Display control method and device of game floating window, terminal equipment and storage medium
By dynamically adjusting the display mode of the game floating window according to the screen-to-body ratio, the occlusion and information recognition problems caused by traditional equal-scale scaling are solved, and flexible information display under different screen occupation situations is realized, improving the user experience.
Patent Information
- Application Number
- CN202510515036.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-23
- Publication Date
- 2025-07-22
AI Technical Summary
The equal-ratio zooming method of traditional game floating windows causes the game screen to block other elements of the screen when the large floating windows are used, and the information cannot be recognized when the small floating windows are used, affecting the user experience.
According to the screen-to-body ratio of the game floating window in the terminal device, the display mode is dynamically adjusted, including large format mode, medium format mode and small format mode, respectively, displaying the complete picture, some picture content or core information under different screen-to-body ratios.
While ensuring user experience, the problems of floating window occlusion and information recognition are solved, and the practicality and information transmission efficiency of game floating windows are improved.
Smart Images

Figure CN120346531A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technologies, and in particular, to a method, an apparatus, a terminal device, and a storage medium for controlling the display of a game floating window. Background Art
[0002] In existing games, in order to enable players to understand the game process in real time, many mobile games use the form of game floating windows, so that the game screen can be displayed on top of other applications.
[0003] However, the traditional solution only provides an equal ratio scaling method to form a game floating window. In such a way, after the game screen in full-screen display is reduced in equal proportion, whether the screen content is clear depends heavily on the size of the game floating window. If the size of the game floating window is large, the screen content is clear and recognizable, but it will block other display elements on the screen (for example, other application interfaces, graphical UIs, etc.); on the contrary, if the size of the game floating window is small, although the occlusion is avoided, the screen content will be unrecognizable. Summary of the Invention
[0004] In view of this, the present disclosure proposes a method, an apparatus, a terminal device, and a computer storage medium for controlling the display of a game floating window, aiming to solve the technical problems of excessive occlusion and unrecognizable information caused by the traditional game floating window with equal ratio scaling.
[0005] To achieve the above object, the technical solutions adopted in the embodiments of the present disclosure are as follows: In a first aspect, the present disclosure provides a method for controlling the display of a game floating window, the method including: Providing a game floating window corresponding to a target game in a terminal device; Determining a target display mode adapted to the screen occupation ratio of the game floating window in the terminal device; wherein, the target game is preset with multiple display modes, and the richness of the game content displayed in different display modes is different; Displaying the game screen corresponding to the target game in the game floating window according to the target display mode.
[0006] In a second aspect, the present disclosure provides a device for controlling the display of a game floating window, the device including: A providing module, configured to provide a game floating window corresponding to a target game in a terminal device; A determining module, configured to determine a target display mode adapted to the screen occupation ratio of the game floating window in the terminal device; wherein, the target game is preset with multiple display modes, and the richness of the game content displayed in different display modes is different; A displaying module, configured to display the game screen corresponding to the target game in the game floating window according to the target display mode.
[0007] In a third aspect, the present invention provides a terminal device, including: a processor, a storage medium, and a bus. The storage medium stores computer-readable instructions executable by the processor. When the terminal device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the method according to any one of the foregoing embodiments.
[0008] In a fourth aspect, the present invention provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it performs the steps of the method according to any one of the foregoing embodiments.
[0009] The beneficial effects of the present disclosure are as follows: The display control method, device, electronic device, and storage medium for the game floating window provided by the present disclosure determine the corresponding display mode according to the screen occupation ratio of the game floating window in the terminal device, and adjust the display manner of the game content according to different display modes, solving the contradictory problems of large floating windows blocking the screen and small floating windows having unclear information caused by only equal ratio scaling in the traditional solution. This solution can intelligently adjust the richness of the display content according to the size of the floating window, completely display the game content in the large frame mode, only retain the necessary game elements and enlarge the display in the medium frame mode, and only display the core game elements and statistical data in the small frame mode, thereby improving the practicality and information transmission efficiency of the floating window while ensuring the user experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following will briefly introduce the drawings required in the embodiments. It should be understood that the following drawings only show some embodiments of the present disclosure, and therefore should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.
[0011] Figure 1 It is an architecture diagram of a cloud interaction system provided by the present disclosure; Figure 2 It is a schematic flowchart of an optional implementation manner of the display control method for the game floating window provided by the present disclosure; Figure 3 It is a schematic flowchart of another optional implementation manner of the display control method for the game floating window provided by the present disclosure; Figure 4 It is a schematic diagram of the display of the game floating window in an optional implementation manner of the present disclosure; Figure 5 It is a schematic diagram of the display of the game floating window in another optional implementation manner of the present disclosure; Figure 6 Schematic diagram of the switching of the game floating window display mode in an optional implementation manner of the present disclosure; Figure 7 Schematic diagram of the structure of the display control device of the game floating window provided by the present disclosure; Figure 8 Schematic diagram of the hardware architecture of the terminal device provided by the present disclosure. Specific embodiments
[0012] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Obviously, the described embodiments are some, but not all, of the embodiments of the present disclosure. Components of the embodiments of the present disclosure generally described and illustrated in the figures herein may be arranged and designed in a variety of different configurations.
[0013] Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure claimed, but is merely representative of selected embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present disclosure without creative efforts fall within the scope of the present disclosure.
[0014] It should be noted that: like reference numerals and letters denote like items in the following figures, and thus, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.
[0015] For ease of understanding, the prior art related to the present disclosure will be described in detail first.
[0016] The popularization of mobile intelligent terminals has made mobile games an important way for people's daily leisure and entertainment. In order to enable players to understand the game process in real time, many mobile games use the floating window form of picture-in-picture, so that the game screen can be displayed on top of other applications. This form facilitates players to still pay attention to the game state while performing other operations (such as replying to messages, browsing the web).
[0017] However, traditional solutions only provide a way to form a floating window with equal ratio scaling. With such a processing method, whether the content of the game screen in full - screen display is clear after being scaled down in equal ratio depends severely on the size of the floating window. For example, in a certain multiplayer online battle arena game, when a player needs to temporarily switch to a chat application to reply to a message, the game will automatically shrink to a floating window for display. If the size of the picture - in - picture floating window of the game is set very large, although the battle situation in the game can be clearly seen, it will seriously block other display elements on the mobile phone screen (such as other application interfaces, graphical UIs, etc.), affecting the normal use of other applications by the user; on the contrary, if the size of the picture - in - picture floating window is shrunk very small, although the occlusion is avoided, the game screen information (such as key game information like character health, skill cooldown, mini - map information, etc.) cannot be recognized, resulting in the player being unable to timely understand the game state and possibly missing key game opportunities.
[0018] In view of the above problems in the prior art, the present disclosure proposes the following technical concept: According to the screen occupation ratio of the game floating window on the terminal device screen, the display mode of the game floating window is divided into multiple modes, and different display processing strategies are adopted for different screen occupation ratio ranges.
[0019] Specifically, when the screen occupation ratio is relatively large, the traditional equal - ratio scaling mode that completely retains the game screen content is adopted; when the screen occupation ratio is moderate, only the necessary game elements are retained, magnified specifically, and then scaled down in equal ratio for adaptation; when the screen occupation ratio is relatively small, the game screen is no longer displayed, but the core game information is presented through simplified icons and data statistics.
[0020] Through this technical means of multi - level dynamic adjustment, the present disclosure solves the contradiction between information display and screen occupation of traditional game floating windows at different sizes, can not only ensure that players obtain key game information, but also will not overly occupy the screen space, improving the game experience of users in multi - task scenarios.
[0021] Based on the above content, the following will introduce the specific content of each technical solution provided by the present disclosure in detail one by one.
[0022] First of all, the present disclosure provides a display control method for a game floating window.
[0023] In an optional implementation manner, the display control method for the game floating window provided by the present disclosure can run on a terminal device and / or a server.
[0024] Among them, when the display control method for the game floating window runs on the server, this method can be implemented and executed based on a cloud interaction system. Please refer to Figure 1, which is an architecture diagram of a cloud interaction system provided by the present disclosure. As shown in the figure, the cloud interaction system may include: a client device 10 and a server 20, where the client device 10 may be connected to the server 20 through a network 30.
[0025] In an optional implementation manner, various cloud applications may run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the transmission method of game characters are completed on the cloud game server. The function of the client device 10 is for receiving and sending data and presenting the game screen. For example, the client device 10 may be a display device with data transmission function close to the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; however, the terminal device for information processing is the cloud game server in the cloud. When playing a game, the player operates the client device 10 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 data such as the game screen, and returns it to the client device 10 through the network. Finally, the game screen is decoded and output through the client device 10.
[0026] Among them, when the display control method of the game floating window runs on the terminal device, in an optional implementation manner, the terminal device may be a local terminal device. Taking a game as an example, the terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The way for the local terminal device to provide the graphical user interface to the player may include various methods. For example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes the game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0027] The above describes the hardware environment required by the present disclosure. Below, based on the above hardware environment, taking the terminal device as the execution subject as an example, various embodiments of the display control method of the game floating window provided by the present disclosure will be described in detail.
[0028] Please refer to Figure 2 , which is a flowchart of an optional implementation manner of the display control method of the game floating window provided by the present disclosure. As shown in the figure, the method includes the following steps: Step S1, provide a game floating window corresponding to the target game in the terminal device.
[0029] Step S2: Determine a target display mode adapted to the screen occupation ratio of the game floating window in the terminal device. Among them, the target game is preset with multiple display modes, and the richness of the displayed game content is different under different display modes.
[0030] Step S3: Display the game screen corresponding to the target game in the game floating window according to the target display mode.
[0031] Through the above steps, the display control method of the game floating window provided by the present disclosure enables the terminal device to automatically select the most suitable display mode according to the screen occupation ratio of the game floating window, and present the most critical game information within the limited space of the game floating window. This not only avoids the problem of screen occlusion caused by an overly large game floating window, but also solves the problem of unrecognizable information caused by an overly small game floating window, effectively improving the user's game experience in a multi-tasking scenario. At the same time, through the intelligent adjustment of the information richness under different display modes, this method makes the display of game content more flexible and variable, enhances the usability of the game, and solves the limitations of traditional equal ratio scaling methods in the field of computer information processing.
[0032] The following is a specific description of the above steps: Step S1: Provide a game floating window corresponding to the target game in the terminal device. Among them, the terminal device is an electronic device capable of running game programs and having multi-tasking processing capabilities.
[0033] In an alternative embodiment, the terminal device may be a mobile intelligent device with a touch screen. For example, the terminal device may be a portable electronic device such as a smart phone, a tablet computer, a foldable screen device, etc. that can install and run game applications.
[0034] In an alternative embodiment, the terminal device may be a computer device with graphics processing capabilities. For example, the terminal device may be a desktop computer, a laptop computer, a smart TV, or a game console, etc., which are computer devices capable of running multiple application programs simultaneously.
[0035] In an alternative embodiment, the terminal device may be a smart wearable device with multi-window display functions. For example, the terminal device may be a smart watch, AR glasses, VR headsets, etc., which are wearable devices with game running capabilities and supporting multi-tasking processing.
[0036] Among them, the target game is a game application program running on the terminal device.
[0037] In an alternative embodiment, the target game may be an online game that requires the player to continuously pay attention to the game progress. For example, the target game may be a game type that requires the player to pay attention to the game state in real time, such as a Multiplayer Online Battle Arena (MOBA), a Massively Multiplayer Online Role-Playing Game (MMORPG), a strategy game, etc.
[0038] In an alternative embodiment, the target game may be a game application with an auto-battle or idle function. For example, the target game may be a role-playing game with an auto-battle system, a simulation business game, a placement game, etc., which can automatically perform the game process in the background.
[0039] In an alternative embodiment, the target game may be any game application that supports the Picture-in-Picture or floating window function. For example, the target game may be various games adapted to the system floating window API, including but not limited to action games, shooting games, adventure games, puzzle games, etc.
[0040] Among them, the game floating window is a window control that is suspended and displayed on the upper layer of the terminal device interface and is used to display the target game screen.
[0041] In an alternative embodiment, the game floating window may be a floating window created by the Picture-in-Picture function provided at the system level. For example, the game floating window may be a small window created through the PIP (Picture-in-Picture) mode of the Android system or the Picture-in-Picture function of the IOS system. When the user presses the Home key or switches to other applications, the game automatically shrinks to a floating window and continues to be displayed.
[0042] In an alternative embodiment, the game floating window may be a floating window function provided by the game application itself. For example, the game floating window may be a floating window function implemented by the game developer. The player can click the "floating window mode" button in the game to switch the game to the floating window display state and can operate other applications on the terminal device at the same time.
[0043] In an alternative embodiment, the game floating window may be a floating window function provided by a third-party tool. For example, the game floating window may be a floating window created through a third-party multi-window management tool, a game assistant, or a floating window management application, enabling the game to run in a small window while the user can operate other applications.
[0044] Through the above steps, the present disclosure provides a game floating window corresponding to the target game in the terminal device, enabling players to handle other tasks simultaneously without interrupting the game. This design is applicable to various game scenarios. For example, when a player needs to view a strategy or reply to an urgent message during a game battle, the game can be switched to the floating window mode, and other affairs can be handled while observing the game status in the floating window; or when the game is in auto-battle or farming dungeons while AFK, the player can keep track of the game progress at any time through the floating window mode without switching applications back and forth. This greatly improves the user's multitasking efficiency and enhances the accessibility and convenience of the game.
[0045] Step S2: Determine a target display mode adapted to the screen occupation ratio according to the screen occupation ratio of the game floating window in the terminal device; wherein, the target game is preset with multiple display modes, and the richness of the game content displayed in different display modes is different. Wherein, the screen occupation ratio is the ratio of the area of the game floating window on the screen of the terminal device.
[0046] In an optional implementation manner, the screen occupation ratio can be the percentage of the area of the game floating window to the total area of the screen of the terminal device. For example, if the screen resolution of the terminal device is 1920×1080 pixels and the total area is 2,073,600 pixel points, while the resolution of the game floating window is 480×270 pixels and the area is 129,600 pixel points, then the screen occupation ratio is (129,600÷2,073,600)×100% = 6.25%.
[0047] In an optional implementation manner, the screen occupation ratio can be calculated by the ratio of the size of the game floating window to the size of the screen. For example, the ratio of the width of the game floating window to the width of the screen multiplied by the ratio of the height of the game floating window to the height of the screen, that is, (floating window width÷screen width)×(floating window height÷screen height)×100% gives the screen occupation ratio.
[0048] In an optional implementation manner, the screen occupation ratio can be a reference index for adjusting the UI based on the floating window. For example, the present disclosure can calculate the current screen occupation ratio in real time according to the operation of the user dragging and adjusting the size of the floating window, and dynamically adjust the display mode based on this.
[0049] Wherein, the target display mode is a game content display method determined according to the screen occupation ratio and suitable for the current size of the floating window.
[0050] In an optional implementation manner, the target display mode can be divided according to a preset screen occupation ratio threshold. As Figure 3 shown, the steps of the present disclosure for dividing the target display mode according to the preset screen occupation ratio threshold may specifically include: Step S10: Determine the screen occupation ratio of the game floating window in the terminal device; Step S11, in response to the screen occupation ratio satisfying the first threshold range, determine that the target display mode adapted to the screen occupation ratio is the first display mode; wherein, the first display mode is used to indicate displaying the complete screen content corresponding to the game screen. Step S21, in response to the screen occupation ratio satisfying the second threshold range, determine that the target display mode adapted to the screen occupation ratio is the second display mode, wherein the second display mode is used to indicate displaying part of the screen content corresponding to the game screen. Step S31, in response to the screen occupation ratio satisfying the third threshold range, determine that the target display mode adapted to the screen occupation ratio is the third display mode, wherein the third display mode is used to indicate displaying the content statistics information corresponding to the game screen.
[0051] For example, when the screen occupation ratio of the game floating window is greater than or equal to 25%, determine that the target display mode is the large picture format mode; when the screen occupation ratio of the game floating window is less than 25% and greater than or equal to 15%, determine that the target display mode is the medium picture format mode; when the screen occupation ratio of the game floating window is less than 15%, determine that the target display mode is the small picture format mode.
[0052] In an optional implementation manner, the target display mode can dynamically adjust the threshold according to the type and screen size of the terminal device. For example, on a small-screen mobile phone, the threshold of the large picture format mode may be adjusted to 30%, while on a large-screen tablet, the threshold may be adjusted to 20% to adapt to the screen characteristics of different devices and the user's visual experience.
[0053] In an optional implementation manner, the target display mode can be personalized adjusted according to the user's preference settings. For example, the present disclosure can provide a user-defined interface, allowing the user to adjust the screen occupation ratio threshold of each display mode according to personal habits, or set exclusive display mode configurations for specific games.
[0054] Among them, the richness of the game content displayed in different display modes is different, which means that there are differences in the screening and display methods of game information for various display modes.
[0055] In an optional implementation manner, as Figure 3 shown, the different game elements / game screen contents that can be displayed by the different display modes determined by the present disclosure according to the screen occupation ratio threshold can be specifically implemented through the following steps: Step S12, when the target display mode is the first display mode, scale the game screen proportionally and display it in the game floating window.
[0056] It can be understood that in the large screen mode, the game screen displayed in the game floating window includes the complete game content. When it is confirmed that the target display mode suitable for the screen occupation ratio is the first display mode, only the game screen of the target game needs to be scaled proportionally, and then the game screen after the proportional scaling is displayed in the game floating window.
[0057] Step S22, when the target display mode suitable for the screen occupation ratio is the second display mode, some game elements are removed, and the target game screen is displayed in the game floating window.
[0058] It can be understood that in the medium screen mode, limited by the size of the game floating window, all the game content cannot be presented in the game floating window, and only some of the game content included in the game screen can be presented.
[0059] In specific implementation, when it is confirmed that the target display mode suitable for the screen occupation ratio is the second display mode, the game elements in the game screen of the target game can be determined first, and at least some of the game elements in the game screen are removed to reduce the number of game elements to be displayed in the game floating window; specifically, the object state of the game object controlled by the terminal device can be determined, and at least some of the game elements in the game screen are removed according to the object state. For example, when the object state of the game object is the combat state, the game elements irrelevant to the game combat in the game screen can be removed; when the object state of the game object is the non-combat state, the game elements irrelevant to the game task in the game screen can be removed.
[0060] Secondly, after removing the irrelevant game elements in the game screen, it is necessary to generate the target game screen after the game element removal. Among them, the game elements in the target game screen are significantly reduced. At this time, in order to make the unremoved target game elements in the game floating window easier to be recognized, the unremoved target game elements in the game screen can be enlarged to generate the target game screen including the enlarged target game elements.
[0061] Finally, the target game screen is scaled proportionally in the traditional way, and the target game screen after the proportional scaling is displayed in the game floating window.
[0062] Step S33, when the target display mode suitable for the screen occupation ratio is the third display mode, the element identifier and relevant statistical information of the core game elements are displayed in the game floating window.
[0063] It can be understood that in the small screen mode, the game floating window does not directly display the game screen, but displays the element identifiers of the core game elements and the relevant statistical data content. Specifically, the object state of the game object controlled by the terminal device can be determined, and based on the object state, the core game elements in the game screen and the statistical information related to the core game elements can be determined. For example, when the object state of the game object is the combat state, it can be determined that the core game elements in the game screen are the virtual objects participating in the game combat, that is, the two combatant roles; the statistical information related to the core game elements is determined as: the object identifier corresponding to the virtual object, the object's health, the object's survival status and other information. When the object state of the game object is a non-combat state, it can be determined that the core game elements in the game screen are the game object controlled by the terminal device and the current game task of the game object; the statistical information related to the core game elements is determined as: the task progress information corresponding to the current game task.
[0064] In an optional implementation manner, please refer to Figure 4 , which shows the differences in the game screen content presented in the game floating window in different display modes in the combat state.
[0065] Among them, the leftmost one is the game screen presented in the large screen mode. It can be seen that when the target display mode is the large screen mode, the present disclosure only scales the full-screen combat game screen of the target game proportionally, and then presents the complete game battle scene screen in the game floating window. Each game character in combat, the character health bars corresponding to each game character, the character positions, game skills, game UI elements and other game elements are clearly visible in the figure.
[0066] The middle one is the game screen presented in the medium screen mode. It can be seen that when the target display mode is the medium screen mode, the present disclosure eliminates some non-essential game elements in the full-screen combat game screen of the target game, and only retains the necessary game elements such as the enemy characters and our characters participating in the combat. And in order to make the necessary game elements clearly displayed in the game floating window, in the figure, the character avatars are used instead of the game character models, and the circular health bars are used instead of the linear health bars. Among them, the layout method of the character avatars is consistent with the actual positions of each game character in combat to prompt the user about the combat situation of the current game characters.
[0067] On the right is the game screen presented in the small frame mode. It can be seen that when the target display mode is the small frame mode, the present disclosure does not directly display any game screen content in the game floating window, but shows simplified game element icons and key data statistics in the game floating window. As can be seen from the figure, when the game character is in a combat state, the present disclosure counts the combat information of both the friendly and enemy sides in the battle. For example, it separately counts the total health, the number of surviving characters, the number of killed characters, etc. corresponding to the friendly and enemy characters, and then only shows the simplified friendly and enemy identifiers in the game floating window, and shows the above-mentioned counted friendly character information on the periphery of the friendly identifier, and shows the above-mentioned counted enemy character information on the periphery of the enemy identifier, so as to enable the user to clearly obtain the information related to the game battle even in a very small-sized game floating window.
[0068] In an optional implementation manner, please refer to Figure 5 , which shows the differences in the game screen content presented in the game floating window in different display modes in a non-combat state.
[0069] Among them, the left one is the game screen presented in the large frame mode. It can be seen that when the target display mode is the large frame mode, the present disclosure only scales down the full-screen game task screen of the target game proportionally, and then presents the complete game task scene screen in the game floating window. The player character, game task controls, game task progress, buildings in the game scene, game UI elements, etc. that are clearly visible in the figure are all game elements.
[0070] The middle one is the game screen presented in the medium frame mode. It can be seen that when the target display mode is the medium frame mode, the present disclosure removes some non-essential game elements from the full-screen game task screen of the target game, and only retains the necessary game elements related to the game task, such as the task location, game task progress, player character, etc. And in order to make the necessary game elements clearly displayed in the game floating window, in the figure, the character avatar is used to replace the game character model, and the task text description is used to replace the game task control, so as to prompt the user about the situation of the game task currently being executed by the game character.
[0071] On the right is the game screen presented in the small frame mode. It can be seen that when the target display mode is the small frame mode, the present disclosure does not directly display any game screen content in the game floating window, but shows simplified game element icons and key data statistics in the game floating window. As can be seen from the figure, when the game character is in a non-combat state, the present disclosure counts the game tasks and task progress information currently executed by the player character, and then only shows the simplified task location icon and task progress information in the game floating window, so as to enable the user to clearly obtain the information about the game task even in a very small-sized game floating window.
[0072] In an optional implementation, different display modes may adopt different information organization and layout methods. For example, the large-format mode maintains the original game interface layout, the medium-format mode rearranges and scales the UI elements, and the small-format mode is completely reconstructed into a simplified information panel layout.
[0073] Through the above steps, the present disclosure realizes the function of intelligently adjusting the display mode according to the screen occupation ratio of the game floating window. This design greatly improves the adaptability of the game floating window, enabling it to automatically optimize information display according to the current available space. For example, when the user needs to view the game status while replying to a text message, the floating window can be adjusted to a suitable size, and the present disclosure will automatically select the most appropriate display mode. If the user only needs to know the key information of the game (such as whether a team battle has started or a dungeon has been completed), the small-format mode can be used, which only occupies a very small area of the screen; if the user needs to understand the game status in more detail or perform simple operations, the medium-format or large-format mode can be selected. This flexible floating window display mechanism greatly improves the user experience when the game is used in parallel with other applications.
[0074] Step S3: Display the game screen corresponding to the target game in the game floating window according to the target display mode.
[0075] Wherein, the game screen is the visual content displayed in the game floating window after being processed according to the target display mode.
[0076] In an optional implementation, the game screen may be a presentation of game content processed in different ways. For example, in the large-format mode, the game screen is the complete content obtained by proportionally reducing the full-screen game screen in the traditional way; in the medium-format mode, the game screen is the content that has been screened for necessary elements, enlarged, and then proportionally reduced; in the small-format mode, the game screen is a simplified interface composed of icons of core game elements and data statistics information.
[0077] In an optional implementation, the game screen may dynamically adjust the display content according to the current state of the game. For example, in the medium-format mode, when the character is in a combat state, the game screen will prominently display combat-related elements such as the participating characters, health points, and skill cooldowns; when the character is in a non-combat state, the game screen will prominently display task-related elements such as the task objectives, navigation guides, and task progress.
[0078] In an optional implementation, the game screen may include interactive controls to support limited operation functions. For example, in the large-format and medium-format modes, the game screen may retain the key operation buttons, enabling players to perform necessary game controls; in the small-format mode, the game screen may include a button to return to the full screen, facilitating users to quickly switch back to the game main interface.
[0079] In an optional implementation, the present disclosure can also control the display size corresponding to the game floating window by adjusting the game floating window, so as to switch the display mode corresponding to the game floating window.
[0080] Exemplarily, please refer to Figure 6 , which shows the process of switching the game floating window among different display modes. As can be seen in Figure 6 , the target display mode corresponding to the leftmost game floating window is the first display mode (i.e., the large format mode). At this time, all the game content in the game battle scene corresponding to the target game displayed in the game floating window; when the user performs a finger pinching operation on the leftmost game floating window, the size of the game floating window changes from the large size on the left to the small size shown in the middle diagram, and at the same time, it triggers the switching of the display mode of the game floating window, so that the display mode of the game floating window switches from the first display mode to the second display mode (i.e., the medium format mode); at this time, the game content displayed in the game floating window also corresponds to the game content in the medium format mode shown on the rightmost side in the figure.
[0081] Through the above steps, the present disclosure realizes the display of adapted game screens in the game floating window according to the target display mode. This design enables the display of game content to fully adapt to different sizes of floating windows and efficiently transmit game information in a limited space. For example, in a MOBA game, when using the small format mode, the floating window may only display the survival status of both teams, the economic gap, and the status of important objectives (such as the dragon, high ground towers); in the medium format mode, the floating window will display the positions, health, and skill status of the player character and surrounding enemies; in the large format mode, the floating window will display almost the entire game interface. This hierarchical display mechanism enables players to flexibly select the information acquisition method according to the current needs, ensuring that key game information is not lost and avoiding interference from overly large floating windows to other application operations.
[0082] The following will give examples of the application of the present disclosure in the game usage scenario as follows: Taking a multiplayer online role-playing game as an example, the game includes various gameplay such as battles, quests, and social interactions. The game characters played by players need to complete various tasks, participate in battles, and interact with other players. After applying the above method of the present disclosure: When a player is in an important team dungeon challenge but receives an urgent work message that needs to be replied to at this time. The player clicks the multitasking button of the mobile phone, and the game automatically switches to the floating window mode, and at the same time opens the message application. Specifically: First, the present disclosure provides a game floating window corresponding to the game in the terminal device. When the player first switches the game to the floating window mode, the default size of the floating window accounts for about 30% of the screen area and is displayed in the upper right corner of the screen.
[0083] Next, the present disclosure determines a target display mode adapted to the screen occupation ratio according to the screen occupation ratio of the game floating window in the terminal device. Since the initial floating window occupation ratio is 30%, exceeding the preset threshold of 25%, the present disclosure automatically selects the large format mode as the target display mode. In the large format mode, the floating window displays a complete game screen that has been proportionally reduced, including the dungeon scene, all teammate and enemy characters, skill buttons, mini-map, and various status indicators.
[0084] When the player starts to enter a reply in the messaging application, he finds that the floating window occupies a large amount of screen space, affecting the use of the keyboard. So the player adjusts the size of the floating window to 20% of the screen area by dragging the edge of the floating window. At this time, the system detects the change in the screen occupation ratio and automatically switches the target display mode to the medium format mode.
[0085] In the medium format mode, the present disclosure first detects that the player character is currently in a combat state, so it determines the game elements related to combat as the necessary display content. The content of the floating window has changed: first, non-combat necessary elements such as the in-game chat window, quest tracker, and store button are removed; then, combat-related elements such as the player character, teammate characters, enemy BOSS, character health bar, key skill cooldown indicator, and combat progress bar are retained and appropriately enlarged; finally, these elements are rearranged and organized to adapt to the medium-sized game floating window space.
[0086] After completing the message reply, the player wants to continue to pay attention to the game status but also needs to view a work document. To reduce screen occupation, the player further reduces the game floating window to 10% of the screen area. At this time, the present disclosure detects that the screen occupation ratio is lower than 15% and automatically switches the target display mode to the small format mode.
[0087] In the small format mode, the actual game scene is no longer displayed in the game floating window, but a highly simplified information panel is shown: the BOSS name and dungeon name are displayed at the top, the avatars of the 5 characters in the player's team and the BOSS avatar are shown in the middle, and there is a health percentage indicator below each avatar. At the same time, the team survival status (4 / 5 indicates 4 out of 5 people are alive) and the BOSS health percentage (30%) are also shown. In addition, there is a "Return" button in the upper right corner of the floating window, and clicking it can immediately switch back to the full-screen game interface.
[0088] During the process of the player viewing the document, the combat in the game ends, and the present disclosure detects that the player character's status changes to a non-combat state. Although still in the small format mode, the content of the floating window is automatically updated to task-related information: showing the dungeon completion status, obtained reward statistics, and the next main task to be completed and its progress (0 / 1).
[0089] When the player sees that the dungeon has been completed and clicks the "Return" button in the floating window, the game immediately resumes full-screen display. The player can claim the dungeon rewards and continue the game.
[0090] Through this complete usage scenario, the application process of the game floating window display control method provided by the present disclosure in an actual game is demonstrated. This method intelligently adjusts the display content according to the size of the floating window and dynamically updates key information according to the game state, enabling the player to effectively grasp the game progress while handling other tasks, without missing important game nodes and without causing excessive interference to the use of other applications.
[0091] Secondly, the present disclosure also provides a display control device for a game floating window.
[0092] As Figure 7 shown, it is a schematic structural diagram of the display control device for the game floating window described in the present disclosure.
[0093] In an optional implementation manner, the display control device 100 for the game floating window may include: a providing module 101, a determining module 102, and a display module 103; where: The providing module 101 is configured to provide a game floating window corresponding to a target game in a terminal device. The determining module 102 is configured to determine a target display mode adapted to the screen occupation ratio according to the screen occupation ratio of the game floating window in the terminal device; where, multiple display modes are preset for the target game, and the richness of the displayed game content is different under different display modes. The display module 103 is configured to display a game screen corresponding to the target game in the game floating window according to the target display mode.
[0094] Optionally, the determining module 102 is further configured to: Determine the screen occupation ratio of the game floating window in the terminal device; In response to the screen occupation ratio satisfying the first threshold interval, determine that the target display mode adapted to the screen occupation ratio is the first display mode, where the first display mode is used to indicate displaying the complete screen content corresponding to the game screen; In response to the screen occupation ratio satisfying the second threshold interval, determine that the target display mode adapted to the screen occupation ratio is the second display mode, where the second display mode is used to indicate displaying a partial screen content corresponding to the game screen; In response to the screen occupation ratio satisfying the third threshold interval, determine that the target display mode adapted to the screen occupation ratio is the third display mode, where the third display mode is used to indicate displaying content statistical information corresponding to the game screen.
[0095] Optionally, the display module 103 is further configured to: In response to the target display mode being the first display mode, scale the game screen of the target game proportionally, and display the scaled game screen in the game floating window.
[0096] Optionally, the display module 103 is further configured to: In response to the target display mode being the second display mode, determine the game elements in the game screen of the target game; Eliminate at least some of the game elements in the game screen to generate a target game screen after eliminating the game elements, and scale the target game screen proportionally; Display the scaled target game screen in the game floating window.
[0097] Optionally, the display module 103 is further configured to: Determine the object state of the game object controlled by the terminal device; Eliminate at least some of the game elements in the game screen according to the object state.
[0098] Optionally, the display module 103 is further configured to: In response to the object state being the combat state, eliminate the game elements irrelevant to the game combat in the game screen; In response to the object state being the non-combat state, eliminate the game elements irrelevant to the game tasks in the game screen.
[0099] Optionally, the display module 103 is further configured to: Enlarge the target game elements that are not eliminated in the game screen to generate a target game screen including the enlarged target game elements.
[0100] Optionally, the display module 103 is further configured to: In response to the target display mode being the third display mode, determine the core game elements in the game screen of the target game, and the statistical information related to the core game elements; Display the element identifier and statistical information corresponding to the core game elements in the game floating window.
[0101] Optionally, the display module 103 is further configured to: Determine the object state of the game object controlled by the terminal device; Determine the core game elements in the game screen, and the statistical information related to the core game elements according to the object state.
[0102] Optionally, the display module 103 is further configured to: In response to the object state being the combat state, determine that the core game elements in the game screen are virtual objects participating in the game combat, and determine the statistical information related to the core game elements as: the object identifier corresponding to the virtual object, the object's health, and the object's survival status; Among them, the virtual objects include game objects controlled by the terminal device and enemy objects that battle against the game objects.
[0103] Optionally, the display module 103 is further configured to: In response to the object state being the non-combat state, determine that the core game elements in the game screen are the game objects controlled by the terminal device and the current game tasks of the game objects, and determine the statistical information related to the core game elements as: the task progress corresponding to the current game task.
[0104] It should be noted that the above is only a brief description of the game floating window display control device 100 provided by the present disclosure. The process steps and / or functions implemented when the game floating window display control device 100 of the virtual item provided by the present disclosure operates are generally consistent with the step processes and / or functions implemented in each embodiment of the virtual item stacking control method provided in the previous text disclosure. Therefore, details are not described herein again.
[0105] Through the above introduction, the game floating window display control device provided by the present disclosure enables the terminal device to automatically select the most suitable display mode according to the screen occupation ratio of the game floating window, present the most critical game information within the limited game floating window space, avoid the problem of screen occlusion caused by an overly large game floating window, and solve the problem that information cannot be recognized due to an overly small game floating window, effectively improving the user's game experience in a multi-task scenario. At the same time, through the intelligent adjustment of the information richness in different display modes, this method makes the display of game content more flexible and variable, enhances the usability of the game, and solves the limitations of the traditional equal ratio scaling method in the field of computer information processing.
[0106] Then, the present disclosure also provides a terminal device.
[0107] As Figure 8 shown, it is a schematic diagram of the hardware architecture of the terminal device provided by the present disclosure.
[0108] In an alternative implementation, the terminal device 200 includes: a processor 202 and a memory 201; optionally, the memory 201 can be either independent or integrated with the processor 202. When the memory 201 is independently provided, the terminal device in the game further includes a bus 203 for connecting the memory 201 and the processor 202. Among them: A memory 201 for storing computer-executable instructions.
[0109] A processor 202 for executing the computer-executable instructions stored in the memory 202, and at least implementing the following steps: Providing a game floating window corresponding to a target game in a terminal device; Determining a target display mode adapted to the screen occupation ratio of the game floating window in the terminal device; wherein, the target game is preset with multiple display modes, and the richness of the displayed game content is different under different display modes; Displaying a game screen corresponding to the target game in the game floating window according to the target display mode.
[0110] Optionally, the step of determining a target display mode adapted to the screen occupation ratio of the game floating window in the terminal device includes: Determining the screen occupation ratio of the game floating window in the terminal device; In response to the screen occupation ratio satisfying a first threshold interval, determining the target display mode adapted to the screen occupation ratio as a first display mode, wherein the first display mode is used to indicate displaying the complete screen content corresponding to the game screen; In response to the screen occupation ratio satisfying a second threshold interval, determining the target display mode adapted to the screen occupation ratio as a second display mode, wherein the second display mode is used to indicate displaying a partial screen content corresponding to the game screen; In response to the screen occupation ratio satisfying a third threshold interval, determining the target display mode adapted to the screen occupation ratio as a third display mode, wherein the third display mode is used to indicate displaying content statistical information corresponding to the game screen.
[0111] Optionally, the step of displaying a game screen corresponding to the target game in the game floating window according to the target display mode includes: In response to the target display mode being the first display mode, performing equal-proportion scaling on the game screen of the target game, and displaying the game screen after the equal-proportion scaling in the game floating window.
[0112] Optionally, the step of displaying a game screen corresponding to the target game in the game floating window according to the target display mode includes: In response to the target display mode being the second display mode, determining game elements in the game screen of the target game; Removing at least some of the game elements in the game screen to generate a target game screen after the game element removal, and performing equal-proportion scaling on the target game screen; Displaying the target game screen after the equal-proportion scaling in the game floating window.
[0113] Optionally, the step of removing at least some of the game elements in the game screen includes: Determine the object state of the game object controlled by the terminal device; Eliminate at least some game elements in the game screen according to the object state.
[0114] Optionally, the step of eliminating at least some game elements in the game screen according to the object state includes: In response to the object state being the combat state, eliminate the game elements irrelevant to the game combat in the game screen; In response to the object state being the non-combat state, eliminate the game elements irrelevant to the game mission in the game screen.
[0115] Optionally, the step of generating the target game screen after eliminating the game elements includes: Enlarge the target game elements not eliminated in the game screen to generate a target game screen including the enlarged target game elements.
[0116] Optionally, the step of displaying the game screen corresponding to the target game in the game floating window according to the target display mode includes: In response to the target display mode being the third display mode, determine the core game elements in the game screen of the target game and the statistical information related to the core game elements; Display the element identifier corresponding to the core game element and the statistical information in the game floating window.
[0117] Optionally, the step of determining the core game elements in the game screen of the target game and the statistical information related to the core game elements includes: Determine the object state of the game object controlled by the terminal device; According to the object state, determine the core game elements in the game screen and the statistical information related to the core game elements.
[0118] Optionally, the step of determining the core game elements in the game screen of the target game and the statistical information related to the core game elements includes: In response to the object state being the combat state, determine that the core game elements in the game screen are the virtual objects participating in the game combat, and determine that the statistical information related to the core game elements is: the object identifier corresponding to the virtual object, the object's blood volume, and the object's survival status; Among them, the virtual objects include the game object controlled by the terminal device and the enemy objects fighting against the game object.
[0119] Optionally, the step of determining the core game elements in the game screen of the target game and the statistical information related to the core game elements includes: In response to the object state being a non-combat state, determine that the core game elements in the game screen are the game objects controlled by the terminal device and the current game tasks of the game objects, and determine that the statistical information related to the core game elements is: the task progress corresponding to the current game task.
[0120] Optionally, it further includes: In response to an adjustment operation on the game floating window, control to adjust the display size corresponding to the game floating window; Obtain the screen occupation ratio of the adjusted game floating window in the terminal device, and update the display mode corresponding to the game floating window according to the obtained screen occupation ratio. It should be noted that the above is only a brief description of the terminal device 200 provided by the present disclosure. The process steps and / or functions implemented when the terminal device 200 provided by the present disclosure works are generally consistent with the steps and / or functions introduced in each embodiment of the display control method of the game floating window provided in the previous disclosure. Therefore, details are not described herein again.
[0121] Through the above introduction, the terminal device provided by the present disclosure enables the terminal device to automatically select the most suitable display mode according to the screen occupation ratio of the game floating window, present the most critical game information within the limited game floating window space, avoid the problem of screen occlusion caused by an overly large game floating window, and solve the problem that information cannot be recognized due to an overly small game floating window, effectively improving the user's game experience in a multi-task scenario. At the same time, through the intelligent adjustment of the information richness under different display modes, this method makes the display of game content more flexible and variable, enhances the usability of the game, and solves the limitations of the traditional equal ratio scaling method in the field of computer information processing.
[0122] Finally, the present disclosure also provides a computer-readable storage medium.
[0123] In an optional implementation manner, computer-executable instructions are stored in the computer-readable storage medium. When the processor executes the computer-executable instructions, at least the following steps are implemented: Provide a game floating window corresponding to a target game in the terminal device; Determine a target display mode adapted to the screen occupation ratio according to the screen occupation ratio of the game floating window in the terminal device; wherein, multiple display modes are preset for the target game, and the richness of the game content displayed in different display modes is different; According to the target display mode, display the game screen corresponding to the target game in the game floating window.
[0124] Optionally, the step of determining a target display mode adapted to the screen occupation ratio according to the screen occupation ratio of the game floating window in the terminal device includes: Determine the screen occupation ratio of the game floating window in the terminal device; In response to the screen occupation ratio meeting the first threshold range, determine that the target display mode adapted to the screen occupation ratio is the first display mode, where the first display mode is used to indicate displaying the complete screen content corresponding to the game screen; In response to the screen occupation ratio meeting the second threshold range, determine that the target display mode adapted to the screen occupation ratio is the second display mode, where the second display mode is used to indicate displaying part of the screen content corresponding to the game screen; In response to the screen occupation ratio meeting the third threshold range, determine that the target display mode adapted to the screen occupation ratio is the third display mode, where the third display mode is used to indicate displaying the content statistics information corresponding to the game screen.
[0125] Optionally, the step of displaying the game screen corresponding to the target game in the game floating window according to the target display mode includes: In response to the target display mode being the first display mode, perform equal-proportion scaling on the game screen of the target game, and display the game screen after equal-proportion scaling in the game floating window.
[0126] Optionally, the step of displaying the game screen corresponding to the target game in the game floating window according to the target display mode includes: In response to the target display mode being the second display mode, determine the game elements in the game screen of the target game; Eliminate at least part of the game elements in the game screen to generate a target game screen after eliminating the game elements, and perform equal-proportion scaling on the target game screen; Display the target game screen after equal-proportion scaling in the game floating window.
[0127] Optionally, the step of eliminating at least part of the game elements in the game screen includes: Determine the object state of the game object controlled by the terminal device; According to the object state, eliminate at least part of the game elements in the game screen.
[0128] Optionally, the step of eliminating at least part of the game elements in the game screen according to the object state includes: In response to the object state being the combat state, eliminate the game elements irrelevant to the game combat in the game screen; In response to the object state being the non-combat state, eliminate the game elements irrelevant to the game mission in the game screen.
[0129] Optionally, the step of generating a target game screen after eliminating the game elements includes: Enlarge the target game elements not eliminated in the game screen to generate a target game screen including the enlarged target game elements.
[0130] Optionally, the step of displaying the game screen corresponding to the target game in the game floating window according to the target display mode includes: In response to the target display mode being the third display mode, determining the core game elements in the game screen of the target game and the statistical information related to the core game elements; Displaying the element identifier corresponding to the core game element and the statistical information in the game floating window.
[0131] Optionally, the step of determining the core game elements in the game screen of the target game and the statistical information related to the core game elements includes: Determining the object state of the game object controlled by the terminal device; According to the object state, determining the core game elements in the game screen and the statistical information related to the core game elements.
[0132] Optionally, the step of determining the core game elements in the game screen and the statistical information related to the core game elements according to the object state includes: In response to the object state being the combat state, determining that the core game elements in the game screen are the virtual objects participating in the game combat, and determining the statistical information related to the core game elements as: the object identifier corresponding to the virtual object, the object's blood volume, and the object's survival status; Wherein, the virtual objects include the game objects controlled by the terminal device and the enemy objects fighting against the game objects.
[0133] Optionally, the step of determining the core game elements in the game screen and the statistical information related to the core game elements according to the object state includes: In response to the object state being the non-combat state, determining that the core game elements in the game screen are the game objects controlled by the terminal device and the current game tasks of the game objects, and determining the statistical information related to the core game elements as: the task progress corresponding to the current game task.
[0134] Optionally, it further includes: In response to an adjustment operation on the game floating window, controlling the display size corresponding to the game floating window to be adjusted; Obtaining the screen occupation ratio of the adjusted game floating window in the terminal device and updating the display mode corresponding to the game floating window according to the obtained screen occupation ratio.
[0135] It should be noted that the above is only a brief description of the computer-readable storage medium provided by the present disclosure. The process steps and / or functions implemented when the computer-readable storage medium provided by the present disclosure operates are generally consistent with the step processes and / or functions implemented in each embodiment of the display control method of the game floating window described in the previous text disclosure. Therefore, it will not be elaborated here.
[0136] Through the above introduction, the computer-readable storage medium provided by the present disclosure enables the terminal device to automatically select the most suitable display mode according to the screen occupation ratio of the game floating window, and present the most critical game information within the limited space of the game floating window. This not only avoids the problem of screen occlusion caused by an overly large game floating window, but also solves the problem that information cannot be recognized due to an overly small game floating window, effectively improving the user's game experience in a multi-tasking scenario. At the same time, through the intelligent adjustment of the information richness in different display modes, this method makes the display of game content more flexible and variable, enhances the usability of the game, and solves the limitations of the traditional equal ratio scaling method in the field of computer information processing.
[0137] In several embodiments provided by the present disclosure, 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 illustrative. For example, the division of the modules is only a logical function division. In actual implementation, there may be other division methods. For example, multiple modules can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed coupling or direct coupling or communication connection to each other can be through some interfaces, and the indirect coupling or communication connection of devices or modules can be in an electrical, mechanical or other form.
[0138] The integrated modules implemented in the form of software function modules as described above can be stored in a computer-readable storage medium. The above software function modules are stored in a storage medium and include several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the methods described in each embodiment of the present disclosure.
[0139] It should be understood that the above-mentioned processor may be a Central Processing Unit (CPU), or may also be other general-purpose processors, Digital Signal Processors (DSPs), Application Specific Integrated Circuits (ASICs), etc. The general-purpose processor may be a microprocessor or any conventional processor, etc. The steps of the method disclosed in combination with the invention can be directly embodied as being completed by a hardware processor, or by a combination of hardware and software modules in the processor.
[0140] The memory may include high-speed RAM memory, and may also include non-volatile storage NVM, such as at least one disk memory, and may also be a USB flash drive, a mobile hard disk, a read-only memory, a magnetic disk, or an optical disc, etc.
[0141] The bus may be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, an Extended Industry Standard Architecture (EISA) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of convenience in representation, the buses in the accompanying drawings of the present disclosure are not limited to only one bus or one type of bus.
[0142] The above-mentioned storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as Static Random Access Memory (SRAM), Electrically Erasable Programmable Read-Only Memory (EEPROM), Erasable Programmable Read-Only Memory (EPROM), Programmable Read-Only Memory (PROM), Read-Only Memory (ROM), magnetic memory, flash memory, magnetic disks, or optical discs. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.
[0143] Those of ordinary skill in the art can understand that all or part of the steps of implementing the above method embodiments can be completed by hardware related to program instructions. The foregoing program can be stored in a computer-readable storage medium. When the program is executed, it executes the steps including the above method embodiments; and the foregoing storage medium includes: ROM, RAM, magnetic disks, or optical discs and other media that can store program codes.
[0144] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present disclosure, rather than to limit them; although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still modify the technical solutions described in the foregoing embodiments, or perform equivalent replacements on some or all of the technical features; and these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present disclosure.
Claims
1. A method for controlling the display of a game floating window, characterized in that, The method includes: providing a game floating window corresponding to a target game in a terminal device; determining a target display mode adapted to the screen occupation ratio of the game floating window in the terminal device; wherein, multiple display modes are preset for the target game, and the richness of the displayed game content is different under different display modes; displaying the game screen corresponding to the target game in the game floating window according to the target display mode.
2. The method according to claim 1, characterized in that, The step of determining a target display mode adapted to the screen occupation ratio of the game floating window in the terminal device includes: determining the screen occupation ratio of the game floating window in the terminal device; in response to the screen occupation ratio satisfying a first threshold range, determining that the target display mode adapted to the screen occupation ratio is a first display mode, wherein the first display mode is used to indicate displaying the complete screen content corresponding to the game screen; in response to the screen occupation ratio satisfying a second threshold range, determining that the target display mode adapted to the screen occupation ratio is a second display mode, wherein the second display mode is used to indicate displaying partial screen content corresponding to the game screen; in response to the screen occupation ratio satisfying a third threshold range, determining that the target display mode adapted to the screen occupation ratio is a third display mode, wherein the third display mode is used to indicate displaying the content statistical information corresponding to the game screen.
3. The method according to claim 2, characterized in that, The step of displaying the game screen corresponding to the target game in the game floating window according to the target display mode includes: in response to the target display mode being the first display mode, performing proportional scaling on the game screen of the target game, and displaying the game screen after proportional scaling in the game floating window.
4. The method according to claim 2, wherein The step of displaying the game screen corresponding to the target game in the game floating window according to the target display mode includes: in response to the target display mode being the second display mode, determining the game elements in the game screen of the target game; eliminating at least some of the game elements in the game screen to generate a target game screen after eliminating the game elements, and performing proportional scaling on the target game screen; displaying the target game screen after proportional scaling in the game floating window.
5. The method according to claim 2, wherein The step of eliminating at least some of the game elements in the game screen includes: determining the object state of the game object controlled by the terminal device; eliminating at least some of the game elements in the game screen according to the object state.
6. The method according to claim 5, wherein The step of eliminating at least some of the game elements in the game screen according to the object state includes: in response to the object state being a combat state, eliminating the game elements irrelevant to the game combat in the game screen; in response to the object state being a non-combat state, eliminating the game elements irrelevant to the game task in the game screen.
7. The method according to claim 6, characterized in that, The step of generating a target game screen after eliminating the game elements includes: enlarging the target game elements not eliminated in the game screen to generate a target game screen including the enlarged target game elements.
8. The method according to claim 2, wherein The step of displaying the game screen corresponding to the target game in the game floating window according to the target display mode includes: In response to the target display mode being the third display mode, determining the core game elements in the game screen of the target game and the statistical information related to the core game elements; Displaying the element identifier corresponding to the core game element and the statistical information in the game floating window.
9. The method according to claim 8, wherein The step of determining the core game elements in the game screen of the target game and the statistical information related to the core game elements includes: Determining the object state of the game object controlled by the terminal device; According to the object state, determining the core game elements in the game screen and the statistical information related to the core game elements.
10. The method according to claim 9, characterized in that The step of determining the core game elements in the game screen and the statistical information related to the core game elements according to the object state includes: In response to the object state being a combat state, determining that the core game elements in the game screen are the virtual objects participating in the game combat, and determining the statistical information related to the core game elements as: the object health and the object survival state corresponding to the virtual object; Wherein, the virtual object includes the game object controlled by the terminal device and the enemy object fighting against the game object.
11. The method according to claim 9, wherein The step of determining the core game elements in the game screen and the statistical information related to the core game elements according to the object state includes: In response to the object state being a non-combat state, determining that the core game elements in the game screen are the current game tasks of the game object controlled by the terminal device, and determining the statistical information related to the core game elements as: the task progress corresponding to the current game task.
12. The method according to any one of claims 1-11, characterized in that, It further includes: In response to an adjustment operation on the game floating window, controlling to adjust the display size corresponding to the game floating window; Obtaining the screen occupation ratio of the adjusted game floating window in the terminal device, and updating the display mode corresponding to the game floating window according to the obtained screen occupation ratio.
13. A display control device for a game floating window, characterized in that, The device includes: A providing module, configured to provide a game floating window corresponding to a target game in a terminal device; A determining module, configured to determine a target display mode adapted to the screen occupation ratio according to the screen occupation ratio of the game floating window in the terminal device; wherein, the target game is preset with multiple display modes, and the richness of the displayed game content is different under different display modes; A display module, configured to display the game screen corresponding to the target game in the game floating window according to the target display mode.
14. A terminal device, comprising a processor and a memory, wherein a computer program is stored in the memory, characterized in that, When the processor executes the computer program, it implements the method according to any one of claims 1 to 12.
15. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements providing a game floating window corresponding to a target game in a terminal device; Determining a target display mode adapted to the screen occupation ratio according to the screen occupation ratio of the game floating window in the terminal device; wherein, the target game is preset with multiple display modes, and the richness of the displayed game content is different under different display modes; According to the target display mode, display the game screen corresponding to the target game in the game floating window.