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

CN122582583APending Publication Date: 2026-08-18GUANGZHOU BOGUAN TELECOMM TECH LTD
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Patent Information

Application Number
CN202610704692.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-05-20
Publication Date
2026-08-18

AI Technical Summary

Technical Problem

然而,在这类游戏场景中,通常会在图形用户界面中同时显示RTS游戏模式对应的功能面板以及SLG游戏模式对应的功能面板,这使得图形用户界面中显示的信息量过载,且玩家难以从大量游戏信息中快速查找特定信息,使得操作复杂度高,继而影响玩家操作的便捷性和效率

Benefits of technology

上述游戏信息的显示方法,通过终端设备提供图形用户界面,图形用户界面中包含游戏界面和游戏场景且游戏场景中包括至少一个虚拟对象,包括:控制图形用户界面显示当前游戏模式对应的当前功能面板组合,当前功能面板组合由一个或多个当前子功能面板构成,功能面板被配置为触发不同的控制逻辑和/或显示不同的游戏信息;根据当前处于交互状态的目标虚拟对象的目标虚拟对象类型确定第一目标游戏模式;确定与第一目标游戏模式匹配的第一目标功能面板组合,第一目标功能面板组合由一个或多个目标子功能面板构成;将当前功能面板组合切换为第一目标功能面板组合。

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Abstract

The present disclosure provides a game information display method and device, a computer storage medium and an electronic device, and relates to the technical field of games. The method comprises the following steps: controlling a graphical user interface to display a current function panel combination corresponding to a current game mode, the current function panel combination being composed of one or more current sub-function panels, and the function panel being configured to trigger different control logics and / or display different game information; determining a first target game mode according to a target virtual object type of a target virtual object currently in an interactive state; determining a first target function panel combination matched with the first target game mode, the first target function panel combination comprising one or more target sub-function panels; and switching the current function panel combination to the first target function panel combination. The present disclosure can reduce the amount of information displayed in the graphical user interface, thereby reducing the operation complexity of the player and improving the operation convenience and efficiency of the player.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a method for displaying game information, a device for displaying game information, a computer storage medium, and an electronic device. Background Technology

[0002] As video game content and gameplay continue to innovate, strategy games are gradually evolving towards richer formats. For example, some strategy games combine the micro-management of combat units from Real-Time Strategy (RTS) games with the macro-strategy-focused gameplay of Strategy Simulation (SLG) games. However, in these scenarios, the graphical user interface (GUI) typically displays function panels for both RTS and SLG modes simultaneously. This overloads the GUI with information, making it difficult for players to quickly find specific details. This high complexity negatively impacts the ease and efficiency of player interaction. Summary of the Invention

[0003] This disclosure provides a method for displaying game information, a device for displaying game information, a computer storage medium, and an electronic device, thereby reducing the amount of information displayed in the graphical user interface, thereby reducing the complexity of player operations and improving the ease and efficiency of player operation.

[0004] In a first aspect, one embodiment of this disclosure provides a method for displaying game information, applied to a terminal device. In this method, a graphical user interface (GUI) is provided by the terminal device. The GUI includes a game interface and a game scene, and the game scene includes at least one virtual object. The method includes: controlling the GUI to display a current function panel combination corresponding to the current game mode, the current function panel combination consisting of one or more current sub-function panels, the function panels being configured to trigger different control logic and / or display different game information; determining a first target game mode based on the target virtual object type of the target virtual object currently in an interactive state; determining a first target function panel combination matching the first target game mode, the first target function panel combination consisting of one or more target sub-function panels; and switching the current function panel combination to the first target function panel combination.

[0005] Secondly, one embodiment of this disclosure provides a game information display device applied to a terminal device. In this device, a graphical user interface is provided by the terminal device. The graphical user interface includes a game interface and a game scene, and the game scene includes at least one virtual object. The device includes: a panel display module, used to control the graphical user interface to display a current function panel combination corresponding to the current game mode. The current function panel combination consists of one or more current sub-function panels, and the function panels are configured to trigger different control logic and / or display different game information; a game mode determination module, used to determine a first target game mode based on the target virtual object type of the target virtual object currently in an interactive state; a function panel determination module, used to determine a first target function panel combination that matches the first target game mode. The first target function panel combination consists of one or more target sub-function panels; and a function panel switching module, used to switch the current function panel combination to the first target function panel combination.

[0006] Thirdly, one embodiment of this disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the above-described method for displaying game information.

[0007] Fourthly, one embodiment of this disclosure provides an electronic device, including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the above-described method of displaying game information by executing the executable instructions.

[0008] Fifthly, one embodiment of this disclosure provides a computer program product, including a computer program that is executed by a processor to implement the above-described method for displaying game information.

[0009] The technical solution disclosed herein has the following beneficial effects: The aforementioned method for displaying game information, through a graphical user interface provided by a terminal device, includes a game interface and a game scene, with the game scene including at least one virtual object. The method comprises: controlling the graphical user interface to display the current function panel combination corresponding to the current game mode, wherein the current function panel combination consists of one or more current sub-function panels, and the function panels are configured to trigger different control logic and / or display different game information; determining a first target game mode based on the target virtual object type of the target virtual object currently in an interactive state; determining a first target function panel combination matching the first target game mode, wherein the first target function panel combination consists of one or more target sub-function panels; and switching the current function panel combination to the first target function panel combination.

[0010] In this method, the system can detect the type of the target virtual object currently in the interactive state, and then determine the first target game mode that matches the target virtual object type. This allows the graphical user interface (GUI) to switch the content displayed from the current function panel combination to the first target function panel combination corresponding to the first target game mode. In this process, on one hand, the system senses the object type of the target virtual object corresponding to the player's interactive behavior in real time to determine the player's operational intent, and then instantly triggers the switching display of the function panel combination matching the operational intent. This process does not require manual adjustment by the player; instead, it achieves instant adaptive switching by recognizing the interactive object each time the player performs an action, improving operational efficiency without interrupting the player's immersive gaming experience, thereby enhancing the player's gaming experience and increasing user stickiness. On the other hand, this method ensures that the GUI only displays function panels related to the player's operational intent at any given time, while hiding irrelevant function panels. This reduces the amount of game information displayed in the GUI, allowing players to quickly identify the function panels they need, reducing the operational pressure and learning cost for novice players, and thus improving the convenience and efficiency of player operation.

[0011] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0012] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0013] Figure 1 This diagram illustrates an application scenario architecture of one type of game information display system in this exemplary embodiment. Figure 2 A flowchart illustrating one method for displaying game information in this exemplary embodiment; Figure 3 This illustration shows a display diagram of one of the first target function panel combinations in this exemplary embodiment; Figure 4 A schematic diagram showing another combination of first target function panels in this exemplary embodiment is provided. Figure 5 A schematic diagram showing one of the second target function panel combinations in this exemplary embodiment is provided. Figure 6A flowchart illustrating one of the de-jittering interactive control methods in this exemplary embodiment is shown; Figure 7 This illustration shows a display diagram of one type of first visual auxiliary information in this exemplary embodiment; Figure 8 A schematic diagram illustrating another type of first visual aid information in this exemplary embodiment is shown. Figure 9 A schematic diagram of the structure of a game information display device in one of the exemplary embodiments is shown; Figure 10 A schematic diagram of the structure of one of the electronic devices in this exemplary embodiment is shown. Detailed Implementation

[0014] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0015] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

[0016] The flowchart shown in the attached diagram is merely an illustrative example and does not necessarily include all steps. For example, some steps may be broken down, while others may be combined or partially combined; therefore, the actual execution order may change depending on the specific circumstances.

[0017] To help those skilled in the art better understand the technical solutions of this disclosure, the relevant content involved in the technical solutions of this disclosure will be introduced below.

[0018] 1) Real-Time Strategy (RTS) Games: These are strategy games characterized by real-time gameplay, unlike the turn-based systems common in strategy games. Specifically, in RTS games, players need to perform real-time operations on combat units in a dynamic environment. This includes managing game resources, building bases, deploying troops, releasing skills, and commanding forces in combat—multi-tasking operations that emphasize rapid decision-making and tactical execution. The goal is to achieve precise and detailed micro-management of combat units in a short period (i.e., the ability to optimize local combat efficiency or resource management in video games).

[0019] 2) Tactical execution object: also known as combat unit, refers to the smallest functional unit that can be commanded and has independent combat capabilities. Specifically, in the RTS game combat scene of this disclosure embodiment, it is a movable independent entity that can receive player instructions and execute specific combat actions to realize the player's precise and detailed micro-operation on the tactical execution object.

[0020] 3) Strategy / Simulation Games (SLG): This is a type of game with resource management, strategic planning, and decision-making as its core gameplay. Players develop long-term strategies, allocate resources, develop their power, and compete against other players or artificial intelligence to ultimately achieve goals such as conquest, expansion, or survival. Compared to RTS games, SLG games place more emphasis on macro-strategic planning, including resource management, city development, internal affairs management, alliance diplomacy, and so on.

[0021] 4) Strategic Management Objects: These correspond to the objects in SLG games that perform macro-level resource planning and management, such as cities, buildings, and domestic affairs-related objects.

[0022] With the continuous innovation of video game content and gameplay, strategy games are gradually developing in a richer direction. For example, in one type of strategy game, by combining the game modes of real-time strategy (RTS) and simulation strategy (SLG), players can perform real-time micro-management of one or more combat units / tactical execution objects in the game scene, such as troop deployment, skill release, and formation movement, attack, and defense, as in the RTS game mode. They can also perform macro-management of strategic management objects in the game scene, such as city construction, resource allocation, and city internal affairs management, as in the SLG game mode. This provides players with a wonderful and diverse gaming experience.

[0023] However, existing strategy games typically employ a static and fixed information panel layout. Specifically, regardless of whether the player is currently performing micro-control operations on tactical targets or macro-governance operations on strategic targets, the graphical user interface not only presents the combination of functional panels required for micro-control operations on tactical targets, such as skill bars, object status, and formation panels, but also presents the combination of functional panels required for macro-governance operations on strategic targets, such as construction queue panels, resource panels, and domestic affairs management controls required for city management.

[0024] The aforementioned technical solutions result in a large number of function panels occupying the graphical user interface (GUI), leading to cluttered content. Furthermore, when players focus on micro-control operations related to tactical objectives, they are distracted by numerous function panels related to macro-level strategic management, making it difficult to quickly find the desired information and impacting operational efficiency. In addition, the large number of function panels increases the cognitive burden on players, especially novice players, requiring them to understand the meaning and function of each panel individually. This results in high learning costs and complex operation, ultimately affecting user retention rates.

[0025] In another related technical solution, the system provides players with a way to manually find and activate function panels to customize their display or hiding within the graphical user interface. However, this method results in a long and complex operation path for players, interrupting their immersive gaming experience and creating a sense of disconnect. Furthermore, especially during intense combat moments, players find it difficult to allocate time to adjust the display or hiding of function panels, negatively impacting their overall gaming experience.

[0026] This exemplary embodiment addresses the aforementioned problems and proposes a method for displaying game information. In this method, the system can perceive the object type of the target virtual object corresponding to the player's interactive behavior in real time to determine the player's operational intent. This triggers an immediate switching display of a combination of function panels matching the operational intent. This process eliminates the need for manual adjustment by the player; instead, it achieves instant adaptive switching by recognizing the interactive object executed each time, improving operational efficiency without interrupting the player's immersive gaming experience. This enhances the player's gaming experience and, consequently, increases user stickiness to the game product. Furthermore, this method ensures that the graphical user interface (GUI) only displays function panels related to the player's operational intent at any given time, while hiding irrelevant function panels. This reduces the amount of game information displayed in the GUI, allowing players to quickly identify the necessary function panels. It also reduces the operational pressure and learning cost for novice players, thereby improving the convenience and efficiency of player operations.

[0027] In an optional embodiment, the following will be combined with Figure 1 The method and apparatus for displaying game information proposed in this disclosure are applied to... Figure 1 The system architecture of the exemplary application environment shown is illustrated in the diagram.

[0028] Figure 1 This diagram illustrates an application scenario architecture of one type of game information display system in this exemplary embodiment. Figure 1 The system architecture 100 shown may include a terminal device 101 and a server 102.

[0029] The terminal device 101 can be, for example, any device that displays game information, such as a mobile phone, tablet computer (PAD), laptop computer, desktop computer, smart TV, smart in-vehicle device, smart wearable device, or aircraft. The terminal device 101 can install game applications. It should be noted that the game applications involved in the embodiments of this disclosure can be software clients, web pages, mini-programs, etc., and the server 102 is the server corresponding to the software, web page, mini-program, etc. The embodiments of this disclosure do not limit the specific type of client.

[0030] It is understandable that this could also be other types of applications that display the aforementioned game information, such as game information display games embedded in shopping applications. Server 102 can be a backend server for the game application, providing corresponding backend services such as data management, game resource generation, and interactive data storage. It can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, i.e., Content Delivery Network (CDN), and big data and artificial intelligence platforms, but it is not limited to these.

[0031] It should be noted that the game information display method in this embodiment can be executed by either the terminal device 101 or the server 102 alone, or by both the server 102 and the terminal device 101. Both the server 102 and the terminal device 101 may include one or more processors, memory, and interactive I / O interfaces. Furthermore, the server 102 may be configured with a database 104, which can be used to store game data generated during game interaction. The memory of both the server 102 and the terminal device 101 may also store the program instructions required for execution in the game information display method provided in this embodiment. These program instructions, when executed by the processor, can be used to implement the game information display process provided in this embodiment.

[0032] When the game information display method provided in this embodiment is executed by either server 102 or terminal device 101 alone, the above application scenario may also include only a single device, either server 102 or terminal device 101. Alternatively, server 102 and terminal device 101 may be considered as the same device. Of course, in practical applications, when the game information display method provided in this embodiment is executed by both server 102 and terminal device 101, server 102 and terminal device 101 may also be the same device. That is, server 102 and terminal device 101 may be different functional modules of the same device, or virtual devices virtualized from the same physical device.

[0033] Furthermore, in the embodiments of this disclosure, the terminal device 101 and the server 102 can communicate directly or indirectly through one or more networks 103. The network 103 can be a wired network or a wireless network; for example, the wireless network can be a mobile cellular network or a Wireless-Fidelity (WIFI) network, and of course, it can be other possible networks. This disclosure does not limit the types of networks used. It should be noted that... Figure 1 The examples shown are merely illustrative. In reality, the number of terminal devices and servers is unlimited. Depending on the implementation needs, there can be any number of terminal devices, networks, and servers. No specific limitations are made in the embodiments disclosed herein.

[0034] For example, in one exemplary embodiment, a user may play a game through a terminal device 101. The server 102 can provide background services for the game application running on the terminal device 101, such as game data interaction and synchronization. Optionally, the terminal device 101 provides a graphical user interface, which includes a game interface and a game scene, and the game scene includes virtual objects. Specifically, the terminal device 101 controls the graphical user interface to display the current function panel combination corresponding to the current game mode. The current function panel combination consists of one or more current sub-function panels, and the function panels are configured to trigger different control logic and / or display different game information. The terminal device 101 determines a first target game mode based on the target virtual object type of the target virtual object currently in the interactive state. It determines a first target function panel combination that matches the first target game mode. The first target function panel combination consists of one or more target sub-function panels. The terminal device 101 then triggers the switching of the current function panel combination to the first target function panel combination.

[0035] In one embodiment of this disclosure, the method for displaying game information can run on a local terminal device or a server. When the method for displaying game information runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0036] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and operation of game information display are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0037] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0038] In one possible implementation, embodiments of the present invention provide a method for displaying game information, which provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interactive system.

[0039] However, those skilled in the art will readily understand that the above application scenarios are merely illustrative and are not intended to limit the scope of this exemplary embodiment.

[0040] To address the problems existing in related technologies, this disclosure proposes a method for displaying game information. The following example illustrates this method using the aforementioned terminal device 101 as the executing entity. Terminal device 101 provides a graphical user interface (GUI), which includes a game interface and a game scene. The game scene includes one or more virtual objects. Figure 2 A flowchart illustrating one method for displaying game information in this exemplary embodiment can be found in [link to flowchart]. Figure 2 The method for displaying game information provided in this embodiment includes the following steps S201-S204: Step S201: Control the graphical user interface to display the current function panel combination corresponding to the current game mode. The current function panel combination consists of one or more current sub-function panels. The function panels are configured to trigger different control logic and / or display different game information.

[0041] Step S202: Determine the first target game mode based on the target virtual object type of the target virtual object currently in the interactive state.

[0042] Step S203: Determine the first target function panel combination that matches the first target game mode. The first target function panel combination consists of one or more target sub-function panels.

[0043] Step S204: Switch the current function panel combination to the first target function panel combination.

[0044] exist Figure 2 In the provided technical solution, the system can detect the type of the target virtual object currently in an interactive state, and then determine the matching target game mode based on the target virtual object type. This allows the graphical user interface (GUI) to switch the content displayed from the current function panel combination to the target function panel combination corresponding to the target game mode. In this process, on one hand, the system senses the object type of the target virtual object corresponding to the player's interactive behavior in real time to determine the player's operational intent, and then instantly triggers the switching display of the function panel combination matching the operational intent. This process does not require manual adjustment by the player; instead, it achieves instant adaptive switching by recognizing the interactive object executed by the player each time, improving operational efficiency without interrupting the player's immersive gaming experience, thereby enhancing the player's gaming experience and increasing user stickiness. On the other hand, this method ensures that the GUI only displays function panels related to the player's operational intent at any given time, while hiding irrelevant function panels. This reduces the amount of game information displayed in the GUI, allowing players to quickly identify the function panels they need from the GUI, reducing the operational pressure and learning cost for novice players, and thus improving the convenience and efficiency of player operation.

[0045] The following will describe, in conjunction with specific embodiments, Figure 2 The specific implementation methods of each step in the illustrated embodiment are described in detail below: In step S201, the graphical user interface is controlled to display the current function panel combination corresponding to the current game mode. The current function panel combination consists of one or more current sub-function panels. The function panels are configured to trigger different control logic and / or display different game information.

[0046] The current game mode refers to the game mode at the current moment. The current game mode can be achieved through... Figure 2 The steps shown can be to switch from other game modes to the game mode presented at the current moment, or it can be the default game mode presented after entering the game and at the current moment.

[0047] In the current game mode, the graphical user interface will display a combination of current function panels that corresponds to the current game mode. This combination of current function panels contains one or more current sub-function panels, so that players can trigger specific control logic (e.g., skill release, controlling the virtual character to move, jump, turn, etc.) and / or understand real-time game information (e.g., the virtual character's health, mission progress, etc.) based on one or more current sub-function panels displayed in the graphical user interface.

[0048] Based on step S201 above, the system will detect the state of each virtual object in the game scene in real time. After determining the target virtual object that is currently in an interactive state, the system will continue to execute step S202 to determine the first target game mode based on the target virtual object type of the target virtual object that is currently in an interactive state.

[0049] The virtual objects can be virtual objects in the game scene, such as combat units, buildings, cities, maps, etc., or interactive components at the user interface (UI) level, such as skill release controls, resource configuration controls, etc. The embodiments disclosed herein do not impose any special restrictions or exhaustive examples.

[0050] A target virtual object is one or more virtual objects included in the game scene. For example, a target virtual object is one or more combat units in the game scene.

[0051] For example, when a terminal device detects a target virtual object that is currently in an interactive state, it can determine the first target game mode that matches it based on the target virtual object type of the target virtual object that is currently in an interactive state.

[0052] In an optional embodiment of this disclosure, the step of determining the first target game mode based on the target virtual object type of the target virtual object currently in an interactive state may specifically include: In response to a first interactive operation on a target virtual object, the target virtual object is controlled to be in an interactive state; the target interactive operation intent corresponding to the first interactive operation is determined based on the target virtual object type of the target virtual object; and a first target game mode is determined based on the target interactive operation intent.

[0053] For example, a player can control the target virtual object to change from a non-interactive state to an interactive state through a first interactive operation on the target virtual object. Then, based on the target virtual object type of the target virtual object currently in the interactive state, the player's target interactive operation intention for performing the first interactive operation on the target virtual object can be determined, and the first target game mode can be determined based on the target interactive operation intention.

[0054] For example, in a strategy game that combines RTS and SLG gameplay, when a player performs the first interactive operation on one or more combat units in the game scene, the terminal device can determine that the player's interactive operation intention is to perform a series of operations on the selected one or more combat units in the game scene. Therefore, the first target game mode is determined to be the strategic micro-operation mode, so that the player can perform corresponding micro-operations on the selected one or more combat units in the future.

[0055] In this embodiment, the terminal device analyzes and determines the player's operational intent by monitoring the player's interactive operations and the target virtual object of the operation (i.e., the target virtual object). Then, it accurately determines the game mode that matches the player's operational intent, so as to accurately determine the combination of function panels that are only associated with the player's operational intent, thereby improving the player's operational efficiency and reducing the complexity of the player's operation.

[0056] Based on the above embodiments, after the target virtual object is in an interactive state, the player can also control the target virtual object to change from an interactive state to a non-interactive state, thereby switching the game mode to another game mode completely different from the first target game mode. Specifically: In an optional embodiment of this disclosure, the method may further include: when there is no target virtual object in an interactive state, determining a second target game mode to determine a second target function panel combination that matches the second target game mode.

[0057] The second target function panel combination includes at least one persistent function panel. A persistent function panel is a function panel that is always displayed in the graphical user interface, that is, it is not affected by the game mode switching and is always displayed in the graphical user interface.

[0058] Understandably, the absence of an interactive target virtual object could be either the default state after the player enters the game, where the player selects any virtual object to determine the second target game mode; or it could be that after the terminal device responds to the first interactive operation for the target virtual object, controlling the target virtual object to be in an interactive state, the terminal device responds again to the second interactive operation for the target virtual object, controlling the target virtual object to update from an interactive state to a non-interactive state, so that no virtual object in the game interface is in an interactive state.

[0059] Optionally, the second interactive operation in the above embodiments can be the same as the first interactive operation, for example, both the first and second interactive operations are click operations performed on the target virtual object; the second interactive operation can also be a different operation from the first interactive operation, for example, the first interactive operation is a click operation performed on the target virtual object, and the second interactive operation is a long press operation performed on the target virtual object. Furthermore, the first interactive operation can also be referred to as a selection operation on the target virtual object to control the target virtual object to enter an interactive state; while the second interactive operation is the reverse operation of the first interactive operation, that is, it can be referred to as a deselection operation on the target virtual object to control the target virtual object to change from an interactive state to a non-interactive state.

[0060] It should be noted that the above examples of the first and second interactive operations are not restrictive, but rather exemplary descriptions for ease of understanding. Of course, the first and second interactive operations are not limited to touch-based operations performed on the device screen, such as clicks and long presses; they can also be non-touch-based operations, such as voice operation, eye-tracking based operation, gesture recognition, head movement recognition, etc. The embodiments disclosed herein do not impose any special limitations or exhaustive examples in this regard.

[0061] For example, players can perform a second interactive operation on the target virtual object to update the target virtual object from an interactive state to a non-interactive state. Since the second interactive operation on the target virtual object makes all virtual objects in the game scene a non-interactive state, that is, no virtual object is selected and presents an interactive state at this time, the second target game mode can be determined.

[0062] Based on the relevant embodiments of step S202 above, the following will be illustrated by taking a strategy game scenario that integrates RTS game mode and SLG game mode as an example.

[0063] In one optional embodiment of this disclosure, the virtual object type includes a tactical execution object type and a strategic management object type; correspondingly, the step of determining the first target game mode based on the target virtual object type of the target virtual object currently in the interactive state includes: if the target virtual object type of the target virtual object is a tactical execution object type, determining the first target game mode as a tactical mode; if the target virtual object type of the target virtual object is a strategic management object type, determining the first target game mode as a management mode.

[0064] It should be noted that tactical mode refers to the real-time micro-management mode of combat units in RTS games, such as deploying troops, releasing skills, and moving units in formation. Management mode, on the other hand, refers to the macro-management of strategic objects in SLG games, such as city construction, resource allocation, and internal affairs management.

[0065] After determining the first target game mode based on the target virtual object type of the target virtual object currently in the interactive state based on the above steps, in step S203, a first target function panel combination matching the first target game mode is determined. The first target function panel combination consists of one or more target sub-function panels.

[0066] For example, after determining the first target game mode, the terminal device can determine the first target function panel combination that matches the first target game mode.

[0067] In an optional embodiment of this disclosure, the step of determining a first target function panel combination that matches a first target game mode includes: determining a first target function panel combination that matches a first target game mode from a pre-built function panel configuration table; wherein the pre-built function panel configuration table contains multiple different game modes and function panel combinations that have a one-to-one mapping relationship with each game mode.

[0068] For example, game developers pre-configure matching function panel combinations according to different game modes to build a function panel configuration table. Accordingly, after determining the first target game mode, the terminal device can look up the first target game mode from the pre-built function panel configuration table and determine the first target function panel combination that matches the first target game mode according to the mapping relationship.

[0069] In this embodiment, by predefining a function panel configuration table and then searching for a combination of function panels that matches the game mode after the game mode is determined, the combination of function panels to be displayed in the graphical user interface is determined efficiently and accurately, thereby reducing information noise in the graphical user interface and the cognitive cost for players.

[0070] When building the function panel configuration table, it can be defined by the developers, or players can customize and match the function panel combination for each game mode according to their own needs and gaming habits.

[0071] In an optional embodiment of this disclosure, in response to a trigger operation on a custom editing control, a custom interface is displayed in a graphical user interface; the custom interface includes multiple game modes to be edited and multiple candidate function panel combinations; in response to an editing operation on each game mode, a function panel combination with a one-to-one mapping relationship with each game mode is determined from the multiple candidate function panel combinations based on the editing operation, and a function panel configuration table is obtained.

[0072] For example, the terminal device can provide players with a custom editing control through a graphical user interface, which allows players to flexibly adjust and edit the combination of function panels matching different game modes before the game starts or at any time during the game.

[0073] For example, before the game starts, players can pre-call the custom interface using the custom editing control to adjust the combination of function panels corresponding to different game modes. Players can also determine the first target function panel combination that matches the first target game mode, and after switching the current function panel combination to the first target function panel combination, if players need to display other function panels or hide a certain target function sub-panel in the first target function panel combination, they can call up the custom interface using the custom editing control to add other function panels to be displayed for that first target game mode, or delete the aforementioned target function sub-panel that needs to be hidden. After confirming the modifications, the content in the graphical user interface is updated in real time according to the modified first target function panel combination to adapt to the different needs of players.

[0074] For example, considering the different game modes and their corresponding functional panel combinations shown in Table 1 below, let's assume that for the tactical mode, if a player needs to display the skill bar, unit status summary, formation panel, movement command area, production queue, minimap, total resource summary bar, event queue, and mission cards, as well as the currently hidden construction panel, in addition to the skill bar, unit status summary, formation panel, movement command area, production queue, minimap, total resource summary bar, event queue, mission cards, and construction panel, the player can bring up the custom interface through the custom editing control. In the custom interface, the construction panel can be added for the specific first-target game mode, so that the updated first-target functional panel combination includes the skill bar, unit status summary, formation panel, movement command area, production queue, minimap, total resource summary bar, event queue, mission cards, and construction panel.

[0075] In addition to the embodiments described above, the system can also analyze the actual game mode to determine the combination of function panels that matches the game mode in real time. Alternatively, the system can provide players with a custom window, allowing them to flexibly edit the combination of function panels that matches each game mode. This disclosure does not limit the specific implementation process of determining the first target function panel combination that matches the first target game mode.

[0076] Furthermore, in step S203, determining the first target function panel combination that matches the first target game mode, in an optional embodiment, the terminal device can immediately and automatically trigger the determination of the first target function panel combination that matches the first target game mode after determining the first target game mode based on the target virtual object type of the target virtual object currently in the interactive state.

[0077] In addition to the above embodiments, a graphical user interface can also be used to provide players with trigger controls corresponding to each game mode, so that players can flexibly select the trigger controls corresponding to different game modes manually. By using the trigger controls corresponding to different game modes as the entry point, players can switch between the function panel combinations corresponding to different game modes.

[0078] In one optional embodiment of this disclosure, trigger controls corresponding to each game mode are displayed in a graphical user interface; correspondingly, when performing the step of determining a first target function panel combination that matches the first target game mode, the method includes: in response to a trigger operation on the target trigger control corresponding to the first target game mode, determining a first target function panel combination that matches the first target game mode, so as to switch the current function panel combination to the first target function panel combination.

[0079] For example, by displaying trigger controls corresponding to each game mode in the graphical user interface, players can flexibly select different combinations of function panels for display. Specifically, after determining the first target game mode, players can execute a trigger operation on the target trigger control corresponding to the first target game mode to determine the first target function panel combination that matches the first target game mode, so that the current function panel combination can be switched to the first target function panel combination later.

[0080] In this embodiment, the player has sufficient flexibility and is not limited by the player's operation, which improves the convenience of the player's operation.

[0081] Based on the relevant embodiments of steps S202-S203 above, the following will be illustrated by taking a strategy game scenario that integrates RTS game mode and SLG game mode as an example.

[0082] In one optional embodiment of this disclosure, the virtual object types include tactical execution object types and strategic management object types. The following description will illustrate this with reference to specific embodiments.

[0083] Optionally, the step of determining the first target game mode based on the target virtual object type of the target virtual object currently in the interactive state includes: if the target virtual object type of the target virtual object is a tactical execution object type, the first target game mode is determined to be a tactical mode; correspondingly, the step of determining the first target function panel combination matching the first target game mode includes: determining the first target function panel combination matching the tactical mode includes: one or more target sub-function panels associated with tactical execution objects and at least one resident function panel.

[0084] In an optional embodiment of this disclosure, the step of determining the first target game mode based on the target virtual object type of the target virtual object currently in an interactive state includes: if the target virtual object type of the target virtual object is a strategic management object type, the first target game mode is determined to be a management mode; correspondingly, the step of determining the first target function panel combination matching the first target game mode includes: determining the first target function panel combination matching the management mode includes: one or more target sub-function panels associated with strategic management objects and at least one resident function panel.

[0085] In addition to the above embodiments, based on the embodiment in which the terminal device responds to the second interactive operation on the target virtual object, controls the target virtual object to update from an interactive state to a non-interactive state, and determines the second target game mode based on the target virtual object in the non-interactive state, the terminal device can determine a second target function panel combination that matches the second target game mode.

[0086] At this time, the second target game mode is the game mode in which no virtual objects are selected. At this time, the game is in the global scene browsing mode. At this time, the second target function panel combination that matches the second target game mode only displays the permanent function panel.

[0087] The following will describe in detail the combination of function panels for different game modes shown in the above embodiments, with reference to Table 1 and specific examples.

[0088] Table 1

[0089] As shown in Table 1, when the first objective game mode is tactical mode, the combination of first objective function panels matching the tactical mode includes: one or more objective sub-function panels associated with the tactical execution object (corresponding to the skill bar, unit status summary, formation panel, movement command area, and production queue associated with combat units in Table 1 above), and at least one permanent function panel (corresponding to the minimap, resource total summary bar, event queue, and mission card, etc.). For example, refer to... Figure 3 As shown, Figure 3 This diagram illustrates the use of the skill bar 301 associated with combat units, and the permanent function panels including a minimap 304, a resource summary bar 305, time display and control controls (such as solar terms, hours, and dates) 302, and an event queue (or mission card) 303. Alternatively, refer to... Figure 4The diagram illustrates the production queue panel 401 associated with combat units, and the persistent function panels, including the minimap 304, resource summary bar 305, time display and control controls (such as solar terms, time of day, date, etc.) 302, and event queue (or task card) 303. At this time, the sub-function panels associated with strategic management objects are all hidden within the graphical user interface.

[0090] When the first objective game mode is management mode, the first objective function panel combination matching management mode includes: one or more objective sub-function panels associated with the strategic management object (corresponding to the construction queue, resource panel, global production panel, and building details related to the strategic management object) and at least one permanent function panel (corresponding to the minimap, resource total summary bar, event queue, task card, etc.). At this time, the sub-function panels associated with the tactical execution object are all hidden in the graphical user interface.

[0091] When no virtual object is selected, the game mode is in global scene browsing mode (corresponding to the second objective function panel combination mentioned above). In this mode, only the persistent function panels are displayed in the graphical user interface. The one or more objective sub-function panels associated with tactical execution objects for the tactical mode, and the one or more objective sub-function panels associated with strategic management objects for the management mode, are all collapsed and hidden in the graphical user interface. For example, refer to... Figure 5 As shown, the graphical user interface displays only the following persistent function panels: minimap 304, total resource summary bar 305, time display and control controls (such as solar terms, time of day, date, etc.) 302, and event queue (or task card) 303.

[0092] In one optional embodiment of this disclosure, at least one resident function panel in the first target function panel combination matched by tactical mode is consistent with the resident function panel in the first target function panel combination matched by management mode, and the same resident function panel is displayed in the same position.

[0093] In the above embodiments, the same persistent function panel is displayed in different game modes, and the display position of the same persistent function panel is the same. Combined with... Figure 3 , Figure 4 , Figure 5 As shown, regardless of whether it is tactical mode, management mode or global scene browsing mode, it includes a consistent minimap 304, a resource total summary bar 305, time display and control controls (such as solar terms, time of day, date, etc.) 302 and an event queue (or task card) 303. The display position of the above-mentioned permanent function panels is consistent in different game modes. For example, the minimap 304 is always displayed in the upper right corner of the game interface.

[0094] Through the above embodiments, the persistent function panel can be used as an anchor point, so that players can always perceive a fixed information anchor point during mode switching. Other function panels switch according to different game modes, which can reduce the confusion for players and improve their cognitive ability.

[0095] After determining the first target function panel combination based on the above embodiments, the current function panel combination can be switched to the first target function panel combination in step S204.

[0096] For example, after determining the first target function panel combination based on the above embodiments, the system can automatically switch the current function panel combination to the first target function panel combination. Of course, the system can also provide control controls for players to manually switch the current function panel combination to the first target function panel combination; the embodiments of this disclosure do not impose any special limitations on this.

[0097] In step S204, during the process of switching the current function panel combination to the first target function panel combination, in order to ensure the naturalness of the function panel combination switching in the graphical user interface and thus avoid visual abrupt changes caused by interface icons, the following will be described in conjunction with specific embodiments.

[0098] In an optional embodiment of this disclosure, when performing step S204 to switch the current function panel combination to the first target function panel combination, the method includes: controlling one or more target sub-function panels in the first target function panel combination to be displayed in the graphical user interface with a transition animation of a preset playback duration; and controlling one or more current sub-function panels in the current function panel to be hidden in the graphical user interface with a transition animation of a preset playback duration. Transition animation refers to the smooth transition animation effect used when switching displayed content in a graphical user interface to avoid abrupt visual changes caused by sudden changes in interface content.

[0099] Optionally, transition animations include one or more combinations of fade-in / fade-out animations, slide animations, and zoom animations. Of course, transition animations can also include other animation effects, which will not be listed here.

[0100] For example, when implementing the above solution, easing functions (such as ease-out) are used to make the animation start quickly and end smoothly, thereby simulating the motion of real objects and enhancing the realism and smoothness of the operation. This not only reduces the user's cognitive load but also improves the overall interaction quality.

[0101] It is understood that the preset playback duration can be a value pre-configured by the developer (e.g., set to 200 milliseconds), or it can be adaptively determined based on the number of target sub-function panels included in the first target function panel combination. The embodiments of this disclosure do not impose any special limitations on this.

[0102] Furthermore, during operation, it is common to detect players performing rapid and continuous multiple interactive operations on a virtual object. To prevent interface flickering issues, the following will combine... Figure 5 An illustrative explanation of the handling mechanism for this type of situation is provided.

[0103] Figure 6 A flowchart illustrating one of the debouncing interactive control methods in this exemplary embodiment is shown below. Figure 6 In an optional embodiment of this disclosure, the method includes the following steps S601-S604: Step S601: In response to receiving a target interaction operation for the target virtual object, start a de-jitter delay timer; wherein, the target interaction operation is a first interaction operation or a second interaction operation for the target virtual object.

[0104] Step S602: During the timing of the dejitter delay timer, determine whether to perform the reverse operation of the target interaction operation on the target virtual object.

[0105] Here, the target interaction operation is either a first interaction operation or a second interaction operation performed on a target virtual object. The first interaction operation and the second interaction operation are inverse operations of each other. For example, the first interaction operation is to select the target virtual object, and the corresponding second interaction operation is to deselect the target virtual object. Therefore, when the target interaction operation is the first interaction operation, the inverse operation performed on the target virtual object is the second interaction operation; when the target interaction operation is the second interaction operation, the inverse operation performed on the target virtual object is the first interaction operation.

[0106] It is understood that the timing of the dejitter delay timer can be pre-configured by the game developers. In order to facilitate the detection of players performing rapid and continuous selection and deselection operations, the timing of the dejitter delay timer can be set to a shorter time, such as between 10ms and 20ms. It can also be adjusted adaptively according to the actual situation. The embodiments disclosed herein do not impose any special limitations on this.

[0107] If no reverse operation is received for the target interaction operation for the target virtual object during the dejitter delay timer's timing, then step S603 is executed: after the timing ends, a construction operation is performed for the first target function panel combination or the second target function panel combination to switch the current function panel combination to the first target function panel combination or the second target function panel combination.

[0108] During the timing of the dejitter delay timer, if a reverse operation of the target interaction operation for the target virtual object is received, then step S604 is executed to reset the dejitter delay timer, and the construction operation for the first target function panel combination or the second target function panel combination is not executed.

[0109] After resetting the dejitter delay timer, step S602 continues until no reverse operation of the target interaction operation for the target virtual object is received during the timing of the jitter delay timer, and then step S603 is executed to end the loop.

[0110] For example, in a user interface interaction scenario, when a user rapidly and continuously performs the "select object - deselect" operation, the system will frequently trigger the creation, destruction, or reconstruction process of the first or second target function panel combination. If each interaction is responded to directly, the first or second target function panel combination will repeatedly show and hide within a very short time, resulting in visual flickering and increased system resource consumption. The core logic of setting a de-jittering delay timer is to set a waiting period. After the user triggers an interaction, the reconstruction of the first or second target function panel combination is not immediately executed, but rather the system waits for this period. If the user does not trigger a new opposite operation during the waiting period, the first or second target function panel combination is updated. If the user triggers the opposite operation again during the waiting period (e.g., selecting and deselecting), the timer is reset, and the reconstruction of the first or second target function panel combination is not executed. This mechanism filters out high-frequency invalid operations, ensuring that the corresponding function panel combination is only updated after the user's operation intention has stabilized, thus eliminating visual flickering and reducing unnecessary system computational overhead.

[0111] exist Figure 6In the illustrated embodiment, a debouncing delay timer is started when a player performs an interactive operation on any virtual object. If no rapid and continuous selection / deselection operations are detected, a first target function panel combination or a second target function panel combination is constructed to switch the current function panel combination to the first or second target function panel combination. If rapid and continuous selection / deselection operations are detected, the debouncing delay timer is reset to re-detect whether a reverse operation of the target interactive operation is performed on the target virtual object during the debouncing delay timer's timing period. On the other hand, to prevent the first or second target function panel combination from being repeatedly constructed, which could cause interface flickering, the construction operation for the first or second target function panel combination may not be performed until no reverse operation of the target interactive operation on the target virtual object is received during the debouncing delay timer's timing period, at which point step S603 is executed to end the loop.

[0112] Furthermore, when determining the corresponding first target game mode based on the target virtual object type, corresponding visual auxiliary information can also be generated simultaneously in the game interface, allowing players to intuitively and visually view effective game information. The process of generating corresponding visual auxiliary information in the game interface will be illustrated below with specific embodiments.

[0113] In one optional embodiment of this disclosure, a strategy game scenario that integrates RTS and SLG game modes will be used as an example for illustrative purposes. Accordingly, in this strategy game scenario, the virtual object types include tactical execution object types and strategic management object types. In this case, the method further includes: when the target virtual object type is a tactical execution object type, displaying first visual auxiliary information between the target virtual object and the tactical execution target object.

[0114] Among them, the tactical execution target object is the target object for the target virtual object to execute the corresponding tactic. It can be a virtual object in the game faction that is friendly to the target virtual object, or a virtual object in the game faction that is hostile to the target virtual object.

[0115] Accordingly, the first visual aid information includes at least one of the following: The movement path of the target virtual object to initiate an attack on the tactical execution target object; The movement path of the tactical execution target object to the target virtual object for resource replenishment; The skill instruction information from the target virtual object to the tactical execution target object releases game skills; the skill instruction information includes at least one of the following: Indicator information regarding the skill release range of game skills; Based on the first position of the target virtual object and the second position of the tactical execution target object, the skill release path information of the game skill is displayed; When the target of a tactical execution is outside the skill release range of a game skill, display skill release strategy information to indicate the strategy information for successfully releasing the game skill to the target of the tactical execution.

[0116] For example, when the first visual aid information includes the movement path of the target virtual object to launch an attack on the tactical execution target object, the tactical execution target object is a virtual object in the game faction that is hostile to the target virtual object, such as a city / city to be attacked, an enemy combat unit, etc.

[0117] In the embodiment where the first visualization auxiliary information includes the movement path of the tactical execution target object to the target virtual object for resource replenishment, the tactical execution target object is a virtual object in the game faction that is friendly to the target virtual object, such as a resource (e.g., food, warhorses, reinforcements, etc.) supply city, etc.

[0118] For ease of understanding, the following will be combined with Figure 7 An example is provided for displaying first visual aids between the target virtual object and the tactical execution target object.

[0119] Reference Figure 7 As shown, the central building complex in the game interface represents the main city, a crucial base for faction A. Surrounding the main city are several marked resource points or garrison points. Garrison points are indicated by warhorse symbols, and these points are connected to the main city by dotted lines, representing the movement paths between them to provide resource production or military support. Different numerical markers indicate different combat units within the formation. Figure 7 Those with the number 1 belong to the same formation group, and those with the number 2 belong to another formation group.

[0120] Continuing with the above embodiments, the first visual aid information may further include skill instruction information indicating that the target virtual object releases a game skill to the tactical execution target object. Figure 7 Taking the game scene shown as an example, refer to Figure 8 As shown, the skill instruction information includes: The system displays skill release path information 802 based on the skill release range indication information 801, the first position of the target virtual object, and the second position of the tactical execution target object 803. Furthermore, when the position 803 of the tactical execution target object is outside the skill release range 801, skill release strategy information 804 is displayed, indicating a strategy for successfully releasing the game skill to the tactical execution target object. In other words, the player needs to control the combat unit at this garrison point to move 188 units according to the skill release path information 802 to successfully release the game skill to the tactical execution target object at the second position.

[0121] The above embodiments can provide players with real-time and visual operation guidance, thereby reducing the cognitive threshold for novice players, improving the player's gaming experience, and increasing the user retention rate of the game product.

[0122] In one optional embodiment of this disclosure, if the target virtual object type of the target virtual object is a strategic management object type, second visual auxiliary information is displayed between the target virtual object and the strategic target object, or the second visual auxiliary information is displayed at the associated position of the strategic target object; The second visual aid information includes at least one of the following: Displays information indicating the flow of resources between the target virtual object and the strategic target object; Construction progress indication information displayed in the associated location of the strategic target object.

[0123] Among them, strategic target objects are the objects targeted in the execution of strategic management, such as cities to be built, domestic affairs to be managed, etc.

[0124] For example, when the target virtual object type is a strategic management object type, the corresponding second visualization auxiliary information includes resource flow indication information between the target virtual object and the strategic target object, so as to visually display the path of resource allocation. When the second visualization auxiliary information includes construction progress indication information for the strategic target object, such as a city to be built, the combat units participating in this construction and the construction progress (i.e., cities that have been constructed and those that have not been constructed) can be displayed in real time at the associated location of the city to be built.

[0125] The above embodiments can provide players with real-time and visual operation guidance, thereby reducing the cognitive threshold for novice players, improving the player's gaming experience, and increasing the user retention rate of the game product.

[0126] In an optional embodiment of this disclosure, based on the above embodiments, i.e., the target virtual object type of the target virtual object is a tactical execution object type, the first target game mode is determined to be a tactical mode, and based on displaying the first visual auxiliary information between the target virtual object and the tactical execution target object in the tactical mode, when the terminal device responds to the first interactive operation for other virtual objects, and the virtual object type of the other virtual object is a strategic management object type, the first visual auxiliary information is hidden, and the second visual auxiliary information is displayed in the graphical user interface.

[0127] Other virtual objects are those other than the target virtual objects mentioned above, and whose type is strategic management object.

[0128] In this embodiment, when the game mode switches from tactical mode to management mode, the corresponding visual auxiliary information needs to be automatically switched. That is, the first visual auxiliary information in tactical mode is hidden, and the corresponding second visual auxiliary information in management mode is displayed in the graphical user interface. This allows players to automatically hide or appear the visual auxiliary information without having to manually switch, thereby providing players with real-time and visual operation guidance. This lowers the cognitive threshold for novice players and also allows the visual auxiliary information to automatically flow with the game mode switch, avoiding interruption of the player's immersive gaming experience and thus improving the player's operation experience.

[0129] In this method, the system can detect the type of the target virtual object currently in the interactive state, and then determine the first target game mode that matches the target virtual object type. This allows the graphical user interface (GUI) to switch the content displayed from the current function panel combination to the first target function panel combination corresponding to the first target game mode. In this process, on one hand, the system senses the object type of the target virtual object corresponding to the player's interactive behavior in real time to determine the player's operational intent, and then instantly triggers the switching display of the function panel combination matching the operational intent. This process does not require manual adjustment by the player; instead, it achieves instant adaptive switching by recognizing the interactive object each time the player performs an action, improving operational efficiency without interrupting the player's immersive gaming experience, thereby enhancing the player's gaming experience and increasing user stickiness. On the other hand, this method ensures that the GUI only displays function panels related to the player's operational intent at any given time, while hiding irrelevant function panels. This reduces the amount of game information displayed in the GUI, allowing players to quickly identify the function panels they need, reducing the operational pressure and learning cost for novice players, and thus improving the convenience and efficiency of player operation.

[0130] To implement the above-mentioned method for displaying game information, one embodiment of this disclosure provides a device for displaying game information. Figure 9 The schematic diagram illustrates a schematic architecture of a device for displaying game information.

[0131] The game information display device 900 includes a panel display module 901, a game mode determination module 902, a function panel determination module 903, and a function panel switching module 904.

[0132] The panel display module 901 is used to control the graphical user interface to display the current function panel combination corresponding to the current game mode. The current function panel combination consists of one or more current sub-function panels. The function panels are configured to trigger different control logic and / or display different game information. The game mode determination module 902 is used to determine the first target game mode based on the target virtual object type of the target virtual object currently in the interactive state. The function panel determination module 903 is used to determine the first target function panel combination that matches the first target game mode. The first target function panel combination consists of one or more target sub-function panels. The function panel switching module 904 is used to switch the current function panel combination to the first target function panel combination.

[0133] In an optional embodiment of this disclosure, the game mode determination module 902 is specifically configured to: control the target virtual object to be in an interactive state in response to a first interactive operation on the target virtual object; determine the target interactive operation intent corresponding to the first interactive operation based on the target virtual object type of the target virtual object; and determine a first target game mode based on the target interactive operation intent.

[0134] In an optional embodiment of this disclosure, the game mode determination module 902 can also be used to determine a second target game mode based on a non-interactive target virtual object when there is no target virtual object in an interactive state, so as to determine a second target function panel combination that matches the second target game mode; the second target function panel combination includes at least one resident function panel, and the resident function panel represents a function panel that is resident in the graphical user interface.

[0135] In an optional embodiment of this disclosure, the device may further include a timer start module, an operation execution module, and a timer reset module. The timer start module is used to start a debouncing delay timer in response to receiving a target interaction operation for a target virtual object; wherein the target interaction operation is a first interaction operation or a second interaction operation for the target virtual object, and the first interaction operation and the second interaction operation are opposite operations to each other; the operation execution module is used to perform a construction operation for a first target function panel combination or a second target function panel combination after the timer expires if no reverse operation of the target interaction operation for the target virtual object is received during the timer's timing period, so as to switch the current function panel combination to the first target function panel combination; the timer reset module is used to reset the debouncing delay timer if a reverse operation of the target interaction operation for the target virtual object is received during the timer's timing period, and does not perform a construction operation for the first target function panel combination or the second target function panel combination.

[0136] In an optional embodiment of this disclosure, the function panel determination module 903 is specifically used to determine a first target function panel combination that matches the first target game mode from a pre-built function panel configuration table; wherein, the pre-built function panel configuration table contains multiple different game modes and function panel combinations that have a one-to-one mapping relationship with each game mode.

[0137] In an optional embodiment of this disclosure, the graphical user interface provides a custom editing control. The device may further include a configuration table construction module, which is used to display a custom interface in the graphical user interface in response to a trigger operation on the custom editing control. The custom interface includes multiple game modes to be edited and multiple candidate function panel combinations. In response to an editing operation on each of the game modes, a function panel combination with a one-to-one mapping relationship with each of the multiple candidate function panel combinations is determined based on the editing operation to obtain the function panel configuration table.

[0138] In an optional embodiment of this disclosure, the virtual object type includes tactical execution object type and strategic management object type; the game mode determination module 902 is specifically used to determine the first target game mode as tactical mode if the target virtual object type of the target virtual object is tactical execution object type; correspondingly, the function panel determination module 903 is specifically used to determine the first target function panel combination matching the tactical mode, including: one or more target sub-function panels associated with tactical execution objects and at least one resident function panel; Alternatively, the game mode determination module 902 is specifically used to determine the first target game mode as management mode if the target virtual object type of the target virtual object is a strategic management object type; correspondingly, the function panel determination module 903 is specifically used to determine the first target function panel combination that matches the management mode, including: one or more target sub-function panels associated with the strategic management object and at least one resident function panel.

[0139] In an optional embodiment of this disclosure, at least one resident function panel in the first target function panel combination matched by tactical mode is consistent with the resident function panel in the first target function panel combination matched by management mode, and the same resident function panel is displayed in the same position.

[0140] In an optional embodiment of this disclosure, the function panel switching module 904 is specifically used to control one or more target sub-function panels in the first target function panel combination to be displayed in the graphical user interface with a transition animation of a preset playback duration; and to control one or more current sub-function panels in the current function panel to be hidden in the graphical user interface with a transition animation of a preset playback duration; wherein, the transition animation includes one or more combinations of fade-in / fade-out animation, sliding animation, and scaling animation.

[0141] In an optional embodiment of this disclosure, the virtual object type includes tactical execution object type and strategic management object type. The device further includes a first information display module, which is used to display first visual auxiliary information between the target virtual object and the tactical execution target object if the target virtual object type of the target virtual object is a tactical execution object type. The first visual aid information includes at least one of the following: The movement path of the target virtual object to initiate an attack on the tactical execution target object; The movement path of the tactical execution target object to the target virtual object for resource replenishment; The skill instruction information from the target virtual object to the tactical execution target object releases game skills; the skill instruction information includes at least one of the following: Indicator information regarding the skill release range of game skills; Based on the first position of the target virtual object and the second position of the tactical execution target object, the skill release path information of the game skill is displayed; When the target of a tactical execution is outside the skill release range of a game skill, display skill release strategy information to indicate the strategy information for successfully releasing the game skill to the target of the tactical execution.

[0142] In an optional embodiment of this disclosure, the device further includes a second information display module, which is used to display second visual auxiliary information between the target virtual object and the strategic target object if the target virtual object type is a strategic management object type, or to display second visual auxiliary information at the associated position of the strategic target object; The second visual aid information includes at least one of the following: Displays information indicating the flow of resources between the target virtual object and the strategic target object; Construction progress indication information for strategic target objects.

[0143] In an optional embodiment of this disclosure, the device may further include an information hiding module. The game mode determination module 902 may also be configured to determine the first target game mode as a tactical mode if the target virtual object type of the target virtual object is a tactical execution object type, so as to display first visual auxiliary information between the target virtual object and the tactical execution target object in the tactical mode; the information hiding module is configured to hide the first visual auxiliary information and display second visual auxiliary information in the graphical user interface in response to a first interactive operation on other virtual objects, and the virtual object type of the other virtual objects is a strategic management object type.

[0144] The game information display device 900 provided in this embodiment can execute the technical solution of the game information display method in any of the above embodiments. Its implementation principle and beneficial effects are similar to those of the game information display method. Please refer to the implementation principle and beneficial effects of the game information display method. It will not be repeated here.

[0145] In exemplary embodiments of this disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible embodiments, various aspects of the present invention may also be implemented as a program product comprising program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of the present invention described in the "Exemplary Methods" section above.

[0146] According to embodiments of the present invention, a program product for implementing the above-described method may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In this document, a readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0147] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0148] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0149] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, radio frequency (RF), or any suitable combination thereof.

[0150] Program code for performing the operations of this invention can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0151] In an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.

[0152] Those skilled in the art will understand that various aspects of the present invention can be implemented as systems, methods, or program products. Therefore, various aspects of the present invention can be specifically implemented in the following forms: entirely in hardware, entirely in software (including firmware, microcode, etc.), or in a combination of hardware and software, collectively referred to herein as “circuit,” “module,” or “system.”

[0153] The following reference Figure 10 To describe an electronic device 1000 according to this embodiment of the present invention. Figure 10 The electronic device 1000 shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present invention.

[0154] like Figure 10 As shown, the electronic device 1000 is manifested in the form of a general-purpose computing device. The components of the electronic device 1000 may include, but are not limited to: at least one processing unit 1010, at least one storage unit 1020, a bus 1030 connecting different system components (including storage unit 1020 and processing unit 1010), and a display unit 1040.

[0155] The storage unit stores program code, which can be executed by the processing unit 1010 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of the present invention. For example, the processing unit 1010 can perform, as follows: Figure 2 Steps S201 to S204 are shown in the figure.

[0156] Storage unit 1020 may include readable media in the form of volatile storage units, such as random access memory (RAM) 10201 and / or cache memory 10202, and may further include read-only memory (ROM) 10203.

[0157] Storage unit 1020 may also include a program / utility 10204 having a set (at least one) program module 10205, such program module 10205 including but not limited to: operating system, one or more application programs, other program modules and program data, each or some combination of these examples may include an implementation of a network environment.

[0158] Bus 1030 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the multiple bus structures.

[0159] Electronic device 1000 can also communicate with one or more external devices 1500 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with electronic device 1000, and / or any device that enables electronic device 1000 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 1050. Furthermore, electronic device 1000 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 1060. As shown, network adapter 1060 communicates with other modules of electronic device 1000 via bus 1030. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 1000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, Redundant Arrays of Independent Disks (RAID) systems, tape drives, and data backup storage systems.

[0160] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.

[0161] Furthermore, the above figures are merely illustrative of the processes included in the method according to exemplary embodiments of the present invention, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.

[0162] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0163] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0164] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.

Claims

1. A method for displaying game information, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI includes a game interface and a game scene, and the game scene includes at least one virtual object. The graphical user interface is controlled to display the current function panel combination corresponding to the current game mode. The current function panel combination consists of one or more current sub-function panels. The function panels are configured to trigger different control logic and / or display different game information. Determine the first target game mode based on the target virtual object type of the target virtual object currently in an interactive state; Determine a first target function panel combination that matches the first target game mode, wherein the first target function panel combination consists of one or more target sub-function panels; Switch the current function panel combination to the first target function panel combination.

2. The method according to claim 1, characterized in that, The steps for determining the first target game mode based on the target virtual object type of the target virtual object currently in an interactive state include: In response to a first interactive operation on the target virtual object, the target virtual object is controlled to be in the interactive state; The target interaction intent corresponding to the first interaction operation is determined based on the target virtual object type of the target virtual object. The first target game mode is determined based on the target interactive operation intent.

3. The method according to claim 1, characterized in that, The method further includes: When there is no target virtual object in an interactive state, a second target game mode is determined to determine a second target function panel combination that matches the second target game mode; the second target function panel combination includes at least one persistent function panel, which represents a function panel that is permanently displayed in the graphical user interface.

4. The method according to claim 1, characterized in that, The step of determining the first target function panel combination that matches the first target game mode includes: A first target function panel combination matching the first target game mode is determined from a pre-built function panel configuration table; wherein, the pre-built function panel configuration table contains multiple different game modes and function panel combinations that have a one-to-one mapping relationship with each of the game modes.

5. The method according to claim 4, characterized in that, The graphical user interface provides custom editing controls, and the method further includes: In response to a trigger operation on the custom editing control, a custom interface is displayed in the graphical user interface; the custom interface includes multiple game modes to be edited and multiple candidate function panel combinations; In response to the editing operation for each of the game modes, a combination of function panels with a one-to-one mapping relationship with each of the game modes is determined from the multiple candidate function panel combinations based on the editing operation, and the function panel configuration table is obtained.

6. The method according to claim 1, characterized in that, Virtual object types include tactical execution object types and strategic management object types; The step of determining the first target game mode based on the target virtual object type of the target virtual object currently in the interactive state includes: if the target virtual object type of the target virtual object is a tactical execution object type, then the first target game mode is determined to be a tactical mode. The step of determining the first target function panel combination that matches the first target game mode includes: determining the first target function panel combination that matches the tactical mode includes: one or more target sub-function panels associated with tactical execution objects and at least one resident function panel. Alternatively, the step of determining the first target game mode based on the target virtual object type of the target virtual object currently in the interactive state includes: if the target virtual object type of the target virtual object is a strategic management object type, determining the first target game mode as a management mode; The step of determining the first target function panel combination that matches the first target game mode includes: determining the first target function panel combination that matches the management mode includes: one or more target sub-function panels associated with strategic management objects and at least one resident function panel.

7. The method according to claim 6, characterized in that, At least one of the persistent function panels in the first target function panel combination matched by the tactical mode is consistent with the persistent function panel in the first target function panel combination matched by the management mode, and the same persistent function panel is displayed in the same position.

8. The method according to claim 1, characterized in that, The step of switching the current function panel combination to the first target function panel combination includes: Control one or more target sub-function panels in the first target function panel combination to display a transition animation of a preset playback duration in the graphical user interface; and control one or more current sub-function panels in the current function panel to hide a transition animation of a preset playback duration in the graphical user interface; The transition animation includes one or more combinations of fade-in / fade-out animation, sliding animation, and scaling animation.

9. The method according to claim 1, characterized in that, Virtual object types include tactical execution object types and strategic management object types, and the method further includes: If the target virtual object type of the target virtual object is a tactical execution object type, first visual auxiliary information is displayed between the target virtual object and the tactical execution target object; The first visual aid information includes at least one of the following: The movement path of the target virtual object to launch an attack on the tactical execution target object; The movement path from the tactical execution target object to the target virtual object for resource replenishment; The target virtual object releases skill instruction information for game skills to the tactical execution target object; the skill instruction information includes at least one of the following: Indication information regarding the skill release range of the aforementioned game skill; Based on the first position of the target virtual object and the second position of the tactical execution target object, the skill release path information of the game skill is displayed; When the location of the tactical execution target is outside the skill release range of the game skill, skill release strategy information is displayed to indicate the strategy information for successfully releasing the game skill to the tactical execution target based on the skill release strategy information.

10. The method according to claim 9, characterized in that, The method further includes: If the target virtual object type of the target virtual object is a strategic management object type, the second visual auxiliary information is displayed between the target virtual object and the strategic target object, or the second visual auxiliary information is displayed at the associated position of the strategic target object; The second visualization aid information includes at least one of the following: Displays resource flow indication information between the target virtual object and the strategic target object; Construction progress indication information for the strategic target object.

11. The method according to claim 10, characterized in that, The method further includes: If the target virtual object type of the target virtual object is a tactical execution object type, the first target game mode is determined to be a tactical mode, so that the first visual auxiliary information is displayed between the target virtual object and the tactical execution target object in the tactical mode; In response to a first interactive operation on another virtual object, wherein the virtual object type of the other virtual object is a strategic management object type, the first visual aid information is hidden and the second visual aid information is displayed in the graphical user interface.

12. A device for displaying game information, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface including a game interface and a game scene, the game scene including at least one virtual object, the device comprising: The panel display module is used to control the graphical user interface to display the current function panel combination corresponding to the current game mode. The current function panel combination consists of one or more current sub-function panels. The function panels are configured to trigger different control logic and / or display different game information. The game mode determination module is used to determine the first target game mode based on the target virtual object type of the target virtual object currently in an interactive state. The function panel determination module is used to determine a first target function panel combination that matches the first target game mode. The first target function panel combination consists of one or more target sub-function panels. The function panel switching module is used to switch the current function panel combination to the first target function panel combination.

13. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the method for displaying game information as described in any one of claims 1 to 11.

14. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the method for displaying game information according to any one of claims 1 to 11 by executing the executable instructions.