Display method and device, electronic equipment and readable storage medium

By displaying all the information of the current adversarial mode in MOBA games, the problem of players lacking strategy in the same mode is solved, and a smarter gaming experience is achieved.

CN120361529APending Publication Date: 2025-07-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510333326.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-19
Publication Date
2025-07-25

AI Technical Summary

Technical Problem

In MOBA games, players' continuous gameplay in the same confrontation mode leads to a lack of intelligence and strategy, and the inability to plan resource use and response strategies in advance, resulting in poor game experience.

Method used

The terminal device provides a graphical user interface to display all the adversary modes, entry sequence and time of the current game game, generate adversarial information display controls, and continue to be presented in the interface.

Benefits of technology

Players can understand the layout of the confrontation mode in advance, plan resource use and response strategies, improve game flexibility and strategy, and seize the best offensive or defensive opportunity.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The invention discloses a display method and device, electronic equipment and a readable storage medium, and the method comprises the steps that a graphical user interface is provided through terminal equipment, and the graphical user interface displays at least one virtual character which participates in a current game and is controlled through the terminal equipment; determining confrontation information in the current game match, wherein the confrontation information comprises all confrontation modes in the current game match, a first sequence in which the virtual character enters the confrontation modes and the duration of each confrontation mode; and based on the confrontation information, displaying a confrontation information display control in the graphical user interface. A player can know the layout condition of all confrontation modes in the whole game from the confrontation information display control obtained by the method.
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Description

Technical Field

[0001] This application relates to the field of game technologies, and in particular, to a display method, apparatus, electronic device, and readable storage medium. Background Art

[0002] An MOBA (Multiplayer Online Battle Arena) game refers to a multiplayer online tactical battle game with a fixed scene. Among them, the gameplay of such games is generally as follows: players (also known as users) are divided into two teams, and the two teams confront each other in a scattered game map. During the confrontation, players usually need to purchase equipment. In addition, each player can control the selected character object through an RTS (Real-Time Strategy Game) style interface.

[0003] Since an MOBA game is essentially a strategy game, if a player continuously stays in the same confrontation mode during a game session, the game process lacks intelligence for the player, and the game experience effect is poor. Here, a game session refers to a game or a round of PK confrontation in the game, and multiple players can participate in a game session.

[0004] To better conform to a strategy game and enable players to think about the situation and find coping strategies better, and achieve the purpose of learning and growth, after the game starts, the confrontation mode of the character object is usually switched, that is, the confrontation mode of each character object is switched every certain period of time, so that the tension and relaxation of the rhythm alternate in a game session. For example, it switches from a confrontation mode with low confrontation intensity to a confrontation mode with high confrontation intensity, or from a confrontation mode with high confrontation intensity to a confrontation mode with low confrontation intensity. Here, the confrontation intensity is used to represent the degree of fierceness of the confrontation involved. The confrontation mode can be used to feedback the current confrontation intensity of the virtual character.

[0005] After the game starts, the information displayed in the graphical user interface is usually the information of one confrontation mode. Specifically, all the information from the start to the end of the game or competition is often divided into multiple display controls, and each display control is displayed in the graphical user interface at different time periods. This makes it impossible for players to understand the layout of all confrontation modes in the entire game from the information currently displayed in the graphical user interface, and players do not know whether there will be a next confrontation mode after the current confrontation mode ends. As a result, players cannot plan in advance how to use the resources in the game (such as gold coins, experience, skill cooling, etc.) or think about the situation and find coping strategies in advance, causing players to miss the best offensive or defensive opportunities and being in a passive position in the game session. Summary of the Invention

[0006] The present application provides a display method, apparatus, electronic device, and readable storage medium, which solve the problem that when there are multiple confrontation modes in a game session, all information from the start to the end of the game or competition is divided into multiple display controls, and each display control is separately displayed in a graphical user interface at different time periods.

[0007] In a first aspect, an embodiment of the present application provides a display method, the method comprising:

[0008] Providing a graphical user interface through a terminal device, the graphical user interface displaying at least one virtual character participating in the current game session and controlled through the terminal device;

[0009] Determining confrontation information in the current game session, the confrontation information including all confrontation modes in the current game session, a first order in which the virtual character enters the confrontation mode, and the duration of each confrontation mode; the confrontation mode represents the confrontation intensity corresponding to the virtual character, and each confrontation mode corresponds to a confrontation intensity;

[0010] Based on the confrontation information, displaying a confrontation information display control in the graphical user interface.

[0011] Optionally, based on the confrontation information, displaying a confrontation information display control in the graphical user interface includes:

[0012] Generating a first confrontation information display component corresponding to each confrontation mode based on each confrontation mode and the duration corresponding to each confrontation mode, the first confrontation information display component being used to display the name, duration, and progress of each confrontation mode;

[0013] Combining all the first confrontation information display components according to the first order in which the virtual character enters the confrontation mode to obtain the confrontation information display control.

[0014] Optionally, the confrontation mode includes a plurality of sub - confrontation modes;

[0015] The generating a first confrontation information display component corresponding to each confrontation mode based on each confrontation mode and the duration corresponding to each confrontation mode includes:

[0016] Determining all the sub - confrontation modes, a second order in which the virtual character enters the sub - confrontation mode, and the duration of each sub - confrontation mode;

[0017] Generating a second confrontation information display component corresponding to each sub - confrontation mode based on each sub - confrontation mode and the duration corresponding to each sub - confrontation mode, the second confrontation information display component being used to display the sub - confrontation mode name, duration, and progress;

[0018] Combining all the second anti-information display components according to the second order in which the virtual character enters the sub-confrontation mode to obtain the first confrontation information display component.

[0019] Optionally, it is characterized in that the method further includes:

[0020] The confrontation mode includes a skill whose release duration exceeds a preset proportion threshold of the current game round duration;

[0021] The name of the skill and the release duration of the skill are also displayed in the first confrontation information display component.

[0022] Optionally, the method further includes:

[0023] The status information of each confrontation mode is displayed on the first confrontation information display component, and the status information is used to represent whether the virtual character has completed the confrontation mode.

[0024] Optionally, the method further includes:

[0025] Filling different colors for each of the first confrontation information display components.

[0026] Optionally, in different game rounds, at least one of all the confrontation modes, the first order in which the virtual character enters the confrontation mode, and the duration of each confrontation mode is different.

[0027] In a second aspect, an embodiment of the present application further provides a display device, and the device includes:

[0028] A display module for providing a graphical user interface through a terminal device, and the graphical user interface displays at least one virtual character participating in the current game round and controlled through the terminal device;

[0029] A determination module for determining confrontation information in the current game round, where the confrontation information includes all confrontation modes in the current game round, the first order in which the virtual character enters the confrontation mode, and the duration of each confrontation mode; the confrontation mode represents the confrontation intensity corresponding to the virtual character, and each confrontation mode corresponds to a confrontation intensity;

[0030] A generation module for displaying confrontation information display controls in the graphical user interface based on the confrontation information.

[0031] In a third aspect, an embodiment of the present application further provides an electronic device, including:

[0032] A processor; and

[0033] A memory for storing a data processing program. After the electronic device is powered on and runs the program through a processor, the following steps are executed:

[0034] Provide a graphical user interface through a terminal device, and at least one virtual character controlled by the terminal device participating in the current game session is displayed on the graphical user interface;

[0035] Determine the confrontation information in the current game session, where the confrontation information includes all confrontation modes in the current game session, the first order in which virtual characters enter the confrontation mode, and the duration of each confrontation mode; the confrontation mode represents the confrontation intensity corresponding to the virtual character, and each confrontation mode corresponds to a confrontation intensity;

[0036] Based on the confrontation information, display a confrontation information display control on the graphical user interface.

[0037] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium storing a data processing program, and when the program is run by a processor, the following steps are executed:

[0038] Display the graphical user interface of a game application, and at least part of the game scene is displayed on the graphical user interface, and the game scene includes at least one virtual character controlled by a virtual character;

[0039] Determine the confrontation information of the account corresponding to the virtual character in the current game session, where the confrontation information includes all confrontation modes in the current game session, the first order in which virtual characters enter the confrontation mode, and the duration of each confrontation mode; the confrontation mode represents the confrontation intensity corresponding to the virtual character, and each confrontation mode corresponds to a confrontation intensity;

[0040] Based on the confrontation information, display a confrontation information display control on the graphical user interface.

[0041] Compared with the prior art, the present application has the following advantages:

[0042] A display method provided by an embodiment of the present application provides a graphical user interface through a terminal device, and at least one virtual character controlled by the terminal device participating in the current game session is displayed on the graphical user interface; determine the confrontation information in the current game session, where the confrontation information includes all confrontation modes in the current game session, the first order in which virtual characters enter the confrontation mode, and the duration of each confrontation mode; the confrontation mode represents the confrontation intensity corresponding to the virtual character, and each confrontation mode corresponds to a confrontation intensity; based on the confrontation information, display a confrontation information display control on the graphical user interface.

[0043] As can be seen, the display method provided by the embodiments of the present application first determines confrontation information including all confrontation modes in the current game session, the order in which virtual characters enter the confrontation modes, and the duration of each confrontation mode. Then, a confrontation information display control is generated based on the confrontation information, and all confrontation modes, the order in which players enter the confrontation modes, and the duration of each confrontation mode are displayed on the confrontation information display control, and the confrontation information display control is always displayed in the graphical user interface. That is to say, throughout the game session, after combining all the confrontation modes and the information of the confrontation modes included in the game session, they are assembled into a confrontation information display control and presented in the graphical user interface. In this way, based on this confrontation information display control, players can quickly understand the current confrontation mode of the virtual character they control and the layout of all confrontation modes in the current game session. Thus, players can plan in advance how to use resources in the game (such as gold coins, experience, etc.) or think about the situation and find coping strategies in advance, and grasp the best offensive or defensive timing. At the same time, the confrontation information display control is generated based on the confrontation information and can be adjusted in a timely manner based on the confrontation information, improving the flexibility and strategy in the game and achieving personalized display. BRIEF DESCRIPTION OF THE DRAWINGS

[0044] Figure 1 is a schematic diagram of a graphical user interface provided by an embodiment of the present application;

[0045] Figure 2 is a game system for implementing the display method provided by an embodiment of the present application;

[0046] Figure 3 is a schematic flowchart of a display method provided by an embodiment of the present application;

[0047] Figure 4 is a schematic diagram of a graphical user interface including a confrontation information display control provided by an embodiment of the present application;

[0048] Figure 5 is a schematic flowchart of generating a confrontation information display control provided by an embodiment of the present application;

[0049] Figure 6 is a schematic diagram of the interface of a confrontation information display control for another game battle provided by an embodiment of the present application;

[0050] Figure 7 is a schematic diagram of the confrontation information display control in the hero game provided by an embodiment of the present application;

[0051] Figure 8 is a schematic diagram of another graphical user interface provided by an embodiment of the present application;

[0052] Figure 9It is a schematic structural diagram of a display device provided by an embodiment of the present application;

[0053] Figure 10 It is a block diagram of the structure of an electronic device provided by an embodiment of the present application. Detailed implementation manners

[0054] In order to enable those skilled in the art to better understand the solutions of the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present application.

[0055] It should be noted that the terms "first", "second", "third", etc. in the claims, specifications and drawings of the present application are used to distinguish similar objects, and are not used to describe a specific order or sequence. Such data can be interchanged under appropriate circumstances so that the embodiments of the present application described herein can be implemented in an order other than that shown or described herein. In addition, the terms "comprising", "having" and their variants are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device that includes a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0056] A MOBA (Multiplayer Online Battle Arena) game refers to a multiplayer online tactical competitive game with a fixed scenario. Among them, the gameplay of such games is generally as follows: players (also known as users) are divided into two teams, and the two teams confront each other in a scattered game map. During the confrontation, players usually need to purchase equipment. In addition, each player can control the respective selected character object through an RTS (Real-Time Strategy Game) style interface.

[0057] Since a MOBA game is essentially a strategy game, if a player continuously stays in the same confrontation mode during a game session, the game process lacks intelligence for the player and the game experience effect is poor. Among them, a game session refers to a game or a round of PK confrontation in the game, and multiple players can participate in a game session.

[0058] To better conform to the strategy game and enable players to think more about the situation and find coping strategies for learning and growth, after the game starts, the confrontation mode of the character objects is usually switched, that is, the confrontation mode of each character object is switched every certain period of time, so that the rhythm in a game match alternates between tension and relaxation, such as switching from a confrontation mode with low confrontation intensity to a confrontation mode with high confrontation intensity, or vice versa.

[0059] After the game starts, the information usually displayed in the graphical user interface is for the first confrontation mode, and the information includes the preset duration of the confrontation mode or the progress of the current confrontation mode; each time the confrontation mode is switched, the information in the graphical user interface will be switched to the information of the current confrontation mode, rather than all the information from the start to the end of the game or competition. In this way of displaying the information, all the information from the start to the end of the game or competition is divided into multiple display controls, and each display control is separately displayed in the graphical user interface at different time periods. For example Figure 1 As shown, it is a schematic diagram of a graphical user interface provided by an embodiment of the present application. The graphical user interface 1-(a) is the graphical user interface in confrontation mode 1, which only displays the information of confrontation mode 1, and the graphical user interface 1-(b) is the graphical user interface in confrontation mode 2, which only displays the information of confrontation mode 2. This makes it impossible for players to understand the layout of all confrontation modes in the entire game from the information displayed in the current graphical user interface, and players do not know whether there will be a next confrontation module after the end of this confrontation mode, so they cannot plan in advance how to use the resources in the game (such as gold coins, experience, skill cooldowns, etc.) or think about the situation and find coping strategies in advance, resulting in players missing the best offensive or defensive opportunities and being in a passive position in the confrontation.

[0060] Based on the above existing problems, the embodiments of the present application provide a display method, device, electronic device and readable storage medium.

[0061] The display method provided by the embodiments of the present application can be executed by an electronic device, and the electronic device can be a terminal or a server and other devices with a display screen. The terminal can be a terminal device such as a smart phone, a tablet computer, a notebook computer, a smart wearable device, etc. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.

[0062] In an optional embodiment, when the display method is run on a terminal device, the terminal device stores a game application and a game virtual scene. The player interacts with the virtual game through a graphical user interface displayed by the terminal device. The terminal device may provide the graphical player interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal device, or the graphical user interface may be presented through holographic projection.

[0063] In an optional embodiment, when the display method is run on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes a server and a client device. The operating body of the game application and the game screen presentation body are separated, and the storage and operation of the game video display method in the game are completed on the server. The game screen presentation is completed on the client, and the client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with a data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, a head-mounted display device (head display device), etc., but the terminal device for processing game data is a server in the cloud. When playing the game, the player operates the client to send instructions to the server, and the server controls the running of the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client through the network. Finally, the client decodes and outputs the game screen.

[0064] It should be noted that in the embodiment of the present application, the execution subject of the display method can be a terminal device or a server, wherein the terminal device can be a local terminal device or a client device in the aforementioned cloud game. The embodiment of the present application does not limit the type of the execution subject.

[0065] For example, in combination with the above introduction, Figure 2 A game system 100 for implementing a display method provided by an embodiment of the present application is shown, and the game system 100 may include at least one terminal 110, at least one server 120, at least one database 130, and a network. The terminal 110 held by the player can be connected to the servers of different games through the network. The terminal is any device with computing hardware that can support and execute software application tools corresponding to the game.

[0066] Among them, the terminal 110 includes a display screen and a processor. The display screen is used to present a game screen and receive operations generated by a player acting on the game screen. The game screen may include a partial virtual game scene, and the virtual game scene is a virtual world in which virtual characters carry out activities. The processor is used to run the game, generate the game screen, respond to operations, and control the display of the game screen on the display screen. When the player operates on the game screen through the display screen, the game screen can control the content on the local terminal in response to the received operation instruction, or can control the content of the peer server in response to the received operation instruction.

[0067] In addition, when the game system 100 includes multiple terminals, multiple servers, and multiple networks, different terminals can be interconnected through different networks and through different servers. The network can be a wireless network or a wired network. For example, the wireless network is a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to connect to a server, etc. In addition, the system 100 may include multiple databases, and the multiple databases are coupled to different servers, and information related to the game can be continuously stored in the databases when different players play a multi-player game online.

[0068] It should be noted that Figure 2 The schematic diagram of the game system shown is only an example. The game system 100 described in the embodiments of the present application is to more clearly illustrate the technical solutions of the embodiments of the present application, and does not constitute a limitation on the technical solutions provided by the embodiments of the present application. Those of ordinary skill in the art know that with the evolution of the game system and the emergence of new service scenarios, the technical solutions provided by the embodiments of the present application are equally applicable to similar technical problems.

[0069] It should be noted that the operations that appear in the subsequent detailed introduction of the display method provided by the embodiments of the present application can all be regarded as operations realized by the player through media such as fingers, a mouse, a keyboard, or a stylus. Which medium to use specifically can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, a tablet computer, or a game console, the player can operate on the touch screen with any suitable object or accessory such as a finger or a stylus. When the terminal device is a non-touch screen terminal device such as a desktop computer or a laptop computer, the player can operate through external devices such as a mouse and a keyboard.

[0070] The technical solutions of the present application will be described in detail below through specific embodiments. It should be noted that these specific embodiments can be combined with each other, and the same or similar concepts or processes may not be repeated in some embodiments.

[0071] like Figure 3 As shown, Figure 3 This is a flow chart of a display method provided by an embodiment of the present application. It should be noted that the steps shown can be performed in a logical order different from that shown in the flow chart of the method. The method may include the following steps S310 to S330.

[0072] Step S310: providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least one virtual character participating in a current game and controlled through the terminal device;

[0073] The display method provided in the embodiment of the present application can be applied to virtual games (also called game applications), which refer to software programs that provide electronic game experience and are designed to be run on terminal devices such as computers, smart phones, tablet computers, game consoles, etc. to provide users with interactive entertainment content. Players log in to the game application using the account assigned to each player by the game application during registration on the terminal device running the game application. After logging in to the game application, the graphical user interface corresponding to the virtual game is displayed on the terminal device.

[0074] It is understandable that the above-mentioned graphical user interface may include a virtual scene, which is obtained by observing the virtual environment from the observation perspective corresponding to the virtual character controlled by the terminal device. Exemplarily, the virtual scene is a two-dimensional picture displayed on the application after the picture of the three-dimensional virtual environment is captured. Exemplarily, the shape of the virtual scene is determined according to the shape of the display screen of the terminal device, or according to the shape of the user interface of the application. Taking the terminal display screen as a rectangle as an example, the virtual scene is also displayed as a rectangular picture.

[0075] The virtual character is a game character controlled by the game account logged in on the above terminal device in the game. The virtual character can represent the account image corresponding to the game account, and can include but is not limited to one of virtual people, virtual animals, virtual plants, virtual machinery, etc. The user can control the virtual character to perform skills or operations such as walking, climbing, climbing, jumping, running, shooting, and light work in the virtual scene of the game.

[0076] A camera model bound to the virtual character is set in the virtual environment. The virtual scene is a picture taken by the camera model with a certain observation position in the virtual environment as the observation center. The observation center is the center of the virtual scene. For example, if the virtual scene is a rectangular picture, the intersection of the diagonal lines of the rectangle in the virtual picture is the observation center.

[0077] It should be noted that in addition to the virtual character controlled by the above terminal device, the graphical user interface may further include a player character controlled by other terminal devices and / or a non-player character controlled by the system. The present application does not specifically limit this.

[0078] Step S320: Determine the confrontation information in the current game session. The confrontation information includes all confrontation modes in the current game session, the first order in which the virtual character enters the confrontation mode, and the duration of each confrontation mode; the confrontation mode represents the confrontation intensity corresponding to the virtual character, and each confrontation mode corresponds to a confrontation intensity.

[0079] In the embodiment of the present application, each confrontation mode represents the confrontation intensity of the current virtual character, and each confrontation mode corresponds to a confrontation intensity; among them, the confrontation intensity is used to characterize the magnitude of the confrontation intensity of the current player participating in the confrontation. That is, in actual game applications, the difficulty of the confrontation can be used to represent the magnitude of the confrontation intensity; if the difficulty of the confrontation is large, the confrontation intensity is large, that is, if the difficulty of the confrontation is small, the confrontation intensity is small.

[0080] In the embodiment of the present application, in a game session, there can be one or two or more confrontation intensities, and different stages of the game process can correspond to different confrontation intensities. That is, in different stages of the game session, different confrontation modes can be switched.

[0081] In an optional implementation manner, after logging in to the game account on the above terminal device and entering the game session, the virtual game can provide a game mode selection window in the graphical user interface. The player can perform a game mode selection operation in the game mode selection window, and in response to the selection operation, the virtual game can be configured as a specific game mode. Among them, the game mode refers to the gameplay type or rule setting of the virtual game, which is used to determine the basic framework, goal, interaction method, and challenge difficulty of the game. In each game mode, information such as the type of confrontation mode included, the order in which the virtual character enters the confrontation mode, and the duration of each confrontation mode can be preset. Among them, the above game session can be understood as a round of PK confrontation in the game, and usually multiple virtual characters participate in a game session.

[0082] Specifically, the game mode selection window may include the type of game mode, and the types of game modes include at least standard game, hero game, welfare game, entertainment game and test game; standard game refers to a game match that applies the standard mode or basic mode of the game, without special rule modifications or restrictions, and the virtual characters play according to the basic rules of the game. Hero game refers to a game match centered on a certain virtual character with strong performance, that is, it emphasizes the core role of individual virtual characters or virtual characters of one party in the game, that is, a certain virtual character almost single-handedly affects the direction of the entire battle with outstanding performance. Welfare game refers to a game match in which the opponent is weak or there are situations such as hanging up or disconnection, making it relatively easy to win. Entertainment game refers to a game match in which the rules are modified to increase fun rather than competition, such as all random heroes, special modes, etc. Test game refers to a game match used to test new heroes, new strategies or new versions, which does not necessarily pursue victory, but focuses more on trying and learning.

[0083] This setting allows players to choose the game mode independently, giving them the freedom to choose and improving flexibility and freedom in the game.

[0084] In another optional implementation, after logging into a game account on the above-mentioned terminal device and entering a game match, a specific game mode can be automatically matched for the game account based on the player's historical game data, wherein the historical game data may include but is not limited to data in multiple dimensions such as historical game behavior, preference settings, achievement levels, or the degree of activity in participating in the community. For example, for a game account whose winning rate in historical game data is higher than the preset winning rate, the system will automatically match it with a game mode of higher difficulty to meet the pursuit of depth and intellectual challenges by the player controlling the game account. For a novice game account, a teaching guidance type game mode is matched to assist the player controlling the game account to gradually adapt to the game environment. For a game account that prefers entertainment-type game matches, a casual and relaxing game mode is matched to it, so that the player controlling the game account can enjoy the fun brought by the game without feeling pressure.

[0085] This setting method automatically matches the appropriate game mode for the game account logged into the virtual game based on historical game data, allowing quick entry into the game scene and saving players' time costs.

[0086] In each game mode, all the included confrontation modes, the order in which the virtual characters enter the confrontation modes, and the duration of each confrontation mode are usually pre-set. Therefore, after obtaining the game mode of the player in the game, this information can be obtained by directly accessing the file corresponding to the game mode; such as providing an API interface in the game application, and obtaining the information of the confrontation mode in the file corresponding to the game mode through the API by writing scripts or using a programming language (such as Python).

[0087] When obtaining the confrontation information in the game session, the type of confrontation mode included in the game session, the order in which the virtual characters enter the confrontation mode, and the duration of each confrontation mode can be obtained. Among them, some confrontation modes usually have a preset duration, that is, after the duration of the player in this confrontation mode reaches the preset duration within the preset duration, the confrontation mode switches to the next adjacent confrontation mode of this confrontation mode. Therefore, for the confrontation mode with a preset duration, the preset duration of this confrontation mode needs to be obtained. When generating the duration in the confrontation information display control, its duration can be displayed in a countdown manner. The duration of some confrontation modes is realized by timing, and its duration can be displayed in the confrontation information display control in a timing manner.

[0088] In some embodiments, in different game sessions, at least one of all confrontation modes, the first order in which virtual characters enter the confrontation mode, and the duration of each confrontation mode is different.

[0089] In the embodiments of the present application, when entering different game sessions, different game modes can be selected or assigned. Since different game modes can be selected in different game sessions, the virtual characters controlled by the same game account can have different combinations of confrontation modes in different game sessions. Among them, the combination of confrontation modes refers to the type of confrontation modes included in the game session and the switching order of all types of confrontation modes. For example, a combination of confrontation modes is: Confrontation Mode 1 → Confrontation Mode 2 → Confrontation Mode 3, that is, this combination of confrontation modes includes three confrontation modes 1, 2, and 3 with different degrees of confrontation intensity. After the game mode is selected, first enter Confrontation Mode 1. After the first time period, Confrontation Mode 1 ends, and it switches from Confrontation Mode 1 to Confrontation Mode 2. Enter Confrontation Mode 2. After the second time period, Confrontation Mode 2 ends. Switch from Confrontation Mode 2 to Confrontation Mode 3, and the virtual character enters Confrontation Mode 3 to continue the battle. The combination of confrontation modes is obtained according to the specific game mode. For example, it can also be Confrontation Mode 4 → Confrontation Mode 3 → Confrontation Mode 5 → Confrontation Mode 1 → Confrontation Mode 2, or Confrontation Mode 3 → Confrontation Mode 2 → Confrontation Mode 1 → Confrontation Mode 1 → Confrontation Mode 2, etc.; it is not specifically limited in the embodiments of the present application, and only examples are given here.

[0090] The confrontation information display control in each game session is generated according to the specific combination of confrontation modes. In this way, in different game sessions, the corresponding confrontation information display controls are generated in real time based on the corresponding combination of confrontation modes, so that players can plan strategies, make strategic deployments, change game equipment, etc. in a timely manner.

[0091] It is understandable that different game rounds can correspond to different game modes, and thus different combinations of confrontation modes. This can not only enrich players' gaming experiences, but also promote players' growth and development in multiple dimensions, providing players with diverse gaming experiences, avoiding the boredom that may be caused by a single mode, making the game world more colorful, and maintaining the freshness and attractiveness of the game. By challenging different types and combinations of confrontation modes, players can be trained and improved in aspects such as strategic planning, reaction speed, teamwork, and operation skills, which can bring a sense of achievement and satisfaction to players, thereby enhancing players' stickiness to virtual games, increasing player retention rates, and avoiding server idling.

[0092] Step S330: Based on the confrontation information, display a confrontation information display control in the graphical user interface.

[0093] In the embodiment of the present application, after determining the confrontation information in the current game round, a confrontation information display control is generated based on this confrontation information. When generating the display control, corresponding sub-display controls can be generated for each type of confrontation mode. For the proportion of the sub-display control on the graphical user interface, if the confrontation mode is a confrontation mode with a preset duration, the proportion of its corresponding sub-display control on the graphical user interface can be obtained according to the preset mapping relationship between the preset duration and pixels. For the proportion of the display control of the confrontation mode without a preset duration on the graphical user interface, the duration of the confrontation mode can be preset according to experience values, and then the preset mapping relationship between the duration and pixels is mapped to the corresponding proportion. Then, according to the order in which the player enters the confrontation mode, the sub-display controls corresponding to each confrontation mode are spliced, and the name of each confrontation mode and the current time progress of each confrontation mode are displayed on the corresponding sub-display controls, thereby obtaining the confrontation mode display control.

[0094] It can be understood that generating the confrontation information display control can be achieved through a game engine. The game engine provides a powerful UI system, allowing developers to design complex user interfaces and interactive controls. These engines usually support scripting languages (such as C# in Unity, or Blueprints / UnrealScript in Unreal Engine) to control the interface logic.

[0095] Exemplarily, if all the confrontation modes included in the determined confrontation information in the current game round are 3 types, namely Confrontation Mode 1, Confrontation Mode 2, and Confrontation Mode 3, and the order in which the virtual character enters the confrontation mode is Confrontation Mode 1 → Confrontation Mode 2 → Confrontation Mode 3, then the display control of the information including the confrontation mode in this game round is as Figure 4As shown, a sub-display control corresponding to an adversarial mode constructs corresponding sub-display controls 401, 402, and 403 according to adversarial mode 1, adversarial mode 2, and adversarial mode 3 and their corresponding durations, and splices sub-display control 401, sub-display control 402, and sub-display control 403 in the order of the virtual character entering the adversarial mode as adversarial mode 1 → adversarial mode 2 → adversarial mode 3 to obtain an adversarial information display control 41.

[0096] During the continuous process of the game round, the adversarial information display control 41 will be continuously displayed in the graphical user interface, and players can understand the layout of all adversarial modes in the entire game round and the information of the next adjacent adversarial mode for each adversarial mode from the adversarial information display control 41, so as to plan in advance how to use the resources in the game (such as gold coins, experience, skill cooldowns, etc.) or think about the situation and find coping strategies in advance, and grasp the best offensive or defensive timing.

[0097] It should be noted that in the graphical user interface, multiple interface contents to be displayed are usually presented in layers. A layer refers to a hierarchical display method in the graphical user interface, and different interface contents can be placed on different layers to better control the display and hiding of each interface content. For example: The game scene can be placed on the scene layer, that is, the scene layer is mainly used to render the game world and the objects in it, including characters, environments, dynamic elements, etc. The display of various UI (User Interface) elements is placed on the UI layer. For example, UI elements can include but are not limited to various operation controls, information panels for displaying various game information (such as chat interfaces, character status panels, etc.), game thumbnail maps, and other elements. Since UI elements are the interface elements for players to interact with the game, usually, the display level of the UI layer where UI elements are placed is higher than the scene layer of the game scene. That is, the display levels of each UI element are higher than the display level of the scene picture.

[0098] A display method provided by an embodiment of the present application

[0099] provides a graphical user interface through a terminal device, where the graphical user interface displays at least one virtual character participating in the current game round and controlled by the terminal device; determines the adversarial information in the current game round, where the adversarial information includes all adversarial modes in the current game round, the first order of the virtual character entering the adversarial mode, and the duration of each adversarial mode; the adversarial mode represents the adversarial intensity corresponding to the virtual character, and each adversarial mode corresponds to an adversarial intensity; based on the adversarial information, an adversarial information display control is displayed in the graphical user interface.

[0100] It can be seen that the display method provided by the embodiments of the present application first determines confrontation information including all confrontation modes in the current game session, the order in which virtual characters enter the confrontation modes, and the duration of each confrontation mode; then generates a confrontation information display control based on the confrontation information, and displays all the confrontation modes, the order in which virtual characters enter the confrontation modes, and the duration of each confrontation mode on the confrontation information display control, and continuously displays the confrontation information display control in the graphical user interface. That is to say, throughout the game session, after combining all the confrontation modes and the information of the confrontation modes included in the game session, they are assembled into a confrontation information display control and presented in the graphical user interface. In this way, based on this confrontation information display control, the player can quickly understand the current confrontation mode of the virtual character he controls and the layout of all the confrontation modes in the current game session. In this way, the player can plan in advance how to use the resources in the game (such as gold coins, experience, etc.) or think about the situation and find coping strategies in advance, and grasp the best offensive or defensive timing. At the same time, the confrontation information display control is generated based on the confrontation information and can be adjusted in a timely manner based on the confrontation information, improving the flexibility and strategy in the game and realizing personalized display.

[0101] In some embodiments, displaying a confrontation information display control in the graphical user interface based on the confrontation information includes:

[0102] Generating a first confrontation information display component corresponding to each confrontation mode based on each confrontation mode and the duration corresponding to each confrontation mode, where the first confrontation information display component is used to display the name, duration, and progress of each confrontation mode;

[0103] Combining all the first confrontation information display components according to the first order in which the virtual characters enter the confrontation modes to obtain the confrontation information display control.

[0104] In the embodiments of the present application, the matching relationship between the duration corresponding to each confrontation mode and the pixels in the graphical user interface can be preset. According to the duration and the matching relationship, the pixels corresponding to the duration are determined, and then the graph obtained from the pixels corresponding to the duration is used as the first confrontation information display component corresponding to each confrontation mode, and all the first confrontation information display components are spliced according to the first order in which the virtual characters enter the confrontation modes to obtain the confrontation information display control, and the confrontation information display control is displayed in the graphical user interface.

[0105] Exemplarily, as Figure 5 shown, it is a schematic flowchart of a process for generating a confrontation information display control provided by the embodiments of the present application. As Figure 5(a) As shown, assume that the confrontation modes included in the game session are Confrontation Mode 1, Confrontation Mode 2, and Confrontation Mode 3, and the order in which the virtual character enters the confrontation modes is: Confrontation Mode 1 → Confrontation Mode 2 → Confrontation Mode 3. According to the durations corresponding to Confrontation Mode 1, Confrontation Mode 2, and Confrontation Mode 3 and the graphics corresponding to the pixels in the graphical user interface as Figure 5 (a) shown. The Figure 5 display components 501 of each confrontation mode in (a) are spliced in the order of Confrontation Mode 1 → Confrontation Mode 2 → Confrontation Mode 3 in which the virtual character enters the confrontation modes, and the obtained confrontation information display control 502 is as Figure 5 (b) shown.

[0106] Optionally, based on the confrontation information, displaying the confrontation information display control in the graphical user interface may also be:

[0107] Setting the shape of the confrontation information display control in the graphical user interface;

[0108] Dividing the shape of the confrontation information display control into multiple display components according to the preset proportion of each confrontation mode, obtaining the display components corresponding to each confrontation mode, and displaying information such as the name and duration of each confrontation mode in each display component.

[0109] In the implementation of this application, the shape of the confrontation information display control can be set first according to the aesthetics of the confrontation information display control on the graphical user interface; among them, the shape can be a rectangle, a square, a circle, or other shapes defined by the player; then, according to the historical data of all confrontation modes in the game session, the preset proportion of each confrontation mode is preset, and then the shape of the display control is divided into display components corresponding to each confrontation mode according to the preset proportion, and the name, duration, and progress of the confrontation mode are displayed in the display components corresponding to each confrontation mode.

[0110] Exemplarily, according to the historical data of all confrontation modes in the game session, presetting the preset proportion of each confrontation mode may be taking the global duration of the game session as the area of the shape of the display control, then obtaining the duration occupied by each confrontation mode, taking the proportion of the duration occupied by all confrontation modes as the preset proportion of the confrontation mode, and multiplying the area of the display control by the preset proportion of each confrontation mode to obtain the display module of each confrontation mode in the graphical user interface, that is, dividing the shape of the display control into shapes corresponding to each confrontation mode to obtain the display module of each confrontation mode.

[0111] Optionally, the confrontation mode includes multiple sub - confrontation modes;

[0112] Generating a first confrontation information display component corresponding to each confrontation mode based on each confrontation mode and the duration corresponding to each confrontation mode, including:

[0113] Determine all sub - confrontation modes, the second order for virtual characters to enter the sub - confrontation modes, and the duration of each sub - confrontation mode;

[0114] Based on each sub - confrontation mode and the corresponding duration of each sub - confrontation mode, generate a second confrontation information display component for each sub - confrontation mode, where the second confrontation information display component is used to display the name, duration, and progress of the sub - confrontation mode;

[0115] According to the second order for virtual characters to enter the sub - confrontation modes, combine all the second confrontation information display components to obtain the first confrontation information display component.

[0116] In some embodiments, the confrontation mode includes a skill whose release duration exceeds a preset proportion threshold of the current game round duration;

[0117] The name of the skill and the release duration of the skill are also displayed in the first confrontation information display component.

[0118] In the embodiments of the present application, the sub - confrontation mode further subdivides the confrontation modes with the same degree of confrontation intensity within the same range into multiple confrontation intensity modes of different sizes. For example, in the confrontation mode of an ordinary game round, the multiple sub - confrontation modes may include Safety Net, Contest, and Overtime. In each sub - confrontation mode of each confrontation mode, the core competitive characteristics of the confrontation mode can be retained, and specific rules, goals, maps, or changes in game mechanisms can be introduced respectively, so as to provide different game experiences for players.

[0119] Exemplarily, as Figure 6 shown is a schematic diagram of the interface of the confrontation information display control for another game battle provided by the embodiments of the present application. In Figure 6 , the progress of the confrontation mode is represented by the duration of the confrontation mode. The confrontation modes included in this game round are the hero round and the ordinary round after the hero round.

[0120] Exemplarily, as Figure 7 shown is a schematic diagram of the confrontation information display control for the hero round provided by the embodiments of the present application. Figure 7 (a) The hero round shown includes confrontation modes of Safety Net and God Survival; Figure 7 (b) The hero round shown includes confrontation modes of Safety Net, God Survival, and God Ball; Figure 7 (c) The hero round shown includes the confrontation mode of God Survival; Figure 7 (d) The hero round shown includes confrontation modes of God Survival and God Ball; Figure 7 (e) The ordinary round shown includes confrontation modes of Safety Net and Contest;Figure 7 The normal game in (f) includes a safety net, a competition, and an adversarial mode in overtime.

[0121] It should be noted that, for Figure 6 the adversarial information display control in the game battle in can be Figure 7 a combination of any one in the hero game and any one in the normal game.

[0122] In the embodiment of the present application, the skill is a skill that a character in the game can use with unique effects or enhanced capabilities. These skills often go beyond conventional attacks or basic abilities, adding diversity, strategy, and fun to the gameplay. For example, special skills can be combos, items, or weapons, etc. These skills are called specific skills. If a certain adversarial mode in the game round contains such specific skills, the name, release duration, and release progress of the specific skills will be displayed in the display component corresponding to the adversarial mode.

[0123] Exemplarily, in a hero game, the adversarial modes included are the hero game and the normal game after the hero game. In the hero game, there is a specific skill "hero ball", then the name of the hero ball, the release duration including the hero ball, and the release progress and other information will be displayed in the display component corresponding to the hero game.

[0124] It can be understood that by displaying the name, release duration, and progress of the specific skills whose proportion of the release process in the whole process of the battle game exceeds the preset threshold in the display component of the adversarial mode, or by displaying the sub - adversarial modes of each adversarial mode in the display component of the adversarial mode, the relationship between the adversarial mode and the specific skills or sub - adversarial modes can be presented more intuitively, and players can also master the release timing of the specific skills as much as possible to avoid wasting the specific skills.

[0125] In the embodiment of the present application, the display component of each adversarial mode can be divided into two parts. One part displays the name of the adversarial mode, and the other part displays the duration of the adversarial mode. This is convenient for players to view and also makes the graphical user interface display clearer.

[0126] It should be noted that the progress of each adversarial mode can be presented in the form of a progress bar or a progress percentage in its corresponding display component.

[0127] Exemplarily, as Figure 8 shown in the schematic diagram of another graphical user interface provided by the embodiment of the present application, the display module of each adversarial mode is divided into a first sub - display component 801 and a second sub - display component 802. The first sub - display component 801 is used to display the name of the adversarial mode, and the second sub - display component 802 is used to display the duration of the adversarial mode.

[0128] In some embodiments, the method further includes:

[0129] The status information of each confrontation mode is displayed on the first confrontation information display component, and the status information is used to characterize whether the virtual character has completed the confrontation mode.

[0130] In the embodiments of the present application, some confrontation modes have a preset duration. For the progress of these confrontation modes, it can be displayed in the display component in the form of a countdown, or the current duration progress of the confrontation mode can be directly displayed in the display component of the confrontation mode. For example, the remaining duration of the confrontation mode can be displayed in the display component corresponding to the confrontation mode according to the ratio of the duration of the confrontation mode and the elapsed duration, or a progress bar or a progress percentage can be displayed, or both the remaining duration of the confrontation mode and the progress bar or the progress percentage can be displayed.

[0131] It can be understood that for the confrontation modes without a preset duration, the progress of the confrontation mode can be directly displayed in the form of sequential timing. For example, if the current confrontation mode has elapsed for 10 minutes, then "10 minutes have elapsed" is displayed in the display component of the confrontation mode.

[0132] Wherein, the status information at least includes information characterizing states such as completed, in progress, and not started.

[0133] In the embodiments of the present application, whether each confrontation mode has been completed, or the states of in progress and not started can be marked in the display component, so that players can more clearly understand the states of all confrontations and the current mode.

[0134] When displaying the status information of each confrontation mode on the display control, the text corresponding to the status can be directly marked on the display component corresponding to the confrontation mode, or a status bar can be set in any area of the display component corresponding to each confrontation mode, and the status of each confrontation mode in different game processes is displayed in the status bar. Or icons corresponding to different states can be set, and then according to the status of the confrontation mode in the game process monitored in real time, the icons corresponding to the status are updated to the display component corresponding to each confrontation mode in real time. Or the status of each confrontation mode in the game process is monitored in real time, and the display components corresponding to different states can be distinguished and displayed by different styles. The different styles can be that the colors of the display components are different, the sizes of the display components are different, or the shapes of the display components are different, etc. Or a dedicated status display area is set in the display component of each confrontation mode, and the status of the status display area is updated in real time according to the game process. It can also be any combination of the above methods, and no specific limitation is made in the present application.

[0135] Taking the example that the colors of the display components corresponding to different states are different for differential display, the following is an introduction: In the embodiments of the present application, a mapping relationship between the status information and the colors can be pre-generated. For example, the corresponding color for "completed" is red, the corresponding color for "in progress" is blue, and the corresponding color for "not started" is white. During the game process, the status information of each confrontation mode is obtained in real time, and then the color corresponding to the status information obtained in real time is used to control the display components corresponding to each confrontation mode to present the corresponding color. For example, if the status information of the confrontation mode is "completed", the color of the display component of this confrontation mode is red; another example is that if the status information of the confrontation mode is "in progress", the color of the display component of this confrontation mode is blue; and another example is that if the status information of the confrontation mode is "not started", the color of the display component of this confrontation mode is white.

[0136] In the embodiments of the present application, different colors can be filled for each first confrontation information display component to differentially display the first confrontation information display components corresponding to each confrontation mode respectively.

[0137] Corresponding to the display method provided by the embodiments of the present application, the embodiments of the present application also provide a display device 900, as Figure 9 shown, the display device 900 includes:

[0138] A display module 901, configured to provide a graphical user interface through a terminal device, and the graphical user interface displays at least one virtual character controlled by the terminal device participating in the current game session;

[0139] A determination module 902, configured to determine the confrontation information in the current game session, where the confrontation information includes all confrontation modes in the current game session, the first order in which the virtual character enters the confrontation mode, and the duration of each confrontation mode; the confrontation mode represents the confrontation intensity corresponding to the virtual character, and each confrontation mode corresponds to a confrontation intensity;

[0140] A generation module 903, configured to display confrontation information display controls in the graphical user interface based on the confrontation information.

[0141] Optionally, the generation module 903 is further configured to:

[0142] Generate a first confrontation information display component corresponding to each confrontation mode based on each confrontation mode and the duration corresponding to each confrontation mode, where the first confrontation information display component is used to display the name, duration, and progress of each confrontation mode;

[0143] Combine all the first confrontation information display components according to the first order in which the virtual character enters the confrontation mode to obtain the confrontation information display control.

[0144] Optionally, the confrontation mode includes a plurality of sub-confrontation modes; the generation module 903 is further configured to:

[0145] Determine all sub-confrontation modes, the second order for the virtual character to enter the sub-confrontation mode, and the duration of each sub-confrontation mode;

[0146] Based on each sub-confrontation mode and the duration corresponding to each sub-confrontation mode, generate a second confrontation information display component for each sub-confrontation mode, and the second confrontation information display component is used to display the name, duration, and progress of the sub-confrontation mode;

[0147] According to the second order for the virtual character to enter the sub-confrontation mode, combine all the second confrontation information display components to obtain the first confrontation information display component.

[0148] Optionally, determine that the confrontation mode in the confrontation information determined by the determination mode 902 includes a skill whose release duration exceeds a preset proportion threshold of the current game session duration;

[0149] The name of the skill and the release duration of the skill are also displayed in the first confrontation information display component generated by the generation module 903.

[0150] Optionally, the generation module 903 is further configured to:

[0151] Display the status information of each confrontation mode on the first confrontation information display component, and the status information is used to characterize whether the virtual character has completed the confrontation mode.

[0152] Optionally, the display device 900 further includes a filling unit, and the filling unit is used to fill different colors for each of the first confrontation information display components.

[0153] In some embodiments, in different game sessions, at least one of all confrontation modes, the first order for the virtual character to enter the confrontation mode, and the duration of each confrontation mode is different.

[0154] Corresponding to a display method provided in an embodiment of the present application, an embodiment of the present application further provides a display electronic device for a graphical user interface, as Figure 10 shown, the electronic device includes: a processor 1001; and a memory 1002 for storing a program of the display method. After the device is powered on and runs the program of the display method through the processor, the following steps are executed:

[0155] Display a graphical user interface of a game application, and the graphical user interface displays at least part of a game scene, and the game scene includes at least one virtual character controlled by a virtual character;

[0156] Determine the confrontation information of the account corresponding to the virtual character in the current game session. The confrontation information includes all confrontation modes in the current game session, the first order in which the virtual character enters the confrontation mode, and the duration of each confrontation mode. The confrontation mode represents the confrontation intensity corresponding to the virtual character, and each confrontation mode corresponds to a confrontation intensity;

[0157] Based on the confrontation information, display a confrontation information display control in the graphical user interface.

[0158] Corresponding to the display method provided in the embodiments of the present application, the embodiments of the present application further provide a computer-readable storage medium storing a program of the display method. The program is run by a processor and executes the following steps:

[0159] Display the graphical user interface of the game application. The graphical user interface displays at least part of the game scene, and the game scene contains at least one virtual character controlled by a virtual character;

[0160] Determine the confrontation information of the account corresponding to the virtual character in the current game session. The confrontation information includes all confrontation modes in the current game session, the first order in which the virtual character enters the confrontation mode, and the duration of each confrontation mode. The confrontation mode represents the confrontation intensity corresponding to the virtual character, and each confrontation mode corresponds to a confrontation intensity;

[0161] Based on the confrontation information, display a confrontation information display control in the graphical user interface.

[0162] Corresponding to the display method provided in the embodiments of the present application, the embodiments of the present application further provide a computer program product. The program product includes: a computer program stored in a readable storage medium. At least one processor of the electronic device can read the computer program from the readable storage medium, and at least one processor executes the computer program to enable the electronic device to perform the following steps:

[0163] Display the graphical user interface of the game application. The graphical user interface displays at least part of the game scene, and the game scene contains at least one virtual character controlled by a virtual character;

[0164] Determine the confrontation information of the account corresponding to the virtual character in the current game session. The confrontation information includes all confrontation modes in the current game session, the first order in which the virtual character enters the confrontation mode, and the duration of each confrontation mode. The confrontation mode represents the confrontation intensity corresponding to the virtual character, and each confrontation mode corresponds to a confrontation intensity;

[0165] Based on the confrontation information, display a confrontation information display control in the graphical user interface.

[0166] It should be noted that for the detailed description of the device, electronic device, computer-readable storage medium and computer program product provided in the embodiments of the present application, reference may be made to the relevant description of the display method embodiments provided in the embodiments of the present application, which will not be elaborated here.

[0167] Although the present application is disclosed above with preferred embodiments, it is not intended to limit the present application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the protection scope of the present application should be subject to the scope defined by the claims of the present application.

[0168] In several embodiments provided by 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 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 mutual coupling or direct coupling or communication connection may be through some interfaces, and the indirect coupling or communication connection of the devices or modules may be in electrical, mechanical or other forms.

[0169] 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, including several instructions to enable an electronic device (which may 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 the embodiments of the present application.

[0170] It should be understood that the above processor may be a central processing module (English: Central Processing Unit, abbreviated as: CPU), and may also be other general-purpose processors, digital signal processors (English: Digital Signal Processor, abbreviated as: DSP), application-specific integrated circuits (English: Application Specific Integrated Circuit, abbreviated as: ASIC), etc. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the invention can be directly embodied as being executed by the hardware processor, or executed by a combination of hardware and software modules in the processor.

[0171] 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 disk or an optical disc, etc.

[0172] The bus can be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, an Extended Industry Standard Architecture (EISA) bus, or the like. 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 drawings of this application are not limited to only one bus or one type of bus.

[0173] The above storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as a Static Random Access Memory (SRAM), an Electrically Erasable Programmable Read-Only Memory (EEPROM), an Erasable Programmable Read-Only Memory (EPROM), a Programmable Read-Only Memory (PROM), a Read-Only Memory (ROM), a magnetic memory, a flash memory, a magnetic disk, or an optical disk. The storage medium can be any available medium accessible by a general-purpose or special-purpose computer.

[0174] 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 performs the steps including the above method embodiments; and the foregoing storage medium includes: various media such as ROM, RAM, magnetic disks, or optical disks that can store program codes.

[0175] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of this application, rather than to limit them; although this application 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 recorded in the foregoing embodiments, or perform equivalent replacements for some or all of the technical features; and these modifications or replacements do not make the essence of the corresponding technical solutions deviate from the scope of the technical solutions of the embodiments of this application.

Claims

1. A display method, characterized in that, The method includes: providing, by a terminal device, a graphical user interface that displays at least one virtual character controlled by the terminal device and participating in a current game session; determining confrontation information in the current game session, where the confrontation information includes all confrontation modes in the current game session, a first order in which the virtual characters enter the confrontation modes, and a duration of each confrontation mode; the confrontation mode represents the confrontation intensity corresponding to the virtual character, and each confrontation mode corresponds to a confrontation intensity; displaying, based on the confrontation information, a confrontation information display control on the graphical user interface.

2. The display method according to claim 1, wherein Displaying, based on the confrontation information, a confrontation information display control on the graphical user interface includes: generating, based on each confrontation mode and the duration corresponding to each confrontation mode, a first confrontation information display component corresponding to each confrontation mode, where the first confrontation information display component is used to display the name, duration, and progress of each confrontation mode; combining all the first confrontation information display components according to the first order in which the virtual characters enter the confrontation modes to obtain the confrontation information display control.

3. The display method according to claim 2, wherein The confrontation mode includes a plurality of sub-confrontation modes; Generating, based on each confrontation mode and the duration corresponding to each confrontation mode, a first confrontation information display component corresponding to each confrontation mode includes: determining all the sub-confrontation modes, a second order in which the virtual characters enter the sub-confrontation modes, and the duration of each sub-confrontation mode; generating, based on each sub-confrontation mode and the duration corresponding to each sub-confrontation mode, a second confrontation information display component corresponding to each sub-confrontation mode, where the second confrontation information display component is used to display the name, duration, and progress of the sub-confrontation mode; combining all the second confrontation information display components according to the second order in which the virtual characters enter the sub-confrontation modes to obtain the first confrontation information display component.

4. The display method according to any one of claims 2 or 3, characterized in that The method further includes: the confrontation mode includes a skill whose release duration exceeds a preset ratio threshold of the duration of the current game session; the name of the skill and the release duration of the skill are further displayed in the first confrontation information display component.

5. The display method according to claim 2, wherein The method further includes: status information of each confrontation mode is displayed on the first confrontation information display component, where the status information is used to characterize whether the virtual character has completed the confrontation mode.

6. The display method according to claim 2, characterized in that, The method further includes: filling different colors for each of the first confrontation information display components.

7. The display method according to claim 1, wherein In different game sessions, at least one of all confrontation modes, the first order in which the virtual characters enter the confrontation modes, and the duration of each confrontation mode is different.

8. A display device, characterized in that, The apparatus includes: a display module configured to provide, by a terminal device, a graphical user interface that displays at least one virtual character controlled by the terminal device and participating in a current game session; A determination module, configured to determine confrontation information in a current game session, where the confrontation information includes all confrontation modes in the current game session, a first order in which the virtual character enters the confrontation mode, and a duration of each confrontation mode; the confrontation mode represents the confrontation intensity corresponding to the virtual character, and each confrontation mode corresponds to a confrontation intensity; A generation module, configured to display a confrontation information display control in the graphical user interface based on the confrontation information.

9. An electronic device, characterized in that, including: a processor; and a memory, configured to store a data processing program, and after the electronic device is powered on and runs the program through the processor, execute the method according to any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that, A data processing program is stored, and the program is run by the processor to execute the method according to any one of claims 1 to 7.