Game information display method and device, electronic equipment and storage medium

By acquiring the display and size information of game controls, determining the display layer, and rendering the game controls, the problem of difficulty in achieving 3D visual effects in 3D engines that do not support 3D was solved. This enabled naked-eye 3D effects in any game engine, improving the stereoscopic feel of the game interface and the user experience.

CN120960759APending Publication Date: 2025-11-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202410627102.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-05-17
Publication Date
2025-11-18

AI Technical Summary

Technical Problem

Existing methods for displaying game information are difficult to implement with 3D visual effects in game engines that do not support 3D effects, thus limiting their application scenarios.

Method used

By obtaining the display and size information of game controls, their display layer is determined, and the game controls are rendered using display layer and layer misalignment to achieve a multi-layer misalignment effect and enhance the 3D visual effect.

Benefits of technology

Achieve glasses-free 3D effects in any type of game engine, enhancing the stereoscopic feel of the game interface and the user experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game information display method and device, electronic equipment and a storage medium, and the method comprises the steps: obtaining the display information and size information of at least one to-be-displayed game control, the display information comprises the position information and background layer information of the game control, and the size information of the at least one to-be-displayed game control is obtained; the background layer information is used for indicating the display depth and layer dislocation information of the game control in the game scene; according to attribute information of the game control, the display level of the game control is determined, the attribute information is used for representing coordinate parameters of the game control in the target direction, and the target direction comprises one or more of the horizontal direction, the vertical direction and the vertical direction perpendicular to the graphical user interface; and rendering and displaying the game control according to the display level, the display information and the size information. According to the method, the effect of multi-layer dislocation offset is achieved in the mode of display hierarchy and layer dislocation, and the naked eye 3D effect can be achieved in the mode of multi-layer dislocation offset no matter what type of game engines are.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and more specifically, to a method, apparatus, electronic device, and storage medium for displaying game information. Background Technology

[0002] During the game design and development process, developers often create three-dimensional and complex game environments to provide players with more realistic 3D visual effects, thereby enhancing players' immersion and sense of involvement in the game and improving the overall gaming experience.

[0003] Most existing game information display methods rely on game engines that support 3D effects to present a game interface with 3D visuals. However, it is difficult to achieve a 3D visual interface in game engines that do not support 3D effects. Therefore, the application scenarios of existing game information display methods are limited, and they cannot effectively present 3D visual effects. Summary of the Invention

[0004] The purpose of this application is to address the shortcomings of the prior art by providing a game information display method, device, electronic device, and storage medium, so as to solve the problem that the existing game information display methods are limited in application scenarios and cannot effectively present 3D visual effects.

[0005] To achieve the above objectives, the technical solutions adopted in the embodiments of this application are as follows:

[0006] In a first aspect, embodiments of this application provide a method for displaying game information, the method comprising:

[0007] Obtain display information and size information of at least one game control to be displayed. The display information includes the position information and background layer information of the game control. The background layer information is used to indicate the display depth and layer misalignment information of the game control in the game scene.

[0008] Based on the attribute information of the game control, the display level of the game control is determined. The attribute information is used to represent the coordinate parameters of the game control in the target direction. The target direction includes one or more of the following: horizontal direction, vertical direction, and vertical direction perpendicular to the graphical user interface.

[0009] The game controls are rendered and displayed according to their display hierarchy, display information, and size information.

[0010] As one possible implementation, determining the display layer of the game control based on its attribute information includes:

[0011] The coordinate parameters of each game control in the vertical direction are compared to obtain a comparison result, which includes the size relationship between the coordinate parameters of each game control in the vertical direction.

[0012] Based on the comparison results, the display level of each game control is determined, wherein the display level of each game control is positively correlated with the magnitude of the coordinate parameters of each game control in the vertical direction.

[0013] As one possible implementation, determining the display layer of the game control further includes:

[0014] The display level of the game control is determined based on a pre-set display threshold and the current game state information. The display threshold is determined according to the triggering conditions used to trigger the adjustment of the display level.

[0015] As one possible implementation, determining the display level of the game controls based on a pre-set display threshold and current game state information includes:

[0016] The display threshold and the current game state information are compared to determine whether the display level of the game control meets the adjustment conditions.

[0017] If so, the coordinate parameters of the game control in the vertical direction are adjusted according to the current game state information, and the display level of the game control is determined according to the adjusted coordinate parameters.

[0018] As one possible implementation, rendering and displaying the game control according to its display hierarchy, display information, and size information includes:

[0019] The rendering order of the game controls is determined based on their display hierarchy.

[0020] The layout information of the game controls is determined based on their relative position and size information.

[0021] Based on the display hierarchy and layout information of the game controls, the game controls are rendered in the order in which they are rendered.

[0022] As one possible implementation, after rendering and displaying the game control according to its display hierarchy, display information, and size information, the method further includes:

[0023] In response to the operation of selecting a target game control, the first special effect resource of the target game control is obtained, wherein the target game control is one of a plurality of game controls, and the first special effect resource includes a projected image;

[0024] Based on the display information of the target game control, render and display the first special effects resource, and adjust the display position of the target game control.

[0025] As one possible implementation, rendering and displaying the first special effects resource based on the display information of the target game control includes:

[0026] The display layer of the projected image is determined based on the display layer of the target game control;

[0027] The layout information of the projected image is determined based on the layout information of the target game control;

[0028] The first special effects resource is rendered and displayed based on the display hierarchy and layout information of the projected image.

[0029] As one possible implementation, adjusting the display position of the target game control includes:

[0030] Adjust the coordinate parameters of the target game control on the target axis, where the target axis is the axis corresponding to the vertical direction of the graphical user interface.

[0031] As one possible implementation, after rendering and displaying the game controls according to their display hierarchy, display information, and size information, the method further includes:

[0032] In response to a hover operation on a target game control, a second special effects resource for the target game control is obtained, the second special effects resource including a display animation;

[0033] Based on the display information of the target game control, render and display the second special effects resource, and adjust the display attributes of the target game control.

[0034] As one possible implementation, adjusting the display properties of the target game control includes:

[0035] Adjust the overlay mode of the target game control, the overlay mode being used to control the display effect of the target game control.

[0036] As one possible implementation, after rendering and displaying each of the game controls, the process further includes:

[0037] In response to a first touch operation on the control hotspot corresponding to the first game control, the first operation information corresponding to the first game control is displayed in the display area;

[0038] In response to a second touch operation on the control hotspot corresponding to the second game control, the current display information in the display area is switched from the first operation information to the second operation information corresponding to the second game control.

[0039] Secondly, embodiments of this application provide a game information display device, the device comprising:

[0040] The acquisition module is used to acquire display information and size information of at least one game control to be displayed. The display information includes the position information and background layer information of the game control. The background layer information is used to indicate the display depth and layer misalignment information of the game control in the game scene.

[0041] The determining module is used to determine the display level of the game control based on the attribute information of the game control. The attribute information is used to represent the coordinate parameters of the game control in a target direction. The target direction includes one or more of the following: horizontal direction, vertical direction, and vertical direction perpendicular to the graphical user interface.

[0042] The display module is used to render and display the game controls according to their display hierarchy, display information, and size information.

[0043] As one possible implementation, the determining module is specifically used for:

[0044] The coordinate parameters of each game control in the vertical direction are compared to obtain a comparison result, which includes the size relationship between the coordinate parameters of each game control in the vertical direction.

[0045] Based on the comparison results, the display level of each game control is determined, wherein the display level of each game control is positively correlated with the magnitude of the coordinate parameters of each game control in the vertical direction.

[0046] As one possible implementation, the determining module is further configured to:

[0047] The display level of the game control is determined based on a pre-set display threshold and the current game state information. The display threshold is determined according to the triggering conditions used to trigger the adjustment of the display level.

[0048] As one possible implementation, the determining module is further configured to:

[0049] The display threshold and the current game state information are compared to determine whether the display level of the game control meets the adjustment conditions.

[0050] If so, the coordinate parameters of the game control in the vertical direction are adjusted according to the current game state information, and the display level of the game control is determined according to the adjusted coordinate parameters.

[0051] As one possible implementation, the display module is specifically used for:

[0052] The rendering order of the game controls is determined based on their display hierarchy.

[0053] The layout information of the game controls is determined based on their relative position and size information.

[0054] Based on the display hierarchy and layout information of the game controls, the game controls are rendered in the order in which they are rendered.

[0055] As one possible implementation, the display module is also used for:

[0056] In response to the operation of selecting a target game control, the first special effect resource of the target game control is obtained, wherein the target game control is one of a plurality of game controls, and the first special effect resource includes a projected image;

[0057] Based on the display information of the target game control, render and display the first special effects resource, and adjust the display position of the target game control.

[0058] As one possible implementation, the display module is also used for:

[0059] The display layer of the projected image is determined based on the display layer of the target game control;

[0060] The layout information of the projected image is determined based on the layout information of the target game control;

[0061] The first special effects resource is rendered and displayed based on the display hierarchy and layout information of the projected image.

[0062] As one possible implementation, the display module is also used for:

[0063] Adjust the coordinate parameters of the target game control on the target axis, where the target axis is the axis corresponding to the vertical direction of the graphical user interface.

[0064] As one possible implementation, the display module is also used for:

[0065] In response to a hover operation on a target game control, a second special effects resource for the target game control is obtained, the second special effects resource including a display animation;

[0066] Based on the display information of the target game control, render and display the second special effects resource, and adjust the display attributes of the target game control.

[0067] As one possible implementation, the display module is also used for:

[0068] Adjust the overlay mode of the target game control, the overlay mode being used to control the display effect of the target game control.

[0069] As one possible implementation, the display module is also used for:

[0070] In response to a first touch operation on the control hotspot corresponding to the first game control, the first operation information corresponding to the first game control is displayed in the display area;

[0071] In response to a second touch operation on the control hotspot corresponding to the second game control, the current display information in the display area is switched from the first operation information to the second operation information corresponding to the second game control.

[0072] Thirdly, embodiments of this application provide an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the game information display method as described in any of the first aspects above.

[0073] Fourthly, embodiments of this application provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the game information display method described in any of the first aspects above.

[0074] According to the game information display method, apparatus, electronic device, and storage medium of this application, display information and size information of at least one game control to be displayed are obtained, and the display layer of the game control is determined according to the attribute information of the game control. The display information includes the position information and background layer information of the game control. The background layer information is used to indicate the display depth and layer misalignment information of the game control in the game scene. Then, the game control is rendered and displayed according to the display layer, display information, and size information. According to the embodiments of this application, different game controls correspond to different display layers, and the background images of each game control are misaligned. Therefore, the effect presented when the game control is displayed is also a misaligned display, that is, a multi-layer misalignment effect is achieved through display layer and layer misalignment. Thus, regardless of the type of game engine, the game information display method of this application can achieve a naked-eye 3D effect through multi-layer misalignment. Attached Figure Description

[0075] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0076] Figure 1 A flowchart illustrating a game information display method provided in an embodiment of this application is shown;

[0077] Figure 2 A schematic diagram of a game interface provided in an embodiment of this application is shown;

[0078] Figure 3 This illustration shows a schematic diagram of an interface for displaying hierarchical levels provided in an embodiment of this application;

[0079] Figure 4 A flowchart illustrating a game control rendering and display method provided in an embodiment of this application is shown;

[0080] Figure 5 A flowchart illustrating a special effects resource rendering method provided in an embodiment of this application is shown;

[0081] Figure 6 This illustration shows a schematic diagram of an interface for adding projection effects according to an embodiment of this application;

[0082] Figure 7 This illustration shows a schematic diagram of an interface for adding a highlight display effect according to an embodiment of this application;

[0083] Figure 8 A flowchart illustrating an operation display method provided in an embodiment of this application is shown;

[0084] Figure 9 A schematic diagram of an operation information display interface provided in an embodiment of this application is shown;

[0085] Figure 10 This illustration shows a structural schematic diagram of a game information display device provided in an embodiment of this application;

[0086] Figure 11 A schematic diagram of the structure of an electronic device provided in an embodiment of this application is shown. Detailed Implementation

[0087] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0088] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0089] To enable those skilled in the art to utilize the content of this application, and in conjunction with the specific application scenario of "implementation of a 3D interactive interface based on a 2D development environment," the following implementation method is provided. For those skilled in the art, the general principles defined herein can be applied to other embodiments and application scenarios without departing from the spirit and scope of this application. Although this application primarily describes a method for displaying game information, it should be understood that this is merely an exemplary embodiment.

[0090] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0091] Scaleform is a user interface middleware specifically designed for the gaming industry, allowing developers to create vector graphics and animations using tools such as Flash. This application's embodiment utilizes Flash, a 2D development environment, to implement an interactive 3D interface. In game engines that do not support 3D, it achieves a naked-eye 3D visual effect by using multi-layered offsetting techniques combined with Flash's pseudo-3D capabilities.

[0092] Figure 1 This diagram illustrates a flowchart of a game information display method provided in an embodiment of this application. The method is executed by an electronic device equipped with a two-dimensional development environment. (Refer to...) Figure 1As shown, the method specifically includes the following steps:

[0093] S101. Obtain the display information and size information of at least one game control to be displayed.

[0094] Optionally, the display information includes the position information of the game controls and the background layer information. The position information can be the absolute position information or the relative position information of the game controls. The absolute position information is the coordinate information that directly represents the position of the game controls, while the relative position information is the coordinate information that depends on the positions of multiple game controls. The background layer information is used to indicate the display depth and layer misalignment information of the game controls in the game scene, and the size information is used to represent the size of each game control.

[0095] For example, such as Figure 2 The game interface shown has various game controls distributed in different locations within the graphical user interface. The size and shape of the background images used to identify these controls also vary, creating a clock-like interface based on the unique attributes of each control. It should be noted that the display information, size, quantity, and identifiers of the game controls can be adapted to the game scenario and are not limited to specific settings. Figure 2 One of the forms of expression in [the context].

[0096] S102. Determine the display level of the game control based on its attribute information.

[0097] Optionally, each game control can correspond to a different display layer. This not only prevents game controls from obscuring each other but also highlights foreground elements, creating a visually appealing and three-dimensional effect. Furthermore, the display layer can be used to control the order in which game information is displayed, making it easier for users to view.

[0098] For example, the attribute information of a game control is used to represent the coordinate parameters of the game control in a target direction, which includes a horizontal direction, a vertical direction, and a direction perpendicular to the graphical user interface. Specifically, the horizontal direction corresponds to the x-axis, the vertical direction corresponds to the y-axis, and the direction perpendicular to the graphical user interface corresponds to the z-axis. In other words, the display level of each game control can be determined by its coordinate parameters on the x, y, and z axes. Specifically, the display level is determined by the coordinate parameters of the game control on the z-axis.

[0099] For example, the effect of display hierarchy is specifically manifested in the fact that each game control is located on a different plane in the final game interface. Therefore, by adjusting the attribute information of the game control, such as the coordinate parameters of the game control in three-dimensional space, each game space can be placed at a different display hierarchy.

[0100] S103. Render and display the game controls according to their display hierarchy, display information, and size information.

[0101] Optionally, since this application can achieve the effect of multi-layer misalignment by displaying layers and misaligning layers, it can automatically render and display each game control after determining the display layer, display information and size information of the game control for different performance game engines, presenting a game interface with 3D visual effects.

[0102] For example, rendering each game control belongs to the rendering of user interface elements. Each game control belongs to non-3D UI elements. The game controls are sorted and rendered according to their display level, display information and size information to ensure that the game controls are displayed in the correct position and time. For example, the game controls are rendered before the 3D scene, or a specific game control needs to be overlaid on the 3D scene. In this way, the 3D visual display effect is achieved through multi-layer misalignment and offset.

[0103] Based on this, according to the game information display method provided in the embodiments of this application, the display information and size information of at least one game control to be displayed are obtained, and the display layer of the game control is determined according to the attribute information of the game control. The display information includes the position information and background layer information of the game control. The background layer information is used to indicate the display depth and layer misalignment information of the game control in the game scene. Then, the game control is rendered and displayed according to the display layer, display information, and size information of the game control. According to the embodiments of this application, different game controls correspond to different display layers, and the background images of each game control are distributed in a misaligned manner. Therefore, the effect presented when the game control is displayed is also a misaligned display, that is, a multi-layer misalignment effect is achieved through display layer and layer misalignment. Thus, regardless of the type of game engine, the game information display method of the embodiments of this application can achieve a naked-eye 3D effect through multi-layer misalignment.

[0104] Optionally, step S102 above, which determines the display level of the game control based on the attribute information of the game control, includes: comparing the coordinate parameters of each game control in the vertical direction to obtain the comparison result, and determining the display level of each game control based on the comparison result.

[0105] For example, the comparison results include the magnitude relationship between the coordinate parameters of each game control in the vertical direction, and the display level of each game control is positively correlated with the magnitude of its coordinate parameters in the vertical direction. Figure 3As shown, if the coordinate parameters of each game control in the vertical direction from largest to smallest are: Exit Control, Back Control, Re-login Control, Official Website Control, Anti-stuck Control, Interface Control, Video Control, Audio Control, and Operation Control, then the display hierarchy of each game control from highest to lowest is: Exit Control, Back Control, Re-login Control, Official Website Control, Anti-stuck Control, Interface Control, Video Control, Audio Control, and Operation Control.

[0106] As one possible implementation, the above steps for determining the display level of game controls also include: determining the display level of game controls based on a pre-set display threshold and the current game state information.

[0107] For example, the display threshold is determined based on the triggering conditions used to initiate the adjustment of the display layer. Triggering conditions can be parameters such as game time, player position, or the current game interaction state, all of which may trigger adjustments to the coordinate parameters of game controls. Corresponding display thresholds can be set for different triggering conditions. For instance, if the game time exceeds two hours, the display layer of the exit control will be adjusted to a higher display layer.

[0108] Optionally, the display threshold and the current game state information are compared to determine whether the display level of the game control meets the adjustment conditions; if so, the coordinate parameters of the game control in the vertical direction are adjusted according to the current game state information, and the display level of the game control is determined according to the adjusted coordinate parameters.

[0109] For example, current game state information, such as player status, game time, and network status, can be obtained from the game logic. This information is then compared with a display threshold to determine if the game control meets the conditions for adjusting its display layer. Once the conditions are met, the vertical coordinate parameters of the game control are adjusted according to actual needs, thereby changing the depth layer of the game control and placing it above or below other game controls. Specifically, if the current game state information indicates a network disconnection, the re-login control has met the conditions for adjusting its display layer. In this case, the re-login control needs to be displayed on the top layer of the graphical user interface so that the user can perform a re-login operation. Furthermore, the vertical coordinate parameters of the re-login control need to be adjusted so that it appears above the other controls.

[0110] Based on this, by adjusting the coordinate parameters of each game control in the vertical direction perpendicular to the graphical user interface, the game controls can be displayed on different planes, enhancing the overall visual effect of the interface.

[0111] As one possible implementation, such as Figure 4As shown, step S103 above renders and displays the game controls according to their display hierarchy, display information, and size information. Specifically, it includes the following steps:

[0112] S401. Determine the rendering order of game controls based on their display hierarchy.

[0113] For example, in Flash, the rendering order of game controls can be specified by modifying the in-layer order property. This property, represented by a numerical value, indicates the display layer of the game control. Specifically, the larger the value of the in-layer order property, the higher the display layer of the game control; that is, if it appears at the top, it will be rendered later. In other words, there is a negative correlation between the display layer and the rendering order of game controls; a higher display layer results in a later rendering.

[0114] S402. Determine the layout information of the game controls based on their display and size information.

[0115] For example, the layout information of the game control includes highlighted information such as layout position, display transparency, color, size, and scaling ratio. Specifically, the layout position of the game control is determined based on its position information and background layer information used to indicate the display depth and layer misalignment information of the game control in the game scene, and the size and scaling ratio of the game control are determined based on its size information to ensure that the game control can be correctly laid out at different screen resolutions.

[0116] S403. Based on the display hierarchy and layout information of the game controls, render the game controls according to their rendering order.

[0117] For example, after determining the display level, layout information, and rendering order of each game control, the game engine will automatically process the rendering process in each frame to present the game interface effect. If it is necessary to dynamically adjust the display position, size, and display level of the game controls, the properties of the game controls can also be updated in real time by writing scripts.

[0118] For example, during the process of rendering each game control sequentially according to its rendering order, the game controls are rotated along the x, y, and z axes using the 3D rotation tool in Flash. Appropriate rotation angles are used to ensure each game control is displayed completely. However, to prevent the game controls from becoming uncontrollable, the maximum rotation angle of each game control needs to be limited. The maximum rotation angle can be set to approximately -40° to 40°.

[0119] For example, in order to ensure that the rotation angle of the game control is proportional to the distance the mouse moves, it is necessary to convert the distance the mouse moves on the screen, the screen resolution, and a preset coefficient into a rotation angle, thereby enabling mouse interaction control of rotation.

[0120] Based on this, by rotating each game control at an appropriate angle and controlling the maximum rotation angle of each game control, each game control can be rendered and displayed sequentially according to the rendering order based on the display hierarchy and layout information. Furthermore, the rotation can be controlled by mouse interaction, so that the user's mouse movement matches the changes in the interface display, thereby improving the user's perception experience.

[0121] As one possible implementation, after rendering and displaying the game control according to its display hierarchy, display information, and size information in step S103, the method further includes:

[0122] In response to the selection of a target game control, the system retrieves the first special effects resource of the target game control; based on the display information of the target game control, it renders and displays the first special effects resource and adjusts the display position of the target game control. The target game control is one of multiple game controls, and the first special effects resource includes a projected image.

[0123] Optionally, such as Figure 5 As shown, the above steps render and display the first special effects resource based on the display information of the target game control, specifically including the following steps:

[0124] S501. Determine the display layer of the projected image based on the display layer of the target game control.

[0125] For example, to enhance the floating effect of the target game control, a projected image can be added below the target game control, that is, the projected image is placed in the next lower display layer than the background image corresponding to the target game control. For instance, if the display layer of the target game control is layer 1, then the display layer of the projected image is layer 2. Layer 1 is similar to setting the image format to "bring to top". In other words, the display layer of the projected image is one level lower than the display layer of the target game control.

[0126] S502. Determine the layout information of the projected image based on the layout information of the target game control.

[0127] For example, the layout information of the target game control is determined based on the relative position information and size information of the target game control, that is, the placement position of the target game control in the display interface and the size of the background image of the target game control are determined. Therefore, determining the layout information of the projected image is also determining the placement position of the projected image in the display interface and the size of the projected image.

[0128] Since the projected image is usually placed below the background image of the corresponding game control, in order to ensure the projection effect, the position of the projected image in the display interface will be offset by a certain distance relative to the position of the target game control. The size of the projected image can be the same as the size of the background image of the target game control, or it can be slightly larger than the size of the background image of the target game control.

[0129] S503. Render and display the first special effects resource based on the display hierarchy and layout information of the projected image.

[0130] For example, the projected image is rendered and displayed according to its display hierarchy and layout information to add a projection effect to the target game control. For instance... Figure 6 As shown, by modifying the layer order property, the projected image is set to the next level below the background image of the target game control, ensuring that the target game icon always appears in front of the projected image. Furthermore, the display position and size of the projected image are adjusted to match the target game control, simulating a projection effect. Additionally, the projection can be set to move with the target game control, updating its display position synchronously as the target game control moves.

[0131] Optionally, the above steps to adjust the display position of the target game control include: adjusting the coordinate parameters of the target game control on the target axis, where the target axis is the axis corresponding to the vertical direction perpendicular to the graphical user interface.

[0132] For example, the display position of the target game control can be controlled based on the x-axis, y-axis, and z-axis, where the x-axis controls the horizontal direction, the y-axis controls the vertical direction, and the z-axis controls the vertical direction perpendicular to the graphical user interface. Adjusting the coordinate parameters of the target game control along the target axis, i.e., adjusting the z-axis coordinate parameter of the target game control, while keeping the x-axis and y-axis coordinate parameters unchanged, allows the background images of each target game control to be displayed on different planes.

[0133] Based on this, by adjusting the coordinate parameters of the target game controls on the target axis, each target game control is placed on a different display plane, and a projected image is added below the target game controls to enhance the floating effect of the target game controls and improve the user's 3D visual experience.

[0134] As one possible implementation, after rendering and displaying the game control according to its display hierarchy, display information, and size information in step S103, the method further includes:

[0135] In response to a hover operation on the target game control, obtain the second special effects resource of the target game control; render and display the second special effects resource according to the display information of the target game control, and adjust the display properties of the target game control.

[0136] Optionally, hovering refers to the action of hovering the mouse over the target game control. The second special effects resource includes display animations. To achieve a more realistic 3D effect, a looping breathing effect with scaling and brightness changes can be added to each game control, and the display properties of the game controls can be adjusted to enhance the overall three-dimensionality of the interface. For example, an "over" state, i.e., a mouse hover effect, can be added to each game control. By adding a scaling animation of 100% to 120%, the game control can be displayed with a scaling effect. Simultaneously, an overlay effect can be added to the game controls to highlight them, achieving a brightness change effect.

[0137] For example, a looping breathing effect with varying brightness in Flash can be achieved by the following steps: creating a new layer on the timeline to place the elements or effects to be overlaid, setting appropriate display layers for the newly created layer and the background image of the game controls to be overlaid, and then highlighting the game controls by adjusting the transparency or adding appropriate filters, such as highlighting or glowing, in the properties panel.

[0138] For example, adding a zoom-in / scaling display animation in Flash can be achieved through the following steps: selecting a display image and choosing a start frame, middle frame, and end frame on the timeline, where the middle frame is the frame where the image is to begin to enlarge. Further, in the start frame, the display image is adjusted to its initial size and centered, where the initial size and center alignment are relative to the background image of the target game control. In the middle frame, the image is enlarged using a warp tool, and it remains enlarged in the end frame. Additionally, tweening animations can be added between the start frame and the middle frame, and between the middle frame and the end frame, to automatically create a smooth zoom-in animation.

[0139] It should be noted that, in order for the game controls to display with a zoom-in / zoom-out effect, the position of the displayed image must remain unchanged while only its size is changed. This ensures that the center point is locked when adjusting the size of the displayed image; that is, the center point of the displayed image remains stationary each time it is zoomed in or out. In this way, the displayed image can scale around a central point. For example, as shown... Figure 7 As shown, by rendering and displaying the second special effects resource of the target game control, the target game control can present a looping breathing effect of zooming in and out and changing brightness when it is hovering.

[0140] Optionally, the above steps adjust the display properties of the target game control, including: adjusting the overlay mode of the target game control, whereby the overlay mode is used to control the display effect of the target game control.

[0141] For example, the display attributes of the target game control include, but are not limited to: overlay mode, axial parameter variation, background color, display transparency, control shape and corners, texture variation, etc. Building upon the addition of a looping breathing effect with scaling and brightness variations to the target game control, the overlay mode of the target game control can be further adjusted. Flash provides various overlay modes, such as default mode, multiply, screen, projection, difference, exclusion, and overlay. Therefore, by adjusting the overlay mode of the target game control, for example, by overlaying a highlight layer or semi-transparent highlight texture on the target game control, ensuring that the highlight layer or highlight texture with a highlight effect is located above the target game control, the highlighting effect of the target game control becomes more obvious. Simultaneously, the coordinate parameters of the target game control on the target axis, i.e., adjusting the coordinate value of the target game control on the z-axis, can also be adjusted to enhance the three-dimensionality of the target game control.

[0142] Based on this, a breathing effect with zooming in and out and brightness changes was added when the mouse hovered over the screen. Combined with the changes in the coordinate parameters of the game controls on the target axis, this not only enhanced the three-dimensionality of the interface display but also achieved a more realistic 3D visual effect.

[0143] As one possible implementation, such as Figure 8 As shown, after rendering and displaying each game control in step S103 above, the method further includes:

[0144] S801, Responding to a first touch operation on the control hotspot corresponding to the first game control, display the first operation information corresponding to the first game control in the display area.

[0145] For example, the first touch operation could be moving the mouse to the control hotspot corresponding to the first game control. The display area is as follows: Figure 9 The circular areas displaying "System Settings" and "Exit Game" are shown in the center. The control area refers to the region within a certain range from the marker where the game control is located. When the user moves the mouse over the control hotspot corresponding to the first game control, the display area will show the first operation information corresponding to the first game control. For example, if the first game control is an exit control, the display area will show "Exit Game"; if the first game control is an official website control, the display area will show "Enter Official Website"; if the first game control is a re-login control, the display area will show "Re-login System".

[0146] For example, when a user moves the mouse over the hotspot corresponding to the first game control, it indicates that the first game control is selected. This selection effect can be achieved by changing the layer height of the first game control. Specifically, the display layer of the first game control has an initial layer height, for example, between -5 and 15. A for loop assigns a new layer height to the display layer of the first game control. When the mouse hovers over it, the new layer height is changed to -25, and when the mouse leaves the hotspot corresponding to the first game control, the new layer height is changed to -15. The layer height is reflected in the change of the game control's coordinate parameters along the z-axis. Thus, by controlling the layer height of the game control while the mouse is hovering over it, the selection effect of the game control is simulated.

[0147] S802, In response to a second touch operation on the control hotspot corresponding to the second game control, the current display information in the display area is switched from the first operation information to the second operation information corresponding to the second game control.

[0148] For example, the second touch operation could be moving the mouse from the control hotspot corresponding to the first game control to the control hotspot corresponding to the second game control. The second game control is a control other than the first game control among multiple game controls. (Continue to refer to...) Figure 9 In the game interface shown, if the first operation information displayed in the current display area is "System Settings", as the user moves the mouse to the control hotspot corresponding to the second game control, such as the exit control, the operation information displayed in the display area will switch from the original "System Settings" to "Exit Game".

[0149] It should be noted that the first and second touch operations mentioned above are not limited to mouse operation. They can be implemented by the user using a laser pointer or other devices, or by finger touch operation. No specific limitation is made here.

[0150] Based on this, when the mouse moves to the control hotspot of different game controls, the displayed text in the display area will change to the operation information corresponding to the game control selected by the mouse, thereby improving game operation feedback and thus enhancing the user's gaming experience.

[0151] Based on the same inventive concept, this application also provides a game information display device corresponding to the game information display method. Since the principle of the game information display device in this application is similar to the game information display method described above in this application, the implementation of the game information display device can refer to the implementation of the game information display method, and the repeated parts will not be described again.

[0152] Reference Figure 10The diagram shown is a structural schematic of a game information display device provided in an embodiment of this application. The game information display device 1000 includes: an acquisition module 1001, a determination module 1002, and a display module 1003, wherein:

[0153] The acquisition module 1001 is used to acquire the display information and size information of at least one game control to be displayed. The display information includes the position information and background layer information of the game control. The background layer information is used to indicate the display depth and layer misalignment information of the game control in the game scene.

[0154] The determination module 1002 is used to determine the display level of the game control based on the attribute information of the game control. The attribute information is used to represent the coordinate parameters of the game control in the target direction. The target direction includes one or more of the following: horizontal direction, vertical direction and vertical direction perpendicular to the graphical user interface.

[0155] Display module 1003 is used to render and display game controls according to the display hierarchy, display information, and size information of the game controls.

[0156] Therefore, the game information display device according to the embodiments of this application obtains the display information and size information of at least one game control to be displayed, and determines the display layer of the game control according to the attribute information of the game control. The display information includes the position information and background layer information of the game control. The background layer information is used to indicate the display depth and layer misalignment information of the game control in the game scene. Then, the game control is rendered and displayed according to the display layer, display information, and size information of the game control. According to the embodiments of this application, different game controls correspond to different display layers, and the background images of each game control are distributed in a misaligned manner. Therefore, the effect presented when the game controls are displayed is also a misaligned display, that is, a multi-layer misalignment effect is achieved through display layer and layer misalignment. Therefore, regardless of the type of game engine, the game information display device using the embodiments of this application can achieve a naked-eye 3D effect through multi-layer misalignment.

[0157] In one possible implementation, the determining module 1002 is specifically used for:

[0158] The coordinate parameters of each game control in the vertical direction are compared to obtain the comparison results, which include the size relationship between the coordinate parameters of each game control in the vertical direction.

[0159] Based on the comparison results, the display level of each game control is determined. The display level of each game control is positively correlated with the magnitude of its coordinate parameters in the vertical direction.

[0160] In one possible implementation, the determining module 1002 is further configured to:

[0161] The display level of game controls is determined based on the preset display threshold and the current game state information. The display threshold is determined according to the triggering conditions used to trigger the adjustment of the display level.

[0162] In one possible implementation, the determining module 1002 is further configured to:

[0163] The display threshold and current game state information are compared to determine whether the display layer of the game controls meets the adjustment conditions.

[0164] If so, adjust the vertical coordinate parameters of the game control based on the current game state information, and determine the display level of the game control based on the adjusted coordinate parameters.

[0165] In one possible implementation, the display module 1003 is specifically used for:

[0166] Determine the rendering order of game controls based on their display hierarchy;

[0167] The layout information of the game controls is determined based on their relative position and size information.

[0168] Based on the display hierarchy and layout information of the game controls, the game controls are rendered in the order they are rendered.

[0169] In one possible implementation, the display module 1003 is further configured to:

[0170] In response to the operation of selecting the target game control, the first special effect resource of the target game control is obtained. The target game control is one of multiple game controls, and the first special effect resource includes a projection image.

[0171] Based on the display information of the target game control, render and display the first special effects resource, and adjust the display position of the target game control.

[0172] In one possible implementation, the display module 1003 is further configured to:

[0173] Determine the display layer of the projected image based on the display layer of the target game controls;

[0174] Determine the layout information of the projected image based on the layout information of the target game controls;

[0175] Based on the display hierarchy and layout information of the projected image, render and display the first special effects resource.

[0176] In one possible implementation, the display module 1003 is further configured to:

[0177] Adjust the coordinate parameters of the target game control on the target axis, which is the axis corresponding to the vertical direction perpendicular to the graphical user interface.

[0178] In one possible implementation, the display module 1003 is further configured to:

[0179] In response to a hover operation on the target game control, obtain the second effect resource of the target game control, the second effect resource including display animation;

[0180] Based on the display information of the target game control, render and display the second special effects resource, and adjust the display properties of the target game control.

[0181] In one possible implementation, the display module 1003 is further configured to:

[0182] Adjust the overlay mode of the target game control. The overlay mode is used to control the display effect of the target game control.

[0183] In one possible implementation, the display module 1003 is further configured to:

[0184] In response to a first touch operation on the control hotspot corresponding to the first game control, display the first operation information corresponding to the first game control in the display area;

[0185] In response to a second touch operation on the control hotspot corresponding to the second game control, the current display information in the display area will be switched from the first operation information to the second operation information corresponding to the second game control.

[0186] The processing flow of each module in the device and the interaction flow between each module can be referred to the relevant descriptions in the above method embodiments, and will not be detailed here.

[0187] This application also provides an electronic device 1100, such as... Figure 11 The diagram shown is a schematic representation of the structure of an electronic device 1100 provided in this application embodiment. It includes a processor 1101 and a memory 1102, and optionally, a bus 1103. The memory 1102 stores machine-readable instructions executable by the processor 1101. When the electronic device 1100 is running, the processor 1101 and the memory 1102 communicate via the bus 1103. When the machine-readable instructions are executed by the processor 1101, the following processing is performed:

[0188] Obtain the display information and size information of at least one game control to be displayed. The display information includes the position information and background layer information of the game control. The background layer information is used to indicate the display depth and layer misalignment information of the game control in the game scene.

[0189] Based on the attribute information of the game control, determine the display level of the game control. The attribute information is used to represent the coordinate parameters of the game control in the target direction. The target direction includes one or more of the following: horizontal direction, vertical direction, and vertical direction perpendicular to the graphical user interface.

[0190] The game controls are rendered and displayed according to their display hierarchy, display information, and size information.

[0191] In one possible implementation, when the processor 1101 executes instructions to determine the display level of the game control based on its attribute information, it specifically performs the following:

[0192] The coordinate parameters of each game control in the vertical direction are compared to obtain the comparison results, which include the size relationship between the coordinate parameters of each game control in the vertical direction.

[0193] Based on the comparison results, the display level of each game control is determined. The display level of each game control is positively correlated with the magnitude of its coordinate parameters in the vertical direction.

[0194] In one possible implementation, when executing instructions to determine the display level of game controls, processor 1101 is further configured to:

[0195] The display level of game controls is determined based on the preset display threshold and the current game state information. The display threshold is determined according to the triggering conditions used to trigger the adjustment of the display level.

[0196] In one possible implementation, when executing instructions to determine the display level of game controls, processor 1101 is further configured to:

[0197] The display threshold and current game state information are compared to determine whether the display layer of the game controls meets the adjustment conditions.

[0198] If so, adjust the vertical coordinate parameters of the game control based on the current game state information, and determine the display level of the game control based on the adjusted coordinate parameters.

[0199] In one possible implementation, when the processor 1101 executes instructions to render and display the game controls according to their display hierarchy, display information, and size information, it specifically performs the following:

[0200] Determine the rendering order of game controls based on their display hierarchy;

[0201] The layout information of the game controls is determined based on their relative position and size information.

[0202] Based on the display hierarchy and layout information of the game controls, the game controls are rendered in the order they are rendered.

[0203] In one possible implementation, after executing instructions to render and display the game controls according to their display hierarchy, display information, and size information, the processor 1101 is further configured to:

[0204] In response to the operation of selecting the target game control, the first special effect resource of the target game control is obtained. The target game control is one of multiple game controls, and the first special effect resource includes a projection image.

[0205] Based on the display information of the target game control, render and display the first special effects resource, and adjust the display position of the target game control.

[0206] In one possible implementation, when the processor 1101 executes the instruction to render and display the first special effects resource based on the display information of the target game control, it is specifically used for:

[0207] Determine the display layer of the projected image based on the display layer of the target game controls;

[0208] Determine the layout information of the projected image based on the layout information of the target game controls;

[0209] Based on the display hierarchy and layout information of the projected image, render and display the first special effects resource.

[0210] In one possible implementation, when the processor 1101 executes the instruction to adjust the display position of the target game control, it specifically performs the following:

[0211] Adjust the coordinate parameters of the target game control on the target axis, which is the axis corresponding to the vertical direction perpendicular to the graphical user interface.

[0212] In one possible implementation, after executing instructions to render and display the game controls according to their display hierarchy, display information, and size information, the processor 1101 is further configured to:

[0213] In response to a hover operation on the target game control, obtain the second effect resource of the target game control, the second effect resource including display animation;

[0214] Based on the display information of the target game control, render and display the second special effects resource, and adjust the display properties of the target game control.

[0215] In one possible implementation, when the processor 1101 executes an instruction to adjust the display properties of the target game control, it specifically performs the following:

[0216] Adjust the overlay mode of the target game control. The overlay mode is used to control the display effect of the target game control.

[0217] In one possible implementation, when executing instructions to render and display game controls, the processor 1101 specifically performs the following:

[0218] In response to a first touch operation on the control hotspot corresponding to the first game control, display the first operation information corresponding to the first game control in the display area;

[0219] In response to a second touch operation on the control hotspot corresponding to the second game control, the current display information in the display area will be switched from the first operation information to the second operation information corresponding to the second game control.

[0220] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following steps:

[0221] Obtain the display information and size information of at least one game control to be displayed. The display information includes the position information and background layer information of the game control. The background layer information is used to indicate the display depth and layer misalignment information of the game control in the game scene.

[0222] Based on the attribute information of the game control, determine the display level of the game control. The attribute information is used to represent the coordinate parameters of the game control in the target direction. The target direction includes one or more of the following: horizontal direction, vertical direction, and vertical direction perpendicular to the graphical user interface.

[0223] The game controls are rendered and displayed according to their display level, display information, and size information.

[0224] In one possible implementation, when the processor executes instructions to determine the display level of a game control based on its attribute information, it specifically performs the following:

[0225] The coordinate parameters of each game control in the vertical direction are compared to obtain the comparison results, which include the size relationship between the coordinate parameters of each game control in the vertical direction.

[0226] Based on the comparison results, the display level of each game control is determined. The display level of each game control is positively correlated with the magnitude of its coordinate parameters in the vertical direction.

[0227] In one possible implementation, when executing instructions to determine the display level of game controls, processor 1101 is further configured to:

[0228] The display level of game controls is determined based on the preset display threshold and the current game state information. The display threshold is determined according to the triggering conditions used to trigger the adjustment of the display level.

[0229] In one possible implementation, when executing instructions to determine the display level of game controls, processor 1101 is further configured to:

[0230] The display threshold and current game state information are compared to determine whether the display layer of the game controls meets the adjustment conditions.

[0231] If so, adjust the vertical coordinate parameters of the game control based on the current game state information, and determine the display level of the game control based on the adjusted coordinate parameters.

[0232] In one possible implementation, when the processor executes instructions to render and display game controls according to their display hierarchy, display information, and size information, it specifically performs the following:

[0233] Determine the rendering order of game controls based on their display hierarchy;

[0234] The layout information of the game controls is determined based on their relative position and size information.

[0235] Based on the display hierarchy and layout information of the game controls, the game controls are rendered in the order they are rendered.

[0236] In one possible implementation, after executing instructions to render and display the game controls according to their display hierarchy, display information, and size information, the processor is further configured to:

[0237] In response to the operation of selecting the target game control, the first special effect resource of the target game control is obtained. The target game control is one of multiple game controls, and the first special effect resource includes a projection image.

[0238] Based on the display information of the target game control, render and display the first special effects resource, and adjust the display position of the target game control.

[0239] In one possible implementation, when the processor executes the instruction to render and display the first special effects resource based on the display information of the target game control, it specifically performs the following:

[0240] Determine the display layer of the projected image based on the display layer of the target game controls;

[0241] Determine the layout information of the projected image based on the layout information of the target game controls;

[0242] Based on the display hierarchy and layout information of the projected image, render and display the first special effects resource.

[0243] In one possible implementation, when the processor executes the instruction to adjust the display position of the target game control, it specifically performs the following:

[0244] Adjust the coordinate parameters of the target game control on the target axis, which is the axis corresponding to the vertical direction perpendicular to the graphical user interface.

[0245] In one possible implementation, after executing instructions to render and display each game control according to its display hierarchy, relative position information, and size information, the processor is further configured to:

[0246] In response to a hover operation on the target game control, obtain the second effect resource of the target game control, the second effect resource including display animation;

[0247] Based on the display information of the target game control, render and display the second special effects resource, and adjust the display properties of the target game control.

[0248] In one possible implementation, when the processor executes instructions to adjust the display properties of the target game control, it specifically performs the following:

[0249] Adjust the overlay mode of the target game control. The overlay mode is used to control the display effect of the target game control.

[0250] In one possible implementation, when the processor executes instructions to render and display game controls, it specifically performs the following:

[0251] In response to a first touch operation on the control hotspot corresponding to the first game control, display the first operation information corresponding to the first game control in the display area;

[0252] In response to a second touch operation on the control hotspot corresponding to the second game control, the current display information in the display area will be switched from the first operation information to the second operation information corresponding to the second game control.

[0253] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple modules or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection can be through some communication interfaces; the indirect coupling or communication connection of devices or modules can be electrical, mechanical, or other forms.

[0254] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. If the functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0255] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any changes or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application.

Claims

1. A method for displaying game information, characterized in that, include: Obtain display information and size information of at least one game control to be displayed. The display information includes the position information and background layer information of the game control. The background layer information is used to indicate the display depth and layer misalignment information of the game control in the game scene. Based on the attribute information of the game control, the display level of the game control is determined. The attribute information is used to represent the coordinate parameters of the game control in the target direction. The target direction includes one or more of the following: horizontal direction, vertical direction, and vertical direction perpendicular to the graphical user interface. The game controls are rendered and displayed according to their display hierarchy, display information, and size information.

2. The game information display method according to claim 1, characterized in that, Determining the display layer of the game control based on its attribute information includes: The coordinate parameters of each game control in the vertical direction are compared to obtain a comparison result, which includes the size relationship between the coordinate parameters of each game control in the vertical direction. Based on the comparison results, the display level of each game control is determined, wherein the display level of each game control is positively correlated with the magnitude of the coordinate parameters of each game control in the vertical direction.

3. The game information display method according to claim 1, characterized in that, Determining the display layer of the game control further includes: The display level of the game control is determined based on a pre-set display threshold and the current game state information. The display threshold is determined according to the triggering conditions used to trigger the adjustment of the display level.

4. The game information display method according to claim 3, characterized in that, The step of determining the display level of the game controls based on a pre-set display threshold and current game state information includes: The display threshold and the current game state information are compared to determine whether the display level of the game control meets the adjustment conditions. If so, the coordinate parameters of the game control in the vertical direction are adjusted according to the current game state information, and the display level of the game control is determined according to the adjusted coordinate parameters.

5. The game information display method according to claim 1, characterized in that, The step of rendering and displaying the game control according to its display hierarchy, display information, and size information includes: The rendering order of the game controls is determined based on their display hierarchy. Based on the display and size information of the game controls, determine the layout information of the game controls; Based on the display hierarchy and layout information of the game controls, the game controls are rendered in the order in which they are rendered.

6. The game information display method according to claim 1, characterized in that, After rendering and displaying the game control according to its display hierarchy, display information, and size information, the process further includes: In response to the operation of selecting a target game control, the first special effect resource of the target game control is obtained, wherein the target game control is one of a plurality of game controls, and the first special effect resource includes a projected image; Based on the display information of the target game control, render and display the first special effects resource, and adjust the display position of the target game control.

7. The game information display method according to claim 6, characterized in that, The step of rendering and displaying the first special effects resource based on the display information of the target game control includes: The display layer of the projected image is determined based on the display layer of the target game control; The layout information of the projected image is determined based on the layout information of the target game control; The first special effects resource is rendered and displayed based on the display hierarchy and layout information of the projected image.

8. The game information display method according to claim 6, characterized in that, Adjusting the display position of the target game control includes: Adjust the coordinate parameters of the target game control on the target axis, where the target axis is the axis corresponding to the vertical direction of the graphical user interface.

9. The game information display method according to claim 1, characterized in that, After rendering and displaying the game control according to its display hierarchy, display information, and size information, the process further includes: In response to a hover operation on a target game control, a second special effects resource for the target game control is obtained, the second special effects resource including a display animation; Based on the display information of the target game control, render and display the second special effects resource, and adjust the display attributes of the target game control.

10. The game information display method according to claim 9, characterized in that, Adjusting the display properties of the target game control includes: Adjust the overlay mode of the target game control, the overlay mode being used to control the display effect of the target game control.

11. The game information display method according to claim 1, characterized in that, After the game controls are rendered and displayed, the process also includes: In response to a first touch operation on the control hotspot corresponding to the first game control, the first operation information corresponding to the first game control is displayed in the display area; In response to a second touch operation on the control hotspot corresponding to the second game control, the current display information in the display area is switched from the first operation information to the second operation information corresponding to the second game control.

12. A game information display device, characterized in that, include: The acquisition module is used to acquire display information and size information of at least one game control to be displayed. The display information includes the position information and background layer information of the game control. The background layer information is used to indicate the display depth and layer misalignment information of the game control in the game scene. The determining module is used to determine the display level of the game control based on the attribute information of the game control. The attribute information is used to represent the coordinate parameters of the game control in a target direction. The target direction includes one or more of the following: horizontal direction, vertical direction, and vertical direction perpendicular to the graphical user interface. The display module is used to render and display the game controls according to their display hierarchy, display information, and size information.

13. An electronic device, characterized in that, include: The device includes a processor and a memory, the memory storing machine-readable instructions executable by the processor, which, when the electronic device is running, are executed by the processor to perform the steps of the game information display method as described in any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the game information display method as described in any one of claims 1 to 11.