Interface display method, device, electronic device and storage medium

By dynamically adjusting the number of skill slots in the skill panel, displaying the corresponding skill logo based on the number of skills unlocked by the virtual character, the problem of skill controls occupying too many display areas in the existing technology is solved, and the player's operating experience is improved.

CN119770968APending Publication Date: 2025-04-08NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411835829.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-12
Publication Date
2025-04-08

AI Technical Summary

Technical Problem

In existing games, the skill controls owned by virtual characters occupy a large amount of display area in the graphical user interface, affecting players to observe game scenes and operations, resulting in negative gaming experience.

Method used

By responding to the player's touch operation in the graphical user interface, the number of skill slots in the skill panel is dynamically determined and displayed, and the corresponding number of skill slots is displayed only based on the number of skills currently unlocked by the controlled virtual character, and the corresponding skill identification is displayed in the slot.

Benefits of technology

It realizes dynamic adjustment of the number of skill slots according to actual needs, improves the display of effective information, reduces the possibility of skill operation errors, and improves the player's operating experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a method, device, electronic device and storage medium for interface display, and relates to the field of game technology. The method includes: in response to a first touch operation on a first target control displayed in a graphical user interface, determining a skill panel displayed in the graphical user interface, wherein the skill slots displayed in the skill panel are determined according to the number of skills currently unlocked by the controlled virtual character; displaying the skill identifier corresponding to the skill currently unlocked by the controlled virtual character in the skill slot of the skill panel; in response to a second touch operation on a first skill identifier in the skill panel, controlling the controlled virtual character to execute the skill corresponding to the first skill identifier. The present application can reduce the occupation of the graphical user interface by skill controls and improve the player's operating experience.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a method, device, electronic device and storage medium for interface display. Background Art

[0002] In many games, players can use skill controls to control virtual characters in the game to release game skills.

[0003] In existing games, skill controls of unlocked skills and skills to be unlocked of virtual characters are usually all displayed in a tiled manner in a graphical user interface, resulting in the skill controls occupying a large amount of display area in the graphical user interface, affecting the player's observation of the game scene, being unfavorable for the player's operation, and bringing more negative gaming experiences to the players. Summary of the invention

[0004] The purpose of this application is to provide a method, device, electronic device and storage medium for interface display in order to reduce the occupation of skill controls on the graphical user interface and improve the player's operating experience.

[0005] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:

[0006] In a first aspect, an embodiment of the present application provides a method for displaying an interface, the method comprising:

[0007] In response to a first touch operation on a first target control displayed in a graphical user interface, determining a skill panel displayed in the graphical user interface, wherein the skill slots displayed in the skill panel are determined according to the number of skills currently unlocked by the controlled virtual character;

[0008] Displaying a skill identifier corresponding to a skill currently unlocked by the controlled virtual character in a skill slot of the skill panel;

[0009] In response to a second touch operation on a first skill identifier in the skill panel, the controlled virtual character is controlled to execute the skill corresponding to the first skill identifier.

[0010] In a second aspect, an embodiment of the present application further provides a device for displaying an interface, the device comprising:

[0011] A display module, configured to determine a skill panel displayed in the graphical user interface in response to a first touch operation on a first target control displayed in the graphical user interface, wherein the skill slots displayed in the skill panel are determined according to the number of skills currently unlocked by the controlled virtual character;

[0012] The display module is further used to display the skill identifier corresponding to the skill currently unlocked by the controlled virtual character in the skill slot of the skill panel;

[0013] The control module is used to control the controlled virtual character to execute the skill corresponding to the first skill identifier in the skill panel in response to a second touch operation on the first skill identifier.

[0014] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the program instructions to perform the steps of the method for interface display as described in any one of the first aspects.

[0015] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the method for interface display as described in any one of the first aspects are executed.

[0016] The beneficial effects of this application are:

[0017] The interface display method, device, electronic device and storage medium provided in the present application determine the number of skill slots displayed in the skill panel according to the number of skills currently unlocked by the controlled virtual character, realize the display of slots according to actual needs, improve the display of effective information, so that when the number of currently unlocked skills is small, the number of skill slots is also small, which makes it easier for players to select skill identifiers in skill slots, reduces the possibility of accidental skill operations, and improves the player's operating experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0019] Figure 1 A flowchart of a method for displaying an interface provided in an embodiment of the present application;

[0020] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present application;

[0021] Figure 3 A schematic diagram of another graphical user interface provided in an embodiment of the present application;

[0022] Figure 4 A schematic diagram of a display method provided in an embodiment of the present application;

[0023] Figure 5 A schematic diagram of another graphical user interface provided in an embodiment of the present application;

[0024] Figure 6 A flowchart of another interface display method provided in an embodiment of the present application;

[0025] Figure 7 A schematic diagram of another graphical user interface provided in an embodiment of the present application;

[0026] Figure 8 A flowchart of another interface display method provided in an embodiment of the present application;

[0027] Fig. 9 A schematic diagram of a configuration interface provided in an embodiment of the present application;

[0028] Fig.10 A schematic diagram of another configuration interface provided in an embodiment of the present application;

[0029] Fig.11 A schematic diagram of another configuration interface provided in an embodiment of the present application;

[0030] Fig.12 A schematic diagram of the structure of a device for displaying an interface provided in an embodiment of the present application;

[0031] Fig.13 A schematic diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0032] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in combination with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments.

[0033] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for which protection is sought, but merely represents selected embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.

[0034] In addition, the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0035] It should be noted that, in the absence of conflict, the features in the embodiments of the present application may be combined with each other.

[0036] The method for displaying an interface in one embodiment of the present application can be run on a local terminal device or a server. When the method for displaying an interface is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0037] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interface display method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0038] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0039] In an optional implementation, an embodiment of the present application provides a method for interface display, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

[0040] Skill controls are controls used by players to control virtual characters to release game skills. In one prior art, skill slots corresponding to all available skill controls of virtual characters are tiled on a graphical user interface, and the number of slots is fixed. When the skill controls in the skill slots are not unlocked, a lock icon is used to indicate the unlocked state, resulting in the skill slots occupying a large amount of display area in the graphical user interface. Even if the skill slots of the unlocked skill controls are hidden, as the number of unlocked skill controls increases, the number of skill operations occupied on the graphical user interface will increase, affecting the player's observation of the game scene, being detrimental to the player's operation, and prone to misoperation, which brings more negative gaming experiences to the players.

[0041] Based on the technical problems existing in the above-mentioned prior art, the present application intends to provide a method, device, electronic device and storage medium for interface display, which determines the number of skill slots displayed in the skill panel according to the number of skills currently unlocked by the controlled virtual character, realizes the display of slots according to actual needs, improves the display of effective information, and makes it easier for players to select skill identifiers in skill slots when the number of currently unlocked skills is small, thereby reducing the possibility of accidental skill operations and improving the player's operating experience.

[0042] The following is a description of the specific implementation of the interface display method, device, electronic device and storage medium provided by the present application in combination with the embodiments. The method is applied to a graphical user interface. In this embodiment, the graphical user interface can display part or all game scenes, as well as controlled virtual characters, etc.

[0043] Figure 1 A flow chart of a method for displaying an interface provided in an embodiment of the present application is shown in FIG. Figure 1 As shown, the method may include:

[0044] S101. In response to a first touch operation on a first target control displayed in a graphical user interface, determine a skill panel displayed in the graphical user interface, wherein the skill slots displayed in the skill panel are determined according to the number of skills currently unlocked by the controlled virtual character.

[0045] Specifically, the game system can configure multiple game skills for the virtual character, and the multiple game skills have their own unlocking conditions, which can be gradually unlocked as the game progresses or the controlled virtual character grows. The unlocking condition can be, for example, that the character level of the controlled virtual character reaches the unlocking level, or that the controlled virtual character completes the target unlocking task. Each time the controlled virtual character unlocks a game skill, a corresponding skill identifier or skill control needs to be displayed in the graphical user interface, which are collectively referred to as skill identifiers below. The player needs to control the controlled virtual character to perform the skill corresponding to the skill identifier by touching the skill identifier. As the number of skills unlocked by the controlled virtual character increases, if the skill identifiers of all unlocked skills are directly displayed in the graphical user interface, the skill identifier will occupy a large area of ​​the graphical user interface. Therefore, only one first target control can be displayed in the graphical user interface, and the first target control can be used as a control for viewing the skill identifiers of all unlocked skills. Optionally, the first target control can be the skill identifier corresponding to the skill initially unlocked, or the skill identifier corresponding to a specified skill, or the skill identifier corresponding to the last skill released, or a control dedicated to opening the skill panel, which is not limited here.

[0046] In some embodiments, the first target control may be displayed in the graphical user interface by default, that is, the first target control is displayed in the graphical user interface regardless of whether there are currently unlocked skills or the number of currently unlocked skills.

[0047] In other embodiments, if the controlled virtual character has a skill that is currently unlocked, a first target control is displayed in the graphical user interface.

[0048] In other embodiments, if the number of skills currently unlocked by the controlled virtual character is greater than or equal to a preset number threshold, a first target control is displayed in the graphical user interface.

[0049] When the player needs to view the skills currently unlocked by the controlled virtual character, he can input a first touch operation to the first target control to display a skill panel in the graphical user interface. At least one skill slot is displayed in the skill panel, and the number of skill slots can be determined according to the number of skills currently unlocked by the controlled virtual character, that is, the number of skill slots is greater than or equal to the number of skills currently unlocked by the controlled virtual character. As the number of currently unlocked skills increases, the number of skill slots may remain unchanged. When the number of unlocked skills reaches a certain number, such as when the number of currently unlocked skills is greater than half of the currently displayed skill slots, the number of slots is increased. Of course, the number of skill slots may also be equal to the number of currently unlocked skills. As the number of unlocked skills increases, the number of displayed slots also increases.

[0050] In some embodiments, the skill panel is displayed in the graphical user interface in the form of a virtual roulette, and the display area in the virtual roulette is divided according to the number of currently unlocked skills to obtain multiple skill slots.

[0051] For example, Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present application, Figure 3 A schematic diagram of another graphical user interface provided in an embodiment of the present application. Figure 2 As shown, a first target control 11 is displayed in the graphical user interface. In response to a first touch operation on the first target control 11, the graphical user interface is displayed as shown in FIG. Figure 3 The skill panel 12 shown has a plurality of skill slots 13, and at least some of the skill slots 13 display skill identifiers 14 corresponding to the skills currently unlocked by the controlled virtual character.

[0052] It should be noted that Figure 3 The skill panel 12 shown is displayed in a virtual roulette manner, but the display manner of the skill panel is not limited to the virtual roulette manner, and other display manners may also be used, such as a rectangular panel, etc. This embodiment does not impose any limitation on this.

[0053] In addition, in an embodiment of the present application, the skill slots displayed in the skill panel are determined according to the number of skills currently unlocked by the controlled virtual character, specifically including determining the display style and / or the number of skill slots displayed in the skill panel according to the number of skills currently unlocked by the controlled virtual character.

[0054] In this embodiment, the number of skill slots displayed in the skill panel is determined by the number of skills currently unlocked by the controlled virtual character, and the display style of the skill slots displayed in the skill panel can also be determined according to the number of skills currently unlocked. For example, when the number of skills currently unlocked is less than a certain value, the border of the skill slot can be displayed in a lighter color. When the number of skills currently unlocked is greater than a certain value, the border of the skill slot can be displayed in a darker color to highlight each skill slot and avoid accidental touch by the player.

[0055] S102. Displaying the skill identifier corresponding to the skill currently unlocked by the controlled virtual character in the skill slot of the skill panel.

[0056] In this embodiment, a skill identifier corresponding to a skill currently unlocked by the controlled virtual character is displayed in each skill slot of the skill panel. The skill identifier may be, for example, an image identifier of the skill and / or a name identifier of the skill.

[0057] In some embodiments, if the number of skill slots is equal to the number of skills currently unlocked by the controlled virtual character, skill identifiers corresponding to the skills currently unlocked by the controlled virtual character are displayed in multiple skill slots respectively.

[0058] In other embodiments, if the number of skill slots is greater than the number of skills currently unlocked by the controlled virtual character, no information may be displayed for the skill slots that do not display a skill identifier, indicating that the skill slot does not currently have the function of triggering a skill; an unlocking identifier may also be displayed, indicating that the skill slot is waiting for a new skill to be unlocked; and a skill identifier of a skill to be unlocked may be further displayed to indicate the specific skill that the skill slot is waiting to be unlocked.

[0059] In some possible implementations, in addition to displaying the skill identifier corresponding to the currently unlocked skill, the skill slot also displays the skill status of the skill corresponding to each skill identifier, and the skill status includes: releasable state, selected state, insufficient energy state and cooling state, among which the releasable state indicates that the controlled virtual character can currently release the skill, the selected state indicates that the player has selected the skill to release, the insufficient energy state indicates that the current energy value of the controlled virtual character is insufficient to release the skill. When the energy value of the controlled virtual character reaches the requirement, the insufficient energy state switches to the releasable state, and the cooling state indicates that the skill is in the cooling time after release, and it is necessary to wait for the cooling time to pass before entering the releasable state again.

[0060] For example, Figure 4 A schematic diagram of a display method provided in an embodiment of the present application, such as Figure 4As shown, the first display mode 41 is that no information is displayed in the skill slot, indicating that the skill slot has not been configured with a skill identifier and the skill slot currently does not have the function of triggering a skill. The second display mode 42 is that the to-be-unlocked identifier is displayed in the skill slot, indicating that the skill corresponding to the skill identifier configured in the skill slot is in an unlocked state. The third display mode 43 is that the skill identifier is displayed in the skill slot, indicating that the skill corresponding to the skill identifier is in a releasable state. The fourth display mode 44 is that the skill identifier is displayed in the skill slot and the skill identifier is marked and displayed, for example, the skill identifier or the entire skill slot is highlighted, indicating that the skill identifier is in a selected state. The fifth display mode 45 is that the skill identifier is displayed in the skill slot and the skill identifier is blurred, indicating that the skill corresponding to the skill identifier is in an insufficient energy state. The sixth display mode 46 is that at least the cooling information is displayed in the skill slot, indicating that the skill corresponding to the skill identifier in the skill slot is in a cooling state. The cooling information may include the remaining cooling time of the skill corresponding to the skill identifier.

[0061] S103. In response to a second touch operation on a first skill identifier in the skill panel, control the controlled virtual character to execute the skill corresponding to the first skill identifier.

[0062] In this embodiment, based on the skill identifier corresponding to the skill currently unlocked by the controlled virtual character displayed in the skill slot of the skill panel, the player determines the first skill identifier corresponding to the skill to be released from the displayed skill identifiers, and controls the controlled virtual character to execute the skill corresponding to the first skill identifier through a second touch operation input on the skill identifier.

[0063] The skill corresponding to the first skill identifier may be a bonus skill for the controlled virtual character itself, an auxiliary skill for a teammate virtual character, or an attack skill for an enemy virtual character, and this embodiment does not impose any restrictions on this.

[0064] Furthermore, after the controlled virtual character performs the skill corresponding to the first skill identifier, if the player still needs to control the controlled virtual character to perform other skills, the second touch operation can be continued to be input to other skill identifiers in the skill slots of the skill panel to control the controlled virtual character to perform the skills corresponding to other skill identifiers; for example, after the skill panel is displayed in the graphical user interface, the player can slide to the first skill identifier and press it again to release the skill corresponding to the first skill identifier, and after releasing the skill corresponding to the first skill identifier, the player can continue to slide to the second skill identifier displayed in another skill slot in the skill panel and press it again to release the skill corresponding to the second skill identifier. If the player does not need to control the controlled virtual character to perform other skills, the skill panel can be closed. Among them, the way to close the skill panel can be: if there is a close control on the skill panel, the skill panel can be closed by clicking the close control, and if there is no close control on the skill control, the skill panel can be closed by clicking other areas on the graphical user interface except the skill panel, and this embodiment does not limit this.

[0065] The interface display method provided in the above embodiment determines the number of skill slots displayed in the skill panel according to the number of skills currently unlocked by the controlled virtual character, realizes the display of slots according to actual needs, improves the display of effective information, and makes it easier for players to select skill identifiers in skill slots when the number of currently unlocked skills is small, thereby reducing the possibility of accidental skill operations and improving the player's operating experience.

[0066] In a possible implementation, the method may further include:

[0067] If the number of skills currently unlocked by the controlled virtual character is greater than 1 and less than a first threshold, the number of skill slots displayed in the skill panel is determined to be a first number; if the number of skills currently unlocked by the controlled virtual character is greater than or equal to the first threshold, the number of first skill slots displayed in the skill panel is determined to be a second number; wherein the second number is greater than the first number.

[0068] In this embodiment, the number of skill slots displayed in the skill panel is determined according to the number of skills currently unlocked by the controlled virtual character, wherein when the number of skills currently unlocked by the controlled virtual character is 2, the number of skill slots in the skill panel is a first number, the first number is greater than or equal to the first threshold, and optionally, the first number is equal to the first threshold. As the number of skills currently unlocked by the controlled virtual character increases, when it increases to the first threshold, the number of skill slots in the skill panel increases to a second number, and further, according to the number of skills that can be unlocked by the controlled virtual character, a second threshold can also be set, and when the number of skills currently unlocked by the controlled virtual character increases to the second threshold, the number of skill slots in the skill panel can be further increased to a third number, the third number is greater than the second number, and can continue to increase in sequence, which will not be described in detail in this embodiment.

[0069] For example, Figure 5 A schematic diagram of another graphical user interface provided in an embodiment of the present application, with Figure 3 and Figure 5 Take the following as an example to illustrate the relationship between the number of currently unlocked skills and the number of skill slots.

[0070] The first threshold is 4, the first number is 4, and the second number is 8. Figure 3 As shown in , when the number of skills currently unlocked by the controlled virtual character is 2 or 3, the number of skill slots displayed in the skill panel is 4, such as Figure 5 As shown, when the number of skills currently unlocked by the current virtual character is equal to 4, the number of skill slots displayed in the skill panel becomes 8. When the number of skills currently unlocked by the current virtual character is 5, 6 or 7, the number of skill slots displayed in the skill panel remains at 8. If the number of unlockable skills of the controlled virtual character is at most 8, then when the number of skills currently unlocked by the controlled virtual character is 8, the number of skill slots displayed in the skill panel remains at 8. If the number of unlockable skills of the controlled virtual character is greater than 8, then when the number of skills currently unlocked by the controlled virtual character is 8, the number of skill slots displayed in the skill panel can be increased to 12, and so on.

[0071] The interface display method provided in the above embodiment displays a first number of skill slots when the number of skills currently unlocked by the controlled virtual character is greater than 1 and less than a first threshold, and displays a second number of skill slots when the number of skills currently unlocked by the controlled virtual character is greater than or equal to the first threshold. Compared with directly using a fixed number of skill slots, if the distance between the skill slots is too close when the number of skill slots is large, it is easy to cause player misoperation. In this embodiment, the number of skill slots changes with the number of currently unlocked skills, so that when the number of skills is small, the number of skill slots is also small, which reduces the possibility of misoperation of skill operations and improves the player's operating experience.

[0072] In one possible implementation, Figure 6 A flowchart of another method for displaying an interface provided in an embodiment of the present application is shown in FIG. Figure 6 As shown, the method may also include:

[0073] S201. Display a second target control through a graphical user interface.

[0074] S202: In response to the number of skills currently unlocked by the controlled virtual character being greater than 1, switching the second target control to the first target control.

[0075] In this embodiment, the target control type displayed in the graphical user interface is determined according to the number of skills currently unlocked by the controlled virtual character. Figure 7 A schematic diagram of another graphical user interface provided in an embodiment of the present application, such as Figure 7 As shown, when the number of skills currently unlocked by the controlled virtual character is equal to 1, the second target control 15 is displayed through the graphical user interface. The second target control 15 is a single skill control corresponding to the single skill currently unlocked by the controlled virtual character. When the third touch operation on the second target control 15 is received, the controlled virtual character can be controlled to execute the target skill corresponding to the second target control. Figure 7 The second target control 15 displayed in the graphical user interface shown in FIG. 1 is switched to Figure 2 The first target control 11 shown is a skill control corresponding to the multiple skills currently unlocked by the controlled virtual character. The first target control 11 may only have the function of opening the skill panel to view the multiple skills currently unlocked, or may have the function of opening the skill panel and releasing a specified skill at the same time, and the specified skill may be the skill released last time.

[0076] In some embodiments, if the number of skills currently unlocked by the controlled virtual character is equal to 1, a single skill icon and / or a single skill name of the single skill currently unlocked by the controlled virtual character is displayed on the second target control to indicate to the player the skill corresponding to the second target control; if the number of skills currently unlocked by the controlled virtual character is greater than 1, the display style of the first target control is changed to display a unified skill icon and / or a unified skill name of multiple skills currently unlocked by the controlled virtual character, that is, a second target control is obtained to indicate that the player can use the first target control to expand the skill panel corresponding to the multiple skills currently unlocked by the controlled virtual character.

[0077] In other embodiments, Figure 2 As shown, a direction mark 16 of the first target control 11 is displayed on the graphical user interface. The direction mark 16 is used to represent the skill slot of each direction in the skill panel, so that the player can quickly trigger the skill slot of the corresponding direction.

[0078] In some embodiments, the method may further include:

[0079] In response to the third touch operation on the second target control, the controlled virtual character is controlled to perform the target skill corresponding to the second target control.

[0080] In this embodiment, for the second target control corresponding to the single skill currently unlocked by the controlled virtual character displayed in the graphical user interface, the controlled virtual character can be directly controlled to execute the single skill currently unlocked by inputting a third touch operation to the second target control.

[0081] The interface display method provided in the above embodiment, when the number of skills currently unlocked by the controlled virtual character is 1, displays a second target control in the graphical user interface, and a currently unlocked skill can be directly released through the second target control; when the number of skills currently unlocked by the controlled virtual character is greater than 1, displays a first target control in the graphical user interface that can open the skill panel, thereby avoiding that multiple currently unlocked skills are directly tiled on the graphical user interface, thereby ensuring the simplicity of the graphical user interface.

[0082] In a possible implementation, the first touch operation is a long press operation, a heavy press operation, or a sliding operation, and the third touch operation is a click operation.

[0083] In this embodiment, if the first touch operation is a long press operation, the skill panel can be displayed in the graphical user interface by judging the pressing duration of the touch operation input to the first target control. If the pressing duration of the touch operation input to the first target control is greater than the preset duration, the skill panel can be displayed.

[0084] If the first touch operation is a hard press operation, the skill panel can be displayed in the graphical user interface by judging the pressing area of ​​the touch operation input to the first target control and if the pressing area of ​​the touch operation input to the first target control is larger than a preset area.

[0085] If the first touch operation is a sliding operation, in response to a sliding operation in any direction input with the first target control as the center, a skill panel is displayed in the graphical user interface.

[0086] The third touch operation is a click operation. In response to the click operation input to the second target control, the controlled virtual character is controlled to execute the target skill corresponding to the second target control.

[0087] In some embodiments, the player can determine whether the target control is the first target control or the second target control based on the skill icon and / or skill name displayed on the graphical user interface, thereby determining the touch operation to be output to improve the efficiency of the player's touch operation input.

[0088] In other embodiments, the player can determine whether the target control is the first target control or the second target control according to whether the control mark 16 is displayed on the graphical user interface, thereby determining the touch operation to be output to improve the efficiency of the player's touch operation input.

[0089] In a possible implementation manner, the second touch operation is a sliding operation continuous with the first touch operation.

[0090] In this embodiment, after the skill panel is opened through the first touch operation, through a sliding operation continuous with the first touch operation, according to the sliding direction of the sliding operation, the skill identifier in the skill slot located in the sliding direction is determined to be the first skill identifier, or, according to the position of the end touch point of the sliding operation, the skill identifier in the skill slot at the position of the sliding touch point is determined to be the first skill identifier.

[0091] In some embodiments, if the first touch operation is a long press operation, after the skill panel is opened by the long press operation, a sliding operation continuous with the long press operation can be performed to slide to the skill slot where the first skill identifier is located to control the controlled virtual character to perform the skill corresponding to the first skill identifier.

[0092] In other embodiments, if the first touch operation is a hard press operation, after the hard press operation opens the skill panel, a sliding operation continuous with the hard press operation can be performed to slide to the skill slot where the first skill identifier is located to control the controlled virtual character to execute the skill corresponding to the first skill identifier.

[0093] In other embodiments, if the first touch operation is a sliding operation, the skill panel can be opened during the sliding operation, and the sliding operation can be continued to slide to the skill slot where the first skill identifier is located to control the controlled virtual character to perform the skill corresponding to the first skill identifier.

[0094] In a possible implementation, the method may further include:

[0095] In response to the end of the first touch operation or the second touch operation, the skill panel is hidden.

[0096] In this embodiment, if a second touch operation for the skill identifier in the skill slot is not received after the first touch operation, the skill panel is hidden when the first touch operation ends, and the first target control is redisplayed in the graphical user interface.

[0097] Alternatively, after inputting a second touch operation on the first skill identifier in the skill slot and ending the second touch operation, when controlling the controlled virtual character to perform the skill corresponding to the first skill identifier, the skill panel is hidden and the first target control is redisplayed in the graphical user interface.

[0098] In some embodiments, after long pressing the first target control or re-pressing the first target control to expand the skill panel, if a sliding operation continuous with the long press operation or the re-press operation is not input, but the long press operation or the re-press operation is directly ended, the skill panel is hidden.

[0099] In other embodiments, after sliding the first target control to expand the skill panel, if the sliding is not continued toward the skill slot, the sliding operation is directly ended and the skill panel is hidden.

[0100] In other embodiments, after the skill panel is expanded by the first touch, if a sliding operation is performed to the first skill icon in the skill slot, the skill panel is hidden after the sliding operation is completed.

[0101] The interface display method provided in the above embodiment hides the skill panel after the first touch operation or the second touch operation is completed, and the player no longer needs to manually close the skill panel, which simplifies the player's operation steps and improves the player's gaming experience.

[0102] In one possible implementation, Figure 8 A flowchart of another method for displaying an interface provided in an embodiment of the present application is shown in FIG. Figure 8 As shown, the method may also include:

[0103] S301. In response to the controlled virtual character executing the skill corresponding to the first skill identifier, a third target control is displayed in the graphical user interface.

[0104] S302. In response to a fourth touch operation on a third target control, control the controlled virtual character to execute a skill corresponding to the first skill identifier.

[0105] In this embodiment, in order to improve the player's operating efficiency, a third target control that can quickly trigger skills can be provided in the graphical user interface. Specifically, when the player selects the first skill identifier from the skill slot, the controlled virtual character executes the skill corresponding to the first skill identifier. The skill corresponding to the first skill identifier is the skill most recently executed by the controlled virtual character. In order to facilitate the player to quickly control the controlled virtual character to execute the skill corresponding to the first skill identifier next time, the third target control can be displayed in the graphical user interface after the controlled virtual character executes the skill corresponding to the first skill identifier. The third target control is the skill control of the skill corresponding to the first skill identifier.

[0106] Afterwards, if the player needs to control the controlled virtual character to perform the skill corresponding to the first skill identifier again, there is no need to expand the skill panel through the first target control again and then select the first skill identifier from the skill panel. Instead, the player only needs to input the fourth touch operation on the third target control to control the controlled virtual character to perform the skill corresponding to the first skill identifier.

[0107] The third target control has a memory function, and the skills memorized by the third target control are the skills most recently released by the controlled virtual character.

[0108] If the player needs to control the controlled virtual character to perform skills corresponding to other skill identifiers, the player needs to expand the skill panel through the first target control and select other skill identifiers from the skill slots of the skill panel to control the controlled virtual character to perform skills corresponding to other skill identifiers. After the controlled virtual character performs the skills corresponding to other skill identifiers, the third target control is updated to the skill control of the skills corresponding to other skill identifiers, and the fourth touch operation is input to the third target control to control the controlled virtual character to perform skills corresponding to other skill identifiers.

[0109] In a possible implementation, before responding to the fourth touch operation on the third target control in S302 to control the controlled virtual character to execute the skill corresponding to the first skill identifier, the method may further include:

[0110] Make sure the memory function is turned on.

[0111] In this embodiment, a memory function is provided for the player. The memory function is an optional function. The player can determine whether to turn on the memory function according to his own operation needs. After the player turns on the memory function, the skills performed by the controlled virtual character each time will be memorized, and the third target control will be automatically configured with the skills performed by the controlled virtual character last time, so that the player can control the controlled virtual character to perform the same skill again through the third target control. If the player does not turn on the memory function, after releasing the skill through the skill panel, the first target control is displayed in the graphical user interface, and the skill panel can be displayed by triggering the first target control, but the skill released last time cannot be released by triggering the first target control.

[0112] The interface display method provided in the above embodiment displays a third target control in a graphical user interface that can directly control the controlled virtual character to execute the skill corresponding to the first skill identifier after the controlled virtual character executes the skill corresponding to the first skill identifier. If the player needs to control the controlled virtual character to execute the skill corresponding to the first skill identifier again, it can be achieved directly through the third target control without opening the skill panel again and selecting the first skill identifier from the skill slot, which simplifies the player's operation steps, improves the player's operation efficiency, and further improves the player's operation experience.

[0113] In a possible implementation, the method may further include:

[0114] In response to a fifth touch operation directed to the third target control, a skill panel is displayed in the graphical user interface.

[0115] In this embodiment, in addition to being used to control the controlled virtual character to perform the skill corresponding to the first skill identifier, the third target control can also be used to open the skill panel. By inputting the fifth touch operation to the third skill control, the skill panel is displayed in the graphical user interface. The fifth touch operation is a touch operation of a different type from the fourth touch operation.

[0116] For example, the fourth touch operation may be a click operation, and the fifth touch operation may be a long press operation, a heavy press operation, or a slide operation.

[0117] Specifically, in response to a click operation on the third target control, the controlled virtual object is controlled to perform the skill corresponding to the first skill identifier, and in response to a long press operation, a re-press operation, or a sliding operation on the third target control, a skill panel is displayed in the graphical user interface. The long press operation, the re-press operation, or the sliding operation on the third target control is the same as the long press operation, the re-press operation, or the sliding operation on the first target control, and will not be described in detail here.

[0118] In some embodiments, the third target control is displayed at the same position as the first target control.

[0119] In this embodiment, in order to ensure the simplicity of the graphical user interface, the first target control can be directly reused so that the first target control has a memory function. After the memory function is turned on, the first target control memorizes the skill corresponding to the first skill identifier, responds to the first touch operation on the first target control, displays the skill panel in the graphical user interface, and responds to the fourth touch operation on the first target control to control the controlled virtual object to execute the skill corresponding to the first skill identifier.

[0120] After the memory function is turned off, in response to the first touch operation or the fourth touch operation on the first target control, the skill panel is displayed in the graphical user interface.

[0121] In some embodiments, if the skill panel can be opened through multiple touch operations on the first target control after the memory function is turned off, then after the memory function is turned on, one touch operation can be selected from the multiple touch operations of the first target control to control the controlled virtual object to perform the skill corresponding to the first skill identifier, and the skill panel can be opened through other touch operations.

[0122] For example, after turning off the memory function, the skill panel can be opened by clicking, long pressing, pressing again or sliding on the first target control. After turning on the memory function, the controlled virtual object is controlled to perform the skill corresponding to the first skill identifier by clicking on the first target control, and the skill panel is opened by long pressing, pressing again or sliding.

[0123] The interface display method provided in the above embodiment reuses the first target control so that the first target control has a memory function. The controlled virtual character can be controlled through the first target control to release the skill that was most recently released again, and the skill panel can be opened through the first target control, thereby simplifying the display information on the graphical user interface and improving the simplicity of the interface.

[0124] In a possible implementation, the skill panel further includes a configuration control; the method may further include:

[0125] In response to the sixth touch operation on the configuration control, a configuration interface is displayed, where the configuration interface is used to configure the skill identifier displayed in the skill slot.

[0126] In this embodiment, if Figure 3 As shown, the skill panel also includes a configuration control 17, through which a configuration interface can be opened. In the configuration interface, the skill identifiers to be displayed in each skill slot of the skill panel can be configured.

[0127] For example, Fig. 9 A schematic diagram of the configuration interface provided in the embodiment of the present application, such as Fig. 9As shown, the configuration interface displays a skill slot 13 and a configurable skill identifier 18. The skill slot 13 displays a configured skill identifier. The configurable skill identifier 18 is a skill identifier of multiple unlockable game skills configured by the game system for the controlled virtual character. The configurable here means that it can be placed in a skill slot.

[0128] The configurable skill identification 18 is divided into: a configured skill identification and an unconfigured skill identification. The configured skill identification is marked with a configuration identification 19 to distinguish the configuration status of the configured skill identification and the unconfigured skill identification. Fig. 9 As shown, skills 1 to 8 are configured skill identifiers, and skills 9 to 12 are unconfigured skill identifiers.

[0129] Among them, both the configured skill identifier and the unconfigured skill identifier can be reconfigured. The configured skill identifier can be reconfigured in the skill slot 13 where it is located, and the unconfigured skill identifier can be configured in the skill slot 13.

[0130] In a possible implementation, the method may further include:

[0131] In response to a selection operation on a target configurable skill identifier, a configurable control is displayed in a skill slot to be configured among multiple skill slots; in response to a touch operation on a configurable control of a target slot among the skill slots to be configured, a target configurable skill identifier is displayed in the target slot.

[0132] In this embodiment, if the selected target configurable skill identifier is a configured skill identifier, then the other skill slots among the multiple skill slots except the configured skill slot corresponding to the target configured skill identifier are determined to be skill slots to be configured, and configurable controls are displayed in all skill slots to be configured; if the selected target configurable skill identifier is an unconfigured skill identifier, then the multiple skill slots are determined to be skill slots to be configured, and configurable controls are displayed in all skill slots.

[0133] By touching the configurable control of the target slot, the target configurable skill identifier is displayed in the target slot, and the target configurable skill identifier is undisplayed in the originally configured skill slot of the target configurable skill identifier. The originally configured skill slot of the target configurable skill identifier does not display any skill identifier, that is, the originally configured skill slot of the target configurable skill identifier is in a waiting-for-configuration state.

[0134] For example, Fig.10 A schematic diagram of another configuration interface provided in an embodiment of the present application, such as Fig.10As shown, the skill identifier of skill 5 is selected, and among the multiple skill slots, the other skill slots except the skill slot where skill 5 is located are skill slots to be configured, and a configurable control 20 is displayed in the skill slot to be configured. After a touch operation is input to the configurable control 20 of the target skill slot to be configured, the skill identifier originally displayed in the target skill slot to be configured is switched to the skill identifier of skill 5.

[0135] Fig.11 A schematic diagram of another configuration interface provided in an embodiment of the present application, such as Fig.11 As shown, the skill identifier of skill 11 is selected, and configurable controls 20 are displayed in multiple skill slots. After a touch operation is input to the configurable control 20 of the target skill slot to be configured, the skill identifier originally displayed in the target skill slot to be configured is switched to the skill identifier of skill 11.

[0136] In another possible implementation, the method may further include:

[0137] In response to a selection operation on a target configurable skill identifier, the target configurable skill identifier is dragged to a target slot among the plurality of skill slots, and the target configurable skill identifier is displayed in the target slot.

[0138] In this embodiment, in addition to configuring the skill identifier for the skill slot through the configurable control in the skill slot, the skill identifier can also be configured for the skill slot directly by dragging the skill identifier.

[0139] The above embodiment provides a method for interface display, which configures the skill identifiers displayed in the skill slots through the configuration interface, so that the position of each skill identifier in the skill slot can be flexibly configured by the player, which is more in line with the player's operating habits and improves the player's operating experience.

[0140] In some embodiments, the sixth touch operation is a sliding operation continuous with the first touch operation.

[0141] In this embodiment, after the skill panel is opened in response to the first touch operation, through a sliding operation continuous with the first touch operation, if the touch end point or the sliding direction of the sliding operation is a configuration control, the configuration interface is displayed in the graphical user interface.

[0142] In some embodiments, the configuration interface is also used to enable a memory function.

[0143] For example, Figures 9 to 11 As shown, the configuration interface also displays a memory function option 21. In response to checking the memory function option 21, it is determined that the memory function has been turned on. In response to unchecking the memory function option 21, it is determined that the memory function is turned off.

[0144] like Figures 9 to 11As shown, a memory description control 22 is also displayed in the graphical user interface. In response to a touch operation on the memory description control 22, a memory description pop-up window is displayed in the graphical user interface. The memory description pop-up window records a detailed introduction to the memory function and a method for opening the skill panel after turning on the memory function.

[0145] In a possible implementation, the method may further include:

[0146] The first skill panel is switched to the second skill panel, wherein the first skill panel is a skill panel including a first number of skill slots, and the second skill panel is a skill panel including a second number of skill slots.

[0147] In this embodiment, if the number of skills currently unlocked by the controlled virtual character is greater than 1 and less than a first threshold, a first skill panel is displayed in the graphical user interface. As the number of skills currently unlocked by the controlled virtual character increases, when the number of skills currently unlocked by the controlled virtual character is equal to the first threshold, the first skill panel is switched to the second skill panel, so that the number of skill slots displayed in the second skill panel increases.

[0148] For example, when the number of skills currently unlocked by the controlled virtual character is greater than 1 and less than 4, the graphical user interface displays the following Figure 3 When the number of skills currently unlocked by the controlled virtual character is greater than or equal to 4, the graphical user interface displays the following: Figure 5 The skills panel shown.

[0149] In a possible implementation, each skill slot in the first skill panel is connected in sequence, and switching the first skill panel to the second skill panel includes:

[0150] Each skill slot in the first skill panel is compressed toward the symmetry axis while keeping the symmetry axis unchanged, and a new skill slot is generated in the blank area between adjacent skill slots to obtain a second skill panel.

[0151] In this embodiment, the skill panel is displayed within a preset display range. Since the display range is limited, as the number of skill slots in the skill panel increases, the area occupied by each skill slot in the skill panel decreases.

[0152] The multiple skill slots in the first skill panel are connected in sequence. When the skill panel switches from the first skill panel to the second skill panel, for each skill slot in the first skill panel, with the symmetry axis of each skill slot as the center, each skill slot is compressed toward the symmetry axis, so that a blank area appears between two adjacent skill slots in the first skill panel, and a new skill slot is generated in the blank area to obtain the second skill panel. In this way, for the skill slots in the first skill panel, although their display area in the second skill panel is reduced, their positions are not changed.

[0153] After the first skill panel switches to the second skill panel, the skill identifiers displayed in multiple skill slots of the first skill panel are still displayed in the corresponding skill slots in the second skill panel. As the number of skill slots increases, the display positions of the skill identifiers already displayed in the skill slots will not change, so that the operating habits developed by the player for each skill identifier in the first skill panel do not need to be changed in the second skill panel.

[0154] For example, Figure 3 and Figure 5 As shown, Figure 3 The 4 skill slots shown in the figure are compressed along their respective symmetry axes, and new skill slots are added in the blank areas to obtain Figure 5 The 8 skill slots shown are: Figure 3 The 4 skill slots shown are used to display skills 1 to 4. Figure 5 In the game, the skill slots where skills 1 to 4 are located have not changed in position, only the display area has been reduced. Players can still operate the corresponding skills in the original positions without changing their operating habits.

[0155] The interface display method provided in the above embodiment compresses each skill slot in the first skill panel toward the axis of symmetry while keeping the axis of symmetry unchanged, and generates a new skill slot in the blank area between adjacent skill slots to obtain a second skill panel. As the number of skill slots increases, the display orientation of the skill identifiers already displayed in the skill slots will not change, so that the operating habits developed by the player for each skill identifier in the original skill panel do not need to be changed in the new skill panel, thereby improving the player's operating experience.

[0156] In a possible implementation, the process of displaying the skill identifier corresponding to the skill currently unlocked by the controlled virtual character in the skill slot of the skill panel in S102 may include:

[0157] The unlocked slots and the non-unlocked slots are displayed alternately on the skill panel in sequence, wherein the unlocked slots are used to display the skill identifiers of the currently unlocked skills, and the non-unlocked slots cannot display the skill identifiers of the currently unlocked skills.

[0158] In this embodiment, the slot that displays the skill identifier of an unlocked skill is an unlocked slot, and the slot that does not display the skill identifier of an unlocked skill is an unlocked slot. When the skill identifier of the currently unlocked skill is displayed in the skill slot of the skill panel, it is displayed in an interval display manner.

[0159] Specifically, the interval display mode can be determined according to the number of unlocked slots and the number of unlocked slots. For example, if the number of unlocked slots is equal to the number of unlocked slots, the unlocked slots and the unlocked slots can be displayed alternately, that is, displayed in the form of ABABAB; if the number of unlocked slots is less than the number of unlocked slots, the unlocked slots and the unlocked slots can be displayed alternately first, and then the remaining unlocked slots can be displayed continuously, that is, displayed in the form of ABABABBBB, or multiple unlocked slots can be displayed between any two unlocked slots, that is, displayed in the form of ABBABBABB; if the number of unlocked slots is greater than the number of unlocked slots, the unlocked slots can be grouped, and an unlocked slot can be set between any two groups of unlocked slots, that is, displayed in the form of AABAABAAB. The specific interval mode can be flexibly determined according to the actual situation, and this embodiment does not limit this.

[0160] The unlocked slot may display a to-be-unlocked mark, indicating that the slot has no unlocked skills. The unlocked mark may be an icon mark or a text mark, which is not limited in this embodiment.

[0161] Furthermore, when the interval display can no longer satisfy the number of currently unlocked skills, the skill identifier of the newly unlocked skill is displayed in the previous interval slot.

[0162] For example, Figure 3 As shown, Skill 1 and Skill 2 are displayed at intervals. When Skill 3 is unlocked, the skill logo of Skill 3 is displayed in the interval slot between Skill 1 and Skill 2.

[0163] The interface display method provided in the above embodiment displays the unlocked slots and the unlocked slots on the skill panel in sequence, so that the unlocked skills are spaced farther apart on the skill panel, thereby preventing players from making misoperations and improving the players' gaming experience.

[0164] In a possible implementation, the method may also include: displaying energy attribute information at a preset position of a first target control; or, displaying energy attribute information at a preset position of a skill panel; or, displaying energy attribute information at a preset position of a second target control, the energy attribute information being used to indicate the energy usage and energy unlocking status of the controlled virtual character.

[0165] In this embodiment, the graphical user interface also displays the energy attribute information of the controlled virtual character, such as Figure 2 As shown, the energy attribute information 23 can be displayed at a preset position of the first target control 11, such as Figure 3 The energy attribute information 23 can be displayed at a preset position of the skill panel 12, such as Figure 7 As shown, the energy attribute information 23 can be displayed at a preset position of the second target control 15 .

[0166] The energy attribute information 23 includes multiple energy grids, which are divided into unlocked energy grids and unlocked energy grids. The unlocked energy grids represent the maximum energy value that the controlled virtual character can accumulate. As the level of the controlled virtual character increases or the number of completed tasks increases, the number of unlocked energy grids increases continuously. The energy value of the controlled virtual character can increase continuously with the increase of level and completion of tasks, or it can increase gradually at a preset speed.

[0167] The unlocked energy grids are divided into used energy and usable energy grids. The controlled virtual character needs to consume energy in the process of executing skills. Each time the controlled virtual character executes a skill, a certain amount of energy is consumed. The maximum energy value and usable energy value of the controlled virtual character can be grasped through the energy attribute information 23.

[0168] When the usable energy value of the controlled virtual character is less than the energy value required for the controlled virtual character to execute a skill, the corresponding skill will be in an energy-deficient state and will need to wait for the energy to increase before the skill can be executed.

[0169] The interface display method provided in the above embodiment displays energy attribute information in a graphical user interface so that players can understand the energy status of the controlled virtual character, which is convenient for players to play the game better.

[0170] Based on the above method embodiment, the embodiment of the present application also provides a device for interface display. Fig.12 A schematic diagram of the structure of the device for displaying the interface provided in the embodiment of the present application, such as Fig.12 As shown, the device displayed on the interface may include:

[0171] The display module 401 is used to determine a skill panel displayed in the graphical user interface in response to a first touch operation on a first target control displayed in the graphical user interface, wherein the skill slots displayed in the skill panel are determined according to the number of skills currently unlocked by the controlled virtual character;

[0172] The display module 401 is also used to display the skill identifier corresponding to the skill currently unlocked by the controlled virtual character in the skill slot of the skill panel;

[0173] The control module 402 is used to control the controlled virtual character to execute the skill corresponding to the first skill identifier in response to the second touch operation on the first skill identifier in the skill panel.

[0174] Optionally, the display module 401 determines that the number of skill slots displayed in the skill panel is a first number if the number of skills currently unlocked by the controlled virtual character is greater than 1 and less than a first threshold; if the number of skills currently unlocked by the controlled virtual character is greater than or equal to the first threshold, the number of first skill slots displayed in the skill panel is a second number; wherein the second number is greater than the first number.

[0175] Optionally, the display module 401 is further used to display a second target control through a graphical user interface; in response to the number of skills currently unlocked by the controlled virtual character being greater than 1, the second target control is switched to the first target control.

[0176] Optionally, the control module 402 is further configured to control the controlled virtual character to execute a target skill corresponding to the second target control in response to a third touch operation on the second target control.

[0177] Optionally, the first touch operation is a long press operation, a heavy press operation, or a sliding operation, and the third touch operation is a click operation.

[0178] Optionally, the second touch operation is a sliding operation continuous with the first touch operation.

[0179] Optionally, the display module 401 is further configured to hide the skill panel in response to the completion of the first touch operation or the second touch operation.

[0180] Optionally, the display module 401 is further configured to display a third target control in the graphical user interface in response to the controlled virtual character performing the skill corresponding to the first skill identifier;

[0181] The control module 402 is further configured to respond to a fourth touch operation on the third target control to control the controlled virtual character to execute the skill corresponding to the first skill identifier.

[0182] Optionally, the display module 401 is further configured to respond to a fifth touch operation on a third target control and display a skill panel on the graphical user interface.

[0183] Optionally, the control module 402 is further configured to determine whether the memory function has been turned on.

[0184] Optionally, the display position of the third target control is the same as that of the first target control.

[0185] Optionally, the fourth touch operation is a click operation, and the fifth touch operation is a long press operation, a heavy press operation, or a sliding operation.

[0186] Optionally, the skill panel also includes a configuration control; the display module 401 is also used to respond to the sixth touch operation on the configuration control and display a configuration interface, where the configuration interface is used to configure the skill identifier displayed in the skill slot.

[0187] Optionally, the sixth touch operation is a sliding operation continuous with the first touch operation.

[0188] Optionally, the configuration interface is also used to enable a memory function.

[0189] Optionally, the display module 401 is also used to switch the first skill panel to the second skill panel, wherein the first skill panel is a skill panel containing a first number of skill slots, and the second skill panel is a skill panel containing a second number of skill slots.

[0190] Optionally, each skill slot in the first skill panel is connected in sequence, and the display module 401 is also used to compress each skill slot in the first skill panel toward the symmetry axis while keeping the symmetry axis unchanged, and generate a new skill slot in the blank area obtained between adjacent skill slots to obtain a second skill panel.

[0191] Optionally, the display module 401 is also used to display the unlocked slots and the non-unlocked slots on the skill panel in sequence, wherein the unlocked slots are used to display the skill identifiers of the currently unlocked skills, and the non-unlocked slots cannot display the skill identifiers of the currently unlocked skills.

[0192] Optionally, the display module 401 is also used to display energy attribute information at a preset position of the first target control; or, to display energy attribute information at a preset position of the skill panel; or, to display energy attribute information at a preset position of the second target control, the energy attribute information being used to indicate the energy usage and energy unlocking status of the controlled virtual character.

[0193] The interface display device provided in the above embodiment determines the number of skill slots displayed in the skill panel according to the number of skills currently unlocked by the controlled virtual character, realizes the display of slots according to actual needs, improves the display of effective information, and makes it easier for players to select skill identifiers in skill slots when the number of currently unlocked skills is small, thereby reducing the possibility of accidental skill operations and improving the player's operating experience.

[0194] The above-mentioned device is used to execute the method provided by the aforementioned embodiment, and its implementation principle and technical effect are similar, which will not be repeated here.

[0195] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0196] Fig.13 A schematic diagram of an electronic device provided in an embodiment of the present application, such as Fig.13 As shown, the electronic device 500 may include: a processor 501, a storage medium 502 and a bus, the storage medium 502 stores program instructions executable by the processor 501, when the electronic device 500 is running, the processor 501 and the storage medium 502 communicate through the bus, and the processor 501 executes the program instructions to execute the above method embodiment.

[0197] Specifically, the processor executes the steps of the above interface display method, which may include:

[0198] In response to a first touch operation on a first target control displayed in a graphical user interface, a skill panel displayed in the graphical user interface is determined, wherein the skill slots displayed in the skill panel are determined according to the number of skills currently unlocked by the controlled virtual character; skill identifiers corresponding to the skills currently unlocked by the controlled virtual character are displayed in the skill slots of the skill panel; in response to a second touch operation on a first skill identifier in the skill panel, the controlled virtual character is controlled to execute the skill corresponding to the first skill identifier.

[0199] Optionally, the processor executes the steps of the above interface display method, and may further include:

[0200] If the number of skills currently unlocked by the controlled virtual character is greater than 1 and less than a first threshold, the number of skill slots displayed in the skill panel is determined to be a first number; if the number of skills currently unlocked by the controlled virtual character is greater than or equal to the first threshold, the number of first skill slots displayed in the skill panel is determined to be a second number; wherein the second number is greater than the first number.

[0201] Optionally, the processor executes the steps of the above interface display method, and may further include:

[0202] The second target control is displayed through the graphical user interface; in response to the number of skills currently unlocked by the controlled virtual character being greater than 1, the second target control is switched to the first target control.

[0203] Optionally, the processor executes the steps of the above interface display method, and may further include:

[0204] In response to the third touch operation on the second target control, the controlled virtual character is controlled to execute the target skill corresponding to the second target control.

[0205] Optionally, the first touch operation is a long press operation, a heavy press operation, or a sliding operation, and the third touch operation is a click operation.

[0206] Optionally, the second touch operation is a sliding operation continuous with the first touch operation.

[0207] Optionally, the processor executes the steps of the above interface display method, and may further include:

[0208] In response to the end of the first touch operation or the second touch operation, the skill panel is hidden.

[0209] Optionally, the processor executes the steps of the above interface display method, and may further include:

[0210] In response to the controlled virtual character executing the skill corresponding to the first skill identifier, a third target control is displayed in the graphical user interface; in response to a fourth touch operation on the third target control, the controlled virtual character is controlled to execute the skill corresponding to the first skill identifier.

[0211] Optionally, the processor executes the steps of the above interface display method, and may further include:

[0212] In response to a fifth touch operation directed to the third target control, a skill panel is displayed in the graphical user interface.

[0213] Optionally, before the processor controls the controlled virtual character to execute the skill corresponding to the first skill identifier, the processor executes the steps of the above-mentioned interface display method, which may also include:

[0214] Make sure the memory function is turned on.

[0215] Optionally, the display position of the third target control is the same as that of the first target control.

[0216] Optionally, the fourth touch operation is a click operation, and the fifth touch operation is a long press operation, a heavy press operation, or a sliding operation.

[0217] Optionally, the skill panel further includes a configuration control; the processor executing the above-mentioned interface display method may further include:

[0218] In response to the sixth touch operation on the configuration control, a configuration interface is displayed, where the configuration interface is used to configure the skill identifier displayed in the skill slot.

[0219] Optionally, the sixth touch operation is a sliding operation continuous with the first touch operation.

[0220] Optionally, the configuration interface is also used to enable a memory function.

[0221] Optionally, the processor executes the steps of the above interface display method, and may further include:

[0222] The first skill panel is switched to the second skill panel, wherein the first skill panel is a skill panel including a first number of skill slots, and the second skill panel is a skill panel including a second number of skill slots.

[0223] Optionally, each skill slot in the first skill panel is connected in sequence, and the processor performs the above-mentioned step of switching the first skill panel to the second skill panel, which may include:

[0224] Each skill slot in the first skill panel is compressed toward the symmetry axis while keeping the symmetry axis unchanged, and a new skill slot is generated in the blank area between adjacent skill slots to obtain a second skill panel.

[0225] Optionally, the processor executing the above step of displaying the skill identifier corresponding to the skill currently unlocked by the controlled virtual character in the skill slot of the skill panel may include:

[0226] The unlocked slots and the non-unlocked slots are displayed alternately on the skill panel in sequence, wherein the unlocked slots are used to display the skill identifiers of the currently unlocked skills, and the non-unlocked slots cannot display the skill identifiers of the currently unlocked skills.

[0227] Optionally, the processor executes the steps of the above interface display method, and may further include:

[0228] Display energy attribute information at a preset position of a first target control; or, display energy attribute information at a preset position of a skill panel; or, display energy attribute information at a preset position of a second target control, the energy attribute information being used to indicate energy usage and energy unlocking status of a controlled virtual character.

[0229] The interface display method executed by the processor of the above-mentioned embodiment determines the number of skill slots displayed in the skill panel according to the number of skills currently unlocked by the controlled virtual character, realizes the display of slots according to actual needs, improves the display of effective information, and makes it easier for players to select skill identifiers in skill slots when the number of currently unlocked skills is small, thereby reducing the possibility of accidental touches on skill operations and improving the player's operating experience.

[0230] Optionally, the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the above method embodiment is executed.

[0231] Specifically, the processor executes the steps of the above interface display method, which may include:

[0232] In response to a first touch operation on a first target control displayed in a graphical user interface, a skill panel displayed in the graphical user interface is determined, wherein the skill slots displayed in the skill panel are determined according to the number of skills currently unlocked by the controlled virtual character; skill identifiers corresponding to the skills currently unlocked by the controlled virtual character are displayed in the skill slots of the skill panel; in response to a second touch operation on a first skill identifier in the skill panel, the controlled virtual character is controlled to execute the skill corresponding to the first skill identifier.

[0233] Optionally, the processor executes the steps of the above interface display method, and may further include:

[0234] If the number of skills currently unlocked by the controlled virtual character is greater than 1 and less than a first threshold, the number of skill slots displayed in the skill panel is determined to be a first number; if the number of skills currently unlocked by the controlled virtual character is greater than or equal to the first threshold, the number of first skill slots displayed in the skill panel is determined to be a second number; wherein the second number is greater than the first number.

[0235] Optionally, the processor executes the steps of the above interface display method, and may further include:

[0236] The second target control is displayed through the graphical user interface; in response to the number of skills currently unlocked by the controlled virtual character being greater than 1, the second target control is switched to the first target control.

[0237] Optionally, the processor executes the steps of the above interface display method, and may further include:

[0238] In response to the third touch operation on the second target control, the controlled virtual character is controlled to execute the target skill corresponding to the second target control.

[0239] Optionally, the first touch operation is a long press operation, a heavy press operation, or a sliding operation, and the third touch operation is a click operation.

[0240] Optionally, the second touch operation is a sliding operation continuous with the first touch operation.

[0241] Optionally, the processor executes the steps of the above interface display method, and may further include:

[0242] In response to the end of the first touch operation or the second touch operation, the skill panel is hidden.

[0243] Optionally, the processor executes the steps of the above interface display method, and may further include:

[0244] In response to the controlled virtual character executing the skill corresponding to the first skill identifier, a third target control is displayed in the graphical user interface; in response to a fourth touch operation on the third target control, the controlled virtual character is controlled to execute the skill corresponding to the first skill identifier.

[0245] Optionally, the processor executes the steps of the above interface display method, and may further include:

[0246] In response to a fifth touch operation directed to the third target control, a skill panel is displayed in the graphical user interface.

[0247] Optionally, before the processor controls the controlled virtual character to execute the skill corresponding to the first skill identifier, the processor executes the steps of the above-mentioned interface display method, which may also include:

[0248] Make sure the memory function is turned on.

[0249] Optionally, the display position of the third target control is the same as that of the first target control.

[0250] Optionally, the fourth touch operation is a click operation, and the fifth touch operation is a long press operation, a heavy press operation, or a sliding operation.

[0251] Optionally, the skill panel further includes a configuration control; the processor executing the above-mentioned interface display method may further include:

[0252] In response to the sixth touch operation on the configuration control, a configuration interface is displayed, where the configuration interface is used to configure the skill identifier displayed in the skill slot.

[0253] Optionally, the sixth touch operation is a sliding operation continuous with the first touch operation.

[0254] Optionally, the configuration interface is also used to enable a memory function.

[0255] Optionally, the processor executes the steps of the above interface display method, and may further include:

[0256] The first skill panel is switched to the second skill panel, wherein the first skill panel is a skill panel including a first number of skill slots, and the second skill panel is a skill panel including a second number of skill slots.

[0257] Optionally, each skill slot in the first skill panel is connected in sequence, and the processor performs the above-mentioned step of switching the first skill panel to the second skill panel, which may include:

[0258] Each skill slot in the first skill panel is compressed toward the symmetry axis while keeping the symmetry axis unchanged, and a new skill slot is generated in the blank area between adjacent skill slots to obtain a second skill panel.

[0259] Optionally, the processor executing the above step of displaying the skill identifier corresponding to the skill currently unlocked by the controlled virtual character in the skill slot of the skill panel may include:

[0260] The unlocked slots and the non-unlocked slots are displayed alternately on the skill panel in sequence, wherein the unlocked slots are used to display the skill identifiers of the currently unlocked skills, and the non-unlocked slots cannot display the skill identifiers of the currently unlocked skills.

[0261] Optionally, the processor executes the steps of the above interface display method, and may further include:

[0262] Display energy attribute information at a preset position of a first target control; or, display energy attribute information at a preset position of a skill panel; or, display energy attribute information at a preset position of a second target control, the energy attribute information being used to indicate energy usage and energy unlocking status of a controlled virtual character.

[0263] The interface display method executed by the processor of the above-mentioned embodiment determines the number of skill slots displayed in the skill panel according to the number of skills currently unlocked by the controlled virtual character, realizes the display of slots according to actual needs, improves the display of effective information, and makes it easier for players to select skill identifiers in skill slots when the number of currently unlocked skills is small, thereby reducing the possibility of accidental touches on skill operations and improving the player's operating experience.

[0264] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0265] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0266] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0267] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.

[0268] The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims

1. A method for interface display, characterized in that: The method comprises: In response to a first touch operation on a first target control displayed in a graphical user interface, determining a skill panel displayed in the graphical user interface, wherein the skill slots displayed in the skill panel are determined according to the number of skills currently unlocked by the controlled virtual character; Displaying a skill identifier corresponding to a skill currently unlocked by the controlled virtual character in a skill slot of the skill panel; In response to a second touch operation on a first skill identifier in the skill panel, the controlled virtual character is controlled to execute the skill corresponding to the first skill identifier.

2. The method according to claim 1, characterized in that The method further comprises: If the number of skills currently unlocked by the controlled virtual character is greater than 1 and less than a first threshold, determining that the number of skill slots displayed in the skill panel is a first number; If the number of skills currently unlocked by the controlled virtual character is greater than or equal to the first threshold, determining the number of first skill slots displayed in the skill panel to be a second number; Wherein, the second number is greater than the first number.

3. The method according to claim 1, characterized in that The method further comprises: displaying a second target control through the graphical user interface; In response to the number of skills currently unlocked by the controlled virtual character being greater than 1, the second target control is switched to the first target control.

4. The method according to claim 3, characterized in that The method further comprises: In response to a third touch operation on the second target control, the controlled virtual character is controlled to execute a target skill corresponding to the second target control.

5. The method according to claim 4, characterized in that The first touch operation is a long press operation, a heavy press operation, or a sliding operation, and the third touch operation is a click operation.

6. The method according to claim 1, characterized in that The second touch operation is a sliding operation continuous with the first touch operation.

7. The method according to claim 1, characterized in that The method further comprises: In response to the completion of the first touch operation or the second touch operation, hiding the skill panel.

8. The method according to claim 7, characterized in that The method further comprises: In response to the controlled virtual character performing the skill corresponding to the first skill identifier, displaying a third target control in the graphical user interface; In response to a fourth touch operation on the third target control, the controlled virtual character is controlled to execute the skill corresponding to the first skill identifier.

9. The method according to claim 8, characterized in that The method further comprises: In response to a fifth touch operation directed to the third target control, the skill panel is displayed on the graphical user interface.

10. The method according to claim 8, characterized in that Before responding to the fourth touch operation on the third target control and controlling the controlled virtual character to execute the skill corresponding to the first skill identifier, the method further includes: Make sure the memory function is turned on.

11. The method according to claim 8, characterized in that The display position of the third target control is the same as that of the first target control.

12. The method according to claim 9, characterized in that The fourth touch operation is a click operation, and the fifth touch operation is a long press operation, a heavy press operation, or a slide operation.

13. The method according to claim 2, characterized in that The skill panel also includes a configuration control; the method further includes: In response to a sixth touch operation on the configuration control, a configuration interface is displayed, wherein the configuration interface is used to configure the skill identifier displayed in the skill slot.

14. The method according to claim 13, characterized in that The sixth touch operation is a sliding operation continuous with the first touch operation.

15. The method according to claim 13, characterized in that The configuration interface is also used to enable the memory function.

16. The method according to claim 2, characterized in that The method further comprises: Switch the first skill panel to the second skill panel, wherein the first skill panel is a skill panel including the first number of skill slots, and the second skill panel is a skill panel including the second number of skill slots.

17. The method according to claim 16, characterized in that Each skill slot in the first skill panel is connected in sequence, and switching the first skill panel to the second skill panel includes: Each skill slot in the first skill panel is compressed toward the symmetry axis while keeping the symmetry axis unchanged, and a new skill slot is generated in the blank area between adjacent skill slots to obtain the second skill panel.

18. The method according to claim 1, characterized in that The skill identification corresponding to the skill currently unlocked by the controlled virtual character is displayed in the skill slot of the skill panel, including: The unlocked slots and the non-unlocked slots are displayed on the skill panel in sequence and at intervals, wherein the unlocked slots are used to display the skill identifiers of the currently unlocked skills, and the non-unlocked slots cannot display the skill identifiers of the currently unlocked skills.

19. The method according to claim 3, characterized in that The method further comprises: Displaying energy attribute information at a preset position of the first target control; or, Displaying energy attribute information at a preset position on the skill panel; or, Energy attribute information is displayed at a preset position of the second target control, where the energy attribute information is used to indicate energy usage and energy unlocking status of the controlled virtual character.

20. A device for interface display, characterized in that: The device comprises: A display module, configured to determine a skill panel displayed in the graphical user interface in response to a first touch operation on a first target control displayed in the graphical user interface, wherein the skill slots displayed in the skill panel are determined according to the number of skills currently unlocked by the controlled virtual character; The display module is further used to display the skill identifier corresponding to the skill currently unlocked by the controlled virtual character in the skill slot of the skill panel; The control module is used to control the controlled virtual character to execute the skill corresponding to the first skill identifier in the skill panel in response to a second touch operation on the first skill identifier.

21. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of the method for interface display as described in any one of claims 1 to 19.

22. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method for interface display according to any one of claims 1 to 19 are executed.