Virtual stall display method and device, electronic equipment and computer readable storage medium
By detecting the movement speed of the virtual joystick, the display method of the virtual stalls and the camera angle are intelligently adjusted, solving the problem of cumbersome operation under the traditional click-based interaction method and improving the smoothness of the game and the user experience.
Patent Information
- Application Number
- CN202511013052.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-07-22
- Publication Date
- 2025-10-24
AI Technical Summary
In gaming scenarios, traditional click-based interaction methods result in cumbersome operations, reduce game smoothness and user engagement, and lack dynamic information feedback mechanisms, failing to meet players' browsing intentions.
By detecting the movement speed of the virtual joystick, it intelligently identifies the player's browsing intention and dynamically adjusts the display method of the virtual stall content and the virtual camera perspective according to different browsing states.
It improves user interaction efficiency and immersion, and enhances the game's operational smoothness and user experience.
Smart Images

Figure CN120827720A_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the field of computers, in particular to a virtual stall display method and device, electronic equipment and computer readable storage medium. BACKGROUND
[0002] In the current game scene, players usually adopt the interactive mode of clicking to view when browsing virtual stalls. For example, in traditional role-playing games, players need to click different shop NPCs or stall icons one by one to obtain commodity information, and then complete the browsing and purchase of commodities through multi-level interface navigation. Such frequent clicking operation reduces the smoothness of the game, especially in the portrait mode, the operability of the upper area of the screen is limited, increasing the difficulty of user operation. At the same time, the existing technology lacks a dynamic information feedback mechanism in the browsing process, and cannot adjust the displayed content in real time according to the browsing intention of the player, resulting in that the attention and interest of the player cannot be fully satisfied, and the user stickiness is reduced. SUMMARY
[0003] The present application provides a virtual stall display method, device, electronic equipment and computer readable storage medium, which can detect the moving speed of the virtual joystick in real time, intelligently identify the browsing intention of the user, and dynamically adjust the display mode of the virtual stall content according to different browsing states, thereby improving the user experience.
[0004] In a first aspect, the embodiments of the present application provide a virtual stall display method, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of a game scene, and the game scene includes a virtual character controlled by the terminal device. The method comprises: displaying at least one virtual stall in the game scene; in response to a dragging operation on a virtual joystick, controlling the virtual character to move in the game scene; detecting the moving speed of the virtual joystick, and determining the current browsing state of the at least one virtual stall according to the moving speed; and adjusting the display mode of the virtual stall and the virtual camera view angle according to the browsing state.
[0005] In a second aspect, the embodiments of the present application provide a virtual stall display device, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of a game scene, and the game scene includes a virtual character controlled by the terminal device. The device comprises: a display module, configured to display at least one virtual stall in the game scene; a detection module, configured to control the virtual character to move in the game scene in response to a dragging operation on a virtual joystick; a judgment module, configured to detect the moving speed of the virtual joystick, and determine the current browsing state of the at least one virtual stall according to the moving speed; and an adjustment module, configured to adjust the display mode of the virtual stall and the virtual camera view angle according to the browsing state.
[0006] In a third aspect, an electronic device is provided, which includes a processor and a memory storing computer executable instructions executable by the processor. The processor executes the computer executable instructions to implement the method for displaying a virtual stall.
[0007] In a fourth aspect, a computer readable storage medium is provided, which stores computer executable instructions. When the computer executable instructions are invoked and executed by a processor, the computer executable instructions cause the processor to implement the method for displaying a virtual stall.
[0008] The method for displaying a virtual stall provided by the present application displays at least one virtual stall in a game scene, controls a virtual character to move in the game scene in response to a drag operation on a virtual joystick, detects a moving speed of the virtual joystick, determines a current browsing state of the at least one virtual stall according to the moving speed, and adjusts a display mode of the virtual stall and a virtual camera view angle according to the browsing state.
[0009] According to the above method, the present application determines the browsing intention of a player on a virtual stall by detecting the moving speed of the virtual joystick, and dynamically adjusts the display mode of virtual stall information and the virtual camera view angle accordingly. Meanwhile, the present application identifies an interested commodity by analyzing the interactive behavior mode, and optimizes the user experience by adjusting the joystick damping coefficient and the bubble prompt. The present application effectively solves the cumbersome operation problem of the traditional click-type interaction, improves the interactive efficiency and user experience, and enhances the immersion and operation fluency of the game.
[0010] Other features and advantages of the present application will be illustrated in the following description, or can be known or determined without any doubt from the description, or can be known by implementing the above-mentioned technologies of the present application.
[0011] In order to make the above-mentioned purposes, features and advantages of the present application more obvious and easy to understand, the following preferred embodiments are described in detail below, and the accompanying drawings are described as follows. BRIEF DESCRIPTION OF DRAWINGS
[0012] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings needed to be used in the description of the embodiments of the present application. Obviously, the drawings in the following description are only some embodiments of the present application, and other drawings can be obtained by those skilled in the art without any creative labor on the basis of these drawings.
[0013] Figure 1 is a flowchart of the method for displaying a virtual stall provided by the embodiments of the present application; Figure 2is a schematic diagram of an interface of a display method of a virtual stall provided by an embodiment of the present application; Figure 3A is a schematic diagram of another interface of a display method of a virtual stall provided by an embodiment of the present application; Figure 3B is a schematic diagram of another interface of a display method of a virtual stall provided by an embodiment of the present application; Figure 4 is a schematic diagram of another interface of a display method of a virtual stall provided by an embodiment of the present application; Figure 5 is a schematic diagram of a structure of a display device of a virtual stall provided by an embodiment of the present application; Figure 6 is a structure block diagram of an electronic device provided by an embodiment of the present application. DETAILED DESCRIPTION
[0014] In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present application. However, the present application can be practiced without the specific details. In other instances, well-known methods, procedures, components, and circuits have not been described in detail so as not to obscure the present application. Some embodiments of the present application can relate to the systems, methods, and computer program products described herein.
[0015] It should be noted that the terms "first", "second", "third", and the like in the description and in the claims of the present application are used for distinguishing between similar objects and not necessarily for describing a specific sequential or chronological order. The use of such terms in the description and in the claims is to be interpreted that a similar element can be claimed to be a different element where it is logical and / or customarily accepted, for example, a first element can be interpreted as a second element, and, similarly, a second element can be interpreted as a first element. Furthermore, the terms "comprises", "comprising", "includes", "including", "has", "having" and their conjugates, shall cover non-exclusive inclusion as well as open-ended language that means that an element or a collection of elements can be present or be combined with others without necessarily being expressly mentioned. It will be appreciated that various embodiments of the present application and modifications thereto can be made without departing from the scope and spirit of the application.
[0016] It should be understood that, in the embodiments of the present application, "at least one" means one or more, "several" means one or more, and "multiple" means two or more. "And / or" is only a description of the association relationship of the associated objects, which means that there can be three relationships, for example, A and / or B can mean that A exists alone, A and B exist together, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects. "Including A, B and / or C" means including any one or any two or three of A, B and C.
[0017] It should be understood that, in the embodiments of the present application, “B corresponding to A”, “B corresponding to A”, “A corresponding to B”, or “B corresponding to A” means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean that B is determined only according to A, but also can be determined according to A and / or other information.
[0018] The display method of the virtual stall provided by the embodiments of the present application can be executed by an electronic device, which can be a terminal or a server. The terminal can be a terminal device such as a smartphone, a tablet computer, a notebook computer, etc. The server can be a physical server, a server cluster composed of multiple physical servers, or a distributed system, and can also be a cloud server providing cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDNs, and basic cloud computing services such as big data and artificial intelligence platforms. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers, or as a single server. When the server is software, it can be implemented as multiple software or software modules (such as software or software modules for providing distributed services), or as a single software or software module. The embodiments of the present application do not make specific limitations on this.
[0019] In an optional embodiment, taking a game as an example, when the map information display method is running on a terminal device, the terminal device stores a game application and a game virtual scene. The terminal device interacts with a player through a sender graphical user interface. The terminal device can provide the sender graphical user interface to the player in various ways, for example, the sender graphical user interface can be rendered and displayed on the display screen of the terminal device, or the sender graphical user interface can be presented through holographic projection.
[0020] In an optional embodiment, taking cloud gaming as an example, when the map information display method runs on a server, the method can be implemented and executed based on a cloud gaming system. The cloud gaming system refers to a game mode based on cloud computing. The cloud gaming system includes a server and a client device. The running subject of a game application and the presentation subject of a game picture are separated. The storage and running of a method for controlling a carrier in a game are completed on the server. The presentation of a game picture is completed on the client. The client is mainly used for receiving and sending game data and presenting a game picture. For example, the client can be a display device close to a player side and having a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, a head-mounted display device, and the like. However, a terminal device for processing game data is a server in the cloud. When playing a game, the player operates the client to send an instruction to the server. The server controls and runs the game according to the instruction, encodes and compresses game picture data, returns the data to the client through a network, and finally decodes and outputs the game picture through the client.
[0021] Embodiments of the present application provide a virtual stall display method, device, electronic equipment and computer readable storage medium. The virtual stall display device can be integrated in a computer device. The electronic equipment can be a server or a terminal device.
[0022] Figure 1 A flowchart of the virtual stall display method provided by the embodiments of the present application is shown.
[0023] The embodiments of the present application provide a virtual stall display method. A graphical user interface is provided by a terminal device. The graphical user interface displays at least part of a game scene. The game scene includes a virtual character controlled by the terminal device, as shown in the figure. Figure 1 The method includes the following specific steps: Step 101: displaying at least one virtual stall in the game scene; Step 102: controlling the virtual character to move in the game scene in response to a drag operation on the virtual joystick; Step 103: detecting the moving speed of the virtual joystick, and determining the current browsing state of the at least one virtual stall according to the moving speed; Step 104: adjusting the display mode of the virtual stall and the virtual camera view angle according to the browsing state.
[0024] Through the above steps, the virtual stall display method provided by the embodiments of the present application can intelligently identify the browsing intention of the player, and dynamically adjust the display content and the view angle according to different browsing states, thereby improving the smoothness and personalization of the user interaction experience.
[0025] The above steps are described in detail as follows: Step 101, displaying at least one virtual stall in the game scene.
[0026] The Graphical User Interface (GUI) refers to the interface for user interaction with the terminal. In the present embodiment, the GUI can be used for the player to interact with the terminal for game playing, so as to realize the game logic. The terminal device can be a smart phone, a tablet computer, a personal computer, or other electronic devices with display function.
[0027] The game scene refers to a virtual scene displayed when the game client runs on the terminal.
[0028] Optionally, the game scene can be a three-dimensional virtual environment in the first-person perspective. For example, in a shooting game, the player sees the game world through the eyes of the character, including the buildings, terrain, items, and other characters in front of the player.
[0029] Optionally, the game scene can be a three-dimensional virtual environment in the third-person perspective. For example, in an action-adventure game, the player can see the character controlled by the player and the environment around the character, so as to observe the interaction between the character and the environment.
[0030] Optionally, the game scene can be a two-dimensional or three-dimensional virtual environment in the top-down perspective. For example, in a strategy game or a multiplayer online tactical game, the player can view the entire battlefield from a high place, and observe the position distribution of the teammates and the enemies and the map resources.
[0031] The virtual character refers to a game character controlled by the player in the game, i.e., the player operates the virtual character to perform various game activities in the game scene, such as picking up items, fighting, exploring, or deciphering. The virtual character can represent the image of the player, and each virtual character can be a three-dimensional virtual model or a two-dimensional virtual model, which is not specifically limited in the present embodiment. The virtual character includes but is not limited to at least one of a virtual person, a virtual animal, and a virtual machine.
[0032] The virtual stall is an interactive interface element in the game scene for displaying and trading virtual goods, and is a carrier for displaying and trading goods information.
[0033] Optionally, the virtual stall can include various information display components, such as a goods preview icon, a price label, a quantity display, a quality identifier, and the like. For example, in an equipment trading stall, the icon, the level information, the price label, and the rarity identifier of the equipment can be displayed at the same time, so as to provide the player with comprehensive goods information.
[0034] Optionally, the virtual stalls can be classified according to the equipment or item level, and the same stall displays multiple goods of the same level segment. The stall display area usually adopts a grid layout, and multiple goods of the same category are arranged according to certain rules.
[0035] Optionally, the virtual stall can be designed as a multi-layer structure, and each layer can display different goods in the same category. When the number of goods in the same category is too large to be displayed simultaneously in a limited space, the stall can use a rolling display mechanism, regularly replacing the displayed goods, or responding to the player's browsing operation to page display.
[0036] In a specific game application scenario, such as a transaction area of a virtual RPG game, the system generates multiple virtual stalls of different types at designated positions in the game scene, including weapon stalls, armor stalls, and prop stalls, etc., and each stall sells corresponding types of goods. For example, in the scene of the Dream Fantasy Westward Journey mobile game, the market area has multiple stalls of different types, and each stall corresponds to a bubble identifier, which is a stall name customized by the user. Players can freely move in the market area and view the bubble names of each stall to find a stall that may interest them. When a player sees an interesting stall name, clicks on the bubble identifier, and the interactive game interface pops up a new window displaying a list of all goods for sale in the stall.
[0037] Each stall has a unique appearance design and identifier, and players can quickly distinguish the types of goods in different stalls through visual recognition. The layout of the stalls uses reasonable space design to ensure that the player character can easily move and browse between the stalls. At the same time, the stall will dynamically update the display content according to the current game state and inventory, such as a stall of popular goods with special visual effects, and a stall of out-of-stock goods with corresponding status prompts.
[0038] Step 102, in response to the drag operation on the virtual joystick, controlling the virtual character to move in the game scene.
[0039] Among them, the virtual joystick is an interactive control in the game interface for controlling character movement or view changes.
[0040] Optionally, the virtual joystick can be a joystick control at a specific position, and the player controls the joystick direction and force by dragging a finger on the screen. As shown in Figure 2 In a virtual RPG game, the virtual joystick is usually displayed as a semi-transparent circular area in the lower left corner of the screen, with a smaller circular control point in the center. The distance and direction of the player's drag control point determine the speed and direction of the character's movement. The farther the player's finger is dragged from the center point (closer to the outer circle), the faster the game character moves.
[0041] Alternatively, the virtual joystick can be a floating joystick control that is generated wherever the player touches the screen. For example, in some action games, the player can press and drag anywhere on the screen, and the system will spawn a temporary virtual joystick at that location, controlling the character's movement based on the direction and distance of the drag.
[0042] The virtual joystick has an optional auto-rebound function, automatically returning to the center position when the user releases their finger. It also supports multiple levels of force sensing and precise directional control. For example, a light drag on the virtual joystick causes the character to walk slowly, while a larger drag causes the character to run faster. Different drag angles correspond to different movement directions, providing a precise movement control experience.
[0043] Optionally, the virtual joystick can be customized to meet gaming needs, including options like size adjustment, position setting, transparency control, and sensitivity adjustment. For example, in competitive games, players can set the virtual joystick to be larger for improved control precision, while in casual games, it can be set to be smaller to reduce screen obstruction, meeting different user habits and needs.
[0044] The dragging operation is a movement control action performed by the user on the virtual joystick by touching the screen.
[0045] Optionally, a drag operation includes pressing, sliding, and controlling the direction of a virtual joystick control on the touch screen. For example, a player presses the virtual joystick icon in the lower-left corner of the screen and then slides their finger in different directions to control the character's movement. This series of continuous touch interactions constitutes a complete drag operation.
[0046] Optionally, the dragging operation is real-time and continuous, accurately reflecting the user's operational intent and movement needs. For example, when a player wants to quickly browse multiple stalls, they may perform a large and rapid dragging operation; while when the player is interested in a certain area and wants to take a closer look, they may perform a small and slow dragging operation.
[0047] Optionally, the dragging operation can be implemented through a variety of input methods, including direct touch, mouse dragging, gamepad operation, and other different human-computer interaction forms. For example, in a PC game, players can use the mouse to click and drag the virtual joystick to achieve the same control effect, while in a console game, the gamepad joystick can be used to simulate the dragging operation.
[0048] When players want to browse the different stalls in the virtual market, they can control the character's free movement in the scene by dragging the virtual joystick. The system responds to the player's input in real time, converting the direction and distance of the virtual joystick drag into movement instructions for the virtual character, allowing the virtual character to move between stalls precisely according to the player's intentions.
[0049] Step 103, detecting the moving speed of the virtual joystick, determining the current browsing state for at least one virtual stall according to the moving speed; Wherein, the moving speed is a speed value generated when the player operates the virtual joystick.
[0050] Optionally, the moving speed can be determined by calculating the distance and direction of the virtual joystick center point from the origin. The offset distance of the joystick center point from the initial position can be detected when the virtual joystick is dragged. The greater the offset distance, the faster the moving speed. For example, when the finger drags the joystick to a position of 25% of the maximum radius, the virtual character moves at 25% of the maximum speed; when it is dragged to a position of 50%, the character moves at 50% of the speed; when it is dragged to the outer circle (100% position), the character reaches the maximum moving speed.
[0051] Optionally, the moving speed can be a continuously changing value, not just fast or slow. For example, the system can map the joystick speed to a numerical range of 0-5, and trigger different browsing states and display effects according to different speed values.
[0052] Optionally, the moving speed detection can include an acceleration factor, i.e. considering the speed change. For example, the system can detect whether the player has suddenly accelerated or decelerated, which may indicate that the player has shown interest or lost interest in a stall.
[0053] Wherein, the browsing state is the behavior state of the virtual character when browsing the stalls in the game scene through the virtual joystick.
[0054] Optionally, the browsing state can include but is not limited to fast browsing state, slow browsing state, and static state, etc. For example, in a virtual market scene, the player may be in a state of quickly traversing the market, or slowly looking at goods in front of a stall, or completely stopping to focus on a specific good.
[0055] Optionally, the browsing state can be combined with the player's historical behavior data to improve the accuracy of state judgment. For example, if the player has historically often slowed down to view a certain type of stall, when the player approaches a similar stall again, the system may more quickly determine the state as a slow browsing state.
[0056] Wherein, determining the current browsing state for at least one virtual stall includes determining the browsing intention for the virtual stall through a preset speed threshold and a duration.
[0057] In an optional embodiment, determining the current browsing state for the at least one virtual booth according to the moving speed comprises: determining the current browsing state as a slow browsing state when the moving speed of the virtual joystick is detected to be greater than a first speed threshold and the duration is longer than a preset duration; determining the current browsing state as a fast browsing state when the moving speed of the virtual joystick is detected to be greater than a second speed threshold and the duration is longer than the preset duration; wherein the second speed threshold is greater than the first speed threshold.
[0058] The slow browsing state is a browsing intention recognized when the player controls the virtual joystick at a low speed.
[0059] The slow browsing state indicates that the player intends to carefully view the booths and the details of the goods in the current area. For example, when the player controls the moving speed of the joystick between 1.0 and 2.5 and for more than 0.15 seconds, it is determined that the player is in a slow browsing state and wishes to obtain more detailed information about the goods.
[0060] Optionally, the determination of the slow browsing state can be combined with the player's visual focus area. For example, if the user's visual focus (which can be tracked or inferred by a front-facing camera) is concentrated on a certain booth area while the moving speed is reduced, the system will enter the slow browsing state more quickly and display detailed information of the area in advance.
[0061] Optionally, the slow browsing state can also consider the player's historical behavior patterns. For example, if it is found that a player is used to viewing interesting goods at a specific slow speed, the speed threshold of the slow browsing can be personalized for the player to make it more consistent with the player's operation habits.
[0062] The fast browsing state is a browsing intention recognized when the player controls the virtual joystick at a high speed.
[0063] The fast browsing state indicates that the player intends to quickly scan and understand the overall situation in the game scene. For example, when the player controls the moving speed of the joystick to be greater than 2.5 and for more than 0.15 seconds, it is determined that the player is in a fast browsing state and wishes to obtain a more extensive but concise overview of the scene.
[0064] Optionally, the determination of the fast browsing state can consider the continuity and direction change of the movement. For example, if the virtual joystick maintains a high speed and the direction is relatively consistent, it is more likely to be determined as a fast browsing state; if the virtual joystick changes direction frequently although the speed is fast, it may indicate that the player is looking for a specific target and may not immediately switch to the fast browsing state.
[0065] Optionally, the fast browsing state can also be dynamically adjusted according to the crowdedness of the game scene.
[0066] The first speed threshold is a speed reference value for determining whether the slow browsing state is entered. For example, the first speed threshold is set to 1.0, which means that when the ratio of the joystick offset to the maximum radius exceeds 1.0, the speed condition for entering the slow browsing state is met.
[0067] Optionally, the first speed threshold can be automatically adjusted according to the screen size of different devices. For example, on a mobile device with a smaller screen, the threshold can be set to 0.8; while on a tablet device with a larger screen, the threshold can be adjusted to 1.2 to adapt to the differences in user operation habits on different devices.
[0068] Optionally, the first speed threshold can also be personalized according to the player's proficiency. For example, when a new user operates the joystick with a large speed change, the threshold can be relaxed to 0.5 to increase fault tolerance; while for experienced players, it can be maintained at the standard 1.0 to provide more accurate control experience.
[0069] The second speed threshold is a speed reference value for determining whether the fast browsing state is entered. For example, the second speed threshold is set to 2.5, which means that when the ratio of the joystick offset to the maximum radius exceeds 2.5, the speed condition for entering the fast browsing state is met.
[0070] Optionally, the second speed threshold can be dynamically adjusted according to the complexity of the game scene. For example, in an open square area, the threshold can remain at the standard 2.5; while in a narrow alley or complex layout area, the threshold can be reduced to 2.0, making it easier for the player to trigger the fast browsing state to get a wider view.
[0071] The second speed threshold is greater than the first speed threshold, so as to more clearly distinguish the change of the virtual joystick from slow to fast.
[0072] The preset time length is the minimum time required for the speed change of the virtual joystick to be determined.
[0073] Optionally, the preset time length refers to the time the user needs to maintain a specific speed range before the system confirms the state switch. For example, the preset time length can be set to 0.15 seconds, which means that the user needs to maintain the joystick in a specific speed range for more than 0.15 seconds before the system determines that the state has changed.
[0074] Optionally, the preset time length can be different according to different state switching directions. For example, the preset time length for switching from fast browsing to slow browsing can be set to 0.12 seconds, while the preset time length for switching from slow browsing to fast browsing can be set to 0.18 seconds. This design can make the system respond faster to the user's intention to slow down and view, while avoiding accidental switching of the view angle due to short-term acceleration.
[0075] Optionally, the preset time length can also be adjusted according to the user's operation stability. For example, if it is detected that the user's operation is relatively stable and the fluctuation is small, the preset time length can be shortened to 0.1 seconds to provide faster response; and if the user's operation fluctuation is large, it can be increased to 0.2 seconds to avoid frequent false triggering of state switching.
[0076] The determination of the browsing state is based on a dual judgment mechanism of speed threshold and duration, ensuring the accuracy and stability of state recognition.
[0077] Step 104, adjusting the display mode and virtual camera perspective of the virtual booth according to the browsing state.
[0078] The display mode is the presentation form and content detail level of the product information in the virtual booth.
[0079] Optionally, the display mode can refer to the way of presenting the booth and its product information visually. For example, in the fast browsing state, only the brief information of product category and quantity can be displayed; and in the slow browsing state, detailed attributes, prices and rarity of the products can be displayed.
[0080] Optionally, the display mode can adjust the visual level and highlight the key points of the information. For example, for high-value or time-limited goods, special effects such as halo, flicker or floating label can be used to visually emphasize and attract user attention.
[0081] Optionally, the display mode can include the update frequency and animation effect of the information. For example, in slow browsing, the product information can be updated in a smooth transition manner; and in fast browsing, the information update can be more concise and direct, reducing unnecessary animation effects to ensure the timeliness of the information.
[0082] Optionally, the display mode can adjust the priority and prominence of information display according to the user's historical behavior and preferences. For example, if the user often buys weapon class goods, the information of the weapon booth is highlighted in the display mode, and more detailed weapon attribute preview is provided.
[0083] The virtual camera perspective is the setting of the observation angle and field of view of the game scene.
[0084] Optionally, the virtual camera perspective adjusts the zoom ratio, position and field of view of the camera to adapt to different browsing needs and achieve optimal visual experience. For example, in the fast browsing state, the camera will zoom out and expand the field of view, allowing the player to see more booths at the same time; in the slow browsing state, the camera will zoom in and focus, providing more detailed close-up perspective.
[0085] Optionally, the virtual camera perspective supports smooth transitions and dynamic following, ensuring naturalness of perspective switching and coherence of user operations. For example, when the browsing state changes, the camera does not suddenly jump to a new position, but transitions through a smooth animation while maintaining following of the user's current focus of attention.
[0086] Optionally, the virtual camera perspective can automatically adjust the angle to avoid occlusion and ensure the visibility of key information. For example, when there are tall buildings or other stalls that may block the content of interest to the user, the camera will automatically adjust the angle or height to ensure that the target stall is always in the best observation position.
[0087] In an optional embodiment, the display mode of the virtual stall and the virtual camera perspective are adjusted according to the browsing state, including: in the slow browsing state, displaying preview information of the stall goods within a distance of less than a preset value from the virtual character, the preview information including detailed category and price information of the goods, and adjusting the virtual camera perspective to a close-up state; in the fast browsing state, displaying a thumbnail title of the goods, the thumbnail title containing a simple category of the goods and the number of stalls, and adjusting the virtual camera perspective to a wide-angle state.
[0088] Figure 3A is an interface diagram of the display method of the virtual stall provided by the embodiment of the present application.
[0089] When it is determined to enter the slow browsing state, it indicates that there may be goods of interest to the player nearby, at this time, the game scene displays the preview information of the goods of the stall within a specific range from the virtual character, and the virtual camera perspective is adjusted to a close-up state.
[0090] wherein the preset value is a distance threshold for determining whether the preview information of the stall needs to be displayed. Optionally, the preset value can be a fixed game unit distance. For example, the preset value can be set to 10 meters, which means that when the distance between the virtual character and the stall is less than 10 meters, detailed preview information of the goods of the stall is displayed.
[0091] Optionally, the preset value can be dynamically adjusted according to the density of the game scene. For example, in a densely populated market area, the preset value can be set to be smaller (such as 5 meters) to avoid visual confusion caused by displaying too much preview information at the same time; while in the sparsely populated suburban area, the preset value can be set to be larger (such as 15 meters) to allow the player to obtain the goods information at a farther distance.
[0092] Optionally, the preset value can also be adjusted according to the player's perspective and the size of the device screen. For example, for players using large-screen devices, the preset value can be slightly larger, because a larger screen can clearly display more information; while for small-screen devices, the preset value can be appropriately reduced to ensure the clarity of the displayed content.
[0093] wherein the commodity preview information is the displayed commodity detailed category and price information.
[0094] As shown in Figure 3A , the temporary symbol class commodity can be displayed from "69 level temporary symbol (6)" to "69 level defense temporary symbol, 2000 gold coins", "69 level magic damage temporary symbol, 2000 gold coins", "69 level strength temporary symbol, 2000 gold coins", "69 level speed temporary symbol, 2000 gold coins", "69 level physical damage temporary symbol, 2000 gold coins", "69 level magic defense symbol, 2000 gold coins", including grade, specific type and price and other multi-dimensional information.
[0095] Optionally, the commodity preview information can highlight key parameters according to different commodity types. For example, weapon class commodities can highlight attack power and special effects, such as "flame short bow +5 damage: 20-150 2000 gold coins"; potion class commodities can highlight effect duration, such as "high-grade recovery potion (30 seconds) 350 gold coins", such targeted information display helps users quickly evaluate commodity value.
[0096] Optionally, the commodity preview information can also include comparison data. For example, if the user is currently equipped with a sword with a damage value of 100, when viewing a new sword with a damage value of 120, the system can display comparison information such as "+20 damage", or for price, it can display "market price 85%" and other cost-effective information to help users make more intelligent purchase decisions.
[0097] Optionally, the preview information of the commodity can include occupation information. For example, "warrior special heavy shield" "wizard limited crystal wand" and other classification methods directly inform the user of the use restrictions of the commodity, avoiding the disappointment experience of finding that the user cannot use it after viewing.
[0098] Optionally, the preview information of the commodity can also reflect rarity or special attributes, etc., to provide more comprehensive commodity property description.
[0099] wherein the price information is the purchase cost data of the commodity.
[0100] Optionally, the price information refers to the amount of game currency that needs to be paid to purchase the commodity. For example, "8800 gold coins", "350 points", "25 diamonds", etc. These explicit price labels help users evaluate their budget when browsing.
[0101] Optionally, the price information can include discount marks. For example, "1000 gold coins [original 1500]", "200 points [7 off]" and other ways to intuitively display price discounts to attract user attention and promote purchase decisions.
[0102] In the zoom-in state, the virtual camera position is close to the virtual character and the stalls, providing a camera configuration with a more detailed view. For example, when entering the slow browsing state, the virtual camera may lower the height by 20%, reduce the field of view angle by 15%, and make the virtual stalls and product details more clearly visible.
[0103] Optionally, the zoom-in state can dynamically adjust specific parameters according to the characteristics of the scene. For example, in a closed indoor market, the camera position in the zoom-in state may be slightly raised to obtain a better overhead angle; while in an open outdoor market, the virtual camera may be closer to the ground to provide a more close-to-eye perspective experience.
[0104] Optionally, the zoom-in state can also include a focus adjustment function. For example, when entering the zoom-in state, automatically focus the virtual camera on the nearest stall in the direction the virtual character is currently facing, and slightly blur the background to enhance visual guidance and help the player focus on the stall currently being viewed.
[0105] Figure 3B is an interface diagram of the display method of the virtual stall provided by the embodiment of the application.
[0106] When it is determined to enter the fast browsing state, the game scene displays a thumbnail title of the goods, the thumbnail title includes a simple category of the goods and the number of stalls, and the virtual camera view is adjusted to the zoom-out state.
[0107] Among them, the thumbnail title of the goods refers to the concise information displayed in the fast browsing state to help users quickly identify the content of the stall. For example, Figure 3B The weapon stall may be displayed as "69 level weapons (8)", indicating that the stall sells weapons, and there are 8 stalls selling such goods; the clothing stall may be displayed as "69 level clothes (11)", indicating that it sells clothes, and there are 11 stalls selling such goods.
[0108] Optionally, the thumbnail title of the goods can be visually emphasized according to the particularity of the stall. For example, the limited-time stall may be displayed as Limited-time weapons (8)", and the rare goods stall may be displayed as Rare equipment (3)", by adding a simple icon to enhance the recognition of the information and help users capture important information when fast browsing.
[0109] Among them, the simple category of the goods is the coarse-grained classification information of the goods.
[0110] For example, "weapons", "armor", "elixirs", "food", etc. are common simple categories, and this classification helps users quickly understand the main business content of the stall when fast browsing.
[0111] The number of stalls refers to the total number of stalls selling specific types of goods within the player's field of view.
[0112] Optionally, the number of stalls information is dynamically updated according to the changes in the field of view during the player's movement. The system can set a default detection range, such as a 10-meter radius circular area centered on the player, and display the number of stalls within this range.
[0113] When the player quickly moves through the commercial area, as new stalls enter the field of view and old stalls leave the field of view, the number of stalls information is updated smoothly, providing the player with real-time commercial distribution information. For example, when the player moves from the weapon area to the potion area, the number of "weapons (5)" may gradually decrease, while the number of "potion (2)" gradually increases, until it becomes "weapons (1)" and "potion (6)".
[0114] Optionally, the number of stalls can be automatically adjusted according to the density of the stalls. For example, in a bustling commercial area, the display range can be appropriately reduced to avoid information overload; while in a sparse commercial area, the display range can be expanded to ensure that the player can obtain sufficient stall information.
[0115] The zoom-out state refers to a virtual camera distance from the game scene.
[0116] In an optional embodiment, the zoom-out state refers to a virtual camera position that is far from the character and the scene, providing a camera configuration with a wider field of view. For example, when the user enters the fast browsing state, the virtual camera may increase the height by 30% and increase the field of view angle by 20%, allowing the user to see more stalls and the overall layout of the scene at the same time.
[0117] Optionally, the zoom-out state can be dynamically adjusted according to the movement speed. For example, the faster the movement speed, the higher the camera position and the larger the field of view angle, such as increasing the camera height by 30% when the movement speed is 3.0 and increasing the camera height by 40% when the movement speed is 4.0, this dynamic adjustment provides the user with a field of view range that matches the user's movement speed.
[0118] Optionally, the zoom-out state can also include a path guidance function. For example, when moving quickly, the system may display a semi-transparent navigation path on the ground to guide the user to popular areas or previously marked points of interest. This navigation function combined with the zoom-out view helps the user move more efficiently in large markets.
[0119] Through the above steps, the present disclosure realizes intelligent interface adjustment according to the user's browsing state, providing efficient information overview in fast browsing and immersive detailed experience in slow browsing, significantly improving the user's operation efficiency and experience satisfaction during the virtual stall browsing process.
[0120] The embodiment of the application provides a display method of a virtual stall, after determining the current browsing state of the at least one virtual stall according to the moving speed, the method further comprises: When the virtual character moves to the position of the virtual stall, in response to the click operation on the virtual stall commodity, the virtual joystick is switched to the selection mode, and in the selection mode, in response to the drag operation on the virtual joystick, selection is performed in the plurality of commodities.
[0121] Detecting that the virtual character moves to the position of the virtual stall refers to monitoring whether the virtual character reaches an effective range in which interaction with the stall can be performed. The effective interaction range can be a circular area with the stall as the center and a certain radius. For example, a circular area with the center of the stall as the origin and a radius of 3 meters is set, and when the virtual character enters the area, it is determined that the character has moved to the position of the stall and can perform the interaction operation.
[0122] Optionally, the effective interaction range can also be dynamically determined according to the actual size and shape of the stall. For example, for a large weapon store, the interaction range can be large, and the player character does not need to be very close to perform interaction; and for a small roadside stall, the player character can need to be closer to trigger interaction.
[0123] Optionally, the effective interaction range can be indicated by a visual prompt. For example, when the virtual character approaches the stall, a faint light circle can appear on the ground, indicating that interaction can be performed within the light circle, or the stall itself can be slightly bright, indicating that it is in an interactive state.
[0124] The click operation is a touch or mouse click action performed by the player on the game interface.
[0125] Optionally, the click operation can be a single click or a light touch on the virtual stall or commodity on the screen. For example, the player can directly click the “69-level weapon” stall displayed on the screen to trigger interaction with the stall.
[0126] Optionally, the click operation can also include variants such as long press or double click. For example, a short click can only display brief information, a long press can directly enter a detailed viewing mode, and a double click can trigger a quick purchase function.
[0127] Optionally, the response area of the click operation can be slightly larger than the actual displayed commodity icon to improve the fault tolerance of the operation. For example, even if the player's click position deviates slightly from the commodity icon, the system can still correctly identify the player's intention, enhancing the user experience.
[0128] The selection mode is a special functional state of the virtual joystick.
[0129] Optionally, the selection mode is a special interactive state of the virtual joystick when the player triggers a certain condition. For example, when the player character approaches a stall and clicks on a certain item, the virtual joystick originally used to control the character's movement will switch to the selection mode, at which point the function of the joystick changes from controlling movement to selecting items.
[0130] Optionally, the virtual joystick in the selection mode can have obvious visual changes to prompt the player that the state has switched. For example, the color of the joystick can change from blue to gold, or a ring of light can appear around the joystick, or even the words "selection mode" can be displayed to help the player understand that the current interactive mode has changed.
[0131] Optionally, the selection mode can use different selection mechanisms depending on the layout of the items. For example, for linearly arranged items, up-and-down dragging selection can be used; for grid-arranged items, eight-directional dragging selection can be used; for circularly arranged items, rotating selection can be used.
[0132] Here, the dragging operation is a sliding action on the touch screen or using a mouse.
[0133] Optionally, the dragging operation in the selection mode is used to switch selection between multiple items. For example, in the selection mode, dragging the joystick to the left can select the item on the left, and dragging it to the right can select the item on the right.
[0134] Optionally, the direction and amplitude of the dragging operation can determine the speed and range of the selection. For example, small-amplitude dragging can only switch between adjacent items, while large-amplitude dragging can span multiple items, enabling fast selection.
[0135] Optionally, the dragging operation can be accompanied by visual and tactile feedback. For example, each time the selection is switched to a different item by dragging, the system can play a slight sound prompt or provide a slight vibration feedback on the supported device, enhancing the interactive experience.
[0136] In the selection mode, the player can switch between different items by dragging the virtual joystick. For example, as shown in Figure 3B , dragging up can select the "69-level magic damage temporary symbol", and dragging down can select the "69-level magic damage speed symbol", and each time the selected item is highlighted. If there are many items, the player can quickly browse all the selectable items by continuous dragging or large-amplitude dragging.
[0137] This interactive method not only simplifies the player's operation process, avoiding the trouble of multiple precise clicks, but also provides a smoother item browsing experience, especially suitable for operation on mobile devices.
[0138] In an optional embodiment, the method further comprises, in the selection mode, displaying a detailed interface of the commodity in response to a release operation of the virtual joystick.
[0139] The release operation refers to the user completely releasing the joystick touch area to end the current joystick control behavior. For example, in a mobile game, when the player moves the controlled virtual character in front of the target commodity and confirms the selection state, the user lifts the finger controlling the virtual joystick, and this release action is recognized as a signal for confirming the selection.
[0140] Optionally, the release operation can have time sensitivity, distinguishing between quick release and long-press release. For example, if the user releases the joystick immediately after selecting the commodity (release interval less than 0.2 seconds), it is recognized as quick confirmation, and the detailed interface is directly opened; if the user keeps the joystick position unchanged for more than 1 second before releasing, the system may provide an extended options menu, such as "view details", "quick purchase", "add to favorites", etc.
[0141] Optionally, the release operation can also be combined with the joystick position at the time of release to achieve more rich interactions. For example, after the commodity is selected, the user can drag the joystick to different directions and release to trigger different functions: release upward to view details, release rightward to purchase directly, release leftward to add to favorites, and release downward to cancel selection.
[0142] The commodity detailed interface is an interactive interface that displays complete information of the virtual commodity.
[0143] Optionally, the commodity detailed interface is a dedicated page that fully displays various attributes, effects, and transaction information of the commodity. For example, the detailed interface of a prop-type commodity may include item name, usage level limit, rarity, applicable profession, and source of acquisition, etc.
[0144] Optionally, the commodity detailed interface can dynamically adjust the layout and key information according to the type of the commodity. For example, equipment-type commodities will highlight attribute additions and comparison data with current equipment; consumables will highlight effect duration and cooldown time; collectibles will highlight rarity and collection value; and material-type items will highlight a list of synthesizable items.
[0145] Optionally, the commodity detailed interface can also integrate social and market information functions. For example, the interface may display friends' evaluations of the commodity, a trend chart of the average transaction price of the commodity on the current server, a recommended list of similar commodities, or even allow the user to directly negotiate prices with the vendor on the detail page.
[0146] Through the above steps, this application implements an intuitive and efficient product detail acquisition mechanism. When players stroll through the virtual market, they can smoothly view the detailed information of any product they are interested in by simply controlling and releasing the joystick, without having to frequently switch between mobile control and interface clicks.
[0147] An embodiment of the present application further provides a method for displaying a virtual stall, the method further comprising: determining a product of interest based on the interactive behavior, and adjusting a damping coefficient of a virtual joystick based on the product of interest.
[0148] Interactive behavior refers to the operational patterns and behavioral characteristics of players interacting with virtual merchandise on display. For example, pausing to inspect a particular equipment stall, repeatedly checking the detailed attributes of the same item, adding an item to a comparison list, and asking the stall owner questions about the item can all serve as a basis for determining player interest.
[0149] Optionally, interaction behavior can include player behavior in the in-game search system. For example, if a player uses the in-game search function to search for a specific product multiple times, these search records can be included in the interaction behavior analysis and serve as an important indicator for determining product interest.
[0150] Optionally, interactive behaviors can also include social sharing. For example, if a player uses the game's built-in sharing function to share information about a rare mount with guild members or friends, or inquires about the price of a special material in the game chat channel, recording and analyzing these social sharing behaviors can be used to more accurately determine players' product interests.
[0151] Items of interest refer to specific items or categories of items that the system infers a player may be interested in purchasing by analyzing their interaction patterns and behavioral preferences. For example, if the system detects that a player repeatedly looks at the same "basalt" at a stall offering materials, and the amount of time spent looking at it is significantly different from the amount of time spent looking at other materials, the system may mark that "basalt" as an item of interest to the player.
[0152] Optionally, the determination of items of interest can take time decay into account, with more weight given to recent interactions. For example, the interest level of a product that a user viewed 10 minutes ago may have decreased, while the interest level of an item that a user has just viewed in detail may be higher.
[0153] Optionally, products of interest can be divided into different interest levels. For example, products can be divided into three levels: "high interest", "medium interest", and "low interest". Products of different levels will be handled differently in subsequent prompts and displays.
[0154] The damping coefficient refers to the parameter value that controls the sensitivity and response rate of the virtual joystick.
[0155] A higher damping coefficient will make the virtual character move more slowly and smoothly, similar to moving in a more viscous environment; a lower damping coefficient will make the virtual character respond more quickly and agilely, more suitable for fast browsing and long-distance movement. For example, the default damping coefficient can be set to 1.0, and when increased to 1.5, the increase in moving resistance is obviously felt, and when reduced to 0.8, the movement becomes obviously more nimble.
[0156] Optionally, the damping coefficient can be adjusted based on the type of game scene. For example, in a crowded market area, the base damping coefficient can be set higher (e.g. 1.2) so that the player can more accurately control the character to move between shops; while in an open square area, the base damping coefficient can be set lower (e.g. 0.9) to allow the player to more easily and quickly traverse these areas.
[0157] Through the above steps, the embodiment of the application infers the player's interest in different goods by analyzing the browsing behavior, and automatically adjusts the damping coefficient of the virtual joystick to prompt the user, which can provide personalized browsing experience without disturbing the user, and enhance the immersion of the game.
[0158] In an optional embodiment, determining the interested goods according to the interaction behavior comprises at least one of the following: detecting the stay duration on the goods page, when the stay duration exceeds a preset duration, marking the goods on the goods page as interested goods; detecting the change in the moving speed of the virtual joystick, when the moving speed suddenly slows down from fast browsing to slow browsing, marking the viewed goods as interested goods; detecting the received click operation on the graphical user interface, when a specific area on the graphical user interface receives repeated click operations, marking the goods corresponding to the specific area as interested goods; detecting the return behavior after leaving the goods page, when the goods page is returned within a preset time, marking the goods on the goods page as interested goods.
[0159] The stay duration refers to the duration from when the player opens the detailed information page of a certain good to before closing the page. The preset duration is a time threshold for determining whether the player is interested in the goods. For example, 15 seconds can be set as the base preset duration, and when the player stays on a single goods detail page for more than 15 seconds, the goods are marked as possibly interested goods.
[0160] Optionally, the stay duration can dynamically adjust the time threshold according to the complexity and information amount of the goods. For example, for equipment with many attributes, a longer threshold time (e.g. 20 seconds) can be set; while for simple consumables, a shorter threshold time (e.g. 10 seconds) can be set. This intelligent threshold adjustment can more accurately identify the player's true interest and avoid false judgments caused by large information amount of complex goods.
[0161] Optionally, the stay duration can also be comprehensively evaluated in combination with the player's page interaction behavior. For example, if the player not only stays for a long time, but also performs deep interaction behaviors such as rotating to view 3D models, switching different attribute tabs, trying to compare with similar equipment, etc. in the page, even if the stay time is slightly lower than the threshold, the product can still be marked as an interested product, because these interaction behaviors indicate a stronger interest tendency.
[0162] Optionally, the preset duration can also be personalized according to the player's historical behavior patterns. For example, by analyzing the player's average product viewing time, if it is found that a player usually views products for a long time (may be a more cautious shopping style), the player's preset duration threshold can be increased accordingly (such as from 15 seconds to 20 seconds); for players who usually quickly browse and make decisions, the preset duration threshold can be reduced (such as from 15 seconds to 12 seconds), so as to more accurately capture the interest expression of different players.
[0163] Wherein, the movement speed change is the transition process from fast to slow when controlling the virtual joystick.
[0164] For example, when the player quickly browses the market with a speed value exceeding 2.5, suddenly slows down the joystick control to below 1.2 and maintains this state, the system will capture this obvious speed change pattern.
[0165] Optionally, the movement speed change can be comprehensively analyzed in combination with the change of the moving direction. For example, when the player not only reduces the speed from high to low, but also turns the moving direction to a specific stall or product area, a higher interest determination weight will be given. The combined analysis of speed and direction change can more accurately identify that the player slows down due to interest in a certain product, rather than simply due to path planning needs.
[0166] Wherein, the click behavior refers to the operation of interacting with elements in the game by touching a specific area of the screen. For example, in the game market, the player may click on a particular amulet to view its detailed information, or click on the price tag to confirm its specific value, which are typical click behaviors.
[0167] Optionally, the click behavior can be subdivided into different types to provide more accurate interest judgments. For example, "light click" (short time contact), "long press" (continuous contact for more than 1 second), and "multiple clicks" (multiple clicks on the same area in a short period of time), different types of click behaviors may express different interaction intentions: light click may indicate initial exploration interest, long press may indicate the intention to understand in depth, and multiple clicks may indicate strong confirmation or purchase intention.
[0168] The specific region refers to a specific region on the game interface that is predefined and can be interacted with by the player. For example, in a product display interface, the icon region of each product, the attribute display region, the price tag region, etc. can be defined as specific regions, and repeated clicking of these regions by the player can indicate special attention or interest.
[0169] Optionally, the specific region can be dynamically adjusted according to the game stage and the player level. For example, for a novice player, the determination range of the basic attribute region can be expanded, because novices tend to pay more attention to intuitive basic values; and for an advanced player, the determination accuracy of the special effect and hidden attribute region can be improved, because experienced players usually pay more attention to these advanced features. This intelligent adjustment of the specific region can make the interest determination more in line with the actual focus of players at different stages.
[0170] The return behavior refers to a behavior pattern of closing or leaving a page after viewing the details of a certain product, and then opening the same product detail page again within a predetermined period of time. For example, the player views the details page of a "dragon scale armor", closes it and continues to browse other products, but opens the details page of the "dragon scale armor" again within 3 minutes, which usually indicates that the player has strong interest or comparison needs for the product.
[0171] Optionally, the return behavior can be scored in combination with the number of returns. For example, returning to the same product once within 30 minutes may indicate initial interest and a low-level interest mark; returning twice may indicate moderate interest and a medium-level interest mark; and returning three or more times may indicate high interest and a high-level interest mark. This gradient evaluation based on frequency can more accurately quantify the player's interest level.
[0172] Figure 4 is another interface schematic diagram of the display method of the virtual stall provided by the embodiment of the application.
[0173] In an optional implementation, the damping coefficient of the virtual joystick is adjusted according to the interested product, including: when the virtual stall contains the interested product, increasing the damping coefficient of the virtual joystick to slow down the moving speed, and prompting the user through a bubble mode; when the virtual stall does not contain the interested product, reducing the damping coefficient of the virtual joystick to increase the moving speed.
[0174] Increasing the damping coefficient refers to increasing the operational resistance of the virtual joystick through an algorithm, resulting in a more pronounced "stickiness" or "gravity" when dragging the virtual joystick, thereby naturally reducing the movement speed of the controlled virtual character. For example, if the virtual character is detected about to pass by a stall containing products of interest, the joystick's damping coefficient may be increased from the default value of 1.0 to 1.3, resulting in a slight increase in resistance when moving in that area.
[0175] Optionally, increasing the damping coefficient can be tied to the user's direction of movement. For example, the damping coefficient could be increased only when the player attempts to leave a stall containing a product of interest, without affecting control sensitivity when moving toward or within that stall. This directional damping adjustment can more precisely guide player behavior, preserving normal exploration while providing appropriate reminders at critical moments.
[0176] Reducing the damping coefficient involves using an algorithm to reduce the resistance of the virtual joystick, making dragging the joystick feel smoother and easier, naturally increasing the speed of the controlled avatar. For example, if the avatar is detected passing through an area without items of interest, the damping coefficient of the virtual joystick might be reduced from the default value of 1.0 to 0.8, allowing it to pass through these less relevant areas more quickly.
[0177] Optionally, the damping coefficient can be reduced in a gradient based on the relevance of the area. For example, if the product types in the current area are completely irrelevant to the player's interests (e.g., the player is primarily interested in weapons, but the current area is full of food stores), the system may reduce the damping coefficient more (e.g., 0.7); whereas, if the current area has some related but not completely matching products, the system may only reduce the damping coefficient slightly (e.g., 0.9). This dynamic damping adjustment based on relevance allows players to explore the market more efficiently.
[0178] Among them, the bubbling method refers to a visual prompt effect, similar to bubbles appearing on the interface.
[0179] like Figure 4 As shown, when passing by a stall containing a product of interest, a small translucent icon or text bubble can be displayed above the stall to guide the player's attention.
[0180] Optionally, the bubble tip can dynamically adjust its display based on the player's interest level and distance from the virtual booth. For example, for highly interested products, the bubble tip might use a more eye-catching color (such as yellow or red) and a larger size; for moderately interested products, it might use a standard size and color. Also, when the distance to the virtual booth is far, the bubble tip might be larger and more obvious for easy identification from a distance, and become more detailed as the player approaches the virtual booth.
[0181] In an optional implementation, the damping coefficient and the bubbling prompt method can adopt specific adjustment rules according to different product scenarios.
[0182] The damping coefficient for the virtual joystick is calculated using the formula: D = D_base + α × N × (1 - S) + β × C , where D_base represents the base damping coefficient (default 0.4), N represents the number of items of interest (1-5), S represents item similarity (0-1, with 1 indicating identical), C represents the item value coefficient (0.1-0.5, based on price / rarity), α represents quantity sensitivity (default 0.08), and β represents value sensitivity (default 0.15). α and β can be set based on actual needs. For example, when the system detects that the player character is about to pass by a stall containing an item of interest, it calculates an appropriate damping coefficient based on the characteristics of the items in that stall.
[0183] For example, for highly similar items (N>3, S>0.7), the system increases damping by approximately 30% and simultaneously employs a combination of aggregated prompts and a comparison view to help players more effectively compare these similar items. Specifically, when a player passes a stall containing four weapons of interest with a similarity of 0.8, the damping coefficient is calculated as: D = 0.4 + 0.08 × 4× (1 - 0.8) + 0.15 × 0.2 = 0.4 + 0.064 + 0.03 = 0.494. The system then adds a further 30% adjustment, resulting in a final damping coefficient of 0.494 × 1.3 ≈ 0.642, causing the player to noticeably experience a slowdown in movement. At the same time, the system employs an "aggregated prompt + comparison view" approach, displaying a combined bubble containing multiple thumbnails of similar items above the stall and providing a "click to compare" option, allowing players to quickly compare similar items.
[0184] Optionally, for high-value goods (C > 0.3), the system will increase the damping by about 25% and adopt a prompt strategy that emphasizes prompts and special effects. For example, when the player passes a stall containing a rare legendary-level weapon (C = 0.45), first calculate using the basic formula: D = 0.4 + 0.08 x 1 x (1 - 0.5) + 0.15 x 0.45 = 0.4 + 0.04 + 0.0675 = 0.5075, then increase the adjustment by 25%, and the final damping coefficient is 0.5075 x 1.25 ≈ 0.634, and the system will add a flashing special effect or halo effect to the goods, making them more visually prominent and attracting the player's attention. This damping increase and intensified prompt strategy for high-value goods can effectively help players avoid missing important goods opportunities.
[0185] Optionally, for diversified goods (S < 0.4), the system does not increase the damping, but adopts a "carousel prompt" strategy, which sequentially displays different types of interesting goods above the stall, each displayed for 2-3 seconds before automatically switching to the next. This design avoids interfering with the player's movement while showing the player a variety of different types of interesting goods without increasing the complexity of the interface. For the types of goods that the player has not encountered before, the system only provides "guidance prompts" to help the player understand the basic characteristics and uses of this type of goods through brief text descriptions or icon guides.
[0186] This dynamic damping adjustment mechanism and diversified prompting method creates an immersive experience that makes it seem as if the game world can "perceive" the player's intentions and actively adjust to meet the player's needs, making the entire virtual shopping process more natural, efficient, and enjoyable.
[0187] The embodiment of the application provides a display method of a virtual stall, and the method further comprises: when it is detected that there are a plurality of interesting goods, determining the categories of the interesting goods, and determining a corresponding prompting method according to the number of categories.
[0188] Among them, the plurality of interesting goods refers to a situation where the player shows obvious interest in two or more different goods by analyzing the interaction behavior.
[0189] Optionally, the plurality of interesting goods can be sorted and managed according to the interest degree. For example, an interest score (such as 0-100 points calculated based on the number of views, dwell time, etc.) can be assigned to each interesting good, and then the goods are sorted according to the scores, with high-score goods being given priority in prompting and damping adjustment. In the case where the player shows interest in 5 goods at the same time, the top 3 goods with the highest interest scores are focused on.
[0190] Optionally, the multiple interested items can also consider a time decay factor. For example, a time decay mechanism can be set for each interested item, the longer the time since the last interaction, the lower the interest weight. If the player shows high interest in item A 20 minutes ago and medium interest in item B 5 minutes ago, the more recent interest performance is given priority and the actual weight of each item is adjusted.
[0191] wherein the item category refers to a classification manner according to the function, use or attribute of the item to divide it into different groups. For example, items in the game can be divided into different categories such as "weapons", "armor", "materials", "pets", etc., each category has specific attribute characteristics and usage.
[0192] Optionally, the item category can adopt a multi-level classification structure. For example, the "weapons" category can be further divided into "close combat weapons" and "long-range weapons", and "close combat weapons" can be further divided into "swords", "axes", "hammers", etc. When multiple interested items of the player are detected, the category level to which these items belong is analyzed to determine their similarity or difference, providing a basis for subsequent prompting strategies.
[0193] wherein the category number refers to the count of different item categories covered by the user's interested items. For example, if the player shows interest in 3 different swords, 2 different armors and 1 bottle of potion, although there are a total of 6 interested items, the category number is 3 (weapons, armor and potion three categories).
[0194] Optionally, the category number can be calculated according to the depth of classification. For example, the system may consider "long sword" and "short sword" as the same fine category, and "staff" as another obviously different fine category, while they all belong to the "weapons" category. This fine category-based number calculation can more accurately reflect the diversity of the player's interest.
[0195] When the player character comes near the item stall in the game, the number of interested item categories (N) is detected, and then the hierarchical prompting strategy is implemented according to the number of item categories N. This hierarchical prompting strategy based on the number of item categories can provide the best user experience in different scenarios.
[0196] Optionally, when detecting that the user is interested in 2 related commodities (N = 2), the "double-bubble comparison mode" prompt mode can be used. At this time, the bubble marks of the two commodities will appear in a parallel form, and the core difference indicators of the commodities will be highlighted in each bubble, such as "attack + 15" vs. "attack + 12 but with 5% critical hit rate", directly showing the key differences between the two commodities. At the same time, the system will increase the damping coefficient adjustment by 10%, slightly slowing down the player's movement speed, to ensure that the player has enough time to perceive and understand this intuitive comparison information. The above prompt mode is suitable for players considering two similar but slightly different equipment (such as two swords of different quality), helping players make quick choices.
[0197] Optionally, when detecting that the player is interested in 3 related commodities (N = 3), the "triangular positioning mode" prompt mode can be used. At this time, the three bubble marks will be arranged in a triangular layout, and a cost-effective radar chart will be generated in the central area, directly showing the comparison of the three commodities in different attribute dimensions (such as attack, defense, endurance, special effects, etc.). At the same time, a 10% damping coefficient adjustment can be added to provide appropriate deceleration effect for the player. This prompt mode is suitable for complex commodities that require multi-dimensional comparison, such as suit equipment or multi-attribute weapons, helping players quickly understand the advantages and disadvantages of each commodity visually.
[0198] Optionally, when detecting that the player is interested in 4 or more related commodities (N ≥ 4), the "carousel aggregation mode" can be enabled. In this mode, the system will create a single aggregated bubble mark containing an automatic carousel interface that automatically switches to display the key information of an interested commodity every 3 seconds, and the player can also manually control the carousel by clicking or swiping. Unlike the previous two modes, the carousel aggregation mode does not increase the damping coefficient, maintaining the player's normal movement speed and avoiding excessive interference with game smoothness in a multi-commodity situation.
[0199] The above prompt modes are suitable for commodity-rich stall areas, which can fully display multiple interested commodities without making the interface crowded or reducing the mobile experience.
[0200] Through the above steps, the embodiment of the application provides a prompt mode corresponding to multiple interested commodities, which can effectively handle the complex scenario of the player being interested in multiple commodities at the same time by corresponding different prompt modes to the number of categories.
[0201] In an optional implementation, the method further includes: in response to the triggering operation on the interested commodity, adjusting the mark of the interested commodity, the triggering operation being closing the mark of the interested commodity or marking as a non-interested commodity.
[0202] The trigger operation refers to the operation of confirming or denying the product of interest identified by the system through specific interface interaction.
[0203] The triggering action can be to close the mark of the product of interest. Closing the mark means that the player removes the interest prompt or special mark displayed by the system for a product through the interface operation. For example, Figure 4 As shown, when a player sees a material marked as "may be interested in", he or she can click the "×" button on the prompt bubble to close the mark, indicating that he or she currently does not want to continue receiving prompts about the product.
[0204] The trigger action can be marking as not interested. For example, players can long-press the product icon and select the "Mark as Not Interested" option, or click the "Not Interested" button on the product details page to send a stronger negative signal, not only closing the current prompt, but also instructing players to avoid similar products in future recommendations and prompts.
[0205] Optionally, the trigger can include different gestures. For example, the player can swipe the tip bubble left to mark it "not interested," swipe right to confirm it's "interested," or swipe down to temporarily hide the tip but retain the interest mark.
[0206] Optionally, the trigger action can also include a voice command or a specific key combination. For example, in a game that supports voice control, the player can say "not interested" to adjust the marker; on a platform that uses a game controller, the player can quickly adjust the interest marker by holding down a specific button plus the direction keys.
[0207] Adjusting the markup for items of interest means modifying the system's record and judgment of a player's interest. For example, if a player explicitly indicates they are not interested in a certain item, the system will not only remove the current notification but also record this information in the interest model to prevent future erroneous notifications for similar items.
[0208] Optionally, flag adjustments can be time-sensitive. For example, you can select "Temporarily Not Interested," which will stop the system from displaying the relevant prompts during the current game session but not permanently remember this preference; or select "Permanently Not Interested," which will remember this setting long-term.
[0209] Optionally, tag adjustments can affect the handling of similar products. For example, if a tag indicates a lack of interest in a particular style of weapon, the system might automatically reduce the recommendation weight of other similar style weapons, demonstrating intelligent learning capabilities.
[0210] Through the above steps, the disclosure designs a bidirectional interactive interest feedback mechanism, allowing users to adjust the automatic marking of the system at any time, ensuring that the recommendation system can be continuously optimized as the user's game experience grows, and always providing information that best meets the user's current needs.
[0211] Figure 5 is a structural schematic diagram of a virtual stall display device provided by an embodiment of the present application.
[0212] Based on the above method embodiments, an embodiment of the present application further provides a virtual stall display device, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of a game scene, which contains a virtual character controlled through the terminal device, as shown in Figure 5 The device 300 includes the following modules: The display module 301 is configured to display at least one virtual stall in the game scene. The detection module 302 is configured to control the virtual character to move in the game scene in response to a drag operation of the virtual joystick. The judgment module 303 is configured to detect the moving speed of the virtual joystick and determine the current browsing state of the at least one virtual stall according to the moving speed. The adjustment module 304 is configured to adjust the display mode of the virtual stall and the virtual camera view angle according to the browsing state.
[0213] The virtual stall display device provided by an embodiment of the present application detects the moving speed of the virtual joystick to determine the browsing intention of the player on the virtual stall, and dynamically adjusts the display mode of the virtual stall information and the virtual camera view angle accordingly. At the same time, the interesting goods are identified by analyzing the interactive behavior mode, and the user experience is optimized by adjusting the joystick damping coefficient and the bubble prompt mode.
[0214] The virtual stall display device provided by an embodiment of the present application has the same implementation principle and technical effects as the foregoing method embodiments. For brevity of description, the parts not mentioned in the embodiment of the display device can be referred to the corresponding contents in the foregoing display method embodiments.
[0215] Figure 6 is a structural block diagram of an electronic device provided by an embodiment of the present application.
[0216] An embodiment of the present application further provides an electronic device, as shown in Figure 6 is a structural schematic diagram of the electronic device, wherein the electronic device includes a processor 111 and a memory 110, the memory 110 stores computer executable instructions capable of being executed by the processor 111, and the processor 111 executes the computer executable instructions to implement the following steps of the virtual stall display method: displaying at least one virtual stall in a game scene; in response to a drag operation on the virtual joystick, controlling the virtual character to move in the game scene; detecting a moving speed of the virtual joystick, and determining a current browsing state of the at least one virtual stall according to the moving speed; and adjusting a display mode of the virtual stall and a virtual camera view according to the browsing state.
[0217] Optionally, determining the current browsing state of the at least one virtual stall according to the moving speed includes: when the moving speed of the virtual joystick is greater than a first speed threshold and a duration exceeds a preset duration, determining that the current browsing state is a slow browsing state; and when the moving speed of the virtual joystick is greater than a second speed threshold and the duration exceeds the preset duration, determining that the current browsing state is a fast browsing state, wherein the second speed threshold is greater than the first speed threshold.
[0218] Optionally, adjusting the display mode of the virtual stall and the virtual camera view according to the browsing state includes: in the slow browsing state, displaying stall commodity preview information that is less than a preset value from the virtual character, the preview information including commodity detailed categories and price information, and adjusting the virtual camera view to a close-up state; and in the fast browsing state, displaying a thumbnail title of the commodity, the thumbnail title including a simple category of the commodity and a stall quantity, and adjusting the virtual camera view to a wide-angle state.
[0219] Optionally, after the moving speed determines the current browsing state of the at least one virtual stall, the method further includes: in response to a click operation on a virtual stall commodity when the virtual character moves to a location of the virtual stall, switching the virtual joystick to a selection mode, and in the selection mode, selecting a plurality of commodities in response to a drag operation on the virtual joystick.
[0220] Optionally, the method further includes: in the selection mode, displaying a detailed interface of the commodity in response to a release operation on the virtual joystick.
[0221] Optionally, the method further includes: determining a commodity of interest according to the interactive behavior; and adjusting a damping coefficient of the virtual joystick according to the commodity of interest.
[0222] Optionally, the determining the interested commodity according to the interaction behavior comprises at least one of the following: detecting a stay duration on the commodity page, and marking the commodity on the commodity page as the interested commodity when the stay duration exceeds a preset duration; detecting a change in the moving speed of the virtual joystick, and marking the viewed commodity as the interested commodity when the virtual joystick suddenly slows down from a fast browsing state to a slow browsing state; detecting a click operation received on the graphical user interface, and marking the commodity corresponding to a specific area on the graphical user interface as the interested commodity when the specific area receives repeated click operations; and detecting a returning behavior after leaving the commodity page, and marking the commodity on the commodity page as the interested commodity when the commodity page is returned within a preset time.
[0223] Optionally, the adjusting the damping coefficient of the virtual joystick according to the interested commodity comprises: increasing the damping coefficient of the virtual joystick to slow down the moving speed and prompting in a bubble manner when the virtual stall contains the interested commodity; and reducing the damping coefficient of the virtual joystick to increase the moving speed when the virtual stall does not contain the interested commodity.
[0224] Optionally, the method further comprises: when it is detected that there are multiple interested commodities, determining a category of the interested commodities, and determining a corresponding prompting manner according to the number of categories.
[0225] Optionally, the method further comprises: in response to a triggering operation on the interested commodity, adjusting a mark of the interested commodity, the triggering operation being closing the mark of the interested commodity or marking the interested commodity as a non-interested commodity.
[0226] In Figure 6 In the illustrated embodiment, the electronic device further comprises a bus 112 and a communication interface 113, wherein the processor 111, the communication interface 113 and the memory 110 are connected through the bus 112.
[0227] The memory 110 can include a high-speed random access memory (RAM), and can also include a non-volatile memory, such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 113 (which can be wired or wireless), and the Internet, a wide area network, a local area network, a metropolitan area network, etc. can be used. The bus 112 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 6 Only one bidirectional arrow is used to represent the system network element and at least one other network element, but it does not mean that there is only one bus or one type of bus.
[0228] The processor 111 can be an integrated circuit chip with signal processing capability. In the implementation process, each step of the above method can be completed by the integrated logic circuit of hardware in the processor 111 or the instructions in the form of software. The processor 111 described above can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as a hardware coding processor to execute, or a combination of hardware and software modules in the coding processor to execute. The software module can be located in a random access memory, a flash memory, a read-only memory, a programmable read-only memory, an electrically erasable programmable memory, a register, or other mature storage media in the art. The storage medium is located in the memory, and the processor 111 reads the information in the memory and combines the hardware to complete the steps of the above-mentioned information interaction method.
[0229] The embodiment of the application further provides a computer readable storage medium, which stores computer executable instructions, and when the computer executable instructions are called and executed by a processor, the computer executable instructions cause the processor to implement a display method of a virtual stall, and the method specifically comprises the following steps. displaying at least one virtual stall in a game scene; moving a virtual character in the game scene in response to a drag operation on a virtual joystick; detecting a moving speed of the virtual joystick, determining a current browsing state of the at least one virtual stall according to the moving speed; and adjusting a display mode of the virtual stall and a virtual camera view according to the browsing state.
[0230] Optionally, the determining of the current browsing state of the at least one virtual stall according to the moving speed comprises: when the moving speed of the virtual joystick is greater than a first speed threshold and a duration is longer than a preset duration, determining that the current browsing state is a slow browsing state; and when the moving speed of the virtual joystick is greater than a second speed threshold and the duration is longer than the preset duration, determining that the current browsing state is a fast browsing state, wherein the second speed threshold is greater than the first speed threshold.
[0231] Optionally, the adjusting of the display mode of the virtual stall and the virtual camera view according to the browsing state comprises: in the slow browsing state, displaying stall commodity preview information that is less than a preset value from the virtual character, the preview information comprising commodity detailed categories and price information, and adjusting the virtual camera view to a close-up state; and in the fast browsing state, displaying a thumbnail title of the commodity, the thumbnail title comprising a simple category of the commodity and a stall quantity, and adjusting the virtual camera view to a wide-angle state.
[0232] Optionally, after the moving speed determines the current browsing state of the at least one virtual stall, the method further comprises: when the virtual character moves to a position of the virtual stall, in response to a click operation on a virtual stall commodity, switching the virtual joystick to a selection mode, and in the selection mode, selecting a plurality of commodities in response to a drag operation on the virtual joystick.
[0233] Optionally, the method further comprises: in the selection mode, displaying a detailed interface of the commodity in response to a release operation on the virtual joystick.
[0234] Optionally, the method further comprises: determining a commodity of interest according to an interaction behavior; and adjusting a damping coefficient of the virtual joystick according to the commodity of interest.
[0235] Optionally, the determining the interested commodity according to the interaction behavior comprises at least one of the following: detecting a stay duration on the commodity page, and marking the commodity on the commodity page as the interested commodity when the stay duration exceeds a preset duration; detecting a change in the moving speed of the virtual joystick, and marking the viewed commodity as the interested commodity when the virtual joystick suddenly slows down from a fast browsing state to a slow browsing state; detecting a click operation received on the graphical user interface, and marking the commodity corresponding to a specific area on the graphical user interface as the interested commodity when the specific area receives repeated click operations; and detecting a returning behavior after leaving the commodity page, and marking the commodity on the commodity page as the interested commodity when the commodity page is returned within a preset time.
[0236] Optionally, the adjusting the damping coefficient of the virtual joystick according to the interested commodity comprises: increasing the damping coefficient of the virtual joystick to slow down the moving speed and prompting in a bubble manner when the virtual stall contains the interested commodity; and reducing the damping coefficient of the virtual joystick to increase the moving speed when the virtual stall does not contain the interested commodity.
[0237] Optionally, the method further comprises: when it is detected that there are a plurality of interested commodities, determining a category of the interested commodities, and determining a corresponding prompting manner according to the number of categories.
[0238] Optionally, the method further comprises: in response to a triggering operation on the interested commodity, adjusting a mark of the interested commodity, the triggering operation being closing the mark of the interested commodity or marking the interested commodity as a non-interested commodity.
[0239] Unless specifically stated otherwise, the relative arrangement of components and steps, numerical expressions, and numerical values set forth in the various embodiments described herein are not limiting.
[0240] Based on such understanding, the technical solutions of the present application, in essence, or the parts of the technical solutions that make contributions to the prior art, or parts of the technical solutions, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present application. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, and various media that can store program codes.
[0241] In the description of the present application, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer" and the like indicate the orientation or positional relationship shown in the drawings, and are only for the purpose of facilitating the description of the present application and simplifying the description, and do not indicate or imply that the device or element referred to must have a particular orientation, be constructed and operated in a particular orientation, and therefore cannot be understood as a limitation on the present application. In addition, the terms "first", "second", "third" are only for the purpose of description, and cannot be understood as indicating or implying relative importance.
[0242] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present application, which are used to illustrate the technical solutions of the present application, and are not limiting, and the protection scope of the present application is not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can make modifications or easily think of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed by the present application, or make equivalent replacements to some of the technical features; and these modifications, changes or replacements do not cause the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.
Claims
1. A method for displaying a virtual booth, comprising: providing a graphical user interface on a terminal device, the graphical user interface displaying at least part of a game scene, the game scene including a virtual character controlled by the terminal device; displaying at least one virtual booth in the game scene; in response to a drag operation on a virtual joystick, controlling the virtual character to move in the game scene; detecting a moving speed of the virtual joystick, and determining a current browsing state of the at least one virtual booth according to the moving speed; and adjusting a display mode of the virtual booth and a virtual camera view according to the browsing state. The browsing state includes a slow browsing state and a fast browsing state, and determining the current browsing state of the at least one virtual booth according to the moving speed comprises: determining the current browsing state as the slow browsing state when the moving speed of the virtual joystick is greater than a first speed threshold and lasts for more than a preset time length; and determining the current browsing state as the fast browsing state when the moving speed of the virtual joystick is greater than a second speed threshold and lasts for more than a preset time length, wherein the second speed threshold is greater than the first speed threshold. Adjusting the display mode of the virtual booth and the virtual camera view according to the browsing state comprises: in the slow browsing state, displaying booth commodity preview information within a preset distance from the virtual character, the preview information including commodity detailed categories and price information, and adjusting the virtual camera view to a close-up state; and in the fast browsing state, displaying a thumbnail title of a commodity, the thumbnail title including a simple category of the commodity and a number of booths, and adjusting the virtual camera view to a wide-angle state. After determining the current browsing state of the at least one virtual booth according to the moving speed, the method further comprises: in response to a click operation on a commodity of the virtual booth when the virtual character moves to a location of the virtual booth, switching the virtual joystick to a selection mode, and in the selection mode, selecting a plurality of commodities in response to a drag operation on the virtual joystick. The method further comprises: in the selection mode, displaying a detailed interface of the commodity in response to a release operation on the virtual joystick.
2. The display method according to claim 1, wherein The method further comprises: determining a commodity of interest according to an interaction behavior, and adjusting a damping coefficient of the virtual joystick according to the commodity of interest. The method of determining the commodity of interest according to the interaction behavior comprises at least one of: detecting a stay time length on a commodity page, and marking a commodity of the commodity page as the commodity of interest when the stay time length is more than a preset time length; detecting a moving speed change of the virtual joystick, and marking a viewed commodity as the commodity of interest when the moving speed changes from the fast browsing state to the slow browsing state suddenly; and detecting a click operation received on the graphical user interface, and marking a commodity corresponding to a specific area on the graphical user interface as the commodity of interest when the specific area receives repeated click operations. 3. The display method according to claim 2, wherein 4. The display method according to claim 1, wherein 5. The display method according to claim 4, wherein 6. The display method according to claim 1, wherein 7. The display method according to claim 6, wherein detecting a return behavior after leaving a commodity page, marking a commodity of the commodity page as an interested commodity when returning to the commodity page within a preset time.
8. The display method according to claim 6, wherein adjusting a damping coefficient of the virtual joystick according to the interested commodity, including: when the virtual stall contains the interested commodity, increasing the damping coefficient of the virtual joystick to slow down the moving speed and prompting in a bubble manner; when the virtual stall does not contain the interested commodity, reducing the damping coefficient of the virtual joystick to increase the moving speed.
9. The display method according to claim 6, wherein The method further includes: when detecting that there are multiple interested commodities, determining a category of the interested commodities, and determining a corresponding prompting manner according to a number of the categories.
10. The display method according to claim 6, wherein The method further includes: in response to a triggering operation on the interested commodity, adjusting the mark of the interested commodity, the triggering operation being closing the mark of the interested commodity or marking as an uninterested commodity.
11. A display device of a virtual stall, providing a graphical user interface through a terminal device, the graphical user interface displaying at least part of a game scene, the game scene containing a virtual character controlled through the terminal device, the device comprising: a display module configured to display at least one virtual stall in the game scene; a detection module configured to control the virtual character to move in the game scene in response to a drag operation of a virtual joystick; a judgment module configured to detect a moving speed of the virtual joystick and determine a current browsing state of the at least one virtual stall according to the moving speed; an adjustment module configured to adjust a display manner of the virtual stall and a virtual camera view angle according to the browsing state. a processor and a memory, the memory storing computer executable instructions executable by the processor, and the processor executes the computer executable instructions to implement the method in any one of claims 1 to 10.
12. An electronic device, comprising: The computer readable storage medium stores computer executable instructions, and the computer executable instructions, when invoked and executed by a processor, cause the processor to implement the method in any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that,