A game information display method, device and computer readable storage medium

By switching the battle scene to run in the background and displaying the target panel in the graphical user interface of the virtual game, the problem of players having to frequently switch interfaces to view battle scene information is solved. This simplifies the operation of quickly viewing the battle status and results, and improves the player experience.

CN119701339BActive Publication Date: 2026-02-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411738579.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-11-28
Publication Date
2026-02-27
Estimated Expiration
2044-11-28

AI Technical Summary

Technical Problem

In virtual games, players need to frequently switch interfaces to view information about the battle scene running in the background, which is cumbersome and makes it difficult to quickly check the battle situation.

Method used

The target game's first interface is displayed through a graphical user interface. In response to interface switching operations, the battle scene is switched to run in the background, and the target panel is displayed in the graphical user interface, which contains information about the battle scene currently running in the background. When preset conditions are met, the battle results or operation prompts are displayed.

Benefits of technology

It simplifies the process of viewing battle scenes, improves player efficiency and gaming experience, and allows for quick viewing of the status and results of multiple battle scenes.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure provides a game information display method, device and computer readable storage medium, and relates to the technical field of virtual games. The game information display method comprises the following steps: 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 running, 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, and the target panel containing information of the first battle scene currently running in the background.
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Description

Technical Field

[0001] This specification relates to the field of virtual game technology, and in particular to a method, apparatus and computer-readable storage medium for displaying game information. Background Technology

[0002] With the rapid development of computer technology and the internet, the functions of virtual games have gradually become more diverse. In some virtual games, players can find different types of battle scenes by clicking on various menus and select one to start a battle. The battle process within the scene can proceed automatically. Players can switch to other display interfaces while the battle scene is running, and the battle scene can continue running in the background of the terminal device. However, when players want to know which battle scene they have started or to view the status of certain battle scenes, they need to click on the menus again to find the previously selected battle scene to view its screen. This method is not only cumbersome and costly, but also makes it impossible to quickly view the status of an ongoing battle scene.

[0003] In view of this, some embodiments of this specification provide a game information display method, apparatus, and computer-readable storage medium, designed to reduce the operational costs for players so as to quickly view information about the battle scene running in the background of the terminal device. Summary of the Invention

[0004] This specification provides one or more embodiments of a game information display method, which provides a graphical user interface through a terminal device. The method includes: displaying a first interface of a first battle scene of a target game through the graphical user interface; responding to an interface switching operation, controlling the first battle scene to switch to background operation and displaying a second interface of the target game in the graphical user interface; and responding to the target game currently meeting preset conditions, displaying a target panel in the graphical user interface, the target panel containing information of the first battle scene currently running in the background.

[0005] According to one or more embodiments of the method provided in this specification, the preset conditions include at least one of the following: the first battle scenario reaches a preset battle state; a first preset operation is received.

[0006] According to one or more embodiments of this specification, in response to the target game currently meeting preset conditions, a target panel is displayed in a graphical user interface. 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, displaying the target panel in the graphical user interface, the target panel containing battle result information corresponding to the first battle scene reaching the battle end state.

[0007] According to one or more embodiments of this specification, in response to the target game currently meeting preset conditions, a target panel is displayed in a graphical user interface. The target panel contains information about a first battle scene currently running in the background. The method includes: in response to the first battle scene reaching a battle end state and receiving a first preset operation, displaying the target panel in the graphical user interface. The target panel contains battle result information corresponding to the first battle scene that has reached a battle end state and information about the first battle scene currently running in the background and in a battle in progress state.

[0008] According to one or more embodiments of this specification, in response to the target game currently meeting preset conditions, a target panel is displayed in a graphical user interface. The target panel contains information about a first battle scene currently running in the background. The method includes: in response to receiving a first preset operation, displaying the target panel in a graphical user interface. The target panel contains information about a first battle scene currently running in the background. The first preset operation includes any one of the following operations: long press, swipe operation, drag operation.

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

[0010] The method provided according to one or more embodiments of this specification further includes: responding to a second preset operation on a target panel by displaying a first interface of a first battle scene in a graphical user interface.

[0011] According to one or more embodiments of this 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, displaying a first interface of the first battle scene in the graphical user interface includes: in response to a second preset operation on the first control, displaying a first interface of the first battle scene corresponding to the first control in the graphical user interface.

[0012] According to one or more embodiments of this specification, the method further includes: responding to an interface switching operation and displaying at least one of the following information in a graphical user interface: a prompt message indicating that the first battle scene has been switched 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 in one or more embodiments of this 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. The battle situation information includes at least one of the following: the identifier of the sub-virtual character in battle 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 identifier of the second virtual character in battle, the second comprehensive score corresponding to the second virtual character in battle, and the second character data corresponding to the second virtual character in battle; wherein, the first virtual character is controlled by a terminal device, the first virtual character and the second virtual character are the two opposing sides 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: level, equipment, health, attack power, and defense power.

[0014] According to one or more embodiments of this specification, the information of a first battle scenario currently running in the background includes a combat strategy corresponding to the first battle scenario currently running in the background; the method further includes: predicting the predicted battle result of the first battle scenario currently running in the background based on first character data corresponding to a first virtual character and second character data corresponding to a second virtual character; determining the combat strategy corresponding to the first battle scenario 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 sides in the battle corresponding to the first battle scenario, the first virtual character is controlled through a terminal device, and the first character data or the second character data includes at least one of the following data: level, equipment, health points, attack power, and defense power.

[0015] According to one or more embodiments of this specification, the information of the first battle scene currently running in the background includes recommendation information for recommending the target battle scene; the method further includes: recommending the target battle scene in the unrunning first battle scene of 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 points, attack power, and defense power.

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

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

[0018] One or more embodiments of this specification also provide a game information display device that provides a graphical user interface through a terminal device. The device includes: a first display module for displaying a first interface of a first battle scene of a target game through the graphical user interface; an interface switching module for responding to an interface switching operation, controlling the first battle scene to switch to background operation, and displaying a second interface of the target game in the graphical user interface; and a second display module for displaying a target panel in the graphical user interface in response to the target game currently meeting preset conditions. The target panel contains information about the first battle scene currently running in the background.

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

[0020] This specification also provides an electronic device in one or more embodiments, including: one or more processors; and a storage device for storing one or more programs, which, when executed by the one or more processors, enable the one or more processors to implement the game information display method described in some embodiments of this specification. Attached Figure Description

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

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

[0023] Figure 2 This is an exemplary flowchart illustrating a game information display method according to some embodiments of this specification.

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

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

[0026] Figure 5 This is a schematic diagram of a graphical user interface according to some embodiments of this specification.

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

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

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

[0030] Figure 9 This is an exemplary flowchart illustrating a method for determining combat strategies according to some embodiments of this specification.

[0031] Figure 10 This is a schematic diagram of another graphical user interface according to some embodiments of this specification.

[0032] Figure 11 This is an exemplary flowchart illustrating another method for displaying game information according to some embodiments of this specification.

[0033] Figure 12 This is an exemplary block diagram of a game information display device according to some embodiments of this specification. Detailed Implementation

[0034] To more clearly illustrate the technical solutions of the embodiments in this specification, the embodiments will be described in detail below with reference to the accompanying drawings. Obviously, the content described below are some examples or embodiments of this specification. For those skilled in the art, without creative effort, the technical solutions or means disclosed in this specification can be applied to other scenarios based on this technical content.

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

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

[0037] This specification uses flowcharts to illustrate the operational steps performed by the apparatus or system of related embodiments. However, unless otherwise specified, the order in which these steps are described should not be construed as a limitation on the order of execution. Those skilled in the art can adjust the order of these steps based on the knowledge and information conveyed by the embodiments in this specification. Such adjustments include, but are not limited to, reversing the order of steps, merging multiple steps, and splitting a step.

[0038] Virtual games, also known as video games or electronic games, are games that run on electronic devices, are controlled by computer programs (such as game applications), and are intended for intellectual or entertainment purposes. The game scene of a virtual game can be presented through a graphical user interface (GUI). The game scene includes elements such as the environment, characters, buildings, machinery, and props within the virtual game, recreating at least a portion of the virtual world within the game. Users can input game operations or control commands through human-computer interface devices (such as game controllers, keyboards, mice, touchscreens, and cameras), and the computer program responds to these operations and presents the results to the user through the graphical user interface.

[0039] Figure 1 These are schematic diagrams of a virtual game system according to some embodiments of this specification. For example... 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 can transmit data through the network 120.

[0040] Server 110 (or game server) can be a high-performance computer device used to maintain and manage game data and player data, synchronize and broadcast player interaction data in the game, or perform complex calculations or logical processing within the virtual game. In some embodiments, server 110 can also publish various versions of the game application for players to download or update. In some embodiments, server 110 can be a single computer device or a computing cluster composed of multiple computer devices, thereby providing more powerful computing power and more efficient response to player service requests.

[0041] Network 120 can be any form of wired or wireless network, or any combination thereof. By way of example only, network 120 can be one or more of the following: wired network, fiber optic network, telecommunications network, internal network, Internet, local area network (LAN), wide area network (WAN), wireless local area network (WLAN), metropolitan area network (MAN), public switched telephone network (PSTN), Bluetooth network, etc. Network 120 can have multiple access points, through which server 110 and user terminal 140 can access network 120.

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

[0043] User terminal 140 may include, but is not limited to, desktop computers, smartphones, laptops, VR (Virtual Reality) devices, game consoles, and tablets. Gamers can install and run game applications on user terminal 140, view the game screen on the user terminal, and participate in the game through a human-machine interface device. As an example, user terminal 140 can have a signal connection to server 110 via network 120, and gamers can download and install games from server 110. The human-machine interface device may be part of user terminal 140, or it may be separate from user terminal 140 but connected to it by a signal. In some embodiments, the virtual game may be an online game, where multiple gamers' user terminals 140 can connect to server 110 via network 120, and with the participation of server 110, multiple gamers can interactively participate in the game.

[0044] It should be noted that, Figure 1The illustrated scene diagram of the virtual game system is merely an example. The virtual game system and scene described in the embodiments of this specification are for the purpose of more clearly illustrating the technical solutions of the embodiments of this specification, and do not constitute a limitation on the technical solutions provided in the embodiments of this specification. For example, in a single-player game scene, Figure 1 The server 110, network 120, and storage medium 130 shown can be omitted. Those skilled in the art will recognize 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 equally applicable to similar technical problems.

[0045] This specification provides a method, apparatus, and computer-readable storage medium computer program product for displaying game information. Specifically, the method in this specification can be executed by a computer device, which can be a terminal (such as a user terminal) or a server. The terminal can be a smartphone, tablet, laptop, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. 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 a standalone physical server, 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 communication, middleware services, domain name services, security services, CDN (Content Distribution Network), and big data and artificial intelligence platforms.

[0046] In some embodiments, the virtual game can be any of the following: card game, role-playing game, action-adventure game, simulation game, casual game, strategy game, and puzzle game. The game can include a game scene. The game scene can be a virtual scene of ongoing combat or non-combat. The game scene can include one or more game tasks related to the game scene. The game scene can also include one or more virtual characters, which can be controlled by a user (or player) or by a computer, such as computer-controlled monsters in game tasks. The game scene can also include game terrain, such as natural terrain like mountains, plains, rivers, ravines, lakes, and oceans, or artificial terrain like cities, villages, and buildings. The game scene can also include virtual objects, such as railings, walls, doors, windows, plants, and rocks. The game scene can also include virtual items, such as food, clothing, medicine, props, currency, furniture, tools, or clues related to game tasks; some virtual items can be collected and used by game characters. The game scene can also include one or more elements, such as skills, scores, health points, attack points, and defense points, to provide assistance to the player, offer virtual services, or increase scores related to the player's performance. In addition, the game scene can include one or more controls, such as buttons, panels, input boxes, progress bars, sliders, and icons.

[0047] In some virtual games, players can access different types of battle scenarios by clicking through various menus. For example, they can first click the quest menu, find the daily quests, then select a dungeon quest from the daily quests, and then choose a battle scenario from the multiple battle scenarios within the dungeon quest to start the battle. Players can then follow similar steps to start multiple battle scenarios. These multiple battle scenarios can run in the background of the terminal device, allowing players to perform other game operations on the terminal device's graphical user interface without affecting the operation of each battle scenario. However, when players want to know which battle scenarios have been opened or to view the specific battle status of a particular battle scenario, they need to click through various menus again to find the previously selected battle scenario in order to view its screen. This method is not only cumbersome and costly, but also makes it impossible to quickly view the status of an ongoing battle scenario.

[0048] Therefore, some embodiments of this specification propose a game information display method. This method displays a first interface of a first battle scene of the target game through a graphical user interface (GUI). In response to an interface switching operation, it controls the first battle scene to switch to background operation and displays a second interface of the target game in the GUI. Furthermore, in response to the target game currently meeting preset conditions, it displays a target panel in the GUI. 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 running in the background in the GUI, simplifying the operation of viewing the first battle scene, improving player operation efficiency, and enhancing the player's gaming experience.

[0049] Figure 2 This is an exemplary flowchart illustrating a game information display method according to some embodiments of this specification. Figure 2 The process 200 shown can be executed by a terminal device, for example, by... Figure 1 The user terminal 140 shown is executing. Alternatively, Figure 2 The process 200 shown can also be executed by other processing devices, such as those that can be... Figure 1 The server 110 shown executes the process. In some embodiments, process 200 may be implemented by a game information display device 1200 deployed on a processing device or terminal device. Figure 2 As shown, process 200 may include the following steps.

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

[0051] In some embodiments, a graphical user interface (GUI) may be provided via a terminal device (such as user terminal 140), which may display a game scene of a target game. The game scene displayed by the GUI may include a first interface of a first battle scene currently running in the target game. According to one example, the terminal device may generate the GUI and present it via a display device (such as a touchscreen). According to another example, the terminal device may generate a GUI but not include a display device, instead presenting the GUI via another display device, such as a television screen or a holographic projection.

[0052] In some embodiments, the first battle scenario can be a scenario in which a first virtual character controlled by a player engages in combat with a second virtual character in the target game who is in a different game faction from the first virtual character. The player can control the first virtual character through a terminal device, for example, by using a user terminal 140 to control the first virtual character to upgrade, change equipment, train skills, and enter the first battle scenario to fight. The second virtual character can be a pre-set virtual character in the first battle scenario, such as three pre-set monsters with different combat strengths in the first battle scenario, or it can be a virtual character controlled by other players through other terminal devices.

[0053] In some embodiments, players can unlock different first battle scenarios by selecting different game missions. Figure 3 This is a schematic diagram of a first interface according to some embodiments of this specification. For example, when a player clicks on an icon of a game task in the graphical user interface, such as the icon for level 146 of the Battle of Mount Hua, the terminal device responds to the operation and displays a first interface of a first battle scene in the graphical user interface. This first interface can be as follows: Figure 3 The screen shown is the display interface for level 146 of the Battle of Mount Hua.

[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 in 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 can be a triggering operation on a preset icon displayed in the graphical user interface. The triggering operation can be, for example, a click, a double click, a series of clicks, a long press, or other operations. Figure 4 This is a schematic diagram of a second interface shown according to some embodiments of this specification. For example, players can... Figure 3 In the first interface shown, a trigger operation is performed on the "Main City" icon displayed at the bottom. The user terminal 140 responds to this trigger operation, switches the process of the first battle scene to run in the background, and then... Figure 3 The first interface shown here, displaying the first battle scene, switches to the following format: Figure 4 The second interface 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 of the following operations: swiping operation, dragging operation. For example, the player can perform a swipe left or a swipe right operation in the first battle scene of the graphical user interface. The terminal device responds to the swipe operation, switches the process of the first battle scene to run in the background, and switches the first interface displayed in the graphical user interface to the second interface.

[0057] In some embodiments, running a first battle scene in the background can 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 running automatically in the terminal device. In some embodiments, multiple first battle scenes can run in the background of the terminal device. For example, players 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 run in the background through interface switching operations. Multiple first battle scene processes can run simultaneously in the background of the terminal device.

[0058] In some embodiments, the second interface of the target game may include an interface of a non-combat scene or an interface of a different combat scene from the first combat scene that has been switched to run in the background. For example, the first interface may be the interface of the "Battle of Mount Hua" combat scene, and the second interface may be the interface of the "Twenty-Eight Constellations" combat scene.

[0059] In some embodiments, the interface in non-combat scenarios may include at least one of the following interfaces: the main menu interface of the target game, an interface for configuring the attributes of a first virtual character, an interface for configuring the equipment attributes of the first virtual character, and an interface for configuring the attributes of a sub-virtual character corresponding to the first virtual character. The first virtual character can be controlled via a terminal device. For example, the main menu interface of the target game may be as follows: Figure 4 As shown. The attributes of the first virtual character may include, for example, the first virtual character's health, attack power, defense, and evasion. The sub-virtual character may be, for example, a pet or partner corresponding to the first virtual character, used as a support attacker in battle. The sub-virtual character's attributes may include, for example, the sub-virtual character's health, attack power, defense, and evasion. The attributes of the first virtual character's equipment may include physical attack value, magical attack value, physical defense value, magical defense value, and health value. For example, when... Figure 3 When the "role" icon in the middle executes a trigger operation, the terminal device responds to the trigger operation as follows: Figure 3 The first interface shown switches to a second interface for configuring the attributes of the first virtual character; when... Figure 3 When the "Forging" icon in the middle executes a trigger operation, the terminal device responds to the trigger operation as follows: Figure 3 The first interface shown switches to a second interface for configuring the equipment attributes of the first virtual character; when... Figure 3 When the "Pet" or "Companion" icon in the middle performs a trigger operation, the terminal device responds to the trigger operation as follows: Figure 3 The first interface shown switches to a second interface for configuring the attributes of the sub-virtual characters corresponding to the first virtual character.

[0060] Step 230: In response to the target game currently meeting preset conditions, a target panel is displayed in the graphical user interface. The target panel contains information about 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 conditions may include receiving a first preset operation. The first preset operation may include any one of the following operations: long press, swipe, or drag. For example, a swipe operation may be a continuous swipe operation within a certain area of ​​the graphical user interface, such as swiping up from the bottom of the graphical user interface, swiping down from the top of the graphical user interface, swiping from right to left from the right side of the graphical user interface, or swiping from left to right from the left side of the graphical user interface. A swipe operation may also correspond to other preset trajectories, and is not specifically limited here. A drag operation may be a continuous swipe operation by pressing and holding a control displayed in the graphical user interface, for example, pressing and holding an icon displayed at the top of the graphical user interface and swiping down.

[0062] According to one embodiment, when a preset condition is met (receiving a first preset operation), in response to receiving the first preset operation, a target panel can be displayed in the graphical user interface. The target panel may contain information about a first battle scenario currently running in the background. The information about the first battle scenario may be a first control corresponding to the first battle scenario. For example, the first control may include the icon and / or name of the first battle scenario currently running in the background. The target panel may be displayed in a preset area of ​​the graphical user interface, which may be an area near the edge of the graphical user interface, such as the top area, bottom area, left edge area, right edge area, etc.

[0063] Figure 5 This 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 swipe operation, where the player... Figure 5 When you swipe down from the top of the graphical user interface (GUI) as shown, a target panel is displayed in the top area of ​​the GUI. The target panel can be displayed by popping down from the top of the GUI. The target panel can display the names of the three first battle scenarios running in the background of the user terminal 140: "Battle of Mount Hua", "Twenty-Eight Constellations", and "Wild Goose Pagoda Underground Palace". The target panel also displays icons corresponding to the names of the first battle scenarios.

[0064] In some embodiments, the preset conditions may include a first battle scenario reaching a preset battle state, for example, the preset battle state may be a battle-end state. According to one embodiment, in response to the first battle scenario reaching the battle-end state, a target panel is displayed in the graphical user interface. The target panel contains battle result information corresponding to the first battle scenario that has reached the battle-end state. For example, the battle result information may include the name of the first battle scenario that has reached the battle-end state, the level, whether the battle result was a victory, etc. When the battle result is a victory, the battle result information may further include reward items. The target panel may be displayed in a preset area of ​​the graphical user interface, which may be an area near the edge of the graphical user interface, such as the top area, bottom area, left edge area, right edge area, etc.

[0065] The terminal device can monitor for events indicating the end of a battle in a first battle scenario. When such an event is detected, the device determines that the first battle scenario has reached the end of its battle state. In some embodiments, when a preset number of first battle scenarios have reached the end of their battle states, a preset number of target panels can be displayed in the graphical user interface, and each target panel can display battle result information corresponding to each first battle scenario that has reached its end of its battle state.

[0066] Figure 6 This is another graphical user interface diagram illustrating some embodiments of this specification. For example, when the two first battle scenarios, "Battle of Huashan" and "Twenty-Eight Constellations," running in the background reach the end of their battles, a target panel is displayed in the top area of ​​the graphical user interface. The target panel can be displayed by popping down from the top of the graphical user interface. The target panel can display the battle result information corresponding to the two first battle scenarios, "Battle of Huashan" and "Twenty-Eight Constellations," that have reached the end of their battles, such as... Figure 6 As shown, the battle result information for the first battle scene "Battle of Mount Hua" includes the name of the first battle scene "Battle of Mount Hua", 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 for 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 a first preset operation on the graphical user interface at this time, the system can also respond to the first battle scene reaching the battle-end state and receiving the first preset operation, displaying a target panel on the graphical user interface. The target panel contains battle result information corresponding to the first battle scene that has reached the battle-end state, as well as information about the first battle scene currently running in the background and in the battle-in-progress state. The battle state can include a battle-in-progress state and a battle-end state. There can be multiple first battle scenes currently running in the background. Depending on the different processes of each first battle scene, some first battle scenes can be in the battle-end state, and others can also be in the battle-end state. The first battle scene that has reached the battle-end state and the first battle scene in the battle-in-progress state can be different first battle scenes. According to one example, the information of the first battle scene can include a first control corresponding to the first battle scene. For example, 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. For a description of the first preset operation, battle result information, and first control, please refer to the above description, which will not be repeated here.

[0068] Figure 7 This is another graphical user interface diagram illustrated according to some embodiments of this specification. For example, when the two first battle scenarios "Battle of Huashan" and "Twenty-Eight Constellations" running in the background end, if the player performs a downward swipe operation in the graphical user interface at this time, the user terminal 140 responds to the swipe operation, as shown in the diagram. Figure 7 The graphical user interface shown displays the target panel. The upper half of the target panel displays the names of the three first battle scenarios currently running in the background of user terminal 140: "Three Realms Adventure", "Passing Jianye", and "Wild Goose Pagoda Underground Palace", as well as the corresponding icons of the first battle scenarios above each name. The lower half of the target panel displays the battle results information for the two first battle scenarios that have reached the end of the battle: "Battle of Mount Hua" and "Twenty-Eight Constellations".

[0069] In some embodiments, the information of the first battle scenario currently running in the background may further include relevant prompt information. For example, the relevant prompt information may include a prompt message indicating that the first battle scenario is running in the background of the terminal device, such as... Figure 5 or Figure 7 The message "Background battle in progress" shown in the image; related prompts may also include instructions for opening the first battle scene running in the background on the terminal device, such as... Figure 5 or Figure 7 The image shows "Click to view the battle".

[0070] In some embodiments, in response to an interface switching operation, at least one of the following information may be displayed on the graphical user interface: a prompt message indicating that the first battle scene has switched to background operation; and guidance information for viewing the operation of the first battle scene currently running in the background. For example, the information displayed in response to the interface switching operation may be displayed in a preset area of ​​the graphical user interface. The description of the first control is similar to that described above, and will not be repeated here.

[0071] Figure 8 This is another graphical user interface diagram illustrated 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, as follows. Figure 8 As shown, the graphical user interface (GUI) can display a prompt message "Current battle has been switched to background battle" to indicate that the first battle scene has been switched to background operation. The GUI can also include guidance information "Swipe down to view details" for viewing the operations of the first battle scene currently running in the background. In some embodiments, the GUI can further display the name of the first battle scene that has been switched to background operation, "Battle of Mount Hua," and the icon corresponding to the first battle scene. The GUI can also display the level "Level 146" of the first battle scene "Battle of Mount Hua."

[0072] In some embodiments, the display of the target panel can be further cancelled. According to one embodiment, the display of the target panel is cancelled in response to the target panel's display time exceeding a first preset time. For example, the first preset time is assumed to be three seconds; then, when the target panel's display time exceeds three seconds, the user terminal 140 retracts the target panel to cancel its display. In some embodiments, the target panel may further include an icon or text corresponding to the target panel's display time, for example, such as... Figure 6 , Figure 7 or Figure 8 As shown, the text "Close in 3 seconds" 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 swipe, a drag, etc. The third preset operation can be an operation on the target panel. For example, when a player presses and holds the target panel and performs an upward drag operation, or performs an upward swipe operation on the target panel, the user terminal 140 collapses the target panel to cancel its display.

[0074] In some embodiments, information about the first battle scenario currently running in the background may include a combat strategy corresponding to the first battle scenario currently running in the background, so that players can adjust their gameplay or game strategy according to the combat strategy. Figure 9 This is an exemplary flowchart illustrating a method for determining combat strategies according to some embodiments of this specification. Figure 9 The illustrated process 900 can be executed by a terminal device or a processing device. In some embodiments, process 900 can be implemented by a combat strategy determination module 1260 in a game information display device 1200 deployed on a terminal device or processing device. Figure 9 As shown, process 900 may include the following steps.

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

[0076] In some embodiments, the first virtual character is controlled via a terminal device. For example, a user terminal 140 can control the first virtual character to upgrade, change equipment, cultivate skills, and enter a first battle scene for combat. The first virtual character can also correspond to one or more sub-virtual characters. Sub-virtual characters can be, for example, pets or companions carried by the first virtual character when it is out of combat. For example,... Figure 3 As shown, the sub-virtual characters can be two companions carried by the first virtual character when it is in the out-of-battle state. The second virtual character can be a preset virtual character in the first battle scene. The first virtual character and the second virtual character are the two opposing sides in the first battle scene. For example, the second virtual character can be three monsters with different combat strengths preset in a certain first battle scene.

[0077] In some embodiments, the first character data or the second character data includes at least one of the following: level, equipment, health points, 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 combat. The second character data corresponding to the second virtual character may include the character data corresponding to each second virtual character in combat.

[0078] In some embodiments, when a first battle scenario begins, the terminal device can automatically run the first battle scenario and predict the battle result of the first battle scenario 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 scenario, and a series of preset rules. Specifically, a first comprehensive score corresponding to the first virtual character can be calculated based on the first character data and preset rules. For example, the character data corresponding to the first character data (such as equipment, health, attack power, and defense) and the character data corresponding to each sub-virtual character in the battle state (such as equipment, health, attack power, and defense) are input into the preset rules to calculate the first comprehensive score corresponding to the first virtual character. A second comprehensive score corresponding to the second virtual character is calculated based on the second character data and preset rules. For example, the character data corresponding to each second virtual character in the battle state in the first battle scenario (such as equipment, health, attack power, and defense) are input into the preset rules to calculate the second comprehensive score corresponding to the second virtual character. Furthermore, 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 predicted outcome of the first battle scenario is a victory. When the first comprehensive score is less than the second comprehensive score, the predicted outcome of the first battle scenario is a defeat.

[0079] Step 920: Determine the combat strategy corresponding to the first battle scenario currently running in the background based on the predicted battle results and the first character data corresponding to the first virtual character.

[0080] In some embodiments, when the predicted outcome of the first battle scenario is defeat, the attributes to be improved in the first character data corresponding to the first virtual character can be determined based on the first character data. A combat strategy corresponding to the first battle scenario can be determined based on these attributes and displayed in the graphical user interface of the terminal device. For example, reference values ​​for each attribute in the first character data can be determined based on the level of the first virtual character. Attributes whose values ​​do not reach the reference values ​​are identified as attributes to be improved, and a combat strategy is formed based on these attributes. For instance, if the attributes to be improved for the first virtual character are attack power and defense power, the combat strategy could be "improving attack power and defense power can achieve better results." This combat strategy is then 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 scenario currently running in the background and displaying it in the graphical user interface, players can more easily train or upgrade their first virtual character in a targeted manner according to the combat strategy, thus 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 a target battle scene. Specifically, a target battle scene may be recommended in an unrunn first battle scene of the target game based on the first character data corresponding to the first virtual character. The first virtual character can be controlled via a terminal device, and the first character data includes at least one of the following: level, equipment, health, attack power, and defense power. Further description of the first character data can be found in step 910 above and will not be repeated here.

[0082] In some embodiments, a first comprehensive score corresponding to a first virtual character can be calculated based on first character data and preset rules, and a second comprehensive score corresponding to a second virtual character can be calculated based on second character data corresponding to a second virtual character in an unrunn first battle scenario and preset rules. The second virtual character in the unrunn first battle scenario can be one or more preset second virtual characters, each corresponding to preset second character data. For example, an unrunn first battle scenario may have five preset monsters, each corresponding to 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 unrunn first battle scenario. When the second comprehensive score of the second virtual character is less than the first comprehensive score of the first virtual character, the unrunn first battle scenario is identified as a target battle scenario to be recommended. Recommendation information for the target battle scenario is generated based on the target battle scenario and displayed in the graphical user interface of the terminal device, for example, in the target panel of the graphical user interface.

[0083] In some embodiments, the recommended information for the target battle scene may further include controls and corresponding prompt messages corresponding to the target battle scene. The controls corresponding to the target battle scene may include the name and / or icon of the target battle scene. The recommended information for the target battle scene may further include the level corresponding to the target battle scene. For example, the recommended information for the target battle scene may include the prompt message "Challenge 'Three Realms Adventure' with a higher chance of success" and the name, icon, and corresponding level of the battle scene "Three Realms Adventure". Furthermore, players can perform corresponding trigger operations on the controls 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. Players can select the specific level of the target battle scene in the game entry display interface to start a new battle scene. As another example, the terminal device can respond to the trigger operation, run the latest level of the target battle scene to start 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 recommended information about the target battle scene within the information of the first battle scene currently running in the background, players can quickly select and start the appropriate battle, simplifying the process of selecting suitable battles, saving operational costs, and enhancing the player's gaming experience.

[0084] In some embodiments, the information of the first battle scenario currently running in the background may include battle situation information corresponding to the first battle scenario currently running in the background. The battle situation information may include at least one of the following: the identifiers of one or more sub-virtual characters in battle corresponding to the first virtual character, the first overall score corresponding to the first virtual character, the first character data corresponding to the first virtual character, the identifiers of one or more second virtual characters in battle, the second overall score corresponding to one or more second virtual characters in battle, and the second character data corresponding to one or more second virtual characters in battle. The first virtual character can be controlled via a terminal device. The first virtual character and the second virtual character are the opposing sides in the first battle scenario. The first overall score corresponding to the first virtual character can be determined based on the first character data, and the second overall score corresponding to the second virtual character can be determined based on the second character data. The first character data or the second character data may include at least one of the following: level, equipment, health, attack power, and defense power. For a detailed description of the first virtual character, sub-virtual character, second virtual character, first character data, second character data, first overall score, and second overall score, please refer to the description in step 910 above, which will not be repeated here.

[0085] Figure 10 This is a schematic diagram of another graphical user interface according to some embodiments of this specification, such as... Figure 10 As shown, the information for the first battle scene currently running in the background includes the names of the three battle scenes running in the background on the terminal device: "Twenty-Eight Constellations," "Wild Goose Pagoda Underground Palace," and "PVR Gameplay," along with the corresponding icons for each first battle scene above their names. The battle status information for each first battle scene includes the avatar icons of each sub-virtual character currently in battle and the avatar icons of each second virtual character currently in battle. The battle status information for the "PVR Gameplay" battle scene further includes the first virtual character's first overall score of "1000 points," the first virtual character's level of "Bronze 1," the second overall score of each second virtual character currently in battle of "980 points," and the level of each second virtual character currently in battle of "Bronze 2." By displaying the battle status information of the first battle scene currently running in the background, players can quickly understand the detailed battle status of the first battle scene running in the background, simplifying the process of viewing the details page of the first battle scene running in the background and improving the player's gaming experience.

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

[0087] Step 1110: In response to the target game currently meeting preset conditions, a target panel is displayed in the graphical user interface. The target panel contains information about the first battle scene currently running in the background. In some embodiments, step 1110 can be implemented by the second display module 1230.

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

[0089] Step 1120: In response to a second preset operation on the target panel, a first interface of the first battle scene is displayed in the graphical user interface. In some embodiments, step 1120 may be implemented by a 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, responding to a second preset operation on the first control, and displaying a first interface of the first battle scene corresponding to the first control in a graphical user interface.

[0091] In some embodiments, the second preset operation may include any one of the following operations: tap, double tap, multiple taps, long press. The second preset operation may be the same as or different from the first preset operation. For example, the player can... Figure 5 In the graphical user interface shown, a click operation is performed on the first control, "Battle of Huashan". The terminal device responds to the click operation and displays the following in the graphical user interface: Figure 3 The first interface shown corresponds to the first battle scene, "Battle of Mount Hua." By responding to the second preset operation on the target panel, the first interface of the first battle scene is displayed in the graphical user interface, allowing players to quickly view the detailed page of the first battle scene running in the background. Players no longer need to click through various menus to find the entry point for each first battle scene, simplifying the process and improving player efficiency and overall gaming experience.

[0092] This specification also provides a game information display device that provides a graphical user interface via a terminal device. Figure 12 This is an exemplary block diagram of a game information display device according to some embodiments of this specification. For example... Figure 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 the first interface of the first battle scene of the target game through a graphical user interface.

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

[0095] The second display module 1230 is used to display a target panel in the graphical user interface in response to the target game currently meeting preset conditions. The target panel contains information about the first battle scene currently running in the background.

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

[0097] In some optional embodiments, the second display module 1230 may also be used to respond to the first battle scenario reaching the end of battle state and receiving the first preset operation, and display a target panel on the graphical user interface. The target panel contains battle result information corresponding to the first battle scenario that has reached the end of battle state and information about the first battle scenario currently running in the background and in the battle in progress.

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

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

[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. The third display module 1240 can also be used to respond to a second preset operation for the first control and display a first interface of the first battle scene corresponding to the first control in the graphical user interface.

[0101] In some optional embodiments, the game information display device 1200 may further include a fourth display module 1250, which is used to respond to interface switching operations and display at least one of the following information on the graphical user interface: a prompt message indicating that the first battle scene has been switched to 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 the combat strategy corresponding to the first battle scene currently running in the background. 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; and to 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 sides of the battle corresponding to the first battle scene, the first virtual character is controlled by a terminal device, and the first character data or the second character data includes at least one of the following data: level, equipment, health points, 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 the target battle scene. The game information display device 1200 may also include a battle scene recommendation module 1270 for recommending the target battle scene in the unrunning first battle scene of the target game based on the first character data corresponding to the first virtual character. The first virtual character is controlled by a terminal device, and the first character data includes at least one of the following: 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 cancellation module 1280, which is used to cancel the display of the target panel in response to the target panel display time exceeding a first preset time or receiving a third preset operation.

[0105] For more information on each module, please refer to [link / reference]. Figures 2-11 The relevant explanations will not be repeated here. It should be understood that... Figure 12 The apparatus and modules shown can be implemented in various ways. For example, in some embodiments, the apparatus and modules can be implemented in hardware, software, or a combination of both. The hardware portion can be implemented using dedicated logic; the software portion can be stored in memory and executed by an appropriate instruction execution system, such as a microprocessor or dedicated-design hardware. Those skilled in the art will understand that the methods and apparatus described above can be implemented using computer-executable instructions and / or included in the control code of a processor, such as in the memory of a disk, CD, or DVD-ROM. The apparatus and modules described in this specification can be implemented not only with hardware circuits such as very large-scale integrated circuits or gate arrays, semiconductors such as logic chips and transistors, or programmable hardware devices such as field-programmable gate arrays and programmable logic devices, but also with software, for example, executed by various types of processors, or with a combination of the aforementioned hardware circuits and software (e.g., firmware).

[0106] It should be noted that the above description of the device and its modules is for convenience only and should not be construed as limiting this specification to the embodiments described. It is understood that those skilled in the art, after understanding the principle of the device, may arbitrarily combine the various modules without departing from this principle to form sub-devices connected to other modules. Alternatively, some modules may be split to obtain more modules or multiple units under a single module. Such modifications are all within the scope of this specification.

[0107] Some embodiments of this specification also provide a computer-readable storage medium program product, including computer instructions that, when at least a portion of the computer instructions are executed by a processor, can implement this specification. Figures 2-11 The method is shown. Some embodiments of this specification also provide an electronic device, including one or more processors, and further including a storage device for storing one or more programs that, when executed by one or more processors, can implement this specification. Figures 2-11 The method is illustrated. In some embodiments, the computer program product may relate only to computer instructions, which may be carried on a storage medium or processing device. In other embodiments, the computer program product may also be a storage medium or processing device containing the aforementioned computer instructions. The processing device may include one or more processors, and the storage medium.

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

[0109] In some embodiments, the storage medium may include one or more combinations of the following: mass storage, removable storage, volatile read-write memory, and read-only memory (ROM). Exemplary mass storage may include disks, optical disks, solid-state drives, etc. Exemplary removable storage may include flash drives, floppy disks, optical disks, memory cards, compressed hard disks, magnetic tapes, etc. Exemplary volatile read-write memory may include random access memory (RAM). Exemplary RAM may include dynamic random access memory (DRAM), dual data rate synchronous dynamic random access memory (DDRSDRAM), static random access memory (SRAM), silicon controlled retrieval memory (T-RAM), and zero-capacitance memory (Z-RAM), etc. Exemplary read-only memory may include masked read-only memory (MROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), compressed hard disk read-only memory (CD-ROM), and digital multifunction hard disk read-only memory, etc.

[0110] The beneficial effects that the embodiments of this specification may bring 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 background operation, and displaying the second interface of the target game in the graphical user interface. Furthermore, responding 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, 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 operation efficiency, and enhancing the player's game 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, thereby quickly viewing the specific details page of the first battle scene currently running in the background. Players no longer need to click on each level of menu to find the entrance of each first battle scene, simplifying the player's operation of viewing the details page of the first battle scene, and enhancing the player's operation efficiency. (3) By displaying the battle result information corresponding to the ended battle scene at the end of the battle scene, players 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, players can quickly understand the detailed battle situation of the battle scene currently running, simplifying the operation of players to view the battle scene details page and improving the player's game experience; (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, players can quickly select a suitable battle and start the battle, simplifying the operation of players to select a suitable battle, saving operation costs and improving the player's game experience; (6) By determining the combat strategy corresponding to the first battle scene currently running in the background and displaying it in the graphical user interface, players can cultivate or upgrade the first virtual character in a targeted manner according to the combat strategy, thus improving the player's game experience. It should be noted that different embodiments may produce different beneficial effects. In different embodiments, the beneficial effects that may be produced can be any one or a combination of the above, or any other possible beneficial effects.

[0111] The basic concepts have been described above. It is obvious that the detailed disclosure above is merely illustrative and does not constitute a limitation of this specification. Although not explicitly stated herein, various modifications, improvements, and corrections may be made to this specification by those skilled in the art. Such modifications, improvements, and corrections are taught in this specification and therefore remain within the spirit and scope of the exemplary embodiments described herein.

Claims

1. A game information display method characterized by comprising: The method comprises the following steps: A terminal device provides a graphical user interface, and the method comprises the following steps: Displaying a first interface of a first battle scene of a target game through the graphical user interface; In response to an interface switching operation, controlling the first battle scene to switch to background running, 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, wherein the preset condition comprises the first battle scene reaching a battle end state; 2. The method of claim 1, wherein, The step of displaying the target panel on the graphical user interface in response to the target game currently meeting the preset condition, the target panel containing information of the first battle scene currently running in the background, comprises the following step: In response to the first battle scene reaching the battle end state, displaying the target panel on the graphical user interface, the target panel containing battle result information corresponding to the first battle scene reaching the battle end state.

3. The method of claim 2, wherein, The preset condition further comprises: Receiving a first preset operation.

4. The method of claim 2, wherein, The step of displaying the target panel on the graphical user interface in response to the target game currently meeting the preset condition, the target panel containing information of the first battle scene currently running in the background, comprises the following step: In response to the first battle scene reaching the battle end state and receiving the first preset operation, displaying the target panel on the graphical user interface, the target panel containing battle result information corresponding to the first battle scene reaching the battle end state and information of the first battle scene currently running in the background in a battle performing state.

5. The method of claim 1, wherein, The step of displaying the target panel on the graphical user interface in response to the target game currently meeting the preset condition, the target panel containing information of the first battle scene currently running in the background, comprises the following step:

6. The method of claim 1, wherein, In response to receiving the first preset operation, displaying the target panel on the graphical user interface, the target panel containing information of the first battle scene currently running in the background, wherein the first preset operation comprises any one of the following operations: long pressing, sliding operation, and dragging operation. The method further comprises the following steps:

7. The method of claim 6, wherein, The method further comprises the following steps: In response to a second preset operation on the target panel, displaying the first interface of the first battle scene on the graphical user interface. The information of the first battle scene comprises a first control corresponding to the first battle scene currently running in the background; 8. The method of claim 1, wherein, The step of displaying the first interface of the first battle scene on the graphical user interface in response to the second preset operation on the target panel comprises the following step: In response to a second preset operation on the first control, displaying the first interface of the first battle scene corresponding to the first control on the graphical user interface. The method further comprises the following steps: In response to the interface switching operation, displaying at least one of the following information on the graphical user interface: A prompt message for prompting the first battle scene to switch to background running; Guidance information for an operation for viewing the first battle scene currently running in the background.

9. The method of claim 1, wherein, 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 corresponding to a first virtual character and in a battle state, 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 the battle state, a second comprehensive score corresponding to the second virtual character in the battle state, and second character data corresponding to the second virtual character in the battle state. The first virtual character is controlled through the terminal device, the first virtual character and the second virtual character are battle 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.

10. The method of claim 1, wherein, 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 includes: predicting a predicted battle result of the first battle scene currently running in the background based on first character data corresponding to a first virtual character and second character data corresponding to a second virtual character; determining a 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; The first virtual character and the second virtual character are battle parties corresponding to the first battle scene, the first virtual character is controlled through 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.

11. The method of claim 1, wherein, The information of the first battle scene currently running in the background includes recommendation information for recommending a target battle scene; The method further includes: recommending a target battle scene in a first battle scene of the target game that is not running based on first character data corresponding to a 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.

12. The method of claim 1, wherein, The method further includes: In response to a display time of the target panel exceeding a first preset time or receiving a third preset operation, canceling display of the target panel.

13. The method of claim 1, wherein, 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.

14. A game information display device characterized by comprising: The terminal device provides a graphical user interface, and the apparatus includes: A first display module for displaying a first interface of a first battle scene of a target game through the graphical user interface; The interface switching module is configured to, in response to an interface switching operation, control the first battle scene to be switched to run in the background and display a second interface of the target game on the graphical user interface. The second display module is configured to, in response to the target game currently satisfying a preset condition, display a target panel on the graphical user interface, the target panel containing information of the first battle scene currently running in the background, wherein the preset condition includes the first battle scene reaching a battle end state. The step of, in response to the target game currently satisfying 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, includes: in response to the first battle scene reaching a battle end state, displaying a target panel on the graphical user interface, the target panel containing battle result information corresponding to the first battle scene reaching the battle end state.

15. A computer readable storage medium, characterized in that, The computer program product comprises a computer program, and when at least part of the computer program is executed by a processor, the computer program can implement the method according to any one of claims 1 to 13.

16. An electronic device, comprising: The computer program product comprises: one or more processors; a storage device configured to store one or more programs, and when the one or more programs are executed by the one or more processors, the one or more programs cause the one or more processors to implement the method according to any one of claims 1 to 13.

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