Split-screen display method and device, electronic equipment and computer readable storage medium
Patent Information
- Application Number
- CN202610930065.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-06-25
- Publication Date
- 2026-10-09
AI Technical Summary
[0004]然而,上述相关技术中副屏画面仅用于展示功能界面或其他游戏元素的画面,导致主屏和副屏画面相互割裂、破坏了场景连贯性,玩家游戏沉浸体验不佳
[0010]根据本申请实施例的一个方面,提供了一种计算机程序产品,所述计算机程序产品包括计算机程序,所述计算机程序存储在计算机可读存储介质中,处理器从所述计算机可读存储介质读取并执行所述计算机程序,以实现上述分屏显示方法。
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Figure CN122874889A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, specifically to a split-screen display method, apparatus, electronic device, and computer-readable storage medium. Background Technology
[0002] With the rapid development of games, split-screen display technology has been widely used in game screen display scenarios.
[0003] In related technologies, when a player controls a first virtual object to perform game activities in the current game environment, if the player wants to open other function interfaces or view other game elements outside the current game screen, the first virtual object's character screen and the function interfaces or screens containing other game elements of interest to the player can be displayed in a split-screen manner.
[0004] However, in the aforementioned technologies, the secondary screen is only used to display the functional interface or other game elements, which results in the main screen and the secondary screen being disconnected from each other, disrupting the continuity of the scene and leading to a poor immersive gaming experience for players. Summary of the Invention
[0005] This application provides a split-screen display method, apparatus, electronic device, and computer-readable storage medium. Based on target game process events involving a first virtual object, the main screen and secondary screen are associated, ensuring the continuity of the virtual environment's visuals or the game's narrative between the main and secondary screens, thus enhancing the player's immersive experience. The technical solution provided by this application includes the following aspects.
[0006] According to one aspect of the embodiments of this application, a split-screen display method is provided, the method comprising: In single-player control mode, the character screen of the first virtual object controlled by a single player is displayed; In response to the target game process event in which the first virtual object participates satisfying the split-screen triggering condition, the character screen is adjusted to be displayed on the main screen, and a secondary screen associated with the target game process event is added to be displayed; In response to the first virtual object performing game behavior in the main screen, update the main screen and / or the secondary screen; The game behavior includes at least one of movement, attack, skill release, use of virtual items or plot selection. The main screen is used to display the real-time image of the first virtual object in the current virtual environment, and the secondary screen is used to display related images triggered by the target game process event.
[0007] According to one aspect of the embodiments of this application, a split-screen display device is provided, the device comprising: The display module is used to display the character screen of the first virtual object controlled by a single player in single-player control mode; The processing module is used to respond to the target game process event in which the first virtual object participates satisfying the split-screen triggering condition, adjust the character screen to be displayed on the main screen, and add a secondary screen screen associated with the target game process event; The update module is used to update the main screen and / or the secondary screen in response to the first virtual object performing game behavior in the main screen. The game behavior includes at least one of movement, attack, skill release, use of virtual items or plot selection. The main screen is used to display the real-time image of the first virtual object in the current virtual environment, and the secondary screen is used to display related images triggered by the target game process event.
[0008] According to one aspect of the embodiments of this application, a computer device is provided, the computer device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-described split-screen display method.
[0009] According to one aspect of the embodiments of this application, a computer-readable storage medium is provided, wherein a computer program is stored in the computer-readable storage medium, and the computer program is loaded and executed by a processor to implement the above-described split-screen display method.
[0010] According to one aspect of the embodiments of this application, a computer program product is provided, the computer program product including a computer program stored in a computer-readable storage medium, and a processor reading from the computer-readable storage medium and executing the computer program to implement the above-described split-screen display method.
[0011] The technical solution provided in this application can bring the following beneficial effects: In single-player control mode, the character screen of the first virtual object participating in the game plot is displayed. When the target game process event in which the first virtual object participates meets the split-screen triggering condition, split-screen is automatically triggered, setting the current character screen as the main screen screen and adding a secondary screen screen associated with the current target game process event. At the same time, the main screen and / or secondary screen screen are updated in conjunction with the game behavior of the first virtual object. Compared with the defects of the split-screen presentation of the main screen and secondary screen screen, which disrupts the continuity of the scene, this application establishes a connection between the main screen and secondary screen screen based on the target game process event in which the first virtual object participates. Moreover, the timing of the split-screen is in line with the needs of the game plot. The main screen and secondary screen screen can change synchronously with the game behavior of the first virtual object, ensuring that the main screen and secondary screen screen maintain the continuity of the virtual environment visuals or game plot narrative. In this way, players can simultaneously view the real-time game behavior of the first virtual object they control in the current game process and the secondary screen screen associated with the current game process event without having to switch perspectives back and forth, greatly improving the player's immersive experience. Attached Figure Description
[0012] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0013] Figure 1 A flowchart illustrating a split-screen display method provided in an exemplary embodiment of this application is shown; Figure 2 A schematic diagram of a split-screen display method provided in an exemplary embodiment of this application is shown; Figure 3 A schematic diagram of a split-screen display method provided in an exemplary embodiment of this application is shown; Figure 4 A flowchart illustrating a split-screen display method provided in an exemplary embodiment of this application is shown; Figure 5 A schematic diagram of a split-screen display method provided in an exemplary embodiment of this application is shown; Figure 6 A schematic diagram of a split-screen display method provided in an exemplary embodiment of this application is shown; Figure 7 A schematic diagram of a split-screen display method provided in an exemplary embodiment of this application is shown; Figure 8 A schematic diagram of a split-screen display method provided in an exemplary embodiment of this application is shown; Figure 9 A flowchart illustrating a split-screen display method provided in an exemplary embodiment of this application is shown; Figure 10 A schematic diagram of a split-screen display method provided in an exemplary embodiment of this application is shown; Figure 11 A schematic diagram of a split-screen display method provided in an exemplary embodiment of this application is shown; Figure 12 A flowchart illustrating a split-screen display method provided in an exemplary embodiment of this application is shown; Figure 13 A flowchart illustrating a split-screen display method provided in an exemplary embodiment of this application is shown; Figure 14 A schematic diagram of a split-screen display method provided in an exemplary embodiment of this application is shown; Figure 15 A schematic diagram of a split-screen display method provided in an exemplary embodiment of this application is shown; Figure 16 A schematic diagram of a split-screen display method provided in an exemplary embodiment of this application is shown; Figure 17 This invention provides a structural block diagram of a split-screen display device according to an exemplary embodiment of the present application. Figure 18 A structural block diagram of a computer device provided in an exemplary embodiment of this application is shown. Detailed Implementation
[0014] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0015] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numerals in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0016] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. The singular forms “a,” “the,” and “the” used in this application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any and all possible combinations of one or more of the associated listed items.
[0017] It should be understood that although the terms first, second, etc., may be used in this application to describe various information, this information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."
[0018] It should be noted that this application may display prompts, pop-ups, or output voice messages before and during the collection of user data. These prompts, pop-ups, or voice messages are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of this user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0019] First, let me introduce the relevant terms and concepts used in this application: A virtual environment (or virtual scene, virtual space) is a virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment; this application does not limit the dimension of the virtual environment. For example, a virtual environment may include sky, land, and ocean, with the land including environmental elements such as deserts and cities. Players can control virtual objects to move within this virtual environment.
[0020] Virtual objects: These are movable objects within a virtual environment. These movable objects can be virtual characters, virtual animals, anime characters, etc. Examples include people, animals, plants, oil drums, walls, and stones displayed in a virtual environment. A virtual object can be a virtual avatar representing the player within that environment. A virtual environment can include multiple virtual objects, each with its own shape and volume, occupying a portion of the virtual environment's space.
[0021] Single-player games refer to a game mode in which only one player participates independently, without any other real players interacting online simultaneously. Throughout the game, only one player controls a unique virtual character to explore, solve puzzles, and advance the plot. All other characters in the game are pre-set non-player characters. The game's plot, level progression, and interactive events are all designed around the behavior logic of a single player. There is no need to match or connect with other players, and no virtual characters controlled by other real players appear. The game's progress and plot direction are determined solely by the player's own actions. This mode is suitable for single players to experience the plot independently and immerse themselves in exploration, distinguishing it from multiplayer online and two-player cooperative games.
[0022] Story-driven games are a genre of games that focus on a complete narrative experience. The core objective is to follow the main storyline of virtual characters, experience character relationships and the overall plot. Gameplay serves the narrative rather than simply being a level-based competitive game. Players advance the story by controlling virtual characters to explore maps, interact with non-player characters (NPCs), complete quests, and solve puzzles. Key junctures often feature branching storylines with different choices leading to side quests and even multiple endings. The games incorporate real-time rendered graphics and a few cutscenes. Players can freely adjust the camera angle and control the pace of the story. The narrative is deeply integrated with basic exploration, puzzle-solving, and light interactive gameplay.
[0023] The split-screen display method provided in this application embodiment, when the game is in single-player control mode, displays a character screen of a first virtual object controlled by the single player performing corresponding game actions in the game's virtual environment on the game's graphical user interface. When the game process event in which the first virtual object participates meets the split-screen triggering condition, the graphical user interface is divided into a main screen display area and a secondary screen display area. The main screen display area displays the character screen of the first virtual object participating in the target game process event and performing corresponding game actions, while the secondary screen display area displays other game screens associated with this game process event. Thus, when the game plot progresses to the target game process event that meets the split-screen triggering condition, the main screen continuously displays the character screen related to the first virtual object's main storyline actions, ensuring uninterrupted core operation perspective; the secondary screen displays accompanying storyline screens associated with the target game process event, maintaining a unified visual narrative. This allows players to simultaneously view the main game screen and supplementary related screens, balancing visual continuity and immersive gameplay.
[0024] For example, in a single-player game, the game's graphical user interface displays a character view of a first virtual object running towards a mission destination. In response to this game progress event (the first virtual object heading towards the mission destination), a split-screen display is triggered, adjusting the character view to the main screen and adding a secondary screen to display the virtual environment where the mission destination is located. This way, the main screen continuously displays the real-time character view of the first virtual object, while the secondary screen synchronously displays the virtual environment of the mission destination. The main and secondary screens are linked in the storyline, allowing players to simultaneously view the dynamics of the first virtual object and the environment of the mission destination without switching perspectives, resulting in a coherent narrative and enhanced player immersion.
[0025] For example, in a story-driven game, the graphical user interface displays a screen showing the non-player character "Pianist" playing Piano Piece 1. In response to this game event, split-screen display is triggered, adjusting the character's screen to the main screen and adding a secondary screen to display the background narrative reflecting the pianist's composition of Piano Piece 1. This way, split-screen display is triggered as soon as the non-player character begins playing the piece. The main screen retains the non-player character's live performance without interrupting gameplay, while the secondary screen simultaneously displays the corresponding background narrative. The narratives of the main and secondary screens are linked, allowing players to simultaneously view the performance and background narrative without switching perspectives, resulting in a seamless visual experience and enhanced immersion in the story.
[0026] Figure 1 A flowchart illustrating a split-screen display method provided in an exemplary embodiment of this application is shown. This method is executed by a terminal, server, computer system, or client.
[0027] Reference Figure 1 The split-screen display method provided in the embodiments of this application will be briefly described as follows: Step 120: In single-player control mode, display the character screen of the first virtual object controlled by a single player.
[0028] The aforementioned single-player control mode refers to a situation in single-player or story-driven games where a single player controls a primary virtual object, independently exploring the game's virtual environment and advancing the storyline. It's important to emphasize that while the primary virtual object may interact with non-player characters or other players' virtual objects during gameplay, in this application's single-player control mode, multiple players are not required to cooperate; the primary virtual object alone participates in driving the main storyline forward. This distinguishes it from two-player or multiplayer cooperative game modes.
[0029] In this embodiment of the application, in single-player control mode, a single player controls a first virtual object to perform game activities in a virtual environment, and the game's graphical user interface displays the character screen of the first virtual object participating in the game activities.
[0030] Step 140: In response to the target game process event involving the first virtual object satisfying the split-screen trigger condition, adjust the character screen to be displayed on the main screen and add a secondary screen screen associated with the target game process event.
[0031] The game process events mentioned above include various types. They can be the first virtual object being at a certain game node, the first virtual object performing a specific game action, or the first virtual object reaching a certain value in its object attributes, completing a plot interaction with a non-player character, solving a scene puzzle, reaching a preset game time, making a key plot choice, completing a main / side quest, triggering a plot cutscene, etc. These are just examples and are not intended to limit the scope of the events.
[0032] For example, a continuous storyline can be a virtual object rushing to its mission destination, a non-player character NPC going through an entire dialogue process, or watching a complete flashback animation. These are all continuous processes, while a momentary operation like simply clicking an interaction button is not considered a continuous storyline.
[0033] Among them, the game behaviors that the first virtual object can perform in the virtual environment include at least one of moving, attacking, releasing skills, using virtual props, or making plot choices.
[0034] The above-mentioned association between the secondary screen and the target game process events means that the content of the secondary screen and the target game process events currently being participated in by the first virtual object are related in terms of plot, scene, task, etc.
[0035] In this embodiment, the game is pre-set to use at least one game process event in which the first virtual object participates as a split-screen trigger condition. Thus, when the target game process event in which the first virtual object participates falls under the split-screen trigger condition, split-screen display can be triggered to add a secondary screen associated with the target game process event. During split-screen display, the game's graphical user interface area is divided into a main screen display area and a secondary screen display area. The main screen display area displays the real-time character image of the first virtual object in the current virtual environment, while the secondary screen display area displays the secondary screen associated with the target game process event.
[0036] For example, such as Figure 2As shown in (1), virtual object 101 is in the virtual environment heading to the task destination, that is, virtual object 101 participating in heading to the task destination is the target game process event currently participated in by virtual object 101, triggering split-screen display. Figure 2 As shown in (2), after the split-screen display is triggered, the game's graphical user interface is divided into two screens: the left side is the main screen and the right side is the secondary screen. The main screen displays the virtual object 101 moving to the mission destination in the virtual environment, while the secondary screen displays the virtual environment where the mission destination is located.
[0037] For example, such as Figure 3 As shown in (1), the virtual object 110's health is restored to 99% (i.e., the target game process event), triggering split-screen display. Figure 3 As shown in (2), after the split-screen display is triggered, the game's graphical user interface is divided into two screens, namely the main screen on the left and the secondary screen on the right. The visual display effect of the main screen and the secondary screen is that the virtual object 110 in the main screen and the non-player character 111 in the secondary screen are facing each other and preparing for a final battle.
[0038] Step 160: In response to the first virtual object performing game behavior on the main screen, update the main screen and / or the secondary screen.
[0039] In this embodiment, in response to the first virtual object performing game behavior on the main screen, at least one of the main screen and the secondary screen is updated in real time. Specifically, the decision to update the main screen and the secondary screen can be made based on whether the game behavior performed by the first virtual object affects the main screen and the associated screen triggered by the target game process event. That is, if the game behavior only changes the main screen and does not affect the secondary screen, then only the main screen is updated, and the secondary screen remains unchanged; if the game behavior only changes the associated content of the secondary screen and the main screen remains unchanged, then only the secondary screen is updated; if the game behavior simultaneously changes the content of both the main screen and the secondary screen, then both the main screen and the secondary screen are updated simultaneously.
[0040] For example, as virtual object 101 moves within the virtual environment, the secondary screen updates in real time, such as... Figure 2 As shown in (3), non-player character 100 arrives at the mission destination.
[0041] This application provides a split-screen display method that, in single-player control mode, displays the character screen of a first virtual object participating in the game's storyline. When the target game process event in which the first virtual object participates meets the split-screen triggering conditions, split-screen is automatically triggered, setting the current character screen as the main screen and adding a secondary screen associated with the current target game process event. Simultaneously, the main screen and / or secondary screen are updated in tandem according to the first virtual object's game behavior. Compared to the shortcomings of the aforementioned related technologies where split-screen presentation of the main and secondary screens is fragmented and disrupts scene continuity, this application establishes a connection between the main and secondary screens based on the target game process event in which the first virtual object participates. Furthermore, the timing of the split-screen is aligned with the game's storyline requirements, and the main and secondary screens can synchronously change with the first virtual object's game behavior, ensuring the continuity of the virtual environment's visuals or the game's narrative. This allows players to simultaneously view the real-time game behavior of the first virtual object they control in the current game process and the secondary screen associated with the current game process event, without needing to switch perspectives back and forth, greatly enhancing the player's immersive experience.
[0042] Figure 4 A flowchart illustrating a split-screen display method provided in an exemplary embodiment of this application is shown. This method is executed by a terminal, server, computer system, or client. The method includes the following steps.
[0043] Step 210: In single-player control mode, display the character screen of the first virtual object controlled by a single player.
[0044] Step 220: In response to the target game process event in which the first virtual object participates satisfying the split-screen trigger condition, adjust the character screen to be displayed on the main screen and add a secondary screen displaying the target type. The target type is determined by the event type of the target game process event and / or the object state of the first virtual object in the target game process event.
[0045] In this embodiment of the application, at least one split-screen trigger condition is pre-set in the game. When the first virtual object participates in any game process event, it will trigger a judgment on whether the game process event meets or conforms to the split-screen trigger condition. If it does, the split-screen display will be triggered.
[0046] In one possible implementation, the split-screen trigger condition includes at least one of the following: 1. The first virtual object arrives at the preset position or preset area.
[0047] A preset location can refer to a scene location within a game's virtual environment, or it can be a scene location within a main or side quest in a story-driven game. A preset location can also refer to a specific area within a scene in a game's virtual environment, or it can be a specific area within a main or side quest in a story-driven game. When the first virtual object moves to a pre-set preset location or area, a split-screen display is automatically triggered. For example, in a game's storyline where a pianist plays piano piece 1, when the first virtual object arrives at the location of the piano, such as next to the piano or in the room where the piano is located, a split-screen display is triggered.
[0048] Second, the battle between the first virtual object and the target game entity reaches the preset progress.
[0049] Game entities that can engage in combat with the first virtual object include non-player characters, game mechanisms, bosses, and hostile game entities, such as mythical beasts, etc., for example only. When the combat progress between the first virtual object and the target game entity reaches a preset progress level, split-screen display will be automatically triggered. For example, if the first virtual object fights the boss guarding the musical score until its health drops to 30%, split-screen display will be triggered.
[0050] Third, the first virtual object performs interactive actions on the target game entity.
[0051] A target game entity refers to an independent object within the game that can interact with the first virtual object. This includes non-player characters, game virtual mechanisms, scene props such as sheet music and harpsichords, combatable targets such as mythical beasts and bosses, interactive buildings such as exhibition halls and former residences, story resources such as manuscripts and letters, means of transportation such as carriages and performance stages, and environmental interactive objects such as murals, stone tablets, and puzzle devices. These are just examples. When the first virtual object performs an interactive action on the target game entity, a split-screen display is triggered. For example, if the first virtual object plays the harpsichord in the exhibition hall, a split-screen display is triggered. Or, for example, if the first virtual object presses a game mechanism, a split-screen display is triggered.
[0052] IV. The first virtual object releases a preset skill or uses a preset virtual item.
[0053] The preset skills include, but are not limited to, narrative abilities such as story exploration, memory recall, musical performance, and puzzle-solving with keen observation, as well as combat skills such as shields, elemental attacks, and stealth. These are just examples. The preset virtual items include, but are not limited to, interactive items such as sheet music, composer's manuscripts, ancient keys, memory crystals, story potions, puzzle lamps, and quest tokens. These are just examples. When the first virtual object releases a preset skill or uses a preset virtual item, a split-screen display is automatically triggered. For example, if the first virtual object opens a quest token, a split-screen display is triggered, showing the quest content indicated by the quest token on the secondary screen. Another example is if the first virtual object enters the pianist's dream, a split-screen display is triggered, showing the pianist's dream scene on the secondary screen.
[0054] 5. The object attributes of the first virtual object or other target game entities that interact with the first virtual object reach a preset threshold.
[0055] The object attributes include, but are not limited to, story progress, number of collected items such as sheet music, affinity with non-player NPCs, character health, stamina, number of completed quests, number of puzzles solved, reputation points, and number of unlocked clues. These are just examples. When the object attributes of the first virtual object reach a preset threshold, split-screen display will be automatically triggered. For example, when the affinity between the first virtual object and a non-player NPC reaches 80%, split-screen display will be triggered. Another example is when the health of a non-player character interacting with the first virtual object falls below 30%, split-screen display will be triggered.
[0056] VI. The first virtual object triggers plot branches, mission nodes, or level progression nodes.
[0057] In this context, "plot branches" refer to the crossroads in the game's storyline, with different choices leading to different storylines. "Task nodes," in story-driven games, are the designated stages in the main / side quests, representing the progress of the quest to the corresponding game phase. "Level progression nodes" are key transition points within a single scene, dungeon, or independent level. Reaching these nodes after completing level requirements such as combat, puzzle-solving, or unlocking mechanisms signifies the completion of the current level and the advancement of the story. When the first virtual character triggers a plot branch, task node, or level progression node, split-screen display is automatically activated. For example, if the first virtual character chooses one of multiple plot paths to explore further, split-screen display is triggered. Another example is when the player solves all the puzzles in the exhibition hall's piano room, and the first virtual character reaches the room's exit—a level progression node—split-screen display is activated.
[0058] In this embodiment, the first virtual environment displayed on the main screen and the second virtual environment displayed on the secondary screen are related. For example, the first virtual environment and the second virtual environment can be two virtual environments in the same virtual world. Of course, the first virtual environment and the second virtual environment can also be two virtual environments in different virtual worlds.
[0059] For example, the second virtual environment and the first virtual environment have a subordinate relationship: the second virtual environment is a subordinate world / subordinate space / sub-world / auxiliary space / subspace, etc., of the first virtual environment. The second virtual environment exists dependent on the first virtual environment. The data of the second virtual environment is stored subordinate to the data of the first virtual environment. If the target game process in which the first virtual object in the first virtual environment participates ends, the game activities in the second virtual environment associated with the target game process events will end simultaneously.
[0060] For example, the first virtual environment and the second virtual environment can be two parallel / equal virtual environments. That is, the first virtual environment and the second virtual environment are two completely independent worlds, with no dependency relationship between them. The first virtual environment can exist independently, and the second virtual environment can also exist independently. The first virtual environment displayed on the main screen and the second virtual environment displayed on the secondary screen are only associated through the target game process events in which the first virtual object participates. During the display of the first virtual environment on the main screen, the second virtual environment is triggered to be displayed on the secondary screen in response to the target game process events in which the first virtual object participates.
[0061] In this embodiment, the screen type of the secondary screen can be determined based on the following two points: first, which type of game process event the first virtual object is participating in belongs to; and second, the object state of the first virtual object in the target game process event (such as its position state, interaction action state, combat phase state, skill release state, item holding and use state, various attribute value states, task completion progress state, plot selection state, level progression progress state, etc.). The two points, alone or in combination, are used as the determination criteria to match and generate the corresponding type of secondary screen, so as to achieve accurate matching of the main screen and secondary screen based on the target game process event.
[0062] The types of secondary screen images mentioned above include at least one of the following: non-player character images related to the first virtual object, scene change images, remote scene status images, mechanism feedback images, result preview images, story performance images, skill or virtual item effect result preview images, story fragment images, and parallel world images.
[0063] For example, when the target game process event type is a wild BOSS battle event, the target type is determined to be an enemy NPC based on the event type, and then a non-player character screen is added as the secondary screen content. The secondary screen displays the BOSS's health, skill charging, movement and other statuses in real time.
[0064] For example, when the first virtual object triggers a puzzle-solving event and is in an interactive state of touching a mechanism, the target type is determined to be a mechanism feedback preview based on the event type and the character's interaction state. A secondary screen containing mechanism feedback and result preview is then displayed to show the explosion range and passage opening effect after the mechanism is triggered.
[0065] Step 230: In response to the first virtual object performing game behavior on the main screen, update the main screen and / or the secondary screen.
[0066] The aforementioned game behaviors include at least one of the following: moving, attacking, releasing skills, using virtual items, or making story choices.
[0067] The following section provides an example of how the secondary screen is updated, based on the different game behaviors performed by the first virtual object.
[0068] In one alternative implementation, in response to the movement of the first virtual object, the task destination, task path, obstacle status, or target area status in the secondary screen are updated.
[0069] In this embodiment, when the player controls the first virtual object to move, the content of the secondary screen is updated in real time. The secondary screen dynamically refreshes and displays the virtual environment where the mission destination is located, the route to the mission destination, the distribution of obstacles along the way, or the real-time status of the mission target area, so that the player can intuitively grasp the relevant information about the journey without switching the interface.
[0070] For example, such as Figure 5 As shown in (1), the virtual object 101 runs in the virtual environment to the location of the non-player character 102, i.e., the mission destination, triggering the addition of a secondary screen display. Figure 5 As shown in (2), after the split-screen display is triggered, the game's graphical user interface is divided into a main screen and a secondary screen. The main screen, where the virtual object 101 runs in the virtual environment, is displayed to the left of the dividing line 104, while the secondary screen, where the second virtual object 103 moves closer to the non-player character 102, is displayed to the right of the dividing line 104. Figure 5 As shown in (3), as the virtual object 101 continues to run in the virtual environment, the updated secondary screen shows that the distance between the second virtual object 103 and the non-player character 102 is getting closer and closer.
[0071] In one alternative implementation, in response to the first virtual object triggering the virtual machine to shut down, the mechanism feedback screen or the scene screen affected by the virtual machine shutdown in the secondary screen is updated.
[0072] In this embodiment, when the first virtual object triggers various virtual machine shutdowns within the virtual environment, the secondary screen is updated in real time. The updated secondary screen displays the feedback screen after the virtual machine shutdown is triggered, or the corresponding scene screen changed or affected by the virtual machine shutdown. Players can simultaneously view the virtual machine-related dynamic effects through the secondary screen without interrupting the main screen's operating perspective. Players can clearly see the environmental changes brought about by the virtual machine shutdown without rotating their view, making the virtual machine shutdown interaction more intuitive and smooth.
[0073] For example, such as Figure 6 As shown in (1), the game's graphical user interface is divided into a main screen and a secondary screen. The main screen, to the right of the dividing line 108, displays the virtual object 105 triggering the virtual machine shutdown 107. The secondary screen, to the left of the dividing line 108, displays the three explosive barrels 106 suspended in the air. After the virtual object 105 triggers the virtual machine shutdown 107, the updated secondary screen displays the feedback screen after the mechanism is triggered, such as... Figure 6 As shown in (2) and (3), the secondary screen displays the scene of three explosive barrels 106 falling and exploding.
[0074] In one alternative implementation, in response to the first virtual object making a plot selection, the plot presentation screen or plot branch result screen in the secondary screen is updated.
[0075] In this embodiment, when the first virtual object makes a selection of a plot option, the secondary screen is updated in real time to display a short plot performance that matches the selected plot, or a screen showing the subsequent development results of that plot branch. The main screen stably displays the character interaction screen, while the secondary screen synchronously presents the plot content corresponding to the selection. Players can intuitively understand the story direction brought about by different choices without switching perspectives, enhancing the sense of narrative layering and player immersion.
[0076] For example, such as Figure 7 As shown, virtual object 109 selected the storyline option of playing piano piece 1, as... Figure 7 As shown in (1), the virtual object 109 plays piano piece 1, triggering the addition of a secondary screen 116. Figure 7 As shown in (2), after triggering the split-screen display, the secondary screen 116 is displayed embedded within the main screen. The secondary screen 116 displays the background narrative scene of the pianist composing the piano piece 1, and the main screen displays text describing the background narrative scene, such as "This piece tells the story of a musician participating in battle." As the virtual object 109 continues to play the piano piece 1, the updated secondary screen displays a scene of the pianist wandering through the battlefield ruins. Figure 7 As shown in (3), the virtual object 109 continues to play the piano piece 1, and the updated secondary screen 116 shows the pianist walking forward along the broken road.
[0077] In one alternative implementation, in response to the first virtual object attacking or releasing a skill, the non-player character status, scene change status, or result preview screen in the secondary screen is updated.
[0078] In this embodiment, when the first virtual object initiates an attack or releases a skill, the content of the secondary screen is updated synchronously to display the real-time status of the attacked non-player character, the scene changes caused by the skill, or a preview of the plot or combat results that will occur after the attack or skill release. Players can simultaneously grasp enemy health, environmental changes, and behavioral prediction information through the secondary screen without interrupting the main screen's operating perspective, eliminating the need to repeatedly switch perspectives, thus improving the smoothness of combat and plot interaction and enriching the dimensions of screen information display.
[0079] For example, such as Figure 8 As shown in (1) and (2), the virtual object 110 and the non-player character 111 are in a tug-of-war. The dividing line 112 between the main screen and the secondary screen moves back and forth depending on the magnitude of the pulling force between the virtual object 110 and the non-player character 111.
[0080] The split-screen display method provided in this application embodiment displays the character screen of the first virtual object controlled by the player by default in single-player mode. When the target game process event in which the first virtual object participates reaches the split-screen trigger condition, the original character screen is automatically set as the main screen, and the corresponding type of secondary screen screen is adaptively generated according to the event type and the current state of the character. When the player performs various game actions on the main screen, the content of the main screen and the secondary screen screen can be refreshed synchronously. The player's real-time game behavior and the content displayed on the secondary screen are continuously bound. Various types of secondary screen content such as various scenes, NPCs, plot, and mechanism previews are adapted and displayed as needed. The interactive feedback is coherent and unified. Players can receive multiple layers of game information synchronously without frequently switching perspectives, further enhancing the sense of game interaction and story immersion experience.
[0081] Figure 9 A flowchart illustrating a split-screen display method provided in an exemplary embodiment of this application is shown. This method is executed by a terminal, server, computer system, or client. The method includes the following steps.
[0082] Step 310: In single-player control mode, display the character screen of the first virtual object controlled by a single player.
[0083] Step 320: In response to the target game process event involving the first virtual object satisfying the split-screen trigger condition, adjust the character screen to be displayed on the main screen and add a secondary screen screen associated with the target game process event.
[0084] In one possible implementation, when the associated screen includes a non-player character screen, the secondary screen is used to display at least one of the non-player character's position, actions, attribute status, hit status, controlled status, disappearance status, or behavioral changes. The non-player character's status is updated based on the first virtual object's attacks, skill activations, use of virtual game items, or story choices on the main screen.
[0085] For example, the associated screen is an NPC battle scene, and the secondary screen continuously displays the enemy NPC's health attributes and hit-stun state. When the player controls the first virtual object to release a fire-type skill that hits the enemy NPC, the secondary screen immediately updates the enemy NPC's burn damage and knockback state.
[0086] For example, the associated screen is the interaction screen with NPCs in the story, and the secondary screen displays the changes in the NPCs' behavior and emotional state. When the player controls the first virtual character to use tokens to talk to the NPC, or selects friendly story options, the secondary screen simultaneously refreshes the NPC's action state from guarded to relaxed and taking the initiative to talk.
[0087] In this embodiment, when the secondary screen displays a screen containing a non-player character, the non-player character's position, status (being attacked, being controlled, and behavioral changes) can be updated in real time based on the various game behaviors of the first virtual object. This ensures that the content displayed on the secondary screen always matches the player's current operation, strengthens the linkage between the player's game behavior and the content of the secondary screen, and enables the main screen operation and secondary screen feedback to form a complete and unified interactive logic, further optimizing the immersive experience of the story interaction and the battle process.
[0088] In one possible implementation, when the associated screen includes a target linked screen, the main screen and the secondary screen respectively display real-time virtual environment screens associated with the same target game element. The target game element includes at least one of virtual objects, scene elements, virtual machine levels, or virtual props.
[0089] For example, the target game element is the secret realm stone gate mechanism. The main screen displays a real-time view of the first virtual object controlled by the player approaching the front of the stone gate, while the secondary screen simultaneously displays a real-time view of the lock cylinder structure behind the stone gate. The main screen and the secondary screen present linked views from different perspectives around the same stone gate mechanism.
[0090] For example, if the target game element is a dungeon guardian NPC, the main screen displays a real-time view of the player-controlled first virtual object facing the NPC, while the secondary screen simultaneously displays a real-time view of the NPC charging up a powerful attack from behind. Both the main screen and the secondary screen are linked and displayed around the same game element, the guardian NPC.
[0091] In this embodiment, the main screen and the secondary screen simultaneously display the real-time virtual environment corresponding to the same target game element. The two screens form a linked display around the same game element, and players can view the relevant environmental information of the element from different perspectives at the same time. This strengthens the synchronous linkage between the screen content and the target game element, which makes the player's operation behavior closely related to the content displayed on both screens, further enhancing the interactive coherence and the immersive effect of the plot.
[0092] In one possible implementation, when the associated screen includes a mission destination screen, the secondary screen is used to display at least one of the following: a target location that the first virtual object is not currently in the center of the viewfinder, a mission path, an object, accessibility conditions, or the story state after arrival. The secondary screen updates as the first virtual object moves within the main screen.
[0093] For example, the player controls a first virtual object searching for a treasure cave in a valley. The main screen focuses on the first virtual object, while the cave is not within the main screen's camera view. The secondary screen continuously displays the cave's location and the road conditions along the way. As the first virtual object moves forward, the secondary screen simultaneously refreshes to shorten the remaining distance and updates the guidance for the forks in the road ahead.
[0094] For example, in a main game quest, the first virtual character is required to go to the castle to speak with the king. The main screen only shows the forest scene in front of the first virtual character, while the secondary screen displays the castle's location, the complete route, and a preview of the scene where the character meets the king upon arrival. When the first virtual character turns to go around the river, the secondary screen corrects the route in real time and updates the optimal travel path accordingly.
[0095] In this embodiment, the mission destination-related content is displayed on the secondary screen, which can show the target location, route, target objects, traffic conditions, and corresponding plot status that the first virtual object is not currently covered by the main screen camera. The secondary screen will refresh in real time along with the movement of the first virtual object, further strengthening the linkage between the movement behavior of the first virtual object and the content displayed on the secondary screen. Players can fully grasp the mission-related information without frequently turning the view, and the interactive experience is smooth and seamless, further deepening the sense of immersion in the game.
[0096] In one possible implementation, when the associated screen includes a mechanism feedback screen or a result preview screen, the following two steps are also included: Step 320-1: In response to the first virtual object performing an interaction operation on the virtual machine, virtual props, or scene objects, display at least one of the following in the secondary screen: the scene area affected by the interaction operation, non-player characters, passage structures, explosion range, damage range, status change range, or plot result.
[0097] Step 320-2: In response to the confirmation of the interactive operation, update the secondary screen from the result preview screen to the actual result screen.
[0098] In this embodiment, the secondary screen displays the feedback screen of the mechanism and the result preview screen. When the first virtual object interacts with the virtual machine mechanism, props, and scene objects, the secondary screen immediately displays the scene, NPCs, damage range, plot development and other related content brought about by the interaction. After the interaction is confirmed, the preview screen can be automatically switched to the real result screen. The content of the secondary screen is dynamically updated in line with the interaction behavior of the first virtual object, which further deepens the linkage between the player's operation behavior and the screen displayed on the secondary screen. Players can predict the impact of the interaction in advance and intuitively view the final effect of the interaction without switching perspectives. The puzzle-solving and scene interaction process is smoother, and the multi-layered screen feedback continuously enhances the immersive experience of the game.
[0099] In one possible implementation, when the associated screen includes a story performance screen, the secondary screen is used to display a story segment corresponding to the first virtual object's story selection, dialogue, item pickup, puzzle solving, combat results, or quest completion status. The story segment includes at least one of the following: character screens, scene screens, memory screens, prediction screens, remote event screens, or cutscenes, excluding the current storyline.
[0100] For example, when a player controls the first virtual object to complete the battle result of killing the BOSS, the main screen still retains the real-time battlefield scene, while the secondary screen pops up a memory-type story segment, showing past memories of the BOSS and the first virtual object meeting many years ago, as a supplementary story performance outside the main storyline, enriching the story background.
[0101] For example, the player controls the first virtual object to pick up a key token at a puzzle mechanism. The main screen displays the action of the first virtual object picking up the token, while the secondary screen simultaneously plays a remote event scene, showing the synchronous cutscene of NPCs in a distant city changing due to the token's movement, allowing the player to know the parallel storyline outside the main storyline.
[0102] In this embodiment, various plot performances are displayed on a secondary screen. These screens can display plot fragments such as characters, memories, distant views, and predictions that are independent of the current main storyline perspective, corresponding to the player's plot choices, dialogue interactions, puzzle-solving, combat, and task completion. The plot content on the secondary screen is matched and displayed according to the player's various interactive behaviors, effectively deepening the linkage between the game operation of the first virtual object and the content of the secondary screen. Players can receive multi-layered narrative information simultaneously without switching perspectives, making the plot interaction more three-dimensional and coherent, and further enhancing the player's story immersion experience.
[0103] In one possible implementation, when the associated screen includes a competitive screen, the secondary screen is used to display a second virtual object that is in a competitive relationship with the first virtual object. The second virtual object is a non-player character (NPC) controlled by the game program and not controlled by a second player in real time. This application embodiment also includes the following steps: in response to attacks, defenses, pursuits, evasions, restraints, or skill-based combat between the first and second virtual objects, updating the state of the first virtual object in the main screen and / or the state of the second virtual object in the secondary screen.
[0104] For example, such as Figure 8 As shown in (1) and (2), the virtual object 110 and the non-player character 111 are in a tug-of-war. The tug-of-war rope between them is taut and straight. The main screen and the secondary screen are updated according to the pulling force of the virtual object 110 and the non-player character 111. The center line of the rope shifts back and forth between the two. The two restrain each other and continue to exert force. Their exertion and body tilt will change in real time according to the pulling force of the other.
[0105] In this embodiment, a secondary screen is used to specifically present the NPC, who is an adversary and not a player. When the first virtual object interacts with the NPC by attacking, defending, restraining, or using skills, the character status of the first virtual object on the main screen and the status of the enemy NPC on the secondary screen are refreshed simultaneously. This further tightly binds the player's combat operations with the content displayed on the secondary screen. Players can observe their own and their opponent's real-time combat situation simultaneously without turning their view. The combat interaction logic is coherent and complete, continuously enhancing the game immersion effect.
[0106] Step 330: In response to the first virtual object performing game behavior on the main screen, update the main screen and / or the secondary screen.
[0107] In this embodiment, when a player manipulates the first virtual object on the main screen to perform any game action such as moving, attacking, solving puzzles, or using items, one or both of the main screen and the secondary screen are refreshed simultaneously, so that the dual screens match the player's current game action in real time and keep the screen content and game action synchronized.
[0108] For example, the player controls the first virtual object to run forward. The main screen refreshes the running animation of the first virtual object in real time, while the secondary screen updates the task path in front of the player simultaneously, achieving simultaneous refresh of both screens.
[0109] Step 340: Determine the first action state of the first virtual object in the main screen on the target game element, and the second action state of the second virtual object in the secondary screen on the target game element.
[0110] The aforementioned states of action on the target game element include, but are not limited to, triggering, attacking, approaching, blocking, and activating.
[0111] For example, the main screen displays a first virtual object approaching the stone gate, while the secondary screen displays a guarding NPC blocking the stone gate.
[0112] Step 350: In response to the first action state and the second action state satisfying the linkage condition, display the operation control corresponding to the target game element.
[0113] In this embodiment, when the first virtual object and the second virtual object simultaneously reach the preset linkage condition for two states of action on the same target game element, a dedicated interactive operation control adapted to the target game element is displayed on the game's graphical user interface for the player to trigger the linkage operation.
[0114] For example, if the linkage condition is set to "the player approaches the stone gate and the NPC blocks the stone gate", and the linkage condition is met in the first action state and the second action state, the interactive operation control of "fighting NPC" will be displayed on the game interface.
[0115] Step 360: In response to the operation of the control, based on the action parameters corresponding to the first action state and / or the second action state, update the split-screen display state at the adjacent position of the main screen and the secondary screen, and / or update the target linked screen jointly presented by the main screen and the secondary screen.
[0116] For example, such as Figure 10 As shown in (1), the main screen displays a virtual monster 113 in front of virtual object 101, and virtual object 101 will exert force on virtual monster 113. The secondary screen displays a second virtual object 103 in front of virtual monster 113, and the second virtual object 103 will exert force on virtual monster 113. Figure 10 As shown in (2), virtual object 101 and second virtual object 103 jointly exert force on virtual monster 113. In response to the joint force exerted by virtual object 101 and second virtual object 103 on virtual monster 113, as... Figure 11As shown in (1), the main screen and the secondary screen display a screen illustrating the combined force exerted by the virtual object 101 and the second virtual object 103 on the virtual monster 113, and also display the first control control 114 and the second control control 115. The player can determine the magnitude of the force exerted on the virtual monster 113 by triggering the first control control 114. Figure 11 As shown in (2) and (3), the virtual monster 113 tilts back and forth in a linked scene when the virtual object 101 and the second virtual object 103 exert force on the virtual monster 113 together.
[0117] The split-screen display method provided in this application embodiment displays the character screen of a first virtual object controlled by the player in single-player control mode. When the first virtual object triggers a target game process event, the main screen and the secondary screen associated with the target game process event are automatically divided. Any game action performed by the player on the main screen will simultaneously refresh the content of both screens. Based on the interaction state of the first virtual object in the main screen and the second virtual object in the secondary screen towards the same target game element, when the two interaction states reach the linkage condition, a dedicated interactive control pops up. After the player operates the control, the split-screen layout of the adjacent areas of the main and secondary screens is adjusted based on the interaction parameters of both parties, or the target linkage screen shared by both is switched synchronously. The player's operation behavior is deeply bound to the content displayed on the secondary screen throughout the process. The player can simultaneously observe the interaction status of himself and another object towards the target element, and can complete the linkage interaction operation without repeatedly switching perspectives. The interactive feedback is instantaneous and coherent, greatly improving the smoothness of game operation and the immersive effect of narrative and battle scenes.
[0118] Figure 12 A flowchart illustrating a split-screen display method provided in an exemplary embodiment of this application is shown. This method is executed by a terminal, server, computer system, or client. The method includes the following steps.
[0119] Step 410: In single-player control mode, display the character screen of the first virtual object controlled by a single player.
[0120] Step 420: In response to the target game process event involving the first virtual object satisfying the split-screen triggering condition, determine at least one of the following: display duration, display size, display position, transparency, or the boundary position between the secondary screen and the main screen, based on the process parameters of the target game process event.
[0121] When the first virtual object controlled by the player triggers a target game process event, and the event meets the preset split-screen trigger conditions, the corresponding process parameters preset for the target game process event are obtained to configure the display effect of the secondary screen. The duration of the secondary screen display, screen size, placement position, screen transparency, or the position of the dividing line between the main screen and the secondary screen can be limited individually or simultaneously.
[0122] For example, the player controls the first virtual object to trigger a BOSS appearance battle event, which meets the split-screen trigger conditions. Based on the process parameters corresponding to this BOSS appearance battle event, the secondary screen is set to be displayed for 15 seconds with a screen size of one-third of the main screen, placed on the right side of the screen, and the dividing line between the main and secondary screens is adjusted to two-thirds of the screen to continuously display the BOSS's real-time status.
[0123] Step 430: Adjust the character's screen to display as the main screen, and add a secondary screen displaying events related to the target game process. The main screen displays the real-time view of the first virtual object in the current virtual environment, while the secondary screen displays related screens triggered by events in the target game process.
[0124] Step 440: In response to the first virtual object performing a game action on the main screen, update the main screen and / or the secondary screen. The game action includes at least one of movement, attack, skill activation, use of virtual items, or story selection.
[0125] Step 450: In response to the completion of the target game process event, the first virtual object leaving the target area, the first virtual object completing the target interaction, the object attributes of the first virtual object meeting the termination condition, or the end of the story performance, end the display of the secondary screen and adjust the main screen to full screen display.
[0126] When any of the following five termination scenarios occur: the target game process event is completed, the first virtual object leaves the target area, the first virtual object completes the target interaction, the object attribute of the first virtual object is changed, or the story performance ends, the secondary screen will be automatically closed, the split-screen layout will be canceled, the original main screen will be restored to a full-screen display, the split-screen visual effect will be removed, and the player will return to the normal single-player full-screen operation perspective.
[0127] For example, when the player controls the first virtual object to defeat the dungeon BOSS, the target game progress event is completed. This triggers the immediate closure of the right secondary screen displaying the BOSS's status, the removal of the split screen dividing line, and the game screen switches to the full-screen main screen, allowing the player to resume normal single-screen free operation.
[0128] For example, such as Figure 8 As shown in (3), the virtual object 110 and the non-player character 111 end the tug-of-war, and the non-player character 111 exits the secondary screen. Figure 8 As shown in (4), the split-screen display ends and the character screen of virtual object 110 is displayed in full screen.
[0129] In this embodiment, the character screen of the first virtual object controlled by the player is displayed in full screen in single-player control mode. When the target game process event reaches the split-screen trigger condition, the display parameters of the secondary screen, such as duration, size, position, transparency, and split-screen boundaries, are adaptively configured based on the process parameters corresponding to the target game process event. The original character screen is then used as the main screen, which is displayed synchronously with the associated secondary screen. Any game action performed by the player on the main screen will refresh the dual-screen screen. At the same time, multiple reasonable termination judgment conditions are set. The secondary screen is automatically closed and the full screen is restored when the event ends, the first virtual object leaves the area, the target interaction is completed, the attribute is achieved, or the plot performance ends. Therefore, this application can match the display needs of different game scenarios by dynamically adapting the visual parameters of the secondary screen based on the target game process event. The main and secondary screens are linked in real time with the player's operation to ensure information synchronization and continuity. The split screen can be automatically opened and closed as needed, which not only reduces the performance loss caused by idle split screens, but also supplements the game information through split screens to enhance the immersive experience. The automatic exit mechanism of split screen can restore the complete operation field of view in a timely manner, taking into account both the richness of the screen display and the smoothness of the player's operation.
[0130] Figure 13 A flowchart illustrating a split-screen display method provided in an exemplary embodiment of this application is shown. This method is executed by a terminal, server, computer system, or client. The method includes the following steps.
[0131] Step 510: In single-player control mode, display the character screen of the first virtual object controlled by a single player.
[0132] Step 520: In response to the target game process event involving the first virtual object satisfying the split-screen triggering condition, determine the main screen display area, the secondary screen display area, and the complete framing area corresponding to the main screen display area and the secondary screen display area.
[0133] When the target game process event in which the first virtual object participates reaches the preset split-screen trigger condition, the game's graphical user interface is divided into two independent display areas: the main screen display area and the secondary screen display area.
[0134] The complete viewfinder area refers to the entire area of the game's graphical user interface. In split-screen display, this complete viewfinder area is divided into the main screen display area and at least one secondary screen display area. For example... Figure 14 As shown, split-screen method 1 is used to horizontally split the entire viewfinder area, dividing it into two regions: the main display area on the left and the secondary display area on the right. Split-screen method 2 is used to vertically split the entire viewfinder area, dividing it into two regions: the main display area at the top and the secondary display area at the bottom.
[0135] Step 530: Determine the first offset parameter and the second offset parameter respectively based on the positional relationship between the main screen display area and the secondary screen display area relative to the complete viewfinder area.
[0136] The positional relationship between the main display area and the full viewfinder refers to the location of the main display area within the full viewfinder; similarly, the positional relationship between the secondary display area and the full viewfinder refers to the location of the secondary display area within the full viewfinder.
[0137] For example, taking the secondary screen display area as an example, the position and size of the secondary screen display area are set in the normalized coordinate space of the specified complete viewfinder area. For example... Figure 14 As shown, the top left corner is the origin of the coordinate system, the horizontal axis is the X-axis, the horizontal axis pointing to the right is the positive direction of the X-axis, and the vertical axis pointing downwards is the positive direction of the Y-axis. This constructs a planar coordinate system for the screen (i.e., the graphical user interface). In this normalized coordinate space, the coordinates of the screen's horizontal and vertical axes both range from [0,1]. Within this screen's normalized coordinate space, a secondary display area can be defined by setting anchor points and display area size. The anchor point refers to the starting point of the secondary display area in this screen's normalized coordinate space, and the display area size refers to the span along both the positive X-axis and positive Y-axis directions, calculated from the anchor point coordinates. For example... Figure 14 As shown, the secondary screen display area is the display area determined by the anchor point (0.5,0) and the display area size (0.5,1).
[0138] like Figure 14 As shown, in split-screen mode 1, the main screen display area is positioned to the left of the full viewfinder, with its horizontal range extending from the left edge to the 60% horizontal dividing line. This means the main screen display area occupies 60% of the total width of the full viewfinder. The secondary screen display area is positioned to the right of the full viewfinder, with its horizontal range extending from the 60% horizontal dividing line to the right edge. This means the secondary screen display area occupies 40% of the total width of the full viewfinder. In other words, the main and secondary screen display areas are adjacent to each other, with the main screen display area having a 60% horizontal screen-to-body ratio and the secondary screen display area having a 40% horizontal screen-to-body ratio.
[0139] Based on the positional relationship between the main screen display area and the secondary screen display area relative to the complete viewfinder area, the first offset parameter and the second offset parameter are determined respectively.
[0140] For example, with Figure 14Taking the split-screen method 1 as an example, where the main screen and secondary screen are adjacent to each other, the main screen has a horizontal screen-to-body ratio of 60%, and the secondary screen has a horizontal screen-to-body ratio of 40%. Therefore, compared to before the split-screen, the main screen's horizontal leftward shrinkage is 40%. Based on this 40% horizontal leftward shrinkage of the main screen, the first projection parameter is determined. Based on the change in the horizontal screen-to-body ratio of the secondary screen from 0% to 40% before and after the split-screen, the second projection parameter is determined.
[0141] For example, with Figure 14 Taking the split-screen method 2 as an example, where the main screen and secondary screen are vertically adjacent, the main screen has a vertical screen-to-body ratio of 60%, and the secondary screen has a vertical screen-to-body ratio of 40%. Therefore, compared to before the split-screen, the upper vertical dimension of the main screen is reduced by 40%. Based on this 40% reduction, the first projection parameter is determined. The second projection parameter is determined based on the change in the vertical screen-to-body ratio of the secondary screen from 0% to 40% before and after the split-screen.
[0142] Step 540: Apply the first offset parameter to the offset item in the first projection parameter of the first view object, and apply the second offset parameter to the offset item in the second projection parameter of the second view object, so that the first view object outputs the main screen image after being offset by the view window, and the second view object outputs the secondary screen image after being offset by the view window.
[0143] In this embodiment, the framing scene can be a real scene or a virtual scene, such as a game scene; this is merely an example. When the framing scene is a real scene, both the first and second framing objects are real cameras or lenses. When the framing scene is a game scene, both the first and second framing objects are virtual cameras or virtual lenses. The first offset term in the first projection parameters of the first framing object is a parameter component used to offset the first framing window corresponding to the first framing object vertically or horizontally. The second offset term in the second projection parameters of the second framing object is a parameter component used to offset the second framing window corresponding to the second object vertically or horizontally.
[0144] For example, taking the first viewfinder as the first virtual camera, the first offset parameter is applied to the horizontal or vertical offset item in the projection matrix of the first virtual camera. Taking the second viewfinder as the second virtual camera, the second offset parameter is applied to the horizontal or vertical offset item in the projection matrix of the second virtual camera.
[0145] In this embodiment, after determining the first offset parameter, the first offset parameter is applied to the first offset item in the first projection parameter of the first viewfinder, and then the first viewfinder outputs the main screen image after offset by the first viewfinder window. After determining the second offset parameter, the second offset parameter is applied to the second offset item in the second projection parameter of the second viewfinder, and then the second viewfinder outputs the secondary screen image after offset by the second viewfinder window.
[0146] Step 550: Crop or hide the portion of the main screen image that is outside the main screen display area, and crop or hide the portion of the secondary screen image that is outside the secondary screen display area.
[0147] In this embodiment of the application, the view content of the first view object's view window, i.e., the part of the main screen image located outside the main screen display area, is cropped or not displayed, and the view content of the second view object's view window, i.e., the part of the secondary screen image located outside the secondary screen display area, is cropped or not displayed.
[0148] In other words, after shifting the viewfinder window of the first subject, a portion of the content within that viewfinder will be outside the main screen display area. This portion of the content will not be displayed on the main screen, so the corresponding portion of the main screen image needs to be cropped or not displayed. Similarly, after shifting the viewfinder window of the second subject, a portion of the content within that viewfinder will be outside the secondary screen display area. This portion of the content will not be displayed on the secondary screen, so the corresponding portion of the secondary screen image needs to be cropped or not displayed.
[0149] In one possible implementation, when the main screen display area is located to the left of the secondary screen display area, the viewfinder window of the first viewfinder is shifted to the left using a first offset parameter, and the portion of the left side of the main screen image that extends beyond the main screen display area is cropped or not displayed. The viewfinder window of the second viewfinder is shifted to the right using a second offset parameter, and the portion of the right side of the secondary screen image that extends beyond the secondary screen display area is cropped or not displayed.
[0150] In this embodiment, in a horizontal split-screen scenario where the main screen display area is located to the left of the secondary screen display area, the positions of the viewfinder windows of the two viewfinder objects are adjusted by offset parameters. The first offset parameter is used to control the viewfinder window of the first viewfinder object to shift to the left as a whole, discarding image content in the main screen image that exceeds the left boundary of the main screen display area. Then, the second offset parameter is used to control the viewfinder window of the second viewfinder object to shift to the right as a whole, discarding image content in the secondary screen image that exceeds the right boundary of the secondary screen display area. This aligns the edges of the cropped images of the main screen and secondary screen, completing the horizontal split-screen splicing display.
[0151] For example, such as Figure 15 As shown, the left half of the split-screen display shows the left half of viewfinder 1. To achieve this... Figure 15 If the left half of the split-screen display (i.e., the main display area) shows the left half of viewfinder 1, then the first offset parameter in the first offset parameter of the first viewfinder object needs to be shifted to the left, such as... Figure 16 As shown, until the right edge of the viewfinder window of the first framing object reaches halfway into the triangle, the right side of the viewfinder window of the first framing object after offsetting will be the left half of the triangle. To achieve this... Figure 15 If the right half of the split-screen display (i.e., the secondary display area) shows the right half of viewfinder 2, then the second offset parameter of the second viewfinder object needs to be shifted to the right, such as... Figure 16 As shown, until the left boundary of the viewfinder window of the second viewfinder reaches half of the triangle, the left viewfinder content within the offset viewfinder window becomes the right half of the triangle. Then, the first offset parameter is applied to the first offset term in the first projection parameter of the first viewfinder, causing the first viewfinder to output the main screen image after the viewfinder window offset. And, the second offset parameter is applied to the second offset term in the second projection parameter of the corresponding second viewfinder, causing the corresponding second viewfinder to output the secondary screen image after the viewfinder window offset. The placement positions of the main screen image and the secondary screen image in the screen's normalized coordinate space are set to anchor point (0.5, 0) for splicing, and the display area size of both the main screen and the secondary screen display areas is (0.5, 1). The content of the main screen image that exceeds the left boundary of the main screen display area, i.e., the content of area 1, is discarded, and the remaining main screen image is displayed in the main screen display area. And, the content of the secondary screen image that exceeds the right boundary of the secondary screen display area, i.e., the content of area 2, is discarded, and the remaining secondary screen image is displayed in the secondary screen display area, thus obtaining the image shown below. Figure 15 The split-screen display effect shown.
[0152] In one possible implementation, when the main screen display area is located to the right of the secondary screen display area, the viewfinder window of the first viewfinder is shifted to the right using a first offset parameter, and the portion of the right side of the main screen image that extends beyond the main screen display area is cropped or not displayed. The viewfinder window of the second viewfinder is shifted to the left using a second offset parameter, and the portion of the left side of the secondary screen image that extends beyond the secondary screen display area is cropped or not displayed.
[0153] In this embodiment, in a horizontal split-screen scenario where the main screen display area is set to the right of the secondary screen display area, the positions of the viewfinder windows of the two viewfinder objects are adjusted by offset parameters. The first offset parameter controls the viewfinder window of the first viewfinder object to shift to the right, discarding image content in the main screen image that exceeds the right boundary of the main screen display area. Then, the second offset parameter controls the viewfinder window of the second viewfinder object to shift to the left, discarding image content in the secondary screen image that exceeds the left boundary of the secondary screen display area. This aligns the edges of the cropped images of the main screen and secondary screen, completing the horizontal split-screen splicing display.
[0154] In one possible implementation, when the main screen display area is located above the secondary screen display area, a first offset parameter is used to shift the viewfinder window of the first viewfinder upwards, and the portion of the upper part of the main screen image that extends beyond the main screen display area is cropped or not displayed. A second offset parameter is used to shift the viewfinder window of the second viewfinder downwards, and the portion of the lower part of the secondary screen image that extends beyond the secondary screen display area is cropped or not displayed.
[0155] In this embodiment, when the main screen display area is located above the secondary screen display area, the first offset parameter causes the viewfinder window corresponding to the first view object to shift upwards as a whole, discarding image content in the main screen image that exceeds the upper boundary of the main screen display area. At the same time, the second offset parameter causes the viewfinder window corresponding to the second view object to shift downwards as a whole, discarding image content in the secondary screen image that exceeds the lower boundary of the secondary screen display area. After each cropping, the lower edge of the main screen and the upper edge of the secondary screen can be precisely aligned, achieving seamless display of the upper and lower split screen images.
[0156] In one possible implementation, when the main screen display area is located below the secondary screen display area, a first offset parameter is used to shift the viewfinder window of the first viewfinder downwards, and the portion of the lower part of the main screen image that extends beyond the main screen display area is cropped or not displayed. A second offset parameter is used to shift the viewfinder window of the second viewfinder upwards, and the portion of the upper part of the secondary screen image that extends beyond the secondary screen display area is cropped or not displayed.
[0157] In this embodiment, when the main screen display area is located below the secondary screen display area, the viewfinder window corresponding to the first view object is shifted downwards by the first offset parameter, discarding image content in the main screen image that exceeds the lower boundary of the main screen display area. At the same time, the viewfinder window corresponding to the second view object is shifted upwards by the second offset parameter, discarding image content in the secondary screen image that exceeds the upper boundary of the secondary screen display area. After each cropping, the upper edge of the main screen and the lower edge of the secondary screen can be precisely aligned, achieving seamless connection and display of the upper and lower split screen images.
[0158] In one possible implementation, when the main display area and the secondary display area are arranged in a picture-in-picture layout, one of the main display area and the secondary display area is designated as the embedded display area, and the other as the outer display area. Based on the position of the embedded display area within the outer display area, an offset parameter for the framing object corresponding to the embedded display area is determined, and the framing window corresponding to the embedded display area is shifted to the framing range corresponding to the embedded display area. The portion of the image corresponding to the embedded display area that is outside the embedded display area is cropped or not displayed, and the portion of the image corresponding to the outer display area that covers the embedded display area is also cropped or not displayed.
[0159] In this embodiment, the main screen display area and the secondary screen display area constitute a picture-in-picture display layout. One of the two display areas is designated as the outer display area, and the other is designated as the embedded small-sized display area. The offset parameters are calculated based on the placement position of the embedded display area within the outer display area. The viewfinder window of the corresponding view object in the embedded display area is adjusted to fit the viewfinder range of the embedded display area. At the same time, cropping processing is performed on the inner and outer images respectively. Content of the embedded image that exceeds the embedded display area is cropped or not displayed, and content of the outer image that is obscured or not displayed by the embedded display area is cropped or not displayed. Finally, a picture-in-picture split-screen display effect with the inner image embedded in the outer image is achieved.
[0160] For example, taking a normalized coordinate range of [-1, 1] for the entire viewfinder area, the main screen is set as the outer display area, and the secondary screen is an embedded display area in the lower right corner, resembling a picture-in-picture. The horizontal and vertical ranges of the embedded display area are [0.4, 1]. First, the horizontal and vertical offset parameters corresponding to the viewfinder object of the secondary screen are calculated based on the position of the embedded display area in the lower right corner of the outer screen. The secondary screen viewfinder window is then offset to match the viewfinder range of the embedded display area. During rendering, excess secondary screen images with a horizontal range less than 0.4 and a vertical range less than 0.4 are cropped. At the same time, the image content in the main screen image that is covered by the embedded secondary screen with a horizontal range of 0.4 to 1 and a vertical range of 0.4 to 1 is also cropped. Finally, a picture-in-picture display effect is formed in which a small secondary screen image is embedded in the lower right corner of the outer main screen image.
[0161] In one possible implementation, the secondary screen is generated by a second framing object. The second framing object and the first framing object used to generate the primary screen are located in the same virtual environment, and the secondary screen represents a different framing range within the same virtual environment. Alternatively, the second framing object is located in an associated virtual environment different from the current virtual environment, and this associated virtual environment corresponds to a target game process event.
[0162] In this embodiment, the secondary screen image is captured by a second viewfinder, i.e., a second camera. It should be noted that the first viewfinder generating the main screen image and the second viewfinder generating the secondary screen image can be within the same virtual game scene; the only difference is the camera's field of view and shooting angle. The secondary screen is simply another perspective view within the same scene. Alternatively, the second viewfinder can independently load a related virtual scene completely isolated from the game scene where the first virtual object is located. This dedicated scene is specifically matched to the game event that triggers the split-screen view, used to display specific visual content not visible in the main scene.
[0163] For example, when the first and second view objects are in the same virtual environment but have different framing ranges, a game process event where the player encounters a hostile NPC in the virtual environment triggers a split-screen display. The main screen camera follows the first virtual object, the second view object keeps pointing at the distant hostile NPC, and the secondary screen synchronously displays the real-time status of the hostile NPC in the same virtual environment.
[0164] For example, when the first and second view objects are in independent associated virtual environments, the first virtual object triggers a character memory event, the main screen displays the character image of the first virtual object, the second view object loads its own memory illusion, an independent associated virtual environment, and the secondary screen plays the past story scenes in the illusion separately.
[0165] Step 560: In response to the first virtual object performing game behavior on the main screen, update the main screen and / or the secondary screen.
[0166] In this embodiment, the player's character, controlling a first virtual object, is displayed in full-screen mode under single-player control. The main screen, secondary screen, and overall viewfinder area are divided only after a target game process event is triggered. Based on their positional relationship within the viewfinder area, offset parameters are calculated for each screen, and assigned to the main and secondary cameras respectively to complete the viewpoint offset rendering. Then, redundant images outside each display area are cropped to achieve a neat split screen. Simultaneously, various player game actions can refresh the dual-screen display. By precisely dividing the field of view through dual-camera offset, differentiated viewpoints within the same scene can be achieved without constructing two independent rendering pipelines. Image cropping avoids overlapping and misalignment. The main and secondary screens are updated synchronously in real-time with player actions to ensure consistent interactive feedback. Split screens are triggered only on demand, and camera parameters automatically adapt to the layout. This enriches the dimensions of game information display, enhances player immersion, and precisely controls the rendering range, balancing image display effects with device performance.
[0167] It should be noted that the method steps in the above embodiments can be arbitrarily combined to obtain new embodiments, and this application does not impose any restrictions on them.
[0168] Figure 17 This application shows a structural block diagram of a split-screen display device 1700 provided in an exemplary embodiment. The split-screen display device 1700 includes: Display module 1701 is used to display the character screen of the first virtual object controlled by a single player in single-player control mode; The processing module 1702 is used to respond to the target game process event in which the first virtual object participates satisfying the split-screen triggering condition, adjust the character screen to be displayed as the main screen screen, and add a secondary screen screen associated with the target game process event; Update module 1703 is used to update the main screen and / or the secondary screen in response to the first virtual object performing game behavior in the main screen; The game behavior includes at least one of movement, attack, skill release, use of virtual items or plot selection. The main screen is used to display the real-time image of the first virtual object in the current virtual environment, and the secondary screen is used to display related images triggered by the target game process event.
[0169] In one optional embodiment, the split-screen triggering condition includes at least one of the following: The first virtual object arrives at a preset position or preset area; The battle between the first virtual object and the target game entity reaches the preset progress; The first virtual object performs an interactive action on the target game entity; The first virtual object releases a preset skill or uses a preset virtual item; The object attributes of the first virtual object or other target game entities that interact with the first virtual object reach a preset threshold. The first virtual object triggers plot branches, task nodes, or level progression nodes.
[0170] In an optional embodiment, the processing module 1702 is further configured to: A secondary screen displaying the target type is added, wherein the target type is determined by the event type of the target game process event and / or the object state of the first virtual object in the target game process event; The types of secondary screen images include at least one of the following: non-player character images related to the first virtual object, scene change images, remote scene status images, mechanism feedback images, result preview images, plot performance images, skill or virtual item effect result preview images, plot fragment images, and parallel world images.
[0171] In an optional embodiment, the update module 1703 is further configured to: In response to the movement of the first virtual object, update the task destination, task path, obstacle status, or target area status in the secondary screen. In response to the first virtual object attacking or releasing a skill, update the non-player character status, scene change status, or result preview screen in the secondary screen. In response to the first virtual object triggering the virtual machine to shut down, update the mechanism feedback screen or the scene screen affected by the virtual machine shutdown in the secondary screen. In response to the first virtual object making a plot selection, the plot performance screen or plot branch result screen in the secondary screen is updated.
[0172] In an optional embodiment, the processing module 1702 is further configured to: Determine the first action state of the first virtual object in the main screen on the target game element, and the second action state of the second virtual object in the secondary screen on the target game element; In response to the first and second action states satisfying the linkage condition, the operation control corresponding to the target game element is displayed. In response to the operation of the operation control, based on the operation parameters corresponding to the first operation state and / or the second operation state, the split-screen display state at the adjacent position of the main screen and the secondary screen is updated, and / or the target linkage screen jointly presented by the main screen and the secondary screen is updated.
[0173] In an optional embodiment, when the associated screen includes a story performance screen, the secondary screen is used to display story segments corresponding to the story selection, dialogue, picking up, puzzle solving, combat results, or mission completion status of the first virtual object. The plot segments include at least one of the following: character scenes, scene scenes, memory scenes, prediction scenes, remote event scenes, or transition scenes outside the current plot.
[0174] In an optional embodiment, the processing module 1702 is further configured to process at least one of the following: Based on the process parameters of the target game process event, determine at least one of the following: display duration, display size, display position, transparency, or the boundary position between the secondary screen and the main screen. In response to the completion of the target game process event, the first virtual object leaving the target area, the first virtual object completing the target interaction, the object attribute of the first virtual object satisfying the termination condition, or the end of the story performance, the display of the secondary screen ends, and the main screen is adjusted to full-screen display.
[0175] Figure 18 This illustration shows a structural block diagram of a computer device 1800 provided in an exemplary embodiment of this application. The computer device 1800 may be one or more portable mobile terminals, such as smartphones or tablets. The computer device 1800 may also be referred to as user equipment, portable terminal, or other names. Typically, the computer device 1800 includes a processor 1801 and a memory 1802.
[0176] Processor 1801 may include one or more processing cores, such as one or more of a quad-core processor or an octa-core processor. Processor 1801 may be implemented using at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). Processor 1801 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1801 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen.
[0177] The memory 1802 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices.
[0178] In some embodiments, the non-transitory computer-readable storage medium in memory 1802 stores at least one instruction, which is executed by processor 1801 to implement the split-screen display method provided in this embodiment. In some embodiments, computer device 1800 may also optionally include: peripheral device interface 1803 and at least one peripheral device. Processor 1801, memory 1802 and peripheral device interface 1803 can be connected via a bus or signal line. Each peripheral device can be connected to peripheral device interface 1803 via a bus, signal line or circuit board. Specifically, the peripheral device includes at least one of: radio frequency circuit 1804, touch display screen 1805, camera assembly 1806, audio circuit 1807 and power supply 1808.
[0179] The radio frequency (RF) circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1804 communicates with communication networks and other communication devices via electromagnetic signals.
[0180] The touch display 1805 is used to display a user interface (UI). This UI may include graphics, text, icons, video, and any combination thereof. The touch display 1805 also has the ability to acquire touch signals on or above its surface.
[0181] The camera assembly 1806 is used to capture images or videos. Optionally, the camera assembly 1806 includes a front-facing camera and a rear-facing camera.
[0182] The audio circuit 1807 is used to provide an audio interface between the user and the computer device 1800.
[0183] The power supply 1808 is used to supply power to the various components in the computer device 1800.
[0184] In some embodiments, the computer device 1800 further includes one or more sensors 1809. The one or more sensors 1809 include, but are not limited to, an accelerometer 1810, a gyroscope 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814.
[0185] Those skilled in the art will understand that the above structure does not constitute a limitation on the computer device 1800, and may include more or fewer components than shown, or combine certain components, or employ different component arrangements.
[0186] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the split-screen display method provided in the above-described method embodiments.
[0187] This application also provides a computer program product, which includes at least one computer program stored in a computer-readable storage medium; the at least one computer program is read from the computer-readable storage medium and executed by the processor of a computer device, causing the computer device to perform the split-screen display method provided in the above-described method embodiments.
[0188] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.
[0189] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as one or more read-only memories, disks, or optical discs.
[0190] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A split-screen display method, characterized in that, The method includes: In single-player control mode, the character screen of the first virtual object controlled by a single player is displayed; In response to the target game process event in which the first virtual object participates satisfying the split-screen triggering condition, the character screen is adjusted to be displayed on the main screen, and a secondary screen associated with the target game process event is added to be displayed; In response to the first virtual object performing game behavior in the main screen, update the main screen and / or the secondary screen; The game behavior includes at least one of movement, attack, skill release, use of virtual items or plot selection. The main screen is used to display the real-time image of the first virtual object in the current virtual environment, and the secondary screen is used to display related images triggered by the target game process event.
2. The method according to claim 1, characterized in that, The split-screen triggering conditions include at least one of the following: The first virtual object arrives at a preset position or preset area; The battle between the first virtual object and the target game entity reaches the preset progress; The first virtual object performs an interactive action on the target game entity; The first virtual object releases a preset skill or uses a preset virtual item; The object attributes of the first virtual object or other target game entities that interact with the first virtual object reach a preset threshold. The first virtual object triggers plot branches, task nodes, or level progression nodes.
3. The method according to claim 1, characterized in that, The addition of a secondary screen display associated with the target game process events includes: A secondary screen displaying the target type is added, wherein the target type is determined by the event type of the target game process event and / or the object state of the first virtual object in the target game process event; The types of secondary screen images include at least one of the following: non-player character images related to the first virtual object, scene change images, remote scene status images, mechanism feedback images, result preview images, plot performance images, skill or virtual item effect result preview images, plot fragment images, and parallel world images.
4. The method according to any one of claims 1 to 3, characterized in that, The step of updating the main screen and / or the secondary screen in response to the first virtual object performing game behavior on the main screen includes: In response to the movement of the first virtual object, update the task destination, task path, obstacle status, or target area status in the secondary screen. In response to the first virtual object attacking or releasing a skill, update the non-player character status, scene change status, or result preview screen in the secondary screen. In response to the first virtual object triggering the virtual machine to shut down, update the mechanism feedback screen or the scene screen affected by the virtual machine shutdown in the secondary screen. In response to the first virtual object making a plot selection, the plot performance screen or plot branch result screen in the secondary screen is updated.
5. The method according to claim 1, characterized in that, When the associated screen includes a target linked screen, the main screen and the secondary screen respectively display real-time virtual environment screens associated with the same target game element; wherein, the target game element includes at least one of virtual objects, scene elements, virtual machine gates, or virtual props.
6. The method according to claim 5, characterized in that, The method further includes: Determine the first action state of the first virtual object in the main screen on the target game element, and the second action state of the second virtual object in the secondary screen on the target game element; In response to the first and second action states satisfying the linkage condition, the operation control corresponding to the target game element is displayed. In response to the operation of the operation control, based on the operation parameters corresponding to the first operation state and / or the second operation state, the split-screen display state at the adjacent position of the main screen and the secondary screen is updated, and / or the target linkage screen jointly presented by the main screen and the secondary screen is updated.
7. The method according to any one of claims 1 to 3, characterized in that, The method further includes at least one of the following: Based on the process parameters of the target game process event, determine at least one of the following: display duration, display size, display position, transparency, or the boundary position between the secondary screen and the main screen. In response to the completion of the target game process event, the first virtual object leaving the target area, the first virtual object completing the target interaction, the object attribute of the first virtual object satisfying the termination condition, or the end of the story performance, the display of the secondary screen ends, and the main screen is adjusted to full-screen display.
8. A split-screen display device, characterized in that, The device includes: The display module is used to display the character screen of the first virtual object controlled by a single player in single-player control mode; The processing module is used to respond to the target game process event in which the first virtual object participates satisfying the split-screen triggering condition, adjust the character screen to be displayed on the main screen, and add a secondary screen screen associated with the target game process event; The update module is used to update the main screen and / or the secondary screen in response to the first virtual object performing game behavior in the main screen. The game behavior includes at least one of movement, attack, skill release, use of virtual items or plot selection. The main screen is used to display the real-time image of the first virtual object in the current virtual environment, and the secondary screen is used to display related images triggered by the target game process event.
9. An electronic device, characterized in that, The electronic device includes: Processor; and The memory is used to store a data processing program. After the electronic device is powered on and the processor runs the program, it executes the split-screen display method as described in any one of claims 1-7.
10. A computer-readable storage medium, characterized in that, The system contains a data processing program that is run by a processor to perform the split-screen display method as described in any one of claims 1-7.