Game information display method and device and computer readable storage medium

By using the design of the graphical user interface and target panel in virtual games, the problem of cumbersome operations of players is solved, and the information of the battle scenes running in the background is quickly viewed, improving the game experience.

CN119701339AActive Publication Date: 2025-03-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411738579.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-28
Publication Date
2025-03-28
Estimated Expiration
2044-11-28

AI Technical Summary

Technical Problem

In virtual games, players need to frequently click on the menu to view and manage battle scenes running in the background, resulting in cumbersome operations, high cost and inability to quickly view the battle scenes.

Method used

The first interface of the first battle scene of the target game is displayed through the graphical user interface, and in response to the interface switching operation, switch the battle scene to the background to run. At the same time, in response to preset conditions, the target panel is displayed in the graphical user interface, which contains information about the battle scene currently running in the background.

Benefits of technology

It simplifies the operation of players to view combat scene information, reduces operation costs, improves player operation efficiency, and improves game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game information display method and device and a computer readable storage medium, and relates to the technical field of virtual games. The game information display method comprises the steps that a first interface of a first combat scene of a target game is displayed through a graphical user interface; responding to an interface switching operation, controlling the first combat scene to be switched to background operation, and displaying a second interface of the target game on the graphical user interface; in response to the fact that the target game currently meets the preset condition, a target panel is displayed on the graphical user interface, and the target panel comprises information of the first combat scene currently running in the background.
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Description

Technical Field

[0001] The present invention relates to the field of virtual game technology, and in particular to a method and device for displaying game information and a computer-readable storage medium. Background Art

[0002] With the rapid development of computer technology and the Internet, the functions of virtual games are gradually enriched. In some virtual games, players can find different types of battle scenes by clicking on menus at all levels, and select one type of battle scene to start the battle. The battle process in the battle scene can proceed automatically. Players can switch to other display interfaces to operate during the operation of the battle scene, and the battle scene can continue to run in the background of the terminal device. However, when players want to know which battle scene is turned on, or want to check the battle situation of certain battle scenes, they need to click on the menus at all levels again to find the previously selected battle scene to view the picture of the battle scene. This method is not only cumbersome and costly to operate, but also unable to quickly view the battle situation of the ongoing battle scene.

[0003] In view of this, some embodiments of the present specification provide a game information display method, device and computer-readable storage medium, aiming to reduce the operating cost of players so as to quickly view the information of the battle scene running in the background of the terminal device. Summary of the invention

[0004] One or more embodiments of the present specification provide a method for displaying game information, providing a graphical user interface through a terminal device, the method comprising: displaying a first interface of a first battle scene of a target game through a graphical user interface; in response to an interface switching operation, controlling the first battle scene to switch to background operation, and displaying a second interface of the target game on the graphical user interface; in response to the target game currently meeting a preset condition, displaying a target panel on the graphical user interface, the target panel containing information of the first battle scene currently running in the background.

[0005] According to the method provided by one or more embodiments of the present specification, the preset condition includes at least one of the following: the first battle scene reaches a preset battle state; the first preset operation is received.

[0006] According to the method provided by one or more embodiments of the present specification, in response to the target game currently satisfying a preset condition, a target panel is displayed in a graphical user interface, and the target panel contains information about a first battle scene currently running in the background, including: in response to the first battle scene reaching a battle end state, a target panel is displayed in a graphical user interface, and the target panel contains battle result information corresponding to the first battle scene that reaches a battle end state.

[0007] According to the method provided by one or more embodiments of the present specification, in response to the target game currently satisfying a preset condition, a target panel is displayed in a graphical user interface, and the target panel contains information about a first battle scene currently running in the background, including: in response to the first battle scene reaching a battle end state and receiving a first preset operation, a target panel is displayed in a graphical user interface, and the target panel contains battle result information corresponding to the first battle scene reaching a battle end state and information about the first battle scene currently running in the background and in a battle ongoing state.

[0008] According to the method provided in one or more embodiments of the present specification, in response to the target game currently satisfying a preset condition, a target panel is displayed in a graphical user interface, and the target panel contains information about a first battle scene currently running in the background, including: in response to receiving a first preset operation, a target panel is displayed in a graphical user interface, and the target panel contains information about the first battle scene currently running in the background, wherein the first preset operation includes any one of the following operations: long press, sliding operation, and dragging operation.

[0009] According to the method provided by one or more embodiments of this specification, multiple first battle scenes are run in the background.

[0010] According to the method provided by one or more embodiments of the present specification, the method further includes: in response to a second preset operation on the target panel, displaying a first interface of the first battle scene on the graphical user interface.

[0011] According to the method provided in one or more embodiments of the present specification, the information of the first battle scene includes a first control corresponding to the first battle scene currently running in the background; in response to a second preset operation on the target panel, a first interface of the first battle scene is displayed on the graphical user interface, including: in response to the second preset operation on the first control, a first interface of the first battle scene corresponding to the first control is displayed on the graphical user interface.

[0012] According to the method provided by one or more embodiments of the present specification, the method also includes: in response to an interface switching operation, displaying at least one of the following information on a graphical user interface: a prompt message for prompting the first battle scene to switch to background operation; and guidance information for viewing the operation of the first battle scene currently running in the background.

[0013] According to the method provided by one or more embodiments of the present specification, the information of the first battle scene currently running in the background includes battle situation information corresponding to the first battle scene currently running in the background, and the battle situation information includes at least one of the following information: an identifier of a sub-virtual character in a combat state corresponding to the first virtual character, a first comprehensive score corresponding to the first virtual character, first character data corresponding to the first virtual character, an identifier of a second virtual character in a combat state, a second comprehensive score corresponding to the second virtual character in a combat state, and second character data corresponding to the second virtual character in a combat state; wherein the first virtual character is controlled by a terminal device, the first virtual character and the second virtual character are the two opposing parties corresponding to the first battle scene, the first comprehensive score corresponding to the first virtual character is determined based on the first character data, the second comprehensive score corresponding to the second virtual character is determined based on the second character data, and the first character data or the second character data includes at least one of the following data: level, equipment, health, attack power, and defense power.

[0014] According to the method provided by one or more embodiments of the present specification, the information of the first battle scene currently running in the background includes the combat strategy corresponding to the first battle scene currently running in the background; the method also includes: predicting the predicted battle result of the first battle scene currently running in the background based on the first character data corresponding to the first virtual character and the second character data corresponding to the second virtual character; determining the combat strategy corresponding to the first battle scene currently running in the background based on the predicted battle result and the first character data corresponding to the first virtual character; wherein the first virtual character and the second virtual character are the two opposing parties corresponding to the first battle scene, the first virtual character is controlled by the terminal device, and the first character data or the second character data includes at least one of the following data: level, equipment, health, attack power and defense power.

[0015] According to the method provided by one or more embodiments of the present specification, information of the first battle scene currently running in the background includes recommendation information for recommending the target battle scene; the method also includes: recommending the target battle scene in the first battle scene that is not running in the target game based on the first character data corresponding to the first virtual character; wherein the first virtual character is controlled by a terminal device, and the first character data includes at least one of the following data: level, equipment, health, attack power, and defense power.

[0016] According to the method provided by one or more embodiments of the present specification, the method further includes: in response to the display time of the target panel exceeding the first preset time or receiving the third preset operation, canceling the display of the target panel.

[0017] According to the method provided by one or more embodiments of this specification, the second interface of the target game includes an interface of a non-battle scene or an interface of another battle scene different from the first battle scene switched to run in the background.

[0018] One or more embodiments of the present specification also provide a game information display device, which provides a graphical user interface through a terminal device, and the device includes: a first display module, which is used to display a first interface of a first battle scene of a target game through a graphical user interface; an interface switching module, which is used to respond to an interface switching operation, control the first battle scene to switch to background operation, and display a second interface of the target game on the graphical user interface; a second display module, which is used to respond to the target game currently meeting a preset condition, and display a target panel on the graphical user interface, wherein the target panel contains information about the first battle scene currently running in the background.

[0019] One or more embodiments of the present specification also provide a computer-readable storage medium, including a computer program, which, when at least a portion of the computer program is executed by a processor, can implement the game information display method described in some embodiments of the present specification.

[0020] One or more embodiments of the present specification also provide an electronic device, comprising: one or more processors; a storage device for storing one or more programs, which, when executed by the one or more processors, enables the one or more processors to implement the game information display method described in some embodiments of the present specification. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] This specification will be further explained by way of exemplary embodiments, which will be described in detail by way of the accompanying drawings. The same numbers in the drawings represent the same structures or steps.

[0022] Figure 1 It is a schematic diagram of a virtual game system according to some embodiments of this specification.

[0023] Figure 2 This is an exemplary flow chart of a method for displaying game information according to some embodiments of this specification.

[0024] Figure 3 This is a schematic diagram of a first interface shown in some embodiments of this specification.

[0025] Figure 4 This is a schematic diagram of a second interface shown in some embodiments of this specification.

[0026] Figure 5 It is a schematic diagram of a graphical user interface shown in some embodiments of this specification.

[0027] Figure 6 This is another schematic diagram of a graphical user interface shown in some embodiments of this specification.

[0028] Figure 7 This is another schematic diagram of a graphical user interface shown in some embodiments of this specification.

[0029] Figure 8 This is another schematic diagram of a graphical user interface shown in some embodiments of this specification.

[0030] Fig. 9 It is an exemplary flow chart of a method for determining a combat strategy according to some embodiments of this specification.

[0031] Fig.10 This is another schematic diagram of a graphical user interface shown in some embodiments of this specification.

[0032] Fig.11 It is an exemplary flow chart of another method for displaying game information according to some embodiments of this specification.

[0033] Fig.12 It is an exemplary block diagram of a game information display device according to some embodiments of the present specification. DETAILED DESCRIPTION

[0034] In order to more clearly illustrate the technical solutions of the embodiments of this specification, the embodiments will be described in detail below with reference to the accompanying drawings. Obviously, the contents described below are some examples or embodiments of this specification. For ordinary technicians in this field, without paying creative work, the technical solutions or means disclosed in this specification can also be applied to other scenarios based on these technical contents.

[0035] It should be understood that the "system", "device", "unit" and / or "module" used in this specification is a method for distinguishing different components, elements, parts, portions or assemblies at different levels. However, if other words can achieve the same purpose, the words can be replaced by other expressions.

[0036] Unless otherwise specified, technical terms used in this specification to describe components, elements, etc. do not refer to the singular, but may also include the plural. Generally speaking, terms such as "include", "comprise", etc. only indicate that the steps, elements, or components that have been clearly identified are included, and these steps, elements, and components do not constitute an exclusive list, such as the method or device described may also include other steps or components.

[0037] Flowcharts are used in this specification to illustrate the operation steps performed by the device or system of the relevant embodiments, but unless otherwise specified, the order used to describe these steps should not be understood as a limitation on the order in which the steps are performed. A person of ordinary skill in the art can adjust the order in which these steps are performed based on the knowledge and information conveyed by the embodiments of this specification, and the adjustment includes but is not limited to swapping the order, merging multiple steps, and splitting a certain step.

[0038] Virtual games, also known as video games or electronic games, are games that run on electronic devices and are controlled by computer programs (such as game applications) for educational or entertainment purposes. The game scenes of virtual games can be presented through a graphical user interface (GUI). The game scenes include elements such as the environment, characters, buildings, machinery, and props in the virtual game, which can restore at least part of the virtual world in the game. Users can input game operations or game control instructions through human-computer interface devices (such as game controllers, keyboards, mice, touch screens, cameras, etc.), and the computer program responds to the game operations and presents them to the user through a graphical user interface.

[0039] Figure 1 Schematic diagram of a virtual game system according to some embodiments of this specification. Figure 1 As shown, the virtual game system 100 may include a server 110, a network 120, a storage medium 130, and a user terminal 140. The server 110 and the user terminal 140 may perform data transmission via the network 120.

[0040] The server 110 (or game server) may be a computer device with high computing performance, used to maintain and manage game data and game player data, synchronize and broadcast the interactive data of game players in the game, or complete some relatively complex calculations or logic processing in the virtual game. In some embodiments, the server 110 may also publish various versions of game applications for game players to download or update. In some embodiments, the server 110 may be a single computer device or a computing cluster composed of multiple computer devices, so as to provide more powerful computing power and more efficient response to service requests of game players.

[0041] The network 120 may be any form of wired or wireless network, or any combination thereof. As just an example, the network 120 may be one or more combinations of a wired network, an optical fiber network, a telecommunications network, an intranet, the Internet, a local area network (LAN), a wide area network (WAN), a wireless local area network (WLAN), a metropolitan area network (MAN), a wide area network (WAN), a public switched telephone network (PSTN), a Bluetooth network, etc. The network 120 may have multiple access points, and the server 110 and the user terminal 140 may access the network 120 through the access points.

[0042] The storage medium 130 may be used to store data and / or instructions related to the virtual game system 100. In some embodiments, the storage medium 130 may store data and / or information obtained from the server 110, the user terminal 140, etc. As an example, the storage medium 130 may store game player data, etc. In some embodiments, the storage medium 130 may include one or more storage components, each of which may be an independent device or part of other devices. In some embodiments, the storage medium 130 may be set in the server 110. In some embodiments, the storage medium 130 may include a random access memory (RAM), a read-only memory (ROM), a large capacity memory, a removable memory, a volatile read-write memory, etc., or any combination thereof. Exemplarily, the large capacity storage may include a magnetic disk, an optical disk, a solid-state disk, etc. In some embodiments, the storage medium 130 may be implemented on a cloud platform.

[0043] The user terminal 140 may include, but is not limited to, a desktop computer, a smart phone, a laptop computer, a VR (Virtual Reality) device, a game console, and a tablet computer. Game players can install and run game applications on the user terminal 140, display the game screen through the user terminal, and participate in the game through the human-computer interface device. As an example, the user terminal 140 may have a signal connection with the server 110 through the network 120, and the game player may download the game from the server 110 for installation. The human-computer interface device may be a part of the user terminal 140, or may be separated from the user terminal 140, but may have a signal connection with each other. In some embodiments, the virtual game may be a networked game, and the user terminals 140 of multiple game players may be connected to the server 110 through the network 120. With the participation of the server 110, multiple game players may interactively participate in the game.

[0044] It should be noted that Figure 1The scene diagram of the virtual game system shown is only an example. The virtual game system and scene described in the embodiment of this specification are to more clearly illustrate the technical solution of the embodiment of this specification, and do not constitute a limitation on the technical solution provided by the embodiment of this specification. For example, in a stand-alone game scene, Figure 1 The server 110, network 120 and storage medium 130 shown in the figure may be omitted. A person skilled in the art will appreciate that, with the evolution of game control systems and the emergence of new business scenarios, the technical solutions provided in the embodiments of this specification are also applicable to similar technical problems.

[0045] The embodiments of this specification provide a method, device and computer-readable storage medium computer program product for displaying game information. Specifically, the method of the embodiments of this specification can be executed by a computer device, wherein the computer device can be a terminal (such as a user terminal) or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Distribute Network, content distribution network), and big data and artificial intelligence platforms.

[0046] In some embodiments, the virtual game may be any of card games, role-playing games, action-adventure games, simulation games, casual games, strategy games, and puzzle games. Among them, the game may include a game scene of the game. The game scene may be a virtual scene of a running battle scene or a non-battle scene. The game scene may include one or more game tasks related to the game scene. The game scene may also include one or more virtual characters, one or more virtual characters may be controlled by a user (or player), and one or more virtual characters may also be controlled by a computer, such as a monster controlled by a computer in a game task. The game scene may also include game terrain, such as natural terrain such as mountains, plains, rivers, gullies, lakes, oceans, or artificial terrain such as cities, villages, and buildings. The game scene may also include virtual objects, such as railings, walls, doors and windows, plants, rocks, etc. The game scene may also include virtual items, such as food, clothing, medicine, props, currency, furniture, tools, or clues related to game tasks, and some virtual items may also be collected and used by game characters. The game scene may also include one or more elements, such as skills, scores, health, attack values, defense values, etc., to provide help to the player, provide virtual services, increase scores related to the player's performance, etc. In addition, the game scene may also include one or more controls, such as buttons, panels, input boxes, progress bars, sliders, icons, etc.

[0047] In some virtual games, players can find different types of battle scenes by clicking on menus at various levels. For example, first click on the task menu, find the daily tasks under the task menu, then select a copy task from the daily tasks, and then select a battle scene from multiple battle scenes in the copy task to start the battle. After that, the player can open multiple battle scenes according to similar operations. Multiple battle scenes can run in the background of the terminal device, so that the player can perform other game operations in the graphical user interface of the terminal device without affecting the operation of each battle scene. However, when the player wants to know which battle scenes are opened, or wants to view the specific battle situation of a battle scene, it is necessary to click on the menus at various levels again to find the previously selected battle scene in order to view the picture of the battle scene. This method is not only cumbersome and costly to operate, but also unable to quickly view the battle situation of the ongoing battle scene.

[0048] To this end, some embodiments of the present specification propose a game information display method, which displays a first interface of a first battle scene of a target game through a graphical user interface, responds to an interface switching operation, controls the first battle scene to switch to background operation, and displays a second interface of the target game on the graphical user interface. Furthermore, in response to the target game currently meeting a preset condition, a target panel is displayed on the graphical user interface, and the target panel contains information about the first battle scene currently running in the background, thereby quickly displaying the information of the first battle scene currently running in the background in the graphical user interface, thereby simplifying the operation of viewing the first battle scene, improving the player's operating efficiency, and enhancing the player's gaming experience.

[0049] Figure 2 This is an exemplary flow chart of a method for displaying game information according to some embodiments of this specification. Figure 2 The process 200 shown may be executed by a terminal device, for example, Figure 1 The user terminal 140 shown is executed. Or, Figure 2 The process 200 shown may also be executed by other processing devices, such as Figure 1 In some embodiments, the process 200 may be implemented by a game information display device 1200 deployed on a processing device or a terminal device. Figure 2 As shown, process 200 may include the following steps.

[0050] Step 210 , displaying a first interface of a first battle scene of the target game through a graphical user interface. In some embodiments, step 210 may be implemented by the first display module 1210 .

[0051] In some embodiments, a graphical user interface may be provided by a terminal device (such as a user terminal 140), and the graphical user interface may display a game scene of a target game, and the game scene displayed by the graphical user interface may include a first interface of a first battle scene running in the target game. According to one example, the terminal device may generate a graphical user interface and present the graphical user interface through a display device (such as a touch screen) of the terminal device. According to another example, the terminal device may generate a graphical user interface but does not include a display device, but presents the graphical user interface through other display devices, for example, presenting the graphical user interface through a television screen or through holographic projection.

[0052] In some embodiments, the first battle scene may be a scene of a confrontation between a first virtual character controlled by a player and a second virtual character in a different game camp from the first virtual character in the target game. The player may control the first virtual character through a terminal device, for example, through the user terminal 140, control the first virtual character to upgrade, change equipment, practice skills, and enter the first battle scene to fight. The second virtual character may be a virtual character preset in the first battle scene, such as three monsters with different combat powers preset in the first battle scene, or the second virtual character may be a virtual character controlled by other players through other terminal devices.

[0053] In some embodiments, the player can start different first battle scenes by selecting different game tasks. Figure 3 is a schematic diagram of a first interface according to some embodiments of this specification. For example, when a player clicks an icon of a game task in a graphical user interface, such as the icon of the 146th level of the decisive battle of Huashan, the terminal device responds to the operation and displays a first interface of a first battle scene in the graphical user interface. The first interface may be as follows: Figure 3 The display interface of the 146th level of the Battle of Huashan is shown.

[0054] Step 220 , in response to the interface switching operation, control the first battle scene to switch to background operation, and display the second interface of the target game on the graphical user interface. In some embodiments, step 220 can be implemented by the interface switching module 1220 .

[0055] In some embodiments, the interface switching operation may be a trigger operation on a preset icon displayed in a graphical user interface, and the trigger operation may be, for example, a click, a double click, continuous clicks, a long press, or the like. Figure 4 is a schematic diagram of a second interface according to some embodiments of this specification. For example, a player can Figure 3 In the first interface shown in FIG. 1 , a trigger operation is performed on the icon “main city” displayed at the bottom. The user terminal 140 responds to the trigger operation, switches the process of the first battle scene to the background, and Figure 3 The first interface showing the first battle scene is switched to Figure 4 The second interface is shown.

[0056] In other embodiments, the interface switching operation can also be a preset operation gesture in the first battle scene of the graphical user interface. The preset operation gesture can include any one of the following operations: a sliding operation, a dragging operation. For example, the player can perform a left sliding operation or a right sliding operation in the first battle scene of the graphical user interface. The terminal device responds to the sliding operation, switches the process of the first battle scene to the background operation, and switches the first interface displayed in the graphical user interface to the second interface.

[0057] In some embodiments, the first battle scene running in the background may mean that the first battle scene is not displayed in the graphical user interface of the terminal device, but the process of the first battle scene is still automatically running in the terminal device. In some embodiments, the background of the terminal device can run multiple first battle scenes. For example, the player can click on the icons of different game tasks in the graphical user interface to start multiple first battle scenes, and switch the first battle scene to the background through the interface switching operation. The background of the terminal device can run multiple processes of the first battle scene at the same time.

[0058] In some embodiments, the second interface of the target game may include an interface of a non-battle scene or an interface of another battle scene different from the first battle scene switched to the background. For example, the first interface may be an interface of the "Decisive Battle of Huashan" battle scene, and the second interface may be an interface of the "Twenty-Eight Constellations" battle scene.

[0059] In some embodiments, the interface of the non-combat scene may include at least one of the following interfaces: a main menu interface of the target game, an interface for configuring the attributes of the first virtual character, an interface for configuring the attributes of the equipment of the first virtual character, and an interface for configuring the attributes of the sub-virtual character corresponding to the first virtual character. The first virtual character can be controlled by the terminal device. Exemplarily, the main menu interface of the target game may be as follows: Figure 4 As shown. The first virtual character attributes may include, for example, the first virtual character's life, attack power, defense power, dodge, etc. The sub-virtual character may be, for example, a pet or partner corresponding to the first virtual character, used to serve as an auxiliary attack character of the first virtual character in battle, and the sub-virtual character attributes may include the sub-virtual character's life, attack power, defense power, dodge, etc. The first virtual character equipment attributes may include physical attack value, spell attack value, physical defense value, spell defense value, health value, etc. For example, when the first virtual character is Figure 3 When the “Role” icon in the figure is used to perform a trigger operation, the terminal device responds to the trigger operation as follows Figure 3 The first interface shown is switched to a second interface for configuring the first virtual character attributes; when Figure 3 When the "Forge" icon in the trigger operation is executed, the terminal device responds to the trigger operation as follows Figure 3 The first interface shown is switched to a second interface for configuring the first virtual character equipment attributes; when Figure 3 When a trigger operation is performed by clicking the "Pet" or "Partner" icon in the Figure 3 The first interface shown is switched to a second interface for configuring the attributes of the sub-virtual character corresponding to the first virtual character.

[0060] Step 230 , in response to the target game currently meeting the preset condition, displaying the target panel on the graphical user interface, the target panel including information of the first battle scene currently running in the background. In some embodiments, step 230 can be implemented by the second display module 1230 .

[0061] In some embodiments, the preset condition may include receiving a first preset operation. The first preset operation may include any one of the following operations: long press, sliding operation, dragging operation. Exemplarily, the sliding operation may be an operation of continuously sliding in a certain area in the graphical user interface, such as sliding upward from the bottom of the graphical user interface, sliding downward from the top of the graphical user interface, sliding from the right side of the graphical user interface to the left, and sliding from the left side of the graphical user interface to the right. The sliding operation may also be an operation corresponding to other preset trajectories, which is not specifically limited here. The dragging operation may be an operation of continuously sliding by pressing a control displayed in the graphical user interface, for example, pressing and sliding an icon displayed at the top of the graphical user interface.

[0062] According to a certain embodiment, when the preset condition is receiving a first preset operation, in response to receiving the first preset operation, a target panel may be displayed in a graphical user interface, and the target panel may include information about a first battle scene currently running in the background. Among them, the information about the first battle scene may be a first control corresponding to the first battle scene. Exemplarily, the first control may include an icon and / or name of the first battle scene currently running in the background. The target panel may be displayed in a preset area of ​​the graphical user interface, and the preset area may be an area near an edge in the graphical user interface, such as a top area, a bottom area, a left edge area, a right edge area, etc. of the graphical user interface.

[0063] Figure 5 is a schematic diagram of a graphical user interface according to some embodiments of this specification. For example, the first preset operation may be a sliding operation. When the player is in the Figure 5 When sliding downward from the top of the graphical user interface in the shown graphical user interface, a target panel is displayed in the top area of ​​the graphical user interface. The target panel can be displayed by popping up from the top of the graphical user interface. The names of the three first battle scenes running in the background of the user terminal 140, "The Decisive Battle of Mount Hua", "Twenty-Eight Constellations" and "The Underground Palace of the Wild Goose Pagoda", can be displayed in the target panel, and icons corresponding to the names of each first battle scene are displayed in the target panel.

[0064] In some embodiments, the preset condition may include that the first battle scene reaches a preset battle state, and exemplary, the preset battle state may be a battle end state. According to a certain embodiment, in response to the first battle scene reaching the battle end state, a target panel is displayed in a graphical user interface, and the target panel includes the battle result information corresponding to the first battle scene reaching the battle end state. Exemplary, the battle result information may include the name, level, and whether the battle result of the first battle scene reaching the battle end state. When the battle result is a victory, the battle result information may further include a reward item. The target panel may be displayed in a preset area of ​​a graphical user interface, and the preset area may be an area near an edge in a graphical user interface, such as a top area, a bottom area, a left edge area, a right edge area, etc. of a graphical user interface.

[0065] The terminal device may monitor whether there is an event of the battle ending of the first battle scene, and when the battle ending event of the first battle scene is monitored, it is determined that the first battle scene has reached the battle ending state. In some embodiments, when a preset number of first battle scenes have reached the battle ending state, a preset number of target panels may be displayed on the graphical user interface, and battle result information corresponding to each first battle scene that has reached the battle ending state may be displayed on each target panel.

[0066] Figure 6 This is another graphical user interface schematic diagram according to some embodiments of the present specification. For example, when the two first battle scenes "Decisive Battle of Huashan" and "Twenty-Eight Constellations" running in the background reach the end of the battle, the target panel is displayed in the top area of ​​the graphical user interface. The display method of the target panel can be to pop up from the top of the graphical user interface downward, and the target panel can display the battle result information corresponding to the two first battle scenes "Decisive Battle of Huashan" and "Twenty-Eight Constellations" that have reached the end of the battle, such as Figure 6 As shown, the battle result information corresponding to the first battle scene “The Decisive Battle of Mount Huashan” includes the name of the first battle scene “The Decisive Battle of Mount Huashan”, the level of the first battle scene “Level 146”, the battle result “Victory”, and the icon of the corresponding reward item. Similarly, the battle result information corresponding to the first battle scene “Twenty-Eight Constellations” includes the name of the first battle scene “Twenty-Eight Constellations”, the level of the first battle scene “Level 1235”, the battle result “Victory”, and the icon of the corresponding reward item.

[0067] In some embodiments, when the first battle scene reaches the battle end state, if the player performs the first preset operation in the graphical user interface at this time, the first battle scene can also be responded to reach the battle end state and receive the first preset operation, and the target panel is displayed in the graphical user interface, and the target panel contains the battle result information corresponding to the first battle scene that reaches the battle end state and the information of the first battle scene that is currently running in the background and in the battle progress state. Among them, the battle state can include the battle progress state and the battle end state. There can be multiple first battle scenes currently running in the background. According to the different processes of each first battle scene, the battle state of a part of the first battle scene can be the battle end state, and the battle state of another part of the first battle scene can be the battle end state. The first battle scene that reaches the battle end state and the first battle scene that is in the battle progress state can be different first battle scenes. According to a certain example, the information of the first battle scene can include the first control corresponding to the first battle scene. Exemplarily, the battle result information and the first control can be arranged and displayed in the graphical user interface, for example, the battle result information can be displayed below the first control. The description of the first preset operation, the battle result information and the first control can refer to the above description, which will not be repeated here.

[0068] Figure 7 is another graphical user interface schematic diagram according to some embodiments of the present specification. For example, when the two first battle scenes "Final Battle of Huashan" and "Twenty-Eight Constellations" running in the background are finished, if the player performs a downward sliding operation in the graphical user interface at this time, the user terminal 140 responds to the sliding operation, and in the following example Figure 7 The graphical user interface shown displays a target panel, and the upper area of ​​the target panel displays the names of the three first battle scenes currently running in the background of the user terminal 140, namely "Adventure in the Three Realms", "Passing through Jianye" and "Yanta Underground Palace", as well as the icons of the corresponding first battle scenes above each name, and the lower area of ​​the target panel displays the battle result information corresponding to the two first battle scenes "Decisive Battle at Huashan" and "Twenty-Eight Constellations" that have reached the end of the battle.

[0069] In some embodiments, the information of the first battle scene currently running in the background may further include relevant prompt information. Exemplarily, the relevant prompt information may include a prompt message for prompting that the first battle scene is running in the background of the terminal device, such as Figure 5 or Figure 7 The related prompt information may also include operation guidance information for opening the first battle scene running in the background of the terminal device, such as Figure 5 or Figure 7 Click to view battle as shown in the .

[0070] In some embodiments, in response to the interface switching operation, at least one of the following information can be displayed in the graphical user interface: a prompt message for prompting the first battle scene to switch to the background operation; and guidance information for viewing the operation of the first battle scene currently running in the background. Exemplarily, the information displayed in response to the interface switching operation can be displayed in a preset area of ​​the graphical user interface. The description of the first control is similar to the above, and the specific description can be referred to the above, which will not be repeated here.

[0071] Figure 8 is another graphical user interface schematic diagram according to some embodiments of this specification. For example, when a player is in Figure 3 When the “main city” icon is clicked in the graphical user interface shown, the graphical user interface switches from the first interface to the second interface, such as Figure 8 As shown, the graphical user interface may display a prompt message "The current battle has been switched to the background battle" for prompting the first battle scene to switch to the background operation, and the graphical user interface may also include a guide message "Scroll down to view details" for viewing the operation of the first battle scene currently running in the background. In other embodiments, the graphical user interface may further display the name of the first battle scene switched to the background operation "The Decisive Battle of Huashan" and the icon corresponding to the first battle scene, and the graphical user interface may also display the level "Level 146" of the first battle scene "The Decisive Battle of Huashan".

[0072] In some embodiments, the display of the target panel may be further canceled. According to one embodiment, in response to the display time of the target panel exceeding the first preset time, the display of the target panel is canceled. Exemplarily, the first preset time is assumed to be set to three seconds. Then, when the display time of the target panel exceeds three seconds, the user terminal 140 collapses the target panel to cancel the display of the target panel. In some embodiments, the target panel may further include an icon or text corresponding to the display time of the target panel, such as Figure 6 , Figure 7 or Figure 8 As shown, the text "Close after 3s" and the corresponding icon can be displayed in the target panel.

[0073] According to another embodiment, in response to receiving a third preset operation, the display of the target panel is canceled. The third preset operation may include a long press, a sliding operation, a dragging operation, etc. The third preset operation may be an operation on the target panel. Exemplarily, when the player presses the target panel and performs an upward drag operation, or performs an upward sliding operation in the target panel, the user terminal 140 retracts the target panel to cancel the display of the target panel.

[0074] In some embodiments, the information of the first battle scene currently running in the background may include a battle strategy corresponding to the first battle scene currently running in the background, so that the player can adjust the gameplay or game strategy according to the battle strategy. Fig. 9 It is an exemplary flow chart of a method for determining a combat strategy according to some embodiments of this specification. Fig. 9 The process 900 shown can be executed by a terminal device or a processing device. In some embodiments, the process 900 can be implemented by a battle strategy determination module 1260 in a game information display device 1200 deployed on a terminal device or a processing device. Fig. 9 As shown, process 900 may include the following steps.

[0075] Step 910 , predicting a predicted battle result of a first battle scene currently running in the background based on first character data corresponding to the first virtual character and second character data corresponding to the second virtual character.

[0076] In some embodiments, the first virtual character is controlled by a terminal device. For example, the first virtual character can be controlled by the user terminal 140 to upgrade, change equipment, practice skills, and enter the first battle scene to fight. The first virtual character can also correspond to one or more sub-virtual characters. The sub-virtual characters can be, for example, pets, partners, etc. carried by the first virtual character when the first virtual character is in the outbound state. For example, Figure 3 As shown, the sub-virtual characters may be two companions carried by the first virtual character in the outbound state. The second virtual character may be a virtual character preset in the first battle scene, and the first virtual character and the second virtual character are the opposing parties corresponding to the first battle scene. For example, the second virtual character may be three monsters with different combat powers preset in a first battle scene.

[0077] In some embodiments, the first character data or the second character data includes at least one of the following data: level, equipment, health, attack power, and defense power. The first character data corresponding to the first virtual character may include the character data corresponding to the first virtual character and the character data corresponding to each sub-virtual character in a combat state, and the second character data corresponding to the second virtual character may include the character data corresponding to each second virtual character in a combat state.

[0078] In some embodiments, when a first battle scene starts running, the terminal device can automatically run the first battle scene, and predict the battle result of the first battle scene based on the first character data corresponding to the first virtual character, the second character data corresponding to the second virtual character in the first battle scene, and a series of preset rules. Specifically, the first comprehensive score corresponding to the first virtual character can be calculated based on the first character data and the preset rules, such as inputting the character data corresponding to the first character data (such as equipment, life value, attack power and defense power) and the character data corresponding to each sub-virtual character in the battle state (such as equipment, life value, attack power and defense power) into the preset rules to calculate the first comprehensive score corresponding to the first virtual character. The second comprehensive score corresponding to the second virtual character is calculated based on the second character data and the preset rules, for example, the character data corresponding to each second virtual character in the battle state in the first battle scene (such as equipment, life value, attack power and defense power) is input into the preset rules to calculate the second comprehensive score corresponding to the second virtual character. Further, the first comprehensive score and the second comprehensive score are compared. When the first comprehensive score is greater than or equal to the second comprehensive score, the battle result of the first battle scene is predicted to be a victory. When the first comprehensive score is less than the second comprehensive score, the battle result of the first battle scene is predicted to be a failure.

[0079] Step 920, determining a combat strategy corresponding to the first combat scene currently running in the background based on the predicted combat result and the first character data corresponding to the first virtual character.

[0080] In some embodiments, when the predicted result of the first battle scene is a failure, the attributes to be improved in the first character data can be determined based on the first character data corresponding to the first virtual character, and the combat strategy corresponding to the first battle scene can be determined based on the attributes to be improved, and displayed in the graphical user interface of the terminal device. Exemplarily, the reference value corresponding to each attribute in the first character data can be determined based on the level of the first virtual character, and the attribute whose attribute value in the first character data does not reach the reference value is determined as the attribute to be improved, and a combat strategy is formed based on the attribute to be improved. For example, if the attributes to be improved of the first virtual character are attack power and defense power, the combat strategy can be "improving attack power and defense power can achieve better results", and the combat strategy is displayed in the graphical user interface of the user terminal 140, for example, in the target panel of the graphical user interface. By determining the combat strategy corresponding to the first battle scene currently running in the background and displaying it in the graphical user interface, it is convenient for the player to practice or upgrade the first virtual character in a targeted manner according to the combat strategy, thereby improving the player's gaming experience.

[0081] In some embodiments, the information of the first battle scene currently running in the background may include recommendation information for recommending the target battle scene. Specifically, the target battle scene may be recommended in the first battle scene of the target game that is not running based on the first character data corresponding to the first virtual character. The first virtual character may be controlled by a terminal device, and the first character data may include at least one of the following data: level, equipment, health, attack power, and defense power. For more descriptions of the first character data, please refer to the description in step 910 above, which will not be repeated here.

[0082] In some embodiments, the first comprehensive score corresponding to the first virtual character can be calculated based on the first character data and the preset rules, and the second comprehensive score corresponding to the second virtual character can be calculated based on the second character data corresponding to the second virtual character in the first battle scene that is not running and the preset rules. Among them, the second virtual character in the first battle scene that is not running can be one or more preset second virtual characters, and one or more second virtual characters can correspond to the preset second character data. For example, five different monsters can be preset in a certain first battle scene that is not running, and the five monsters correspond to the preset second character data. Further, the first comprehensive score corresponding to the first virtual character can be compared with the second comprehensive score corresponding to the second virtual character in the first battle scene that is not running. When the second comprehensive score corresponding to the second virtual character is less than the first comprehensive score corresponding to the first virtual character, the first battle scene that is not running is determined as the target battle scene to be recommended, and the recommendation information of the target battle scene is generated based on the target battle scene, and displayed in the graphical user interface of the terminal device, for example, displayed in the target panel of the graphical user interface.

[0083] In some embodiments, the recommendation information of the target battle scene may also include a control corresponding to the target battle scene and a corresponding prompt message. The control corresponding to the target battle scene may include the name and / or icon of the target battle scene. The recommendation information of the target battle scene may further include a level corresponding to the target battle scene. For example, the recommendation information of the target battle scene may include a prompt message "It is more certain to challenge 'Three Realms Adventure'" and the name, icon and corresponding level of the battle scene "Three Realms Adventure". Further, the player may perform a corresponding trigger operation on the control corresponding to the target battle scene. As one example, the terminal device responds to the trigger operation and displays the game entry display interface corresponding to the target battle scene in the graphical user interface of the terminal device. The player may select a specific level of the target battle scene in the game entry display interface to open a new battle scene. As another example, the terminal device may respond to the trigger operation, run the latest level of the target battle scene to open a new battle scene, and switch the game scene displayed in the graphical user interface of the terminal device to the interface of the target battle scene. By further displaying the recommended information of the target battle scene in the information of the first battle scene currently running in the background, it is convenient for players to quickly select a suitable battle and start the battle, which simplifies the operation of players screening suitable battles, saves operating costs, and improves the player's gaming experience.

[0084] In some embodiments, the information of the first battle scene currently running in the background may include battle information corresponding to the first battle scene currently running in the background, and the battle information may include at least one of the following information: the identification of one or more sub-virtual characters in the battle state corresponding to the first virtual character, the first comprehensive score corresponding to the first virtual character, the first character data corresponding to the first virtual character, the identification of one or more second virtual characters in the battle state, the second comprehensive score corresponding to one or more second virtual characters in the battle state, and the second character data corresponding to one or more second virtual characters in the battle state. Among them, the first virtual character can be controlled by the terminal device, the first virtual character and the second virtual character are the two opposing parties corresponding to the first battle scene, the first comprehensive score corresponding to the first virtual character can be determined based on the first character data, the second comprehensive score corresponding to the second virtual character can be determined based on the second character data, and the first character data or the second character data can include at least one of the following data: level, equipment, life value, attack power, defense power. The specific description of the first virtual character, the sub-virtual character, the second virtual character, the first character data, the second character data, the first comprehensive score and the second comprehensive score can refer to the description in the previous step 910, which will not be repeated here.

[0085] Fig.10 is another schematic diagram of a graphical user interface according to some embodiments of this specification, such as Fig.10 As shown, the information of the first battle scene currently running in the background includes the names of the three battle scenes running in the background of the terminal device, "Twenty-Eight Constellations", "Yanta Underground Palace", and "PVR Gameplay", as well as the icons of the first battle scenes corresponding to each name above each name, and the battle situation information corresponding to each first battle scene includes the avatar icons of each sub-virtual character in the battle state corresponding to the first virtual character and the avatar icons of each second virtual character in the battle state, and the battle situation information corresponding to the battle scene "PVR Gameplay" further includes the first comprehensive score "1000 points" corresponding to the first virtual character, the level "Bronze 1" corresponding to the first virtual character, the second comprehensive score "980 points" corresponding to each second virtual character in the battle state, and the level "Bronze 2" corresponding to each second virtual character in the battle state. By displaying the battle situation information of the first battle scene in the information of the first battle scene currently running in the background so that the player can quickly understand the detailed battle situation of the first battle scene running in the background, the operation of the player viewing the details page of the first battle scene running in the background is simplified, and the player's gaming experience is improved.

[0086] Fig.11 is an exemplary flow chart of another method for displaying game information according to some embodiments of this specification. Fig.11 The process 1100 shown can be executed by a terminal device or a processing device. In some embodiments, the process 1100 can be implemented by a game information display device 1200 deployed on a terminal device or a processing device. Fig.11 As shown, process 1100 may include the following steps.

[0087] Step 1110 , in response to the target game currently meeting the preset condition, displaying the target panel on the graphical user interface, the target panel including information of the first battle scene currently running in the background. In some embodiments, step 1110 may be implemented by the second display module 1230 .

[0088] The description of this step is similar to that in the previous text. For details, please refer to the description in the previous step 230 and will not be repeated here.

[0089] Step 1120 , in response to the second preset operation on the target panel, displaying the first interface of the first battle scene on the graphical user interface. In some embodiments, step 1120 may be implemented by the third display module 1240 .

[0090] In some embodiments, the information of the first battle scene may include a first control corresponding to the first battle scene currently running in the background, and in response to a second preset operation for the first control, a first interface of the first battle scene corresponding to the first control is displayed on the graphical user interface.

[0091] In some embodiments, the second preset operation may include any one of the following operations: click, double-click, multiple clicks, long press. The second preset operation may be the same as the first preset operation, or may be different from the first preset operation. For example, the player may Figure 5 In the graphical user interface shown in FIG. 1 , a click operation is performed on the first control “Fighting at Huashan”, and the terminal device responds to the click operation and displays the following in the graphical user interface: Figure 3 The first interface corresponding to the first battle scene "Decisive Battle of Huashan" is shown. By responding to the second preset operation on the target panel, the first interface of the first battle scene is displayed on the graphical user interface, so that the specific details page of the first battle scene running in the background can be quickly viewed. The player no longer needs to click on the menus at each level in turn to find the entrance to each first battle scene, which simplifies the player's operation of viewing the details page of the first battle scene, improves the player's operation efficiency, and also improves the player's gaming experience.

[0092] This specification also provides a game information display device that provides a graphical user interface through a terminal device. Fig.12 is an exemplary block diagram of a game information display device according to some embodiments of this specification. Fig.12 As shown, in some embodiments, the game information display device 1200 may include a first display module 1210 , an interface switching module 1220 , and a second display module 1230 .

[0093] The first display module 1210 is used to display a first interface of a first battle scene of a target game through a graphical user interface.

[0094] The interface switching module 1220 is used to respond to the interface switching operation, control the first battle scene to switch to the background operation, and display the second interface of the target game on the graphical user interface.

[0095] The second display module 1230 is used to display a target panel on a graphical user interface in response to the target game currently satisfying a preset condition, where the target panel includes information of a first battle scene currently running in the background.

[0096] In some optional embodiments, the second display module 1230 can also be used to display a target panel on the graphical user interface in response to the first battle scene reaching a battle end state, where the target panel contains battle result information corresponding to the first battle scene that has reached a battle end state.

[0097] In some optional embodiments, the second display module 1230 can also be used to display a target panel in a graphical user interface in response to the first battle scene reaching a battle end state and receiving a first preset operation, wherein the target panel includes battle result information corresponding to the first battle scene that has reached a battle end state and information about the first battle scene that is currently running in the background and is in a battle ongoing state.

[0098] In some optional embodiments, the second display module 1230 can also be used to display a target panel in a graphical user interface in response to receiving a first preset operation, wherein the target panel contains information about a first battle scene currently running in the background, wherein the first preset operation includes any one of the following operations: long press, sliding operation, and dragging operation.

[0099] In some optional embodiments, the game information display device 1200 may further include a third display module 1240 for displaying a first interface of the first battle scene on the graphical user interface in response to a second preset operation on the target panel.

[0100] In some optional embodiments, the information of the first battle scene includes a first control corresponding to the first battle scene currently running in the background, and the third display module 1240 can also be used to display a first interface of the first battle scene corresponding to the first control in the graphical user interface in response to a second preset operation for the first control.

[0101] In some optional embodiments, the game information display device 1200 may also include a fourth display module 1250, which is used to respond to the interface switching operation and display at least one of the following information in the graphical user interface: a prompt message for prompting the first battle scene to switch to the background operation; and guidance information for viewing the operation of the first battle scene currently running in the background.

[0102] In some optional embodiments, the information of the first battle scene currently running in the background includes a combat strategy corresponding to the first battle scene currently running in the background, and the game information display device 1200 may also include a combat strategy determination module 1260, which is used to predict the predicted battle result of the first battle scene currently running in the background based on the first character data corresponding to the first virtual character and the second character data corresponding to the second virtual character; determine the combat strategy corresponding to the first battle scene currently running in the background based on the predicted battle result and the first character data corresponding to the first virtual character; wherein the first virtual character and the second virtual character are the two opposing parties corresponding to the first battle scene, the first virtual character is controlled by the terminal device, and the first character data or the second character data includes at least one of the following data: level, equipment, health, attack power and defense power.

[0103] In some optional embodiments, the information of the first battle scene currently running in the background includes recommendation information for recommending a target battle scene, and the game information display device 1200 may also include a battle scene recommendation module 1270 for recommending a target battle scene in a first battle scene that is not running in the target game based on the first character data corresponding to the first virtual character; wherein the first virtual character is controlled by a terminal device, and the first character data includes at least one of the following data: level, equipment, health, attack power, and defense power.

[0104] In some optional embodiments, the game information display device 1200 may further include a target panel canceling module 1280 for canceling the display of the target panel in response to the display time of the target panel exceeding the first preset time or receiving a third preset operation.

[0105] For more information about each module, see Figures 2~11 The relevant description of will not be repeated here. It should be understood that Fig.12 The device and its modules shown can be implemented in various ways. For example, in some embodiments, the device and its modules can be implemented by hardware, software, or a combination of software and hardware. Among them, the hardware part can be implemented using dedicated logic; the software part can be stored in a memory and executed by an appropriate instruction execution system, such as a microprocessor or dedicated design hardware. Those skilled in the art can understand that the above methods and devices can be implemented using computer executable instructions and / or control codes contained in a processor, such as a carrier medium such as a disk, CD or DVD-ROM, or a memory of a programmable device. Such codes are provided. The device and its modules of this specification can not only be implemented by hardware circuits such as very large-scale integrated circuits or gate arrays, semiconductors such as logic chips, transistors, etc., or programmable hardware devices such as field programmable gate arrays, programmable logic devices, etc., but can also be implemented by software executed by various types of processors, and can also be implemented by a combination of the above hardware circuits and software (for example, firmware).

[0106] It should be noted that the above description of the device and its modules is only for convenience of description and does not limit this specification to the scope of the embodiments. It is understandable that for those skilled in the art, after understanding the principle of the device, it is possible to arbitrarily combine the modules without deviating from this principle to form a sub-device connected to other modules. Or some modules can be split to obtain more modules or multiple units under the module. Such variations are all within the scope of the disclosure of this specification.

[0107] Some embodiments of the present specification also provide a computer-readable storage medium program product, including computer instructions. When at least part of the computer instructions are executed by a processor, the present specification can be implemented. Figures 2~11 Some embodiments of this specification also provide an electronic device, including one or more processors, and a storage device for storing one or more programs. When the one or more programs are executed by the one or more processors, the method of this specification can be implemented. Figures 2~11 In some embodiments, the computer program product may only involve computer instructions, which may be carried by a storage medium or a processing device. In other embodiments, the computer program product may also be a storage medium or a processing device containing the aforementioned computer instructions. The processing device may include one or more processors and a storage medium.

[0108] In some embodiments, the processor may be a combination of one or more of the following processors: a central processing unit (CPU), an application specific integrated circuit (ASIC), an application specific instruction set processor (ASIP), a graphics processing unit (GPU), a physical processing unit (PPU), a digital signal processor (DSP), a field programmable gate array (FPGA), a programmable logic device (PLD), a programmable logic controller (PLC), a reduced instruction set computer (RISC), and a microprocessor.

[0109] In some embodiments, the storage medium may include a combination of one or more of the following: a mass storage, a removable storage, a volatile read-write memory, and a read-only memory (ROM). Exemplary mass storage may include a magnetic disk, an optical disk, a solid-state hard disk, and the like. Exemplary removable storage may include a flash disk, a floppy disk, an optical disk, a memory card, a compressed hard disk, a magnetic tape, and the like. Exemplary volatile read-write memory may include a random access memory (RAM). Exemplary random access memory may include a dynamic random access memory (DRAM), a double data rate synchronous dynamic random access memory (DDRSDRAM), a static random access memory (SRAM), a thyristor random access memory (T-RAM), and a zero capacitance memory (Z-RAM), and the like. Exemplary read-only memory may include a masked read-only memory (MROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a compact disk read-only memory (CD-ROM), and a digital multifunction hard disk read-only memory, and the like.

[0110] The beneficial effects that may be brought about by the embodiments of this specification include but are not limited to: (1) displaying the first interface of the first battle scene of the target game through the graphical user interface, responding to the interface switching operation, controlling the first battle scene to switch to the background, and displaying the second interface of the target game in the graphical user interface. Further, in response to the target game currently meeting the preset conditions, displaying the target panel in the graphical user interface, the target panel contains the information of the first battle scene currently running in the background, so that the information of the first battle scene currently running in the background is quickly displayed in the graphical user interface, thereby simplifying the operation of viewing the first battle scene, improving the player's operation efficiency, and enhancing the player's gaming experience; (2) by responding to the second preset operation for the target panel, displaying the first interface of the first battle scene in the graphical user interface, so as to quickly view the specific details page of the first battle scene running in the background, the player no longer needs to click on the menus at each level in turn to find the entrance to each first battle scene, which simplifies the operation of the player viewing the details page of the first battle scene and improves the player's operation. The operation efficiency is improved, and the game experience of the player is also improved; (3) by displaying the battle result information corresponding to the ended battle scene at the end of the battle scene, the player can quickly obtain the battle result of the battle scene running in the background of the terminal device; (4) by further displaying the battle situation information of the battle scene in the information of the first battle scene currently running in the background, the player can quickly understand the detailed battle situation of the running battle scene, simplifying the operation of the player to view the battle scene details page, and improving the game experience of the player; (5) by further displaying the recommended information of the target battle scene in the information of the first battle scene currently running in the background, it is convenient for the player to quickly select a suitable battle and start the battle, simplifying the operation of the player to screen a suitable battle, saving operation costs, and improving the game experience of the player; (6) by determining the battle strategy corresponding to the first battle scene currently running in the background and displaying it in the graphical user interface, it is convenient for the player to practice or upgrade the first virtual character in a targeted manner according to the battle strategy, and improving the game experience of the player. It should be noted that different embodiments may produce different beneficial effects. In different embodiments, the beneficial effects that may be produced may be any one or a combination of the above, or any other beneficial effects that may be obtained.

[0111] The basic concepts have been described above. Obviously, for those skilled in the art, the above detailed disclosure is only for example and does not constitute a limitation of this specification. Although not explicitly stated here, those skilled in the art may make various modifications, improvements and corrections to this specification. Such modifications, improvements and corrections are taught in this specification, so such modifications, improvements and corrections still belong to the spirit and scope of the exemplary embodiments of this specification.

Claims

1. A method for displaying game information, characterized in that: Providing a graphical user interface through a terminal device, the method comprising: Displaying a first interface of a first battle scene of a target game through the graphical user interface; In response to the interface switching operation, the first battle scene is controlled to switch to background operation, and the second interface of the target game is displayed on the graphical user interface; In response to the target game currently satisfying a preset condition, a target panel is displayed on the graphical user interface, wherein the target panel includes information of the first battle scene currently running in the background.

2. The method according to claim 1, characterized in that The preset condition includes at least one of the following: The first battle scene reaches a preset battle state; A first preset operation is received.

3. The method according to claim 2, characterized in that In response to the target game currently satisfying a preset condition, a target panel is displayed on the graphical user interface, wherein the target panel contains information of the first battle scene currently running in the background, including: In response to the first battle scene reaching a battle end state, a target panel is displayed on the graphical user interface, wherein the target panel includes battle result information corresponding to the first battle scene reaching a battle end state.

4. The method according to claim 2, characterized in that: In response to the target game currently satisfying a preset condition, a target panel is displayed on the graphical user interface, wherein the target panel contains information of the first battle scene currently running in the background, including: In response to the first battle scene reaching a battle-end state and receiving the first preset operation, a target panel is displayed on the graphical user interface, wherein the target panel includes battle result information corresponding to the first battle scene reaching a battle-end state and information of the first battle scene currently running in the background and in a battle-in-progress state.

5. The method according to claim 2, characterized in that: In response to the target game currently satisfying a preset condition, a target panel is displayed on the graphical user interface, wherein the target panel contains information of the first battle scene currently running in the background, including: In response to receiving a first preset operation, the target panel is displayed on a graphical user interface, wherein the target panel contains information about the first battle scene currently running in the background, wherein the first preset operation includes any one of the following operations: long press, sliding operation, dragging operation.

6. The method according to claim 1, characterized in that The background runs multiple first battle scenes.

7. The method according to claim 1, characterized in that The method further comprises: In response to a second preset operation on the target panel, a first interface of a first battle scene is displayed on the graphical user interface.

8. The method according to claim 7, characterized in that The information of the first battle scene includes a first control corresponding to the first battle scene currently running in the background; In response to the second preset operation on the target panel, displaying a first interface of a first battle scene on the graphical user interface includes: In response to a second preset operation for the first control, a first interface of a first battle scene corresponding to the first control is displayed on the graphical user interface.

9. The method according to claim 1, characterized in that: The method further comprises: In response to the interface switching operation, at least one of the following information is displayed on the graphical user interface: A prompt message for prompting the first battle scene to switch to background operation; Used to view guidance information for the operation of the first battle scene currently running in the background.

10. The method according to claim 1, characterized in that The information of the first battle scene currently running in the background includes battle situation information corresponding to the first battle scene currently running in the background, and the battle situation information includes at least one of the following information: an identifier of a sub-virtual character in a battle state corresponding to the first virtual character, a first comprehensive score corresponding to the first virtual character, first character data corresponding to the first virtual character, an identifier of a second virtual character in a battle state, a second comprehensive score corresponding to the second virtual character in a battle state, and second character data corresponding to the second virtual character in a battle state; Among them, the first virtual character is controlled by the terminal device, the first virtual character and the second virtual character are the two opposing parties corresponding to the first battle scene, the first comprehensive score corresponding to the first virtual character is determined based on the first character data, and the second comprehensive score corresponding to the second virtual character is determined based on the second character data, and the first character data or the second character data includes at least one of the following data: level, equipment, health, attack power, and defense power.

11. The method according to claim 1, characterized in that: The information of the first battle scene currently running in the background includes a combat strategy corresponding to the first battle scene currently running in the background; The method further comprises: Predicting a predicted battle result of the first battle scene currently running in the background based on first character data corresponding to the first virtual character and second character data corresponding to the second virtual character; Determining a combat strategy corresponding to the first combat scenario currently running in the background based on the predicted combat result and the first character data corresponding to the first virtual character; Among them, the first virtual character and the second virtual character are the two opposing parties corresponding to the first battle scene, the first virtual character is controlled by the terminal device, and the first character data or the second character data includes at least one of the following data: level, equipment, health, attack power and defense power.

12. The method according to claim 1, characterized in that The information of the first battle scene currently running in the background includes recommendation information for recommending a target battle scene; The method further comprises: recommending a target battle scene in a first battle scene of the target game that is not being run based on first character data corresponding to the first virtual character; The first virtual character is controlled through the terminal device, and the first character data includes at least one of the following data: level, equipment, health, attack power, and defense power.

13. The method according to claim 1, characterized in that The method further comprises: In response to the display time of the target panel exceeding the first preset time or receiving a third preset operation, the display of the target panel is cancelled.

14. The method according to claim 1, characterized in that The second interface of the target game includes an interface of a non-battle scene or an interface of another battle scene different from the first battle scene switched to the background to run.

15. A game information display device, characterized in that: Providing a graphical user interface through a terminal device, the device comprises: A first display module, used for displaying a first interface of a first battle scene of a target game through the graphical user interface; An interface switching module, used to respond to an interface switching operation, control the first battle scene to switch to background operation, and display a second interface of the target game on the graphical user interface; The second display module is used to display a target panel on the graphical user interface in response to the target game currently satisfying a preset condition, wherein the target panel includes information of the first battle scene currently running in the background.

16. A computer-readable storage medium, characterized in that: The invention comprises a computer program, and when at least a part of the computer program is executed by a processor, the method according to any one of claims 1 to 14 can be implemented.

17. An electronic device, characterized in that: include: one or more processors; A storage device, used to store one or more programs, when the one or more programs are executed by the one or more processors, enables the one or more processors to implement the method according to any one of claims 1 to 14.

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