Game interface display method and device, electronic equipment and storage medium
By establishing connections between virtual characters in the game, the problem of dialogue information not being continuously displayed after virtual characters move out of the screen display range is solved, improving the interactive experience and the richness of social gameplay.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- GUANGZHOU BOGUAN TELECOMM TECH LTD
- Filing Date
- 2026-03-06
- Publication Date
- 2026-05-12
AI Technical Summary
In games, when virtual characters move out of the screen's display area, players cannot continuously view the dialogue content, leading to cumbersome operations and reduced frequency of social interaction, thus affecting the smoothness and richness of the game experience.
By detecting connection trigger events, a connection relationship is established between the controlled virtual character and the target virtual character, and the dialogue information sent by the target virtual character is continuously displayed on the interface after the target virtual character moves out of the display range.
It ensures that dialogue information remains visible even when the dialogue partner is not currently in the display range, improving the player's interactive experience during dialogue, reducing data transmission and storage requirements, and lowering device resource consumption.
Smart Images

Figure CN122006246A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus, electronic device, and storage medium for displaying a game interface. Background Technology
[0002] In the game, players interact with other characters to enhance their enjoyment. In related technologies, when virtual characters in the game scene engage in dialogue, a chat bubble appears near the sending character. Due to screen display limitations, if other characters in the dialogue move out of the screen's view when the player-controlled virtual character moves, the chat bubble disappears, preventing the player from continuously viewing the dialogue. Furthermore, in the large virtual map, players need to manually locate the character to continue the conversation, often resulting in aimless searching. These issues lead to cumbersome user operations, requiring frequent camera movements and character location searches, impacting the game's smoothness. Additionally, the inconvenience of dialogue interaction reduces the frequency of social interaction between players, resulting in monotonous gameplay and failing to fully utilize the richness of the social system. Summary of the Invention
[0003] The purpose of this disclosure is to provide a method, device, electronic device, and storage medium for displaying a game interface, so as to continue displaying dialogue information even after the dialogue object moves out of the screen display range.
[0004] In a first aspect, this disclosure provides a method for displaying an interface in a game. A first graphical user interface is provided through a terminal. The first graphical user interface displays at least a portion of a virtual scene, which includes a controlled virtual character and other virtual characters. The method includes: in response to detecting a connection trigger event, determining a target virtual character to be connected; in response to detecting a connection determination instruction, establishing a first connection relationship between the controlled virtual character and the target virtual character; and after establishing the first connection relationship, when the target virtual character moves outside the display range of the first graphical user interface, displaying dialogue information sent by the target virtual character on the first graphical user interface.
[0005] Secondly, this disclosure provides a game interface display device, which provides a first graphical user interface via a terminal. The first graphical user interface displays at least a portion of a virtual scene, which includes a controlled virtual character and other virtual characters. The device includes: a determining module, configured to determine a target virtual character to be connected in response to detecting a connection trigger event; an establishing module, configured to establish a first connection relationship between the controlled virtual character and the target virtual character in response to detecting a connection determining instruction; and a display module, configured to display dialogue information sent by the target virtual character on the first graphical user interface when the target virtual character moves outside the display range of the first graphical user interface after the first connection relationship is established.
[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to perform the steps in the interface display method in the above-mentioned game.
[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the steps in the interface display method in the above-mentioned game.
[0008] This disclosure provides a method, device, electronic device, and storage medium for displaying game interfaces. By detecting connection trigger events and establishing connections between virtual characters, the technical means solves the problem of dialogue information not being continuously displayed after the target virtual character moves out of the screen display range. This ensures that the visibility of dialogue information is maintained even when the dialogue object is not in the current display range, thereby improving the player's interactive experience during dialogue. In addition, by establishing connections to achieve continuous display of dialogue information, the data transmission and storage requirements caused by frequent synchronization of player position and dialogue state are reduced, thereby reducing the occupation of device storage space and the consumption of server resources, and solving the technical problem of resource optimization in the computer field. Attached Figure Description
[0009] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0010] Figure 1 A flowchart illustrating a method for displaying a game interface according to an embodiment of this disclosure;
[0011] Figure 2 This is a schematic diagram illustrating an application scenario of the interface display method in a game provided in this embodiment of the disclosure; Figure 3 A schematic diagram illustrating another application scenario of the interface display method in a game provided in this embodiment of the disclosure; Figure 4-1 A schematic diagram illustrating another application scenario of the interface display method in a game provided in this embodiment of the disclosure; Figure 4-2 A schematic diagram illustrating another application scenario of the interface display method in a game provided in this embodiment of the disclosure; Figure 5 A schematic diagram illustrating another application scenario of the interface display method in a game provided in this embodiment of the disclosure; Figure 6-1 A schematic diagram illustrating another application scenario of the interface display method in a game provided in this embodiment of the disclosure; Figure 6-2 A schematic diagram illustrating another application scenario of the interface display method in a game provided in this embodiment of the disclosure; Figure 7 A schematic diagram illustrating another application scenario of the interface display method in a game provided in this embodiment of the disclosure; Figure 8 A schematic diagram of a game interface display device provided in an embodiment of this disclosure; Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0012] The technical solutions of this disclosure will be clearly and completely described below with reference to the embodiments. Obviously, the described embodiments are only some embodiments of this disclosure, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0013] This embodiment provides a method for displaying a game interface. The method provides a graphical user interface through a terminal device, and the game interface is displayed in the graphical user interface. The game interface includes a game scene screen and a user interface (UI). The game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used to interact with the user and may include game design elements that are directly or indirectly in contact with the user, such as buttons, animations, text, sounds, and windows. In an optional embodiment, the interface elements in the user interface may include the following controls: (1) controls related to the character, such as skill controls, movement controls, function controls, etc.; (2) controls for indicating information, also known as indicator information, such as direction indicators, character indicators, character stamina indicators, item pickup points, or treasure chest locations, etc.; (3) information display controls, also known as information display areas, such as displaying basic character information (character name, profession, health points, mana points, etc.), character status information (such as whether the character is unconscious, poisoned, etc.), or game information (such as the number of kills, match time, etc.); (4) game setting controls, such as system settings, shop, gold coins, etc. Furthermore, the controls displayed in the user interface may differ between games. Some games include a friend list control, allowing users to view information about added friends and perform actions such as chatting, visiting each other's homes, and deleting friends. Other games include quest-related controls, such as displaying a list of current quests, including main quests and side quests. These controls help users better manage and play the game.
[0014] In an optional implementation, the game scene screen is the screen corresponding to the virtual scene displayed on the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, also known as player virtual characters), NPC characters (Non-Player Characters), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene. The game scene screen usually changes as the controlled virtual character moves.
[0015] The aforementioned virtual scene is the content displayed (or provided) by the game application when it runs on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene containing the complete game logic of virtual objects controlled by the user. For example, in a sandbox-style 3D shooting game, a virtual scene is a 3D game world used by players to control virtual objects in battle. Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards. Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 2.5D multiplayer online tactical competitive games, a virtual scene is a 2D or 2.5D terrain scene used by virtual objects in battle. Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0016] The aforementioned virtual object refers to a controllable dynamic object within a virtual scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. This virtual object is a character controlled by the player through an input device, or an AI character trained and set up for battle in a virtual environment, or an NPC set up for battle in a virtual scene. Optionally, this virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle; this disclosure does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.
[0017] In one embodiment of this disclosure, the interface display method in a game can run on a terminal device or a server. The terminal device can be a local terminal device, such as a touch device or a non-touch device. When the interface display method in the game runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0018] In an optional implementation, cloud gaming can run within the cloud interaction system. 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 receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is 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 interface and other data, returns it to the client device through the network, and finally, the client device decodes and outputs the game interface.
[0019] In an optional implementation, the terminal device can be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface; that is, it typically downloads, installs, and runs the game program via an electronic device. The local terminal device can provide the game interface to the player in various ways, such as rendering it on a terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the game interface, which includes game scene visuals, and the processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.
[0020] This embodiment provides a method for displaying the interface in a game. Figure 1 This is a flowchart of a game interface display method according to an embodiment of the present disclosure, such as... Figure 1 As shown, the process includes the following steps: Step S110: In response to detecting a connection trigger event, determine the target virtual character to be connected; Step S120: In response to detecting a connection determination command, a first connection relationship is established between the controlled virtual character and the target virtual character; Step S130: After establishing the first connection, when the target virtual character moves outside the display range of the first graphical user interface, the dialogue information sent by the target virtual character is displayed on the first graphical user interface.
[0021] The method provided in this embodiment determines the target virtual character to be linked when a link trigger event is detected, and establishes a first link relationship between the controlled virtual character and the target virtual character in response to the link determination command. This allows the dialogue information sent by the target virtual character to still be displayed on the interface even when the target virtual character moves out of the display range. This solves the technical problem in the prior art where dialogue information is missed due to the virtual character moving out of the view range, and achieves persistent display of dialogue information, effectively improving the user's interactive experience in the game scene. At the same time, the link establishment mechanism enhances the strength of social connections between virtual characters, enriches the social gameplay of the game, and improves the game's richness.
[0022] In step S110, in response to detecting a connection trigger event, the target virtual character to be connected is determined.
[0023] Specifically, when the terminal runs the game application, it presents a first graphical user interface to the user. This first graphical user interface serves as the main window for the user to interact with the virtual scene, displaying at least a portion of the virtual scene. The virtual scene includes a controlled virtual character operated by the current user and other virtual characters operated by other users or controlled by the system. When the system detects a connection trigger event that meets preset conditions, it identifies the target virtual character from the other virtual characters in the virtual scene as the object to be connected.
[0024] Among them, the controlled virtual character can be a digital character entity that is controlled by the current user through a terminal device. It usually has the function of receiving user control commands, performing actions in the virtual scene, and interacting with other virtual characters. It is the user's avatar and agent in the game world.
[0025] In an optional implementation, other virtual characters can be other player characters with whom the user has a friend relationship. For example, if a user has already added several friends in the game, when the virtual characters of these friends appear in the same virtual scene, the system will highlight these friend characters with a special identifier, and the controlled virtual character can prioritize engaging in deeper social interactions with these other virtual characters with whom the user has a friend relationship.
[0026] Among them, the connection trigger event can be a specific event detected by the system that meets preset conditions. It usually has the function of triggering the start of the connection function and determining whether the conditions for establishing a connection relationship are met. It is the preliminary judgment basis of the connection mechanism.
[0027] In an optional implementation, the connection trigger event can be an event that detects the presence of other virtual characters within a specific range. For example, the system continuously monitors the surrounding area with the controlled virtual character as the center. When it detects that another virtual character has entered a preset radius around the controlled virtual character, the system determines that a connection trigger event has been detected, and then identifies the virtual character that entered the range as the target virtual character to be connected.
[0028] In an optional implementation, the connection trigger event can be an event that detects a dialogue interaction. For example, when a controlled virtual character sends a dialogue message, and the system detects that other virtual characters within a certain range are also sending dialogue messages, the system determines that a connection trigger event has been detected, and then identifies these virtual characters that are currently interacting with each other as the target virtual characters to be connected.
[0029] The target virtual character can be any other virtual character that has been identified as the linking object.
[0030] In an optional implementation, the target virtual character can be any other virtual character closest to the controlled virtual character. For example, when the system detects a connection trigger event, it calculates the distance between the controlled virtual character and all other virtual characters in the vicinity, identifies the closest virtual character as the target virtual character to be connected, and the user can initiate a connection operation for that target virtual character.
[0031] In an optional implementation, the target virtual character can be another virtual character actively selected by the user. For example, when the system detects a connection trigger event, it displays a list of multiple virtual characters that can be connected in the surrounding area on the interface. The user selects the virtual character they wish to connect to from the list by clicking on it, and the selected virtual character is determined as the target virtual character to be connected.
[0032] In step S120, in response to the detection of a connection determination command, a first connection relationship is established between the controlled virtual character and the target virtual character.
[0033] Among them, the connection confirmation command can be an operation command issued by the user through interactive operation to trigger the establishment of a connection relationship. It usually has the function of expressing the user's intention to establish a connection relationship and triggering the system to execute the connection establishment process. It is the command carrier for the user to actively initiate the connection operation.
[0034] In an optional implementation, the connection confirmation command can be a command generated after the user performs a specific operation on the target virtual character. For example, when the user performs a double-click operation on the display area of the target virtual character on the first graphical user interface, the terminal recognizes the double-click operation and generates a connection confirmation command. The system responds to the command to establish a first connection relationship between the controlled virtual character and the target virtual character.
[0035] In an optional implementation, the connection confirmation command can be a command triggered by the user through a menu option. For example, after the user long-presses the target virtual character, a function menu pops up, which includes a "Connect" option. After the user clicks this option, the terminal generates a connection confirmation command, and the system responds to the command to establish a first connection relationship between the controlled virtual character and the target virtual character.
[0036] The first connection relationship can be a specific association state established between the controlled virtual character and the target virtual character. It usually serves to identify the association between the two virtual characters and support subsequent information tracking and display based on this relationship, and is the core data structure for realizing the connection function.
[0037] In an optional implementation, the first connection relationship can be a one-way information tracking relationship. For example, after the first connection relationship is established, the controlled virtual character can receive and display dialogue information sent by the target virtual character, but the target virtual character may not be able to receive the information from the controlled virtual character. This relationship is mainly used to realize the one-way information acquisition function.
[0038] In an optional implementation, the first connection can be a bidirectional information exchange relationship. For example, once the first connection is established, the controlled virtual character and the target virtual character can receive and display dialogue information sent by each other, and their dialogue will not be interrupted even if they move out of each other's field of vision.
[0039] In an optional implementation, the first connection can be a temporary session association. For example, once the first connection is established, the relationship is valid during the current game session, and the user can continuously track the dialogue information of the target virtual character. However, the first connection becomes invalid when the user exits the game or the relationship is actively terminated.
[0040] In step S130, after the first connection is established, when the target virtual character moves outside the display range of the first graphical user interface, the dialogue information sent by the target virtual character is displayed on the first graphical user interface.
[0041] Specifically, after the first connection between the controlled virtual character and the target virtual character is established, the system continuously monitors the position and status of the target virtual character in the virtual scene. When the target virtual character leaves the virtual scene area currently displayed by the first graphical user interface due to movement, the system obtains the dialogue information sent by the target virtual character and presents the dialogue information on the first graphical user interface for the user to view.
[0042] The dialogue information can be text, voice, or other forms of communication sent by the target virtual character in the virtual scene.
[0043] In an optional implementation, the dialogue information can be a chat message presented in text form. For example, the target virtual character sends a chat message by typing text. When the target virtual character moves out of the display range, the system displays the text message it sent as a speech bubble in the edge area of the first graphical user interface, allowing the user to continue reading the dialogue content.
[0044] In one embodiment of this application, a method for displaying a game interface includes: When the target virtual character is within the display range of the first graphical user interface, in response to receiving dialogue information sent by the target virtual character, the dialogue information sent by the target virtual character is displayed at the associated position of the target virtual character in the first graphical user interface.
[0045] Specifically, when the system detects that the target virtual character is currently within the visible range presented by the first graphical user interface, if it receives dialogue information sent by the target virtual character, it displays the dialogue information at the location associated with the target virtual character in the first graphical user interface, so that the user can intuitively perceive the source and location of the dialogue content.
[0046] In an optional implementation, the target virtual character being located within the display area of the first graphical user interface can mean that the entire virtual image of the target virtual character is presented in the currently visible area.
[0047] In an optional implementation, the target virtual character being within the display range of the first graphical user interface can mean that a portion of the target virtual character's virtual image is displayed in the currently visible area, and that portion exceeds a preset proportion threshold. For example, when the target virtual character is moving towards the edge of the screen but has not yet completely moved out, if more than 50% of its character model is still displayed in the first graphical user interface, the system still determines that the target virtual character is within the display range and continues to display dialogue information at its associated location, and the dialogue information falls within the display range of the first graphical user interface.
[0048] The associated location of the target virtual character can be an interface area that has a spatial relationship with the presentation position of the target virtual character's virtual image in the first graphical user interface. It usually serves as an anchor point for displaying dialogue information, used to visually associate dialogue information with the virtual character that sent the dialogue information, so that users can intuitively identify the source of the dialogue.
[0049] In an optional implementation, the associated location of the target virtual character can be the area above the head of the target virtual character. For example, when the target virtual character sends a dialogue message, the system obtains the top coordinates of the target virtual character's head model, determines a display anchor point at a preset distance above the coordinates, and displays the dialogue message in the form of a bubble extending upward from the anchor point.
[0050] In an optional implementation, the associated location of the target virtual character can be the side area of the target virtual character. For example, when the target virtual character is in the upper half of the first graphical user interface, to prevent the dialog bubble from exceeding the screen boundary, the system displays the dialog information to the left or right of the target virtual character and associates it with the virtual character via an indicator arrow.
[0051] In an alternative implementation, the associated position of the target virtual character can be a forward region determined based on the target virtual character's current orientation. For example, the system detects the target virtual character's facial orientation, and when the virtual character is facing to the right, displays dialogue information in the area to its right front to simulate the visual effect of speech propagating forward in a real scene.
[0052] It should be noted that if the display position determined by any of the preceding methods is insufficient to display the dialogue information, the display position of the dialogue information can be adjusted so that the dialogue information is entered within the range of the first graphical user interface.
[0053] In one embodiment of this application, a method for displaying a game interface includes: If no first connection is established between the controlled virtual character and the target virtual character, in response to the target virtual character moving out of the display range of the first graphical user interface, the dialogue information sent by the target virtual character is not displayed in the first graphical user interface.
[0054] Understandably, when no initial connection is established between the controlled virtual character and the target virtual character, the dialogue bubbles (i.e., dialogue information) sent by the virtual character are attached to the virtual character; wherever the virtual character moves, the dialogue bubble appears. When the virtual character is within the display range of the current graphical user interface, the dialogue bubble sent by that virtual character will also be displayed on the current interface, allowing the user to see the dialogue content. However, when the virtual character moves out of the display range of the current graphical user interface, the dialogue bubble disappears, thus preventing the user from promptly receiving dialogue information sent by other virtual characters that have moved out of the current interface. Therefore, users can choose whether to establish a connection with other virtual characters based on their needs.
[0055] The method provided in this embodiment allows for the omission of establishing a connection with virtual characters that players do not need to continuously focus on. This filters out dialogue information from target virtual characters that have moved out of the display range, preventing the display of dialogue content unrelated to the current player. This effectively reduces redundancy and interference in the interface, allowing players to focus more on interacting with virtual characters with established connections. This enhances the clarity and immersion of the interactive experience. Furthermore, the differentiated dialogue display strategy increases the practical value of the connection function and enriches the game's social system.
[0056] In an alternative implementation, the failure to establish a first connection relationship may refer to a state where the controlled virtual character has never sent a connection request to the target virtual character.
[0057] In an alternative implementation, the failure to establish a first connection relationship may refer to a situation where the controlled virtual character has sent a connection request to the target virtual character but it was rejected.
[0058] In an alternative implementation, the absence of a first connection relationship may refer to a situation where a connection relationship was previously established between the controlled virtual character and the target virtual character but has been terminated.
[0059] Specifically, not displaying dialogue information sent by the target virtual character in the first graphical user interface can mean that the terminal does not render or present text, emoticons, or other forms of dialogue content sent by the target virtual character at any location within the first graphical user interface. This typically serves to filter out off-screen dialogue information in non-connected states, reduce interface information redundancy, and allow players to focus on interactions with connected players.
[0060] In one embodiment of this application, a method for displaying a game interface includes: After the first connection is established, when the target virtual character moves outside the display range of the first graphical user interface, a first target prompt icon is displayed on the first graphical user interface. The first target prompt icon is used to indicate the orientation information of the target virtual character relative to the controlled virtual character.
[0061] The method provided in this embodiment enables users to quickly determine the location of a target virtual character after the controlled virtual character establishes a connection with the target virtual character, even if the target virtual character moves out of the current display range. This eliminates the need to aimlessly search for dialogue objects on a large map, effectively reducing the user's operational cost of finding connection objects in a virtual scene and improving the interactive experience.
[0062] The first target indication marker can be a visual identifier element displayed on the first graphical user interface to indicate the location of the target virtual character relative to the controlled virtual character. It typically provides users with spatial orientation awareness, allowing them to intuitively understand the approximate position of the target virtual character relative to themselves, thus facilitating quick location and tracking of the target virtual character.
[0063] In an optional implementation, the first target indication may be a directional indicator displayed at the edge of the interface. For example, when the target virtual character moves out of the display range, the system displays a directional indicator at the edge of the first graphical user interface. The display position of the indicator corresponds to the direction of the target virtual character relative to the controlled virtual character. If the target virtual character is located to the right of the controlled virtual character, the indicator is displayed at the right edge of the interface.
[0064] Among them, the orientation information can be an indication of the spatial position relationship between the target virtual character and the controlled virtual character.
[0065] In an alternative implementation, the orientation information can be a comprehensive orientation indicator that combines proximity. For example, the system not only calculates the relative direction of the target virtual character, but also adjusts the display style of the first target indicator based on the distance between them. For instance, the indicator is displayed with a solid border when the distance is close and with a dashed border when the distance is far, thereby providing the user with a richer spatial location reference.
[0066] In a game interface display method provided in one embodiment of this application, the display position of the dialogue information sent by the target virtual character on the first graphical user interface is determined based on the orientation of the target virtual character relative to the controlled virtual character.
[0067] The method provided in this embodiment enables the system to dynamically adjust the display position of dialogue information based on the actual position of the target virtual character relative to the controlled virtual character after the target virtual character moves out of the display range. This allows players to intuitively perceive the direction of the target virtual character by observing the display position of the dialogue information without aimlessly searching for the player on the large map. This effectively reduces the social interruption problem caused by the limited screen field of view and improves the interactive experience.
[0068] In one embodiment of this application, a method for displaying a game interface includes: Display the connection control on the first graphical user interface; In response to a trigger operation on the linked control, a link confirmation command is generated.
[0069] The method provided in this embodiment enables a visual interactive entry point for the user by displaying a connection control on the first graphical user interface after a connection trigger event is detected. The user can generate a connection confirmation command by performing a trigger operation on the connection control, thereby establishing a connection relationship between the controlled virtual character and the target virtual character.
[0070] A link control is an interactive element used to receive user input and trigger link functionality. It typically responds to user actions and generates corresponding instructions, allowing users to express their intention to establish a link through interaction with the control. Link controls can be triggered through clicks, swipes, long presses, and / or other actions.
[0071] Specifically, when the terminal detects that the user has performed a trigger operation on the connection control, the terminal generates a corresponding connection confirmation instruction in response to the trigger operation. This connection confirmation instruction is used to subsequently establish the first connection relationship between the controlled virtual character and the target virtual character.
[0072] In an alternative implementation, displaying a link control on a first graphical user interface includes: displaying the link control at the associated location of the target virtual character.
[0073] Furthermore, the method also includes: in response to a trigger operation on the connection control, adjusting the connection control from a first display state to a second display state. For example, changing the connection control from a normal display state to a highlighted state to indicate to the user that a first connection relationship has been established between the controlled virtual character and the target virtual character.
[0074] like Figure 2 As shown in an exemplary application of this embodiment, player A controls a controlled virtual character 201 to explore a virtual scene. The system detects a friend's virtual character near the controlled virtual character 201, determines that a connection trigger event has been detected, and identifies the friend's virtual character as the target virtual character 202 to be connected. Subsequently, the system displays a connection control 203 in the area between the controlled virtual character 201 and the target virtual character 202 in the first graphical user interface. The connection control 203 is presented as a circular button with a chain icon. When the player clicks the connection control 203, the system responds to the click operation by generating a connection confirmation command and establishing a first connection relationship between the controlled virtual character 201 and the target virtual character 202 based on the connection confirmation command. At this time, the connection control becomes highlighted to inform the player that the connection is successful.
[0075] In one embodiment of this application, a method for displaying a game interface includes: Step S710: Determine the first range centered on the position of the controlled virtual character; Step S720: Detect whether there are other virtual characters within the first range; Step S730: When other virtual characters are detected within the first range, it is determined that a connection trigger event has been detected.
[0076] In step S710, a first range is determined with the position of the controlled virtual character as the center.
[0077] Specifically, in the virtual scene, a first range is defined by extending outward from the position coordinates of the currently controlled virtual character as a reference point, and this first range serves as the detection area for connection trigger events.
[0078] The position of the controlled virtual character can be its world coordinates within the virtual scene.
[0079] In an alternative implementation, the position of the controlled virtual character can be determined by acquiring the three-dimensional coordinates of the controlled virtual character in the virtual scene coordinate system in real time, and these three-dimensional coordinates are dynamically updated as the controlled virtual character moves.
[0080] The first range can be an area centered on the location of the controlled virtual character and with a preset distance as its radius. It typically serves to define the boundary for detecting connection trigger events and is used to filter out other virtual characters that are spatially close to the controlled virtual character as potential connection targets.
[0081] In an alternative implementation, the first range can be configured as a circular area with a fixed radius, the radius value of which is preset according to the size of the virtual scene and social needs.
[0082] In an alternative implementation, the first range can be configured as a dynamically adjustable detection area, the size of which adaptively adjusts based on the population density of the virtual scene or the current area type. For example, in the market area of a virtual town, where the player density is high, the system automatically reduces the radius of the first range to 50 game units to avoid detecting too many virtual characters; while in open suburban areas, the system automatically expands the radius of the first range to 150 game units to increase the probability of detecting other players.
[0083] In an alternative implementation, the first range can be configured as a non-circular geometric region, such as a rectangular or fan-shaped region, to suit specific scene layouts or detection requirements.
[0084] In step S720, it is detected whether there are other virtual characters within the first range.
[0085] Specifically, after determining the first range, the system detects the virtual characters within the first range to determine whether there are any other virtual characters besides the controlled virtual characters located within the detection range.
[0086] Other virtual characters can be virtual characters in the virtual scene that are controlled by other players or by the system, other than the controlled virtual characters.
[0087] In an alternative implementation, other virtual characters can be player characters who are currently online and located in the same virtual scene.
[0088] In an alternative implementation, other virtual characters can be virtual characters that meet specific conditions, such as player characters that have reached a certain level or completed specific tasks.
[0089] In step S730, when other virtual characters are detected within the first range, it is determined that a connection trigger event has been detected.
[0090] In an alternative implementation, the connection trigger event can be configured to be triggered when any number of other virtual characters are detected within a first range, without limiting the specific number of other virtual characters.
[0091] In an alternative implementation, the connection trigger event can be configured to be triggered when the number of other virtual characters within a first range reaches a preset threshold.
[0092] In an optional implementation, the connection trigger event can be configured to be triggered when other virtual characters are detected within a first range and this state continues for a preset duration.
[0093] In a game interface display method provided in one embodiment of this application, determining the detection of a connection trigger event when other virtual characters are detected within a first range includes: When a virtual character that is a friend of the controlled virtual character is detected within the first range, it is determined that a connection trigger event has been detected.
[0094] The method provided in this embodiment enables the system to accurately identify connection trigger events based on friend relationships, effectively filtering out other virtual characters that have no social connection with the controlled virtual character. This avoids interface interference caused by frequent triggering of the connection function, reduces the information processing burden on players in complex virtual scenes, and thus improves the player's interactive experience.
[0095] Among them, the friend relationship can be a pre-established social binding state between the controlled virtual character and other virtual characters.
[0096] In one alternative implementation, the friendship relationship can be a social binding state formed through two-way confirmation of adding each other via the in-game friend system. For example, the controlled virtual character Zhang San previously sent a friend request to the virtual character Li Si through the friend system, and after the virtual character Li Si confirmed and accepted, the two established a friendship relationship.
[0097] In an optional implementation, the friend relationship can be a social association automatically established based on affiliation with a guild or community within the game. For example, if the controlled virtual character Zhang San and the virtual character Li Si belong to the same game guild, the system will automatically mark the guild members as friends.
[0098] In an optional implementation, the friendship relationship can be a temporary social connection based on historical interaction records. For example, if the controlled virtual character Zhang San has engaged in multiple scene dialogue interactions with the virtual character Li Si in the past 24 hours, the system will mark them as temporary friends.
[0099] In a game interface display method provided in one embodiment of this application, determining the target virtual character to be linked includes: Other virtual characters within the first range are identified as target virtual characters to be linked.
[0100] Specifically, after detecting the existence of other virtual characters within the first range and thus determining that a connection trigger event has been detected, the other virtual characters within the first range can be used as target virtual characters to be connected, so as to establish a first connection relationship between the controlled virtual character and the target virtual character in response to the connection determination instruction.
[0101] Among them, the target virtual character to be linked can be a virtual character object that has been marked by the system as having a linkable relationship after passing through the first range of screening.
[0102] In an alternative implementation, the target virtual character to be linked can be the single virtual character closest to the controlled virtual character within a first range.
[0103] In an alternative implementation, the target virtual character to be linked can be all other virtual characters within a first range.
[0104] In an optional implementation, the target virtual character to be linked can be a subset of virtual characters within a first range that meet preset filtering conditions.
[0105] In one embodiment of this application, a method for displaying a game interface includes: Step S1010: Detect whether the controlled virtual character has sent the first dialogue message; Step S1020: When the controlled virtual character sends the first dialogue information, a second range is determined with the location of the controlled virtual character as the center. Step S1030: Within a preset time period, detect whether other virtual characters within the second range send second dialogue information; Step S1040: When it is detected that another virtual character within the second range is sending a second dialogue message, it is determined that a connection trigger event has been detected.
[0106] The method provided in this embodiment enables the system to automatically detect and trigger the connection mechanism based on dialogue behavior. When the controlled virtual character actively sends dialogue information, the system will detect whether there are other virtual characters responding to the dialogue within a second range around it, thereby intelligently determining whether there is an ongoing multi-person dialogue scenario.
[0107] In step S1010, it is detected whether the controlled virtual character sends the first dialogue information.
[0108] Specifically, the system continuously monitors the dialogue behavior of the controlled virtual character. When the controlled virtual character sends dialogue content through the dialogue input interface, the system captures the dialogue event and marks it as the first dialogue information, which serves as the starting condition for subsequent connection trigger detection.
[0109] The first dialogue information can be any form of dialogue content sent by the controlled virtual character to the virtual scene. It is an information carrier representing the controlled virtual character's willingness to actively initiate social interaction. It usually serves to trigger the system to detect surrounding dialogue responses and acts as the starting point for determining connection trigger events. It is a prerequisite for establishing multi-person dialogue connections.
[0110] In step S1020, when the controlled virtual character sends the first dialogue information, a second range is determined with the location of the controlled virtual character as the center.
[0111] The second range can be a spatial detection area defined by the position of the controlled virtual character as the center and according to a preset radius or boundary parameters. It is the effective detection space used by the system to determine whether there are dialogue responses from other virtual characters. In step S1030, within a preset time period, it is detected whether other virtual characters within the second range send second dialogue information.
[0112] Specifically, after determining the second range, the system will start a timer of a preset duration. Within this time window, it will continuously monitor whether any virtual characters other than the controlled virtual characters send dialogue information within the second range area. If detected, the dialogue information will be marked as the second dialogue information.
[0113] The preset time is a time window pre-defined by the system for detecting dialogue responses. It serves as a time constraint to determine whether valid dialogue interaction exists. It typically limits the timeliness of detection and filters immediate dialogue responses, ensuring that only dialogue behaviors occurring within this time window are considered responses associated with the first dialogue information, thus avoiding misjudging irrelevant dialogues with excessively long time intervals as connection triggering conditions.
[0114] The second dialogue information can be dialogue content sent by other virtual characters within a preset time and a second range, which is response information indicating that other virtual characters are participating in dialogue interaction.
[0115] In one optional implementation, the second dialogue message can be a direct reply to the first dialogue message. For example, after the controlled virtual character sends the first dialogue message "Anyone want to play together?", another virtual character "Xiao Hong" within the second range replies with "I want to play together". The system recognizes this reply from "Xiao Hong" as the second dialogue message. In an optional implementation, the second dialogue information can be independent dialogue content that is not directly related to the first dialogue information. For example, after the controlled virtual character sends the first dialogue information "The weather is so nice today," another virtual character "A-Qiang" within the second range happens to send the dialogue content "The scenery here is nice." Although the two dialogues are not directly related in content, the system still identifies "A-Qiang's" dialogue as the second dialogue information because the core condition for detection is whether there is dialogue behavior within the range, rather than the correlation of dialogue content.
[0116] In an optional implementation, the second dialogue information can be multiple dialogue messages sent simultaneously by multiple other virtual characters. For example, after the controlled virtual character sends the first dialogue information, within a preset time, "Xiao Hong" sends "I'm here," "Da Qiang" sends "Me too," and "Xiao Mei" sends "Count me in." The system detects multiple dialogue messages from different other virtual characters, classifies these dialogues into the second dialogue information, indicating that there is currently a dialogue scenario involving multiple people.
[0117] In step S1040, when it is detected that another virtual character within the second range is sending a second dialogue message, it is determined that a connection trigger event has been detected.
[0118] Specifically, when the system successfully detects that at least one other virtual character has sent a second dialogue message within the second range within the preset time window, the system will determine the current scene as a multi-person dialogue scene that meets the connection triggering conditions and generate a connection triggering event signal so that subsequent processes can display connection controls or establish connection relationships based on this event.
[0119] In a game interface display method provided in one embodiment of this application, determining the target virtual character to be linked includes: The virtual character that sends the second dialogue information within the second range is identified as the target virtual character to be connected.
[0120] The method provided in this embodiment filters and determines the target virtual character to be connected based on the condition of sending the second dialogue information within the second range. This enables the connection mechanism to accurately identify the virtual character participating in the dialogue interaction, thereby effectively avoiding the inclusion of irrelevant virtual characters in the connection range and improving the accuracy and effectiveness of the interactive experience.
[0121] The virtual character sending the second dialogue message can be any other virtual character within a second range that has responded to the dialogue within a preset time. It refers to a virtual character that meets both spatial location and dialogue behavior conditions. It typically serves as a filter for potential target virtual characters, enabling the connection mechanism to accurately locate the virtual characters participating in the dialogue.
[0122] In an optional implementation, the virtual character that sends the second dialogue information can be the first virtual character to send a dialogue response within a preset time.
[0123] In an optional implementation, the virtual character sending the second dialogue message can be a set of all virtual characters that send dialogue responses within a preset time period. For example, when player A sends the dialogue "Let's team up for a dungeon," within a preset time period of 10 seconds, the virtual characters of players B, C, and E all send response messages within the second range. The system identifies these three virtual characters as the virtual characters that sent the second dialogue message and uses them all as target virtual characters to be connected.
[0124] In an optional implementation, the virtual character sending the second dialogue information can be the virtual character that sends a dialogue response within a preset time and is closest to the controlled virtual character.
[0125] In a game interface display method provided in one embodiment of this application, displaying connection controls on a first graphical user interface includes: Display the link control at the associated location of the target virtual character.
[0126] The method provided in this embodiment displays the connection control at the associated location of the target virtual character, enabling players to intuitively identify the correspondence between the connection control and the specific target virtual character. Thus, when there are multiple connectable virtual characters, players can quickly locate and select the target virtual character to which they wish to establish a connection, effectively reducing the cognitive burden on players in complex scenes to find and confirm connection objects, thereby improving the interactive experience.
[0127] In an optional implementation, the associated location of the target virtual character can be the area above the virtual image of the target virtual character presented in the first graphical user interface.
[0128] In an optional implementation, the associated location of the target virtual character can be the side area of the virtual image presented by the target virtual character in the first graphical user interface.
[0129] In an optional implementation, the associated position of the target virtual character can be the position between the controlled virtual character and the target virtual character, to indicate that the connection control is used to establish a connection relationship between the controlled virtual character and the target virtual character.
[0130] In a game interface display method provided in one embodiment of this application, generating a connection confirmation instruction in response to a trigger operation on a connection control includes: Step S1310: In response to the trigger operation for the connection control, a connection request is sent to the terminal corresponding to the target virtual character; Step S1320: When an agreement response is received from the terminal corresponding to the target virtual character, a connection confirmation instruction is generated.
[0131] The method provided in this implementation ensures that after a user triggers the connection control, the system does not directly establish a connection. Instead, it first sends a connection request to the terminal corresponding to the target virtual character. Only after the target virtual character confirms its agreement does it generate a connection confirmation command, thus achieving a two-way confirmation connection mechanism. This two-way confirmation mechanism effectively avoids the negative experience caused by unilateral forced connections, allowing players to choose whether to accept the connection invitation and improving the interactive experience.
[0132] In step S1310, in response to the trigger operation of the connection control, a connection request is sent to the terminal corresponding to the target virtual character.
[0133] The connection request can be request data carrying the identifier information of the controlled virtual character. It usually serves to convey the connection intention to the target virtual character, so that the user corresponding to the target virtual character can know that other users want to establish a connection with them.
[0134] In an alternative implementation, the connection request may be a request data packet containing the character identifier and avatar of the controlled virtual character.
[0135] In an optional implementation, the connection request can be a request data packet containing the character identifier of the controlled virtual character and a connection timestamp. For example, when player A triggers a connection operation, the system generates a connection request containing player A's character ID and current timestamp, and sends it to player B's terminal. Player B's terminal can determine the timeliness of the connection request based on the timestamp, and the request will automatically expire if it exceeds a preset time limit.
[0136] In step S1320, when an agreement response is received from the terminal corresponding to the target virtual character, a connection confirmation instruction is generated.
[0137] The consent response can be a confirmation message generated and returned by the terminal corresponding to the target virtual character after the user confirms acceptance of the connection invitation. It usually serves to indicate that the target virtual character agrees to establish a connection relationship, enabling the system to confirm that both parties agree to the connection before performing the connection establishment operation.
[0138] In one optional implementation, the consent response can be response data containing a confirmation identifier returned by the terminal corresponding to the target virtual character. For example, when player B sees the prompt "Received connection invitation from player AA" on their terminal, and clicks the "Agree" button, player B's terminal generates consent response data containing a confirmation identifier and returns it to player A's terminal. After receiving the consent response, player A's terminal generates a connection confirmation instruction.
[0139] In a game interface display method provided in one embodiment of this application, generating a connection confirmation instruction in response to a trigger operation on a connection control includes: Step S1410: In response to a trigger operation on the connection control, a connection confirmation command is generated; Step S1420: Send a first connection prompt to the terminal corresponding to the target virtual character. The first connection prompt is used to indicate that a connection invitation has been received from the controlled virtual character.
[0140] The method provided in this embodiment enables the direct generation of a connection confirmation command and the synchronous sending of a connection prompt to the target virtual character when responding to the triggering operation of the connection control. This simplifies the connection operation process, reduces the operational cost for players, and allows the target virtual character to be aware of the existence of the connection invitation in a timely manner through the sending mechanism of the first connection prompt. This enhances the real-time social experience between players and increases the richness and convenience of multiplayer interaction in the game.
[0141] In step S1410, a connection confirmation instruction is generated in response to a trigger operation on the connection control.
[0142] Specifically, when a player is detected to have performed a trigger operation on the connection control, the system immediately generates a connection confirmation command to establish the connection relationship. The generation of this command does not require waiting for the target virtual character's confirmation response, thus achieving real-time processing of the connection operation.
[0143] In step S1420, a first connection prompt is sent to the terminal corresponding to the target virtual character. The first connection prompt is used to indicate that a connection invitation has been received from the controlled virtual character.
[0144] Specifically, after generating the connection confirmation instruction, the system sends a first connection prompt message to the terminal device used by the target virtual character. This prompt message informs the target virtual character that it has received a connection invitation from the controlled virtual character, so that the target virtual character can be aware of the existence of the connection request.
[0145] It should be noted that the terminal corresponding to the target virtual character refers to the terminal through which the player controls the target virtual character.
[0146] The first connection prompt can be the content that carries the connection invitation notification information. The first connection prompt usually serves to inform the target virtual character that a connection invitation has been received and to display the information of the sender of the connection invitation, so that the user controlling the target virtual character can understand the source of the connection request.
[0147] In an optional implementation, the first connection prompt may include the nickname information of the controlled virtual character, so that the target virtual character can identify the sender of the connection invitation. The first connection prompt may further include an image of the controlled virtual character's profile picture.
[0148] like Figure 3 As shown, in one exemplary application of this embodiment, it can be further combined with Figure 2 In an application example, after the terminal of the controlled virtual character 201 generates a connection confirmation command, the terminal corresponding to the target virtual character 202 sends a first connection prompt. A prompt pop-up window 301 is displayed on the interface of the terminal corresponding to the target virtual character 202, displaying the prompt text "Received connection invitation from player A" and player A's avatar information, so that player B corresponding to the target virtual character 202 can be informed in a timely manner that a connection invitation from player A has been received.
[0149] In a game interface display method provided in one embodiment of this application, a first connection prompt is displayed in the second graphical user interface displayed on the terminal corresponding to the target virtual character. The first connection prompt is also used to receive a confirmation operation from the target virtual character to trigger the display of a second connection prompt containing information of a second associated virtual character in the second graphical user interface, so that the target virtual character can send a connection invitation to the second associated virtual character, wherein the second associated virtual character is another virtual character that has established a connection relationship with the controlled virtual character.
[0150] The method provided in this embodiment enables a target virtual character to establish a connection relationship not only with the controlled virtual character that initiated the invitation when the target virtual character receives a connection invitation, but also to learn about other virtual characters that the controlled virtual character has already connected with through a second connection prompt. This allows the target virtual character to choose whether to establish a connection relationship with these associated virtual characters with a single click, effectively reducing the operational complexity of establishing connections one by one in multi-person social scenarios and improving the interactive experience. At the same time, by extending the connection relationship in a chain, virtual characters that were originally strangers can quickly establish a connection with a common connection person, thus enhancing the richness of the game.
[0151] Specifically, when the controlled virtual character sends a connection invitation to the target virtual character, the terminal corresponding to the target virtual character will receive the connection invitation and display a first connection prompt in the second graphical user interface displayed on the terminal corresponding to the target virtual character, so as to inform the target virtual character that it has received a connection invitation from the controlled virtual character.
[0152] The first connection prompt can be a notification message presented in a specific form in the second graphical user interface, used to convey the relevant content of the connection invitation to the target virtual character. The first connection prompt typically serves to inform the target virtual character that a connection invitation exists, display the source of the connection invitation, and provide an interactive entry point.
[0153] In an optional implementation, the first connection prompt may be a pop-up notification. For example, when the controlled virtual character controlled by player A sends a connection invitation to the target virtual character controlled by player B, a pop-up notification will appear on player B's terminal screen, displaying "Received connection invitation from player A," and including "Agree" and "Decline" buttons for player B to choose from.
[0154] In an optional implementation, the first connection prompt can be a notification displayed in the form of a message bar. For example, when the controlled virtual character controlled by player A sends a connection invitation to the target virtual character controlled by player B, a new connection invitation message will be added to the message notification bar at the top of player B's second graphical user interface. The message content is "Player A has sent you a connection invitation. Click to view details." Player B can click on the message to jump to the connection invitation processing interface.
[0155] The first link prompt is also used to receive confirmation from the target virtual character to trigger the display of a second link prompt containing information about the second associated virtual character in the second graphical user interface.
[0156] Specifically, the first connection prompt not only informs the target virtual character that it has received a connection invitation, but also provides an interactive confirmation entry. After the target virtual character performs a confirmation operation on the first connection prompt, the system will further display a second connection prompt in the second graphical user interface. The second connection prompt contains information about other virtual characters that have established a connection relationship with the controlled virtual character, so that the target virtual character can choose whether to establish a connection relationship with these associated virtual characters as well.
[0157] The confirmation operation can be an interactive operation performed by the target virtual character in response to the first connection prompt, indicating agreement or confirmation of acceptance of the connection invitation.
[0158] The second link prompt can be a prompt interface displayed in the second graphical user interface to show information about the associated virtual character.
[0159] In an optional implementation, the second connection prompt can be a prompt interface that displays associated virtual characters in a list format. For example, after player B confirms acceptance of player A's connection invitation, a second connection prompt interface pops up in the second graphical user interface. The interface displays the avatars, nicknames, and connection statuses of players C, D, and E that player A has already connected with in a vertical list format. Each list item has an "Request Connection" button on the right, and player B can click the button one by one to send a connection invitation to the corresponding player.
[0160] The second associated virtual character information can be relevant data used to identify and display the second associated virtual character. This information typically helps the target virtual character identify connectable objects and understand their basic attributes.
[0161] Among them, the second associated virtual character can be a virtual character that has an established connection with the controlled virtual character.
[0162] In an optional implementation, the second associated virtual character can be a virtual character that has established a connection with the controlled virtual character in the current game session. For example, after logging into the game this time, player A has established connections with player C and player D. When player A sends a connection invitation to player B and player B confirms, the second associated virtual characters displayed in the second connection prompt are player C and player D. Player B can choose to send connection invitations to both player C and player D simultaneously.
[0163] In an optional implementation, the second associated virtual character can be a virtual character that has established a connection with the controlled virtual character and is currently online. For example, player A has established connections with players C, D, and E, where players C and D are currently online, and player E is currently offline. When player A sends a connection invitation to player B and player B confirms, the second connection prompt only displays players C and D, who are currently online, as the second associated virtual characters, making it convenient for player B to choose to send an instant connection invitation to online players.
[0164] Sending a connection invitation can be a request operation whereby the target virtual character initiates a connection relationship with the second associated virtual character based on the second connection prompt.
[0165] In an alternative implementation, sending a connection invitation can be a separate connection request sent one by one to each of the second associated virtual characters. For example, after viewing the second connection prompt, player B clicks the "Request Connection" button after player C's entry and the "Request Connection" button after player D's entry, respectively, sending independent connection invitations to player C and player D. Player C and player D will then receive connection invitation notifications from player B.
[0166] In one optional implementation, sending a connection invitation can be a batch connection request sent simultaneously to multiple second-related virtual characters via a one-click operation. For example, after player B views the second connection prompt, they click the "Apply for All" button at the bottom of the list. The system then sends connection invitations simultaneously to all second-related virtual characters listed in the second connection prompt, and each second-related virtual character will simultaneously receive a connection invitation notification from player B.
[0167] In an optional implementation, sending a connection invitation can be a connection request sent to selected second associated virtual characters via a checkbox. For example, in a simulation game, after player B views the second connection prompt, checks the checkboxes in front of players C and E, and then clicks the "Send Invitation to Selected Players" button, the system will only send connection invitations to players C and E; player D, who was not selected, will not receive a connection invitation.
[0168] In one exemplary application of this embodiment, the controlled virtual character 201, controlled by player A, is engaging in a scene dialogue with nearby players. Player A has already established connections with players C and D. Player A clicks the connection control to send a connection invitation to the target virtual character 202 controlled by player B. Figure 4-1As shown, a "First Connection Prompt" pop-up window 401 appears at the bottom of the second graphical user interface displayed on Player B's terminal. The pop-up window states "Received connection invitation from Player A," and includes an "Agree" button 402 and a "Decline" button 403. After Player B clicks the "Agree" button to confirm, the system displays a second connection prompt panel 404 below the second graphical user interface or in the same position as the first pop-up window. Figure 4-2 As shown, the "Second Connection Prompt" panel 404 contains the prompt "The following are players connected by Player A; you can choose to connect with them as well." The panel also includes a notification 405 indicating that Player B and Player A (i.e., the target virtual character 202 and the controlled virtual character 201) have established a connection. The panel displays a list of the second associated virtual characters connected to Player A, including Player C's avatar and nickname "Xiao Ming," and Player D's avatar and nickname "Xiao Hong." Each list item has a "Request Connection" button 406 on its right. Player B can click any "Request Connection" button 406 to send a connection invitation to the corresponding player. The corresponding player's terminal will receive a connection invitation notification from Player B, thus enabling the rapid expansion of Player B's social connections based on Player A's connection network.
[0169] In one embodiment of this application, a method for displaying a game interface includes: In response to the detection of a connection confirmation command, a first connection prompt containing information of a first associated virtual role is sent to the terminal corresponding to the target virtual role, so that the target virtual role can send a connection invitation to the first associated virtual role, wherein the first associated virtual role is another virtual role that has received a connection invitation sent by the terminal corresponding to the controlled virtual role.
[0170] The method provided in this embodiment enables the controlled virtual character to send a connection invitation to the target virtual character, and simultaneously displays information about other virtual characters that the controlled virtual character has connected with or is inviting to the target virtual character. This provides the target virtual character with a convenient multi-person connection entry point, allowing the target virtual character to quickly establish a connection relationship with the first associated virtual character without having to search repeatedly or add them one by one. This effectively reduces the operational complexity in multi-person social scenarios and enhances the interactive experience between players.
[0171] The first connection prompt can be a notification message sent to the target virtual character, containing connection invitation information and associated virtual character information. This notification message informs the target virtual character that a connection invitation has been received and provides the option to form a connection. It typically serves to deliver the connection invitation and guide the target virtual character to perform a multi-person connection operation, allowing the target virtual character to learn about the expandable connection objects while receiving the connection invitation.
[0172] Among them, the first associated virtual role can be other virtual roles that have received a connection invitation sent by the terminal corresponding to the controlled virtual role, and there is a record of sending connection invitations between these virtual roles and the controlled virtual role.
[0173] like Figure 5 As shown, in an exemplary application of this embodiment, "Player A" controls a controlled virtual character to socially interact with multiple friends in a virtual scene. "Player A" has sent connection invitations to nearby "Player C" and "Player D". When "Player A" detects that friend "Player B" has entered the connection detection range, "Player A" clicks the connection control displayed at the connection location of "Player B". The terminal responds to this operation by generating a connection confirmation command and sending a first connection prompt 501 containing information about "Player C" and "Player D" to the terminal corresponding to "Player B". Player B's terminal displays the first connection prompt 501 on the second graphical user interface. The prompt includes "Received connection invitation from Player A" and displays a list of the first virtual character information that Player A has sent connections to, including "Player A has applied for a connection with Player C, do you want to apply together?" and "Player A has applied for a connection with Player D, do you want to apply together?" Each list item has an "Apply for Connection" button 502 on the right. Next to the first connection prompt 501, a "One-Click Agree" button 503 is displayed. Player B can choose whether to send a connection invitation to the corresponding player by clicking a "Apply for Connection" button 502, or choose to click the "One-Click Agree" button 503 to send connection invitations to all the players that Player A has applied for connections to, thereby realizing the convenient expansion of multi-person social connections.
[0174] In one embodiment of this application, a method for displaying a game interface includes: Step S1710: In response to detecting a connection confirmation command, a first connection prompt is sent to the terminal corresponding to the target virtual character; Step S1720: When a confirmation response for the first connection prompt is received from the terminal corresponding to the target virtual character, a second connection relationship is established between the controlled virtual character and the target virtual character, so that when the controlled virtual character moves outside the display range of the second graphical user interface displayed on the terminal corresponding to the target virtual character, the dialogue information sent by the controlled virtual character is displayed on the second graphical user interface.
[0175] The method provided in this embodiment enables a connection prompt to be sent to the terminal corresponding to the target virtual character when a connection confirmation command is detected. Upon receiving a confirmation response, a bidirectional second connection is established, thus realizing a bidirectional connection establishment mechanism and solving the information asymmetry problem caused by unidirectional connections. Specifically, through the establishment of the second connection, when the controlled virtual character moves outside the display range of the terminal corresponding to the target virtual character, the user of the target virtual character can still receive dialogue information sent by the controlled virtual character on their second graphical user interface. This avoids the interruption of dialogue due to the virtual character moving out of the visible range, improving the interactive experience between users. Simultaneously, this bidirectional connection mechanism allows multiple players to establish stable social connections, enhancing the social depth and richness of the game, and increasing its overall richness.
[0176] The confirmation response is the information generated and returned by the terminal after the user of the target virtual character performs a confirmation operation in response to the first connection prompt. It typically indicates that the user of the target virtual character agrees to establish a connection and triggers the system to execute the connection establishment process. This confirmation response can be achieved through click, swipe, long press, and / or other operations. For example, by clicking the "Agree" button displayed in the first connection prompt, the user of the target virtual character can trigger the terminal to generate a confirmation response and return to the terminal corresponding to the controlled virtual character.
[0177] The second connection can be a connection established from the perspective of the target virtual character and the controlled virtual character. It typically enables the target virtual character's terminal to continuously track the controlled virtual character's location and dialogue information, achieving a two-way connection.
[0178] In an optional implementation, the second connection relationship can be a one-way information receiving relationship. For example, after the second connection relationship is established, when the controlled virtual character moves outside the display range of the second graphical user interface corresponding to the target virtual character, the terminal of the target virtual character can still receive and display the dialogue information sent by the controlled virtual character, thereby realizing the cross-view transmission of dialogue content.
[0179] In an optional implementation, the second connection can be a connection that includes location tracking functionality. For example, after establishing the second connection, the second graphical user interface corresponding to the target virtual character not only displays the dialogue information sent by the controlled virtual character, but also displays directional arrows to indicate the relative position of the controlled virtual character, helping the user of the target virtual character to quickly locate the position of the controlled virtual character.
[0180] In an optional implementation, the second connection can be a component of a bidirectional connection corresponding to the first connection. For example, the controlled virtual character establishes a first connection with the target virtual character by triggering a connection command, and the target virtual character establishes a second connection after confirmation. The two connections together constitute a bidirectional connection, enabling both parties to receive dialogue information sent by the other when they move out of each other's display range.
[0181] In one embodiment of this application, a method for displaying a game interface includes: When the number of target virtual characters that have established a first connection with the controlled virtual character is a preset number, a connection management control is displayed on the first graphical user interface. The connection management control contains connection quantity information, which is used to indicate the number of target virtual characters that have established a first connection with the controlled virtual character. The preset number is greater than 1.
[0182] The method provided in this embodiment enables players to intuitively know the number of target virtual characters currently connected by displaying a connection management control containing connection quantity information when a controlled virtual character establishes a connection relationship with multiple target virtual characters. This effectively improves players' perception of connection status and management efficiency, thereby enhancing the interactive experience.
[0183] The preset quantity can be a threshold for the number of target virtual characters used to trigger the display of the connection management control. The preset quantity usually controls when the connection management control is displayed, ensuring that the control is only displayed when the controlled virtual character establishes a connection relationship with multiple target virtual characters, thereby avoiding redundant display of interface elements.
[0184] In an optional implementation, the preset number can be a fixed numerical threshold, such as 2, 3, or 5. For example, when the player-controlled virtual character successfully establishes a first connection with a second target virtual character in a virtual scene, the system detects that the current number of connections has reached the preset number of 2, and at this time, connection management controls are displayed on the first graphical user interface.
[0185] The connection management control is an interactive control used to manage the connection relationships between controlled virtual characters and target virtual characters. Connection management controls typically provide a visual display of the connection status and an entry point for managing connection relationships, allowing players to easily view and manage current connection relationships. Triggering actions on the connection management control can be achieved through clicks, swipes, long presses, and / or other actions.
[0186] In an optional implementation, after the controlled virtual character establishes a first connection with a preset number of target virtual characters, the connection control corresponding to each target virtual character can be hidden, and a connection management control can be displayed at the associated position of the controlled virtual character, displaying the connection quantity information on the connection management control. This avoids the inconvenience caused by multiple connection controls in the view of multiple players and improves the simplicity of the graphical user interface.
[0187] In an optional implementation, the number of connections can be displayed on the connection management control as a ratio of "current number / maximum number". For example, when the player-controlled virtual character establishes a first connection with two target virtual characters, and the maximum number of connections set by the system is five, the connection management control displays "2 / 5", indicating that two target virtual characters are currently connected, and a maximum of five connections can be made.
[0188] In one embodiment of this application, a method for displaying a game interface includes: Step S2010: In response to a trigger operation on the connection management control, a connection list is displayed on the first graphical user interface. The connection list contains object identifiers of each target virtual character that has established a first connection relationship with the controlled virtual character. Step S2020: In response to the cancellation operation for the target object identifier in the connection list, the connection relationship between the controlled virtual character and the target virtual character corresponding to the target object identifier is terminated.
[0189] The method provided in this embodiment enables players to quickly view the object identifiers of all currently linked target virtual characters when there are a large number of target virtual characters that have established connections with the controlled virtual character. Players can also perform cancellation operations on specific target virtual characters to sever the connection, thereby achieving flexible management and dynamic adjustment of multiple linked objects. This effectively improves the interactive experience of players in multiplayer social scenarios and enhances the social richness of the game. At the same time, by providing an intuitive display of the connection list and a convenient cancellation mechanism, it reduces the management complexity of players in large-scale connection scenarios and solves the computer interaction problem of information presentation and operation control in multi-target connection states.
[0190] In step S2010, in response to a trigger operation on the connection management control, a connection list is displayed on the first graphical user interface. The connection list contains object identifiers of each target virtual character that has established a first connection relationship with the controlled virtual character.
[0191] The triggering operation of the connection management control can be the interactive command executed by the player on the connection management control. Specifically, it refers to the operation event generated when the player acts on the connection management control through a specific interaction method. This triggering operation can be achieved through click, swipe, long press, and / or other operations.
[0192] The link list can be an interface element used to present link relationship information. Specifically, it refers to a list structure displayed on the first graphical user interface that contains the object identifiers of each target virtual character that has established a first link relationship with the controlled virtual character.
[0193] The object identifier can be an information element used to identify the identity of a target virtual character. Specifically, it refers to the identification information that can uniquely or significantly distinguish each target virtual character.
[0194] In an alternative implementation, the object identifier may include the avatar information and / or nickname information of the target virtual character.
[0195] In step S2020, in response to the cancellation operation for the target object identifier in the connection list, the connection relationship between the controlled virtual character and the target virtual character corresponding to the target object identifier is terminated.
[0196] Specifically, when a player is detected to have performed a cancel operation on a target object identifier in the connection list, the system responds to the cancel operation by terminating the established connection between the controlled virtual character and the target virtual character corresponding to the target object identifier, thereby achieving dynamic management of connection relationships.
[0197] The cancel operation can be an interactive action performed by a player on a target object identifier to sever the connection. Specifically, it refers to an operation event in which the player expresses the intention to sever the connection between the target virtual character corresponding to the target object identifier through a specific interaction method.
[0198] In an optional implementation, the cancellation operation can be performed by clicking the cancel button next to the target object icon; that is, each object icon has a cancel button for the player to click. For example, each target virtual character in the link list has an "×" shaped cancel button next to its object icon. After the player clicks the cancel button next to the object icon corresponding to player B, the system cancels the link between the controlled virtual character and player B's target virtual character.
[0199] like Figure 6-1As shown, in an exemplary application of this embodiment, the controlled virtual character controlled by player A engages in social interaction with multiple friends in a virtual scene, establishing a first connection with the target virtual characters controlled by players B, C, and D. At this time, the first graphical user interface displays a connection management control 601, and the connection quantity information is displayed as 3. Player A clicks on the connection management control 601, and the system responds to this trigger operation by displaying a connection list 602 on the first graphical user interface, such as... Figure 6-2 As shown, the link list 602 presents three target virtual character object identifiers in a vertical arrangement. Each object identifier includes the corresponding target virtual character's avatar image and game nickname. After viewing the link list 602, Player A finds that the conversation with Player B has ended and no longer needs to maintain the link. Player A then clicks the cancel button 603 next to Player B's corresponding object identifier. The system responds to this cancellation operation, releasing the link between the controlled virtual character and Player B's target virtual character. The link list is then updated to remove Player B's object identifier, and the link count information on the link management control is simultaneously updated to 2. Player A has achieved convenient management of multiple link objects through the link management control and the link list.
[0200] In a game interface display method provided in one embodiment of this application, the first target prompt identifier includes the avatar information and / or nickname information of the target virtual character.
[0201] Specifically, after establishing a first connection between the controlled virtual character and the target virtual character, when the target virtual character moves outside the display range of the first graphical user interface, the first target prompt icon displayed on the first graphical user interface contains the target virtual character's avatar information and / or nickname information, so that the user controlling the controlled virtual character can identify the target virtual character's identity through the first target prompt icon.
[0202] In a game interface display method provided in one embodiment of this application, the first target prompt identifier includes an arrow identifier, and the arrow identifier is used to indicate the direction of the target virtual character relative to the controlled virtual character.
[0203] The method provided in this embodiment enables players to quickly locate connected objects in a large map scene when the target virtual character moves outside the display range of the first graphical user interface. By setting an arrow icon in the first target prompt icon and using the direction of the arrow icon, the direction of the target virtual character relative to the controlled virtual character can be intuitively presented.
[0204] Arrow icons are graphical elements used to present directional information in a graphical user interface. Arrow icons typically serve to intuitively convey directional information, allowing players to clearly perceive the relative position of the target virtual character to the controlled virtual character even after the target virtual character has moved out of the display area.
[0205] In an alternative implementation, the arrow icon may be displayed next to the avatar of the target virtual character in the first target prompt icon.
[0206] In an alternative implementation, arrow markers can be displayed in the dialogue information sent by the target virtual character, such as the location associated with a chat bubble, to indicate the orientation of the initiator of each chat bubble relative to the controlled virtual character. Figure 7 As shown, a first connection is established between the controlled virtual character 701 controlled by player A and the target virtual characters controlled by players B and C, respectively. After the first connection is established, player B's target virtual character moves to the right of the controlled virtual character, exceeding the display range of the first graphical user interface displayed on player A's terminal, and player C's target virtual character moves to the left of the controlled virtual character, exceeding the display range of the first graphical user interface displayed on player A's terminal. At this time, if the dialogue bubbles 702 and 703 sent by player B's target virtual character and player C's target virtual character, respectively, they will be displayed above the head of the controlled virtual character 701 in the first graphical user interface, with dialogue bubble 702 carrying the corresponding target virtual character's avatar 7021 and dialogue bubble 703 carrying the corresponding target virtual character's avatar 7031. Furthermore, arrow markers 70211 and 70311 are displayed on avatars 7021 and 7031 respectively. Arrow marker 70211 points to the right to indicate that player B's target virtual character is currently located to the right of player A's controlled virtual character; arrow marker 70311 points to the left to indicate that player C's target virtual character is currently located to the left of player A's controlled virtual character.
[0207] In one embodiment of this application, a method for displaying a game interface includes: After establishing the first connection, in response to a trigger operation on the connection control, the first connection between the controlled virtual character and the target virtual character is terminated.
[0208] The method provided in this embodiment enables bidirectional switching of connection states when a first connection relationship has been established between the controlled virtual character and the target virtual character. By reusing the connection control to trigger the operation of unlinking the connection relationship, players do not need to find additional unlinking buttons or enter complex menu levels. They only need to trigger the same connection control to complete the establishment and unlinking of the connection relationship, which effectively reduces the player's operation and learning costs and improves the interactive experience.
[0209] Based on the above method embodiments, this disclosure also provides a game interface device that provides a first graphical user interface via a terminal. The first graphical user interface displays at least a portion of a virtual scene, which includes a controlled virtual character and other virtual characters. See [link to previous document]. Figure 8 The device includes the following modules: The determination module 801 is used to determine the target virtual role to be connected in response to the detection of a connection trigger event; Module 802 is used to establish a first connection relationship between the controlled virtual character and the target virtual character in response to the detection of a connection determination command; Display module 803 is used to display the dialogue information sent by the target virtual character on the first graphical user interface when the target virtual character moves outside the display range of the first graphical user interface after the first connection relationship is established.
[0210] The aforementioned device solves the problem of dialogue information not being continuously displayed after the target virtual character moves out of the screen display range by detecting connection trigger events and establishing connection relationships between virtual characters. It achieves the visibility of dialogue information even if the dialogue object is not in the current display range, thereby improving the player's interactive experience during the dialogue process.
[0211] The interface display device in the game provided in this disclosure has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts of the interface display device in the game that are not mentioned in the embodiment can be referred to the corresponding content in the aforementioned interface display method embodiment.
[0212] In this document, the term "and / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent three cases: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" in this document means any combination of at least two of any one or more elements. For example, including at least one of A, B, and C can mean including any one or more elements selected from the set consisting of A, B, and C.
[0213] This disclosure also provides an electronic device, such as... Figure 9 The diagram shows the structure of the electronic device, which includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following interface display method steps: In response to the detection of a connection trigger event, the target virtual character to be connected is determined; In response to the detection of a connection confirmation command, a first connection is established between the controlled virtual character and the target virtual character; After the first connection is established, when the target virtual character moves outside the display range of the first graphical user interface, the dialogue information sent by the target virtual character is displayed on the first graphical user interface.
[0214] Optionally, when the target virtual character is within the display range of the first graphical user interface, in response to receiving dialogue information sent by the target virtual character, the dialogue information sent by the target virtual character is displayed at the associated position of the target virtual character in the first graphical user interface.
[0215] Optionally, if no first connection is established between the controlled virtual character and the target virtual character, in response to the target virtual character moving out of the display range of the first graphical user interface, the dialogue information sent by the target virtual character is not displayed in the first graphical user interface.
[0216] Optionally, after establishing the first connection, when the target virtual character moves outside the display range of the first graphical user interface, a first target prompt icon is displayed on the first graphical user interface. The first target prompt icon is used to indicate the orientation information of the target virtual character relative to the controlled virtual character.
[0217] Optionally, a connection control is displayed on the first graphical user interface; In response to a trigger operation on the linked control, a link confirmation command is generated.
[0218] Optionally, a first range is defined centered on the position of the controlled virtual character; Detect whether there are other virtual characters within the first range; When other virtual characters are detected within the first range, it is determined that a connection trigger event has been detected.
[0219] Optionally, detect whether the controlled virtual character sends the first dialogue message; When the controlled virtual character sends the first dialogue information, a second range is determined with the controlled virtual character's location as the center; Within a preset time period, detect whether any other virtual characters within the second range send a second dialogue message; When it is detected that another virtual character within the second range is sending a second dialogue message, it is determined that a connection trigger event has been detected.
[0220] Optionally, the virtual character that sends the second dialogue information within the second range is identified as the target virtual character to be connected.
[0221] Optionally, a link control can be displayed at the associated location of the target virtual character.
[0222] Optionally, in response to a trigger operation on the connection control, a connection request is sent to the terminal corresponding to the target virtual character; When a consent response is received from the terminal corresponding to the target virtual character, a connection confirmation instruction is generated.
[0223] Optionally, in response to a trigger operation on the linked control, a link confirmation instruction is generated; Send a first connection prompt to the terminal corresponding to the target virtual character. The first connection prompt is used to indicate that a connection invitation has been received from the controlled virtual character.
[0224] Optionally, the first connection prompt is displayed in the second graphical user interface displayed on the terminal corresponding to the target virtual character. The first connection prompt is also used to receive a confirmation operation from the target virtual character to trigger the display of a second connection prompt containing information about the second associated virtual character in the second graphical user interface, so that the target virtual character can send a connection invitation to the second associated virtual character, wherein the second associated virtual character is another virtual character that has established a connection relationship with the controlled virtual character.
[0225] Optionally, in response to detecting a connection confirmation instruction, a first connection prompt containing information about a first associated virtual role is sent to the terminal corresponding to the target virtual role, so that the target virtual role can send a connection invitation to the first associated virtual role, wherein the first associated virtual role is another virtual role that has received a connection invitation sent by the terminal corresponding to the controlled virtual role.
[0226] Optionally, in response to detecting a connection confirmation command, a first connection prompt is sent to the terminal corresponding to the target virtual character; When a confirmation response for the first connection prompt is received from the terminal corresponding to the target virtual character, a second connection relationship is established between the controlled virtual character and the target virtual character. When the controlled virtual character moves outside the display range of the second graphical user interface displayed on the terminal corresponding to the target virtual character, the dialogue information sent by the controlled virtual character is displayed on the second graphical user interface.
[0227] Optionally, in response to the number of target virtual characters that have established a first connection with the controlled virtual character being a preset number, a connection management control is displayed on the first graphical user interface. The connection management control contains connection quantity information, which is used to indicate the number of target virtual characters that have established a first connection with the controlled virtual character, wherein the preset number is greater than 1.
[0228] Optionally, in response to a trigger operation on the connection management control, a connection list is displayed on the first graphical user interface, the connection list containing object identifiers of each target virtual character that has established a first connection relationship with the controlled virtual character; In response to a cancellation operation targeting a target object identifier in the link list, the link between the controlled virtual character and the target virtual character corresponding to the target object identifier is terminated.
[0229] Optionally, after establishing the first connection, in response to a trigger operation on the connection control, the first connection between the controlled virtual character and the target virtual character is terminated.
[0230] exist Figure 9 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113, wherein the processor 111, the communication interface 113, and the memory 110 are connected via the bus 112.
[0231] The memory 110 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 113 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 112 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 9 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0232] The processor 111 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 111 or by instructions in software form. The processor 111 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules may reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory. The processor 111 reads the information in the memory and, in conjunction with its hardware, completes the steps of the interface display method in the game described in the aforementioned embodiment.
[0233] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement a game interface display method, which specifically includes: In response to the detection of a connection trigger event, the target virtual character to be connected is determined; In response to the detection of a connection confirmation command, a first connection is established between the controlled virtual character and the target virtual character; After the first connection is established, when the target virtual character moves outside the display range of the first graphical user interface, the dialogue information sent by the target virtual character is displayed on the first graphical user interface.
[0234] Optionally, when the target virtual character is within the display range of the first graphical user interface, in response to receiving dialogue information sent by the target virtual character, the dialogue information sent by the target virtual character is displayed at the associated position of the target virtual character in the first graphical user interface.
[0235] Optionally, if no first connection is established between the controlled virtual character and the target virtual character, in response to the target virtual character moving out of the display range of the first graphical user interface, the dialogue information sent by the target virtual character is not displayed in the first graphical user interface.
[0236] Optionally, after establishing the first connection, when the target virtual character moves outside the display range of the first graphical user interface, a first target prompt icon is displayed on the first graphical user interface. The first target prompt icon is used to indicate the orientation information of the target virtual character relative to the controlled virtual character.
[0237] Optionally, a connection control is displayed on the first graphical user interface; In response to a trigger operation on the linked control, a link confirmation command is generated.
[0238] Optionally, a first range is defined centered on the position of the controlled virtual character; Detect whether there are other virtual characters within the first range; When other virtual characters are detected within the first range, it is determined that a connection trigger event has been detected.
[0239] Optionally, detect whether the controlled virtual character sends the first dialogue message; When the controlled virtual character sends the first dialogue information, a second range is determined with the controlled virtual character's location as the center; Within a preset time period, detect whether any other virtual characters within the second range send a second dialogue message; When it is detected that another virtual character within the second range is sending a second dialogue message, it is determined that a connection trigger event has been detected.
[0240] Optionally, the virtual character that sends the second dialogue information within the second range is identified as the target virtual character to be connected.
[0241] Optionally, a link control can be displayed at the associated location of the target virtual character.
[0242] Optionally, in response to a trigger operation on the connection control, a connection request is sent to the terminal corresponding to the target virtual character; When a consent response is received from the terminal corresponding to the target virtual character, a connection confirmation instruction is generated.
[0243] Optionally, in response to a trigger operation on the linked control, a link confirmation instruction is generated; Send a first connection prompt to the terminal corresponding to the target virtual character. The first connection prompt is used to indicate that a connection invitation has been received from the controlled virtual character.
[0244] Optionally, the first connection prompt is displayed in the second graphical user interface displayed on the terminal corresponding to the target virtual character. The first connection prompt is also used to receive a confirmation operation from the target virtual character to trigger the display of a second connection prompt containing information about the second associated virtual character in the second graphical user interface, so that the target virtual character can send a connection invitation to the second associated virtual character, wherein the second associated virtual character is another virtual character that has established a connection relationship with the controlled virtual character.
[0245] Optionally, in response to detecting a connection confirmation instruction, a first connection prompt containing information about a first associated virtual role is sent to the terminal corresponding to the target virtual role, so that the target virtual role can send a connection invitation to the first associated virtual role, wherein the first associated virtual role is another virtual role that has received a connection invitation sent by the terminal corresponding to the controlled virtual role.
[0246] Optionally, in response to detecting a connection confirmation command, a first connection prompt is sent to the terminal corresponding to the target virtual character; When a confirmation response for the first connection prompt is received from the terminal corresponding to the target virtual character, a second connection relationship is established between the controlled virtual character and the target virtual character. When the controlled virtual character moves outside the display range of the second graphical user interface displayed on the terminal corresponding to the target virtual character, the dialogue information sent by the controlled virtual character is displayed on the second graphical user interface.
[0247] Optionally, in response to the number of target virtual characters that have established a first connection with the controlled virtual character being a preset number, a connection management control is displayed on the first graphical user interface. The connection management control contains connection quantity information, which is used to indicate the number of target virtual characters that have established a first connection with the controlled virtual character, wherein the preset number is greater than 1.
[0248] Optionally, in response to a trigger operation on the connection management control, a connection list is displayed on the first graphical user interface, the connection list containing object identifiers of each target virtual character that has established a first connection relationship with the controlled virtual character; In response to a cancellation operation targeting a target object identifier in the link list, the link between the controlled virtual character and the target virtual character corresponding to the target object identifier is terminated.
[0249] Optionally, after establishing the first connection, in response to a trigger operation on the connection control, the first connection between the controlled virtual character and the target virtual character is terminated.
[0250] The computer program products of the interface display method, apparatus and electronic device in the game provided in the embodiments of this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0251] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of this disclosure.
[0252] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0253] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0254] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A method for displaying a game interface, characterized in that, The method includes providing a first graphical user interface (GUI) via a terminal, displaying at least a portion of a virtual scene, the virtual scene including a controlled virtual character and other virtual characters, the method comprising: In response to the detection of a connection trigger event, the target virtual character to be connected is determined; In response to the detection of a connection determination command, a first connection relationship is established between the controlled virtual character and the target virtual character; After the first connection is established, when the target virtual character moves outside the display range of the first graphical user interface, the dialogue information sent by the target virtual character is displayed on the first graphical user interface.
2. The method according to claim 1, characterized in that, The method further includes: When the target virtual character is within the display range of the first graphical user interface, in response to receiving dialogue information sent by the target virtual character, the dialogue information sent by the target virtual character is displayed at the associated position of the target virtual character in the first graphical user interface.
3. The method according to claim 2, characterized in that, The method further includes: If the first connection relationship is not established between the controlled virtual character and the target virtual character, in response to the target virtual character moving out of the display range of the first graphical user interface, the dialogue information sent by the target virtual character is not displayed in the first graphical user interface.
4. The method according to claim 1, characterized in that, The method further includes: After the first connection is established, when the target virtual character moves outside the display range of the first graphical user interface, a first target prompt icon is displayed on the first graphical user interface. The first target prompt icon is used to indicate the orientation information of the target virtual character relative to the controlled virtual character.
5. The method according to claim 1, characterized in that, The method further includes: Display the connection control on the first graphical user interface; In response to a trigger operation on the connection control, the connection confirmation instruction is generated.
6. The method according to claim 1, characterized in that, The method further includes: A first range is defined centered on the position of the controlled virtual character; Detect whether there are other virtual characters within the first range; When other virtual characters are detected within the first range, it is determined that a connection trigger event has been detected.
7. The method according to claim 1, characterized in that, The method further includes: Detect whether the controlled virtual character sends the first dialogue message; When the controlled virtual character is detected sending the first dialogue information, a second range is determined with the location of the controlled virtual character as the center; Within a preset time period, detect whether any other virtual characters within the second range send a second dialogue message; When it is detected that another virtual character within the second range is sending the second dialogue information, it is determined that a connection trigger event has been detected.
8. The method according to claim 7, characterized in that, The process of determining the target virtual character to be connected includes: The virtual character that sends the second dialogue information within the second range is identified as the target virtual character to be connected.
9. The method according to claim 5, characterized in that, The step of displaying the connection control on the first graphical user interface includes: A link control is displayed at the associated location of the target virtual character.
10. The method according to claim 5, characterized in that, The step of generating the connection confirmation instruction in response to a trigger operation on the connection control includes: In response to a trigger operation on the connection control, a connection request is sent to the terminal corresponding to the target virtual character; When an agreement response is received from the terminal corresponding to the target virtual character, the connection confirmation instruction is generated.
11. The method according to claim 5, characterized in that, The step of generating the connection confirmation instruction in response to a trigger operation on the connection control includes: In response to a trigger operation on the connection control, a connection confirmation command is generated; A first connection prompt is sent to the terminal corresponding to the target virtual character. The first connection prompt is used to indicate that a connection invitation has been received from the controlled virtual character.
12. The method according to claim 11, characterized in that, The first connection prompt is displayed in the second graphical user interface displayed on the terminal corresponding to the target virtual character. The first connection prompt is also used to receive the confirmation operation of the target virtual character to trigger the display of the second connection prompt containing the information of the second associated virtual character in the second graphical user interface, so that the target virtual character can send a connection invitation to the second associated virtual character, wherein the second associated virtual character is another virtual character that has established a connection relationship with the controlled virtual character.
13. The method according to claim 1, characterized in that, The method further includes: In response to the detection of a connection confirmation command, a first connection prompt containing first associated virtual character information is sent to the terminal corresponding to the target virtual character, so that the target virtual character can send a connection invitation to the first associated virtual character, wherein the first associated virtual character is another virtual character that has received a connection invitation sent by the terminal corresponding to the controlled virtual character.
14. The method according to claim 1, characterized in that, The method further includes: In response to the detection of a connection confirmation command, a first connection prompt is sent to the terminal corresponding to the target virtual character; When a confirmation response for the first connection prompt is received from the terminal corresponding to the target virtual character, a second connection relationship is established between the controlled virtual character and the target virtual character. When the controlled virtual character moves outside the display range of the second graphical user interface displayed on the terminal corresponding to the target virtual character, the dialogue information sent by the controlled virtual character is displayed on the second graphical user interface.
15. The method according to claim 1, characterized in that, The method further includes: When the number of target virtual characters that have established the first connection with the controlled virtual character is a preset number, a connection management control is displayed on the first graphical user interface. The connection management control contains connection quantity information, which is used to indicate the number of target virtual characters that have established the first connection with the controlled virtual character. The preset number is greater than 1.
16. The method according to claim 15, characterized in that, The method further includes: In response to a trigger operation on the connection management control, a connection list is displayed on the first graphical user interface, the connection list containing object identifiers of each target virtual character that has established the first connection relationship with the controlled virtual character; In response to a cancellation operation targeting a target object identifier in the connection list, the connection between the controlled virtual character and the target virtual character corresponding to the target object identifier is terminated.
17. The method according to claim 5, characterized in that, The method further includes: After establishing the first connection, in response to a trigger operation on the connection control, the first connection between the controlled virtual character and the target virtual character is terminated.
18. A game interface display device, characterized in that, The device provides a first graphical user interface via a terminal, displaying at least a portion of a virtual scene, the virtual scene including a controlled virtual character and other virtual characters, the device comprising: The determination module is used to determine the target virtual character to be connected in response to the detection of a connection trigger event; A module is established to establish a first connection between the controlled virtual character and the target virtual character in response to the detection of a connection determination command; The display module is used to display the dialogue information sent by the target virtual character on the first graphical user interface when the target virtual character moves outside the display range of the first graphical user interface after the first connection relationship is established.
19. An electronic device, characterized in that, The method includes a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 17.
20. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of any one of claims 1 to 17.