Display control method and device in game, terminal equipment and storage medium
Patent Information
- Application Number
- CN202611268617.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-08-20
- Publication Date
- 2026-10-13
AI Technical Summary
然而,上述方案在用户期望同时掌控多个账号战况时,需要频繁手动执行账号切换操作,不仅交互路径繁琐,还容易导致终端频繁响应切换指令而产生指令冗余,增加了终端的画面渲染和数据处理压力,多账号协同的操作效率有待提升
[0007]本公开提供的游戏中的显示控制方法、终端设备和存储介质,通过提供与多个游戏账号一一对应的多个显示窗口并划分出显示属性区别于其他显示窗口的目标显示窗口,实现了单块屏幕内多个游戏账号游戏画面的同时呈现;进而在账号行动阶段基于多个游戏账号对应的行动顺序,自动地将当前行动顺序的游戏账号对应的游戏画面调度至目标显示窗口中显示,并将其他账号的游戏画面保持在其他显示窗口中显示;解决了单屏只能显示和操作单个游戏账号、多游戏账号无法同屏显示与协同、以及需要频繁手动切号导致操作负担重的问题,实现了多游戏账号画面的同时显示与动态智能调度,使玩家既能对当前行动账号进行精细操作,又能兼顾掌控其余游戏账号的全局状态;降低了玩家的操作负担和学习成本,提升了移动端回合制游戏在多开场景下的展示、操作与协同的流畅性和便捷性;同时提升了游戏系统对多账号画面的统一编排与智能调度能力,减少了因频繁切号造成的重复渲染开销与能耗浪费。
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Figure CN122894733A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and in particular to display control methods, devices, terminal equipment, and storage media in games. Background Technology
[0002] In games, users typically log in to their game accounts via terminal devices to interact with the game. To meet users' needs for simultaneous operation of multiple accounts, some applications support running multiple game accounts on the same terminal device. These multi-instance display mechanisms usually provide account switching functionality, allowing users to switch between different account screens for browsing and operation. However, when users want to monitor the battle situation of multiple accounts simultaneously, the above solutions require frequent manual account switching operations. This not only results in a cumbersome interaction path but also easily leads to redundant commands due to frequent switching responses on the terminal, increasing the burden on the terminal's screen rendering and data processing. The efficiency of multi-account collaborative operation needs improvement. Summary of the Invention
[0003] This disclosure provides a display control method, apparatus, terminal device, and storage medium in a game, aiming to solve the aforementioned problems existing in the related art.
[0004] In a first aspect, this disclosure provides a display control method in a game, which provides a graphical user interface through a terminal device. The terminal device is logged into multiple game accounts. The method includes: providing multiple display windows in the graphical user interface, and displaying game screens corresponding to the multiple game accounts in the multiple display windows respectively; wherein the multiple display windows correspond to the multiple game accounts, and the multiple display windows include a target display window, the display attributes of which are different from other display windows; during the account action phase, based on the action order corresponding to the multiple game accounts, controlling the display of the game screen corresponding to the game account in the current action order in the target display window, and controlling the display of the game screens corresponding to other game accounts in the multiple game accounts in the other display windows.
[0005] In a second aspect, this disclosure provides a terminal device, including: a processor, a memory, and computer program instructions stored in the memory and executable on the processor; the processor implements any of the above methods when executing the computer program instructions.
[0006] Thirdly, this disclosure provides a computer-readable storage medium storing computer program instructions that, when executed by a processor, are used to implement any of the above methods.
[0007] The display control method, terminal device, and storage medium disclosed herein enable the simultaneous presentation of game screens for multiple game accounts on a single screen by providing multiple display windows corresponding one-to-one with multiple game accounts and defining a target display window with display attributes distinct from other display windows. Furthermore, during the account action phase, based on the action order of multiple game accounts, the game screen corresponding to the game account in the current action order is automatically scheduled to be displayed in the target display window, while the game screens of other accounts are kept in other display windows. This solves the problems of only being able to display and operate a single game account on a single screen, the inability to display and collaborate with multiple game accounts on the same screen, and the heavy operational burden caused by frequent manual account switching. It achieves simultaneous display and dynamic intelligent scheduling of multiple game account screens, allowing players to perform precise operations on the current action account while also keeping track of the overall status of other game accounts. This reduces the operational burden and learning cost for players, and improves the smoothness and convenience of display, operation, and collaboration in multi-account scenarios for mobile turn-based games. At the same time, it enhances the game system's ability to uniformly arrange and intelligently schedule multiple account screens, reducing the redundant rendering overhead and energy waste caused by frequent account switching. Attached Figure Description
[0008] To more clearly illustrate the technical solutions in the embodiments of this disclosure, 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 disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0009] Figure 1 A schematic diagram of a game system with hardware environment provided in one implementation of this disclosure; Figure 2 This is a flowchart of a display control method in a game provided in one implementation of this disclosure; Figure 3 This is a schematic diagram of the multi-instance game interface provided in one implementation of this disclosure; Figure 4 A schematic diagram of the interface adjustment provided in one implementation of this disclosure for the display window; Figure 5 This is a schematic diagram of the display control device in a game provided in one implementation of this disclosure; Figure 6 This is a schematic diagram of the hardware structure of the terminal device provided in one implementation of this disclosure. Detailed Implementation
[0010] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0011] For ease of understanding, the prior art involved in this disclosure will first be described in detail: In existing games, especially turn-based games, terminal devices (such as mobile phones) typically only have a single screen, meaning that only one game account's screen can be displayed and operated at a time. When players want to run and control multiple game accounts simultaneously (i.e., "multi-instance" or "dual-instance"), the game system can only display the complete screen of one game account on a single screen, while the screens of other game accounts are obscured or invisible. For example, when a player logs into two game accounts on one phone for a team game, only the battle scene of one game account can be fully displayed on the screen at a time, and the player cannot observe the status and game screen of the other game account in real time on the same screen. To address the limitations of single-screen, single-account display, some games have adopted convenient account switching methods, attempting to achieve operation of multiple game accounts within a single screen. For example, some games provide a quick account switching function, allowing players to quickly switch the currently displayed game account screen to another game account's screen on the same screen by clicking a switch button, thus enabling the rotation of multiple game accounts. However, while this convenient switching method can speed up the switching between game accounts, only one game account's screen can be displayed at any given time. Multiple game accounts cannot be displayed, operated simultaneously, or used in cooperative combat on the same screen. In other words, the current technology lacks the ability to uniformly arrange and coordinate the screens of multiple game accounts, resulting in the inability to effectively organize and present game data from multiple game accounts on the same display interface, creating information silos between game accounts. At the same time, the existing convenient account switching method requires players to frequently perform the account switching operation, resulting in low interaction efficiency and high operational fatigue. Furthermore, each switch involves screen reloading, rendering context switching, and repositioning of the interaction focus, increasing the computational burden and energy consumption of the terminal device, thus limiting the playability and collaborative experience of multi-account gaming.
[0012] To address the problems in the prior art, this disclosure proposes the following technical concept: By setting multiple display windows corresponding to multiple game accounts in the graphical user interface provided by the terminal device, the game screens corresponding to multiple game accounts are simultaneously presented on the same screen, and a target display window with different display attributes from the other display windows is selected as the main window for the player to focus on and operate; based on this, during the account action phase, the game screens corresponding to the game accounts in the current action order are automatically scheduled to be displayed in the target display window, while the game screens corresponding to other game accounts are kept in other display windows. Through the aforementioned technical means, this disclosure achieves simultaneous display, dynamic scheduling, and collaborative presentation of multiple account screens on a single screen without requiring players to frequently switch accounts manually. This allows players to perform precise operations on the account they should be using while also observing the real-time status of other accounts. Overall, it improves the game system's ability to uniformly arrange and intelligently schedule multiple account screens, reduces the redundant rendering overhead and energy waste caused by frequent account switching on terminal devices, lowers the operational burden and learning cost for players, improves the display, operation, and collaborative experience of turn-based games in multi-account scenarios, and enhances the game's smoothness and playability.
[0013] Based on the above, the specific details of each technical solution provided in this disclosure will be described in detail below.
[0014] First, the hardware environment required for this disclosure will be introduced.
[0015] In one optional implementation, the display control method, apparatus, storage medium, and terminal device in the game provided in this disclosure can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc., and the terminal can also include a client, which can be a game client, browser client, instant messaging client, or mini-program, etc. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.
[0016] For example, when this disclosure is applied to a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive commands generated by the player interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters interact. The processor is used to store the game application, run the game, generate game visuals, respond to commands, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals can control the local content of the terminal device in response to the received operation commands. The terminal device may provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.
[0017] For example, when this disclosure is run on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes servers and client devices. The execution of the game application and the presentation of the game screen are separate; the storage and execution of the game application are completed on the server, while the presentation of the game screen is completed on the client. The client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player operates the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.
[0018] It should be noted that the executing entity in this disclosure can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This application does not limit the type of executing entity.
[0019] For example, in conjunction with the above description, Figure 1 A game system for implementing this disclosure is shown. The game system may include at least one client device 10, at least one server 20, and a network 30. The client device 10 held by a user can connect to different servers 20 via the network 30. The client device 10 is any device with computing hardware capable of supporting and executing game-related software applications.
[0020] In the aforementioned game system, players log in to the game application using their registered game accounts to control the virtual character corresponding to those accounts and participate in the game. During the player's participation in the game through the application, the client device 10 and server 20 exchange data. The client device 10 sends various information to the server 20, and the server 20 determines the display data for the client device 10 based on the game mechanics and the received information, then sends the display data back to the client device 10 so that the client device 10 can display the data sent by the server 20 to the player.
[0021] In potential application scenarios, different client devices 10 may be served by different servers 20, or they may be served by the same server 20. When the game system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Furthermore, the game system may include at least one database for continuously storing game-related information when different users are playing multi-user games online.
[0022] It should be noted that in this disclosure, multiple terminal devices run the same virtual game, and data interaction between these devices can be achieved through a game server. Sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the game server, and the game server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the game server, which is the same data that terminal device 2 sent to the game server. Alternatively, a game server may not exist, and terminal device 1 can directly send game data to terminal device 2.
[0023] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system described in this disclosure is intended to more clearly illustrate the technical solutions of this disclosure and does not constitute a limitation on the technical solutions provided in this disclosure. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this disclosure are equally applicable to similar technical problems.
[0024] Furthermore, it is understood that before using the technical solutions disclosed in the embodiments of this disclosure, users should be informed of the types, scope of use, and usage scenarios of the personal information involved in this disclosure through appropriate means in accordance with relevant laws and regulations, and user authorization should be obtained. For example, in response to receiving a user's active request, a prompt message can be sent to the user to clearly inform the user that the requested operation will require the acquisition and use of the user's personal information. This allows the user to independently choose whether to provide personal information to the device, application, server, or storage medium performing the operation of the technical solution of this disclosure based on the prompt message. As an optional but non-limiting implementation, the way to send a prompt message to the user in response to receiving a user's active request can be, for example, a pop-up window, in which the prompt message can be presented in text form. In addition, the pop-up window can also include a selection control for the user to choose "agree" or "disagree" to provide personal information to the electronic device. It is understood that the above notification and user authorization process is merely illustrative and does not constitute a limitation on the implementation of this disclosure; other methods that comply with relevant laws and regulations can also be applied to the implementation of this disclosure. It is understood that the data involved in this technical solution (including but not limited to the data itself, the acquisition or use of the data) shall comply with the requirements of relevant laws, regulations and related provisions.
[0025] The preceding text described the hardware environment required for this disclosure. The following text, based on the aforementioned hardware environment and using a terminal device as the execution subject, will detail various embodiments of the display control method in games provided by this disclosure. The terminal device can be either the aforementioned client device or the aforementioned local terminal device.
[0026] Please refer to Figure 2 This is a flowchart of a display control method in a game provided in one implementation of this disclosure. In this method, a graphical user interface is provided through a terminal device, which has multiple game accounts logged in. As shown in the figure, the display control method in the game includes the following steps: Step S1: Provide multiple display windows in the graphical user interface, and display the game screen corresponding to the multiple game accounts in the multiple display windows respectively; wherein, the multiple display windows correspond to the multiple game accounts, and the multiple display windows include a target display window, the display attributes of which are different from other display windows.
[0027] In this context, a terminal device refers to an electronic device used to run game applications and provide players with game interaction capabilities. In an optional implementation, the terminal device is a mobile device equipped with a single display screen, capable of running and logging into multiple game accounts simultaneously on the same device via a multi-instance mechanism. For example, the terminal device could be a smartphone, allowing players to log into two game accounts simultaneously using the game application's multi-instance function; or, for instance, a tablet computer, allowing players to run and log into three or four game accounts simultaneously for multi-account team play.
[0028] In this context, a graphical user interface (GUI) refers to a visual interactive interface presented to players by a terminal device through its display screen, used to showcase game visuals and receive player input. In one optional implementation, the GUI covers the display area of the terminal device's screen, serving to house multiple display windows and various interactive controls. For example, the GUI could be a full-screen game interface occupying the entire display area of a mobile phone screen, within which multiple areas are divided to display different account screens; or, for another example, the GUI could be a horizontally scrolling interface on a tablet computer, containing multiple display windows and interactive elements such as function buttons and a status bar arranged in a specific layout.
[0029] In this context, a game account refers to the identity credential a player uses to log into the game application and participate in the game. Each game account corresponds to a virtual object that can be controlled by the player. In an optional implementation, multiple game accounts refer to two or more game accounts that a player simultaneously logs into on the same terminal device using a multi-instance mechanism. For example, a player may simultaneously log into two game accounts, Account A and Account B, on a mobile phone. Account A corresponds to a warrior-type virtual character, and Account B corresponds to a mage-type virtual character. Another example is that a player may simultaneously log into four game accounts, Account A, Account B, Account C, and Account D, on a tablet computer, each corresponding to a virtual character with different roles in a team, such as leader, support, damage dealer, and healer.
[0030] In this context, a display window refers to a display area within the graphical user interface (GUI) used to independently host and present the game screen corresponding to a specific game account. In an optional implementation, multiple display windows are arranged in a preset layout within the GUI, with each window independently rendering the real-time game screen of its corresponding game account. For example, in a dual-client scenario, the GUI contains two display windows: one located in the main area of the screen, and the other in a secondary area. Similarly, in a quad-client scenario, the GUI contains four display windows, with one window occupying a larger display area and the other three smaller windows arranged side-by-side.
[0031] In this context, the game screen refers to the visual presentation of the virtual game scene and related interactive content of a virtual object corresponding to a specific game account within a display window. In one optional implementation, the game screen includes the virtual game scene, the virtual object, and related operation controls and status information. For example, the game screen corresponding to a specific game account may display the battle scene where the virtual character controlled by that game account is located, enemy units, skill buttons, and a health bar; or, for another example, the game screen corresponding to a specific game account may display the appearance of the virtual character controlled by that game account in a town scene, surrounding non-player characters, and quest prompts.
[0032] In this context, "multiple display windows corresponding to multiple game accounts" means that each display window is mapped to a specific game account to display the game screen corresponding to that account. In an optional implementation, after multiple instances are enabled, the game system assigns a corresponding display window to each logged-in game account and renders the game screen of that account into the assigned window. For example, in a dual-instance scenario, the first display window corresponds to account A and displays the game screen of account A, while the second display window corresponds to account B and displays the game screen of account B. Similarly, in a triple-instance scenario, the three display windows correspond one-to-one with accounts A, B, and C, each independently displaying the game screen of its respective account.
[0033] In this context, the target display window refers to the main display window designated for the player's primary focus and operation among multiple display windows. In an optional implementation, the target display window has a more prominent display effect compared to other display windows, used to present the game screen of the account that the player currently needs to focus on or operate. For example, in a dual-client scenario, the target display window is a large display window located in the main area of the screen, used to present the account screen that currently requires focused operation; or, for example, in a quad-client scenario, the target display window is the larger display window presented in landscape mode on the screen, while the other display windows presented in portrait mode and smaller in size are the other display windows.
[0034] Display attributes refer to a set of characteristic parameters used to describe the appearance of a display window in a graphical user interface. In an optional implementation, display attributes include one or more parameters such as display size, display orientation, display position, and display hierarchy. For example, the target display window may have a larger display size than other display windows, making it more visually prominent; or the target display window may be displayed in landscape orientation, while other display windows may be displayed in portrait orientation, thus distinguishing the target display window by the difference in display orientation.
[0035] In this context, "other display windows" refers to display windows other than the target display window among multiple display windows. In an optional implementation, other display windows are used to display the game screen of game accounts that do not currently require focused player interaction but still need to be observed. For example, in a dual-client scenario, other display windows are smaller windows located in a secondary area of the screen, used to present the screen of accounts that do not currently require focused interaction; or, for example, in a quad-client scenario, other display windows are multiple small display windows arranged side-by-side in a vertical format on one side of the screen, used to simultaneously display the real-time status of the other accounts.
[0036] It is understandable that in step S1, after the game system enables multiple instances, it simultaneously provides multiple display windows in the graphical user interface that correspond one-to-one with multiple game accounts, and delineates a target display window whose display attributes are different from the other display windows. This allows the game screens of multiple accounts to be presented simultaneously on a single screen, and the target display window highlights the screen of the account that the player needs to focus on, laying the foundation for the display layout of the screen to be dynamically scheduled based on the action order.
[0037] Step S2: During the account action phase, based on the action order of the multiple game accounts, control the display of the game screen corresponding to the game account in the current action order in the target display window, and display the game screens corresponding to the other game accounts in the multiple game accounts in other display windows.
[0038] The "account action phase" refers to a game phase in which multiple game accounts execute actions sequentially in a certain order. In an optional implementation, the account action phase is a phase in a turn-based game where each account takes turns acting, executing skills, or attacking according to a predetermined order. For example, in a turn-based battle, after entering the account action phase, each account in the team executes its actions for the current round in a pre-determined order; or, for another example, the account action phase can be a phase in which multiple accounts sequentially resolve their configured actions within a round, with each account's actions taking effect one by one in sequence.
[0039] The action order refers to the sequence in which multiple game accounts perform actions during the account action phase. In one optional implementation, the action order is determined based on the speed value, agility attribute, or other action-related attributes of the virtual object corresponding to each game account. For example, the game system sorts the virtual characters of each account in the team from highest to lowest speed value, with the account with the highest speed value ranking first and the account with the lowest speed value ranking last. Alternatively, the action order can be determined based on the account's role in the game or preset rules, such as determining the order of actions for each account according to a fixed order of captain, support, and damage dealer.
[0040] In this context, the game account with the current action order refers to the game account that should currently perform an action among multiple game accounts according to the action order during the account action phase. In an optional implementation, the game account with the current action order changes sequentially as the action progresses, with only one account in the current action order at any given time. For example, at the beginning of the account action phase, account A, which is first in the action order, becomes the game account with the current action order, and its game screen is displayed in the target display window; or, for example, after account A completes its action, account B, which is second in the action order, becomes the game account with the current action order, and its game screen is then displayed in the target display window.
[0041] For a specific application, please refer to Figure 3 This is a schematic diagram of the multi-instance game interface provided in one implementation of this disclosure. As shown in the diagram, a player uses a smartphone 300 to simultaneously log in to two game accounts, game account A and game account B, through a multi-instance mechanism. The virtual characters corresponding to the two game accounts form the same team to engage in turn-based combat. After the game is multi-instance enabled, two display windows are provided simultaneously in the graphical user interface of the phone 300. The larger display window, located in the main area of the screen and in landscape mode, is the target display window 301, while the smaller display window, located on one side of the screen and in portrait mode, is the other display window 302. The two display windows correspond one-to-one with game account A and game account B, synchronously displaying the real-time game screen of their respective game accounts. When the game team enters the account action phase, the game system determines the action order as account B, then account A, based on the speed values of the virtual characters corresponding to the two accounts. At this point, the game system first identifies game account B, which has the highest action order, as the current action account. It then displays the horizontal battle screen corresponding to game account B in the target display window 301, allowing the player to perform precise operations on game account B. Simultaneously, the game screen corresponding to game account A is displayed in vertical mode in another display window 302, allowing the player to observe the status of game account A. After the player completes their actions with game account B, the game system switches the current action order back to game account A, automatically displaying the game screen corresponding to game account A in the target display window 301, ensuring the player focuses on the actions of game account A. The game screen corresponding to game account B is then switched to the other display window 302. Throughout this process, the player does not need to manually switch accounts; they can perform complete operations on the currently active game account within a single screen while simultaneously observing the real-time game screens of other game accounts.
[0042] Through the above steps, the display control method in the game provided by this disclosure enables the simultaneous presentation of game screens of multiple game accounts on a single screen by providing multiple display windows in the graphical user interface of the terminal device that correspond one-to-one with multiple game accounts and dividing a target display window whose display attributes are different from other display windows; furthermore, during the account action phase, based on the action order corresponding to multiple game accounts, the game screen corresponding to the game account with the current action order is automatically scheduled to be displayed in the target display window, while the game screens of other accounts are kept displayed in other display windows. This solution addresses the problems in existing technologies where a single screen on a terminal device can only display and operate a single game account, multiple game accounts cannot be displayed and collaborated on the same screen, and the heavy operational burden caused by frequent manual account switching. Without requiring players to actively switch accounts, it achieves simultaneous display and dynamic intelligent scheduling of multiple game account screens, allowing players to perform precise operations on their current account while also maintaining overall control over the status of other game accounts. This reduces the operational burden and learning cost for players, and improves the smoothness and convenience of display, operation, and collaboration in multi-account scenarios for mobile turn-based games. Simultaneously, this solution enhances the game system's ability to uniformly arrange and intelligently schedule multiple account screens, reducing the redundant rendering overhead and energy waste caused by frequent account switching.
[0043] Furthermore, in one embodiment of this disclosure, the multiple game accounts are located in the same game team, and the step of displaying the game screens corresponding to the multiple game accounts in the multiple display windows respectively includes: Before the multiple game accounts enter the game, a target game account with preset team permissions is determined from the multiple game accounts; The system controls the display of the game screen corresponding to the target game account in the target display window, and the display of the game screens corresponding to other game accounts among the multiple game accounts in other display windows.
[0044] In this context, a game team refers to an organizational unit composed of virtual objects corresponding to multiple game accounts, which cooperate in combat during a game. In one optional implementation, multiple game accounts logged in simultaneously on the same terminal device are grouped into the same game team to participate in team-based gameplay. For example, players using accounts A and B logged in simultaneously on a single mobile phone form a two-person team to participate in a dungeon challenge; or, for another example, players using accounts A, B, C, and D logged in simultaneously form a four-person team to participate in team battles.
[0045] Among them, preset team permissions refer to the permissions pre-set by the game system to identify the specific management or command capabilities of a game account within a team. In an optional implementation, the preset team permission is the leader permission, and the account with the leader permission assumes the leading functions such as command, decision-making, or core combat within the team. For example, the preset team permission is the leader permission possessed by the account set as the leader when forming a team; another example is that the preset team permission can be the permission of the main account that is given the team command function or serves as the core output role of the team.
[0046] The target game account refers to the game account identified among multiple game accounts as having preset team privileges. In an optional implementation, the target game account is the team leader's account or the main account designated by the player, and its corresponding game screen is displayed in the target display window by default before the match. For example, in a team composed of accounts A and B, if account A is set as the team leader, then account A is identified as the target game account, and its game screen is displayed in the target display window by default before entering the match; as another example, if a player manually designates account C as the main account among multiple accounts, then account C is identified as the target game account.
[0047] In one specific application, a player logged into three game accounts (Account A, Account B, and Account C) on a single mobile phone and assigned them to the same team for team battles. Before the three accounts entered the game, the game system detected that Account A was set as the team leader and possessed the default team leader privileges, thus identifying Account A as the target game account. Subsequently, the game system controlled the display window to show the game screen corresponding to the leader account (Account A), while simultaneously displaying the game screens corresponding to team members B and C in the other two display windows. In this way, while outside of battle and in preparation mode, the player can focus primarily on the leader account's screen in the main window while also observing the status of the other team members' accounts, aligning with the team's organizational structure centered around the leader.
[0048] Through the above steps, the display control method in the game provided by this disclosure identifies the target game account with preset team permissions before multiple game accounts enter the game, and arranges its corresponding game screen in the target display window by default. This achieves the prominent presentation of the core account screen of the team in scenarios outside of battle, so that the default display layout before the game conforms to the operation habits of the captain or main account as the core, further improving the rationality of the multi-account display layout and the convenience of players to control the overall team.
[0049] Furthermore, in one embodiment of this disclosure, an account preparation stage is included before the account action stage, and the method further includes: During the account preparation phase, based on the action order corresponding to the multiple game accounts, the game screens corresponding to the multiple game accounts are displayed sequentially in the target display window for action configuration of the multiple game accounts.
[0050] The account preparation phase refers to the game phase before the account action phase, where players can pre-configure actions for multiple game accounts. In one optional implementation, the account preparation phase is a configuration phase before the actual action begins in turn-based combat, where players sequentially select the actions to be performed for each account in this round. For example, the account preparation phase, which begins at the start of each round of turn-based combat, allows players to pre-set skills, objectives, and other action content for each account; alternatively, the account preparation phase can be a troop deployment phase where actions are uniformly preset before the start of the match.
[0051] Action configuration refers to the process by which players pre-set specific actions to be performed on virtual objects corresponding to their game accounts during a given phase. In one optional implementation, action configuration includes selecting a skill to be released for the account, choosing the target of the skill, or specifying specific actions such as movement, attack, or defense. For example, when configuring actions for an account, a player might select that account to release an attack skill and specify that the skill should act on a specific enemy unit; or, for another example, a player might select that account to use a healing skill and specify that it should act on an injured teammate.
[0052] In one specific application, a player logs into three accounts (Account A, Account B, and Account C) on a single mobile phone. After entering turn-based combat, the game first enters the account preparation phase. The game system determines the action order as Account B, Account A, and Account C based on the speed values of the virtual characters corresponding to the three accounts. During the account preparation phase, the game system first displays the game screen corresponding to Account B, which has the first action order, in the target display window, allowing the player to configure the actions for Account B in this turn, such as selecting an area-of-effect attack skill and specifying its range. After the player completes the action configuration for Account B, the game system sequentially switches to display the game screens corresponding to Account A and Account C in the target display window, allowing the player to configure the actions for Account A and Account C respectively in this turn. By sequentially scheduling the screens of each account to the target display window during the account preparation phase, the player can complete the action presets for all accounts in an orderly manner within the same main window.
[0053] Through the above steps, the display control method in the game provided by this disclosure sets an account preparation stage before the account action stage, and displays the game screen corresponding to each game account in the target display window in sequence based on the action order for action configuration. This achieves orderly preset of the actions of multiple accounts before the actual action settlement, allowing players to complete the action configuration of all accounts sequentially and attentively in a single main window. This avoids screen chaos and operation omissions when configuring multiple accounts, and improves the orderliness and operational efficiency of the action configuration process in multi-account turn-based battles.
[0054] Furthermore, in one embodiment of this disclosure, the step of controlling the sequential display of game screens corresponding to the multiple game accounts in the target display window based on the action order corresponding to the multiple game accounts includes: Based on the action order corresponding to the multiple game accounts, an action queue corresponding to the action order is generated; The game screen corresponding to the first sequential game account in the action queue is displayed in the target display window for action configuration of the first sequential game account; In response to the completion of action configuration for the first-order game account, the game screen corresponding to the second-order game account in the action queue is displayed in the target display window for action configuration of the second-order game account.
[0055] In response to the completion of action configuration for all game accounts in the action queue, the multiple game accounts are controlled to enter the account action phase.
[0056] The action queue refers to an ordered queue formed by arranging multiple game accounts according to their action sequence. In one optional implementation, the position of each account in the action queue corresponds to the order in which they are assigned action configurations during the account preparation phase. For example, the game system may arrange accounts B, A, and C into the action queue in descending order of speed value, with account B in the first position, account A in the second position, and account C in the third position. Alternatively, the action queue can be dynamically updated as the account's action configuration is completed, with accounts that have completed configuration being removed from the head of the queue.
[0057] In this context, the first-order game account refers to the game account that is at the very front of the action queue and is the first to be assigned an action. In an optional implementation, the first-order game account is the account at the head of the action queue, and its game screen is the first to be displayed in the target window. For example, in an action queue consisting of accounts B, A, and C, account B, located at the head of the queue, is the first-order game account; or, for another example, if account A is at the head of the action queue, then account A is the first-order game account.
[0058] In this context, the second-order game account refers to the game account in the action queue that is immediately following the first-order account and assigned to action configuration. In an optional implementation, the game screen of the second-order game account is displayed in the target window after the first-order game account completes its action configuration. For example, in an action queue consisting of accounts B, A, and C, account A, which follows account B, is the second-order game account; or, for another example, if account B completes its configuration and then it is immediately account C's turn, then account C is the second-order game account.
[0059] In one specific application, a player logs into three accounts (Account A, Account B, and Account C) on a single mobile phone and enters the account preparation phase of a turn-based battle. After determining the action order based on speed values, the game system generates corresponding action queues, with Account B in the first order, Account A in the second, and Account C in the third. The game system first displays the game screen for Account B (in the first order) in the target display window, allowing the player to configure actions for Account B. Once the player has selected skills and targets for Account B and completed the action configuration, the game system, in response to this completion event, automatically switches to displaying the game screen for Account A (in the second order) in the target display window, allowing the player to configure actions for Account A. After Account A's configuration is complete, the system then switches to Account C for configuration. Once the action configurations for Accounts B, A, and C in the action queue are all complete, the game system controls the three accounts to enter the account action phase, and the configured actions for each account are calculated sequentially.
[0060] Through the steps described above, the display control method in this disclosure generates an action queue based on the action order and displays the screens of each account in the target display window according to the first and second order of the queue for action configuration. Only after all accounts have been configured does the system control the entry into the account action phase, achieving queued and automated management of the multi-account action configuration process. This solution allows players to automatically and orderly complete the action configuration for each account along the action queue without manually switching accounts, avoiding confusion and omissions in the configuration order. It ensures that all accounts have been properly configured before the official action settlement, further improving the smoothness and reliability of the multi-account turn-based combat preparation phase.
[0061] Furthermore, in one embodiment of this disclosure, the step of controlling the display of the game screen corresponding to the game account in the current action order among the multiple game accounts in the target display window during the account action phase includes: During the account action phase, based on the action progress of the multiple game accounts, the game account currently displayed in the target display window is updated so that the target display window displays the game screen corresponding to the game account that is currently in action.
[0062] The term "action progress" refers to the advancement of actions performed by multiple game accounts in the action phase, according to their action order. In an optional implementation, action progress is used to identify which accounts have completed their actions, which accounts are currently performing their actions, and which accounts have not yet taken action. For example, action progress can be represented by the current account position in the action sequence; or, for another example, action progress can be expressed as the ratio of the number of accounts that have taken action to the total number of accounts to reflect the degree of completion of the current round's action settlement.
[0063] In this context, a game account currently in an action state refers to the game account that is currently executing its configured actions according to the action order during the account action phase. In an optional implementation, the game accounts currently in an action state change sequentially as the action progresses. For example, during the account action phase, when account B, which has the highest action order, is settling its attack action, account B is the game account currently in an action state; or, for another example, when account B has finished settling its action and it is account A's turn to settling its action, account A becomes the game account currently in an action state.
[0064] In a specific application, after completing the action configuration in the account preparation phase, players using multiple accounts (A, B, and C) enter the account action phase. At this point, the game system resolves the configured actions for each account sequentially, according to the action order: B, A, and C. When it's B's turn to resolve its attack action, the game system updates the currently displayed game account in the target display window to B, based on the current action progress. This allows the target display window to show the game screen corresponding to account B, who is currently performing the attack, so the player can clearly see B's actions. When B's action is resolved and the action progresses to account A, the game system again updates the currently displayed account in the target display window to A, based on the action progress, switching the target display window to show the game screen of account A, who is currently performing the attack. In this way, the target display window automatically displays the screen of the currently performing account as the action progresses.
[0065] Through the steps described above, the display control method in this disclosure updates the currently displayed game account in the target display window in real time based on the action progress of multiple game accounts during the account action phase. This allows the target display window to show the screen of the account currently in action, achieving automatic following and switching of the main window screen according to the action progress. This solution ensures that players can focus on watching the currently acting account's performance in the main window during action settlement, keeping up with the battle rhythm without manual switching. It reduces repeated screen switching operations, lowers player fatigue, and improves the spectator smoothness and sense of control in multi-account turn-based battles.
[0066] Furthermore, in one embodiment of this disclosure, the step of updating the currently displayed game account in the target display window based on the action progress of the multiple game accounts during the account action phase includes: During the account action phase, in response to the current action account completing the action, the system controls the current action account to be configured as the game account that has taken action among the plurality of game accounts, and re-determines the game account as the current action account from the game accounts that have not yet taken action among the plurality of game accounts. Update the currently identified action account to the game account currently displayed in the target display window; In response to the completion of actions by all the multiple game accounts, control the multiple game accounts to complete the current round and enter the preparation phase for the next round.
[0067] Here, the current action account refers to the game account currently performing an action during the account action phase. In an optional implementation, the current action account will be replaced by the next account that has not yet taken an action after its action is completed. For example, account B, which is ranked first in the action order at the beginning of the account action phase, is the current action account; or, for another example, after account B completes its action, account A, which is ranked first among the accounts that have not yet taken an action, is reassigned as the current action account.
[0068] In this context, an "actually acted" game account refers to a game account that has completed its action in the current round's account action phase. In an optional implementation, the game system marks an account as an "actually acted" game account after it completes its action, preventing it from being re-identified as the current acting account within the same round. For example, account B is configured as an "actually acted" game account after completing its action; or, for another example, accounts B and A are both configured as "actually acted" game accounts after completing their actions sequentially.
[0069] In this context, "accounts that have not yet taken action" refers to game accounts that have not yet performed an action during the current round's account action phase. In an optional implementation, the game system determines the next account to take action from among the accounts that have not yet taken action, according to the order of their actions. For example, after account B completes its action, accounts A and C are now considered accounts that have not yet taken action; or, for another example, when only account C remains unactionable, account C is the sole unactionable game account.
[0070] The preparation phase for the next round refers to the stage in the next round where players can reconfigure their actions after all accounts have completed their actions in the current round. In one optional implementation, the game system ends the current round after multiple game accounts have completed their actions and enters the preparation phase for the next round, where players can reconfigure their actions based on the action order. For example, when accounts B, A, and C have all completed their actions, the current round ends and the preparation phase for the next round begins. Alternatively, after entering the preparation phase for the next round, the game system recalculates the action order and guides players to configure actions for each account in turn.
[0071] In a specific application, a player logs in with multiple accounts (A, B, and C) and enters the account action phase. Actions are settled sequentially according to the order of account B, A, and C. Initially, account B is the current action account. After account B completes its attack action, the game system responds to this event by configuring account B as the now-action account. It then re-determines account A from the remaining accounts A and C according to their action order, making it the new current action account. The target display window is then updated to show account A, and the main window displays account A's action screen. The same process applies after account A completes its action. Once all three accounts (B, A, and C) have completed their actions, the game system controls the three accounts to complete the current round and enters the preparation phase for the next round, guiding the player to configure actions for each account for the next round.
[0072] Through the above steps, the display control method in the game provided in this disclosure achieves automatic switching of the current acting account and continuous following of the main window screen during the account action phase, as well as automatic transition between rounds, by configuring the current acting account as the acting account after it completes its action, re-determining the current acting account from among the accounts that have not yet taken action, updating the content displayed in the target display window, and entering the preparation phase for the next round after all accounts have completed their actions. This solution fully automates the action settlement and main window screen switching of the entire turn-based battle. Players can view the actions of each account in turn and smoothly transition to the next round without manually switching accounts, significantly reducing the operational complexity of multi-account battles and player fatigue, and improving the continuity and smoothness of the game rhythm.
[0073] Furthermore, in one embodiment of this disclosure, the display attributes of the target display window are different from those of other display windows, including: the target display window differs from other display windows in at least one of the following: display size, display orientation, display position, or display level.
[0074] Here, display size refers to the display area or geometric size occupied by the display window in the graphical user interface. In an optional implementation, the target display window has a larger display size than the other display windows, thus making it more visually prominent. For example, the target display window occupies approximately two-thirds of the screen area, while the other display windows each occupy a smaller area; or, for example, in a four-window scene, the area of the target display window is significantly larger than the area of three other display windows arranged side by side.
[0075] The display orientation refers to the orientation of the game screen in the display window, including landscape and portrait orientations. In an optional implementation, the display orientation of the target display window differs from that of other display windows. For example, the game screen in the target display window is presented in landscape orientation, while the game screens in other display windows are presented in portrait orientation; or, for another example, the target display window presents the complete battle scene from a wide horizontal perspective, while other display windows present a simplified image from a vertical perspective.
[0076] Here, display position refers to the arrangement of the display window within the graphical user interface. In an optional implementation, the target display window is positioned differently from other display windows, typically located in the main or central area of the screen. For example, the target display window may be located in the center or main area of the screen, while other display windows are located at the edges or sides of the screen; or, for another example, the target display window may be located in the main area at the top of the screen, while other display windows are arranged at the bottom of the screen.
[0077] Here, display hierarchy refers to the stacking order of display windows in a graphical user interface. In an optional implementation, the target display window has a higher display hierarchy than other display windows, being closer to the foreground and less likely to be obscured. For example, when there is partial overlap between display windows, the target display window is on top and fully visible, while other display windows are on the lower layer and can be partially obscured; or, for example, the target display window is placed above other display windows in a floating manner.
[0078] In a specific application, a player logs into three accounts (Account A, Account B, and Account C) on a single mobile phone. The game system provides three display windows in the graphical user interface. The target display window differs from the other two in several display attributes: in terms of size, the target display window occupies the majority of the screen area, significantly larger than the other two smaller windows; in terms of orientation, the target display window presents the account screen in landscape mode, while the other two windows are in portrait mode; in terms of position, the target display window is located in the main area of the screen, while the other two windows are arranged to one side; and in terms of display hierarchy, the target display window is placed at a higher level and is not obstructed. Through these differences in display attributes, the player can easily distinguish the target display window as the main window.
[0079] Through the steps described above, the display control method in the game provided by this disclosure achieves visual prominence and clear distinction of the target display window by differentiating it from other display windows in at least one of the following aspects: display size, display orientation, display position, or display hierarchy. This solution allows players to intuitively identify the main window that should be focused on and operated, avoiding confusion among multiple windows on the same screen, and improving the recognizability of multi-open display layouts and the accuracy of player operations.
[0080] Furthermore, in one embodiment of this disclosure, the plurality of display windows are arranged and displayed in the graphical user interface according to a preset layout, wherein the game screen in the target display window is displayed in landscape mode, and the display screens in other display windows are displayed in portrait mode.
[0081] The preset layout refers to a layout scheme pre-set by the game system to determine how multiple display windows are arranged in the graphical user interface. In an optional implementation, the preset layout specifies the relative position, size ratio, and arrangement of the target display window and other display windows. For example, the preset layout specifies that the target display window occupies the main area of the screen in a landscape orientation, while other display windows are arranged side by side on one side of the screen in a portrait orientation; or, for another example, the preset layout specifies that the target display window is located at the top of the screen, while other portrait windows are arranged sequentially at the bottom of the screen.
[0082] Landscape mode refers to the display state where the game screen is presented in a horizontal, wide-angle format. In one optional implementation, the width of the game screen is greater than its height in landscape mode, providing a more complete and expansive view of the battle scene. For example, the account screen in the target display window presents a complete panoramic view of the battlefield in landscape mode, facilitating precise player operations; another example is that the target display window in landscape mode can fully display enemy and friendly units and skill effects in the battle scene.
[0083] In this context, "portrait mode" refers to the display state where the game screen is presented vertically. In one optional implementation, the height of the game screen is greater than its width in portrait mode, presenting key account status information in a more concise manner. For example, the account screen in other display windows presents the core status of the account's virtual character in portrait mode; or, in portrait mode, other display windows are displayed side-by-side in a compact manner, facilitating the simultaneous arrangement of multiple secondary windows within a limited screen space.
[0084] In one specific application, a player logs into three accounts (Account A, Account B, and Account C) on a single mobile phone. The game system arranges three display windows in the graphical user interface according to a preset layout: the main window, serving as the target display window, occupies the main display area of the screen in landscape mode, fully presenting the battle panorama of the account that should be focused on, giving that account a near-single-account "full-power" landscape operation experience; the two secondary windows, serving as other display windows, are arranged side by side on one side of the screen in portrait mode, simultaneously presenting the screen and key statuses of the other two accounts in a streamlined format. Through this preset layout combining the landscape main window and the portrait secondary windows, players can enjoy a complete operation experience in the landscape main window while keeping an eye on the statuses of other accounts through the portrait secondary windows.
[0085] Through the above steps, the display control method in the game provided in this disclosure, by arranging multiple display windows according to a preset layout and displaying the game screen in the target display window in landscape mode and the screens in other display windows in portrait mode, achieves an organic combination of a full-fledged landscape experience in the main window and a compatible portrait display in the secondary windows. This solution fully utilizes mobile device landscape / portrait switching technology, taking into account both the complete operation experience of the main account and the status presentation of the secondary account within the limited space of a single screen, achieving a display effect of "full-fledged experience for the main account and compatible experience for the secondary account," significantly improving the coexistence experience of multiple instances of turn-based games on mobile devices.
[0086] Furthermore, in one embodiment of this disclosure, the plurality of display windows are arranged and displayed in the graphical user interface according to a preset layout, and the method further includes: In response to a size adjustment operation for any of the plurality of display windows, the display size of any of the display windows is adjusted, and the adjusted display window is updated to the target display window; In response to a preset gesture operation on any of the plurality of display windows, the system controls the switching of the display window affected by the preset gesture operation to the target display window, and switches the target display window before the switch to another display window.
[0087] The resizing operation refers to the interactive operation performed by the player on the display window to change its display size. In an optional implementation, the resizing operation includes manual adjustments such as dragging the edge or corner of the display window or using two fingers to zoom in and out. For example, a player can zoom in on a display window by dragging its border; or, for instance, a player can increase the size of a display window by using two fingers to make an outward zoom gesture.
[0088] The preset gesture operation refers to a specific gesture interaction operation pre-set by the game system to trigger the switching of the target display window. In an optional implementation, the preset gesture operation includes double-clicking a display window, performing a drag-and-drop gesture to switch between display windows, or performing a specific swipe gesture on a display window. For example, a player double-clicks another display window to trigger the switching of that window to the target display window; or, for another example, a player drags a secondary window to the position of the primary window to trigger the switching between the primary and secondary windows.
[0089] For a specific application, please refer to Figure 4This diagram illustrates the interface for adjusting the display window as provided in one implementation of this disclosure. As shown, when a player logs into two game accounts, A and B, on a single mobile phone, the game system arranges two display windows according to a preset layout. The display window containing account A is the current target display window 401, while the display window containing account B is another display window 402. During gameplay, when the player wants to focus on account B, they can perform a size adjustment operation 403 on the display window 402 containing account B. For example, by pinching two fingers together to enlarge the display window 402, the game system responds to this size adjustment operation (the pinching operation shown in the diagram) 403 by controlling and adjusting the display size of the display window 402 containing account B, making it the new target display window 405, while the original target display window 401 switches to another display window 404. In this way, players can flexibly specify the display window corresponding to either account for adjustment through manual size adjustment or quick gestures, making it the current target display window.
[0090] Through the above steps, the display control method in the game provided by this disclosure updates the adjusted window to the target display window in response to any window size adjustment operation, and switches the window to the target display window and the original target display window to another display window in response to any preset gesture operation. This enables players to manually and flexibly adjust and quickly switch between the main and secondary window layouts. Building upon automatic switching, this solution further empowers players to actively adjust the display layout, allowing them to quickly specify the main window of focus according to their operational needs, thus improving the flexibility of multi-instance display control and the convenience of human-computer interaction.
[0091] Furthermore, in one embodiment of this disclosure, the method further includes: During the account action phase, in response to any game account among the plurality of game accounts entering a preset abnormal state, the game screen corresponding to the game account in the preset abnormal state is kept displayed in other display windows of the plurality of display windows, and is not displayed in the target display window.
[0092] Among them, the preset abnormal state refers to a special state predefined by the game system that prevents the virtual object corresponding to the game account from acting normally or requires no player attention. In an optional implementation, the preset abnormal state includes the virtual object being killed, sealed, controlled, or in other states where it cannot perform actions. For example, a virtual character corresponding to an account enters the preset abnormal state when it is killed by the enemy in battle; or a virtual character corresponding to an account enters the preset abnormal state when it is sealed by the enemy and cannot act.
[0093] In one specific application, a player logs in with multiple accounts (A, B, and C) and enters the account action phase, acting in sequence according to their designated action order. During this process, the virtual character corresponding to account C, who has not yet taken action, is killed by the enemy and enters a preset abnormal state. In response to account C entering this state, the game system removes account C from the main window's switching queue and keeps the game screen corresponding to account C in the preset abnormal state displayed in other display windows, instead of switching it to the target display window. Thus, even when it's account C's turn to act, the main window will not switch to display the screen of the killed and unresponsive account C, but will continue to display the screens of other accounts requiring player interaction, while account C's screen remains in a secondary window for the player to see its status.
[0094] Through the above steps, the display control method in the game provided in this disclosure, by responding to any game account entering a preset abnormal state during the account action phase, controls the display of the account in the abnormal state to remain in another display window instead of switching to the target display window, thus achieving intelligent filtering of abnormal accounts that cannot act or do not need attention. This solution avoids switching the main window to the screen of accounts that have been killed or sealed, reducing unnecessary screen switching and player operation interference, allowing players to focus their attention on the accounts that actually need to be operated, while still being able to monitor the status of abnormal accounts through the secondary window, further improving the intelligence and operational focus of main window switching in multi-account battles.
[0095] Furthermore, in one embodiment of this disclosure, the preset abnormal state includes: the virtual object corresponding to the game account is killed, or the virtual object is in a state where it cannot move; the method further includes: In response to the removal of the preset abnormal state of the game account, the display of the game screen corresponding to the game account in other display windows of the plurality of display windows is cancelled, so that the game screen corresponding to the game account can be displayed in the target display window.
[0096] In this context, a virtual object refers to a character or unit that can be controlled by a player within a virtual game environment, corresponding to a game account. In one optional implementation, the virtual object is a virtual character controlled by the game account, which may be killed in combat or rendered incapacitated. For example, account A might correspond to a warrior character; or account B might correspond to a mage character.
[0097] The inability to act refers to a state in which a virtual object is temporarily unable to perform actions due to the influence of a specific effect. In an optional implementation, the inability to act state includes states that restrict actions, such as being sealed, stunned, frozen, or silenced. For example, a virtual object enters an inability to act state after being affected by an enemy's sealing skill; or, for another example, a virtual object is unable to act for a certain period of time after being affected by a stun control effect.
[0098] The removal of a preset abnormal state refers to a state change that restores the virtual object's normal mobility. In an optional implementation, the removal of a preset abnormal state includes the resurrection of a killed virtual object, or the restoration of mobility of a sealed or controlled virtual object after the effect ends or is dispelled. For example, the virtual object corresponding to the killed account C has its preset abnormal state removed after being resurrected by a teammate; or, for another example, the virtual object corresponding to the sealed account C has its preset abnormal state removed after the duration of the seal effect ends.
[0099] In one specific application, a player uses multiple accounts (A, B, and C) to engage in turn-based combat. The virtual character corresponding to account C was previously sealed by the enemy, rendering them unable to act. The game system kept account C's screen displayed in other windows, without switching to the target window. After several rounds, the seal on account C ended, its pre-set abnormal state was lifted, and the virtual character regained its ability to act. In response to the removal of account C's pre-set abnormal state, the game system canceled the process of keeping account C's screen displayed in other windows, returning account C to the main window's switching queue. When it's account C's turn to act, the game screen corresponding to account C is displayed again in the target window, allowing the player to control the now-capable account C.
[0100] Through the steps described above, the display control method in this disclosure cancels the process of keeping the account's screen displayed in other display windows when the preset abnormal state of the game account is resolved, allowing the account's screen to be displayed again in the target display window. This achieves dynamic reset of the account that has regained its action capabilities. This solution, combined with the screen filtering mechanism under abnormal states, forms a complete closed loop that dynamically adjusts the main window switching queue in real time based on the account's action capabilities. This ensures that the main window switching logic is consistent with the account's actual action capabilities, enabling players to promptly operate accounts that have regained their action capabilities, further improving the intelligence and accuracy of display control in multi-client turn-based combat.
[0101] Secondly, this disclosure also provides a display control device for games.
[0102] Please refer to Figure 5This is a schematic diagram of a display control device in a game provided in one implementation of this disclosure. In this device, a graphical user interface is provided through a terminal device, which has multiple game accounts logged in. As shown in the figure, the display control device 100 in the game may include: Display module 101 is used to provide multiple display windows in the graphical user interface and display the game screens corresponding to the multiple game accounts in the multiple display windows respectively; wherein, the multiple display windows correspond to the multiple game accounts, and the multiple display windows include a target display window, the display attributes of which are different from other display windows; The switching module 102 is used, during the account action phase, to control the display of the game screen corresponding to the game account in the current action order among the multiple game accounts in the target display window, and to display the game screens corresponding to other game accounts among the multiple game accounts in other display windows, based on the action order corresponding to the multiple game accounts.
[0103] It should be noted that the above is only a brief description of the display control device 100 in the game provided by this disclosure. The process steps and / or functions performed by the display control device 100 in the game provided by this disclosure are generally consistent with the steps and / or functions described in the various embodiments of the display control method in the game provided in the previous text. Therefore, they will not be described in detail here.
[0104] As described above, the display control device 100 in the game provided by this disclosure enables the simultaneous presentation of game screens of multiple game accounts on a single screen by providing multiple display windows in the graphical user interface of the terminal device that correspond one-to-one with multiple game accounts and dividing a target display window whose display attributes are different from other display windows; furthermore, during the account action phase, based on the action order corresponding to multiple game accounts, it automatically schedules the game screen corresponding to the game account with the current action order to be displayed in the target display window, while keeping the game screens of other accounts displayed in other display windows. This solution addresses the problems in existing technologies where a single screen on a terminal device can only display and operate a single game account, multiple game accounts cannot be displayed and collaborated on the same screen, and the heavy operational burden caused by frequent manual account switching. Without requiring players to actively switch accounts, it achieves simultaneous display and dynamic intelligent scheduling of multiple game account screens, allowing players to perform precise operations on their current account while also maintaining overall control over the status of other game accounts. This reduces the operational burden and learning cost for players, and improves the smoothness and convenience of display, operation, and collaboration in multi-account scenarios for mobile turn-based games. Simultaneously, this solution enhances the game system's ability to uniformly arrange and intelligently schedule multiple account screens, reducing the redundant rendering overhead and energy waste caused by frequent account switching.
[0105] Furthermore, this disclosure also provides a terminal device.
[0106] Please refer to Figure 6 This is a schematic diagram of the hardware architecture of a terminal device provided in one implementation of this disclosure. As shown in the figure, the terminal device 200 includes a processor 201, a memory 202, a communication interface, and a bus 203. The processor 201, the communication interface, and the memory 202 are connected via the bus 203. Processor 201 may be an integrated circuit chip with signal processing capabilities. The aforementioned processor 201 can also be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. A general-purpose processor can be a microprocessor or any conventional processor.
[0107] Memory 202 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. Bus 203 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 6 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0108] In an alternative implementation, memory 202 stores computer-executable instructions that can be executed by processor 201. Processor 201 executes these computer-executable instructions to provide a graphical user interface via a terminal device. The terminal device is logged into with multiple game accounts and implements the display control method described above, specifically including the following steps: The graphical user interface provides multiple display windows, and displays the game screen corresponding to the multiple game accounts in the multiple display windows respectively; wherein, the multiple display windows correspond to the multiple game accounts, and the multiple display windows include a target display window, the display attributes of which are different from the other display windows; During the account action phase, based on the action order of the multiple game accounts, the game screen of the game account in the current action order is displayed in the target display window, and the game screens of the other game accounts are displayed in other display windows.
[0109] It should be noted that the above is only a brief description of the terminal device 200 provided in this disclosure. The process steps and / or functions performed by the terminal device 200 when it is working are largely the same as the steps and / or functions described in the various embodiments of the display control method in the game provided in the previous text. Therefore, they will not be described in detail here.
[0110] As described above, the terminal device 200 provided in this disclosure enables the simultaneous presentation of game screens for multiple game accounts on a single screen by providing multiple display windows in the graphical user interface of the terminal device that correspond one-to-one with multiple game accounts and dividing a target display window whose display attributes are different from other display windows; furthermore, during the account action phase, based on the action order corresponding to multiple game accounts, the game screen corresponding to the game account with the current action order is automatically scheduled to be displayed in the target display window, while the game screens of other accounts are kept displayed in other display windows. This solution addresses the problems in existing technologies where a single screen on a terminal device can only display and operate a single game account, multiple game accounts cannot be displayed and collaborated on the same screen, and the heavy operational burden caused by frequent manual account switching. Without requiring players to actively switch accounts, it achieves simultaneous display and dynamic intelligent scheduling of multiple game account screens, allowing players to perform precise operations on their current account while also maintaining overall control over the status of other game accounts. This reduces the operational burden and learning cost for players, and improves the smoothness and convenience of display, operation, and collaboration in multi-account scenarios for mobile turn-based games. Simultaneously, this solution enhances the game system's ability to uniformly arrange and intelligently schedule multiple account screens, reducing the redundant rendering overhead and energy waste caused by frequent account switching.
[0111] Finally, this disclosure also provides a computer-readable storage medium.
[0112] In an alternative implementation, the computer-readable storage medium stores computer-executable instructions. When these instructions are invoked and executed by a processor, they enable the processor to provide a graphical user interface via a terminal device. The terminal device is logged into with multiple game accounts and implements the display control method described above, specifically including the following steps: The graphical user interface provides multiple display windows, and displays the game screen corresponding to the multiple game accounts in the multiple display windows respectively; wherein, the multiple display windows correspond to the multiple game accounts, and the multiple display windows include a target display window, the display attributes of which are different from the other display windows; During the account action phase, based on the action order of the multiple game accounts, the game screen of the game account in the current action order is displayed in the target display window, and the game screens of the other game accounts are displayed in other display windows.
[0113] It should be noted that the above is only a brief description of the computer-readable storage medium provided in this disclosure. The process steps and / or functions performed by the computer-readable storage medium provided in this disclosure are generally consistent with the steps and / or functions described in the various embodiments of the display control method in the game provided in the foregoing text disclosure, so they will not be described in detail here.
[0114] As described above, the computer-readable storage medium provided in this disclosure enables the simultaneous presentation of game screens for multiple game accounts on a single screen by providing multiple display windows corresponding one-to-one with multiple game accounts in the graphical user interface of a terminal device and defining a target display window whose display attributes are different from other display windows; furthermore, during the account action phase, based on the action order corresponding to multiple game accounts, the game screen corresponding to the game account with the current action order is automatically scheduled to be displayed in the target display window, while the game screens of other accounts are kept displayed in other display windows. This solution addresses the problems in existing technologies where a single screen on a terminal device can only display and operate a single game account, multiple game accounts cannot be displayed and collaborated on the same screen, and the heavy operational burden caused by frequent manual account switching. Without requiring players to actively switch accounts, it achieves simultaneous display and dynamic intelligent scheduling of multiple game account screens, allowing players to perform precise operations on their current account while also maintaining overall control over the status of other game accounts. This reduces the operational burden and learning cost for players, and improves the smoothness and convenience of display, operation, and collaboration in multi-account scenarios for mobile turn-based games. Simultaneously, this solution enhances the game system's ability to uniformly arrange and intelligently schedule multiple account screens, reducing the redundant rendering overhead and energy waste caused by frequent account switching.
[0115] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A display control method in a game, characterized in that, The method includes providing a graphical user interface via a terminal device, wherein the terminal device is logged into multiple game accounts, and the method comprises: The graphical user interface provides multiple display windows, and displays the game screen corresponding to the multiple game accounts in the multiple display windows respectively; wherein, the multiple display windows correspond to the multiple game accounts, and the multiple display windows include a target display window, the display attributes of which are different from the other display windows; During the account action phase, based on the action order of the multiple game accounts, the game screen of the game account in the current action order is displayed in the target display window, and the game screens of the other game accounts are displayed in other display windows.
2. The method according to claim 1, characterized in that, The step of displaying the game screens corresponding to the multiple game accounts in the multiple display windows respectively, where the multiple game accounts are in the same game team, includes: Before the multiple game accounts enter the game, a target game account with preset team permissions is determined from the multiple game accounts; The system controls the display of the game screen corresponding to the target game account in the target display window, and the display of the game screens corresponding to other game accounts among the multiple game accounts in other display windows.
3. The method according to claim 1, characterized in that, The method includes an account preparation phase preceding the account action phase, and further includes: During the account preparation phase, based on the action order corresponding to the multiple game accounts, the game screens corresponding to the multiple game accounts are displayed sequentially in the target display window for action configuration of the multiple game accounts.
4. The method according to claim 3, characterized in that, The step of controlling the sequential display of game screens corresponding to the multiple game accounts in the target display window based on the action order of the multiple game accounts includes: Based on the action order of the multiple game accounts, the game screen corresponding to the game account in the first order is displayed in the target display window to allow for action configuration of the game account in the first order; In response to the completion of action configuration for the first-order game account, the game screen corresponding to the second-order game account is displayed in the target display window for action configuration of the second-order game account.
5. The method according to claim 1, characterized in that, The step of controlling the display of the game screen corresponding to the game account in the current action order among the multiple game accounts in the target display window based on the action order of the multiple game accounts includes: During the account action phase, in response to the game account in the current action order completing the action, the control configures the game account in the current action order as the game account that has completed the action, and re-determines the game account in the current action order from the game accounts that have not yet taken action among the plurality of game accounts.
6. The method according to claim 1, characterized in that, The display attributes of the target display window are different from those of other display windows, including: the target display window differs from other display windows in at least one of the following: display size, display orientation, display position, or display level.
7. The method according to claim 1, characterized in that, The multiple display windows are arranged in a preset layout in the graphical user interface, wherein the game screen in the target display window is displayed in landscape mode, and the display screens in the other display windows are displayed in portrait mode.
8. The method according to claim 1, characterized in that, The plurality of display windows are arranged in a preset layout and displayed in the graphical user interface. The method further includes: In response to a size adjustment operation for any of the plurality of display windows, the display size of any of the display windows is adjusted, and the adjusted display window is updated to the target display window; In response to a preset gesture operation on any of the plurality of display windows, the system controls the switching of the display window affected by the preset gesture operation to the target display window, and switches the target display window before the switch to another display window.
9. The method according to any one of claims 1-8, characterized in that, The method further includes: During the account action phase, in response to any game account among the plurality of game accounts entering a preset abnormal state, the game screen corresponding to the game account in the preset abnormal state is controlled to be displayed in other display windows of the plurality of display windows.
10. The method according to claim 9, characterized in that, The preset abnormal states include: the virtual object corresponding to the game account is killed, or the virtual object is in a state where it cannot move; the method further includes: In response to the removal of the preset abnormal state of the game account, the display of the game screen corresponding to the game account in other display windows of the plurality of display windows is cancelled, so that the game screen corresponding to the game account can be displayed in the target display window.
11. A display control device for a game, characterized in that, The device provides a graphical user interface via a terminal device, which is logged into multiple game accounts. The device includes: The display module is used to provide multiple display windows in the graphical user interface and display the game screen corresponding to the multiple game accounts in the multiple display windows respectively; wherein, the multiple display windows correspond to the multiple game accounts, and the multiple display windows include a target display window, the display attributes of which are different from other display windows; The switching module is used, during the account action phase, to control the display of the game screen corresponding to the game account in the current action order among the multiple game accounts in the target display window, and to display the game screens corresponding to other game accounts among the multiple game accounts in other display windows, based on the action order corresponding to the multiple game accounts.
12. A terminal device, characterized in that, It includes a processor and a memory, wherein the memory stores a computer program, and the processor executes the computer program to implement the method as described in any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, implements the method as described in any one of claims 1 to 10.