Game information display method and device, storage medium and electronic equipment
By dividing the progress into multiple partitions in the graphical user interface and adjusting the display format in real time, the problem of not being able to intuitively display the relationship between multiple sub-tasks in existing technologies is solved, improving the player's speed of understanding game tasks and the game experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- GUANGZHOU BOGUAN TELECOMM TECH LTD
- Filing Date
- 2026-01-21
- Publication Date
- 2026-04-24
AI Technical Summary
In existing technologies, the way game information is displayed cannot intuitively present the relationship between multiple sub-tasks, making it difficult for players to quickly understand the rules for completing complex game tasks, thus increasing the understanding cost and complexity of game tasks.
By displaying a task indicator panel in the graphical user interface, the game tasks corresponding to various interaction methods are divided into multiple progress zones, and the display format of the progress zones is adjusted in real time according to the interaction results, so as to intuitively show the task completion progress of each sub-task.
It enables players to quickly understand the rules for completing complex game tasks, reducing the difficulty and complexity of understanding the game and improving the gaming experience.
Smart Images

Figure CN121911090A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a method for displaying game information, a device for displaying game information, a computer storage medium, and an electronic device. Background Technology
[0002] In games, multiple progress bars are often used in the graphical user interface to provide players with intuitive feedback on various visual game information, presenting the real-time status of the current battle. For example, in a spray-painting puzzle game, players need to spray a specific color onto the boss's surface according to the game's requirements to a preset ratio, and then use any color to fill in the remaining area to complete the level. To simplify the complexity of the graphical user interface, the progress of each spray-painting task is usually displayed using a "rotating" progress bar. However, the game information display method described above cannot intuitively present the relationship between multiple sub-tasks (e.g., the multiple spray-painting tasks mentioned above), making it difficult for players to quickly understand the complex rules for completing the game tasks, resulting in a high cost of understanding and complexity for the game tasks. Summary of the Invention
[0003] This disclosure provides a method for displaying game information, a device for displaying game information, a computer storage medium, and an electronic device, thereby intuitively presenting the task progress of multiple sub-tasks and the task relationships between multiple sub-tasks. This facilitates players' quick understanding of the completion rules of complex game tasks, reduces the difficulty and cost of understanding for players, thereby reducing game complexity and improving the player's gaming experience.
[0004] In a first aspect, one embodiment of this disclosure provides a method for displaying game information. A graphical user interface (GUI) is provided via a terminal device. The GUI displays at least a portion of a game scene, including a first object and a second object controlled by the terminal device. The method includes: determining a game task for the second object, the game task instructing the first object to interact with the second object through multiple interaction methods, wherein each interaction method has corresponding task completion conditions; displaying a task indicator panel in the GUI, dividing the task indicator panel into multiple progress partitions corresponding one-to-one with the multiple interaction methods, wherein the size of each progress partition is positively correlated with the task completion conditions of its corresponding interaction method; responding to the first object interacting with the second object through a target interaction method, controlling and adjusting the display format of the target progress partition corresponding to the target interaction method based on the interaction result of the target interaction method, so that the target progress partition indicates the task completion progress corresponding to the target interaction method in real time, wherein the target interaction method is any one of the multiple interaction methods; and displaying "Game Task Completed" in response to the fulfillment of the task completion conditions corresponding to the multiple interaction methods.
[0005] Secondly, one embodiment of this disclosure provides a game information display device, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of a game scene, including a first object and a second object controlled by the terminal device. The device includes: a game task determination module, used to determine a game task for the second object, the game task being used to instruct the first object to interact with the second object through multiple interaction methods, and each interaction method having corresponding task completion conditions; a panel display module, used to display a task instruction panel in the graphical user interface, the task instruction panel including multiple progress partitions corresponding one-to-one with the multiple interaction methods; a display format control module, used to control and adjust the display format of the target progress partition corresponding to the target interaction method according to the interaction result of the target interaction method in response to the first object interacting with the second object through the target interaction method, so that the target progress partition indicates the task completion progress corresponding to the target interaction method in real time, wherein the target interaction method is any one of the multiple interaction methods; and a task result display module, used to display the completion of the game task in response to the fulfillment of the task completion conditions corresponding to the multiple interaction methods.
[0006] Thirdly, one embodiment of this disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the above-described method for displaying game information.
[0007] Fourthly, one embodiment of this disclosure provides an electronic device, including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the above-described method of displaying game information by executing the executable instructions.
[0008] Fifthly, one embodiment of this disclosure provides a computer program product, including a computer program that is executed by a processor to implement the above-described method for displaying game information.
[0009] The technical solution disclosed herein has the following beneficial effects: The aforementioned method for displaying game information involves defining a game task for a second object, which instructs a first object to interact with the second object through various interactive methods. Each interactive method has corresponding task completion conditions. A task indicator panel is displayed in a graphical user interface, divided into multiple progress partitions corresponding to the various interactive methods. The size of each progress partition is positively correlated with the task completion conditions of its corresponding interactive method. In response to the first object interacting with the second object through a target interactive method, the display format of the target progress partition corresponding to the target interactive method is adjusted based on the interaction result, so that the target progress partition indicates the task completion progress corresponding to the target interactive method in real time. The target interactive method can be any of the multiple interactive methods. In response to the fulfillment of the task completion conditions corresponding to the multiple interactive methods, the game task is displayed as complete. This method overcomes the technical problem of related solutions that can only display progress bars for single task information and cannot intuitively demonstrate the relationships between multiple tasks by simultaneously displaying multiple progress partitions in the task indicator panel displayed in the graphical user interface, thereby showing the task completion progress of each interactive method's corresponding sub-task in real time. Furthermore, players can understand the interaction results of the current interaction method in real time through the adjustment and change process of the display format of multiple progress partitions, and display prompts for completing the game task when the task completion conditions are met in multiple progress partitions. This can make the complex game rules easy to visualize for players, so that players can quickly understand the completion rules of complex game tasks, thereby reducing the difficulty and cost of understanding for players, and thus reducing the complexity of the game and improving the player's gaming experience.
[0010] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0011] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0012] Figure 1 This illustration shows an application scenario diagram of a game information display method in this exemplary embodiment; Figure 2 This diagram illustrates a display method for game information in this exemplary embodiment. Figure 3This schematic diagram illustrates a system architecture diagram of a game information display system in this exemplary embodiment; Figure 4 This schematically illustrates a flowchart of a method for displaying game information in this exemplary embodiment; Figure 5A This schematic diagram illustrates the display format of a first type of game infographic object in this exemplary embodiment. Figure 5B This schematic diagram illustrates the display format of the second game infographic object in this exemplary embodiment. Figure 6 This illustration schematically shows a progress display effect of displaying a filled area within a graphics partition in this exemplary embodiment. Figure 7 This schematic diagram illustrates the structure of a game information display device in this exemplary embodiment. Figure 8 The schematic diagram illustrates the structure of an electronic device in this exemplary embodiment. Detailed Implementation
[0013] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.
[0014] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.
[0015] The flowchart shown in the attached diagram is merely an illustrative example and does not necessarily include all steps. For example, some steps may be broken down, while others may be combined or partially combined; therefore, the actual execution order may change depending on the specific circumstances.
[0016] In games, it's often necessary to provide players with intuitive feedback on various visual game information related to the tasks to be completed. For example, using progress bars of different colors in the graphical user interface to display different game information and present the current real-time status of the battle. For instance, in a coloring puzzle game, players need to spray specific colors onto the surface of a Boss (the ultimate enemy in a game's level or storyline, serving as the core objective of a stage challenge, typically possessing high difficulty, unique skills, and rare reward mechanisms). Specifically, this could involve spraying at least one specific color to a preset ratio, and then using any color for the remaining area; satisfying both conditions results in victory. Another example is a game where the mechanics set multiple game parameters for the Boss (such as health, reserve health, and lives). Players need to consume all of the Boss's game parameter values to win. For instance, attacking the Boss until its lives, health, and reserve health are all reduced to 0 is necessary to defeat it and achieve ultimate or stage victory.
[0017] To facilitate understanding, we will use the coloring puzzle game described above as an example, and combine it with... Figure 1 (a), (b), and (c) in the text describe the winning mechanism of this coloring puzzle game.
[0018] Reference Figure 1 Image (a) shows the Boss of the coloring puzzle game, and the circular icon displayed in the upper left corner of the Boss indicates the specific color required by the game rules (e.g., purple). Continue to refer to... Figure 1 In (b), players can spray the Boss's surface with a specific color (e.g., purple) as required by the game rules, ensuring that the sprayed area meets the preset proportions required by the game rules (e.g., 30%). The remaining portion (e.g., the remaining 70% of the Boss's surface) can be sprayed with any color, as a reference. Figure 1 As shown in (c), the surface of the Boss is completely coated, thus successfully completing the spraying task.
[0019] To facilitate players' visual monitoring of their current task progress, the relevant technical solution uses a "rotating" progress bar format. Continuing with the coloring puzzle game example above, combined with... Figure 2 The following is an exemplary description of the game information display method of the relevant technical solution.
[0020] Reference Figure 2 As shown, the game scene of this coloring challenge game includes Boss 201, first virtual character 202, character information identifier 206 of first virtual character 202, color object 203, color control 205, and progress bar 204 corresponding to spraying color object 203 onto Boss 201 at the current moment.
[0021] For example, the game engine displays the color (e.g., purple) required for the current task to be sprayed to the player through the color control 205. The player can then determine the color of the object 203 to be sprayed (e.g., purple). That is, the player can control the first virtual character 202 to spray a purple object 203 onto the surface of the Boss 201 shown in the current game phase, and the progress bar 204 displays the current progress of the spraying task.
[0022] Suppose the painting task involves spraying a purple object 203 onto the surface of Boss 201, covering 30% of the surface. It also involves spraying a yellow object 203 onto the surface of Boss 201, covering another 30% of the surface. The remaining 40% of the surface can be painted with any color. When a player is detected spraying a purple object, a progress bar for that color is displayed in the graphical user interface (e.g., the progress bar is purple). When a player is detected spraying a yellow object, a progress bar for that color is displayed (e.g., the progress bar is yellow). When any color is being used, a progress bar for any color is displayed (e.g., the progress bar is white).
[0023] As shown above, the relevant technical solutions can only present the progress bar of a single game task, and cannot present the progress bars of multiple game tasks at the same time. Consequently, they cannot show the relationship between multiple game tasks (such as the relationship between multiple colors to be sprayed in the color spraying task). This forces players to recall the multiple sub-game tasks involved in the game task and the completion conditions of each sub-game task by memorizing them. This makes it difficult for players to quickly understand the complex rules for completing game tasks, resulting in high understanding costs and complexity of game tasks.
[0024] This exemplary embodiment addresses the aforementioned problems by proposing a method for displaying game information. This method displays a task indicator panel in a graphical user interface and divides the panel into multiple progress zones based on various interactive methods of the game task indicators (which can also be understood as multiple sub-game tasks). This allows for the simultaneous display of the real-time task completion progress of multiple game information items involved in the game task, overcoming the technical problem of related solutions that can only display progress bars for single game information and cannot intuitively display the task completion progress of multiple game information items. Furthermore, when this method detects that a player is executing a target interactive method related to a game task, it adjusts the display format of the target progress zone corresponding to that interactive method in the task indicator panel. This allows players to view the task completion progress of each interactive method in real time. For sub-game tasks that have not yet met the completion conditions, the method prompts the player to execute the corresponding interactive method to advance the task completion progress. This avoids the technical problem of related solutions requiring players to memorize multiple sub-game tasks and their completion conditions, making it difficult for players to quickly understand complex game task completion rules and resulting in high game task comprehension costs and complexity. Therefore, this method reduces the comprehension cost and complexity of game tasks.
[0025] This disclosure presents a method and apparatus for displaying game information, which can be applied to... Figure 3 In the system architecture of the exemplary application environment shown.
[0026] like Figure 3 As shown, system architecture 300 may include one or more of terminal devices 301, 302, 303, and 304, a network 305, and a server 306. Network 305 serves as the medium for providing communication links between terminal devices 301, 302, 303, and 304 and server 306. Network 305 may include various connection types, such as wired or wireless communication links or fiber optic cables. Terminal devices 301, 302, 303, and 304 may be, for example, smartphones, PDAs, laptops, servers, desktop computers, or any other networking computing devices, but are not limited to these.
[0027] It should be understood that Figure 3The number of terminal devices, networks, and servers shown is merely illustrative. Depending on implementation needs, there can be any number of terminal devices, networks, and servers. For example, server 306 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.
[0028] The game information display method provided in this embodiment can be executed in server 306, and correspondingly, the game information display device is generally disposed in server 306. The game information display method provided in this embodiment can also be executed in a terminal device, and correspondingly, the game information display device can also be disposed in the terminal device. The game information display method provided in this embodiment can also be partially executed in server 306 and partially executed in the terminal device; correspondingly, some modules of the game information display device can be disposed in server 306 and some modules can be disposed in the terminal device.
[0029] For example, in one exemplary embodiment, a user may play the game through terminal devices 301, 302, 303, or 304, and the server 306 may provide the terminal devices with corresponding game runtime resources. The terminal devices display a game information graph object in a graphical user interface; wherein the game information graph object contains multiple graphic sections, each representing multiple pieces of game information to be displayed corresponding to a game task to be completed; in response to detecting a first game action performed by a first virtual character, the terminal device determines the target game information matching the target game action from the multiple pieces of game information to be displayed, and adjusts the display state of the target graphic section associated with the target game information in the game information graph object according to the first game action; in response to the adjustment of the display state of the multiple graphic sections to the target display state, the terminal device generates the task completion result for the game task to be completed.
[0030] It will be readily understood by those skilled in the art that the above application scenarios are merely illustrative and are not intended to limit the scope of this exemplary embodiment.
[0031] To address the problems existing in related technologies, this disclosure proposes a method for displaying game information. The following example illustrates this method using the aforementioned terminal device as the executing entity. The game is run through the terminal device, which provides a graphical user interface (GUI). This GUI displays at least a portion of the game scene, including a first object and a second object controlled by the terminal device. Figure 4 A flowchart illustrating a method for displaying game information in this exemplary embodiment is shown below. Figure 4 The method for displaying game information provided in the embodiments of this disclosure includes the following steps S401-S404: Step S401: Determine the game task for the second object. The game task is used to instruct the first object to interact with the second object through various interaction methods, and each interaction method is set with corresponding task completion conditions.
[0032] Step S402: Display the task indicator panel in the graphical user interface. The task indicator panel contains multiple progress partitions that correspond one-to-one with various interaction methods.
[0033] Step S403: In response to the first object interacting with the second object through the target interaction method, based on the interaction result of the target interaction method, control and adjust the display format of the target progress partition corresponding to the target interaction method so that the target progress partition indicates the task completion progress corresponding to the target interaction method in real time. Here, the target interaction method is any one of multiple interaction methods.
[0034] Step S404: In response to the achievement of the task completion conditions corresponding to various interaction methods, display that the game task is completed.
[0035] exist Figure 4 The provided technical solution, in this method, simultaneously displays multiple progress zones in the task indicator panel shown in the graphical user interface. This allows for real-time representation of the task completion progress corresponding to each interaction method through multiple progress zones, overcoming the technical problem of related solutions that can only display progress bars for single tasks and cannot intuitively demonstrate the relationships between multiple tasks. Furthermore, players can understand the interaction results of the current interaction method in real time through the adjustment and changes in the display format of multiple progress zones. When the task completion conditions are met in multiple progress zones, a prompt message indicating completion of the game task is displayed. This provides a simple and visual representation of complex game rules, enabling players to quickly understand the completion rules of complex game tasks. This reduces the difficulty and cost of understanding for players, thereby reducing game complexity and improving the player's gaming experience.
[0036] The following will describe in conjunction with specific embodiments Figure 4 The specific implementation methods of each step in the illustrated embodiment are described in detail below: In step S401, a game task is determined for the second object. The game task is used to instruct the first object to interact with the second object through various interaction methods, and each interaction method is set with corresponding task completion conditions.
[0037] The first object is a virtual object controlled by the player through a terminal device, while the second object is a virtual object within the game scene related to the game task to be completed. The second object can be a single virtual object within the game scene or a collection of multiple different virtual objects. For example, using... Figure 2 Taking the game scene shown as an example, the first object is the first virtual character 202 in the game scene, and the second object is the Boss 201 in the game scene. Game tasks are system designs in the game that are triggered by specific conditions, guide players to complete game objectives pre-set by the game mechanics, and give corresponding rewards. Its core is a closed loop process of "goal-behavior-reward".
[0038] For example, the terminal device determines the game task that needs to be performed for the second object, and the game task instructs the first object to interact with the second object through various interaction methods, thereby displaying various sub-tasks to be completed, and each interaction method is set with corresponding task completion conditions.
[0039] For example, refer to Figure 1 Taking the illustrated application scenario as an example, the game task is to completely cover the surface of the Boss. Specifically, this involves spraying a specific color (e.g., purple) onto the Boss's surface, ensuring that a preset percentage (e.g., 30%) is covered. The remaining portion (e.g., the remaining 70% of the Boss's surface) is then covered with any color. Accordingly, the game task instructs the player-controlled first object to interact with the second object (the Boss) through two methods: one is spraying purple onto the Boss's surface, with the completion condition being covering 30% of the Boss's surface; the other is spraying any color onto the Boss's surface, with the completion condition being covering the remaining 70% of the Boss's surface. This achieves the game task of completely covering the Boss's surface.
[0040] It is understood that the above-mentioned coloring puzzle game application scenarios are merely exemplary, and can also be applied to other types of games, such as shooting games, story-driven puzzle games, and multiplayer online competitive games. The specific game tasks and the multiple interaction methods involved in the game tasks are specifically determined according to the game mechanics, and the embodiments disclosed herein do not impose any special limitations on them.
[0041] For example, taking a multiplayer online competitive game scenario, if the game objective is to defeat 5 non-player characters (NPCs), 2 player characters, and collect 3 treasure chests to complete the level, then the game objective instructs the player-controlled first object to interact with the second object (i.e., the set of NPC objects, player character objects, and treasure chests) through three interaction methods. The first interaction method is: defeating NPCs, with the corresponding objective of defeating 5; the second interaction method is: defeating player characters, with the corresponding objective of defeating 2; and the third interaction method is: collecting treasure chests, with the corresponding objective of collecting 3 treasure chests.
[0042] In step S402, a task indicator panel is displayed in the graphical user interface. The task indicator panel contains multiple progress partitions that correspond one-to-one with various interaction methods.
[0043] The task indicator panel visually displays game task-related content in a graphical format. This panel includes multiple progress sections corresponding to various interaction methods.
[0044] In relevant technical solutions, the following are commonly used: Figure 2 The progress bar 204 shown visualizes the completion progress of a single game information task. However, this method of displaying game information is not ideal for applications that require presenting the real-time status of the battle situation through the real-time completion progress of multiple different game information tasks. It fails to intuitively demonstrate the correlation between multiple different game information tasks. The progress bar is only displayed when a specific game information task is involved, making it difficult for players to quickly understand the task completion conditions / rules based on the correlation between multiple different game information tasks. This results in a high cost and complexity for understanding game tasks.
[0045] To address the aforementioned technical issues, embodiments of this disclosure directly display a task indicator panel on a graphical user interface, and simultaneously present multiple progress partitions corresponding to various interaction methods of the game task indicators. This provides a basis for subsequently detecting the interaction methods involved in a player's execution of a game task and adjusting the display format of the corresponding progress partitions to show the overall task completion progress of the game task.
[0046] Next, a specific embodiment of the above step S402, which displays the task indicator panel in the graphical user interface, will be described with reference to a specific example.
[0047] In one optional embodiment of this disclosure, the task indicator panel is divided into regions according to the number of interaction methods corresponding to the game task, resulting in multiple progress partitions that correspond one-to-one with the various interaction methods.
[0048] For example, by determining the number of interaction methods involved in the game task, the number of sub-game tasks executed by the player-controlled first object can be obtained. Then, the task indicator panel can be divided into areas to obtain multiple progress partitions that correspond one-to-one with the various interaction methods, so that the task completion progress of different sub-game tasks can be displayed through different progress partitions.
[0049] Optionally, when performing the step of dividing the task indicator panel into regions to obtain multiple progress partitions corresponding to various interaction methods, it can be implemented based on the following implementation method.
[0050] Implementation method 1: In one alternative embodiment of this disclosure, each progress partition is of equal size.
[0051] Specifically, the task indicator panel is divided into equal areas to obtain multiple progress partitions that correspond one-to-one with various interaction methods.
[0052] For example, after determining the number of interaction methods for the game task instructions, the task instruction panel can be divided into equal areas based on the number of interaction methods. For instance, if three interaction methods are determined based on the game task, the task instruction panel can be divided into three equal progress zones to display the task completion progress corresponding to each of the three interaction methods in each of the three progress zones.
[0053] Implementation Method 2: In one optional embodiment of this disclosure, the size of each progress partition is positively correlated with the task completion conditions of the interaction mode corresponding to each progress partition.
[0054] Specifically, based on the task completion conditions of the interaction methods corresponding to each progress partition, the proportion of each interaction method is determined, and then the task indicator panel is divided according to the proportion of each interaction method to obtain multiple progress partitions that correspond one-to-one with the various interaction methods.
[0055] For example, a first proportion of each interaction method is determined; based on the first proportion of each interaction method, a second proportion of the area occupied by the progress partition associated with each interaction method in the area shown on the task indicator panel is determined; the task indicator panel is divided according to the second proportion to obtain multiple progress partitions that correspond one-to-one with the various interaction methods.
[0056] For example, consider a game task that requires "covering the Boss's surface with a specific color (e.g., purple), ensuring that a predetermined percentage (e.g., 30%) is covered, while the remaining 70% is covered with any color." The first interaction method is spraying purple onto the Boss's surface, with the completion condition being covering 30% of the surface. The second interaction method involves spraying any color onto the Boss's surface, with the completion condition being covering the remaining 70%. The progress partition corresponding to the first interaction method occupies 30% of the area shown on the task indicator panel, while the progress partition corresponding to the second interaction method occupies 70% of the area shown on the task indicator panel. In other words, the size of the progress partition corresponding to the first interaction method is smaller than the size of the progress partition corresponding to the second interaction method.
[0057] For example, taking the progress partitions corresponding to the above interaction method as representing changes in task parameter information related to each sub-game task, such as the Boss character's health and reserve health, the game task is: kill the Boss, whose reserve health is 20% higher than normal health. In this case, the Boss's health accounts for 40%, while the Boss's reserve health accounts for 60%. Accordingly, based on the above percentages of the Boss character's health and reserve health, the area shown on the task indicator panel can be divided according to the second percentage of 40% and 60%. In this case, the progress partition representing "Boss health" occupies 40% of the area shown on the task indicator panel, and the progress partition representing "Boss reserve health" occupies 60% of the area shown on the task indicator panel.
[0058] The division method shown in Implementation Method 2 above makes the visual progress partition size larger for interaction methods with a larger task proportion, which makes it easier for players to intuitively view the difficulty of completing tasks corresponding to different interaction methods. This allows players to quickly understand the game rules and the relationship between multiple sub-game tasks, thereby reducing the complexity of the game for players.
[0059] Furthermore, regarding the display style of the task indicator panel, in an optional embodiment of this disclosure, a circular or semi-circular task indicator panel is displayed in the graphical user interface.
[0060] The task indicator panel contains multiple progress zones, which are formed by dividing the area with the center of a circle or semicircle as the dividing point and the radius of the circle or semicircle as the dividing line.
[0061] For example, the task indicator panel can be circular or semi-circular. In this case, multiple progress zones are fan-shaped progress zones formed by dividing the center of the circle or semi-circle with the radius of the circle or semi-circle as the dividing line.
[0062] The following will combine Figure 5A The display style of the task indicator panel shown in the above embodiments will be described by way of example.
[0063] Reference Figure 5A The image shown is a schematic diagram illustrating one type of task indicator panel display style provided in an embodiment of this disclosure; as shown... Figure 5A As shown, the task indicator panel is displayed in a semi-circular shape. When dividing the task indicator panel into multiple progress zones corresponding to various interaction methods, the semi-circular position (e.g.) can be used. Figure 5A The center point shown is the starting point for the division, along the direction of the radius of the circular diagram (e.g., Figure 5A The progress partitions are radially divided (as shown by the arrows) to obtain multiple fan-shaped progress zones. Taking the spray painting game as an example, based on the area shown on the task indicator panel, the entire area is divided according to a second percentage of 30%, 30%, and 40%, resulting in three fan-shaped progress zones.
[0064] In addition to the above embodiments, the task indicator panel can also be displayed visually by combining the Boss icon, the character icon of the controlled virtual character, etc., so that players can intuitively view the progress sections associated with each interaction method. For example, refer to... Figure 5B As shown, when the Boss is shaped like a pig, the center of the quest indicator panel will be displayed in the shape of a pig, and the area of the quest indicator panel will be displayed around the pig's shape. This allows for... Figure 5B The pig shown is the starting point for segmentation. Radial segmentation is performed along the direction of the circular radius to obtain multiple fan-shaped progress partitions.
[0065] It is understood that the task indicator panel can also be any other shape, such as a rectangle, a sector, etc. The embodiments of this disclosure do not impose any special restrictions on this, and all of them fall within the scope of the embodiments of this disclosure.
[0066] Furthermore, regarding the display location of the task indicator panel, in one optional embodiment of this disclosure, the task indicator panel can be displayed at a target location in the graphical user interface.
[0067] The target location includes one of the following: The center top position of the graphical user interface; Non-core screen locations in the graphical user interface (GUI) represent screen locations in the GUI that do not contain core elements associated with game tasks.
[0068] In an alternative embodiment, a task indicator panel is displayed at the top center of the graphical user interface.
[0069] Here, the top center position is based on the graphical user interface that displays the game scene in a forward-facing view, representing the top of its corresponding center position. For example, continuing to refer to... Figure 5B As shown, the task indicator panel is displayed at the top center. Accordingly, in this embodiment, the position of the task indicator panel is typically fixed.
[0070] In another alternative embodiment, a task indicator panel is displayed in a non-core screen location of the graphical user interface. For example, a game infographic object can be displayed in a location within the graphical user interface that does not contain core screen elements associated with the game task to be completed.
[0071] Accordingly, in this embodiment, the position of the task indicator panel can remain unchanged, or it can change according to the position of the core screen elements, thereby avoiding affecting the player's game operation and game perspective.
[0072] After understanding the task indicator panel displayed in the graphical user interface, you can continue to refer to step S403, responding to the first object interacting with the second object through the target interaction method, and control the adjustment of the display format of the target progress partition corresponding to the target interaction method according to the interaction result of the target interaction method, so that the target progress partition indicates the task completion progress corresponding to the target interaction method in real time. Here, the target interaction method is any one of multiple interaction methods.
[0073] For example, players can operate through the interaction methods indicated by the task indicator panel. Specifically, when the terminal device detects that the first object interacts with the second object through the target interaction method, it can adjust the display format of the target progress section corresponding to the target interaction method in real time according to the interaction result of the target interaction method, so as to show the player the task completion progress.
[0074] The specific embodiments of step S403 described above will be described below.
[0075] In one optional embodiment, based on dividing the task indicator panel into regions according to the number of interaction methods corresponding to the game task, and obtaining multiple progress partition embodiments corresponding one-to-one with multiple interaction methods, the step of controlling and adjusting the display format of the target progress partition corresponding to the target interaction method according to the interaction result of the target interaction method may specifically include: adjusting the display format of the target progress partition corresponding to the target interaction method while keeping the display position and partition area of the multiple progress partitions in the task indicator panel unchanged, so that the target progress partition indicates the task completion progress corresponding to the target interaction method in real time.
[0076] In this embodiment, after dividing the task indicator panel into regions according to the number of interaction methods corresponding to the game task, the display position and area of the multiple progress partitions formed no longer change. Then, based on this, the display format of the target progress partition corresponding to the target interaction method is controlled and adjusted.
[0077] In this embodiment, the step of adjusting the display format of the target progress partition corresponding to the target interaction method is performed. In an optional embodiment, this step may specifically include: determining the target fill ratio in the target progress partition that matches the interaction result of the target interaction method based on the interaction result of the target interaction method; wherein the interaction result and the fill ratio have a one-to-one mapping relationship; and filling the target progress partition based on the target fill ratio.
[0078] For example, while ensuring that the display position and area of multiple progress zones in the task indicator panel remain unchanged, the display format of the target progress zone can be adjusted by gradually filling it in.
[0079] Specifically, by detecting the interaction results of players performing the target interaction method in real time, and based on the one-to-one mapping relationship between the interaction results and the filling ratio, the target filling ratio in the target progress partition that matches the interaction results of the target interaction method can be determined, and then the target progress partition can be filled.
[0080] For example, refer to Figure 6 As shown, combined with Figure 5A The task indicator panel shown is semi-circular in shape. It can determine the target fill ratio in the target progress partition that matches the interaction result of the target interaction method in real time, and fill the matching target progress partition according to the target fill ratio.
[0081] It is understood that, in addition to the above embodiments, the display format of the target progress partition can also be adjusted by modifying multiple dimensions such as the size and shape of the target progress partition. The embodiments of this disclosure do not impose any limitations or exhaustive examples in this regard, and all of them fall within the scope of the embodiments shown in this disclosure.
[0082] Next, the embodiments of this disclosure will be used in conjunction with the application scenario of coloring puzzle games to illustrate the specific implementation process of the above steps.
[0083] In one optional embodiment of this disclosure, when the game task is a color-spraying game task, and the color-spraying game task includes at least a first interaction method. The first interaction method is the interaction behavior of a first object spraying a first type of color onto a second object; and the first type of color represents the color type specified by the game task.
[0084] For example, considering the aforementioned color-spraying game task: The goal is to cover the Boss's surface with purple, specifically by spraying purple onto the Boss's surface, ensuring a predetermined percentage is covered (e.g., 30%). The remaining portion (e.g., the remaining 70%) can be painted with any color. Based on this game task, the first color type can be determined to be the color type specified in the game task—purple. Correspondingly, the first interactive behavior is the interaction of the first object spraying purple onto the second object.
[0085] Understandably, the first type of color can be one or more, depending on the game task. For example, if the game task for spraying colors is: to cover the entire surface of the Boss, specifically by spraying purple onto the Boss's surface, ensuring that 30% of the Boss's surface is covered, and spraying yellow onto the Boss's surface, ensuring that 30% of the Boss's surface is covered, leaving 40% untouched, then any color can be used for spraying. Based on the game task, the first type of color can be determined to be the color types specified in the game task—purple and yellow. Correspondingly, the first interactive behavior is the interaction of the first object spraying purple and yellow onto the second object respectively.
[0086] Based on the above-mentioned game task of spraying color, in an optional embodiment of this disclosure, when performing the above step S403, in response to the first object interacting with the second object through the target interaction method, according to the interaction result of the target interaction method, the display format of the target progress partition corresponding to the target interaction method is controlled and adjusted. Specifically, it may include: in response to the target interaction method being a first interaction behavior of controlling the first object to spray a first type of color onto the second object, according to the first spraying ratio of the first type of color sprayed onto the second object, the first target progress partition corresponding to the first interaction behavior is filled to form a sprayed area, so as to adjust the display format of the first target progress partition corresponding to the first interaction method.
[0087] The first spraying ratio is the percentage of the area of the second object that is sprayed with the first type of color, which is the proportion of the total area of the second object.
[0088] In this embodiment, the target interaction mode is a first interaction behavior that controls the first object to spray a first type of color onto the second object. Therefore, the first target progress partition corresponding to the first interaction behavior can be filled according to the first spraying ratio of the first type of color sprayed onto the second object, so as to achieve the technical effect of adjusting the display format of the first target progress partition corresponding to the first interaction mode.
[0089] In this embodiment, the first target progress zone in the task indicator panel is filled in real time by statistically analyzing the sprayed area to the second object. This allows for real-time indication of the task completion progress corresponding to the target interaction method by comparing the sprayed and unsprayed areas within the first target progress zone. It can be understood that the larger the proportion of sprayed area within the first target progress zone, the smaller the proportion of unsprayed area, indicating a gradual increase in task completion progress.
[0090] For example, refer to Figure 6 As shown, the terminal device detects the first spraying ratio of the first type of color sprayed onto the second object, and fills the first target progress zone corresponding to the first interactive behavior according to the one-to-one correspondence between the spraying ratio and the filling ratio. Furthermore, continuing to refer to... Figure 6 In an embodiment where the task indicator panel is semi-circular, and the progress partitions of each sector shape in the task indicator panel are obtained by radially dividing the semi-circle based on its circular position and radius, the step of filling the first target progress partition corresponding to the first interactive behavior according to the first spraying ratio of the first type of color sprayed onto the second object can specifically include: determining the filling ratio of the already sprayed area in the first target progress partition based on the first spraying ratio, and controlling the radial progressive filling from the center position along the direction of the circular radius dividing the first target progress partition, forming... Figure 6 As shown, during filling, a visual feedback filling effect is presented, with concentric rings gradually filling and radially expanding from the inside out. Through the above embodiment, the display format of the first target progress partition corresponding to the first interaction method is adjusted.
[0091] To make it easier for players to intuitively view the sub-game tasks carried by multiple progress zones (or the interaction methods performed by players to complete color spraying game tasks), the following visualization methods can also be used to display them.
[0092] In one optional embodiment of this disclosure, the unpainted areas in the first target progress partition are filled with a first type of color according to a first display state, and the painted areas in the first target progress partition are filled with a first type of color according to a second display state.
[0093] The contrast ratio of the first display state is lower than that of the second display state.
[0094] For example, when the player does not control the first object to spray the first type of color onto the second object in the first interactive action, the first target progress partition is an unsprayed area. As the player controls the first object to spray the first type of color onto the second object, the sprayed area in the first target progress partition increases accordingly, while the unsprayed area gradually decreases.
[0095] To make it easier to intuitively show players the colors to be painted, thereby reducing the difficulty for players to understand the game rules, the unpainted areas in the first target progress zone can be filled with the first type of color according to the first display state (i.e., the display state with low contrast / low saturation), and the painted areas can be filled with the first type of color according to the second display state (i.e., the display state with high contrast / high saturation).
[0096] For example, continue with Figure 2 Taking the color-spraying game scenario shown as an example, if the color-spraying game task is: spray a purple color object 203 onto the surface of Boss 201, covering 30% of the surface; spray a yellow color object 203 onto the surface of Boss 201, covering 30% of the surface; and for the remaining 40% of the surface of Boss 201, use any color for spraying, then the task instruction panel would include, for example... Figure 5A The three progress partitions, from left to right, represent the progress partition A corresponding to the interactive behavior of "spraying purple", the progress partition B corresponding to the interactive behavior of "spraying yellow", and the progress partition C corresponding to the interactive behavior of "spraying any color".
[0097] For the progress partition A corresponding to the "spray purple" interaction, in the initial display format, since it only contains unsprayed areas, it is filled with a low-contrast / low-saturation purple. When it is detected that the player controls the first object to spray purple from the first type of color onto the second object, the progress partition A is filled with a high-contrast / high-saturation purple according to the spraying ratio. Similarly, for the progress partition B corresponding to the "spray yellow" interaction, in the initial display format, since it only contains unsprayed areas, it is filled with a low-contrast / low-saturation yellow. When it is detected that the player controls the first object to spray yellow from the first type of color onto the second object, the progress partition B is filled with a high-contrast / high-saturation yellow according to the spraying ratio.
[0098] In this embodiment, by filling the unpainted areas in the first target progress partition with a first type of color according to a first display state, the player can be visually shown the currently pending interactive behavior, i.e., the specific paint color, without needing to memorize it. This reduces the difficulty for players to understand the game rules and lowers the complexity of game operations. Simultaneously, the method fills the painted areas in the first target progress partition with a first type of color according to a second display state. This facilitates real-time display of the current task completion progress to the player through comparison between the first and second display states, thereby improving the visibility of game information while reducing the difficulty for players to understand the game rules.
[0099] Furthermore, based on the above embodiments, in an optional embodiment of this disclosure, the game task further includes at least a second interaction method, which is an interaction behavior in which the first object sprays a second type of color onto the second object, and the second type of color is a color type different from the first type of color.
[0100] That is, the first type of color represents the color type specified by the game task, and the second type of color is a different color type from the first type of color, that is, the second type of color is a color type not explicitly specified by the game task.
[0101] For example, continuing with the color-spraying game task: spray a purple color object 203 onto the surface of Boss 201, covering 30% of the surface; spray a yellow color object 203 onto the surface of Boss 201, covering 30% of the surface; and spray the remaining 40% of the surface of Boss 201 with any color. Based on the game task, the first type of color is defined as purple and yellow. Accordingly, the first interaction is the interaction of the first object spraying purple and yellow onto the second object. The second type of color is "any color," which is not explicitly specified in the game task. Therefore, the second interaction is the interaction of the first object spraying any color onto the second object.
[0102] Accordingly, based on the above embodiments, the terminal device responds to the achievement of the task completion condition corresponding to the first interactive behavior, and the first object continues to interact with the second object through the first interactive method. According to the second spraying ratio of the first type of color sprayed onto the second object, the second target progress partition corresponding to the second interactive method is filled to adjust the display format of the second target progress partition corresponding to the second interactive method.
[0103] For example, when the task completion condition corresponding to the first interactive behavior is met, the first target progress partition corresponding to the first interactive behavior has been filled, that is, only the painted area is displayed.
[0104] In response, when the terminal device detects that the first object continues to interact with the second object through the first interaction method, since the color sprayed corresponding to the first interaction behavior meets the scope of the second type of color, that is, the second type of color is "any color" not explicitly specified by the game task, and "any color" includes "purple" included in the first type of color, the second spraying ratio of the first type of color sprayed on the second object can be detected, and the second target progress partition corresponding to the second interaction method can be filled according to the one-to-one mapping relationship between the spraying ratio and the filling ratio on the second target progress partition, so as to achieve the technical effect of adjusting the display format of the second target progress partition corresponding to the second interaction method.
[0105] It is understandable that when a player detects a color different from the color shown in the first type of color (such as purple and yellow as shown in the above embodiment) (e.g., red), which also falls within the scope of "any color" defined by the second type of color, it is also possible to detect the second spraying ratio of red sprayed onto the second object, and fill the second target progress partition corresponding to the second interaction method with high-contrast red according to the one-to-one mapping relationship between the spraying ratio and the filling ratio on the second target progress partition, so as to achieve the technical effect of adjusting the display format of the second target progress partition corresponding to the second interaction method.
[0106] It should be noted that the one-to-one mapping relationship between the spraying ratio and the filling ratio set for the first target progress zone can be the same as or different from the one-to-one mapping relationship between the spraying ratio and the filling ratio set for the second target progress zone. The specific mapping can be set according to the actual situation, and the embodiments disclosed herein do not impose any special restrictions on this.
[0107] For example, when the task indicator panel is divided into multiple progress zones corresponding to various interaction methods based on equal areas, and the task completion conditions configured for each progress zone are different, the one-to-one mapping relationship between the spray ratio and the fill ratio set for the first target progress zone will be different from the one-to-one mapping relationship between the spray ratio and the fill ratio set for the second target progress zone. However, when the size of each progress zone is positively correlated with the task completion conditions of the corresponding interaction method, the one-to-one mapping relationship between the spray ratio and the fill ratio set for the first target progress zone can be set to the same value as the one-to-one mapping relationship between the spray ratio and the fill ratio set for the second target progress zone.
[0108] Based on the above embodiments, in step S404, in response to the achievement of the task completion conditions corresponding to the various interaction methods, the game task is displayed as completed.
[0109] For example, when the task completion conditions corresponding to multiple interaction methods are met, the multiple progress zones contained in the task indicator panel will all be displayed as filled, that is, only the painted area (i.e. the filled area) is included, indicating that the game task has been completed.
[0110] Furthermore, in an optional embodiment of this disclosure, before the task completion conditions corresponding to the multiple interaction methods are met, in response to the first object's role parameter value being updated to a preset parameter value, and / or the remaining time of the game task being a preset time, the game task is displayed as having failed.
[0111] The first object's character parameter value could be, for example, health points, with a default value of 0. Alternatively, the first virtual character's character parameter value could be other parameters, such as the number of lives, with a default value of 0. The remaining task time represents the remaining time allotted for the game task, for example, a task with a 30-minute time limit. This remaining time can be displayed in real-time on the graphical user interface to visually inform the player; the default time can be 0.
[0112] For example, in the implementation of the above embodiments, before the task completion conditions corresponding to the various interaction methods are met, if the character parameter value of the first object is updated to a preset parameter value, such as a health value of 0, the game task is determined to have failed, and a task failure result is generated and displayed. And / or, if the remaining time of the game task is 0, indicating no time to execute the game task, the game task is determined to have failed, and a task failure result is generated and displayed.
[0113] The above embodiments can be used to add game failure conditions to create multiple game branches, thereby enhancing the game's sense of urgency, fun, and challenge.
[0114] To implement the above-mentioned method for displaying game information, one embodiment of this disclosure provides a device for displaying game information. Figure 7 The schematic diagram illustrates a schematic architecture of a device for displaying game information.
[0115] The game information display device 700 provides a graphical user interface through a terminal device. The graphical user interface displays at least part of the game scene. The game scene includes a first object and a second object controlled by the terminal device, including a game task determination module 701, a panel display module 702, a display format control module 703, and a task result display module 704.
[0116] The game task determination module 701 is used to determine the game task for the second object. The game task instructs the first object to interact with the second object through multiple interaction methods, and each interaction method has corresponding task completion conditions. The panel display module 702 is used to display a task instruction panel in the graphical user interface. The task instruction panel contains multiple progress partitions that correspond one-to-one with the multiple interaction methods. The display format control module 703 is used to control and adjust the display format of the target progress partition corresponding to the target interaction method according to the interaction result of the target interaction method when the first object interacts with the second object through the target interaction method, so that the target progress partition indicates the task completion progress corresponding to the target interaction method in real time. The target interaction method can be any of the multiple interaction methods. The task result display module 704 is used to display the completion of the game task when the task completion conditions corresponding to the multiple interaction methods are met.
[0117] In an optional embodiment of this disclosure, the panel display module 702 is specifically used to display a task instruction panel at a target location in the graphical user interface; wherein the target location includes one of the following: The center top position of the graphical user interface; Non-core screen locations in the graphical user interface (GUI) represent screen locations in the GUI that do not contain core elements associated with game tasks.
[0118] In an optional embodiment of this disclosure, the device may further include a region division module, which is used to divide the task indicator panel into regions according to the number of interaction methods corresponding to the game task, thereby obtaining multiple progress partitions that correspond one-to-one with the multiple interaction methods; the display format control module 703 is specifically used to adjust the display format of the target progress partition corresponding to the target interaction method while keeping the display position and partition area of the multiple progress partitions in the task indicator panel unchanged, based on the interaction result of the target interaction method, so that the target progress partition indicates the task completion progress corresponding to the target interaction method in real time.
[0119] In an optional embodiment of this disclosure, the display format control module 703 is specifically used to determine the target fill ratio in the target progress partition that matches the interaction result of the target interaction method based on the interaction result of the target interaction method; wherein, the interaction result and the fill ratio have a one-to-one mapping relationship; and the target progress partition is filled based on the target fill ratio.
[0120] In an optional embodiment of this disclosure, the panel display module 702 is specifically used to display a circular or semi-circular task indicator panel in a graphical user interface; wherein, the multiple progress partitions included in the task indicator panel are formed by dividing the circle or semi-circle with the center as the dividing point and the radius of the circle or semi-circle as the dividing line; the display format control module 703 is specifically used to adjust the display format of the target progress partition by radially and progressively filling along the direction of the radius of the circle corresponding to the target progress partition, starting from the center, according to the interaction result of the target interaction method.
[0121] In an optional embodiment of this disclosure, the game task is a color spraying game task, which includes at least a first interaction method. The first interaction method is an interaction behavior in which a first object sprays a first type of color onto a second object. The display format control module 703 is specifically used to, in response to the first interaction behavior of controlling the first object to spray the first type of color onto the second object, fill the first target progress partition corresponding to the first interaction behavior according to the first spraying ratio of the first type of color sprayed onto the second object to form a sprayed area, so as to adjust the display format of the first target progress partition corresponding to the first interaction method; wherein, the first type of color represents the color type specified by the game task.
[0122] In an optional embodiment of this disclosure, the unpainted areas in the first target progress partition are filled with a first type of color according to a first display state, and the painted areas in the first target progress partition are filled with a first type of color according to a second display state; wherein the contrast of the first display state is less than the contrast of the second display state.
[0123] In an optional embodiment of this disclosure, the game task includes at least a second interaction method, which is an interaction behavior in which a first object sprays a second type of color onto a second object. The display format control module 703 can also be used to, in response to the achievement of the task completion condition corresponding to the first interaction behavior, and the first object continuing to interact with the second object through the first interaction method, fill the second target progress partition corresponding to the second interaction method according to the second spraying ratio of the first type of color sprayed onto the second object, so as to adjust the display format of the second target progress partition corresponding to the second interaction method; wherein, the second type of color is different from the first type of color.
[0124] In one optional embodiment of this disclosure, the size of each progress partition is positively correlated with the task completion conditions of the interaction mode corresponding to each progress partition.
[0125] In an optional embodiment of this disclosure, the task result display module 704 can also be used to display the task failure of the game task in response to the first object's role parameter value being updated to a preset parameter value and / or the remaining time of the game task being a preset time, before the task completion conditions corresponding to the multiple interaction methods are met.
[0126] The game information display device 700 provided in this embodiment can execute the technical solution of the game information display method in any of the above embodiments. Its implementation principle and beneficial effects are similar to those of the game information display method. Please refer to the implementation principle and beneficial effects of the game information display method. It will not be repeated here.
[0127] In exemplary embodiments of this disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible embodiments, various aspects of the present invention may also be implemented as a program product comprising program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of the present invention described in the "Exemplary Methods" section above.
[0128] According to embodiments of the present invention, a program product for implementing the above-described method may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In this document, a readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0129] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0130] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.
[0131] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, radio frequency (RF), or any suitable combination thereof.
[0132] Program code for performing the operations of this invention can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java and C++, and conventional procedural programming languages such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's device, as a standalone software package, 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, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0133] In an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.
[0134] Those skilled in the art will understand that various aspects of the present invention can be implemented as systems, methods, or program products. Therefore, various aspects of the present invention can be specifically implemented in the following forms: entirely in hardware, entirely in software (including firmware, microcode, etc.), or in a combination of hardware and software, collectively referred to herein as “circuit,” “module,” or “system.”
[0135] The following reference Figure 8 To describe an electronic device 800 according to this embodiment of the present invention. Figure 8 The electronic device 800 shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present invention.
[0136] like Figure 8 As shown, the electronic device 800 is presented in the form of a general-purpose computing device. The components of the electronic device 800 may include, but are not limited to: at least one processing unit 810, at least one storage unit 820, a bus 830 connecting different system components (including storage unit 820 and processing unit 810), and a display unit 840.
[0137] The storage unit stores program code, which can be executed by the processing unit 810 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of the present invention. For example, the processing unit 810 can perform actions such as... Figure 4 Steps S401 to S404 are shown in the diagram.
[0138] Storage unit 820 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 8201 and / or a cache memory unit 8202, and may further include a read-only memory unit (ROM) 8203.
[0139] The storage unit 820 may also include a program / utility 8204 having a set (at least one) of program modules 8205, 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.
[0140] Bus 830 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.
[0141] Electronic device 800 can also communicate with one or more external devices 1000 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with electronic device 800, and / or with any device that enables electronic device 800 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 850. Furthermore, electronic device 800 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 860. As shown, network adapter 860 communicates with other modules of electronic device 800 via bus 830. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 800, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, Redundant Arrays of Independent Disks (RAID) systems, tape drives, and data backup storage systems.
[0142] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.
[0143] Furthermore, the above figures are merely illustrative of the processes included in the method according to exemplary embodiments of the present invention, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.
[0144] 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 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.
[0145] 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.
[0146] 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 method for displaying game information, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, the GUI displaying at least a portion of a game scene, the game scene including a first object and a second object controlled by the terminal device, and the method comprising: A game task is determined for the second object, the game task being used to instruct the first object to interact with the second object through multiple interaction methods, and each interaction method is set with corresponding task completion conditions; A task indicator panel is displayed in the graphical user interface, and the task indicator panel contains multiple progress partitions that correspond one-to-one with the various interaction methods. In response to the first object interacting with the second object through a target interaction method, the display format of the target progress partition corresponding to the target interaction method is controlled and adjusted according to the interaction result of the target interaction method, so that the target progress partition indicates the task completion progress corresponding to the target interaction method in real time, wherein the target interaction method is any one of the multiple interaction methods; In response to the achievement of the task completion conditions corresponding to the various interaction methods, the game task is displayed as completed.
2. The method according to claim 1, characterized in that, The graphical user interface displays a task indicator panel, including: The task indicator panel is displayed at the target location in the graphical user interface; The target location includes one of the following: The center top position of the graphical user interface; The non-core screen positions of the graphical user interface refer to the screen positions in the graphical user interface that do not contain the core elements associated with the game task.
3. The method according to claim 1, characterized in that, The method further includes: Based on the number of interaction methods corresponding to the game tasks, the task indicator panel is divided into areas to obtain multiple progress partitions that correspond one-to-one with the various interaction methods. The step of controlling and adjusting the display format of the target progress partition corresponding to the target interaction method based on the interaction result of the target interaction method includes: Based on the interaction results of the target interaction method, while keeping the display position and area of multiple progress partitions in the task indicator panel unchanged, the display format of the target progress partition corresponding to the target interaction method is adjusted so that the target progress partition indicates the task completion progress corresponding to the target interaction method in real time.
4. The method according to claim 3, characterized in that, Adjusting the display format of the target progress partition corresponding to the target interaction method includes: Based on the interaction results of the target interaction method, determine the target fill ratio in the target progress partition that matches the interaction results of the target interaction method; wherein, the interaction results and the fill ratio have a one-to-one mapping relationship. The target progress partition is filled based on the target fill ratio.
5. The method according to claim 1 or 3, characterized in that, The graphical user interface displays a task indicator panel, including: The graphical user interface displays a circular or semi-circular task indicator panel; wherein the multiple progress partitions contained in the task indicator panel are formed by dividing the circle or semi-circle with the center of the circle or semi-circle as the dividing point and the radius of the circle or semi-circle as the dividing line. The step of controlling and adjusting the display format of the target progress partition corresponding to the target interaction method based on the interaction result of the target interaction method includes: Based on the interaction results of the target interaction method, starting from the center of the circle, radially and progressively fill is performed along the direction of the radius of the circle corresponding to the target progress partition to adjust the display format of the target progress partition.
6. The method according to claim 1, characterized in that, The game task is a color spraying game task, which includes at least a first interaction method. The first interaction method is the interaction behavior of the first object spraying a first type of color onto the second object. In response to the first object interacting with the second object through a target interaction method, based on the interaction result of the target interaction method, the display format of the target progress partition corresponding to the target interaction method is controlled and adjusted, including: In response to the target interaction method, which is a first interaction behavior that controls the first object to spray a first type of color onto the second object, the first target progress partition corresponding to the first interaction behavior is filled according to the first spraying ratio of the first type of color sprayed onto the second object to form a sprayed area, so as to adjust the display format of the first target progress partition corresponding to the first interaction method. The first type of color represents the color type specified by the game task.
7. The method according to claim 6, characterized in that, The unpainted areas in the first target progress partition are filled with the first type of color according to the first display state, and the painted areas in the first target progress partition are filled with the first type of color according to the second display state; The contrast of the first display state is less than the contrast of the second display state.
8. The method of claim 6, characterized in that, The game task includes at least a second interaction method, which is the interaction behavior of the first object spraying a second type of color onto the second object. The method further includes: In response to the achievement of the task completion condition corresponding to the first interactive behavior, and the first object continuing to interact with the second object through the first interactive method, the second target progress partition corresponding to the second interactive method is filled according to the second spraying ratio of the first type of color sprayed onto the second object, so as to adjust the display format of the second target progress partition corresponding to the second interactive method. The second type of color is different from the first type of color.
9. The method according to claim 1, characterized in that, The size of each progress partition is positively correlated with the task completion conditions of the interaction mode corresponding to each progress partition.
10. The method according to claim 1, characterized in that, The method further includes: Before the task completion conditions corresponding to the various interaction methods are met, in response to the first object's role parameter value being updated to a preset parameter value, and / or the remaining time of the game task being a preset time, the game task is displayed as having failed.
11. A device for displaying game information, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface displaying at least a portion of a game scene, the game scene including a first object and a second object controlled by the terminal device, the device comprising: The game task determination module is used to determine the game task for the second object. The game task is used to instruct the first object to interact with the second object through multiple interaction methods, and each interaction method is set with corresponding task completion conditions. A panel display module is used to display a task indicator panel in the graphical user interface, wherein the task indicator panel contains multiple progress partitions that correspond one-to-one with the various interaction methods; The display format control module is used to respond to the first object interacting with the second object through the target interaction method, and to control and adjust the display format of the target progress partition corresponding to the target interaction method according to the interaction result of the target interaction method, so that the target progress partition indicates the task completion progress corresponding to the target interaction method in real time, wherein the target interaction method is any one of the multiple interaction methods; The task result display module is used to display the completion of the game task in response to the achievement of the task completion conditions corresponding to the various interaction methods.
12. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the method for displaying game information as described in any one of claims 1 to 10.
13. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the method for displaying game information according to any one of claims 1 to 10 by executing the executable instructions.