation corresponding to a skill trigger operation is detected, the skill release special effect is displayed in each game window, and the game window is hidden after the skill release special effect ends.

[0130] Implementation Figure 5 The method shown can determine the skill release position in time when a skill trigger operation is detected. If the skill release position is outside the current game interface, a game window that can contain the skill release position is generated and displayed to the player at a display position related to the skill release trajectory in the current game interface. This makes it easy for players to know the skill release position through the game window in advance before releasing the skill, without the need for players to release the skill blindly, and can improve the accuracy of skill release. It can also improve the game play and interactivity with users by displaying the game window, and improve the game experience. In addition, it can also support the display of multiple game windows. When a skill corresponds to multiple skill release positions, multiple game windows are generated accordingly, so that the player can clearly understand the off-screen position of each skill release position. In addition, the skill release special effect can be displayed in the game window, and the game window can be hidden after the skill release special effect ends. Players can not only watch the complete skill special effect in the game window, but also reduce the window from blocking the game interface because the game window is automatically hidden after the special effect ends, which is conducive to improving the player's game experience.

[0131] Next, the above steps of this exemplary embodiment are described in more detail.

[0132] Specifically, when a skill corresponds to multiple skill release positions, multiple skill release positions may allow the skill to act on multiple valid units (such as enemy units, materials, etc.) at the same time, but this requires the player to aim at the skill release position so that the skill acts on more valid units. In the present application, when it is detected that at least one skill release position is outside the current game interface, a game window containing each skill release position outside the current game interface can be generated. Displaying each game window to the user can enable the user to understand the position of each skill release position in the game, so that the user can further adjust the skill release position.

[0133] In addition, optionally, each skill release position can also be displayed through a game window with a number less than the number of skill release positions. For example, a skill corresponds to skill release position 1, skill release position 2, and skill release position 3, wherein the distance between skill release position 1 and skill release position 2 is less than the preset distance. At this time, skill release position 1 and skill release position 2 can be displayed in game window 1. Since the distance between skill release position 3 and skill release position 1 and skill release position 2 is greater than the preset distance, skill release position 3 can be displayed in game window 2.

[0134] For details, please refer to Fig.12 , Fig.12 A schematic diagram g of a display method according to an embodiment of the present application is schematically shown. Fig.12 As shown, the current game interface 1200 includes a virtual object 1210 controlled by a player. When a skill triggering operation is detected, the skill release position can be determined. Fig.12 In the example, the skill release position 1221 and the skill release position 1231 are both outside the current game interface 1200. Therefore, a game window 1220 including the skill release position 1221 and a game window 1230 including the skill release position 1231 can be generated and displayed in the current game interface 1200 for the user to refer to the skill release position 1221 and the skill release position 1231. In addition, a skill release path auxiliary line 1211 corresponding to the skill release position 1221 and a skill release path auxiliary line 1212 corresponding to the skill release position 1231 can also be displayed in the current game interface 1200, which is used to facilitate the user to accurately release skills after reference.

[0135] For details, please refer to Fig.13 , Fig.13 A schematic diagram h of a display method according to an embodiment of the present application is shown schematically. Fig.13 As shown, the current game interface 1300 includes a virtual object 1310 controlled by a player. When a skill triggering operation is detected, the skill release position can be determined. Fig.13 In the example, the skill release position 1321 and the skill release position 1331 are both outside the current game interface 1300, and the skill release position 1340 is inside the current game interface 1300. Therefore, a game window 1320 including the skill release position 1321 can be generated, and a game window 1330 including the skill release position 1331 can be generated and displayed in the current game interface 1300 for user reference. In addition, a skill release path auxiliary line 1313 corresponding to the skill release position 1321, a skill release path auxiliary line 1311 corresponding to the skill release position 1331, and a skill release path auxiliary line 1312 corresponding to the skill release position 1340 can also be displayed in the current game interface 1300, which is used to facilitate users to accurately release skills after reference.

[0136] See also Fig.14 , Fig.14 The following schematically shows a flow chart of a display method for a game interface according to another embodiment of the present application. Fig.14 As shown, the display method applied to the game interface includes: steps S1410 to S1470.

[0137] Step S1410: In response to the skill triggering operation, determine the skill release position.

[0138] Step S1420: If it is detected that the skill release position is outside the current game interface, a game window including the skill release position is generated.

[0139] Step S1430: Determine the skill starting position and the skill release position based on the skill triggering operation, and determine the boundary intersection of the skill release trajectory and the current game interface according to the skill starting position and the skill release position.

[0140] Step S1440: Determine the skill attribute corresponding to the skill triggering operation; wherein the skill attribute includes at least one of a skill release range and a skill ejection effect, and then determine the display size corresponding to the game window according to the skill attribute.

[0141] Step S1450: Display the game window at a designated position corresponding to the boundary intersection with a display size.

[0142] Step S1460: In response to a position adjustment operation on the skill release position, the adjusted skill release position is determined; if the adjusted skill release position is still outside the current game interface, the game window is adjusted based on the adjusted skill release position, and the adjusted game window includes the adjusted skill release position; if the adjusted skill release position is within the current game interface, the game window is hidden.

[0143] Step S1470: When a skill release operation corresponding to a skill trigger operation is detected, the skill release special effect is displayed in the game window, and the game window is hidden after the skill release special effect ends.

[0144] It should be noted that steps S1410 to S1470 correspond to the steps and implementation methods of the aforementioned embodiments. For the specific implementation methods of steps S1410 to S1470, reference may be made to the steps and implementation methods of the aforementioned embodiments, which will not be described in detail here.

[0145] It can be seen that implementation Fig.14 The method shown can determine the skill release position in time when a skill triggering operation is detected. If the skill release position is outside the current game interface, a game window that can include the skill release position is generated and displayed to the player at a display position related to the skill release trajectory in the current game interface. This makes it easier for players to know the skill release position in advance through the game window before releasing the skill, eliminating the need for players to release skills blindly, improving the skill release accuracy, and improving the gameplay and interactivity with users by displaying the game window, thereby improving the gaming experience.

[0146] See also Fig.15 , Fig.15 The structure block diagram of a display device applied to a game interface according to an embodiment of the present application is schematically shown. Figure 1 The method shown corresponds to Fig.15 As shown, the display device 1500 applied to the game interface includes:

[0147] A skill release position determination unit 1501, used to determine a skill release position in response to a skill triggering operation;

[0148] The game window generating unit 1502 is used to generate a game window including the skill release position when detecting that the skill release position is outside the current game interface;

[0149] The game window display unit 1503 is used to display the game window at a display position related to the skill release trajectory in the current game interface.

[0150] It can be seen that implementation Fig.15 The device shown can determine the skill release position in time when a skill triggering operation is detected. If the skill release position is outside the current game interface, a game window that can include the skill release position is generated and displayed to the player at a display position related to the skill release trajectory in the current game interface. This makes it easier for players to know the skill release position in advance through the game window before releasing the skill, eliminating the need for players to release skills blindly, improving the skill release accuracy, and improving the gameplay and interactivity with users by displaying the game window, thereby improving the gaming experience.

[0151] In an exemplary embodiment of the present application, it further includes:

[0152] The display adjustment unit is used to determine an adjusted skill release position in response to a position adjustment operation on a skill release position; if the adjusted skill release position is still outside the current game interface, the game window is adjusted based on the adjusted skill release position, and the adjusted game window includes the adjusted skill release position.

[0153] It can be seen that by implementing this optional embodiment, the picture in the game window can be adjusted in real time as the position adjustment operation is performed, so that the player can adjust the skill release position in time according to the content displayed in the game window to improve the skill release accuracy.

[0154] In an exemplary embodiment of the present application, it further includes:

[0155] The window hiding unit is used to hide the game window when the adjusted skill release position is within the current game interface.

[0156] It can be seen that by implementing this optional embodiment, the game window can be hidden in time with the position adjustment operation to avoid the game window blocking the current game interface.

[0157] In an exemplary embodiment of the present application, the game window display unit 1503 displays the game window at a display position related to the skill release track in the current game interface, including:

[0158] Determine the skill starting position and skill release position based on the skill trigger operation;

[0159] Determine the intersection of the skill release trajectory and the boundary of the current game interface based on the skill start position and skill release position;

[0160] The game window is displayed at a designated position corresponding to the boundary intersection; wherein the current game interface includes the designated position.

[0161] It can be seen that by implementing this optional embodiment, the game window can be displayed at the intersection of the skill release trajectory and the boundary of the current game interface, so that the player can determine the landing position of the skill through the window display position before browsing the window content, which is conducive to improving the player's gaming experience.

[0162] In an exemplary embodiment of the present application, the window hiding unit is also used to display the skill release special effect in the game window when a skill release operation corresponding to the skill triggering operation is detected, and hide the game window after the skill release special effect ends.

[0163] It can be seen that by implementing this optional embodiment, the skill release special effects can be displayed in the game window, and the game window can be hidden after the skill release special effects end. Players can not only watch the complete skill special effects in the game window, but also because the game window is automatically hidden after the special effects end, it will also reduce the window's obstruction to the game interface, which is beneficial to improving the player's gaming experience.

[0164] In an exemplary embodiment of the present application, if there are multiple skill release positions, a game window including the skill release positions is generated, wherein:

[0165] The game window display unit 1503 is further used to generate a game window corresponding to each skill release position, and each game window includes a corresponding skill release position.

[0166] It can be seen that the implementation of this optional embodiment can support the display of multiple game windows. When a skill corresponds to multiple skill release positions, multiple game windows are generated accordingly so that the player can clearly understand the off-screen position of each skill release position.

[0167] In an exemplary embodiment of the present application, it further includes:

[0168] A skill attribute determination unit, used to determine the skill attribute corresponding to the skill triggering operation; wherein the skill attribute includes at least one of a skill release range and a skill ejection effect;

[0169] The display size determination unit is used to determine the display size corresponding to the game window according to the skill attribute; wherein the game window is used to display at the display size.

[0170] It can be seen that by implementing this optional embodiment, the display size of the game window can be determined based on skill attributes, so that the player can watch the complete skill release effects in the game window, and watch a wider game screen outside the interface in the game window.

[0171] It should be noted that, although several modules or units of the equipment for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the embodiments of the present application, the features and functions of two or more modules or units described above can be embodied in one module or unit. On the contrary, the features and functions of one module or unit described above can be further divided into being embodied by multiple modules or units.

[0172] Since the various functional modules of the display device applied to the game interface of the example embodiment of the present application correspond to the steps of the example embodiment of the display method applied to the game interface mentioned above, for details not disclosed in the embodiment of the device of the present application, please refer to the embodiment of the display method applied to the game interface mentioned above in the present application.

[0173] See also Fig.16 , Fig.16 A schematic diagram of the structure of a computer system suitable for implementing an electronic device of an embodiment of the present application is shown.

[0174] It should be noted that Fig.16 The computer system 1600 of the electronic device shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present application.

[0175] like Fig.16 As shown, the computer system 1600 includes a central processing unit (CPU) 1601, which can perform various appropriate actions and processes according to the program stored in the read-only memory (ROM) 1602 or the program loaded from the storage part 1608 to the random access memory (RAM) 1603. In the RAM 1603, various programs and data required for system operation are also stored. The CPU 1601, the ROM 1602, and the RAM 1603 are connected to each other through a bus 1604. An input / output (I / O) interface 1605 is also connected to the bus 1604.

[0176] The following components are connected to the I / O interface 1605: an input section 1606 including a keyboard, a mouse, etc.; an output section 1607 including a cathode ray tube (CRT), a liquid crystal display (LCD), etc., and a speaker, etc.; a storage section 1608 including a hard disk, etc.; and a communication section 1609 including a network interface card such as a LAN card, a modem, etc. The communication section 1609 performs communication processing via a network such as the Internet. A drive 1610 is also connected to the I / O interface 1605 as needed. A removable medium 1611, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 1610 as needed, so that a computer program read therefrom is installed into the storage section 1608 as needed.

[0177] In particular, according to an embodiment of the present application, the process described with reference to the flowchart above can be implemented as a computer software program. For example, an embodiment of the present application includes a computer program product, which includes a computer program carried on a computer-readable medium, and the computer program includes a program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network through a communication section 1609, and / or installed from a removable medium 1611. When the computer program is executed by a central processing unit (CPU) 1601, various functions defined in the method and apparatus of the present application are executed.

[0178] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the display method applied to the game interface is implemented.

[0179] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.

[0180] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.

[0181] The code of the computer program can be written in one or more programming languages. Programming languages ​​such as C language, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).

[0182] Computer programs can be carried or transmitted through electrical, magnetic, optical, electromagnetic, infrared and other signals. Electronic devices can convert signals carrying computer programs into digital signals to run computer programs. When a computer program runs on an electronic device, its code is used to enable the electronic device to execute (more specifically, the processor of the electronic device can execute) the method steps of various exemplary embodiments of the present disclosure, such as the above-mentioned display method applied to the game interface, which includes the following steps: in response to a skill trigger operation, determining a skill release position; if it is detected that the skill release position is outside the current game interface, generating a game window containing the skill release position; displaying the game window at a display position related to the skill release trajectory in the current game interface.

[0183] By executing the above method steps through a computer program, the skill release position can be determined in time when a skill triggering operation is detected. If the skill release position is outside the current game interface, a game window that can include the skill release position is generated and displayed to the player at a display position related to the skill release trajectory in the current game interface. In this way, it is convenient for players to know the skill release position in advance through the game window before releasing the skill, without the need for players to release skills blindly, which can improve the accuracy of skill release, and can improve the gameplay and interactivity with users by displaying the game window, thereby improving the gaming experience.

[0184] The flow chart and block diagram in the accompanying drawings illustrate the possible architecture, function and operation of the method and computer program product according to various embodiments of the present application. In this regard, each box in the flow chart or block diagram can represent a module, a program segment, or a part of a code, and the above-mentioned module, program segment, or a part of a code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some implementations as replacements, the functions marked in the box can also occur in a sequence different from that marked in the accompanying drawings. For example, two boxes represented in succession can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram or flow chart, and the combination of the boxes in the block diagram or flow chart can be implemented with a dedicated hardware-based system that performs a specified function or operation, or can be implemented with a combination of dedicated hardware and computer instructions.

[0185] The units involved in the embodiments described in this application may be implemented by software or hardware, and the units described may also be set in a processor. The names of these units do not, in some cases, constitute limitations on the units themselves.

[0186] Those skilled in the art will readily appreciate other embodiments of the present application after considering the specification and practicing the invention disclosed herein. The present application is intended to cover any modification, use or adaptation of the present application, which follows the general principles of the present application and includes common knowledge or customary technical means in the art that are not disclosed in the present application. The specification and examples are intended to be exemplary only, and the true scope and spirit of the present application are indicated by the claims.

Claims

1. A display method applied to a game interface, characterized in that: include: In response to a skill triggering operation, determining a skill release position; If it is detected that the skill release position is outside the current game interface, a game window including the skill release position is generated; The game window is displayed at a display position related to the skill release trajectory in the current game interface.

2. The method according to claim 1, characterized in that Also includes: In response to a position adjustment operation on the skill release position, determining an adjusted skill release position; If the adjusted skill release position is still outside the current game interface, the game window is adjusted based on the adjusted skill release position, and the adjusted game window includes the adjusted skill release position.

3. The method according to claim 2, characterized in that Also includes: If the adjusted skill release position is within the current game interface, the game window is hidden.

4. The method according to claim 1, characterized in that: Displaying the game window at a display position related to the skill release track in the current game interface includes: Determine a skill starting position and a skill release position based on the skill triggering operation; Determine the boundary intersection point of the skill release trajectory and the current game interface according to the skill start position and the skill release position; The game window is displayed at a designated position corresponding to the boundary intersection; wherein the current game interface includes the designated position.

5. The method according to claim 1, characterized in that Also includes: When a skill release operation corresponding to the skill triggering operation is detected, the skill release special effect is displayed in the game window, and the game window is hidden after the skill release special effect ends.

6. The method according to claim 1, characterized in that If there are multiple skill release positions, generating a game window including the skill release positions also includes: A game window corresponding to each skill release position is generated, and each game window contains a corresponding skill release position.

7. The method according to claim 1, characterized in that Also includes: Determine a skill attribute corresponding to the skill triggering operation; wherein the skill attribute includes at least one of a skill release range and a skill ejection effect; Determine a display size corresponding to the game window according to the skill attribute; wherein the game window is used to be displayed in the display size.

8. A display device applied to a game interface, characterized in that: include: A skill release position determination unit, used to determine a skill release position in response to a skill triggering operation; A game window generating unit, configured to generate a game window including the skill release position when detecting that the skill release position is outside the current game interface; A game window display unit is used to display the game window at a display position related to the skill release trajectory in the current game interface.

9. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 7 is implemented.

10. An electronic device, characterized in that: include: processor; as well as A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 7 by executing the executable instructions.