Game picture display method and system and computer program product
By responding to object selection operations in a virtual game and displaying the real-time game screen of the target area in a preset window, the problem of players needing to frequently switch game screens to monitor multiple local dynamics is solved, achieving lower operation costs and higher gaming experience.
Patent Information
- Application Number
- CN202411913877.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-24
- Publication Date
- 2025-03-11
AI Technical Summary
In virtual games, players need to frequently switch game screens to monitor the real-time dynamics of multiple local game screens, resulting in increased operational costs and reduced gaming experience.
By determining the target area in response to object selection operations for the game scene, the real-time game screen corresponding to the target area is displayed in the preset window of the game screen, and the preset window remains displayed when the scene changes.
Real-time monitoring of the game screen you want to pay attention to is achieved, reducing player operation costs and improving game experience.
Smart Images

Figure CN119587971A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of virtual game technology, and in particular to a method, system and computer program product for displaying game screens. Background Art
[0002] In virtual games, players often need to focus on one or more local game screens in the game screen. For example, in strategy games, players need to monitor the game screen of an important battlefield in real time, such as monitoring whether there is an enemy attack in the battlefield, monitoring whether a certain unit in the battlefield is in danger, etc., so as to make corresponding decisions based on the real-time dynamics of the battlefield. However, when playing the game, players not only need to monitor a certain battlefield in real time, but also need to take into account other operations at the same time, such as moving the game map to view the real-time dynamics of other battlefields, or switching to the configuration interface to configure a battlefield. Therefore, players need to frequently switch the game screen to monitor the real-time dynamics of multiple local game screens at the same time, which not only increases the player's operating cost, but also reduces the player's gaming experience.
[0003] In view of this, some embodiments of this specification provide a game screen display method, system and computer program product, which are intended to monitor the game screen that you want to pay attention to in real time, reduce the player's operating costs, and enhance the game experience. Summary of the invention
[0004] One or more embodiments of the present specification provide a method for displaying a game screen, which is used to control the display of a graphical user interface. The game screen displayed in the graphical user interface includes a first game scene of a game. The method includes: determining a target area in response to an object selection operation for the first game scene; displaying a real-time game screen corresponding to the target area in a preset window of the game screen; and changing the game screen from the first game scene to the second game scene of the game in response to a scene change operation, while keeping the preset window displayed in the game screen.
[0005] According to the method provided by one or more embodiments of the present specification, determining a target area in response to an object selection operation for a first game scene includes: determining a demarcated area as a target area in response to an area demarcation operation for the first game scene; or determining a first combat unit selected in the first game scene in response to a combat unit selection operation in the first game scene, and determining a dynamic area corresponding to the first combat unit as the target area.
[0006] According to the method provided in one or more embodiments of the present specification, the area demarcation operation includes at least one of the following operations: a sliding operation, a clicking operation, and a long press operation; in response to the area demarcation operation for the first game scene, the demarcated area is determined as the target area, including at least one of the following processes: in response to the first sliding operation for the first game scene, the starting position and the end position of the first sliding operation are determined, and a demarcated area of a preset shape is determined as the target area based on the starting position and the end position of the first sliding operation; in response to the second sliding operation for the first game scene, the area surrounded by the second sliding operation trajectory is determined, and a demarcated area of a preset shape is determined as the target area based on the area surrounded by the second sliding operation trajectory; in response to the clicking operation for the first game scene, the demarcated area is determined as the target area, wherein the demarcated area is an area of a preset shape including the location of the clicking operation; in response to the long press operation for the first game scene, the demarcated area is determined as the target area, wherein the demarcated area is an area of a preset shape including the location of the long press operation.
[0007] According to the method provided by one or more embodiments of the present specification, the dynamic area is an area that changes dynamically based on the movement of the first combat unit.
[0008] According to the method provided in one or more embodiments of the present specification, after determining the designated area as the target area, it also includes: adjusting the border position of the designated area in response to a position adjustment operation on the designated area, and updating the game screen displayed in the designated area; in response to a confirmation operation, determining the updated designated area as the target area.
[0009] According to the method provided by one or more embodiments of the present specification, the real-time game screen corresponding to the target area includes a real-time game screen in a static mode and / or a real-time game screen in a dynamic mode; the real-time game screen in the static mode includes a real-time game screen of a first perspective corresponding to the demarcated area, wherein the first perspective is a fixed perspective; the real-time game screen in the dynamic mode includes a real-time game screen of a second perspective corresponding to the first combat unit in the dynamic area, wherein the second perspective changes based on the movement of the first combat unit.
[0010] The method provided according to one or more embodiments of the present specification also includes: recommending one or more candidate paths based on the starting position, the end position corresponding to the first combat unit and the game map data of the game; in response to a selection operation of selecting one of the candidate paths as the target path, controlling the first combat unit to move along the target path.
[0011] The method provided according to one or more embodiments of the present specification further includes: in response to the occurrence of an abnormal condition related to the target area, displaying a warning message in a preset window.
[0012] According to the method provided by one or more embodiments of the present specification, the abnormal condition related to the target area includes at least one of the following: determining the abnormal condition related to the target area based on the change of the attribute data of the first combat unit corresponding to the target area; determining the abnormal condition related to the target area based on the abnormal event associated with the first combat unit corresponding to the target area; wherein the abnormal event includes at least one of the following events: being attacked by the second combat unit, the engagement state with the second combat unit reaches a preset engagement state; the second combat unit and the first combat unit are in different camps.
[0013] According to the method provided by one or more embodiments of the present specification, displaying warning information in a preset window includes: displaying warning information in the preset window based on the relationship between the location where the abnormal situation occurs and the position of the first combat unit, and the warning information is oriented toward the location where the abnormal situation occurs.
[0014] The method provided according to one or more embodiments of the present specification also includes: when an abnormal condition related to the target area occurs, in response to an operation of opening a preset window, adjusting the display position and / or window size of the preset window, and determining the real-time game screen displayed in the adjusted preset window based on the location where the abnormal condition occurs, so that the real-time game screen displayed in the adjusted preset window includes the game screen corresponding to the location where the abnormal condition occurs.
[0015] According to the method provided by one or more embodiments of the present specification, the content displayed in the preset window also includes at least one of the following: position information of the first combat unit, position information of the second combat unit, position information of the third combat unit, attribute data corresponding to the first combat unit, attribute data corresponding to the second combat unit, attribute data corresponding to the third combat unit, the status of virtual resource points in the game, the virtual weather status in the game, and the progress of the task associated with the first combat unit corresponding to the target area; wherein the second combat unit and the first combat unit are in different camps, and the third combat unit and the first combat unit are in the same camp.
[0016] The method provided according to one or more embodiments of the present specification further includes: in response to the operation of dragging a preset window to the chat interface, sending a real-time game screen to a chat group corresponding to the chat interface.
[0017] The method provided according to one or more embodiments of the present specification also includes: when other real-time game screens are received and sent to the chat group, in response to a triggering operation on the other real-time game screens, the other real-time game screens are displayed in a preset window of the current graphical user interface.
[0018] According to the method provided by one or more embodiments of the present specification, the preset window is a floating window, and the method further includes: adjusting the display position of the preset window in response to a dragging operation on the preset window; and adjusting the size of the preset window in response to a zooming-in or zooming-out operation on the preset window.
[0019] According to the method provided in one or more embodiments of the present specification, determining a target area in response to an object selection operation for a first game scene includes: entering an object selection mode in response to a mode activation operation in the first game scene; and in the object selection mode, determining a target area in response to an object selection operation for the first game scene.
[0020] One or more embodiments of the present specification also provide a game screen display system, which is used to control the display of a graphical user interface. The game screen displayed in the graphical user interface includes a first game scene of the game. The system includes: an area determination module, which is used to determine a target area in response to an object selection operation for the first game scene; a game screen display module, which is used to display a real-time game screen corresponding to the target area in a preset window of the game screen; and a scene change module, which is used to change the game screen from the first game scene to the second game scene of the game in response to a scene change operation, and the preset window remains displayed in the game screen.
[0021] One or more embodiments of the present specification also provide a computer program product, including a computer program, which, when at least a portion of the computer program is executed by a processor, can implement the game screen display method described in some embodiments of the present specification. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] This specification will be further explained by way of exemplary embodiments, which will be described in detail by way of the accompanying drawings. The same numbers in the drawings represent the same structures or steps.
[0023] Figure 1 It is a schematic diagram of a virtual game system according to some embodiments of this specification.
[0024] Figure 2 This is an exemplary flow chart of a method for displaying a game screen according to some embodiments of this specification.
[0025] Figure 3 It is a schematic diagram of a graphical user interface shown in some embodiments of this specification.
[0026] Figure 4 This is another schematic diagram of a graphical user interface shown in some embodiments of this specification.
[0027] Figure 5This is another schematic diagram of a graphical user interface shown in some embodiments of this specification.
[0028] Figure 6 This is an exemplary flow chart of a method for displaying a game screen according to some embodiments of this specification.
[0029] Figure 7 This is an exemplary flow chart of a method for displaying a game screen according to some embodiments of this specification.
[0030] Figure 8 This is an exemplary flow chart of a method for displaying a game screen according to some embodiments of this specification.
[0031] Fig. 9 This is another schematic diagram of a graphical user interface shown in some embodiments of this specification.
[0032] Fig.10 It is an exemplary block diagram of a game screen display system according to some embodiments of the present specification. DETAILED DESCRIPTION
[0033] In order to more clearly illustrate the technical solutions of the embodiments of this specification, the embodiments will be described in detail below with reference to the accompanying drawings. Obviously, the contents described below are some examples or embodiments of this specification. For ordinary technicians in this field, without paying creative work, the technical solutions or means disclosed in this specification can also be applied to other scenarios based on these technical contents.
[0034] It should be understood that the "system", "device", "unit" and / or "module" used in this specification is a method for distinguishing different components, elements, parts, portions or assemblies at different levels. However, if other words can achieve the same purpose, the words can be replaced by other expressions.
[0035] Unless otherwise specified, technical terms used in this specification to describe components, elements, etc. do not refer to the singular, but may also include the plural. Generally speaking, terms such as "include", "comprise", etc. only indicate that the steps, elements, or components that have been clearly identified are included, and these steps, elements, and components do not constitute an exclusive list, such as the method or device described may also include other steps or components.
[0036] Flowcharts are used in this specification to illustrate the operation steps performed by the device or system of the relevant embodiments, but unless otherwise specified, the order used to describe these steps should not be understood as a limitation on the order in which the steps are performed. A person of ordinary skill in the art can adjust the order in which these steps are performed based on the knowledge and information conveyed by the embodiments of this specification, and the adjustment includes but is not limited to swapping the order, merging multiple steps, and splitting a certain step.
[0037] Virtual games, also known as video games or electronic games, are games that run on electronic devices and are controlled by computer programs (such as game applications) for educational or entertainment purposes. The game scenes of virtual games can be presented through a graphical user interface (GUI). The game scenes include elements such as the environment, characters, buildings, machinery, and props in the virtual game, which can restore at least part of the virtual world in the game. Users can input game operations or game screen display instructions through human-computer interface devices (such as game controllers, keyboards, mice, touch screens, cameras, etc.), and the computer program responds to the game operations and presents them to the user through a graphical user interface.
[0038] Figure 1 Schematic diagram of a virtual game system according to some embodiments of this specification. Figure 1 As shown, the virtual game system 100 may include a server 110, a network 120, a storage medium 130, and a user terminal 140. The server 110 and the user terminal 140 may perform data transmission via the network 120.
[0039] The server 110 (or game server) may be a computer device with high computing performance, used to maintain and manage game data and game player data, synchronize and broadcast the interactive data of game players in the game, or complete some relatively complex calculations or logic processing in the virtual game. In some embodiments, the server 110 may also publish various versions of game applications for game players to download or update. In some embodiments, the server 110 may be a single computer device or a computing cluster composed of multiple computer devices, so as to provide more powerful computing power and more efficient response to service requests of game players.
[0040] The network 120 may be any form of wired or wireless network, or any combination thereof. As just an example, the network 120 may be one or more combinations of a wired network, an optical fiber network, a telecommunications network, an intranet, the Internet, a local area network (LAN), a wide area network (WAN), a wireless local area network (WLAN), a metropolitan area network (MAN), a wide area network (WAN), a public switched telephone network (PSTN), a Bluetooth network, etc. The network 120 may have multiple access points, and the server 110 and the user terminal 140 may access the network 120 through the access points.
[0041] The storage medium 130 may be used to store data and / or instructions related to the virtual game system 100. In some embodiments, the storage medium 130 may store data and / or information obtained from the server 110, the user terminal 140, etc. As an example, the storage medium 130 may store game player data, etc. In some embodiments, the storage medium 130 may include one or more storage components, each of which may be an independent device or part of other devices. In some embodiments, the storage medium 130 may be set in the server 110. In some embodiments, the storage medium 130 may include a random access memory (RAM), a read-only memory (ROM), a large capacity memory, a removable memory, a volatile read-write memory, etc., or any combination thereof. Exemplarily, the large capacity storage may include a magnetic disk, an optical disk, a solid-state disk, etc. In some embodiments, the storage medium 130 may be implemented on a cloud platform.
[0042] The user terminal 140 may include, but is not limited to, a desktop computer, a smart phone, a laptop computer, a VR (Virtual Reality) device, a game console, a game controller, and a tablet computer. Game players can install and run game applications on the user terminal 140, display the game screen through the user terminal or a display device separated from the user terminal (such as a TV screen or projection device connected to the game console), and participate in the game through a human-computer interface device. As an example, the user terminal 140 may have a signal connection with the server 110 through the network 120, and the game player may download the game from the server 110 for installation. The human-computer interface device may be a part of the user terminal 140 (such as a touch display screen and / or touch button control of a mobile terminal), or may be separated from the user terminal 140 (such as a game controller), but have a signal connection with each other. In some embodiments, the virtual game may be a networked game, and the user terminals 140 of multiple game players may be connected to the server 110 through the network 120. With the participation of the server 110, multiple game players may interactively participate in the game.
[0043] It should be noted that Figure 1The scene diagram of the virtual game system shown is only an example. The virtual game system and scene described in the embodiment of this specification are to more clearly illustrate the technical solution of the embodiment of this specification, and do not constitute a limitation on the technical solution provided by the embodiment of this specification. For example, in a stand-alone game scene, Figure 1 The server 110, network 120 and storage medium 130 shown in the figure may be omitted. A person skilled in the art will appreciate that, with the evolution of the game screen display system and the emergence of new business scenarios, the technical solutions provided in the embodiments of this specification are also applicable to similar technical problems.
[0044] The embodiments of this specification provide a method, system and computer program product for displaying a game screen. Specifically, the method of the embodiments of this specification can be executed by a computer device, wherein the computer device can be a terminal (such as a user terminal) or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a game controller, a VR device, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Distribute Network, content distribution network), and big data and artificial intelligence platforms.
[0045] For example, when the game screen display method is run on a terminal, the terminal device stores a game application and is used to present a virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, the game application is downloaded and installed by the terminal device and run. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection. For example, the terminal device may include a touch display screen and a processor, the touch display screen is used to present a graphical user interface and receive operation instructions generated by the user acting on the 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, respond to operation instructions, and control the display of the graphical user interface on the touch display screen. The terminal device may also be separated from the display device, the running body of the game application may be run on the terminal device, and the game screen is displayed on another display device, for example, the running body of the game application may be PS, X-Box, and the game screen is presented through a TV screen or through holographic projection.
[0046] For example, when the game screen display method is run on a server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating body of the game application and the game screen presentation body are separated, and the storage and operation of the game screen display method are completed on the cloud gaming server. The game screen presentation is completed on the client of the cloud gaming. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client 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, a personal digital assistant, etc., but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0047] The embodiment of the present application provides a method for displaying a game screen, which can be executed by a terminal device or a server. The embodiment of the present application takes the case where the method for displaying a game screen is executed by a terminal device as an example for explanation. Among them, the terminal device includes a display screen and a processor, and the display screen is used to present a graphical user interface. In some embodiments, the display screen may only provide a display function, the terminal device may be connected to a human-machine interface device (such as a mouse, a keyboard, a game controller, etc.), the user may operate the graphical user interface through the human-machine interface device, and the terminal device may receive an operation instruction generated by the operation of the graphical user interface through the human-machine interface device. In other embodiments, the display screen may be a touch screen, and the operation instruction generated by the user acting on the graphical user interface may be received through the touch screen. When the user operates the graphical user interface through the touch display screen, the graphical user interface may control the local content of the terminal device by responding to the received operation instruction, and may also control the content of the opposite server by responding to the received operation instruction. For example, the operation instruction generated by the user acting on the graphical user interface may include an instruction for starting a game application, and the processor may be configured to start the game application after receiving the instruction to start the game application provided by the user. In addition, the processor may be configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch sensitive screen that can sense touch or sliding operations performed on multiple points on the screen at the same time. The user can use his fingers to perform touch operations on the graphical user interface displayed on the touch display screen or the touch button controls provided by the terminal device. When the terminal device detects the touch operation on the graphical user interface or the touch button controls, it can control different virtual objects in the game to perform actions corresponding to the touch operation.
[0048] In some embodiments, the virtual game may be any of the following games, such as role-playing games, shooting games, competitive games, casual games, action games, strategic games, sports games, and puzzle games. Among them, the game may include a game scene (or virtual scene). The game scene may include one or more virtual objects controlled by a user (or player), such as a virtual character or a combat unit (such as a troop). One or more virtual objects may be controlled by a user (or player), or by a computer, such as a robot with an artificial intelligence (AI) algorithm, to replace a real player to control a virtual character to play the game. In addition, the game scene may also include game terrain, such as natural terrain such as mountains, plains, rivers, gullies, lakes, and oceans, or artificial terrain such as cities, villages, and buildings. The game scene may also include one or more obstacles, such as railings, walls, doors and windows, plants, rocks, etc., to limit the movement of virtual objects, such as limiting the movement of one or more virtual objects to a specific area within the virtual scene. Optionally, the game scene may also include virtual items, such as food, clothing, medicine, props, currency, furniture, tools, or clues related to game tasks, and some virtual items may also be collected and used by game characters. The game scene may also include one or more elements, such as skills, scores, character health status, energy, etc., to provide help to the player, provide virtual services, increase scores related to the player's performance, etc. In addition, the game scene may also include one or more controls, such as buttons, input boxes, progress bars, sliders, icons, etc. In some embodiments, different game scenes can be distinguished by different naming methods, such as "first game scene" and "second game scene", indicating game scenes containing different game screens.
[0049] In some embodiments, players often need to focus on one or more local game screens in the game screen. For example, in a strategy game, players need to monitor the game screen of an important battlefield in real time, such as monitoring whether there is an enemy attack in the battlefield, monitoring whether a certain unit in the battlefield is in danger, etc., so as to make corresponding decisions based on the real-time dynamics of the battlefield. However, when playing the game, players not only need to monitor a certain battlefield in real time, but also need to take into account other operations at the same time, such as moving the game map to monitor the real-time dynamics of other battlefields, or switching to the configuration interface to configure a battlefield. Therefore, players need to frequently switch the game screen to monitor the real-time dynamics of multiple local game screens at the same time, which not only increases the player's operating cost, but also reduces the player's gaming experience.
[0050] To this end, some embodiments of the present specification propose a game screen display method, which determines a target area in response to an object selection operation for a first game scene; displays a real-time game screen corresponding to the target area in a preset window of the game screen; in response to a scene change operation, changes the game screen from the first game scene to the second game scene of the game, and keeps displaying the preset window in the game screen, thereby monitoring the game screen that is desired to be paid attention to in real time, reducing the player's operating cost and improving the game experience.
[0051] Figure 2 This is an exemplary flow chart of a method for displaying a game screen according to some embodiments of this specification. Figure 2 The process 200 shown may be executed by a terminal device, for example, Figure 1 The user terminal 140 shown is executed. Or, Figure 2 The process 200 shown may also be executed by other processing devices, such as Figure 1 In some embodiments, the process 200 may be implemented by a game screen display system 1000 deployed on a processing device or a terminal device. Figure 2 As shown, process 200 may include the following steps.
[0052] Step 210 , determining a target area in response to an object selection operation for the first game scene. In some embodiments, step 210 may be implemented by the area determination module 1010 .
[0053] In some embodiments, the game screen display method is used to control the display of a graphical user interface, such as providing a graphical user interface through a terminal device, and the game screen displayed in the graphical user interface includes a first game scene of the game. According to one example, the terminal device can generate a graphical user interface and present the graphical user interface through a display device (such as a touch screen) of the terminal device. According to another example, the terminal device can generate a graphical user interface but does not include a display device, but presents the graphical user interface through other display devices, for example, through a TV screen or through a holographic projection.
[0054] In some embodiments, the object selection operation may be an operation of selecting a certain area in the first game scene, and the delimited area may be determined as the target area in response to the area delimiting operation on the first game scene.
[0055] In some embodiments, the area demarcation operation may be an operation for determining an area. Exemplarily, in some preferred embodiments, the area demarcation operation may include at least one of the following operations: a sliding operation, a clicking operation, a long press operation, etc. According to an example, when a sliding operation is performed, the terminal device may obtain data corresponding to the sliding operation, such as a sliding track, a starting position and an end position of the sliding operation, etc. The sliding track may be formed by one or more contact points, and the properties of each contact point may record the position of the contact point and the dwell time at the contact point. According to an example, the clicking operation may include any one of a single click, a double click, and multiple clicks.
[0056] In some embodiments, a delimited area of a preset shape may be determined as a target area in response to an area delimitation operation for the first game scene. For example, the preset shape may be a geometric shape such as a square, a rectangle, a circle, or other custom shapes, which are not limited here. The following describes how to determine the delimited area in conjunction with a specific area delimitation operation.
[0057] In some embodiments, the starting position and the end position of the first sliding operation for the first game scene can be determined in response to the first sliding operation, and a delimited area of a preset shape can be determined as a target area based on the starting position and the end position of the first sliding operation. Exemplarily, when the preset shape is a square (or rectangle), the line connecting the starting position and the end position of the first sliding operation can be used as the diagonal of the square (or rectangle) to determine the position and size of the square (or rectangle) delimited area; when the preset shape is a circle, the line connecting the starting position and the end position of the first sliding operation can be used as the diameter of the circle to determine the position and size of the circular delimited area.
[0058] In some embodiments, the area surrounded by the second sliding operation track can be determined in response to the second sliding operation on the first game scene, and a delimited area of a preset shape can be determined as a target area based on the area surrounded by the second sliding operation track. For example, the area surrounded by the second sliding operation track can be determined based on the positions of each track point in the second sliding operation track. For example, the closed area formed by the connection lines of each track point in the second sliding operation track can be used as the area surrounded by the second sliding operation track. Further, the delimited area can include the area surrounded by the second sliding operation track. For example, the delimited area can be the minimum rectangular area that includes the area surrounded by the second sliding operation track.
[0059] In some embodiments, a delimited area may be determined as a target area in response to a click operation on the first game scene, wherein the delimited area is an area of a preset shape including the location of the click operation. According to a certain embodiment, the area of the preset shape may be determined with the location of the click operation as the center point and a preset length as the side length or diameter. For example, a circular delimited area may be determined with the location of the click operation as the center point and a preset length as the diameter; for another example, a square delimited area may be determined with the location of the click operation as the center point and a preset length as the side length of the square.
[0060] In some embodiments, a delimited area may be determined as a target area in response to a long press operation on the first game scene, wherein the delimited area is an area of a preset shape including the position of the long press operation. According to a certain embodiment, the area of the preset shape may be determined with the position of the long press operation as the center point and a preset length as the side length or diameter. Exemplarily, a circular delimited area may be determined with the position of the long press operation as the center point and the preset length as the diameter; for another example, a square delimited area may be determined with the position of the long press operation as the center point and the preset length as the side length of the square.
[0061] Figure 3 is a schematic diagram of a graphical user interface according to some embodiments of this specification. For example, a user can Figure 3 The first sliding operation can be performed in the graphical user interface shown in FIG. Figure 3 As shown by the dashed line in the middle, the terminal device can determine the starting position and the end position of the first sliding operation in response to the first sliding operation, and determine the starting position and the end position of the first sliding operation as the diagonal line of the rectangle. Figure 3 The area demarcated by the rectangular box.
[0062] In some embodiments, the region demarcation operation can also be performed in a preset region of the first game scene. For example, the preset region can be an area in the first game scene where a game map is displayed, or an area in the first game scene that is not covered by game controls (such as virtual buttons or icons). Figure 3 In the graphical user interface shown, a plurality of icons are displayed in the lower left corner. The area demarcation operation cannot be performed in the area where the icons are displayed, and the user can perform the area demarcation operation in the area that does not contain the icons.
[0063] In some embodiments, after determining the delimited area as the target area, the border position of the delimited area can also be adjusted in response to the position adjustment operation of the delimited area, and the game screen displayed in the delimited area is updated; further, in response to the confirmation operation, the updated delimited area is determined as the target area. In some embodiments, the position adjustment operation of the delimited area can be an operation to adjust the border of the delimited area. For example, the border of the delimited area can be pressed and dragged to adjust the position of the border of the delimited area. In some embodiments, the confirmation operation can be a trigger operation of a confirmation icon. For example, the user can press and hold the border of the delimited area to drag to update the position of the delimited area. When the border of the delimited area is released, a confirmation icon for confirming the position of the current delimited area pops up in the graphical user interface. When the user clicks the confirmation icon, the terminal device responds to the trigger operation of the confirmation icon and determines the updated delimited area as the target area. In other embodiments, the confirmation operation may also be an operation to end the position adjustment. The operation to end the position adjustment may be, for example, an operation to end the drag. For example, the user may press and hold the border of the designated area and perform a drag operation to update the position of the designated area. When the drag operation ends and the border of the designated area is released, the terminal device responds to the operation to end the drag and determines the updated designated area as the target area.
[0064] In other embodiments, the object selection operation may also be a selection operation for a combat unit in the first game scene. In response to the selection operation for the combat unit in the first game scene, the first combat unit selected in the first game scene can be determined, and the dynamic area corresponding to the first combat unit can be determined as the target area.
[0065] In some embodiments, the first combat unit may be a basic operating unit or group controlled by a terminal device (such as a user terminal 140 controlled by a user) or a computer (such as an artificial intelligence algorithm robot). For example, the first combat unit may be a single infantry, cavalry, archer, tank, etc. The first combat unit may also be a unit composed of multiple arms of the same type (such as infantry, cavalry, archer, tank), or a unit composed of any combination of different arms (such as infantry, cavalry, archer, tank). Figure 3 is a schematic diagram of a graphical user interface according to some embodiments of this specification, for example, Figure 3 As shown, the first combat unit can be a single cavalry, or it can be as follows Figure 3 A cavalry unit consisting of six cavalrymen.
[0066] In some embodiments, the dynamic area may be an area of a preset shape containing the selected first combat unit. Exemplarily, the preset shape may be a geometric shape such as a square, rectangle, circle, or other custom shapes, which are not limited herein. For example, the dynamic area may be a rectangular area determined with the first combat unit as the center. In some embodiments, the dynamic area may be an area that changes dynamically based on the movement of the first combat unit. Exemplarily, when the first combat unit is stationary, the dynamic area may be a rectangular area centered on the first combat unit and remains stationary. When the first combat unit moves, the dynamic area may be a rectangular area centered on the first combat unit and moves with the first combat unit.
[0067] In some embodiments, the combat unit selection operation may be a selection operation on the first combat unit. For example, in a preferred embodiment, the combat unit selection operation may include at least one of the following operations on the first combat unit: a click operation, a double-click operation, a long press operation, etc. For example, Figure 3 As shown, a long press operation can be performed at the position where the cavalry is displayed, and the terminal device responds to the long press operation to determine the cavalry unit selected in the first game scene (such as Figure 3 cavalry unit consisting of six cavalrymen in the cavalry unit), and determine the dynamic area containing the cavalry unit (such as Figure 3 The rectangular area that frames the cavalry unit in the middle) is used as the target area.
[0068] In some embodiments, the target area can also be displayed in the graphical user interface. For example, the boundary of the target area can be highlighted, such as displaying the boundary of the target area with a preset color. In some embodiments, the target area corresponding to the object selection operation can also be displayed in real time during the object selection operation. For example, assuming that the target area is a delimited area, when the user (or player) slides in the first game scene, the delimited area of a preset shape (such as a rectangle) is determined in real time according to the starting position of the sliding operation and the end position of the current sliding track, and the boundary of the delimited area is drawn in the graphical user interface with a preset color. When the sliding operation ends (such as the user lifts his finger on the touch screen of the terminal device), the delimited area of a preset shape (such as a rectangle) is determined according to the starting position and the final end position of the sliding operation, and the boundary of the delimited area is drawn in the graphical user interface. For another example, assuming that the target area is a dynamic area, when the user (or player) performs a long press operation on the first combat unit in the first game scene, a dynamic area of a preset shape (such as a rectangle) is determined with the first combat unit as the center, and the boundary of the dynamic area is drawn in the graphical user interface with a preset color.
[0069] Step 220 , displaying the real-time game screen corresponding to the target area in a preset window of the game screen. In some embodiments, step 220 may be implemented by the game screen display module 1020 .
[0070] In some embodiments, after determining the target area, the real-time game screen corresponding to the target area can also be determined. In order to render the real-time game screen corresponding to the target area in the user graphical interface, a virtual camera can be set at a position corresponding to the target area in the virtual scene, and the real-time game screen corresponding to the target area can be regarded as the real-time game scene content acquired by the virtual camera.
[0071] In some embodiments, the real-time game screen corresponding to the target area may include a real-time game screen in a static mode and / or a real-time game screen in a dynamic mode. The real-time game screen in the static mode may be a real-time game screen within a fixed scene range presented at a fixed perspective, and the real-time game screen in the dynamic mode may be a real-time game screen within a dynamic scene range presented at a dynamic perspective.
[0072] In some embodiments, the real-time game screen in static mode may include a real-time game screen of a first perspective corresponding to the delimited area. The perspective may be a field of view for acquiring the content of the virtual scene, and the first perspective may be a fixed perspective. Exemplarily, a virtual camera may be set in the virtual scene, and the position and orientation of the virtual camera may be determined so that the virtual camera acquires the real-time game screen corresponding to the delimited area with a fixed first perspective.
[0073] In some embodiments, the real-time game screen in the dynamic mode may include a real-time game screen of a second perspective corresponding to the first combat unit in the dynamic area. The description of the first combat unit is similar to the above, and specific reference may be made to the description in step 210 above. Among them, the second perspective may change based on the movement of the first combat unit. Exemplarily, a virtual camera may be set in a virtual scene, and the position and orientation of the virtual camera may be determined so that the virtual camera faces the first combat unit and always maintains a set distance from the first operating unit, thereby causing the second perspective to change based on the movement of the first combat unit. Accordingly, the virtual camera may follow the movement of the first combat unit and obtain the real-time game screen corresponding to the first combat unit.
[0074] In other embodiments, after determining the target area in response to the object selection operation for the first game scene, it is also possible to determine whether the real-time game screen is in static mode or dynamic mode by judging the content of the game screen in the target area. According to one example, it can be determined whether the target area contains a target marker, and the target marker can include the first combat unit and / or a virtual marker corresponding to the first combat unit. Among them, the virtual marker can be a virtual indicator (such as an arrow, halo, icon, etc.) used to represent the moving direction of the first combat unit. Figure 3 As shown, the virtual marker may be an arrow icon, which points to the moving direction of the first combat unit. Multiple arrow icons may be connected in series to form a line and connected to the destination of the first combat unit.
[0075] In some embodiments, when determining whether the target area contains a target marker, the real-time game screen of the target area can be obtained, and the real-time game screen of the target area can be compared with the target marker through an image recognition algorithm to determine whether the real-time game screen of the target area contains the target marker. In other embodiments, when determining whether the target area contains a target marker, the position of the target marker can also be obtained. When the position of the target marker falls into the target area, it is determined that the target area contains the target marker. Further, when it is determined that the target area contains the target marker, the game screen corresponding to the target area is determined to be a real-time game screen in a dynamic mode; when it is determined that the target area does not contain the target marker, the game screen corresponding to the target area is determined to be a real-time game screen in a static mode.
[0076] In some embodiments, the graphical user interface may also include controls for selecting a static mode and / or a dynamic mode. In response to a selection operation for the static mode, a real-time game screen in the static mode corresponding to the target area is determined; in response to a selection operation for the dynamic mode, a real-time game screen in the dynamic mode corresponding to the target area is determined.
[0077] According to a certain example, after determining the target area, text information and corresponding controls indicating whether to select static mode or dynamic mode can be displayed on the graphical user interface. For example, the icon of the dynamic mode and the corresponding text information "To switch to dynamic mode, please click the dynamic mode icon. After three seconds, the static mode will be selected by default" are displayed on the graphical user interface. When the user clicks the dynamic mode icon, the terminal device responds to the selection operation of the dynamic mode and determines that the game screen corresponding to the target area is the real-time game screen of the dynamic mode. When the user does not perform any operation within three seconds, the terminal device responds to the selection operation of the static mode and determines that the game screen corresponding to the target area is the real-time game screen of the static mode.
[0078] According to another example, after determining the target area, the controls of the static mode and the controls of the dynamic mode can be displayed on the graphical user interface. For example, the icons of the dynamic mode and the icons of the static mode are displayed on the graphical user interface. When the user clicks the icon of the dynamic mode, the terminal device responds to the selection operation of the dynamic mode and determines the real-time game screen of the dynamic mode corresponding to the target area. When the user clicks the icon of the static mode, the terminal device responds to the selection operation of the static mode and determines the real-time game screen of the static mode corresponding to the target area.
[0079] By determining a real-time game screen in a static mode corresponding to the target area, a real-time game screen in a specific area can be provided to the player, so that the player can monitor the real-time dynamics of the area that he or she wants to focus on, without having to frequently switch operations to view the game screens of different areas. By determining a real-time game screen in a dynamic mode corresponding to the target area, a specific object in the target area can be tracked in real time, so that the player can monitor the real-time dynamics of the specific object in the target area, without having to frequently switch operations to view the game screens of different areas.
[0080] During the game, the player needs to observe the marching route of the first combat unit in real time to ensure that the first combat unit can reach the destination smoothly. The efficient marching route can facilitate the player to better monitor the movement of the first combat unit and enhance the player's gaming experience. In some embodiments, one or more candidate paths can also be recommended based on the starting position, the end position corresponding to the first combat unit and the game map data of the game. Further, in response to the selection operation of selecting one of the candidate paths as the target path, the first combat unit is controlled to move along the target path. Among them, the starting position corresponding to the first combat unit can be the current position of the first combat unit, such as the camp position of the first combat unit or the position of the command center. The end position corresponding to the first combat unit can be a user-specified position or a position in the target task performed by the first combat unit, such as the enemy camp, resource point, etc. specified by the user, or a key strategic position specified in the target task. The starting position and the end position corresponding to the first combat unit can be represented by coordinate values in the world coordinate system, and the world coordinate system can be a preset coordinate system in the virtual game. The game map data of the game may include terrain (such as mountains, rivers, buildings, etc.) distribution, virtual obstacle distribution, virtual resource distribution, second combat unit distribution, etc. Among them, the second combat unit can be controlled by other terminal devices and is in a different camp from the first combat unit, such as an enemy combat unit.
[0081] In some embodiments, a candidate path can be recommended based on a pathfinding algorithm, and the pathfinding algorithm can be, for example, an A* algorithm or a Dijkstra algorithm. Exemplarily, a navigation grid can be divided according to a game map, each grid represents a node, and a weight is set for each node according to the game map data corresponding to each node, such as a node with a flat terrain having a lower weight, and a node with a virtual obstacle or covered with enemy firepower having a higher weight. Further, a path search is performed according to the starting position, the end position corresponding to the first combat unit, and the weight of each node in the navigation grid, and the comprehensive weight corresponding to each path is calculated and sorted. For example, the smaller the comprehensive weight, the higher the ranking. One or more candidate paths to be recommended are determined according to the sorting results corresponding to each path, for example, the top N paths are determined as candidate paths. The recommended candidate paths can be displayed in a graphical user interface for user selection. When the user selects one of the candidate paths, the terminal device responds to the selection operation of selecting one of the candidate paths as the target path, and controls the first combat unit to move along the target path.
[0082] In some embodiments, a preset window may be displayed at a preset position on the game screen. Figure 4 is another schematic diagram of a graphical user interface according to some embodiments of this specification, such as Figure 4 As shown, a preset window can be displayed in the upper right corner of the current game screen. The shape of the preset window can correspond to the shape of the target area. For example, when the shape of the target area is a rectangle, the shape of the preset window is also a rectangle. The size of the preset window can be a preset size, which can be the same as the size of the target area or different from the size of the target area. When the real-time game screen of the target area is displayed in the preset window, the real-time game screen can be enlarged or reduced in proportion to adapt to the size of the preset window.
[0083] In some embodiments, the preset window may be a floating window, and the position and / or size of the preset window may be adjusted. According to a certain embodiment, in response to a drag operation on the preset window, the display position of the preset window is adjusted, for example, when the user presses and holds the preset window and drags it from position A to position B, the terminal device moves the display position of the preset window from position A to position B in response to the drag operation. According to a certain embodiment, in response to a zoom-in or zoom-out operation on the preset window, the size of the preset window is adjusted, for example, when the user presses and holds the preset window with two fingers and performs a two-finger separation operation, the terminal device responds to the operation to proportionally enlarge the size of the preset window, and when the user presses and holds the preset window with two fingers and performs a two-finger gathering operation, the terminal device responds to the operation to proportionally reduce the size of the preset window.
[0084] In some embodiments, a preset number of preset windows may be displayed in the current game screen. The preset number may be one or more. According to one example, when the number of preset windows displayed in the current game screen is less than the preset number, if the user performs a new object selection operation in the current game screen, the terminal device may determine a new target area in response to the new object selection operation, display a new preset window in the current game screen, and display a real-time game screen corresponding to the new target area in the new preset window. According to another example, when the number of preset windows displayed in the current game screen reaches the preset number, if the user performs a new object selection operation in the game screen, the terminal device may determine a new target area in response to the new object selection operation, and replace the game screen displayed in any preset window displayed in the current game screen with a real-time game screen corresponding to the new target area.
[0085] Step 230 , in response to the scene change operation, the game screen is changed from the first game scene to the second game scene of the game, and the preset window is kept displayed in the game screen. In some embodiments, step 230 can be implemented by the scene change module 1030 .
[0086] In some embodiments, the scene change operation may include a drag operation on the game map, for example, pressing and dragging the game map in any direction, the terminal device responds to the drag operation, and changes the game screen displayed by the current graphical user interface from the first game scene to the second game scene of the game. At this time, the preset window remains displayed in the game screen, and the real-time game screen corresponding to the target area is displayed in the preset window. Figure 5 is another schematic diagram of a graphical user interface according to some embodiments of this specification. For example, a user can Figure 4 Drag the game map shown to the lower right, so that the game screen of the first combat unit is moved to Figure 4 The terminal device responds to the drag operation and changes the game screen from Figure 4 The first game scene shown changes to Figure 5 The second game scene shown, at this time the terminal device can continue to Figure 5 The preset window is kept displayed in the game screen shown, and the real-time game screen corresponding to the target area is displayed in the preset window without being affected by the dragging operation on the game map.
[0087] In other embodiments, the scene change operation may also include an interface switching operation. The interface switching operation may be, for example, a trigger operation for a specific area or a specific icon. Exemplarily, in response to a double-click operation on a certain area of the game map, the game screen is switched from the first game scene to the second game scene corresponding to the position of the double-click operation, at which time the preset window is kept displayed in the game screen, and the real-time game screen corresponding to the target area is displayed in the preset window. For another example, in response to a click operation on a troop icon, the game screen is switched from the first game scene to the second game scene corresponding to the troop icon and displaying a troop details interface, at which time the preset window is kept displayed in the game screen, and the real-time game screen corresponding to the target area is displayed in the preset window. In some other embodiments, it is also possible to respond to a trigger operation on a preset icon, display an interface corresponding to the preset icon in the current game screen, and keep displaying the preset window in the current game screen. Exemplarily, when a user clicks a system configuration icon, the terminal device responds to the click operation, and pops up a system configuration interface corresponding to the system configuration icon in the current game screen, at which time the preset window is kept displayed in the game screen, and the real-time game screen corresponding to the target area is displayed in the preset window, without being affected by other interface displays.
[0088] By displaying the real-time game screen corresponding to the target area in the preset window of the game screen, the game screen of the specific area of interest can be monitored in real time. The player can monitor the real-time game screen in the preset window while performing other operations in the graphical user interface, such as dragging the game map to view the real-time game screen of other areas, or switching to the configuration interface to configure the system or configure a battlefield. This makes it convenient for players to perform other operations while monitoring the real-time dynamics of the battlefield without frequent interface switching operations, saving players' operating costs, enhancing the strategic depth of the game, and improving the player's gaming experience.
[0089] Figure 6 This is an exemplary flow chart of a method for displaying a game screen according to some embodiments of this specification. Figure 6 The process 600 shown can be executed by a terminal device, for example, Figure 1 The user terminal 140 shown is executed. Or, Figure 6 The process 600 shown may also be executed by other processing devices, such as Figure 1 In some embodiments, the process 600 may be implemented by a game screen display system 1000 deployed on a processing device or a terminal device. Figure 6 As shown, process 600 may include the following steps.
[0090] Step 610 , in response to the mode activation operation in the first game scene, enter the object selection mode. In some embodiments, step 610 may be implemented by the mode activation module 1090 .
[0091] In some embodiments, the mode activation operation may be an operation for activating the object selection mode. Exemplarily, in some preferred embodiments, the mode activation operation may include at least one of the following operations: a long press operation, a trigger operation of a control corresponding to the object selection mode, etc. Among them, the control corresponding to the object selection mode may include at least one of a button, an icon, and a character. The trigger operation of the control corresponding to the object selection mode may include operations such as clicking, double-clicking, multiple combos, and long pressing. Exemplarily, when a user performs a long press operation in a game scene, the terminal device responds to the long press operation to enter the object selection mode, or, an icon corresponding to the object selection mode is displayed in the graphical user interface, and when the user clicks the icon, the terminal device responds to the click operation to enter the object selection mode.
[0092] Step 620 : In the object selection mode, determine the target area in response to the object selection operation for the first game scene. In some embodiments, step 620 may be implemented by the area determination module 1010 .
[0093] The description of determining the target area in response to the object selection operation for the game scene is similar to the above description. For details, please refer to the description in step 210 above, which will not be repeated here.
[0094] Step 630 , displaying the real-time game screen corresponding to the target area in a preset window of the game screen. In some embodiments, step 630 may be implemented by the game screen display module 1020 .
[0095] The description of this step is similar to that in the previous text. For details, please refer to the description in the previous step 220, which will not be repeated here.
[0096] Step 640 , in response to the scene change operation, the game screen is changed from the first game scene to the second game scene of the game, and the preset window is kept displayed in the game screen. In some embodiments, step 640 can be implemented by the scene change module 1030 .
[0097] The description of this step is similar to that in the previous text. For details, please refer to the description in the previous step 230, which will not be repeated here.
[0098] Figure 7 This is an exemplary flow chart of a method for displaying a game screen according to some embodiments of this specification. Figure 7 The process 700 shown can be executed by a terminal device, for example, Figure 1The user terminal 140 shown is executed. Or, Figure 7 The process 700 shown may also be executed by other processing devices, such as Figure 1 In some embodiments, the process 700 may be implemented by a game screen display system 1000 deployed on a processing device or a terminal device. Figure 7 As shown, process 700 may include the following steps.
[0099] Step 710 , displaying the real-time game screen corresponding to the target area in a preset window of the game screen. In some embodiments, step 710 may be implemented by the game screen display module 1020 .
[0100] The description of this step is similar to that in the previous text. For details, please refer to the description in the previous step 220, which will not be repeated here.
[0101] Step 720 , in response to the occurrence of an abnormal condition related to the target area, display a warning message in a preset window. In some embodiments, step 720 may be implemented by the early warning module 1050 .
[0102] In some embodiments, an abnormal condition related to the target area can be determined based on a change in the attribute data of the first combat unit corresponding to the target area. Exemplarily, the first combat unit corresponding to the target area may be a first combat unit located in the target area, or may be a first combat unit located outside the target area and within a preset distance range from the boundary of the target area. The attribute data may be game state data characterizing the first combat unit. Exemplarily, in a preferred embodiment, the attribute data may include at least one of the following data: life, health, ammunition status, morale, spells, etc. Exemplarily, life may be the health bar value of the combat unit, health may be the degree of injury or physical strength of the combat unit, ammunition status may be the amount of ammunition, morale may reflect the mental state and fighting willingness of the combat unit, a combat unit with high morale may have stronger combat effectiveness, and a spell may be a skill attribute value of the combat unit.
[0103] In some embodiments, when the attribute data of the first combat unit or the change range of the attribute data exceeds the preset threshold range, it is determined that an abnormal condition occurs in the target area. Exemplarily, when the life value or health value of the first combat unit is lower than the first preset threshold, it is determined that the first combat unit is under attack; when the number of ammunition of the first combat unit is lower than the second preset threshold, it is determined that the first combat unit is in urgent need of ammunition replenishment; when the morale of the first combat unit is lower than the third preset threshold, it is determined that the first combat unit is suffering a heavy blow, such as an important unit member being knocked down.
[0104] In other embodiments, an abnormal condition related to the target area can be determined based on an abnormal event associated with the first combat unit corresponding to the target area. Exemplarily, the abnormal event includes at least one of the following events: being attacked by a second combat unit, and the engagement state with the second combat unit reaches a preset engagement state. Among them, the second combat unit can be in a different camp from the first combat unit, for example, the second combat unit can be an enemy combat unit. The preset engagement state can include an intense engagement state. According to an example, a collision detection algorithm can be used to detect whether the first combat unit and the second combat unit collide, and when the first combat unit and the second combat unit collide, it is determined that they are attacked by the second combat unit. According to another example, it can be determined whether the engagement state with the second combat unit reaches a preset engagement state based on the engagement time of the first combat unit and the second combat unit, and the change range of the life value or health value of the first combat unit. Exemplarily, when the engagement time of the first combat unit and the second combat unit exceeds the preset time, or the decline range of the life value or health value of the first combat unit exceeds the fourth preset threshold, it is determined that the engagement state with the second combat unit reaches an intense engagement state.
[0105] In some embodiments, the warning information may include characters, colors, icons, sounds, etc. For example, when the first combat unit is attacked, a warning icon may be displayed at the location where the first combat unit is attacked, or the area under attack may be marked in red; when the first combat unit is being severely damaged, a text message and icon of "urgent support" may be displayed in a preset window. In some embodiments, the warning information may also change dynamically, for example, the warning information may be displayed in a flashing manner.
[0106] In some embodiments, a warning message can also be displayed in a preset window based on the positional relationship between the location where the abnormal condition occurs and the position of the first combat unit, and the warning message is oriented toward the location where the abnormal condition occurs. The location where the abnormal condition occurs can be represented by the coordinate value of the location where the abnormal condition occurs in the world coordinate system, and the location of the first combat unit can also be represented by the coordinate value of the first combat unit in the world coordinate system. The positional relationship between the two can be determined by determining the orientation of the location where the abnormal condition occurs relative to the location of the first combat unit. For example, the location where the abnormal condition occurs can be located on the upper (or lower, left, right, upper left, lower left, upper right, lower right) side of the location of the first combat unit. Accordingly, a warning message can be displayed on the upper (or lower, left, right, upper left, lower left, upper right, lower right) side of the preset window. Exemplary, such as Figure 5 As shown, when the second combat unit launches an attack on the first combat unit from the left side of the first combat unit, multiple specific symbols " / " are displayed on the left side of the preset window to indicate warning information. Furthermore, the specific symbols " / " can also be displayed dynamically flashing, and the corresponding text information "Left-wing enemy raid" can also be displayed in the preset window.
[0107] By displaying warning information in a preset window, players can be provided with intuitive visual feedback related to the target area, making it easier for players to quickly understand abnormal conditions in the target area so that they can take appropriate countermeasures.
[0108] In some embodiments, when an abnormal condition related to the target area occurs, in response to the opening operation of the preset window, the display position and / or window size of the preset window is adjusted, and the real-time game screen displayed in the adjusted preset window is determined based on the location where the abnormal condition occurs, so that the real-time game screen displayed in the adjusted preset window includes the game screen corresponding to the location where the abnormal condition occurs. Exemplarily, the opening operation of the preset window may include a click operation, a double-click operation, a multiple combo operation, a long press operation, etc. on the preset window. Adjusting the display position of the preset window may be adjusting the display position of the preset window to a specific position of the current graphical user interface, such as the center position of the current graphical user interface. Adjusting the window size of the preset window may be enlarging the preset window in proportion to a preset specific size. Further, the real-time game screen displayed in the preset window may be adjusted so that the location where the abnormal condition occurs is located at the center of the screen of the adjusted preset window, thereby presenting a specific abnormal game screen, which facilitates players to obtain information about the abnormal condition in a timely manner.
[0109] In some embodiments, the content displayed in the preset window also includes at least one of the following: location information of the first combat unit, location information of the second combat unit, location information of the third combat unit, attribute data corresponding to the first combat unit, attribute data corresponding to the second combat unit, attribute data corresponding to the third combat unit, the status of virtual resources in the game, the virtual weather status in the game, and the task progress associated with the first combat unit corresponding to the target area.
[0110] In some embodiments, the second combat unit (or the third combat unit) may be a basic operation unit or group controlled by other users through other terminal devices. For example, the second combat unit (or the third combat unit) may be a single infantry, cavalry, archer, tank, etc. The second combat unit (or the third combat unit) may also be a unit composed of multiple similar arms (such as infantry, cavalry, archer, tank), or a unit composed of any combination of different arms (such as infantry, cavalry, archer, tank). In some embodiments, the second combat unit and the first combat unit are in different camps, for example, the second combat unit may be an enemy combat unit. The third combat unit and the first combat unit are in the same camp, for example, the third combat unit may be a friendly combat unit.
[0111] In some embodiments, the position of the first combat unit can be represented by the coordinate value of the first combat unit in the world coordinate system, and the position information of the first combat unit displayed in the preset window can be an icon marked at the coordinate value of the first combat unit, for example, the position information of the first combat unit can be represented by a green dot at the coordinate value of the first combat unit. The position information of the second combat unit and the position information of the third combat unit are similar to the position information of the first combat unit, for example, the position information of the second combat unit can be represented by a red dot at the coordinate value of the second combat unit, and the position information of the third combat unit can be represented by a yellow dot at the coordinate value of the third combat unit.
[0112] In some embodiments, the attribute data may include at least one of the following data: life, health, ammunition status, morale, spells, etc. For a detailed description of the attribute data, please refer to the description in step 720 above, which will not be repeated here.
[0113] In some embodiments, the status icon corresponding to the attribute data may be displayed in a preset window. For example, a bar icon is used to display the life value (or health value, morale value) of the first combat unit. When the life value (or health value, morale value) of the first combat unit is lower than a first preset threshold, the bar icon corresponding to the life value (or health value, morale value) turns red; for another example, when the ammunition quantity of the first combat unit is lower than a second preset threshold, an ammunition icon is displayed in the preset window.
[0114] In some embodiments, the status of a virtual resource point in a game may include the control right of the virtual resource point, whether the virtual resource point is attacked, etc. Among them, a virtual resource point may be a location where virtual resources are distributed in a game scene, and the location of the virtual resource may be represented by its coordinate value in the world coordinate system. According to a certain example, the control right of a virtual resource point may include that the virtual resource point is controlled by a certain combat unit, and the control right of the virtual resource point may be represented by different icons and / or colors. For example, a blue icon is used to indicate that the virtual resource point is controlled by the first combat unit, indicating that the virtual resource point is occupied by our army, a red icon is used to indicate that the virtual resource point is controlled by the second combat unit, indicating that the virtual resource point is occupied by the enemy army, and a yellow icon is used to indicate that the virtual resource point is controlled by the third combat unit, indicating that the virtual resource point is occupied by the friendly army. According to a certain example, when a virtual resource point is attacked, a dynamically flashing preset color icon may be used to indicate that the virtual resource point is under attack.
[0115] In some embodiments, the virtual weather conditions in the game may include storms, lightning, earthquakes, typhoons, heavy rain, hail, etc., and icons and / or text information corresponding to the virtual weather conditions may be displayed in a preset window, such as displaying an earthquake icon and the text message "earthquake occurs" in the preset window.
[0116] In some embodiments, the tasks corresponding to the first combat unit corresponding to the target area may include resource collection tasks, expedition tasks, etc., and the task progress associated with the first combat unit may include tasks in progress, tasks completed, etc. Exemplarily, when the first combat unit completes the resource collection task, the text "task completed" and the corresponding task completion icon may be displayed in the preset window.
[0117] Figure 8 This is an exemplary flow chart of a method for displaying a game screen according to some embodiments of this specification. Figure 8 The process 800 shown can be executed by a terminal device, for example, Figure 1 The user terminal 140 shown is executed. Or, Figure 8 The process 800 shown may also be executed by other processing devices, such as Figure 1 In some embodiments, the process 800 may be implemented by a game screen display system 1000 deployed on a processing device or a terminal device. Figure 8 As shown, process 800 may include the following steps.
[0118] Step 810 , displaying the real-time game screen corresponding to the target area in a preset window of the game screen. In some embodiments, step 810 may be implemented by the game screen display module 1020 .
[0119] The description of this step is similar to that in the previous text. For details, please refer to the description in the previous step 220, which will not be repeated here.
[0120] Step 820, in response to the operation of dragging the preset window to the chat interface, send the real-time game screen to the chat group corresponding to the chat interface. In some embodiments, step 820 can be implemented by the game screen sending module 1070.
[0121] In some embodiments, the chat group may be an allied chat group composed of a game character controlled by a player and game characters controlled by other players. The user may open the chat interface of the allied chat group, press and hold a preset window and drag it to the chat interface, and the terminal device responds to the drag operation and sends the real-time game screen to the terminal devices corresponding to the other game characters in the chat group. Furthermore, the terminal device may display the real-time game screen in the current chat interface and update the content of the game screen in real time.
[0122] Fig. 9 is another graphical user interface schematic diagram according to some embodiments of this specification. For example, the user can click Fig. 9 Open the chat interface of the allied chat group by clicking the alliance icon in the chat group. Further, press and hold the preset window and follow the steps below. Fig. 9The dragging path shown by the dotted line in the middle drags the preset window to the chat interface of the allied chat group. The terminal device responds to the dragging operation and sends the real-time game screen to the terminal devices corresponding to other game characters in the allied chat group, such as Fig. 9 As shown, the terminal device can display the real-time game screen in the chat interface of the current allied chat group and update the content of the game screen in real time.
[0123] In some embodiments, when other real-time game screens sent to the chat group are received, in response to the triggering operation on other real-time game screens, other real-time game screens are displayed in the preset window of the current graphical user interface. Among them, other real-time game screens can be game screens sent by other players through other terminal devices. The triggering operation on other real-time game screens can include a click operation, a long press operation, a drag operation, etc., and illustratively, the user can press and hold other real-time game screens and drag them to the current graphical user interface. Further, when other real-time game screens are triggered, if the preset window is not displayed in the current graphical user interface, the preset window can be displayed in the current graphical user interface, and other real-time game screens can be displayed in the preset window. If the preset window has been displayed in the current graphical user interface and the game screen corresponding to a target area is displayed in the preset window, the game screen corresponding to the target area displayed in the current preset window is replaced with other real-time game screens.
[0124] By responding to the operation of dragging a preset window to the chat interface and sending the real-time game screen to the chat group corresponding to the chat interface, the real-time battlefield screen can be synchronized with allied teammates to share key battlefield information, and then cooperate in combat or make joint decisions, which increases the fun and diversity of the game and further enhances the player's gaming experience.
[0125] This specification also provides a game screen display system. Fig.10 is an exemplary block diagram of a game screen display system according to some embodiments of this specification. In some embodiments, the game screen display system is used to control the display of a graphical user interface, and the game screen displayed in the graphical user interface includes the first game scene of the game. Fig.10 As shown, in some embodiments, the game screen display system 1000 may include a region determination module 1010 , a game screen display module 1020 , and a scene change module 1030 .
[0126] The area determination module 1010 is used to determine a target area in response to an object selection operation for the first game scene.
[0127] The game screen display module 1020 is used to display the real-time game screen corresponding to the target area in a preset window of the game screen.
[0128] The scene change module 1030 is used to change the game screen from the first game scene to the second game scene of the game in response to the scene change operation, and keep displaying the preset window in the game screen.
[0129] In some optional embodiments, the area determination module 1010 can also be used to determine a demarcated area as a target area in response to an area demarcation operation for a first game scene; or to determine a first combat unit selected in the first game scene in response to a combat unit selection operation in the first game scene, and determine a dynamic area corresponding to the first combat unit as a target area.
[0130] In some optional embodiments, the area demarcation operation includes at least one of the following operations: a sliding operation, a clicking operation, and a long press operation; the area determination module 1010 can also be used to perform at least one of the following processing: in response to a first sliding operation for the first game scene, determine the starting position and the end position of the first sliding operation, and determine a demarcated area of a preset shape as a target area based on the starting position and the end position of the first sliding operation; in response to a second sliding operation for the first game scene, determine the area surrounded by the second sliding operation trajectory, and determine a demarcated area of a preset shape as a target area based on the area surrounded by the second sliding operation trajectory; in response to a clicking operation for the first game scene, determine the demarcated area as the target area, wherein the demarcated area is an area of a preset shape including the location of the clicking operation; in response to a long press operation for the first game scene, determine the demarcated area as the target area, wherein the demarcated area is an area of a preset shape including the location of the long press operation.
[0131] In some optional embodiments, the game screen display system 1000 may also include a path determination module 1040 for recommending one or more candidate paths based on the starting position, the end position corresponding to the first combat unit and the game map data of the game; in response to a selection operation of selecting one of the candidate paths as the target path, the first combat unit is controlled to move along the target path.
[0132] In some optional embodiments, the game screen display system 1000 may further include an early warning module 1050 for displaying a warning message in a preset window in response to the occurrence of an abnormal condition related to the target area.
[0133] In some optional embodiments, the early warning module 1050 can also be used to determine abnormal conditions related to the target area based on changes in attribute data of the first combat unit corresponding to the target area; determine abnormal conditions related to the target area based on abnormal events associated with the first combat unit corresponding to the target area; wherein the abnormal events include at least one of the following events: being attacked by a second combat unit, the engagement status with the second combat unit reaches a preset engagement status; the second combat unit and the first combat unit are in different camps.
[0134] In some optional embodiments, the early warning module 1050 can also be used to display warning information in a preset window based on the relationship between the location where the abnormal situation occurs and the position of the first combat unit, and the warning information is oriented toward the location where the abnormal situation occurs.
[0135] In some optional embodiments, the game screen display system 1000 may also include a preset window adjustment module 1060, which is used to adjust the display position and / or window size of the preset window in response to an opening operation of the preset window when an abnormal condition related to the target area occurs, and determine the real-time game screen displayed in the adjusted preset window based on the location where the abnormal condition occurs, so that the real-time game screen displayed in the adjusted preset window includes the game screen corresponding to the location where the abnormal condition occurs.
[0136] In some optional embodiments, the preset window is a floating window, and the preset window adjustment module 1060 can also be used to adjust the display position of the preset window in response to a drag operation on the preset window; and adjust the size of the preset window in response to a zoom-in or zoom-out operation on the preset window.
[0137] In some optional embodiments, the game screen display system 1000 may further include a game screen sending module 1070 for sending real-time game screen to a chat group corresponding to the chat interface in response to the operation of dragging a preset window to the chat interface.
[0138] In some optional embodiments, the game screen display system 1000 may also include another game screen display module 1080, which is used to display other real-time game screens in a preset window of the current graphical user interface in response to a triggering operation on other real-time game screens when other real-time game screens are received and sent to the chat group.
[0139] In some optional embodiments, the game screen display system 1000 may also include a mode activation module 1090 for entering an object selection mode in response to a mode activation operation in the first game scene; the area determination module 1010 may also be used to determine a target area in the object selection mode in response to an object selection operation for the first game scene.
[0140] In some optional embodiments, the game screen display system 1000 may further include a border position adjustment module 1100, which is used to adjust the border position of the demarcated area in response to a position adjustment operation on the demarcated area after determining the demarcated area as the target area, and update the game screen displayed in the demarcated area; in response to a confirmation operation, determine the updated demarcated area as the target area.
[0141] For more information about each module, see Figures 2~9 The relevant description of will not be repeated here. It should be understood that Fig.10 The system and its modules shown can be implemented in various ways. For example, in some embodiments, the system and its modules can be implemented by hardware, software, or a combination of software and hardware. Among them, the hardware part can be implemented using dedicated logic; the software part can be stored in a memory and executed by an appropriate instruction execution system, such as a microprocessor or dedicated design hardware. Those skilled in the art will understand that the above methods and systems can be implemented using computer executable instructions and / or control codes contained in a processor, such as a disk, CD or DVD-ROM, etc., and such codes are provided in a carrier medium or a memory of a programmable device. The system and its modules of this specification can not only be implemented by hardware circuits such as ultra-large-scale integrated circuits or gate arrays, semiconductors such as logic chips, transistors, etc., or programmable hardware devices such as field programmable gate arrays, programmable logic devices, etc., but can also be implemented by software executed by various types of processors, and can also be implemented by a combination of the above hardware circuits and software (e.g., firmware).
[0142] It should be noted that the above description of the system and its modules is only for convenience of description and does not limit this specification to the scope of the embodiments. It is understandable that for those skilled in the art, after understanding the principle of the system, it is possible to arbitrarily combine the modules without deviating from this principle to form a subsystem connected to other modules. Or some modules may be split to obtain more modules or multiple units under the module. Such variations are all within the scope of the disclosure of this specification.
[0143] Some embodiments of the present specification also provide a computer program product, including computer instructions. When at least part of the computer instructions are executed by a processor, the present specification can be implemented. Figures 2~9 In some embodiments, the computer program product may only involve computer instructions, which may be carried by a storage medium or a processing device. In other embodiments, the computer program product may also be a storage medium or a processing device containing the aforementioned computer instructions. The processing device may include one or more processors and a storage medium.
[0144] In some embodiments, the processor may be a combination of one or more of the following processors: a central processing unit (CPU), an application specific integrated circuit (ASIC), an application specific instruction set processor (ASIP), a graphics processing unit (GPU), a physical processing unit (PPU), a digital signal processor (DSP), a field programmable gate array (FPGA), a programmable logic device (PLD), a programmable logic controller (PLC), a reduced instruction set computer (RISC), and a microprocessor.
[0145] In some embodiments, the storage medium may include a combination of one or more of the following: a mass storage, a removable storage, a volatile read-write memory, and a read-only memory (ROM). Exemplary mass storage may include a magnetic disk, an optical disk, a solid-state hard disk, and the like. Exemplary removable storage may include a flash disk, a floppy disk, an optical disk, a memory card, a compressed hard disk, a magnetic tape, and the like. Exemplary volatile read-write memory may include a random access memory (RAM). Exemplary random access memory may include a dynamic random access memory (DRAM), a double data rate synchronous dynamic random access memory (DDRSDRAM), a static random access memory (SRAM), a thyristor random access memory (T-RAM), and a zero capacitance memory (Z-RAM), and the like. Exemplary read-only memory may include a masked read-only memory (MROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a compact disk read-only memory (CD-ROM), and a digital multifunction hard disk read-only memory, and the like.
[0146] The beneficial effects that may be brought about by the embodiments of this specification include but are not limited to: (1) determining the target area by responding to the object selection operation for the first game scene; displaying the real-time game screen corresponding to the target area in the preset window of the game screen; responding to the scene change operation, changing the game screen from the first game scene to the second game scene of the game, and keeping the preset window displayed in the game screen; thereby monitoring the desired game screen in real time, making it convenient for players to perform other operations while monitoring the real-time dynamics of the battle without having to perform frequent interface switching operations, saving the player's operating costs, and also improving the game's strategic depth and the player's gaming experience; (2) by determining the real-time game screen in a static mode corresponding to the target area, the real-time game screen in a specific area can be provided to the player, so that the player can monitor the real-time dynamics of the area that he or she desires to focus on without having to perform frequent interface switching operations. (3) By determining the real-time game screen of the dynamic mode corresponding to the target area, the specific object in the target area can be tracked in real time, so that the player can monitor the real-time dynamics of the specific object in the target area without having to frequently switch operations to view the game screen of different areas; (4) By displaying warning information in the preset window, the player can be provided with intuitive visual feedback related to the target area, which is convenient for the player to quickly understand the abnormal situation in the target area so as to take corresponding countermeasures; (5) By responding to the operation of dragging the preset window to the chat interface, the real-time game screen is sent to the chat group corresponding to the chat interface, and the real-time battlefield screen can be synchronized with the allied teammates to share key battlefield information, thereby cooperating in combat or making joint decisions, which increases the fun and diversity of the game and further enhances the player's gaming experience. It should be noted that different embodiments may produce different beneficial effects. In different embodiments, the beneficial effects that may be produced may be any one or a combination of the above, or any other beneficial effects that may be obtained.
[0147] The basic concepts have been described above. Obviously, for those skilled in the art, the above detailed disclosure is only for example and does not constitute a limitation of this specification. Although not explicitly stated here, those skilled in the art may make various modifications, improvements and corrections to this specification. Such modifications, improvements and corrections are taught in this specification, so such modifications, improvements and corrections still belong to the spirit and scope of the exemplary embodiments of this specification.
Claims
1. A method for displaying a game screen, characterized in that: The method is used to control the display of a graphical user interface, wherein a game screen displayed in the graphical user interface includes a first game scene of the game, and the method comprises: determining a target area in response to an object selection operation for the first game scene; Displaying a real-time game screen corresponding to the target area in a preset window of the game screen; In response to a scene change operation, the game screen is changed from the first game scene to a second game scene of the game, and the preset window is kept displayed in the game screen.
2. The method according to claim 1, characterized in that The determining of the target area in response to the object selection operation for the first game scene comprises: In response to the area demarcation operation for the first game scene, a demarcated area is determined as the target area; or In response to the combat unit selection operation in the first game scene, a first combat unit selected in the first game scene is determined, and a dynamic area corresponding to the first combat unit is determined as the target area.
3. The method according to claim 2, characterized in that The area demarcation operation includes at least one of the following operations: a sliding operation, a clicking operation, and a long pressing operation; The step of determining the delimited area as the target area in response to the area delimiting operation for the first game scene includes at least one of the following processes: In response to a first sliding operation on the first game scene, determining a starting position and an ending position of the first sliding operation, and determining a delimited area of a preset shape as the target area based on the starting position and the ending position of the first sliding operation; In response to a second sliding operation on the first game scene, determining an area surrounded by the second sliding operation track, and determining a demarcated area of a preset shape as the target area based on the area surrounded by the second sliding operation track; In response to a click operation on the first game scene, determining the delimited area as the target area, wherein the delimited area is an area of a preset shape including a location of the click operation; In response to a long press operation on the first game scene, the designated area is determined as the target area, wherein the designated area is an area of a preset shape including a location of the long press operation.
4. The method according to claim 2, characterized in that: The dynamic area is an area that changes dynamically based on the movement of the first combat unit.
5. The method according to claim 2, characterized in that: After determining the designated area as the target area, the method further includes: In response to the position adjustment operation on the defined area, the frame position of the defined area is adjusted, and the game screen displayed in the defined area is updated; In response to the confirmation operation, the updated demarcated area is determined as the target area.
6. The method according to claim 2, characterized in that The real-time game screen corresponding to the target area includes a real-time game screen in a static mode and / or a real-time game screen in a dynamic mode; The real-time game screen in the static mode includes a real-time game screen of a first perspective corresponding to the delimited area, wherein the first perspective is a fixed perspective; The real-time game screen of the dynamic mode includes a real-time game screen of a second perspective corresponding to the first combat unit in the dynamic area, wherein the second perspective changes based on the movement of the first combat unit.
7. The method according to claim 2, characterized in that Also includes: Recommending one or more candidate paths based on the starting position and the ending position corresponding to the first combat unit and the game map data of the game; In response to a selection operation of selecting one of the candidate paths as a target path, the first combat unit is controlled to move along the target path.
8. The method according to claim 1, characterized in that Also includes: In response to the occurrence of an abnormal condition related to the target area, a warning message is displayed in the preset window.
9. The method according to claim 8, characterized in that The abnormal condition related to the target area includes at least one of the following: Determining the abnormal condition related to the target area based on a change in the attribute data of the first combat unit corresponding to the target area; Determining the abnormal condition associated with the target area based on an abnormal event associated with a first combat unit corresponding to the target area; The abnormal event includes at least one of the following events: being attacked by the second combat unit, the engagement state with the second combat unit reaches a preset engagement state; The second combat unit and the first combat unit are in different camps.
10. The method according to claim 9, characterized in that The displaying of warning information in the preset window includes: The warning information is displayed in the preset window based on the relationship between the location where the abnormal situation occurs and the location of the first combat unit, and the warning information is oriented toward the location where the abnormal situation occurs.
11. The method according to claim 8, characterized in that Also includes: When an abnormal situation related to the target area occurs, in response to an operation of opening the preset window, the display position and / or window size of the preset window is adjusted, and the real-time game screen displayed in the adjusted preset window is determined based on the location where the abnormal situation occurs, so that the real-time game screen displayed in the adjusted preset window includes the game screen corresponding to the location where the abnormal situation occurs.
12. The method according to claim 1, characterized in that The content displayed in the preset window also includes at least one of the following: location information of the first combat unit, location information of the second combat unit, location information of the third combat unit, attribute data corresponding to the first combat unit, attribute data corresponding to the second combat unit, attribute data corresponding to the third combat unit, status of virtual resource points in the game, virtual weather status in the game, and progress of tasks associated with the first combat unit corresponding to the target area; Among them, the second combat unit and the first combat unit are in different camps, and the third combat unit and the first combat unit are in the same camp.
13. The method according to claim 1, characterized in that Also includes: In response to the operation of dragging the preset window to the chat interface, the real-time game screen is sent to the chat group corresponding to the chat interface.
14. The method according to claim 1, characterized in that Also includes: When other real-time game screens are received and sent to the chat group, in response to a triggering operation on the other real-time game screens, the other real-time game screens are displayed in a preset window of the current graphical user interface.
15. The method according to claim 1, characterized in that The preset window is a floating window, and the method further includes: In response to a dragging operation on the preset window, adjusting a display position of the preset window; In response to a zoom-in or zoom-out operation on the preset window, the size of the preset window is adjusted.
16. The method according to claim 1, characterized in that The determining of the target area in response to the object selection operation for the first game scene comprises: In response to a mode activation operation in the first game scene, entering an object selection mode; In the object selection mode, a target area is determined in response to an object selection operation for the first game scene.
17. A game screen display system, characterized in that: The game screen display system is used to control the display of a graphical user interface, the game screen displayed in the graphical user interface includes a first game scene of the game, and the system includes: An area determination module, configured to determine a target area in response to an object selection operation for the first game scene; A game screen display module, used to display a real-time game screen corresponding to the target area in a preset window of the game screen; The scene change module is used to change the game screen from the first game scene to the second game scene of the game in response to the scene change operation, and the preset window is kept displayed in the game screen.
18. A computer program product, characterized in that The invention comprises a computer program, and when at least a part of the computer program is executed by a processor, the method according to any one of claims 1 to 16 can be implemented.