Information display method and device, electronic equipment and storage medium

By displaying a floating window on the game interface to display the associated information of your own character, the problem of players lacking useful information while waiting for resurrection is solved, and the game win rate and experience is improved.

CN119633374AInactive Publication Date: 2025-03-18REALME MOBILE TELECOMM SHENZHEN CO LTD
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Patent Information

Application Number
CN202411708324.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-26
Publication Date
2025-03-18
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

In multiplayer online tactical competitive games, players lack useful game information while their characters are killed and waiting for resurrection, resulting in poor game experience and low winning rate.

Method used

Display a floating window on the game interface to display the relevant information of your character, including a combination of skill description, usage skills, and combat methods for the opponent's character.

Benefits of technology

By providing useful game information, improve players' game winning rate and game experience, so that players can better understand and utilize their characters' skills and strategies while waiting for resurrection.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses an information display method and device, electronic equipment and a storage medium, and relates to the technical field of games. The method comprises the steps that a game interface of a game application is displayed, the game application comprises the own role of a battle party and the role of the opposite party, if the own role disappears, a first floating window is displayed on the game interface, the first floating window comprises the associated information of the own role, and the associated information of the first floating window is displayed on the game interface; the associated information comprises one or a combination of more of skill description, use skills and battle modes for the roles of the opposite side. According to the method, when the own role disappears, the skill description, the use skill and / or the battle mode for the role of the opposite side are displayed on the game interface, so that a player can know useful information related to the game during the period of waiting for revival, and the game winning rate and the game experience of the player are improved.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and more specifically, to an information display method, device, electronic device and storage medium. Background Art

[0002] Currently, various games, such as MOBA (multiplayer online battle arena), often involve battles between game characters, and there are situations where game characters die in the battle. However, while the game characters are dead and waiting to be resurrected, players can often only watch their teammates operate or buy equipment, etc., which does not improve the game's winning rate and the player's gaming experience is poor. Summary of the invention

[0003] In view of the above problems, the present application proposes an information display method, device, electronic device and storage medium to solve the above problems.

[0004] In a first aspect, an embodiment of the present application provides an information display method, the method comprising: displaying a game interface of a game application, wherein the game application includes a player's own character and an opponent's character; if the player's own character is killed, displaying a first floating window on the game interface, wherein the first floating window includes associated information of the player's own character, and the associated information includes one or a combination of skill descriptions, usage tips, and a method of fighting against the opponent's character.

[0005] In a second aspect, an embodiment of the present application provides an information display device, comprising: a game interface display module, used to display a game interface of a game application, wherein the game application includes a player's own character and an opponent's character; a first floating window display module, used to display a first floating window on the game interface if the player's own character is killed, wherein the first floating window includes related information of the player's own character, and the related information includes one or a combination of skill descriptions, usage tips, and fighting methods for the opponent's character.

[0006] In a third aspect, an embodiment of the present application provides an electronic device, comprising a memory and a processor, wherein the memory is coupled to the processor, the memory stores instructions, and when the instructions are executed by the processor, the processor executes the above method.

[0007] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, in which a program code is stored, and the program code can be called by a processor to execute the above method.

[0008] In a fifth aspect, an embodiment of the present application provides a computer program product, wherein the computer program product includes a computer program, and the computer program implements the above method when executed by a processor.

[0009] The information display method, device, electronic device and storage medium provided in the embodiments of the present application display a game interface of a game application, wherein the game application includes a player's own character and an opponent's character, and if the player's own character is killed, a first floating window is displayed on the game interface, wherein the first floating window includes related information of the player's own character, wherein the related information includes one or a combination of skill descriptions, usage techniques and a fighting method for the opponent's character, so that when the player's own character is killed, the skill description, usage techniques and / or the fighting method for the opponent's character are displayed on the game interface, so that the player can obtain useful information related to the game while waiting for resurrection, thereby improving the player's game winning rate and game experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0011] Figure 1 A schematic diagram showing a flow chart of an information display method provided by an embodiment of the present application is shown;

[0012] Figure 2 A first interface schematic diagram of an electronic device provided in an embodiment of the present application is shown;

[0013] Figure 3 A schematic diagram showing a flow chart of an information display method provided by an embodiment of the present application is shown;

[0014] Figure 4 A second interface schematic diagram of an electronic device provided in an embodiment of the present application is shown;

[0015] Figure 5 This application shows Figure 3 The flowchart of step S230 of the information display method shown is as follows;

[0016] Figure 6 This application shows Figure 5 The flowchart of step S231 of the information display method shown is as follows;

[0017] Figure 7 A third interface schematic diagram of an electronic device provided in an embodiment of the present application is shown;

[0018] Figure 8 A schematic diagram showing a flow chart of an information display method provided by an embodiment of the present application is shown;

[0019] Fig. 9 A fourth interface schematic diagram of an electronic device provided in an embodiment of the present application is shown;

[0020] Fig.10 A schematic diagram showing a flow chart of an information display method provided by an embodiment of the present application is shown;

[0021] Fig.11 A fifth interface schematic diagram of an electronic device provided in an embodiment of the present application is shown;

[0022] Fig.12 A schematic diagram showing a flow chart of an information display method provided by an embodiment of the present application is shown;

[0023] Fig.13 A schematic diagram showing a flow chart of an information display method provided by an embodiment of the present application is shown;

[0024] Fig.14 A schematic diagram showing a flow chart of an information display method provided by an embodiment of the present application is shown;

[0025] Fig.15 A module block diagram of an information display device provided by an embodiment of the present application is shown;

[0026] Fig.16 A block diagram of an electronic device according to an embodiment of the present application for executing an information display method according to an embodiment of the present application is shown;

[0027] Fig.17 A storage unit for storing or carrying program codes for implementing the information display method according to an embodiment of the present application is shown. DETAILED DESCRIPTION

[0028] In order to enable those skilled in the art to better understand the solution of the present application, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application.

[0029] Among them, in multiplayer online tactical competitive games, players operate game characters with different attributes and abilities to play games, and the players' understanding of the skills and characteristics of the game characters will significantly affect the players' performance and experience in the game. In the above games, the game characters operated by the players may fall into a "dead" state. At this time, the players cannot operate the game characters to take actions, and can only view the game situation and perform limited operations, such as only being able to watch teammates operate or purchase equipment, etc., which limits the playability. In addition, some players will switch the game interface to the background when the game characters they operate fall into a "dead" state, and perform other operations, but this often leads to loss of game time because they do not return to the game interface before the game characters are resurrected.

[0030] In response to the above problems, the inventors have discovered after long-term research and proposed the information display method, device, electronic device and storage medium provided in the embodiments of the present application. When the character of the own team dies, the skill description, usage tips and / or the fighting method for the opponent's character are displayed on the game interface, so that the player can know useful information related to the game while waiting for resurrection, thereby improving the player's game winning rate and game experience. Among them, the specific information display method is described in detail in the subsequent embodiments.

[0031] See also Figure 1 , Figure 1 The flowchart of the information display method provided by an embodiment of the present application is shown. The method is used to display skill descriptions, usage tips and / or fighting methods for the opponent's character on the game interface when the player's character dies, so that the player can know useful game-related information while waiting for resurrection, thereby improving the player's game winning rate and game experience. In a specific embodiment, the information display method is applied to Fig.15 The information display device 200 and the electronic device 100 equipped with the information display device 200 are shown in FIG. Fig.16 ). The following will take an electronic device as an example to illustrate the specific process of this embodiment. Of course, it can be understood that the electronic device used in this embodiment may include a smart phone, a tablet computer, etc., which is not limited here. Figure 1 The process shown is described in detail, and the information display method may specifically include the following steps:

[0032] Step S110: Displaying a game interface of a game application, wherein the game application includes a character of the opponent and a character of the opponent.

[0033] Optionally, the electronic device may run a game application, wherein the game application may be a local game application that has been downloaded and installed on the electronic device, or the game application may be an online game application that has not been downloaded and installed on the electronic device, which is not limited here.

[0034] Optionally, the game application can be a multiplayer online tactical competitive game, in which players are usually divided into two or more teams to compete on a well-designed map, each player controls a game character, and these game characters usually have unique skills, attributes and positioning (such as warriors, mages, assassins, etc.), and the goal of the game is to destroy the opponent's base or achieve other specific victory conditions through teamwork. In this embodiment, the game characters included in the game application can be divided into own characters and opponent characters according to the battle party. It can be understood that the own character is the game character controlled by the player, and the opponent character is the game character that fights against the own character. Of course, in addition to the own character and the opponent character, other teammate characters belonging to the same team as the own character can also be included, wherein the number of the own character can be one or more, the number of the opponent character can be one or more, and the number of other teammate characters can be zero, one or more, which is not limited here.

[0035] In this embodiment, the game application can be displayed to obtain a game interface. Optionally, the game interface may include a game loading interface, a game battle interface, and an equipment purchase interface, etc., which are not limited here. Among them, the game loading interface may refer to the interface that the player first sees when starting the game or entering a specific game mode. The game loading interface may generally include the following elements: loading progress bar, background image or animation, game character image, game character name, prompt information, etc., which are not limited here. The game battle interface may refer to the core area where the player plays the game, which directly determines the interactivity and playability of the game. The game battle interface may generally include the following elements: game character, map, small map, health value, energy bar, status indicator, score, resource display, etc., which are not limited here. The equipment purchase interface may refer to a game interface that can provide props or equipment to enhance the ability of the game character. The equipment purchase interface may generally include the following elements: equipment list, preview function, purchase button, currency display, etc., which are not limited here.

[0036] Step S120: If the own character is killed, a first floating window is displayed on the game interface, wherein the first floating window includes related information of the own character, and the related information includes one or a combination of skill descriptions, usage techniques, and fighting methods against the opponent character.

[0037] In this embodiment, during the process of displaying the game interface, the status information of the own character may be detected, wherein the status information of the own character may include death or survival.

[0038] As an implementable manner, an electronic device running a game application can access a developer interface of the game application, and can obtain various game-related information from a game application server through the developer interface, wherein the game-related information includes status information of one's own character, that is, whether the one's own character is dead or alive can be obtained from the game application server through the developer interface.

[0039] As another feasible method, in the process of displaying the game interface, a screenshot can be taken to obtain an interface image of the game interface and then image recognition can be performed on the interface image to obtain various information related to the game, wherein the respective information related to the game includes status information of one's own character, that is, a screenshot can be taken to obtain an interface image of the game interface and then image recognition can be performed to obtain whether the one's own character is dead or alive.

[0040] Specifically, when the electronic device is displaying the game interface, it can take a screenshot to obtain an interface image of the game interface. When obtaining the interface image, the electronic device can identify the interface image to analyze features such as the opponent's head ratio, the opponent's defense tower number ratio, and the own character, the attribute information of the own character, the opponent's character, the attribute information of the opponent's character, whether the own character is killed, and if killed, how long the resurrection countdown is, and other various game-related information.

[0041] Among them, the head-to-head ratio of the opposing team can be detected and counted by an image recognition algorithm, the number of kills (i.e., "heads") displayed on the game interface. This can be achieved by identifying and parsing specific areas on the game interface, such as the scoreboard or battle record. Then, the difference in the number of kills of the opposing team (usually two teams) is calculated to obtain the head-to-head ratio.

[0042] Among them, the ratio of the number of defense towers of the opposing team, similarly, the number of defense towers displayed on the game interface can be detected and counted by an image recognition algorithm. It can be done by identifying the unique icon or model of the defense tower, counting the number of defense towers of each team, and then calculating the ratio.

[0043] Among them, the identification of the attribute information of one's own character and the attribute information of the opponent's character can be achieved through image recognition technology, by analyzing the game character image on the game interface, and comparing it with the database of known game characters to identify the attribute information of the current player's own character and the attribute information of the opponent's character being fought. For example, the game character can be identified through features such as the game character's clothing, weapons, skill icons, etc.

[0044] Among them, the status analysis of the game character can analyze the current status of the game character by detecting specific elements on the game interface (such as life bar, resurrection countdown, etc.). If the life bar is empty or displays the word "killed in battle", it is determined that the game character has been killed in battle.

[0045] Among them, the resurrection countdown analysis, if there are countdown elements on the game interface (such as game time, resurrection time, skill cooling time, etc.), the image recognition algorithm will parse these elements to obtain the resurrection countdown information.

[0046] If it is detected that the status information of the own character is dead, a first floating window can be displayed on the game interface, that is, the first floating window can be displayed on the top layer of the game interface. Optionally, the first floating window can include the associated information of the own character, and the associated information can include one or a combination of skill descriptions, usage techniques, and fighting methods for the opponent's character, so that the skill descriptions, usage techniques, and one or a combination of fighting methods for the opponent's character are displayed to the game player in the process of waiting for resurrection after death, thereby providing the game player with useful information related to the game, which can improve the player's game winning rate and game experience.

[0047] Among them, the skill description of your own character may include the skill name, skill effect, skill duration, skill cooldown time, etc. The skill description can help players understand how to use the skills of their own character and when to use the skills of their own character to achieve the best effect.

[0048] Among them, the use skills of your own characters can help players understand how to maximize the effects of skills, how to cooperate with other teammates, and how to avoid attacks from opponent characters.

[0049] Among them, the fighting method against the opponent's character can help players formulate more effective battle plans based on the characteristics, skills or weaknesses of the opponent's character, and increase the chance of winning.

[0050] Of course, the associated information of your own character may also include other more information, which will not be repeated here.

[0051] As an implementable method, in the early stage of the game (such as less than 10 minutes), considering that the resurrection time of one's own character is short, if too much related information is displayed at this time, it may cause the player to be unable to read it completely. Therefore, the skill description of one's own character can be displayed only in the first floating window, so that the player can have a preliminary understanding of the character in the early stage of the game; in the middle stage of the game (such as more than 10 minutes and less than 20 minutes), considering that the resurrection time of one's own character is increased compared with the early stage of the game, at this time, the content of the displayed related information can be increased accordingly, therefore, the skill description and usage skills of one's own character can be displayed in the first floating window at the same time, so that the player can have a certain improvement in the operation method of one's own character in the middle stage of the game; in the late stage of the game (such as more than 20 minutes), considering that the resurrection time of one's own character is long, at this time, the content of the displayed related information can be further increased, therefore, the skill description, usage skills and fighting method of one's own character can be displayed in the first floating window at the same time, so that the player can improve the game winning rate in the late stage of the game.

[0052] As another feasible method, the display method of the skill description, usage techniques and the fighting method for the opponent's character can be determined according to the situation information in the game. As an example, if the situation information indicates that the number of deaths of the own character is small and the number of deaths of the opponent's character is large (such as the number of deaths of the own character does not reach the death number threshold and the number of deaths of the opponent's character reaches the death number threshold), it can be considered that the player is familiar with the fighting method for the opponent's character, and then the skill description and usage techniques of the own character can be displayed only in the first floating window; if the situation information indicates that the number of deaths of the own character is large and the number of deaths of the opponent's character is small (such as the number of deaths of the own character reaches the death number threshold and the number of deaths of the opponent's character does not reach the death number threshold), it can be considered that the player is not familiar with the fighting method for the opponent's character, and then the skill description, usage techniques and the fighting method for the opponent's character can be displayed in the first floating window at the same time.

[0053] As another feasible method, the display method of the skill description, usage techniques and fighting method for the opponent's character for the player's own character can be determined according to the number of times the player uses the player's own character. As an example, if the player uses the player's own character less times (such as the number of uses does not reach the use number threshold), it can be considered that the player is not familiar with the player's own character, and the skill description, usage techniques and fighting method for the opponent's character for the player's own character can be displayed simultaneously in the first floating window; if the player uses the player's own character more times (such as the number of uses reaches the use number threshold), it can be considered that the player is familiar with the player's own character, and the fighting method for the opponent's character can be displayed only in the first floating window.

[0054] In some embodiments, a switching control can be provided in the first floating window, and the user can select the information to be displayed by the switching control. For example, the electronic device can receive the user's switching operation, and the first floating window switches from displaying the skill description of the own character to displaying the usage skills of the own character, or the first floating window switches from displaying the skill description of the own character to displaying the fighting method for the opponent's character, and so on.

[0055] Of course, in addition to the related information of the own character, the first floating window may also include the countdown for the resurrection of the own character, the game time of the own character, etc., which are not limited here.

[0056] In some embodiments, the shape of the first floating window can be a rectangle, a circle, a regular polygon, an irregular polygon, etc., and during the display of the first floating window, the shape of the first floating window can remain unchanged, or can be dynamically changed according to user needs, which is not limited here; the display area of ​​the first floating window can be set to be smaller, so as to minimize the obstruction of the game interface, and during the display of the first floating window, the display area of ​​the first floating window can remain unchanged, or can be dynamically changed according to user needs, which is not limited here; the position of the first floating window can be displayed in the lower left corner, lower right corner, upper left corner or upper right corner of the game interface, so as to minimize the obstruction of the game interface, and during the display of the first floating window, the position of the first floating window can remain unchanged, or can be dynamically changed according to user needs, which is not limited here.

[0057] As an implementable method, the electronic device may include an APK program, which may include an in-game floating window module and a situation understanding module. The situation understanding module takes a screenshot of the game interface and performs image recognition to understand the game situation. When the situation understanding module determines that the own character is killed, the in-game floating window module may be activated, and the first floating window is displayed through the in-game floating window module, and the associated information of the own character is displayed in the first floating window. Optionally, a small database may be built into the situation understanding module to record the gameplay of each game character and the coping methods for some special game characters. Therefore, when the situation understanding module determines that the own character is killed, the associated information of the own character can be matched from the small database according to the own character and the opponent's character, and the in-game floating window module may be activated, and the first floating window is displayed through the in-game floating window module, and the associated information of the own character is displayed in the first floating window.

[0058] As another feasible manner, the electronic device running the game application can access the developer interface of the game application, and can obtain the associated information of the own character from the game application server through the developer interface.

[0059] Among them, if the status information of the own character is detected as alive, the status information of the own character will continue to be detected until it is detected that the status information of the own character changes from alive to dead, and the first floating window is displayed on the game interface.

[0060] See also Figure 2 , Figure 2 FIG. 1 shows a first interface schematic diagram of an electronic device provided in an embodiment of the present application. Figure 2 As shown, the electronic device displays a game interface A1. When a character of one's own team dies, a first floating window B1 may be displayed on the game interface A1. The first floating window B1 may display related information of the character of one's own team.

[0061] An information display method provided by an embodiment of the present application displays a game interface of a game application, wherein the game application includes a player's own character and an opponent's character, and if the player's own character is killed, a first floating window is displayed on the game interface, wherein the first floating window includes related information of the player's own character, wherein the related information includes one or a combination of skill descriptions, usage techniques, and a fighting method for the opponent's character, so that when the player's own character is killed, the skill descriptions, usage techniques, and / or fighting methods for the opponent's character are displayed on the game interface, so that the player can obtain useful information related to the game while waiting for resurrection, thereby improving the player's game winning rate and game experience.

[0062] See also Figure 3 , Figure 3 The flowchart of the information display method provided by an embodiment of the present application is shown in FIG. Figure 3 The process shown is described in detail, and the information display method may specifically include the following steps:

[0063] Step S210: Displaying a game interface of a game application, wherein the game application includes a character of the opponent and a character of the opponent.

[0064] Step S220: If the own character is killed, a first floating window is displayed on the game interface, wherein the first floating window includes related information of the own character, and the related information includes one or a combination of skill descriptions, usage techniques, and fighting methods against the opponent character.

[0065] For the detailed description of step S210 to step S220, please refer to step S110 to step S120, which will not be repeated here.

[0066] Step S230: If the game application switches from running in the foreground to running in the background, a second floating window is displayed on other interfaces, wherein the second floating window includes a countdown for the resurrection of the own character.

[0067] In this embodiment, the running state of the game application can be detected during the process of displaying the first floating window on the game interface. In some implementations, the list of currently running application processes can be obtained through the getRunningAppProcesses() method of the ActivityManager class, and then the package name of the application is determined to be in the list and the importance attribute of the process to determine whether the game application is running in the foreground or background, thereby determining whether the game application is switched from the foreground to the background.

[0068] Among them, if it is detected that the game application switches from running in the foreground to running in the background, it means that the player cuts out the game interface to the background when his character is in a killed state. It is easy for the player to lose game time because he fails to return to the game interface before his character is resurrected. Therefore, a second floating window can be displayed on other interfaces, wherein the second floating window includes a countdown for the resurrection of his character.

[0069] Optionally, the other interface may be a desktop or an application page of another application. Then, when the game application switches from the foreground to the background, if the electronic device does not start other applications in the foreground, the second floating window may be displayed on the desktop, or if the electronic device starts other applications in the foreground, the second floating window may be displayed on the application page of other applications, which is not limited here.

[0070] As an implementable manner, the electronic device running the game application can access the developer interface of the game application, and can obtain the resurrection countdown of the own character from the game application server through the developer interface.

[0071] As another feasible method, when displaying the game interface, a screenshot may be taken to obtain an interface image of the game interface and image recognition may be performed on the interface image to obtain the resurrection countdown of the own character.

[0072] In some embodiments, the shape of the second floating window can be a rectangle, a circle, a regular polygon, an irregular polygon, etc., and during the display of the second floating window, the shape of the second floating window can remain unchanged, or can be dynamically changed according to user needs, which is not limited here; the display area of ​​the second floating window can be set to be smaller, so as to minimize the obstruction of other interfaces, and during the display of the second floating window, the display area of ​​the second floating window can remain unchanged, or can be dynamically changed according to user needs, which is not limited here; the position of the second floating window can be displayed in the lower left corner, lower right corner, upper left corner or upper right corner of other interfaces, so as to minimize the obstruction of other interfaces, and during the display of the second floating window, the position of the second floating window can remain unchanged, or can be dynamically changed according to user needs, which is not limited here.

[0073] Optionally, the display area of ​​the second floating window displaying the resurrection countdown can be smaller than the display area of ​​the first floating window. It can be understood that when the first floating window is displayed on the game interface, it can be considered that the player's attention will be more focused on the first floating window to view the associated information, while when the second floating window is displayed on other interfaces and the resurrection countdown is displayed in the second floating window, it can be considered that the player's attention will be more focused on other interfaces to view the interface content of other interfaces. Therefore, compared with the display area of ​​the first floating window, the display area of ​​the second floating window displaying the resurrection countdown can be set smaller to reduce the display interference with the interface content of other interfaces and improve the player's experience.

[0074] As an implementable manner, an electronic device may include an APK program, which may include an in-game floating window module, an out-game floating window module and a situation understanding module. The situation understanding module may take a screenshot of the game interface and perform image recognition to understand the game situation (determine whether a game character is killed, determine the countdown for the resurrection of the killed game character, etc.). When the situation understanding module determines that the own character is killed, the in-game floating window module may be activated, and a first floating window may be displayed through the in-game floating window module, and related information of the own character may be displayed in the first floating window. When the situation understanding module determines that the game application switches from foreground operation to background operation, the situation understanding module may display a second floating window through the out-game floating window module, and display the countdown for the resurrection of the own character in the second floating window.

[0075] See also Figure 4 , Figure 4 FIG. 2 shows a second interface schematic diagram of an electronic device provided in an embodiment of the present application. Figure 4As shown, the electronic device displays other interfaces (such as desktop) A2. When the own character is killed, a second floating window B2 can be displayed on the other interface A2. The second floating window B2 can display the countdown for the resurrection of the own character.

[0076] Among them, if it is detected that the game application has not switched from the foreground to the background (that is, it is detected that the game application remains running in the foreground), the display of the game interface can be maintained.

[0077] See also Figure 5 , Figure 5 This application shows Figure 3 The following is a flow chart of step S230 of the information display method. Figure 5 The process shown is described in detail, and the method may specifically include the following steps:

[0078] Step S231: If the game application switches from running in the foreground to running in the background, the associated information included in the first floating window is updated to the resurrection countdown to obtain the second floating window.

[0079] In some implementations, if it is detected that the game application switches from running in the foreground to running in the background, the associated information included in the first floating window can be updated to a resurrection countdown to obtain a second floating window.

[0080] As an implementable method, if it is detected that the game application switches from foreground operation to background operation, the associated information included in the first floating window can be deleted, and the resurrection countdown can be filled in the first floating window after the associated information is deleted to obtain a second floating window.

[0081] As another feasible method, if it is detected that the game application switches from the foreground to the background, the associated information included in the first floating window can be hidden, and the resurrection countdown can be filled in the first floating window after hiding the associated information to obtain a second floating window.

[0082] See also Figure 6 , Figure 6 This application shows Figure 5 The following is a flow chart of step S231 of the information display method. Figure 6 The process shown is described in detail, and the method may specifically include the following steps:

[0083] Step S2311: If the game application switches from running in the foreground to running in the background, shrinking the first floating window to obtain a shrunk first floating window.

[0084] In some embodiments, if it is detected that the game application switches from the foreground to the background, the first floating window can be shrunk to obtain the shrunk first floating window. It is understandable that the display area of ​​the shrunk first floating window is smaller than the display area of ​​the first floating window. If it is detected that the game application switches from the foreground to the background, it can be considered that the player needs to view information on other interfaces, and the display area of ​​the floating window can be mainly shrunk to avoid blocking the player from viewing other information.

[0085] As an implementable method, the electronic device may pre-set and store a preset shrinkage ratio. If it is detected that the game application switches from foreground operation to background operation, the first floating window may be shrunk according to the preset shrinkage ratio to obtain the shrunk first floating window.

[0086] As another feasible method, if it is detected that the game application switches from the foreground to the background, the corresponding shrinkage ratio of other applications can be determined, and the first floating window can be shrunk according to the shrinkage ratio of other applications to obtain the shrunk first floating window. Optionally, the electronic device can pre-set and store a mapping relationship, which can include a correspondence between multiple application programs and multiple shrinkage ratios. Therefore, when it is determined that other applications switch to the foreground, the shrinkage ratio corresponding to other applications can be determined based on the mapping relationship, and the first floating window can be shrunk according to the shrinkage ratio of other applications to obtain the shrunk first floating window.

[0087] Step S2312: updating the associated information included in the shrunk first floating window to the resurrection countdown to obtain the second floating window.

[0088] In some implementations, when the shrunk first floating window is obtained, the associated information included in the shrunk first floating window may be updated to a resurrection countdown to obtain a second floating window.

[0089] As an implementable method, when a shrunk first floating window is obtained, the associated information included in the shrunk first floating window can be deleted, and the resurrection countdown can be filled in the shrunk first floating window after deleting the associated information to obtain a second floating window.

[0090] As another feasible method, when the shrunk first floating window is obtained, the associated information included in the shrunk first floating window can be hidden, and the resurrection countdown can be filled in the shrunk first floating window after hiding the associated information to obtain the second floating window.

[0091] Step S232: Displaying the second floating window on the other interface.

[0092] In some embodiments, when the second floating window is obtained, the second floating window can be displayed on other interfaces. It is understandable that during the entire process of the game application switching from the foreground to the background, and other applications switching to the foreground, the floating window (the first floating window / the second floating window) can always remain in the foreground display, ensuring that the player can view information uninterruptedly and improving the player's information viewing experience.

[0093] Step S240: If it is determined that the own character is resurrected based on the resurrection countdown, a prompt message is output, wherein the prompt message is used to prompt the game application to switch from background operation to foreground operation.

[0094] In this embodiment, in the process of displaying the second floating window including the resurrection countdown of the own character on other interfaces, it can be determined whether the own character is resurrected (whether the resurrection time has arrived) based on the resurrection countdown. Optionally, if it is determined that the resurrection countdown is greater than 0, it can be determined that the own character has not been resurrected, and if it is determined that the resurrection countdown is equal to 0, it can be determined that the own character is resurrected.

[0095] If the character is determined to be resurrected based on the resurrection countdown, a prompt message may be output, wherein the prompt message may be used to prompt the game application to switch from the back-stage operation to the foreground operation, that is, the prompt message is used to prompt the player to return to the game. If the character is determined not to be resurrected based on the resurrection countdown, whether the character is resurrected may be determined based on the resurrection countdown, until the character is determined to be resurrected based on the resurrection countdown, a prompt message is output.

[0096] In some embodiments, outputting prompt information may include: outputting prompt information by flashing lights, outputting prompt information by voice, outputting prompt information by vibration, and / or outputting prompt information by text, etc., which is not limited here.

[0097] See also Figure 7 , Figure 7 FIG. 2 shows a third interface schematic diagram of an electronic device provided in an embodiment of the present application. Figure 7 As shown, the electronic device displays another interface A2, and a second floating window B2 is displayed on the other interface A2, in which a countdown of the resurrection of the own character can be displayed. When the countdown of the resurrection is 0, a prompt message, such as "the character has been resurrected", can be output to prompt the player to return to the game.

[0098] Compared with the information display method provided in an embodiment of the present application, Figure 1The information display method shown in the figure, this embodiment also displays the countdown for the resurrection of the own character on other interfaces when the own character is killed and the game application exits to the background, and reminds the user when it is confirmed that the own character is resurrected, so that the user can return to the game in time and improve the user's gaming experience.

[0099] See also Figure 8 , Figure 8 The flowchart of the information display method provided by an embodiment of the present application is shown in FIG. Figure 8 The process shown is described in detail, and the information display method may specifically include the following steps:

[0100] Step S310: Displaying a game interface of a game application, wherein the game application includes a character of the opponent and a character of the opponent.

[0101] Step S320: If the own character is killed, a first floating window is displayed on the game interface, wherein the first floating window includes related information of the own character, and the related information includes one or a combination of skill descriptions, usage techniques, and fighting methods against the opponent character.

[0102] For the detailed description of step S310 to step S320, please refer to step S110 to step S120, which will not be repeated here.

[0103] Step S330: If the game application switches from running in the foreground to running in the background, a second floating window is displayed on other interfaces, wherein the second floating window includes a countdown for the resurrection of the own character.

[0104] For the detailed description of step S330, please refer to step S230, which will not be repeated here.

[0105] Step S340: In response to the first touch operation applied to the second floating window, the situation information of the game application is displayed in the second floating window.

[0106] In this embodiment, in the process of displaying the second floating window including the resurrection countdown of the own character on other interfaces, the touch operation acting on the second floating window can be detected. Among them, if the first touch operation acting on the second floating window is detected, it can be characterized that the player actively activates the second floating window, and the situation information of the game application can be displayed in the second floating window in response to the first touch operation acting on the second floating window. For example, the situation information such as the head ratio of the opponent, the ratio of the number of defense towers of the opponent, and the game duration can be displayed in the second floating window in the form of text.

[0107] Optionally, the first touch operation on the second floating window may include a first click operation on the second floating window. Optionally, the first click operation on the second floating window may include: a first single-finger click operation on the second floating window, a first multi-finger click operation on the second floating window, a first single click operation on the second floating window, a first continuous multiple click operation on the second floating window, a first palm click operation on the second floating window, etc., which are not limited here.

[0108] As another embodiment, the first touch operation on the second floating window may include: a first pressing operation on the second floating window. Optionally, the first pressing operation on the second floating window may include: a first single-finger pressing operation on the second floating window, a first multi-finger pressing operation on the second floating window, a first palm pressing operation on the second floating window, a first long press operation on the second floating window, etc., which are not limited here.

[0109] As another embodiment, the first touch operation on the second floating window may include: a first sliding operation on the second floating window. Optionally, the first sliding operation on the second floating window may include: a first single-finger sliding operation on the second floating window, a first multi-finger sliding operation on the second floating window, a sliding operation along a first specified direction on the second floating window, a sliding operation on the second floating window that satisfies a first specified sliding trajectory, a sliding operation on the second floating window that satisfies a first specified sliding distance, etc., which are not limited here.

[0110] In some embodiments, displaying the situation information of the game application in the second floating window may include: displaying the situation information of the game application only in the second floating window, or displaying the situation information of the game application and the resurrection countdown in the second floating window at the same time.

[0111] If the situation information of the game application is displayed only in the second floating window, the resurrection countdown included in the second floating window can be deleted, and the situation information of the game application can be filled in the second floating window after the resurrection countdown is deleted. Alternatively, if the situation information of the game application is displayed only in the second floating window, the resurrection countdown included in the second floating window can be hidden, and the situation information of the game application can be filled in the second floating window after the resurrection countdown is hidden.

[0112] As an implementable method, the situation understanding module can display a second floating window through the extra-game floating window module, and while displaying the countdown for the resurrection of its own character in the second floating window, if a first touch operation acting on the second floating window is detected, the extra-game floating window module can be activated, and the second floating window can be displayed through the extra-game window module, and the situation information of the game application can be displayed in the second floating window.

[0113] In some embodiments, displaying the situation information of the game application in the second floating window may include: displaying the situation information of the game application in the second floating window while maintaining the display area of ​​the second floating window, or increasing the display area of ​​the second floating window and displaying the situation information of the game application in the second floating window after the display area is increased, which is not limited here.

[0114] As an implementable method, the display area of ​​the second floating window displaying the situation information of the game application is larger than the display area of ​​the second floating window displaying the resurrection countdown. It can be understood that when the second floating window is displayed in other interfaces and the resurrection countdown is displayed in the second floating window, it can be considered that the player's attention will be more focused on other interfaces, and the interface content of other interfaces will be viewed. When the player triggers the second floating window to display the situation information of the game application through the first touch operation, it can be considered that the player has now shifted his attention to the second floating window displaying the situation information of the game application, indicating that the user is paying more attention to the situation information of the game application at this time. Therefore, compared with the display area of ​​the second floating window displaying the resurrection countdown, the display area of ​​the second floating window displaying the situation information of the game application can be set larger to improve the display conspicuousness of the situation information of the game application and enhance the player's experience.

[0115] As an implementable method, an electronic device running a game application can access a developer interface of the game application, and can obtain situation information of the game application from a game application server through the developer interface. At this time, the situation information of the game application can be real-time situation information of the game application.

[0116] As another feasible method, when displaying the game interface, a screenshot may be taken to obtain an interface image of the game interface and image recognition may be performed on the interface image to obtain the situation information of the game application. At this time, the situation information of the game application may be the situation information when the character of the own team is killed.

[0117] As an implementable method, a screenshot may be taken to obtain a first interface image of the game interface and image recognition may be performed on the first interface image to obtain a first image recognition result. If it is determined based on the first image recognition result that one's own character has been killed, then the situation information at the time of the death of one's own character may be obtained based on the first interface image.

[0118] Among them, in the process of displaying the game interface, a screenshot can be taken to obtain a first interface image of the game interface, and the first interface image can be image recognized to obtain a first image recognition result. The first image recognition result can at least include the status of the game character to determine whether the own character is killed. Of course, the first image recognition result can also include the head ratio of the opposing party, the ratio of the number of defense towers of the opposing party, the own character, the attribute information of the own character, the opponent character, the attribute information of the opponent character, the countdown for the resurrection of the own character, and other game-related information.

[0119] In some embodiments, during the process of displaying the game interface, the game interface can be captured in real time to obtain a first interface image, or the game interface can be captured at a preset time interval (such as 1 second) to obtain a first interface image, etc., which is not limited here.

[0120] In some embodiments, when the first interface image is obtained, the first interface image may be preprocessed to obtain a preprocessed first interface image, and image recognition may be performed on the preprocessed first interface image to obtain a first image recognition result. Preprocessing the first interface image may include: adjusting the image size, removing noise, enhancing contrast, etc. of the first interface image to improve the accuracy of image recognition.

[0121] In some embodiments, when the first interface image is obtained, feature extraction can be performed on the first interface image to obtain first image features included in the first interface image, and image recognition can be performed on the first image features to obtain a first image recognition result.

[0122] In some embodiments, when the first interface image is obtained, image recognition can be performed on the first interface image using an image recognition algorithm to obtain a first image recognition result.

[0123] In this embodiment, when the first image recognition result is obtained, it can be determined based on the first image recognition result whether the own character is killed. If it is determined based on the first image recognition result that the own character is killed, the situation information when the own character is killed can be obtained based on the first interface image (first image recognition result). Optionally, the situation information when the own character is killed can include the head ratio of the opposing party, the ratio of the number of defense towers of the opposing party, the game time, etc., which are not limited here.

[0124] As an example, if it is determined based on the first image recognition result that the life bar of the own character is empty or displays the word "killed in battle", it is determined that the own character has been killed in battle.

[0125] As an example, the situation information when the character dies can be determined by detecting the first interface image when the character dies and counting the number of kills (i.e., "heads") displayed on the game interface, and by detecting the first interface image when the character dies and counting the number of defense towers displayed on the game interface.

[0126] See also Fig. 9 , Fig. 9 FIG. 4 shows a fourth interface schematic diagram of an electronic device provided in an embodiment of the present application. Fig. 9 As shown, the electronic device displays other interface A2, and a second floating window B2 is displayed on the other interface A2. The second floating window B2 can display situation information when the own character is killed, for example, the head ratio of the opposing side, the ratio of the number of defense towers of the opposing side, game time and other situation information.

[0127] Compared with the information display method provided in an embodiment of the present application, Figure 1 In the information display method shown, this embodiment also displays the countdown of the resurrection of the character in other interfaces when the character dies and the game application exits to the background, so that the user can return to the game in time and improve the user's gaming experience. In addition, this embodiment also displays the situation information in the second floating window when the first touch operation acting on the second floating window is detected, so that the user can pay attention to the game situation information while doing other things, thereby improving the game winning rate and gaming experience.

[0128] See also Fig.10 , Fig.10 The flowchart of the information display method provided by an embodiment of the present application is shown in FIG. Fig.10 The process shown is described in detail, and the information display method may specifically include the following steps:

[0129] Step S410: Displaying a game interface of a game application, wherein the game application includes a character of the opponent and a character of the opponent.

[0130] Step S420: If the own character is killed, a first floating window is displayed on the game interface, wherein the first floating window includes related information of the own character, and the related information includes one or a combination of skill descriptions, usage techniques, and fighting methods against the opponent character.

[0131] For the detailed description of step S410 to step S420, please refer to step S110 to step S120, which will not be repeated here.

[0132] Step S430: If the game application switches from running in the foreground to running in the background, a second floating window is displayed on other interfaces, wherein the second floating window includes a countdown for the resurrection of the own character.

[0133] For the detailed description of step S430, please refer to step S230, which will not be repeated here.

[0134] Step S440: In response to a second touch operation on the second floating window, the game application is switched from background operation to foreground operation, and the game interface is displayed in the second floating window.

[0135] In this embodiment, during the process of displaying the second floating window including the resurrection countdown of the own character on other interfaces, the touch operation on the second floating window can be detected. If the second touch operation on the second floating window is detected, it can indicate that the player wants to view the game content in the small window, and the game application can be switched from background operation to foreground operation in response to the second touch operation on the second floating window, and the game interface can be displayed in the second floating window.

[0136] Optionally, the second touch operation on the second floating window may include a second click operation for the second floating window. Optionally, the second click operation on the second floating window may include: a second single-finger click operation on the second floating window, a second multi-finger click operation on the second floating window, a second single click operation on the second floating window, a second continuous multiple click operation on the second floating window, a second palm click operation on the second floating window, etc., which are not limited here.

[0137] As another way, the second touch operation on the second floating window may include: a second pressing operation on the second floating window. Optionally, the second pressing operation on the second floating window may include: a second single-finger pressing operation on the second floating window, a second multi-finger pressing operation on the second floating window, a second palm pressing operation on the second floating window, a second long press operation on the second floating window, etc., which are not limited here.

[0138] As another embodiment, the second touch operation on the second floating window may include: a second sliding operation on the second floating window. Optionally, the second sliding operation on the second floating window may include: a second single-finger sliding operation on the second floating window, a second multi-finger sliding operation on the second floating window, a sliding operation along a second specified direction on the second floating window, a sliding operation on the second floating window that satisfies a second specified sliding trajectory, a sliding operation on the second floating window that satisfies a second specified sliding distance, etc., which are not limited here.

[0139] In some embodiments, displaying the game interface in the second floating window may include: displaying the game interface in the second floating window while maintaining the display area of ​​the second floating window, or increasing the display area of ​​the second floating window and displaying the game interface in the second floating window after the display area is increased, which is not limited here.

[0140] As an implementable method, the display area of ​​the second floating window displaying the game interface is larger than the display area of ​​the second floating window displaying the resurrection countdown. It can be understood that when the second floating window is displayed in other interfaces and the resurrection countdown is displayed in the second floating window, it can be considered that the player's attention will be more focused on other interfaces, and the interface content of other interfaces will be viewed. When the player triggers the second floating window to display the game interface through the second touch operation, it can be considered that the player has now shifted his attention to the second floating window displaying the game interface, indicating that the user is paying more attention to the game interface at this time. Therefore, compared with the display area of ​​the second floating window displaying the resurrection countdown, the display area of ​​the second floating window displaying the game interface can be set larger to improve the display conspicuousness of the game interface and enhance the player's experience.

[0141] See also Fig.11 , Fig.11 FIG. 5 shows a fifth interface schematic diagram of an electronic device provided in an embodiment of the present application. Fig.11 As shown, the electronic device displays another interface A2, and a second floating window B2 is displayed on the other interface A2, and a game interface may be displayed in the second floating window B2.

[0142] Compared with the information display method provided in an embodiment of the present application, Figure 1 In the information display method shown, this embodiment also displays the countdown of the resurrection of the character in other interfaces when the character dies and the game application exits to the background, so that the user can return to the game in time and improve the user's gaming experience. In addition, when the second touch operation acting on the second floating window is detected, the game application is switched to the foreground and the game interface is displayed in the second floating window, so that the user can pay attention to the game process while doing other things, thereby improving the game winning rate and gaming experience.

[0143] See also Fig.12 , Fig.12 The flowchart of the information display method provided by an embodiment of the present application is shown in FIG. Fig.12 The process shown is described in detail, and the information display method may specifically include the following steps:

[0144] Step S510: Displaying a game interface of a game application, wherein the game application includes a character of the opponent and a character of the opponent.

[0145] Step S520: If the own character is killed, a first floating window is displayed on the game interface, wherein the first floating window includes related information of the own character, and the related information includes skill description, usage tips, and one or a combination of fighting methods against the opponent character.

[0146] For the detailed description of step S510 to step S520, please refer to step S110 to step S120, which will not be repeated here.

[0147] Step S530: If the game application switches from running in the foreground to running in the background, a second floating window is displayed on other interfaces, wherein the second floating window includes a countdown for the resurrection of the own character.

[0148] For the detailed description of step S530, please refer to step S230, which will not be repeated here.

[0149] Step S540: In response to a third touch operation on the second floating window, the game application is switched from background operation to foreground operation, and the game interface is displayed in full screen.

[0150] In this embodiment, during the process of displaying the second floating window including the resurrection countdown of the own character on other interfaces, the touch operation on the second floating window can be detected. If the third touch operation on the second floating window is detected, it can indicate that the player wants to return to the game, and the game application can be switched from background operation to foreground operation in response to the third touch operation on the second floating window, and the game interface can be displayed in full screen.

[0151] Optionally, the third touch operation on the second floating window may include a third click operation on the second floating window. Optionally, the third click operation on the second floating window may include: a third single-finger click operation on the second floating window, a third multi-finger click operation on the second floating window, a third single click operation on the second floating window, a third continuous multiple click operation on the second floating window, a third palm click operation on the second floating window, etc., which are not limited here.

[0152] As another way, the third touch operation on the second floating window may include: a third pressing operation on the second floating window. Optionally, the third pressing operation on the second floating window may include: a third single-finger pressing operation on the second floating window, a third multi-finger pressing operation on the second floating window, a third palm pressing operation on the second floating window, a third long press operation on the second floating window, etc., which are not limited here.

[0153] As another embodiment, the third touch operation on the second floating window may include: a third sliding operation on the second floating window. Optionally, the third sliding operation on the second floating window may include: a third single-finger sliding operation on the second floating window, a third multi-finger sliding operation on the second floating window, a sliding operation along a third specified direction on the second floating window, a sliding operation on the second floating window that satisfies a third specified sliding trajectory, a sliding operation on the second floating window that satisfies a third specified sliding distance, etc., which are not limited here.

[0154] Of course, in this embodiment, in addition to triggering the full-screen display of the game interface by the third touch operation on the second floating window displaying the resurrection countdown, the full-screen display of the game interface can also be triggered by the third touch operation on the second floating window displaying the situation information, or the full-screen display of the game interface can be triggered by the third touch operation on the second floating window displaying the game interface, which is not limited here.

[0155] Compared with the information display method provided in an embodiment of the present application, Figure 1 In the information display method shown, this embodiment also displays the countdown of the resurrection of the character in other interfaces when the character dies and the game application exits to the background, so that the user can return to the game in time and improve the user's gaming experience. In addition, when the third touch operation acting on the second floating window is detected, the game application is switched to the foreground and the game interface is displayed in full screen, so that the user can quickly return to the game application, improving the efficiency of returning to the game application.

[0156] See also Fig.13 , Fig.13 The flowchart of the information display method provided by an embodiment of the present application is shown in FIG. Fig.13 The process shown is described in detail, and the information display method may specifically include the following steps:

[0157] Step S610: Displaying a game interface of a game application, wherein the game application includes a character of the opponent and a character of the opponent.

[0158] For the detailed description of step S610 , please refer to step S110 , which will not be repeated here.

[0159] Step S620: Take a screenshot to obtain a second interface image of the game interface and perform image recognition on the second interface image to obtain a second image recognition result.

[0160] In this embodiment, during the process of displaying the game interface, a second interface image of the game interface can be captured by screenshot, and the second interface image can be image recognized to obtain a second image recognition result. The second image recognition result can at least include whether the own character is killed, and the countdown for resurrection when the own character is killed. Of course, the first image recognition result can also include the head ratio of the opposing party, the ratio of the number of defense towers of the opposing party, the own character, the attribute information of the own character, the opponent character, the attribute information of the opponent character, and other game-related information.

[0161] In some embodiments, during the process of displaying the game interface, the game interface can be captured in real time to obtain a second interface image, or the game interface can be captured at a preset time interval (such as 1 second) to obtain a second interface image, etc., which is not limited here.

[0162] In some embodiments, when obtaining the second interface image, the first interface image may be preprocessed to obtain a preprocessed second interface image, and image recognition may be performed on the preprocessed second interface image to obtain a second image recognition result. Preprocessing the second interface image may include: adjusting the image size, removing noise, enhancing contrast, etc. of the second interface image to improve the accuracy of image recognition.

[0163] In some embodiments, when the second interface image is obtained, feature extraction can be performed on the second interface image to obtain second image features included in the second interface image, and image recognition can be performed on the second image features to obtain a second image recognition result.

[0164] In some embodiments, when the second interface image is obtained, the second interface image can be subjected to image recognition through an image recognition algorithm to obtain a second image recognition result.

[0165] Step S630: If it is determined that the friendly character is killed based on the second image recognition result, a countdown for the resurrection of the friendly character is obtained based on the second interface image.

[0166] In this embodiment, when the second image recognition result is obtained, it can be determined whether the own character is killed based on the second image recognition result. If it is determined that the own character is killed based on the second image recognition result, the resurrection countdown of the own character can be obtained based on the second interface image (second image recognition result).

[0167] As an example, if it is determined based on the first image recognition result that the life bar of the own character is empty or displays the word "killed in battle", it is determined that the own character has been killed in battle.

[0168] As an example, the resurrection countdown of the own character can be obtained by the countdown elements on the second interface image (such as game time, resurrection time, skill cooldown time, etc.).

[0169] Step S640: If the own character is killed, a first floating window is displayed on the game interface, wherein the first floating window includes related information of the own character, and the related information includes one or a combination of skill descriptions, usage techniques, and fighting methods against the opponent character.

[0170] For the detailed description of step S640, please refer to step S120, which will not be repeated here.

[0171] Step S650: If the game application switches from running in the foreground to running in the background, a second floating window is displayed on other interfaces, wherein the second floating window includes a countdown for the resurrection of the own character.

[0172] For the detailed description of step S650, please refer to step S230, which will not be repeated here.

[0173] Compared with the information display method provided in an embodiment of the present application, Figure 1 In the information display method shown in the figure, this embodiment also determines the resurrection countdown of the own character by taking a screenshot and recognizing the image, which can improve the convenience and accuracy of determining the resurrection countdown. In addition, this embodiment also displays the resurrection countdown of the own character in other interfaces when the own character dies and the game application exits to the background, so that the user can return to the game in time, improving the user's gaming experience.

[0174] See also Fig.14 , Fig.14 The flowchart of the information display method provided by an embodiment of the present application is shown in FIG. Fig.14 The process shown is described in detail, and the information display method may specifically include the following steps:

[0175] Step S710: Displaying a game interface of a game application, wherein the game application includes a character of the opponent and a character of the opponent.

[0176] For the detailed description of step S710, please refer to step S110, which will not be repeated here.

[0177] Step S720: Take a screenshot to obtain a third interface image of the game interface and perform image recognition on the third interface image to obtain attribute information of the own character, attribute information of the opponent character, and situation information between the own character and the opponent character.

[0178] In this embodiment, during the display of the game interface, a third interface image of the game interface can be captured, and image recognition is performed on the third interface image to obtain a third image recognition result. The third image recognition result may at least include attribute information of the own character, attribute information of the opponent character, and situation information between the own character and the opponent character.

[0179] Among them, the attribute information of your own character may include: the basic attributes of your own character, such as your own character's health, attack power, defense power, movement speed, etc.; the special skills of your own character, such as your own character may have unique skills or spells, these skills or spells usually have specific effects, such as treatment, damage, control, etc.; the existing equipment or props of your own character, such as the equipment (such as weapons, armor) and props (such as potions, scrolls) that your own character may carry; the level and experience of your own character, such as the level and experience value of your own character; the status effects of your own character, such as various status effects (such as poisoning, burning, freezing, etc.) suffered by your own character.

[0180] Among them, the attribute information of the opponent's character may include: the basic attributes of the opponent's character, such as the opponent's character's health, attack power, defense, movement speed, etc.; the opponent's character's special skills, such as the opponent's character may have unique skills or spells, which usually have specific effects, such as treatment, damage, control, etc.; the opponent's character's existing equipment or props, such as the equipment (such as weapons, armor) and props (such as potions, scrolls) that the opponent's character may carry; the opponent's character's level and experience, such as the opponent's character's level and experience value; the opponent's character's status effects, such as the various status effects suffered by the opponent's character (such as poisoning, burning, freezing, etc.).

[0181] Among them, the situation information between your own character and the opponent's character may include: the head ratio of the opponent's side, the ratio of the number of defense towers of the opponent's side, whether your own character is killed, whether the opponent's character is killed, the resurrection time after your own character is killed, the resurrection time after the opponent's character is killed, the game time, etc., without limitation here.

[0182] In some embodiments, during the process of displaying the game interface, the game interface can be captured in real time to obtain a third interface image, or the game interface can be captured at a preset time interval (such as 1 second) to obtain a third interface image, etc., which is not limited here.

[0183] In some embodiments, when obtaining the third interface image, the third interface image may be preprocessed to obtain a preprocessed third interface image, and image recognition may be performed on the preprocessed third interface image to obtain a third image recognition result. Preprocessing the third interface image may include: adjusting the image size, removing noise, enhancing contrast, etc. of the third interface image to improve the accuracy of image recognition.

[0184] In some embodiments, when obtaining the third interface image, feature extraction can be performed on the third interface image to obtain third image features included in the third interface image, and image recognition can be performed on the third image features to obtain a third image recognition result.

[0185] In some embodiments, when the third interface image is obtained, the third interface image can be subjected to image recognition by an image recognition algorithm to obtain a third image recognition result.

[0186] As an implementable method, the game interface may include a game loading interface and a game battle interface. Then, in the process of displaying the game loading interface, a screenshot may be taken to obtain a loading interface image of the game loading interface and image recognition may be performed on the loading interface image to obtain the attribute information of one's own character and the attribute information of the other's character. Specifically, in the process of displaying the game loading interface, a screenshot may be taken to obtain a loading interface image of the game loading interface and image recognition may be performed on the loading interface image to obtain the character name of one's own character and the character name of the other's character, the attribute information of one's own character is obtained based on the character name of one's own character, and the attribute information of the object character is obtained based on the character name of the other's character. In the process of displaying the game battle interface, a screenshot may be taken to obtain a battle interface image of the game battle interface and image recognition may be performed on the battle interface image to obtain the situation information between one's own character and the other's character, for example, the head ratio, the number of defense towers ratio, the game duration, etc. between one's own character and the other's character are obtained.

[0187] Among them, when the game application starts to load, the game client will display a game loading interface, which usually contains some basic game information, such as your own character, the opponent's character, map information, loading progress, etc. In the process of displaying the game loading interface, an automated script or a specific software tool can be used to capture the content of the current screen. Through the screenshot operation, an image file containing the complete content of the game loading interface can be generated and recorded as the loading interface image. The loading interface image obtained by the screenshot is preprocessed to improve the accuracy of subsequent image recognition. The preprocessing steps may include denoising, contrast enhancement, grayscale, etc. Use image recognition technology (such as OCR, optical character recognition, or image recognition algorithm based on deep learning) to process the preprocessed image. The image recognition algorithm can try to recognize the text information in the image, especially the part related to the character name. According to the result of image recognition, the algorithm can identify the accurate character name through string matching, regular expression or other natural language processing technology. Based on the above method, the character name of your own character and the character name of the opponent's character can be obtained. When the character name of one's own character is obtained, the attribute information of the character of the own character can be obtained based on the character name of the character of the own character, for example, the basic attributes and special skills of the character of the own character can be obtained based on the character name of the character of the own character, and no limitation is made here. When the character name of the opponent's character is obtained, the attribute information of the opponent's character can be obtained based on the character name of the opponent's character, for example, the basic attributes and special skills of the opponent's character can be obtained based on the character name of the opponent's character, and no limitation is made here.

[0188] Among them, when the game enters the battle state, the game client will display a game battle interface, which usually contains various information such as the own character, the opponent character, the map, the health bar, the resource bar, the equipment bar, the skill icon, the small map, etc. In the process of displaying the game battle interface, an automated script or a specific software tool can be used to capture the screen content of the current game battle interface. The screenshot operation should ensure that all important images are captured and recorded as battle interface images. The battle interface image obtained by the screenshot is preprocessed to improve the accuracy of subsequent image recognition. The preprocessing steps may include denoising, contrast enhancement, graying, binarization, etc. to highlight key information and reduce noise interference. Use image recognition technology (such as OCR, template matching, deep learning model, etc.) to process the preprocessed image, identify and parse key information, such as health, resource volume, equipment icon, skill icon, etc. According to the results of image recognition, extract the situation information between the own character and the opponent character, wherein the situation information between the own character and the opponent character may include health value ratio, resource gap, equipment quality, position relationship, etc.

[0189] Step S730: Determine association information of the own character based on the attribute information of the own character, the attribute information of the opponent character, and the situation information between the own character and the opponent character.

[0190] In this embodiment, when the attribute information of one's own character, the attribute information of the opponent's character, and the situation information between one's own character and the opponent's character are obtained, the association information of one's own character can be determined based on the attribute information of one's own character, the attribute information of the opponent's character, and the situation information between one's own character and the opponent's character, that is, the skill description, usage techniques and / or fighting methods against the opponent's character can be determined based on the attribute information of one's own character, the attribute information of the opponent's character, and the situation information between one's own character and the opponent's character.

[0191] Step S740: If the own character is killed, a first floating window is displayed on the game interface, wherein the first floating window includes related information of the own character, and the related information includes one or a combination of skill descriptions, usage techniques, and fighting methods against the opponent character.

[0192] For the detailed description of step S740, please refer to step S120, which will not be repeated here.

[0193] Compared with the information display method provided in an embodiment of the present application, Figure 1 The information display method shown in this embodiment also determines the associated information of one's own character by taking screenshots and recognizing images, which can improve the convenience and accuracy of determining the association of one's own character.

[0194] See also Fig.15 , Fig.15 The module block diagram of the information display device provided by an embodiment of the present application is shown below. Fig.15 The information display device 200 includes: a game interface display module 210 and a first floating window display module 220, wherein:

[0195] The game interface display module 210 is used to display the game interface of the game application, wherein the game application includes the opponent's own character and the opponent's character.

[0196] The first floating window display module 220 is used to display the first floating window on the game interface if the own character is killed, wherein the first floating window includes the related information of the own character, and the related information includes one or a combination of skill descriptions, usage techniques, and fighting methods against the opponent's character.

[0197] Furthermore, the information display device 200 further includes: a second floating window display module, wherein:

[0198] The second floating window display module is used to display the second floating window on other interfaces if the game application switches from foreground operation to background operation, wherein the second floating window includes the resurrection countdown of the own character.

[0199] Furthermore, the second floating window display module includes: a second floating window obtaining submodule and a second floating window display submodule, wherein:

[0200] The second floating window obtaining submodule is used to update the associated information included in the first floating window to the resurrection countdown to obtain the second floating window if the game application switches from running in the foreground to running in the background.

[0201] Furthermore, the second floating window obtaining submodule includes: a first floating window shrinking unit and a second floating window obtaining unit, wherein:

[0202] The first floating window contraction unit is used to contract the first floating window to obtain a contracted first floating window if the game application switches from running in the foreground to running in the background.

[0203] The second floating window obtaining unit is used to update the associated information included in the shrunk first floating window to the resurrection countdown to obtain the second floating window.

[0204] The second floating window display submodule is used to display the second floating window on the other interface.

[0205] Furthermore, the information display device 200 further includes: a prompt information output module, wherein:

[0206] A prompt information output module is used to output prompt information if it is determined that the own character is resurrected based on the resurrection countdown, wherein the prompt information is used to prompt the game application to switch from background operation to foreground operation.

[0207] Furthermore, the information display device 200 further includes: a situation information display module, wherein:

[0208] The situation information display module is used to respond to the first touch operation applied to the second floating window and display the situation information of the game application in the second floating window.

[0209] Furthermore, the information display device 200 further includes: a first image recognition result obtaining module and a situation information obtaining module, wherein:

[0210] The first image recognition result obtaining module is used to capture a first interface image of the game interface by taking a screenshot and perform image recognition on the first interface image to obtain a first image recognition result.

[0211] A situation information acquisition module is used to obtain situation information when the own character is killed based on the first interface image if it is determined that the own character is killed based on the first image recognition result.

[0212] Furthermore, the information display device 200 further includes: a first operation switching module, wherein:

[0213] The first operation switching module is used to respond to the second touch operation applied to the second floating window, switch the game application from background operation to foreground operation, and display the game interface in the second floating window.

[0214] Furthermore, the information display device 200 further includes: a second operation switching module, wherein:

[0215] The second operation switching module is used to respond to the third touch operation acting on the second floating window, switch the game application from background operation to foreground operation, and display the game interface in full screen.

[0216] Furthermore, the information display device 200 further includes: a second image recognition result obtaining module and a resurrection countdown obtaining module, wherein:

[0217] The second image recognition result obtaining module is used to capture a second interface image of the game interface through a screenshot and perform image recognition on the second interface image to obtain a second image recognition result.

[0218] A resurrection countdown obtaining module is used to obtain the resurrection countdown of the own character based on the second interface image if it is determined that the own character is killed based on the second image recognition result.

[0219] Furthermore, the information display device 200 further includes: a third interface image recognition module and a related information determination module, wherein:

[0220] The third interface image recognition module is used to capture the third interface image of the game interface and perform image recognition on the third interface image to obtain the attribute information of the own character, the attribute information of the opponent character, and the situation information between the own character and the opponent character.

[0221] The association information determination module is used to determine the association information of the own character based on the attribute information of the own character, the attribute information of the opponent character, and the situation information between the own character and the opponent character.

[0222] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described devices and modules can refer to the corresponding processes in the aforementioned method embodiments, and will not be repeated here.

[0223] In several embodiments provided in the present application, the coupling between modules may be electrical, mechanical or other forms of coupling.

[0224] In addition, each functional module in each embodiment of the present application can be integrated into a processing module, or each module can exist physically separately, or two or more modules can be integrated into one module. The above integrated modules can be implemented in the form of hardware or software functional modules.

[0225] See also Fig.16 , which shows a structural block diagram of an electronic device 100 provided in an embodiment of the present application. The electronic device 100 may be an electronic device capable of running applications, such as a smart phone, a tablet computer, an e-book, etc. The electronic device 100 in the present application may include one or more of the following components: a processor 110, a memory 120, and one or more applications, wherein the one or more applications may be stored in the memory 120 and configured to be executed by one or more processors 110, and the one or more programs are configured to execute the method described in the aforementioned method embodiment.

[0226] Among them, the processor 110 may include one or more processing cores. The processor 110 uses various interfaces and lines to connect various parts of the entire electronic device 100, and executes various functions and processes data of the electronic device 100 by running or executing instructions, programs, code sets or instruction sets stored in the memory 120, and calling data stored in the memory 120. Optionally, the processor 110 can be implemented in at least one hardware form of digital signal processing (Digital Signal Processing, DSP), field programmable gate array (Field-Programmable Gate Array, FPGA), and programmable logic array (Programmable Logic Array, PLA). The processor 110 can integrate one or a combination of a central processing unit (Central Processing Unit, CPU), a graphics processing unit (Graphics Processing Unit, GPU) and a modem. Among them, the CPU mainly processes the operating system, user interface and application programs; the GPU is responsible for rendering and drawing the content to be displayed; and the modem is used to process wireless communications. It can be understood that the above-mentioned modem may not be integrated into the processor 110, but may be implemented separately through a communication chip.

[0227] The memory 120 may include a random access memory (RAM) or a read-only memory (ROM). The memory 120 may be used to store instructions, programs, codes, code sets or instruction sets. The memory 120 may include a program storage area and a data storage area, wherein the program storage area may store instructions for implementing an operating system, instructions for implementing functions (such as a touch function, a sound playback function, an image playback function, etc.), instructions for implementing the following various method embodiments, etc. The data storage area may also store data (such as a phone book, audio and video data, chat record data) created by the electronic device 100 during use.

[0228] In some embodiments, the electronic device 100 may further include a touch screen, wherein the touch screen is used to display information input by a user, information provided to a user, and various graphical user interfaces of the electronic device 100, and these graphical user interfaces may be composed of graphics, text, icons, numbers, videos, and any combination thereof. In one example, the touch screen may be a liquid crystal display (LCD) or an organic light-emitting diode (OLED), which is not limited here.

[0229] In some embodiments, the electronic device 100 may further include a camera for collecting the user's motion data. Optionally, the camera may include a front camera, a rear camera, a telescopic camera, a rotating camera, etc., which are not limited here.

[0230] In some embodiments, the electronic device 100 may further include a sensor, wherein the sensor may include a light sensor, which may be used to turn off the display of the touch screen when an object approaches the touch screen, for example, when the main body of the electronic device moves to the ear. The sensor may include a pressure sensor, which may be used to detect the pressure generated by pressing on the electronic device, that is, the pressure sensor may detect the pressure generated by the contact or pressing between the user and the electronic device, such as the pressure generated by the contact or pressing between the user's ear or finger and the electronic device. The sensor may include a gravity sensor, which is used to detect the magnitude of acceleration in each direction (generally three axes), and the magnitude and direction of gravity can be detected when stationary, which can be used for applications that identify the posture of the electronic device (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc. In addition, the electronic device may also be equipped with other sensors such as gyroscopes, barometers, hygrometers, etc., which are not limited here.

[0231] See also Fig.17 , which shows a structural block diagram of a computer-readable storage medium provided in an embodiment of the present application. The computer-readable medium 300 stores program codes, which can be called by a processor to execute the method described in the above method embodiment.

[0232] The computer readable storage medium 300 may be an electronic memory such as a flash memory, an EEPROM (electrically erasable programmable read-only memory), an EPROM, a hard disk, or a ROM. Optionally, the computer readable storage medium 300 includes a non-transitory computer-readable storage medium. The computer readable storage medium 300 has storage space for program code 310 that performs any method steps in the above method. These program codes can be read from or written to one or more computer program products. The program code 310 can be compressed, for example, in an appropriate form.

[0233] In some implementations, an embodiment of the present application provides a computer program product, which includes a computer program. When the computer program is executed by a processor, the information display method in the embodiment of the present application is implemented.

[0234] In summary, the information display method, device, electronic device and storage medium provided in the embodiments of the present application display the game interface of a game application, wherein the game application includes the player's own character and the opponent's character, and if the player's own character is killed, a first floating window is displayed on the game interface, wherein the first floating window includes related information of the player's own character, wherein the related information includes one or a combination of skill descriptions, usage techniques and fighting methods for the opponent's character, so that when the player's own character is killed, the skill description, usage techniques and / or fighting methods for the opponent's character are displayed on the game interface, so that the player can obtain useful information related to the game while waiting for resurrection, thereby improving the player's game winning rate and game experience.

[0235] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit it. Although the present application has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims

1. An information display method, characterized in that: The method comprises: Displaying a game interface of a game application, wherein the game application includes a character of the opponent and a character of the opponent; If the own character is killed, a first floating window is displayed on the game interface, wherein the first floating window includes related information of the own character, and the related information includes one or a combination of skill descriptions, usage techniques, and fighting methods against the opponent character.

2. The method according to claim 1, characterized in that After displaying the first floating window on the game interface if the character of the own team dies, the method further includes: If the game application switches from running in the foreground to running in the background, a second floating window is displayed on other interfaces, wherein the second floating window includes a countdown for the resurrection of the own character.

3. The method according to claim 2, characterized in that The display area of ​​the second floating window displaying the resurrection countdown is smaller than the display area of ​​the first floating window.

4. The method according to claim 2, characterized in that: If the game application is switched from the foreground to the background, a second floating window is displayed on another interface, including: If the game application is switched from the foreground to the background, the associated information included in the first floating window is updated to the resurrection countdown, and the second floating window is obtained; The second floating window is displayed on the other interface.

5. The method according to claim 4, characterized in that If the game application switches from the foreground to the background, the associated information included in the first floating window is updated to the resurrection countdown, and the second floating window is obtained, including: If the game application is switched from running in the foreground to running in the background, shrinking the first floating window to obtain a shrunk first floating window; The associated information included in the shrunk first floating window is updated to the resurrection countdown to obtain the second floating window.

6. The method according to claim 2, characterized in that After the second floating window is displayed on other interfaces if the game application is switched from the foreground to the background, the method further includes: If it is determined based on the resurrection countdown that the own character is resurrected, a prompt message is output, wherein the prompt message is used to prompt the game application to be switched from background operation to foreground operation.

7. The method according to claim 2, characterized in that After the second floating window is displayed on other interfaces if the game application is switched from the foreground to the background, the method further includes: In response to a first touch operation applied to the second floating window, the situation information of the game application is displayed in the second floating window.

8. The method according to claim 7, characterized in that The display area of ​​the second floating window displaying the situation information is larger than the display area of ​​the second floating window displaying the resurrection countdown.

9. The method according to claim 2, characterized in that: After the second floating window is displayed on other interfaces if the game application is switched from the foreground to the background, the method further includes: In response to a second touch operation applied to the second floating window, the game application is switched from background operation to foreground operation, and the game interface is displayed in the second floating window.

10. The method according to claim 9, characterized in that The display area of ​​the second floating window displaying the game interface is larger than the display area of ​​the second floating window displaying the resurrection countdown.

11. The method according to any one of claims 2 to 10, characterized in that: After the second floating window is displayed on other interfaces if the game application is switched from the foreground to the background, the method further includes: In response to a third touch operation applied to the second floating window, the game application is switched from background operation to foreground operation, and the game interface is displayed in full screen.

12. An information display device, characterized in that: The device comprises: A game interface display module, used to display a game interface of a game application, wherein the game application includes a character of the opponent and a character of the opponent; The first floating window display module is used to display a first floating window on the game interface if the own character is killed, wherein the first floating window includes related information of the own character, and the related information includes one or a combination of skill descriptions, usage techniques, and fighting methods against the opponent's character.

13. An electronic device, characterized in that: The method comprises a memory and a processor, wherein the memory is coupled to the processor, the memory stores instructions, and when the instructions are executed by the processor, the processor executes the method according to any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores program codes, which can be called by a processor to execute the method according to any one of claims 1 to 11.

15. A computer program product, characterized in that The computer program product includes a computer program, and when the computer program is executed by a processor, the method according to any one of claims 1 to 11 is implemented.

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