Game interface display method and device, program product and electronic equipment
By configuring multiple display images for virtual characters and establishing binding relationships, the problem of mismatch between virtual character images and game interfaces is solved, achieving adaptability and display diversity between character images and interface content, and enhancing the personalized experience of players.
Patent Information
- Application Number
- CN202511834092.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-05
- Publication Date
- 2026-01-16
AI Technical Summary
In existing technologies, when players' virtual character images are displayed in the game interface, there is a tendency for them to be mismatched with the interface content, which fails to meet players' diverse image display needs.
Virtual characters can be controlled via terminal devices, and various character display images can be configured. The characters can also respond to editing operations on the game interface, establishing a binding relationship between the character display images and the game interface, so as to display differentiated character images in different game interfaces.
It improves the compatibility between character display images and game interface content, meets players' diverse image display needs, and increases the utilization and exposure of character display image assets.
Smart Images

Figure CN121338342A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and more particularly to a method for displaying a game interface, a device for displaying a game interface, a computer program product, and an electronic device. Background Technology
[0002] In games, some game interfaces need to display the player's virtual character image in order to strengthen the emotional connection between the player and the virtual character and enhance the game's immersion and interactive experience.
[0003] In related technologies, the display of a player's virtual character image usually follows the "single current state" logic. That is, the clothes a player wears in the "wardrobe" or "backpack" in the game will be directly reflected in their character image and will be displayed in a consistent state in all game interfaces where the image needs to be displayed. This may result in a mismatch between the character image and the content of the game interface, which cannot meet the player's multifaceted image display needs.
[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0005] This disclosure provides a method for displaying a game interface, a device for displaying a game interface, a computer program product, and an electronic device, in order to at least partially solve problems in related technologies such as "mismatch between character image and game interface content, failing to meet players' diverse image display needs."
[0006] According to a first aspect of this disclosure, a method for displaying a game interface is provided, wherein a first virtual character is controlled by a terminal device, the first virtual character being configured with multiple character display images, the method comprising: in response to an editing operation on a first game interface, determining a first character display image from the multiple character display images; establishing a binding relationship between the first character display image and the first game interface, so that when the first game interface is displayed, the content of the first character display image is displayed in the image display area of the first game interface; and in response to an editing operation on a second game interface, determining a second character display image from the multiple character display images; establishing a binding relationship between the second character display image and the second game interface, so that when the second game interface is displayed, the content of the second character display image is displayed in the image display area of the second game interface.
[0007] According to a second aspect of this disclosure, a display device for a game interface is provided, which controls a first virtual character via a terminal device. The first virtual character is configured with multiple character display images. The device includes: a first character display image determination module, configured to determine a first character display image from the multiple character display images in response to an editing operation on a first game interface; a first character display image display module, configured to establish a binding relationship between the first character display image and the first game interface, so as to display the content of the first character display image in the image display area of the first game interface when the first game interface is displayed; a second character display image determination module, configured to determine a second character display image from the multiple character display images in response to an editing operation on a second game interface; and a second character display image display module, configured to establish a binding relationship between the second character display image and the second game interface, so as to display the content of the second character display image in the image display area of the second game interface when the second game interface is displayed.
[0008] According to a third aspect of this disclosure, a computer program product is provided, comprising a computer program that, when executed by a processor, implements the method for displaying the game interface of the first aspect described above, and possible implementations thereof.
[0009] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the display method of the game interface of the first aspect and possible implementations thereof by executing the executable instructions.
[0010] The technical solution disclosed herein has the following beneficial effects: During the display of the aforementioned game interface, in response to editing operations on the first game interface, a first character display image is determined from multiple character display images; a binding relationship is established between the first character display image and the first game interface, so that the content of the first character display image is displayed in the image display area of the first game interface when the first game interface is displayed; in response to editing operations on the second game interface, a second character display image is determined from multiple character display images; a binding relationship is established between the second character display image and the second game interface, so that the content of the second character display image is displayed in the image display area of the second game interface when the second game interface is displayed. This disclosure can achieve differentiation of character display images across different game interfaces, improve the adaptability of character display images to game interface content, and thus meet the diverse image display needs of players. Furthermore, the first virtual character in this disclosure is pre-configured with multiple character display images; through differentiated editing of display images, the utilization rate and exposure rate of character display image assets can be improved to a certain extent. Attached Figure Description
[0011] Figure 1 A flowchart illustrating a method for displaying a game interface in this exemplary embodiment is shown; Figure 2A This illustration shows a display diagram of an image list in this exemplary embodiment; Figure 2B This illustration shows a schematic diagram of an interface for switching character appearances in this exemplary embodiment; Figure 3A This diagram illustrates an interface for entering a context editing state for a first virtual character in this exemplary embodiment. Figure 3B This diagram illustrates an interface where the fixed outfit options are turned off in this exemplary embodiment. Figure 3C This diagram illustrates an interface where a fixed outfit option is enabled in this exemplary embodiment. Figure 4A This illustration shows an interface diagram of a second virtual character entering the editing context of a first virtual character in this exemplary embodiment; Figure 4B This diagram illustrates an interface where the fixed outfit options are turned off in this exemplary embodiment. Figure 4C This diagram illustrates an interface where a fixed outfit option is enabled in this exemplary embodiment. Figure 5 This diagram illustrates a display flowchart of an interface character display image in this exemplary embodiment; Figure 6 This diagram illustrates a structural block diagram of a display device for a game interface according to this exemplary embodiment. Figure 7 An electronic device for implementing the above-described game interface display method is shown in this exemplary embodiment. Detailed Implementation
[0012] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0013] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0014] In related technologies, the display of a player's virtual character image typically follows a "single current state" logic. That is, the outfit a player wears in their in-game "wardrobe" or "backpack" is directly reflected in their character image and displayed consistently across various game interfaces requiring image display, such as the game world, personal profile, and leaderboards. Due to the diversity of interface types, this display method may result in mismatches between the character image and the game interface content, failing to meet players' multifaceted image display needs.
[0015] In view of one or more of the above-mentioned problems, exemplary embodiments of this disclosure provide a method for displaying a game interface, a device for displaying a game interface, a computer program product, and an electronic device.
[0016] In one embodiment of this disclosure, the method for displaying the game interface can run on a local terminal device or a server. When the method for displaying the game interface runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0017] In one alternative implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game interface display method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the game processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0018] In one alternative implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0019] In one alternative implementation, refer to Figure 1 The flowchart illustrates a method for displaying a game interface. A first virtual character is controlled via a terminal device. This first virtual character is configured with multiple character display appearances, and the method specifically includes the following steps S110 to S140: Step S110: In response to the editing operation on the first game interface, determine the first character display image from multiple character display images; Step S120: Establish a binding relationship between the first character display image and the first game interface, so that when the first game interface is displayed, the content of the first character display image is displayed in the image display area of the first game interface; Step S130: In response to the editing operation for the second game interface, determine the second character display image from a variety of character display images; Step S140: Establish a binding relationship between the second character display image and the second game interface, so that when the second game interface is displayed, the content of the second character display image is displayed in the image display area of the second game interface.
[0020] Figure 1 The method shown can differentiate the character display images in different game interfaces, improve the adaptability of the character display images to the game interface content, and thus meet the diverse image display needs of players. The first virtual character is pre-configured with a variety of character display images. By editing the display images differently, the utilization rate and exposure rate of the character display image assets can be improved to a certain extent.
[0021] It should be noted that the first virtual character refers to a virtual character that players can control through terminal devices, representing the player in activities and interactions within the game's virtual world. The character's visual appearance should intuitively present the character's visual characteristics and expressive form, giving the character clear visual recognition and expressiveness.
[0022] In one optional implementation, the character display image may include the display background information and clothing information of the first virtual character. The clothing information may include the corresponding virtual character's attire, hair accessories, and other appearance combinations. The composition of the display background information can be determined by multiple factors, including but not limited to the selection of the scene model, the setting of lighting parameters, and the simulation of weather effects. These factors can be used individually or in combination to create diverse visual environments, thereby better presenting the first virtual character's appearance. This disclosure does not impose specific limitations on this. Furthermore, the character display image may also include other dimensions of information such as the character's appearance, posture, and display perspective. This disclosure does not impose specific limitations on these aspects.
[0023] The various character display images configured for the first virtual character may include, but are not limited to: character display images pre-defined by the player, and pre-made display images provided by the game provider. This disclosure does not specifically limit these. For example, the multiple character display images configured for the first virtual character include character display image A, character display image B, and character display image C.
[0024] The following is about Figure 1 Each step in the process will be explained in detail.
[0025] In step S110, in response to the editing operation on the first game interface, the first character display image is determined from a variety of character display images.
[0026] The first game interface can be any functional interface in the game that needs to display the character's image, and it includes an image display area.
[0027] For example, the first game interface can be a personal homepage, leaderboard, friend list, wardrobe preview interface, social sharing card, etc., and this disclosure does not limit it.
[0028] The first character display image is the character display image configured for the first game interface. The character display image corresponding to the "editing operation for the first game interface" from among various character display images can be used as the first character display image.
[0029] In one alternative implementation, the determination of the first character display image from multiple character display images in response to an editing operation on the first game interface can be achieved through the following steps: for the first game interface, in response to an image list display operation, an image list is displayed; the image list includes multiple character display images configured for the first virtual character; in response to a first selection operation of character display images in the image list, the first character display image is selected from multiple character display images.
[0030] The character list display operation is a player interaction operation used to control the display of the character list. It can be a trigger operation for a specific virtual control, a trigger operation for a specific button, or a specific gesture operation; this disclosure does not specifically limit this. Specifically, in response to the character list display operation, the first game interface can display a character list formed by various character display images configured by the first virtual character, providing the player with a basis for editing the first game interface. Optionally, the function and purpose of the list can be displayed in the associated position to provide operation guidance to the player, such as information like "fix the character display image on the first game interface," this disclosure does not specifically limit this.
[0031] In step S120, a binding relationship is established between the first character display image and the first game interface, so that when the first game interface is displayed, the content of the first character display image is displayed in the image display area of the first game interface.
[0032] The character display area on the first game interface can be used to display the character's appearance configured for the first game interface.
[0033] Optionally, the image display area of the first game interface can be the background area of the first game interface or a local area divided within the first game interface; this disclosure does not impose any specific limitations on this.
[0034] After establishing the binding relationship between the first character's display image and the first game interface, this binding relationship can be stored in the configuration table corresponding to the first virtual character for later use.
[0035] In step S130, in response to the editing operation for the second game interface, a second character display image is determined from a variety of character display images.
[0036] The second game interface can be another functional interface in the game that needs to display the character's image, and it also includes an image display area.
[0037] For example, the second game interface can be a personal homepage, leaderboard, friend list, wardrobe preview interface, social sharing card, etc., and this disclosure does not limit it.
[0038] It should be noted that the second game interface and the first game interface in this disclosure are different types of game interfaces.
[0039] The second character display image is the character display image configured for the second game interface. The character display image corresponding to the editing operation performed on the second game interface can be selected from a variety of character display images as the second character display image.
[0040] It should be noted that the image of the second character shown in this disclosure may be the same as or different from that of the first character. This can be determined by the corresponding editing operation, and this disclosure does not impose any specific restrictions on this.
[0041] In one alternative implementation, the determination of the second character display image from multiple character display images in response to the editing operation on the second game interface can be achieved through the following steps: for the second game interface, in response to the image list display operation, display an image list; the image list includes multiple character display images configured for the first virtual character; in response to a second selection operation of the character display images in the image list, select the second character display image from the multiple character display images.
[0042] Specifically, for the second game interface, in response to the character list display operation, a character list formed by various character display images configured by the first virtual character can be displayed to provide players with a basis for editing the second game interface. Optionally, the function and purpose of the list can be displayed in the relevant position to provide operation guidance to players, such as information such as "fix the character display image in the second game interface," but this disclosure does not specifically limit this.
[0043] Step S140: Establish a binding relationship between the second character display image and the second game interface, so that when the second game interface is displayed, the content of the second character display image is displayed in the image display area of the second game interface.
[0044] The character display area in the second game interface can be used to display the character's appearance configured for the second game interface.
[0045] Optionally, the image display area of the second game interface can be the background area of the second game interface or a local area divided within the second game interface; this disclosure does not impose any specific limitations on this.
[0046] It should be noted that the position, size, and shape of the image display area may be the same or different for different types of game interfaces, and this disclosure does not impose any restrictions on this.
[0047] After establishing the binding relationship between the second character's display image and the second game interface, this binding relationship can be stored in the configuration table corresponding to the first virtual character for later use.
[0048] In an alternative implementation, the following steps may also be performed: in response to an editing operation on the first game interface, the first character display image currently bound to the first game interface is switched to a third character display image among multiple character display images.
[0049] The third character display image can be selected from a variety of character display images configured for the first virtual character to replace the first character display image. The third character display image is a different character display image from the first character display image.
[0050] Specifically, in response to editing operations on the first game interface, a third character display image can be determined from the multiple character display images configured for the first virtual character, and the first character display image currently bound to the first game interface can be switched to the third character display image from the multiple character display images.
[0051] Specifically, after determining the third character's display image, the binding relationship between the first game interface and the first character's display image can be removed, and a new binding relationship can be established between the first game interface and the third character's display image. This allows the first character's display image currently bound to the first game interface to the third character's display image among multiple character display images, thus enabling flexible adjustment of the character's display image on the first game interface.
[0052] If the binding relationship between the first character display image and the first game interface, and the binding relationship between the second character display image and the second game interface are stored in the configuration table corresponding to the first virtual character, in an optional implementation, the above-mentioned switching of the first character display image currently bound to the first game interface to a third character display image among multiple character display images in response to an editing operation on the first game interface can be achieved through the following steps: in response to an editing operation on the first game interface, determining a third character display image from multiple character display images; deleting the binding relationship between the first game interface and the first character display image from the configuration table corresponding to the first virtual character; and adding the binding relationship between the first game interface and the third character display image to the configuration table corresponding to the first virtual character.
[0053] By storing the binding relationships between various game interfaces and the various character display images configured for the first virtual character in the configuration table corresponding to the first virtual character, it is easy to manage and maintain the binding relationships between different game interfaces and character display images.
[0054] After switching the currently bound first character display image on the first game interface to the third character display image, you can control the display area of the first character display image on the first game interface to switch to the third character display image, so as to achieve flexible adjustment of the character image displayed on the first game interface and meet the ever-changing visual needs of players.
[0055] like Figure 2A As shown, a schematic diagram of an image list is provided. When the currently displayed character image on the first game interface is character image A, it can respond to the selection operation of character image B in the image list 201, switching the currently displayed character image A in the image display area 202 of the first game interface to character image B. After the switch is completed, a switching prompt message 203 can be generated, such as "The character image displayed on the first game interface has been switched to character image B". Figure 2B As shown, this visually indicates to the player that they have completed the character appearance switch on the first game interface.
[0056] It should be noted that similar editing operations as those in the first game interface can be performed on the second game interface to switch the currently bound second character display appearance. This will not be elaborated further here.
[0057] In an alternative implementation, the following steps may also be performed: in response to a display command of the first game interface, control the display of the first game interface, and display the content of the character display image currently bound to the first game interface in the image display area of the first game interface.
[0058] For example, taking "the first game interface is the personal homepage game interface, and the display command of the first game interface is a trigger operation command for the character identifier corresponding to the first virtual character" as an example, the personal homepage game interface with the image display area can be controlled to be displayed in response to the trigger operation for the character identifier corresponding to the first virtual character.
[0059] For example, if there is a binding relationship between the personal homepage game interface and the character display image A, the leaderboard game interface and the character display image B, and the friend list game interface and the character display image C, the personal homepage game interface can be displayed in response to the display command of the personal homepage game interface, and the character display image A can be displayed in the image display area of the personal homepage game interface; the leaderboard game interface can be displayed in response to the display command of the leaderboard game interface, and the character display image B can be displayed in the image display area of the leaderboard game interface; the friend list game interface can be displayed in response to the display command of the friend list game interface, and the character display image C can be displayed in the image display area of the friend list game interface.
[0060] By displaying the currently bound character's appearance in the appearance display area of the first game interface, personalized appearance display of the game interface can be achieved, meeting the diverse appearance display needs of players.
[0061] In one alternative implementation, the above-mentioned response to the display command of the first game interface, controlling the display of the first game interface, and displaying the content of the character display image currently bound to the first game interface in the image display area of the first game interface, includes: responding to the display command of the first game interface, controlling the display of the first game interface, determining the character display image currently bound to the first game interface by querying the configuration table corresponding to the first virtual character, and displaying the content of the character display image currently bound to the first game interface in the image display area of the first game interface.
[0062] The configuration table corresponding to the first virtual character can store the binding relationships between multiple game interfaces and multiple character display images configured for the first virtual character. For example, the first configuration table corresponding to the first virtual character stores the binding relationship between the personal homepage game interface and character display image A, the binding relationship between the leaderboard game interface and character display image B, and the binding relationship between the friend list game interface and character display image C. It should be noted that the configuration tables corresponding to different virtual characters can be independent of each other.
[0063] Specifically, when controlling the display of the first game interface, the configuration table corresponding to the first virtual character can be queried to determine the character display image currently bound to the first game interface, so as to issue different character display image data for different display occasions, thereby achieving a highly customized and personalized game visual performance.
[0064] It should be noted that, in the second game interface, similar display commands as in the first game interface can also be executed to display the content of the character display image currently bound to the second game interface in the image display area of the second game interface. This will not be elaborated further here.
[0065] In an alternative implementation, the following steps may also be performed: in response to a context editing trigger operation, enter a context editing state for the first virtual character; in the context editing state, in response to a first editing operation, determine a first target display background; in the context editing state, in response to a second editing operation, determine a first target outfit for the first virtual character; in response to a save operation, obtain the target character display image based on the first target display background and the first target outfit.
[0066] Specifically, users can access the context editing interface configured within the game, such as specific virtual controls, button combinations, or gestures in the game settings, to enter a context editing state for the first virtual character. The first virtual character in context editing state can be a static character model, and its displayed postures and actions can be controlled by posture and action editing operations.
[0067] In scenario editing mode, players can perform a series of editing operations on the specific character display of their first virtual character. For example, such as... Figure 3A As shown, a schematic diagram of an interface for entering a context editing state for a first virtual character is provided. The interface may include a first virtual character 301 to be edited, as well as various types of editing controls, including but not limited to character clothing, display background, posture and action, display perspective, etc., so that players can perform editing operations such as clothing, background, posture and action, display perspective.
[0068] The first editing operation is the background editing operation, which can be used to edit the display background of the corresponding virtual character (e.g., scene model, lighting parameters, weather effects) to create a specific visual effect and atmosphere. The first target display background is the display background determined for the first virtual character through the first editing operation.
[0069] The second editing operation is for editing the outfit of the first virtual character, and can be used to edit the appearance details such as clothing and hair accessories of the corresponding virtual character. The first target outfit is the appearance combination of clothing, hair accessories, etc. determined for the first virtual character through the second editing operation.
[0070] The target character display image can be one of several character display images configured for the first virtual character, and the content of the target character display image includes the first target display background and the first target's clothing.
[0071] The save operation is used to save the edited effects in the context editing state. Specifically, in response to the save operation, the background of the first target display can be bound to the clothing of the first target to generate the target character display image.
[0072] By using the first and second editing operations, the character display image can be personalized, which can avoid the conflict caused by the forced matching between the character's clothing and the fixed display background to a certain extent, flexibly meet the player's personalized visual presentation needs, and ensure the freedom of user content generation.
[0073] In an alternative implementation, the following steps may also be performed: establishing a binding relationship between the first target display background and the first target outfit.
[0074] After the first and second editing operations are completed, a binding relationship is established between the first target display background and the first target outfit. This ensures that when the target character's display image is called for interface display, the first target display background and the first target outfit can be automatically called to complete the interface display of the target character's display image.
[0075] In one alternative implementation, in response to a second editing operation, determining a first target outfit for the first virtual character can be achieved by the following steps: in response to the second editing operation, determining the first target outfit from multiple pre-configured appearance combinations for the first virtual character.
[0076] Among them, the appearance combinations of the first virtual character may include, but are not limited to: appearance combinations pre-configured by the player and pre-made appearance combinations provided by the game provider. This disclosure does not make specific limitations on this.
[0077] For example, players can click on... Figure 3A The character outfit editing control 302 shown opens the character outfit editing page, allowing users to adjust the character's outfit. This outfit editing page may include a "Fix Outfit" option switch and related explanatory information. Figure 3B As shown, when the "Fixed Outfit" option in outfit editing page 303 is off, the current outfit of the first virtual character in the open world can be used; for example... Figure 3C As shown, when the "Fixed Outfit" option in the outfit editing page 303 is enabled, multiple pre-configured appearance outfits for the first virtual character can be displayed as thumbnails for selection. In response to the selection of multiple pre-configured appearance outfits for the first virtual character, the selected outfit can be used as the first target outfit for the first virtual character.
[0078] By integrating the outfit worn by the primary target with the background displayed for that primary target, a unique character display image can be created, namely the target character display image, thus providing a basis for differentiated page display.
[0079] In an alternative implementation, the following steps may also be performed: in response to an edit trigger operation for the display image of the target character, enter an edit state for the display image of the target character; in response to a third edit operation, determine a second target outfit for the first virtual character; in response to a save operation, establish a binding relationship between the second target outfit and the first target display background, and update the display image of the target character according to the second target outfit.
[0080] Among them, the edit trigger operation for the target character's displayed image is used to trigger further editing of the target character's displayed image.
[0081] The third editing operation is for adjusting the clothing of the target character, and can be used to adjust the appearance details such as clothing and hair accessories of the corresponding virtual character. The second target outfit is the outfit of the first virtual character determined by the third editing operation for the target character's appearance.
[0082] Specifically, after determining the second target outfit for the first virtual character, in response to the save operation, the binding between the first target display background and the first target outfit can be released, and the first target display background can be bound to the second target outfit to update the target character's display image.
[0083] In another alternative implementation, the following steps may also be performed to obtain the target character's display image: responding to a context editing trigger operation, entering a context editing state for a first virtual character; in the context editing state, responding to a first editing operation, determining a first target display background; in the context editing state, responding to a second editing operation, determining a first target outfit for the first virtual character; in the context editing state, responding to a character invitation operation, controlling a second virtual character to join the editing context for the first virtual character; the second virtual character is another virtual character that matches the character invitation operation; responding to a fourth editing operation, determining a third target outfit for the second virtual character; and responding to a save operation, obtaining the target character's display image based on the second virtual character's third target outfit, the first virtual character's first target outfit, and the first target display background.
[0084] The character invitation operation is used to control other virtual characters to join the editing context of the first virtual character. For example, selecting a virtual character controlled by a friend from the friend list corresponding to the first virtual character enables a character invitation. Specifically, the selected virtual character can be used as the second virtual character.
[0085] The second virtual character, which is added to the editing context of the first virtual character, can be its static character model, and its displayed posture and actions can be controlled by posture and action editing operations.
[0086] The fourth editing operation refers to the clothing editing operation for the second virtual character, which can be used to edit the appearance details such as clothing and hair accessories of the corresponding virtual character. The third target outfit is the appearance combination of clothing, hair accessories, etc. determined for the second virtual character through the fourth editing operation.
[0087] For example, in response to a fourth editing operation, a third target outfit can be determined from a plurality of pre-configured first virtual character outfits or from a plurality of pre-configured second virtual character outfits.
[0088] For example, such as Figure 4A The diagram illustrates an interface where a second virtual character enters the editing context of a first virtual character. After the second virtual character 401 enters the editing context of the first virtual character, the user can activate clothing editing permissions for the second virtual character 401 in response to a selection operation. It should be noted that the clothing editing effect on the second virtual character within the first virtual character's image editing scene is temporary and does not alter the underlying actual clothing data of the second virtual character.
[0089] For example, such as Figure 4A As shown, after selecting the second virtual character in the character editing scene, you can open the character outfit editing page by clicking the character outfit editing control 402 to adjust the character's outfit. This outfit editing page may include a "Fixed Outfit" option switch and related explanatory information. For example... Figure 4B As shown, when the "Fixed Outfit" option in outfit editing page 403 is turned off, the current outfit of the second virtual character in the open world can be used; for example... Figure 4C As shown, when the "Fixed Outfit" option in the outfit editing page 403 is enabled, thumbnails of various pre-configured appearance combinations for the first / second virtual character can be displayed for selection. In response to the selection of these pre-configured appearance combinations for the first / second virtual character, the selected outfit can be used as the third target outfit for the second virtual character.
[0090] Based on the first target outfit of the first virtual character, the third target outfit of the second virtual character, and the display background of the first target, a target character display image can be generated to create a unique character display image and provide a display basis for differentiated page display.
[0091] After the first, second, and fourth editing operations are completed, a binding relationship is established between the first target display background and the first target outfit of the first virtual character and the third target outfit of the second virtual character. This ensures that when the target character's display image is called for interface display, the first target display background, the first target outfit of the first virtual character, and the third target outfit of the second virtual character can be automatically called to complete the interface display of the target character's display image.
[0092] For example, such as Figure 5 The diagram illustrates a flowchart for displaying a user interface character, which may include the following steps: Step S501: In response to the editing operation on the first game interface, determine the first character display image from multiple character display images; Step S502: Establish a binding relationship between the first character display image and the first game interface, and store the binding relationship in the configuration table corresponding to the first virtual character; Step S503: In response to the editing operation on the first game interface, determine the third character display image from a variety of character display images; Step S504: Switch the currently bound first character display image in the first game interface of the configuration table to the third character display image; Step S505: In response to the display command of the first game interface, control the display of the first game interface; Step S506: Determine the character display image currently bound to the first game interface through the configuration table corresponding to the first virtual character, and display the content of the character display image currently bound to the first game interface in the image display area of the first game interface.
[0093] Figure 5 In the steps shown, by querying the first configuration table corresponding to the first virtual character, the character display image of different game interfaces is differentiated, which can improve the exposure rate of the character display image assets to a certain extent and meet the diverse image display needs of players.
[0094] Exemplary embodiments of this disclosure also provide a display device for a game interface, which controls a first virtual character via a terminal device. This first virtual character is configured with multiple character display images. (Refer to...) Figure 6 As shown, the display device 600 of the game interface may include the following program modules: The first character display image determination module 610 is used to determine the first character display image from multiple character display images in response to editing operations on the first game interface. The first character display image display module 620 is used to establish a binding relationship between the first character display image and the first game interface, so as to display the content of the first character display image in the image display area of the first game interface when the first game interface is displayed. The second character display image determination module 630 is used to determine the second character display image from a variety of character display images in response to editing operations on the second game interface. The second character display module 640 is used to establish a binding relationship between the second character display image and the second game interface, so as to display the content of the second character display image in the image display area of the second game interface when the second game interface is displayed.
[0095] In one alternative implementation, based on the aforementioned scheme, the character display image includes the display background information and clothing information of the first virtual character.
[0096] In an optional implementation, based on the aforementioned scheme, the display device 600 of the game interface further includes: a character image switching module, used to switch the currently bound first character display image of the first game interface to a third character display image among multiple character display images in response to an editing operation on the first game interface.
[0097] In an optional implementation, based on the aforementioned scheme, the binding relationship between the first character display image and the first game interface, and the binding relationship between the second character display image and the second game interface, are stored in a configuration table corresponding to the first virtual character; the character image switching module can be configured to: for the first game interface, in response to an editing operation on the first game interface, determine a third character display image from multiple character display images; delete the binding relationship between the first game interface and the first character display image from the configuration table corresponding to the first virtual character; and add the binding relationship between the first game interface and the third character display image to the configuration table corresponding to the first virtual character.
[0098] In an optional implementation, based on the aforementioned scheme, the game interface display device 600 further includes: a first game interface display module, used to respond to the display command of the first game interface, control the display of the first game interface, and display the content of the character display image currently bound to the first game interface in the image display area of the first game interface.
[0099] In an optional implementation, based on the aforementioned scheme, the first game interface display module can be configured to: respond to the display command of the first game interface, control the display of the first game interface, and determine the currently bound character display image of the first game interface by querying the configuration table corresponding to the first virtual character, and display the content of the currently bound character display image of the first game interface in the image display area of the first game interface; wherein, the configuration table corresponding to the first virtual character stores the binding relationship between multiple game interfaces and multiple character display images configured for the first virtual character.
[0100] In an optional implementation, based on the aforementioned scheme, the display device 600 of the game interface further includes: a first trigger module, configured to respond to a context editing trigger operation and enter a context editing state for the first virtual character; a first editing module, configured to, in the context editing state, respond to a first editing operation and determine a first target display background; a second editing module, configured to, in the context editing state, respond to a second editing operation and determine a first target outfit for the first virtual character; and a first saving module, configured to, in response to a saving operation, obtain a target character display image based on the first target display background and the first target outfit, wherein the target character display image is one of multiple character display images, and the content of the target character display image includes the first target display background and the first target outfit.
[0101] In an optional implementation, based on the aforementioned scheme, the display device 600 of the game interface further includes: an outfit binding module, used to establish a binding relationship between the first target display background and the first target outfit.
[0102] In one alternative implementation, based on the aforementioned scheme, the second editing module can be configured to: in response to a second editing operation, determine a first target outfit from multiple pre-configured appearance combinations of the first virtual character.
[0103] In an optional implementation, based on the aforementioned scheme, the display device 600 of the game interface further includes: a second trigger module, used to respond to an edit trigger operation for displaying the image of a target character and enter an edit state for displaying the image of a target character; a third edit module, used to respond to a third edit operation and determine a second target outfit for the first virtual character; and a second save operation, used to respond to a save operation and establish a binding relationship between the second target outfit and the first target display background, and update the display image of the target character according to the second target outfit.
[0104] In an optional implementation, based on the aforementioned scheme, the display device 600 of the game interface further includes: a character invitation module, used to control a second virtual character to join the editing context for the first virtual character in response to a character invitation operation in context editing state; the second virtual character is another virtual character that matches the character invitation operation; a fourth editing module, used to determine the third target outfit of the second virtual character in response to a fourth editing operation; wherein, the first saving module can be configured to: in response to a saving operation, obtain the target character display image based on the third target outfit of the second virtual character, the first target outfit of the first virtual character, and the first target display background.
[0105] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0106] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the above-described method for displaying the game interface.
[0107] In one implementation, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.
[0108] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.
[0109] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
[0110] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic radiation, and infrared rays. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to execute) the method steps of various exemplary embodiments of this disclosure. Exemplarily, this may include the following steps: In response to editing operations on the first game interface, the first character display image is determined from multiple character display images; Establish a binding relationship between the first character's display image and the first game interface, so that when the first game interface is displayed, the content of the first character's display image is displayed in the image display area of the first game interface; In response to editing operations on the second game interface, determine the second character display image from a variety of character display images; Establish a binding relationship between the second character's display image and the second game interface, so that when the second game interface is displayed, the content of the second character's display image is displayed in the image display area of the second game interface.
[0111] In one alternative implementation, based on the aforementioned scheme, the character display image includes the display background information and clothing information of the first virtual character.
[0112] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: in response to an editing operation on the first game interface, the first character display image currently bound to the first game interface is switched to a third character display image among multiple character display images.
[0113] In an optional implementation, based on the aforementioned scheme, the binding relationship between the first character display image and the first game interface, and the binding relationship between the second character display image and the second game interface, are stored in a configuration table corresponding to the first virtual character. Specifically, in response to an editing operation on the first game interface, switching the currently bound first character display image to a third character display image from among multiple character display images can be achieved through the following steps: in response to an editing operation on the first game interface, determining a third character display image from among multiple character display images; deleting the binding relationship between the first game interface and the first character display image from the configuration table corresponding to the first virtual character; and adding the binding relationship between the first game interface and the third character display image to the configuration table corresponding to the first virtual character.
[0114] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: in response to a display instruction from the first game interface, control the display of the first game interface, and display the content of the character display image currently bound to the first game interface in the image display area of the first game interface.
[0115] In an optional implementation, based on the aforementioned scheme, the above-mentioned response to the display command of the first game interface, controlling the display of the first game interface, and displaying the content of the character display image currently bound to the first game interface in the image display area of the first game interface, can be achieved through the following steps: responding to the display command of the first game interface, controlling the display of the first game interface, and determining the character display image currently bound to the first game interface by querying the configuration table corresponding to the first virtual character, and displaying the content of the character display image currently bound to the first game interface in the image display area of the first game interface; wherein, the configuration table corresponding to the first virtual character stores the binding relationship between multiple game interfaces and multiple character display images configured for the first virtual character.
[0116] In an optional implementation, based on the aforementioned scheme, the following steps may also be performed: in response to a context editing trigger operation, enter a context editing state for the first virtual character; in the context editing state, in response to a first editing operation, determine a first target display background; in the context editing state, in response to a second editing operation, determine a first target outfit for the first virtual character; in response to a save operation, obtain a target character display image based on the first target display background and the first target outfit, wherein the target character display image is one of multiple character display images, and the content of the target character display image includes the first target display background and the first target outfit.
[0117] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: establishing a binding relationship between the first target display background and the first target outfit.
[0118] In an alternative implementation, based on the aforementioned scheme, the determination of the first target outfit for the first virtual character in response to the second editing operation can be achieved through the following steps: in response to the second editing operation, determining the first target outfit from multiple pre-configured appearance combinations for the first virtual character.
[0119] In an optional implementation, based on the aforementioned scheme, the following steps may also be performed: in response to an edit trigger operation for the display image of the target character, enter the edit state for the display image of the target character; in response to a third edit operation, determine the second target outfit of the first virtual character; in response to a save operation, establish a binding relationship between the second target outfit and the first target display background, and update the display image of the target character according to the second target outfit.
[0120] In an optional implementation, based on the aforementioned scheme, the following steps may also be performed: In the context editing state, in response to the role invitation operation, control the second virtual character to join the editing context for the first virtual character; the second virtual character is another virtual character that matches the role invitation operation; in response to the fourth editing operation, determine the third target outfit for the second virtual character; wherein, in response to the save operation, obtaining the target character display image based on the first target display background and the first target outfit can be achieved through the following steps: in response to the save operation, obtain the target character display image based on the third target outfit of the second virtual character, the first target outfit of the first virtual character, and the first target display background.
[0121] The above steps enable differentiation of character display images across different game interfaces, enhancing the adaptability of character display images to game interface content and thus meeting players' diverse image display needs. The first virtual character is pre-configured with multiple character display images, and by editing the display images differently, the utilization rate and exposure rate of character display image assets can be improved to a certain extent.
[0122] The exemplary embodiments of this disclosure also provide an electronic device capable of implementing the above-described game interface display method. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the executable instructions to perform the method of this exemplary embodiment. Furthermore, the electronic device may also include a display for displaying a graphical user interface.
[0123] The following is for reference. Figure 7 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 7 The electronic device 700 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0124] like Figure 7 As shown, the electronic device 700 may include: a processor 710, a memory 720, a bus 730, an I / O (input / output) interface 740, a network adapter 750, and a display 760.
[0125] The memory 720 may include volatile memory, such as RAM 721 and cache unit 722, and may also include non-volatile memory, such as ROM 723. The memory 720 may also include one or more program modules 724, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 724 may include the modules described above.
[0126] The processor 710 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0127] The processor 710 can be used to execute executable instructions stored in the memory 720, such as performing any one or more method steps in this exemplary embodiment.
[0128] For example, processor 710 may perform the following steps: In response to editing operations on the first game interface, the first character display image is determined from multiple character display images; Establish a binding relationship between the first character's display image and the first game interface, so that when the first game interface is displayed, the content of the first character's display image is displayed in the image display area of the first game interface; In response to editing operations on the second game interface, determine the second character display image from a variety of character display images; Establish a binding relationship between the second character's display image and the second game interface, so that when the second game interface is displayed, the content of the second character's display image is displayed in the image display area of the second game interface.
[0129] In one alternative implementation, based on the aforementioned scheme, the character display image includes the display background information and clothing information of the first virtual character.
[0130] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: in response to an editing operation on the first game interface, the first character display image currently bound to the first game interface is switched to a third character display image among multiple character display images.
[0131] In an optional implementation, based on the aforementioned scheme, the binding relationship between the first character display image and the first game interface, and the binding relationship between the second character display image and the second game interface, are stored in a configuration table corresponding to the first virtual character. Specifically, in response to an editing operation on the first game interface, switching the currently bound first character display image to a third character display image from among multiple character display images can be achieved through the following steps: in response to an editing operation on the first game interface, determining a third character display image from among multiple character display images; deleting the binding relationship between the first game interface and the first character display image from the configuration table corresponding to the first virtual character; and adding the binding relationship between the first game interface and the third character display image to the configuration table corresponding to the first virtual character.
[0132] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: in response to a display instruction from the first game interface, control the display of the first game interface, and display the content of the character display image currently bound to the first game interface in the image display area of the first game interface.
[0133] In an optional implementation, based on the aforementioned scheme, the above-mentioned response to the display command of the first game interface, controlling the display of the first game interface, and displaying the content of the character display image currently bound to the first game interface in the image display area of the first game interface, can be achieved through the following steps: responding to the display command of the first game interface, controlling the display of the first game interface, and determining the character display image currently bound to the first game interface by querying the configuration table corresponding to the first virtual character, and displaying the content of the character display image currently bound to the first game interface in the image display area of the first game interface; wherein, the configuration table corresponding to the first virtual character stores the binding relationship between multiple game interfaces and multiple character display images configured for the first virtual character.
[0134] In an optional implementation, based on the aforementioned scheme, the following steps may also be performed: in response to a context editing trigger operation, enter a context editing state for the first virtual character; in the context editing state, in response to a first editing operation, determine a first target display background; in the context editing state, in response to a second editing operation, determine a first target outfit for the first virtual character; in response to a save operation, obtain a target character display image based on the first target display background and the first target outfit, wherein the target character display image is one of multiple character display images, and the content of the target character display image includes the first target display background and the first target outfit.
[0135] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: establishing a binding relationship between the first target display background and the first target outfit.
[0136] In an alternative implementation, based on the aforementioned scheme, the determination of the first target outfit for the first virtual character in response to the second editing operation can be achieved through the following steps: in response to the second editing operation, determining the first target outfit from multiple pre-configured appearance combinations for the first virtual character.
[0137] In an optional implementation, based on the aforementioned scheme, the following steps may also be performed: in response to an edit trigger operation for the display image of the target character, enter the edit state for the display image of the target character; in response to a third edit operation, determine the second target outfit of the first virtual character; in response to a save operation, establish a binding relationship between the second target outfit and the first target display background, and update the display image of the target character according to the second target outfit.
[0138] In an optional implementation, based on the aforementioned scheme, the following steps may also be performed: In the context editing state, in response to the role invitation operation, control the second virtual character to join the editing context for the first virtual character; the second virtual character is another virtual character that matches the role invitation operation; in response to the fourth editing operation, determine the third target outfit for the second virtual character; wherein, in response to the save operation, obtaining the target character display image based on the first target display background and the first target outfit can be achieved through the following steps: in response to the save operation, obtain the target character display image based on the third target outfit of the second virtual character, the first target outfit of the first virtual character, and the first target display background.
[0139] The above steps enable differentiation of character display images across different game interfaces, enhancing the adaptability of character display images to game interface content and thus meeting players' diverse image display needs. The first virtual character is pre-configured with multiple character display images, and by editing the display images differently, the utilization rate and exposure rate of character display image assets can be improved to a certain extent.
[0140] Bus 730 is used to connect different components of electronic device 700 and may include a data bus, an address bus and a control bus.
[0141] Electronic device 700 can communicate with one or more external devices 800 (such as keyboard, mouse, external controller, etc.) through I / O interface 740.
[0142] Electronic device 700 can communicate with one or more networks via network adapter 750. For example, network adapter 750 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 750 can communicate with other modules of electronic device 700 via bus 730.
[0143] Electronic device 700 can display a graphical user interface, etc., via display 760.
[0144] although Figure 7 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 700, including but not limited to: a display, microcode, device driver, redundant processor, external disk drive array, RAID (Redundant Array of Independent Disks) system, tape drive, and data backup storage system, etc.
[0145] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0146] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
[0147] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.
Claims
1. A display method of a game interface, characterized by, The method comprises the following steps: In response to an editing operation on the first game interface, a first role display image is determined from the plurality of role display images; A binding relationship between the first role display image and the first game interface is established, so that the content of the first role display image is displayed in the image display area of the first game interface when the first game interface is displayed; In response to an editing operation on the second game interface, a second role display image is determined from the plurality of role display images; A binding relationship between the second role display image and the second game interface is established, so that the content of the second role display image is displayed in the image display area of the second game interface when the second game interface is displayed.
2. The method of claim 1, wherein, The role display image includes display background information and dressing information of the first virtual role.
3. The method of claim 1, wherein, The method further comprises: In response to an editing operation on the first game interface, the first role display image currently bound to the first game interface is switched to a third role display image in the plurality of role display images.
4. The method of claim 3, wherein, The binding relationship between the first role display image and the first game interface, and the binding relationship between the second role display image and the second game interface are stored through a configuration table corresponding to the first virtual role; The method further comprises: In response to an editing operation on the first game interface, a third role display image is determined from the plurality of role display images; The binding relationship between the first game interface and the first role display image is deleted from the configuration table corresponding to the first virtual role; The binding relationship between the first game interface and the third role display image is added in the configuration table corresponding to the first virtual role.
5. The method of claim 1, wherein, The method further comprises: In response to a display instruction of the first game interface, the first game interface is controlled to be displayed, and the content of the role display image currently bound to the first game interface is displayed in the image display area of the first game interface.
6. The method of claim 5, wherein, The method further comprises: In response to a display instruction of the first game interface, the first game interface is controlled to be displayed, and the content of the role display image currently bound to the first game interface is displayed in the image display area of the first game interface. The method further comprises:
7. The method of claim 1, wherein, In response to a context editing trigger operation, a context editing state for the first virtual role is entered; In the scenario editing state, a first target display background is determined in response to a first editing operation; In the scenario editing state, a first target dress of the first virtual character is determined in response to a second editing operation; In response to a save operation, a target character display image is obtained based on the first target display background and the first target dress, the target character display image being one of the multiple character display images, and content of the target character display image including the first target display background and the first target dress.
8. The method of claim 7, wherein, The method further includes: A binding relationship between the first target display background and the first target dress is established.
9. The method of claim 7, wherein, The first target dress of the first virtual character is determined in response to a second editing operation, including: In response to a second editing operation, a first target dress is determined from a plurality of preconfigured appearance combinations of the first virtual character.
10. The method of claim 7, wherein, The method further includes: In response to an editing triggering operation on the target character display image, an editing state for the target character display image is entered; In response to a third editing operation, a second target dress of the first virtual character is determined; In response to a save operation, a binding relationship between the second target dress and the first target display background is established, and the target character display image is updated according to the second target dress.
11. The method of claim 7, wherein, The method further includes: In the scenario editing state, a second virtual character is controlled to join the editing scenario for the first virtual character in response to a character invitation operation; the second virtual character is another virtual character matched with the character invitation operation; In response to a fourth editing operation, a third target dress of the second virtual character is determined; The target character display image is obtained based on the first target display background and the first target dress in response to a save operation, including: In response to a save operation, the target character display image is obtained based on the third target dress of the second virtual character, the first target dress of the first virtual character, and the first target display background.
12. A display device of a game interface, characterized by, A first virtual character is controlled by a terminal device, the first virtual character being configured with multiple character display images, and the apparatus includes: A first character display image determination module is configured to determine a first character display image from the multiple character display images in response to an editing operation on a first game interface; A first character display image display module is configured to establish a binding relationship between the first character display image and the first game interface, so as to display content of the first character display image in an image display area of the first game interface when the first game interface is displayed; A second character display image determination module is configured to determine a second character display image from the multiple character display images in response to an editing operation on a second game interface; A second character display image display module is configured to establish a binding relationship between the second character display image and the second game interface, so as to display content of the second character display image in an image display area of the second game interface when the second game interface is displayed.
13. A computer program product comprising a computer program, characterized in that, The computer program, when executed by a processor, implements the method of any one of claims 1 to 11.
14. An electronic device, comprising: comprises: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of any one of claims 1 to 11 via execution of the executable instructions.