Live window capsule state interface display and interaction method
By designing a live window capsule feedback system in the game battle interface, real-time monitoring and reminding messages, the problem of not being able to process system messages in real time during the battle is solved, achieving more efficient information processing and better user experience.
Patent Information
- Application Number
- CN202411786992.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-06
- Publication Date
- 2025-03-21
AI Technical Summary
Existing games cannot view and process system messages in real time during combat, resulting in lag in information processing and affecting game playability and user experience.
Design a feedback system in real-time window capsule form, monitor messages in real time and provide real-time reminders, set up feedback system function areas in the combat interface, and list new messages in floating windows according to the target subsystem after clicking, and display specific messages in pop-up windows for users to process.
It realizes real-time viewing and processing of messages on the combat interface, reducing waiting time, enriching game playability, improving user experience, and reducing the probability of missing message processing.
Smart Images

Figure CN119656588A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of game interface design, and in particular to a method for displaying and interacting with a capsule-state interface of a live window. Background Art
[0002] As the gameplay becomes increasingly complex, the number of systems in each video game will continue to expand as the game's operating time and content continue to expand. Currently, when most games enter combat gameplay, when there are new messages to be processed by the external system, you need to wait for the battle to end and return to the main interface to see the prompt of the new message. Especially in some non-real-time strategy combat games, once you enter a battle, such as triggering certain system tasks, new messages, etc., you need to wait or end the current battle, return to the main interface to find the corresponding system entrance, and then process the information. The processing of information has a strong lag, resulting in a lot of time to batch process new messages when returning to the main interface later.
[0003] Currently, many games on the market have the following message / task prompts: When the system has new messages, new items, new acquisitions and other related "new" information prompts, a red dot prompt will basically be configured in the corresponding system, prompting players to click and place many system entrances in a main entrance. As long as there is a new message, there will be a red dot prompt at the main entrance, but there is no way to know which specific system has the new message. You can only know in a general way that there is a "new message" and you need to click to switch to a new interface to display the new messages under each subsystem. In the task system, many tasks triggered by battles require returning to the system main interface after the battle, and then clicking on the corresponding task system to understand the task progress and receive some rewards for completed tasks; in the battle idle state, players can only observe and record the situation of the entire battle, wait for the battle to end, and then return to the main interface to see new messages and process them. In this kind of casual idle game, automatic battles are always in a boring wait, the game is not playable, many new messages will be accompanied by rewards, and players also have a delayed receipt of rewards. In addition, in battles, any new messages outside the game are often directly blocked, resulting in an increase in the fragmentation of the overall game. Summary of the invention
[0004] The technical problem to be solved by the present invention is to provide an interface display and interaction method of a live window capsule state, so as to realize message viewing and processing on the battle interface, avoid long waiting time, enrich the playability of the game and improve the user experience.
[0005] The present invention is implemented as follows: a method for displaying and interacting with a capsule-state live window interface, the method comprising: creating a capsule-state live window feedback system based on a game in a battle scene, the feedback system monitoring messages in real time and providing real-time reminders; The messages monitored in real time in the feedback system include two types of messages: one is a task type with a process state, which is used to display the process state and the end state, and the other is a task type of a new message reminder, which is used to display a new message; A feedback system function area is set in the game battle interface to provide message reminders to each target subsystem in the feedback system, and when new message feedback is received, the target subsystem icon is displayed in the feedback system function area; When receiving a user click on the feedback system function area, the new message is listed in a floating window according to the corresponding target subsystem classification and displayed to the user; When a click operation is received on the corresponding subsystem position on the floating window, the corresponding subsystem new message will be displayed in a pop-up window interface for the user to choose to process. Furthermore, the feedback system function area is located in the upper right corner of the game interface. The user customizes and selects a number of target subsystems that need to receive information. A subsystem icon is set corresponding to each target subsystem, and the subsystem icons are displayed from left to right in the feedback system function area according to the order in which new messages are received. When the number of subsystem icons exceeds the preset maximum number, the subsystem icons are rotated in a scrolling manner; The subsystem icon is displayed in the feedback system function area only when a new message is received, and its corresponding subsystem icon is removed from the feedback system function area after all new messages under the target subsystem are deleted or all new messages under the corresponding target subsystem are processed.
[0006] Furthermore, the new messages listed in the floating window are displayed in the form of cards, each target subsystem corresponds to a card, each card displays a subsystem icon and the latest message of the target subsystem, and the subsystem icons are arranged from top to bottom in the order of the latest message received; If there are multiple new messages in a target subsystem, the earlier new messages will be folded under the latest message, and each new message reminder includes the time when the message was received and the content summary; When the subsystem icons exceed the preset number, they are displayed in a sliding manner.
[0007] Furthermore, in the floating window interface, when a user swipes left, a delete button is displayed, and when the user clicks the delete button, the entire target subsystem card is removed, and the corresponding subsystem icon is removed from the feedback system function area.
[0008] Furthermore, the pop-up interface includes a pop-up move button, a return to feedback system button, a pop-up zoom button, a system icon display bar, an information processing window, a current information positioning point, a one-key delete button and a delete button; the above buttons are respectively located at the top center, top left, top right, upper middle, center, lower middle, bottom left and bottom right of the pop-up interface.
[0009] The pop-up window moving button is used to trigger the entire pop-up window position moving event when receiving a user click and drag operation; The return to feedback system button is used to trigger a pop-up window closing event when receiving a user click operation; The pop-up window zoom button is used to trigger a proportional zoom-in or proportional zoom-out event corresponding to the pop-up window interface when receiving a click and a diagonal sliding operation; The system icon display bar is used to display the subsystem icons in the feedback system function area, and highlight the subsystem icon corresponding to the new message displayed in the current information processing window. When other subsystem icons on the system icon display bar are clicked, the pop-up information processing window is triggered to switch to display the corresponding subsystem new message for the user to process; The information processing window is used to display all new message interfaces under the current target subsystem. The new message interface is displayed through cards. When there are multiple new messages in the target subsystem, the new message interface is folded in card style. By monitoring the left and right sliding operations, the new message interface switching is triggered, and the centered new message interface is used as the current operable interface for the user to view and process. The current new message interface is deleted by swiping up; The current information positioning point shown is used to display the positioning point that matches the position and number of icons in the system icon display bar.
[0010] The one-click delete button is used to delete all new messages currently in the feedback system upon receiving a click operation; The delete button is used to delete all new messages under the current target subsystem when receiving a click operation.
[0011] The present invention has the following advantages: 1. Design a capsule feedback system for the live window to display information on the screen in a timely manner. Players can learn the latest game news / task progress with just a glance. Information transmission is more immediate, and many important information can be filtered and processed in the feedback pop-up list. For reward information, players gain instant satisfaction, while also reducing the probability of missing message processing and the burden of heavy batch processing of new messages in the main interface; 2. Click on the feedback system in the capsule state of the live window to expand and view more information without having to repeatedly open the corresponding system to view, which is smart and convenient; 3. It only takes up a small amount of screen space and is low in interruption, helping to remind players to take corresponding actions based on the icons on the feedback system; 4. In automatic combat, players can reduce boring waiting time and enrich the game strategy and playability. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] The present invention will be further described below in conjunction with embodiments with reference to the accompanying drawings.
[0013] Figure 1 The present invention is a flowchart of an interface display and interaction method for a live window capsule state.
[0014] Figure 2 This is an example of displaying monitored messages and message reminder icons in a feedback system in a specific implementation manner of the present invention.
[0015] Figure 3 It is a schematic diagram of the card-type floating window design in the feedback system in a specific implementation manner of the present invention.
[0016] Figure 4 It is a schematic diagram of the display position of the function area of the feedback system in a specific implementation manner of the present invention.
[0017] Figure 5 It is a schematic diagram of the display effect of the function area of the feedback system in a specific implementation manner of the present invention, wherein state a is when there are fewer icons, state b is the state where the preset maximum number of icons is displayed, and state c is the state where the number of icons exceeds the preset maximum number.
[0018] Figure 6 Schematic diagram of a click operation on a floating window in a specific implementation manner of the present invention.
[0019] Figure 7 for Figure 6 Schematic diagram of the pop-up window interface that pops up after clicking the operation.
[0020] Figure 8 This is a schematic diagram of the position of the pop-up window interface in the battle interface after the pop-up window movement button is operated in a specific implementation method. DETAILED DESCRIPTION
[0021] The technical solution in the embodiment of the present application has the following general idea: by creating a system for real-time feedback of new messages, players can be prompted with some current new messages in a weak prompting manner as long as there are new messages in the battle scene. Players can choose whether to process the information immediately according to the current battle situation. If processing is required, the floating window of the feedback system is combined with the pop-up window to directly process it above the game interface. There is no need to exit the game throughout the whole process, and the information can be browsed and processed in real time during the game. Specifically, the current tasks / messages are divided into two types for classification, and general design prompts are made for these two major categories in terms of information prompts and expressions. Each game can set different content templates according to its current game style and content, and the rich template styles can be used as needed. Through the feedback system, the progress of the entire current game can be known in real time, and processing and prediction of the next operation can be carried out. There is no need to return to open the system to check repeatedly, which is very smart and convenient.
[0022] In order to make the present invention more clearly understood, a preferred embodiment is now described in detail with reference to the accompanying drawings.
[0023] like Figure 1 As shown, a method for displaying and interacting with a capsule-state live window interface of the present invention comprises: creating a capsule-state live window feedback system based on a game in a battle scene, wherein the feedback system monitors messages in real time and issues real-time reminders; The real-time monitoring messages in the feedback system include two types of messages: one is a task type with a process state, which is used to display the process state and the end state; the other is a task type of new message reminder, which is used to display new messages, such as Figure 2 shown.
[0024] A feedback system function area is set in the game battle interface to provide message reminders to each target subsystem in the feedback system, and when new message feedback is received, the target subsystem icon is displayed in the feedback system function area; When receiving a user click on the feedback system function area, the new message is listed in a floating window according to the corresponding target subsystem classification and displayed to the user; When a click operation is received on the corresponding subsystem position on the floating window, the corresponding subsystem new message is displayed in a pop-up window interface for the user to choose to process, such as Figure 6 and Figure 7 As shown, click on the information you want to process, then click on the information and the feedback floating window will become a pop-up window. Better, such as Figure 4 and Figure 5As shown, the feedback system function area is located in the upper right corner of the game interface. The user customizes and selects several target subsystems that need to receive information. Each target subsystem is set with a subsystem icon, and the subsystem icons are displayed from left to right in the feedback system function area according to the order in which new messages are received. When the number of subsystem icons exceeds the preset maximum number, the subsystem icons are rotated in a scrolling manner (such as Figure 5 The user customization process also includes the customized selection of icons.
[0025] The subsystem icon is displayed in the feedback system function area only when a new message is received, and its corresponding subsystem icon is removed from the feedback system function area after all new messages under the target subsystem are deleted or all new messages under the corresponding target subsystem are processed.
[0026] Better, such as Figure 3 As shown, the new messages listed in the floating window are displayed in the form of cards, each target subsystem corresponds to a card, each card displays a subsystem icon and the latest message of the target subsystem, and the subsystem icons are arranged from top to bottom in the order of the latest message received; If there are multiple new messages in a target subsystem, the earlier new messages will be folded under the latest message, and each new message reminder includes the time when the message was received and the content summary; When the subsystem icons exceed the preset number, they are displayed in a sliding manner.
[0027] Preferably, in the floating window interface, when receiving the user's left swipe operation, a delete button is displayed, and when the user clicks the delete button, the entire target subsystem card is removed, and the corresponding subsystem icon is removed from the feedback system function area. For example, if the player does not want to pay attention to a certain type of system information, he can swipe left on the corresponding card area (corresponding interactive operation), and a delete button will appear. Click the delete button, and the system card message / task will disappear.
[0028] Better, such as Figure 7 As shown, the pop-up window interface includes a pop-up window move button, a return to feedback system button, a pop-up window zoom button, a system icon display bar, an information processing window, a current information positioning point, a one-key delete button, and a delete button; The pop-up window moving button is used to trigger the entire pop-up window position moving event when receiving a user click and drag operation; Figure 8 As shown, you can drag the control by dragging the top to move the control, and release it to confirm the placement at the current screen position.
[0029] The return to feedback system button is used to trigger a pop-up window closing event when receiving a user click operation; The pop-up zoom button is used to trigger a proportional zoom-in or proportional zoom-out event corresponding to the pop-up interface when a click is received and a diagonal sliding operation is performed; the player presses and holds the zoom button and moves diagonally to execute the pop-up proportional zoom, and releases the button to confirm the current zoom size.
[0030] The system icon display bar is used to display the subsystem icons in the feedback system function area, and highlight the subsystem icon corresponding to the new message displayed in the current information processing window. When other subsystem icons on the system icon display bar are clicked, the pop-up information processing window is triggered to switch to display the corresponding subsystem new message for the user to process; The information processing window is used to display all new message interfaces under the current target subsystem. The new message interface is displayed through cards. When there are multiple new messages in the target subsystem, the new message interface is folded in card style. By monitoring the left and right sliding operations, the new message interface switching is triggered, and the centered new message interface is used as the current operable interface for the user to view and process. The current new message interface is deleted by swiping up; The current information positioning point shown is used to display the positioning point that matches the position and number of icons in the system icon display bar; The one-click delete button is used to delete all new messages currently in the feedback system upon receiving a click operation; The delete button is used to delete all new messages in the current target subsystem when a click operation is received; If you need to delete the currently processed message, you can delete the current message by swiping up.
[0031] The present invention adds a feedback system in a battle scene, breaking the current single way of obtaining new messages (many games on the market can only be learned by returning to the main interface or the corresponding system homepage and following the information prompts on the interface that there are new messages / tasks that need to be processed by the player); according to the icon style of the feedback system entrance, the current progress of the game and the progress of the task can be better obtained and known; the instant processing of messages is enhanced, and many important information can be screened and processed in the feedback pop-up window, which can effectively reduce the probability of missing message processing.
[0032] Although the specific implementation modes of the present invention are described above, those skilled in the art should understand that the specific implementation modes described are only illustrative and are not intended to limit the scope of the present invention. Equivalent modifications and changes made by those skilled in the art in accordance with the spirit of the present invention should be included in the scope of protection of the claims of the present invention.
Claims
1. A method for displaying and interacting with a capsule state of a live window, characterized in that: The method comprises: creating a feedback system in a live window capsule state based on the game in the battle scene, wherein the feedback system monitors messages in real time and makes real-time reminders; The messages monitored in real time in the feedback system include two types of messages: one is a task type with a process state, which is used to display the process state and the end state, and the other is a task type of a new message reminder, which is used to display a new message; A feedback system function area is set in the game battle interface to provide message reminders to each target subsystem in the feedback system, and when new message feedback is received, the target subsystem icon is displayed in the feedback system function area; When receiving a user click on the feedback system function area, the new message is listed in a floating window according to the corresponding target subsystem classification and displayed to the user; When a click operation is received on the corresponding subsystem position on the floating window, the corresponding subsystem new message will be displayed in a pop-up window interface for the user to choose to process.
2. The method for displaying and interacting with the capsule state of a live window according to claim 1, characterized in that: The feedback system function area is located in the upper right corner of the game interface. The user can select a number of target subsystems that need to receive information. A subsystem icon is set for each target subsystem, and the subsystem icons are displayed from left to right in the feedback system function area according to the order in which new messages are received. When the number of subsystem icons exceeds the preset maximum number, the subsystem icons are displayed in a scrolling manner. The subsystem icon is displayed in the feedback system function area only when a new message is received, and its corresponding subsystem icon is removed from the feedback system function area after all new messages under the target subsystem are deleted or all new messages under the corresponding target subsystem are processed.
3. The interface display and interaction method of the live window capsule state according to claim 1, characterized in that: The new messages listed in the floating window are displayed in the form of cards, each target subsystem corresponds to a card, each card displays a subsystem icon and the latest message of the target subsystem, and the subsystem icons are arranged from top to bottom in the order of the latest message received; If there are multiple new messages in a target subsystem, the earlier new messages will be folded under the latest message, and each new message reminder includes the time when the message was received and the content summary; When the subsystem icons exceed the preset number, they are displayed in a sliding manner.
4. The method for displaying and interacting with the capsule state of a live window according to claim 1, characterized in that: In the floating window interface, when a user swipes left, a delete button is displayed, and when the user clicks the delete button, the entire target subsystem card is removed, and the corresponding subsystem icon is removed from the feedback system function area.
5. The interface display and interaction method of the live window capsule state according to claim 1, characterized in that: The pop-up window interface includes a pop-up window move button, a return to feedback system button, a pop-up window zoom button, a system icon display bar, an information processing window, a current information positioning point, a one-key delete button, and a delete button; The pop-up window moving button is used to trigger the entire pop-up window position moving event when receiving a user click and drag operation; The return to feedback system button is used to trigger a pop-up window closing event when receiving a user click operation; The pop-up window zoom button is used to trigger a proportional zoom-in or proportional zoom-out event corresponding to the pop-up window interface when receiving a click and a diagonal sliding operation; The system icon display bar is used to display the subsystem icons in the feedback system function area, and highlight the subsystem icon corresponding to the new message displayed in the current information processing window. When other subsystem icons on the system icon display bar are clicked, the pop-up information processing window is triggered to switch to display the corresponding subsystem new message for the user to process; The information processing window is used to display all new message interfaces under the current target subsystem. The new message interface is displayed through cards. When there are multiple new messages in the target subsystem, the new message interface is folded in card style. By monitoring the left and right sliding operations, the new message interface switching is triggered, and the centered new message interface is used as the current operable interface for the user to view and process. The current new message interface is deleted by swiping up; The current information positioning point shown is used to display the positioning point that matches the position and number of icons in the system icon display bar; The one-click delete button is used to delete all new messages currently in the feedback system upon receiving a click operation; The delete button is used to delete all new messages under the current target subsystem when receiving a click operation.