Virtual game interface display method and device, computer device, and computer program
By displaying stage progress bars with opposite update directions for adjacent stages, the method improves the clarity and efficiency of information transmission in round-based virtual games, enhancing the user experience.
Patent Information
- Application Number
- JP2025522015
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-11-15
- Filing Date
- 2023-09-19
- Publication Date
- 2025-10-03
- Estimated Expiration
- 2043-09-19
AI Technical Summary
In round-based virtual games, the progress bar constantly jumps according to game stages, making it difficult for users to clearly sense the changes in progress and limiting the amount of useful information obtainable, thereby reducing human-computer interaction efficiency.
Implementing a method where the stage progress bar in a virtual game is displayed with first and second update animations in opposite directions for adjacent stages, enhancing the interface expressiveness and information transmission.
This approach clearly indicates the remaining time for each stage and smoothly connects progress bars, improving the user's gaming experience by enhancing the efficiency of information transmission through the progress bars.
Smart Images

Figure 2025533315000001_ABST
Abstract
Description
[Technical Field]
[0001] This application claims priority from a Chinese patent application filed on November 15, 2022, bearing application number 202211428461.X and entitled "Virtual game interface display method, device, equipment and medium," the entire contents of which are incorporated herein by reference.
[0002] The present application relates to the field of animation generation, and in particular to a method, apparatus, device, medium and program product for displaying an interface for a virtual game. [Background technology]
[0003] A round-based virtual game is a type of game in which, during the corresponding game process, virtual objects can be automatically controlled to compete based on the virtual object selection operation set by the player in the virtual game match, and the results of the match can be displayed.
[0004] In related technology, a progress bar is set for each game stage in a round-based virtual game, and when the corresponding game stage is entered, the corresponding progress bar is called up to play a progress animation. For example, a single round of battle in Auto Chess includes a scene change, a scene refresh, a preparation stage, a piece position lock, and a transfer to a target chessboard. Five progress bars are set for five game stages, and when the "scene change" game stage is entered, the corresponding progress bar animation is called up to play. Summary of the Invention [Problem to be solved by the invention]
[0005] However, when the round-based virtual game process is realized in the manner described above, the progress bar constantly jumps according to the game stage, making it impossible for the user to clearly sense the changes in the current progress bar, and the amount of useful game information that can be obtained from the progress bar is limited, which reduces the efficiency of human-computer interaction to some extent. [Means for solving the problem]
[0006] The embodiments of the present application provide a method, device, equipment, medium, and program product for displaying a virtual game interface, which can improve the interface expressiveness of the step progress bar and improve the efficiency with which users can obtain useful information from the step progress bar.
[0007] According to one aspect, there is provided a method for displaying an interface for a virtual game, the method comprising: Displaying a game interface corresponding to a round-based virtual game, the round-based virtual game including a plurality of rounds, each round including a plurality of stages, and the game interface including a stage progress bar; In the i-th stage of a target round, displaying a first update animation of the stage progress bar in a first update direction based on the stage progress of the i-th stage, where i is a positive integer and is smaller than the number of stages in the target round; In the i+1th stage of the game round, the method includes a step of displaying a second update animation of the stage progress bar in a second update direction based on the stage progress of the i+1th stage in addition to the update result of the stage progress bar in the i-th stage, wherein the first update direction and the second update direction are two directions opposite to each other.
[0008] According to another aspect, there is provided a virtual game interface display device, said device comprising: a display module for displaying a game interface corresponding to a round-based virtual game, the round-based virtual game including a plurality of rounds, each round including a plurality of stages, and the game interface including a stage progress bar; The display module further displays a first update animation of the stage progress bar in a first update direction in an i-th stage of a game round according to the stage progress of the i-th stage, where i is a positive integer and is smaller than the number of stages of the game round; The display module further displays, in the i+1th stage of the game round, a second update animation of the stage progress bar in a second update direction based on the stage progress of the i+1th stage in addition to the update result of the stage progress bar in the i-th stage, and the first update direction and the second update direction are two directions opposite to each other.
[0009] According to another aspect, there is provided a computer device, the device including a processor and a memory, wherein the memory stores at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, code set or instruction set being loaded and executed by the processor to implement a virtual game interface display method as described in any of the embodiments of the present application.
[0010] According to another aspect, a computer-readable storage medium is provided, the computer-readable storage medium storing at least one program code, the program code being loaded and executed by a processor to implement a method for displaying an interface for a virtual game on a terminal device as described in any of the embodiments of the present application.
[0011] According to another aspect, there is provided a computer program product or a computer program including computer instructions stored in a computer-readable storage medium, the computer instructions being read by a processor of a computer device from the computer-readable storage medium, and the processor executing the computer instructions to cause the computer device to perform the virtual game interface display method according to any one of the above embodiments. [Effects of the Invention]
[0012] The technical aspects of the present application have at least the following beneficial effects.
[0013] During a round-based virtual game, progress bars corresponding to two temporally adjacent stages within a single round indicate the progress of the game in opposite update directions, clearly indicating the remaining time for a stage within a game round and smoothly connecting the progress bars for each stage, improving the information transmission rate of the progress bars and enhancing the user's gaming experience. [Brief explanation of the drawings]
[0014] [Figure 1] 1 is a schematic diagram of an implementation environment according to an exemplary embodiment of the present application; [Figure 2] 1 is a flowchart of a virtual game interface display method according to an exemplary embodiment of the present application; [Figure 3] FIG. 1 is a schematic diagram of a display interface of a stage progress bar according to an exemplary embodiment of the present application; [Figure 4] 4 is a flowchart of the transformation of a step progress bar according to an exemplary embodiment according to FIG. 3; [Figure 5] FIG. 10 is a schematic diagram of a display interface of a stage progress bar according to another exemplary embodiment of the present application; [Figure 6] 10 is a flowchart of a virtual game interface display method according to another exemplary embodiment of the present application; [Figure 7] 10A-10C are schematic diagrams of markings of a tiered progress bar corresponding to selection of a virtual object and removal of a virtual object according to an exemplary embodiment of the present application; [Figure 8] 10 is a flowchart of a virtual game interface display method according to yet another exemplary embodiment of the present application; [Figure 9] FIG. 1 is a block diagram of a virtual game interface display according to an exemplary embodiment of the present application; [Figure 10] FIG. 10 is a block diagram of a virtual game interface display according to another exemplary embodiment of the present application; [Figure 11] FIG. 2 is a block diagram of a terminal according to an exemplary embodiment of the present application; DETAILED DESCRIPTION OF THE INVENTION
[0015] First, a brief explanation will be given of terms used in the embodiments of the present application.
[0016] A round-based virtual game is a virtual game mode. In this mode, a round-based virtual game includes multiple rounds, each of which includes multiple stages, and each player takes turns operating within a round to complete the placement of their game strategy. For example, they may select a virtual object to compete against and position the virtual object. For example, taking the round-based virtual game of an "auto chess game" as an example, in this virtual game, a player can combine their own virtual objects (also called "pieces") in a round to form a virtual object formation and compete against an opponent's virtual object formation.
[0017] A virtual environment is a virtual environment that is displayed (or provided) when an application program is executed on a terminal. This virtual environment may be a simulated environment of the real world, a semi-simulated or semi-fictional environment, or a purely fictional environment. The virtual environment may be any one of a 2D virtual environment, a 2.5D virtual environment, and a 3D virtual environment, and the present application is not limited thereto. In the following embodiment, the virtual environment will be described as a 3D virtual environment.
[0018] The virtual object selection area is an area where a player selects a virtual object to play against during a round-based virtual game, and at least one virtual object selectable by the player is randomly displayed within this area. The player can perform at least one of a game selection operation, a lock operation, a sell operation, a shuffle operation, a combine operation, and an upgrade operation on the at least one displayed virtual object. For example, assuming that the round-based virtual game is an "auto chess game," the virtual object selection area is realized as a match preparation area of a chessboard. The match preparation area includes at least one match preparation grid, and a match preparation piece (virtual object) is placed in this match preparation grid. This match preparation piece does not participate in the match during the match process, but may be dragged and placed in the match area during the preparation stage of a round.
[0019] A virtual object is a movable object in a virtual environment. The movable object may be a virtual piece, a virtual character, a virtual animal, an animated character, a card, or the like, such as a character, an animal, a plant, a drum, a wall, or a stone displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional solid model constructed based on animation skeleton technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of space in the three-dimensional virtual environment.
[0020] In an embodiment of the present application, the virtual objects refer to different combat units in the Auto Chess game. For example, the virtual objects may be different pieces or different virtual characters. A user can perform operations such as purchasing, selling, and upgrading the virtual objects. The virtual objects include a battle virtual object, a battle preparation virtual object, and a candidate virtual object. A battle virtual object is a piece located in the battle area, a battle preparation virtual object is a piece located in the battle preparation area, and a candidate virtual object is a virtual object provided to a user to obtain in a virtual game. A user selects a battle preparation virtual object from the candidate virtual objects and a battle virtual object from the battle preparation virtual objects.
[0021] 1, a schematic diagram of an implementation environment of one embodiment of the present application is shown. Illustratively, the implementation environment includes a terminal 110, a server 120, and a communication network 130.
[0022] A target application supporting a virtual environment is executed on the terminal 110. The target application may be any one of a virtual reality application, a three-dimensional map program, and an auto chess game. The application may be a standalone application, for example, a standalone 3D game program. Optionally, the terminal 110 may be a desktop computer, a laptop portable computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, or the like.
[0023] The server 120 may provide backend services to clients of a target application (e.g., a game application) on the terminal 110. For example, the server 120 may be a backend server of the target application (e.g., a game application). The server 120 may be an independent physical server, a server cluster or a distributed system configured of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.
[0024] Cloud technology refers to hosting technology that integrates a series of resources, such as hardware, software, and networks, within a wide area network or local area network to realize computing, storage, processing, and sharing of data. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc., which are applied based on the cloud computing business model, and can form a resource pool that can be used as needed, flexibly, and conveniently.
[0025] In some embodiments, the server 120 may be implemented as a node in a blockchain system. Blockchain is a new application mode of computer technology, such as distributed data storage, point-to-point transmission, consensus mechanism, and encryption algorithm.
[0026] For example, an application corresponding to a round-based virtual game is executed in the terminal 110. During the virtual game, as each stage in the round progresses, the player invokes a predetermined progress bar to play a progress update animation corresponding to the current stage. Optionally, during the game stage, the player can perform various operations in the virtual game, such as selecting a virtual object or adjusting the formation arrangement of the virtual object. The terminal generates corresponding operation requests based on each operation and sends them to the server 120. The server calculates corresponding interaction data in response to the operation requests and sends them to the terminal 110 for display.
[0027] Illustratively, the terminal 110 and the server 120 are connected via a communication network 130 .
[0028] Furthermore, all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals related to this application are authorized by the user or fully authorized by each party, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0029] 2 shows a method for displaying an interface for a virtual game according to an embodiment of the present application, and in the embodiment of the present application, the method is taken as an example to be applied to the terminal shown in FIG. 1. The method includes the following steps 200 to 202.
[0030] In step 200, a game interface corresponding to a round-based virtual game is displayed.
[0031] In an embodiment of the present application, a target application is executed on a terminal, and the target application is a round-based virtual game. In response to executing the target application and starting a game, a game interface for the current game is displayed on the terminal interface. The current game includes multiple rounds, each of which includes multiple stages, each of which has a corresponding game time. After the i-th stage is completed, the i+1-th stage is automatically executed, where i is a positive integer smaller than the number of stages in the current round. For example, the current game includes five rounds, each of which includes four stages, namely, Stage 1, Stage 2, Stage 3, and Stage 4. The duration corresponding to Stage 1 is 1 second, the duration corresponding to Stage 2 is 3 seconds, the duration corresponding to Stage 3 is 25 seconds, and the duration corresponding to Stage 4 is 6 seconds. After the progress of 1 second corresponding to Stage 1 is completed, the target application automatically executes a game event corresponding to Stage 2.
[0032] Optionally, a stage includes at least one sub-stage. The stage integration process may be realized in at least one of the following ways:
[0033] First, if the duration of a sub-stage within a round is short, adjacent timings exist and the stages with shorter durations are combined into one stage. For example, a single round includes four sub-stages, namely sub-stage 1, sub-stage 2, sub-stage 3 and sub-stage 4, where the duration corresponding to sub-stage 1 is 1 s, the duration corresponding to sub-stage 2 is 3 s, the duration corresponding to sub-stage 3 is 25 s, and the duration corresponding to sub-stage 4 is 6 s. According to this method, the above four sub-stages are divided into three stages, namely stage 1 (including sub-stage 1 to sub-stage 2), stage 2 (including sub-stage 3) and stage 3 (including sub-stage 4).
[0034] Second, the substages are classified according to the degree of association between the substage and the user. This degree of association indicates whether the user will participate in the substage, i.e., whether a game interaction event by the user will occur within the substage. For example, a single round includes four substages, namely, substage 1, substage 2, substage 3, and substage 4. In substage 1 and substage 2, the user must participate to complete the game stage, while in substage 3 and substage 4, the user does not need to participate and the game stage can be completed automatically. Thus, the four substages are divided into two stages: stage 1 (including substages 1 to 2) and stage 2 (including substages 3 to 4).
[0035] Third, classification is based on the game events of the sub-stages. In the embodiment of the present application, game events are divided into game preparation events and game execution events. The game preparation events indicate preparatory events that must be performed before the game event is executed, and the game execution events indicate that the subject of interaction in the round starts the game process. That is, all sub-stages included in a single round are divided into a game preparation stage and a game execution stage. Optionally, the game preparation stage and the game execution stage may be further divided according to the degree of relevance to the user. For example, the game preparation stage is divided into a pre-preparation stage and a preparation stage, and the game execution stage is divided into a pre-game stage and a game stage, and these four stages further include sub-stages.
[0036] Taking the target application as an example, assuming that it is realized as an "auto chess game application," a single round is divided into a pre-preparation phase, a preparation phase, a pre-battle phase, and a battle phase. The pre-preparation phase includes four sub-phases: battle settlement, transfer to the target chessboard, scene switching, and field refresh. The pre-battle phase includes two sub-phases: locking the card pool and position, and transfer to the target chessboard.
[0037] Optionally, the game interface includes a stage progress bar, the progress of which indicates the execution of the current stage.
[0038] The stage progress bar is displayed at a predetermined position on the game interface in a predetermined display format, including, but not limited to, at least one of a rectangular bar, a closed circular bar, an open circular bar, a straight line diagram, a curved waveform diagram, and a floating image. For example, the stage progress bar is realized as a heart-shaped circular bar. The display position of the stage progress bar is described in detail below.
[0039] First, the stage progress bar is displayed on the periphery of the game interface, including the upper side of the game interface, the left side of the game interface, the right side of the game interface and the lower side of the game interface.
[0040] Second, the stage progress bar is displayed around the periphery of the game interface, and the surrounding may be around all four sides, any adjacent sides, or any adjacent three sides, and the present application is not limited thereto.
[0041] Third, the stage progress bar is displayed in the form of a floating window at a predetermined position in the game interface, and the player can move the floating window corresponding to this stage progress bar during the game. For example, if the stage progress bar is realized as a heart-shaped circular bar, this heart-shaped circular bar is displayed on the game interface in the form of a floating layer, and the player can move this heart-shaped stage progress bar when playing a game.
[0042] Fourth, during the game process, the terminal detects a blank area in the game interface, which indicates an area not occupied by other controls, and the step progress bar is adaptively displayed in the blank area.
[0043] In accordance with the above description, a single round may include multiple stages, and each stage may share one stage progress bar, or the number of displayed stage progress bars may be set based on the corresponding number of stage classification results. During the display process, the display format of the stage progress bar within each stage may be the same or different, and the display position of the stage progress bar within each stage may be the same or different, and this application is not limited thereto. For example, a single round may include two stages, and there are two stage progress bars corresponding to the two stages. In stage 1, stage progress bar a is displayed in the form of a rectangular bar at the top of the game interface, and in stage 2, stage progress bar b is displayed in the form of a heart-shaped ring at the bottom of the game interface.
[0044] In step 201, in the i-th stage of the game round, a first update animation of the stage progress bar is displayed in a first update direction based on the stage progress of the i-th stage.
[0045] As can be seen from the above, each stage has a corresponding game time, and the stage progress bar changes accordingly as the game time progresses. That is, the corresponding update animation is set according to the game time of each stage. For example, if the game time of stage 1 is 25 seconds, the update frequency corresponding to 25 seconds is determined, and the filling animation of the stage progress bar corresponding to stage 1 is set according to this update frequency.
[0046] In response to the current game progressing to the i-th stage of the game round, a first update animation of the stage progress bar is displayed in a first update direction based on the game time (stage progress) of the i-th stage.
[0047] The first update direction is realized as at least one of a parallel direction from left to right, a parallel direction from right to left, a parallel direction from top to bottom, a parallel direction from bottom to top, a counterclockwise direction, a clockwise direction, a direction from left to right according to a predetermined tilt, a direction from right to left according to a predetermined tilt, a direction from top to bottom according to a predetermined tilt, a direction from bottom to top according to a predetermined tilt, a direction from left to right according to a predetermined curved trajectory, a direction from right to left according to a predetermined curved trajectory, a direction from top to bottom according to a predetermined curved trajectory, and a direction from bottom to top according to a predetermined curved trajectory.
[0048] The first update animation may be implemented as one of an animation for filling a progress bar element and an animation for decreasing a progress bar element, and may be implemented to move from one side of the progress bar to the other, regardless of whether the progress bar is being filled or decreased, or may be implemented to move from the center of the progress bar to both sides, and the present application is not limited thereto.
[0049] In an embodiment of the present application, a game round includes multiple stages, which are divided into at least two stage groups, each stage group including at least two stages, and the at least two stages include a preliminary stage and an execution stage that are adjacent in time (corresponding to the match preliminary event and the game execution event in the above content). In the preliminary stage, a first update animation of the stage progress bar is displayed in an increasing direction to fill the progress bar elements in the stage progress bar based on the stage progress of the preliminary stage (the progression of the game time in the preliminary stage).
[0050] For example, assuming that the target application is an "auto chess game application," a game round includes eight stages: battle settlement, transfer to the target chessboard, scene switching, field refresh, preparation stage, card pool and position lock, transfer to the target chessboard, and battle stage. The eight stages are arranged in chronological order of the game execution. The eight stages are divided into two stage groups, a battle preparation stage group and a game execution stage group, according to the degree of relevance to the game event and the user. The two stage groups include a preparation stage and an execution stage. That is, the battle preparation stage group includes a pre-preparation stage and a preparation stage, and the game execution stage group includes a pre-battle stage and a battle stage. The pre-preparation stage and pre-battle stage are referred to as the preparation stage, and the preparation stage and battle stage are referred to as the execution stage. As described above, the pre-preparation stage includes battle settlement, transfer to the target chessboard, scene switching, and field refresh, and the pre-battle stage includes card pool and position lock, and transfer to the target chessboard. 3, during the preliminary stage of the game, a game interface 300 is displayed, and a stage progress bar 310 is displayed at the top of the game interface 300. As the preliminary stage progresses, a filling update animation corresponding to the stage progress bar 310 is played in a left-to-right update direction. That is, when the preliminary stage starts, the stage progress bar 310 is empty, and when the preparation stage ends, the stage progress bar 310 is full.
[0051] In step 202, in the i+1th stage of the game round, a second update animation of the stage progress bar is displayed in a second update direction based on the stage progress of the i+1th stage in addition to the update result of the stage progress bar in the i-th stage.
[0052] When the i-th stage of a game round is completed, the i+1-th stage of the game round is automatically executed. In addition to the update result of the stage progress bar in the i-th stage, a second update animation of the stage progress bar is displayed in the second update direction based on the game time (stage progress) of the i+1-th stage.
[0053] The second update direction indicates a direction opposite to the first update direction. Optionally, the second update direction may be realized as at least one of a parallel direction from left to right, a parallel direction from right to left, a parallel direction from top to bottom, a parallel direction from bottom to top, a counterclockwise direction, a clockwise direction, a direction from left to right according to a predetermined tilt, a direction from right to left according to a predetermined tilt, a direction from top to bottom according to a predetermined tilt, a direction from bottom to top according to a predetermined tilt, a direction from left to right according to a predetermined curved locus, a direction from right to left according to a predetermined curved locus, a direction from top to bottom according to a predetermined curved locus, and a direction from bottom to top according to a predetermined curved locus, but this application is not limited thereto. For example, the first update direction is a parallel direction from left to right, and the second update direction is a parallel direction from right to left, or the first update direction is a top to bottom direction according to a predetermined tilt, and the second update direction is a bottom to top direction according to a predetermined tilt.
[0054] In accordance with the above, in the embodiment of the present application, in the execution phase, the filling result of the stage progress bar in the preliminary phase is used as the update start progress, and a second update animation of the stage progress bar is displayed in the direction of decreasing the progress bar element in the stage progress bar based on the stage progress of the execution phase. As shown in FIG. 3, when the execution of the preliminary phase is completed and the execution phase is automatically executed sequentially, the stage progress bar 330 displayed in the current game interface 320 is in a full state (i.e., the state corresponding to the stage progress bar at the time when the preliminary phase ends). During the execution phase, a decrease update animation corresponding to the stage progress bar 330 is displayed in an update direction from right to left. That is, when the execution phase starts, the stage progress bar 330 is in a full state, and when the execution phase ends, the stage progress bar 330 is in an empty state. That is, the progress bar is updated with animations in different directions in the preliminary and execution stages, allowing the user to more intuitively grasp the time-varying state of the current game progress, thereby improving the efficiency of human-computer interaction.
[0055] In another alternative embodiment, the game round includes a first stage group and a second stage group, the first stage group includes a first preliminary stage and a first execution stage, and the second stage group includes a second preliminary stage and a second execution stage.
[0056] Based on the update process of the step progress bar corresponding to the first step group, an update animation corresponding to the step progress bar in the first display form is displayed. Based on the update process of the step progress bar corresponding to the second step group, an update animation corresponding to the step progress bar in the second display form is displayed.
[0057] The display form includes at least one of the display color, display texture, display pattern, and display transparency of the stage progress bar. Optionally, if the stage progress bar includes a stage pointer, the display form of the stage pointer may be different. For example, an orange stage progress bar may be displayed in response to a game stage corresponding to the first stage group, and a blue stage progress bar may be displayed in response to a game stage corresponding to the second stage group. That is, if a single round includes multiple stage groups, displaying the corresponding progress bar update animations in different display forms allows the user to better grasp the progress status of different stage groups and improves the accuracy and efficiency of presenting progress information.
[0058] Optionally, the above-mentioned step progress bar of the first display form and the step progress bar of the second display form may be different display forms of the same step progress bar, or may be realized as two independent step progress bars, and the present application is not limited thereto.
[0059] As can be seen from the above, the first and second stage groups each have a corresponding preparatory stage and execution stage.
[0060] In the first preliminary stage, an update animation of the step progress bar of the first display form is displayed in an increasing direction that fills the progress bar elements in the step progress bar of the first display form based on the step progress of the first preliminary stage.
[0061] In the first execution stage, an update animation of the step progress bar in the first display form is displayed in a direction in which the progress bar elements in the step progress bar in the first display form are decreased based on the step progress of the first execution stage.
[0062] In the second preliminary stage, an update animation of the step progress bar in the second display form is displayed in an increasing direction that fills the progress bar elements in the step progress bar in the second display form based on the step progress of the second preliminary stage.
[0063] In the second execution stage, an update animation of the step progress bar in the second display form is displayed in a direction of decreasing the progress bar elements in the step progress bar in the second display form based on the step progress of the second execution stage.
[0064] The first preliminary stage, the first execution stage, the second preliminary stage, and the second execution stage are four stages that are executed sequentially.
[0065] For example, if the target application is realized as an "auto chess game application", a game round includes four stages, and the execution process of the four stages and the display process of the corresponding stage progress bars are as shown in Figure 4.
[0066] At S40, the pre-preparation stage begins, which includes battle settlement, transfer to the target chessboard, scene switching, and field refresh.
[0067] In S41, a teal progress bar is displayed and an animation of increasing progress from left to right is played. That is, at the start of the pre-preparation stage, the teal progress bar is empty, and during the pre-preparation stage, the teal progress bar gradually increases from left to right, and at the end, the teal progress bar becomes full teal.
[0068] At S42, the pre-preparation stage ends and the preparation stage begins. Based on the update result of the progress bar corresponding to the pre-preparation stage, a blue-green progress bar is animated as it decreases from right to left. That is, at the start of the preparation stage, the blue-green progress bar is in a full blue-green state, and during the preparation stage, the blue-green progress bar gradually decreases from right to left, and at the end, the blue-green progress bar becomes empty.
[0069] At S43, the preparation phase ends and the pre-combat phase begins, which includes locking the card pool and position and transferring to the target chessboard, and invokes the orange-red progress bar and plays a left-to-right progression increasing animation. That is, at the start of the pre-combat phase, the orange-red progress bar is empty, and during the pre-combat phase, the orange-red progress bar gradually increases from left to right, and at the end, the orange-red progress bar becomes orange-red and full.
[0070] In S44, the pre-combat phase ends and the combat phase begins. Based on the update result of the progress bar corresponding to the pre-combat phase, an animation of the orange-red progress bar decreasing from right to left is played. That is, at the start of the combat phase, the orange-red progress bar is full orange. During the combat phase, the orange-red progress bar gradually decreases from right to left. At the end of the combat phase, the orange-red progress bar becomes empty. As shown in FIG. 5, the progress bar display interface 50 is displayed based on the four stages shown in FIG. 4. The progress bar display interface 50 includes a first-stage progress bar 510 corresponding to the pre-preparation phase, a first-stage progress bar 510 corresponding to the preparation phase, a second-stage progress bar 520 corresponding to the pre-combat phase, and a second-stage progress bar 520 corresponding to the combat phase. The first stage progress bar 510 is realized as a progress bar with a blue-green hue (shaded gray in FIG. 5 ), and the second stage progress bar 520 is realized as a progress bar with an orange-red hue (shaded black in FIG. 5 ). As can be seen from the progress update direction of each stage progress bar shown in FIG. 5 , the update directions of two temporally adjacent stages are completely opposite. In the implementation process, the pre-preparation stage and the preparation stage are packaged together and identified by an increase (pre-preparation) and a decrease (preparation) of the progress bar with the same blue-green hue, and the pre-combat stage and the combat stage are packaged together and identified by an increase (pre-combat) and a decrease (combat) of the progress bar with the same orange-red hue.
[0071] During the entire progress bar update process, in accordance with the Auto Chess game rules, multiple stages within a game round are consolidated into four stage groups, and each stage group includes at least one stage: the pre-preparation stage, which indicates that the player does not need to participate in this stage to perform game events, such as placing or adjusting pieces. At this stage, a blue-green progress bar running from left to right indicates that the player is about to enter a stage group in which they can perform game events. In this preparation stage, players can select, delete, lock, or sell pieces according to their needs and adjust their piece positions according to the actual situation. When a game event occurs between players, the progress bar updates from right to left based on the update result of the corresponding stage, informing the player that the adjustment is about to end. After entering the pre-battle phase, as in the pre-preparation phase, no game events can be initiated by the player, and another orange-red progress bar is updated from left to right to inform the player that the battle phase is about to begin. After the pre-battle phase ends and the battle phase begins, the progress bar is updated from right to left based on the update results of the progress bar corresponding to the previous phase to inform the player that the battle will soon end. In other words, the purpose of setting the two progress bars above is to inform the player that within a game round, there is a preparation phase for adjusting the formation of pieces, and a battle phase for competing against an opponent's virtual object.
[0072] In summary, according to the virtual game interface display method of the embodiment of the present application, during the progress of a round-based virtual game, the progress bars corresponding to two temporally adjacent stages within a single round indicate the game progress in opposite update directions, clearly indicating the remaining time at a stage within a game round, and smoothly connecting the progress bars of each stage, thereby improving the information transmission rate of the progress bars and enhancing the user's gaming experience.
[0073] In the embodiment of the present application, the stage related to the user is notified to the user by decreasing the progress bar, thereby improving the ability of the progress bar to convey game information.
[0074] During a game in a target application, a player needs to select a virtual object as a match virtual object from multiple candidate virtual objects in a virtual game to complete the game. If the target application is implemented as an "auto chess game," a virtual object selection area is displayed in the game interface during execution, and a player selects a target virtual object from the virtual object selection area to play a subsequent game. In the process of selecting a target virtual object, the present application provides a virtual game interface display method for displaying a character image of the selected target virtual object within a step progress bar. As shown in FIG. 6, this method will be described by taking the terminal shown in FIG. 1 as an example. The method includes the following step 600.
[0075] In step 600, during the process of updating the stage progress bar corresponding to the game round, a character image corresponding to the first virtual object is displayed at a position on the stage progress bar corresponding to the current stage progress based on a selection operation on the first virtual object in the virtual object selection area.
[0076] Optionally, in a preparation stage for a game round, the game interface displays a virtual object selection area, which includes at least one candidate virtual object. The virtual object selection area displays a two-dimensional character image or a three-dimensional character image of the candidate virtual object. A display manner of the character image of the at least one candidate virtual object in the virtual object selection area is determined according to the player's independent setting needs.
[0077] In another alternative embodiment, when a player selects a certain number of virtual objects during a game, the current user's virtual object is automatically upgraded, and the character image of the virtual object also changes along with the automatic upgrade process. That is, when a selection operation on a first virtual object is performed, the selected virtual object is displayed at a corresponding progress position on the progress bar based on the selected virtual object, so that the selection operation of the virtual object can be fed back to the progress bar, enriching the information content of the progress bar and improving the efficiency of human-computer interaction.
[0078] The process of updating the stage progress bar corresponding to the game round means that the virtual game is executed sequentially according to the duration of each stage, and in response to receiving a selection operation for a first virtual object in the virtual object selection area, a character image of the first virtual object is displayed at a position on the current stage progress bar corresponding to the selection operation. The selection operation may be at least one of a tap operation, a double tap operation, a slide operation, a hover operation, a touch operation by an external device, etc.
[0079] In another selectable embodiment, in response to receiving a selection operation on a first virtual object in the virtual object selection area, character level information of the first virtual object is obtained, a character image of the first virtual object is determined based on the character level information of the first virtual object, and the character image of the first virtual object is displayed on a stage progress bar.
[0080] Optionally, at the current stage, there are a plurality of selection operations based on candidate virtual objects, and based on the selection operation for at least one candidate virtual object in the virtual object selection area, a character image corresponding to at least one candidate virtual object is displayed in the stage progress bar corresponding to the current stage in accordance with the selection time order of the virtual objects. That is, by sequentially displaying the character images in the stage progress bar in accordance with the selection time order corresponding to the selection operations for the plurality of virtual objects, object selection information in the game can be fed back to the stage progress bar, thereby improving information presentation capability.
[0081] The character image may be realized as a two-dimensional image, a three-dimensional image, or a combination of two-dimensional and three-dimensional images; the present application does not limit this.
[0082] In the above process, the character image of the first virtual object may be displayed outside the current progress bar or inside the current progress bar, but the present application is not limited thereto.
[0083] In another alternative embodiment, the stage progress bar includes a stage pointer, and the movement of the stage pointer on the stage progress bar indicates the update process of the stage progress bar, i.e., the progress of the current stage. During the update process of the stage progress bar corresponding to a game round, in response to receiving a selection operation for a first virtual object, the character image of the first virtual object is used as the stage pointer to display the update process of the stage progress bar. For example, in the i-th stage of the game round, a selection operation for virtual object a is received at a first time, the default stage pointer is replaced with the character image of virtual object a, and the update animation of the stage progress bar is advanced. At a second time, a selection operation for virtual object b is received, and the stage pointer is replaced with the character image of virtual object b, and the update animation of the stage progress bar is advanced. That is, by adding a stage pointer to the stage progress bar and displaying the character image of the virtual object in the form of a stage pointer on the stage progress bar based on the selection operation of the virtual object, the message display content is enriched and the information presentation capability of the progress bar is improved.
[0084] Optionally, the selection operation may be at least one of a game selection operation, a lock operation, and a prepare-for-match selection operation.
[0085] Based on a game selection operation for the first virtual object, a character image corresponding to the first virtual object is displayed at a position on the stage progress bar corresponding to the current stage progress, and this game selection operation indicates selecting the first virtual object to participate in the virtual game battle process. As shown in FIG. 7 , a game interface 700 is displayed, and a stage progress bar 710 and a virtual object selection area 720 are displayed on the game interface 700. At least one candidate virtual object (candidate virtual object A to candidate virtual object D) is displayed in the virtual object selection area 720. In response to receiving a selection operation for virtual object B 730 in the virtual object selection area 720, a character image of virtual object B 730 is displayed in the battle preparation area and at a predetermined position 740 on the stage progress bar 710. Three character images are further displayed on the stage progress bar 710, and these three character images may represent virtual objects selected in the current stage or may represent virtual objects selected in the previous stage.
[0086] Based on a lock operation for the first virtual object, a character image corresponding to the first virtual object is displayed at a position on the stage progress bar corresponding to the current stage progress. The lock operation indicates that the position of the target candidate virtual object is locked in the virtual object selection area within the current stage. After the position is locked, when the virtual object selection area is displayed in the next round, the target candidate virtual object is still displayed at its original display position. For example, if the virtual object selection area includes three candidate display positions, i.e., three candidate virtual objects are displayed in one round, and a lock operation is received for the candidate virtual object displayed at the second candidate display position during the match round, a lock mark is added to the second candidate display position. When the player refreshes the candidate virtual objects displayed in the virtual object selection area during this round, the candidate virtual object locked at the second candidate display position remains unchanged. Furthermore, when the next round begins, the locked candidate virtual object is still displayed at the second candidate display position in the virtual object selection area. That is, the character image of the selected virtual object is displayed as feedback on the stage progress bar depending on the operation type of the selection operation, thereby enriching the amount of information displayed by the progress bar.
[0087] Based on a match preparation selection operation for a first virtual object, a character image corresponding to the first virtual object is displayed at a position on the stage progress bar corresponding to the current stage progress, and this match preparation selection operation indicates that the first virtual object is to be displayed in a match preparation area, and the match preparation area includes at least one match preparation virtual object, and the match preparation virtual object indicates a virtual object that the player intends to use in a subsequent game stage.
[0088] Optionally, after selecting a virtual object, a removal operation for the virtual object may be performed. This removal operation may be a selling operation, a gifting operation, or a returning operation to the virtual object refresh library, and the present application is not limited thereto. The selling operation indicates that a player sells a virtual object and obtains equivalent virtual exchange resources, which are used to purchase other virtual objects or virtual equipment. Optionally, after performing the selling operation, the number of appearances of the virtual object in the game may be reduced by one. For example, if virtual object a can appear 10 times in a game, after a player sells virtual object a, all players in the game can only see this virtual object a 9 times in the subsequent operation process. The gifting operation indicates that player a gifts a virtual object owned by player a to player b who belongs to the same opposing team as player a. The returning operation to the virtual object refresh library indicates that the virtual object is returned to the virtual object refresh library, rejoins the random display queue, and is displayed in the virtual object selection area.
[0089] In an exemplary embodiment, during the process of updating the stage progress bar corresponding to a game round, in response to receiving a removal operation for the first virtual object, a deletion mark is added to the character image of the first virtual object displayed in the current stage progress bar. Methods for adding the deletion mark include, but are not limited to, the following: When a removal operation for a virtual object is received, a deletion mark for the virtual object is added to the stage progress bar accordingly, thereby adapting the content displayed on the stage progress bar to the user's operation and improving the accuracy of information presentation.
[0090] First, in response to receiving a remove operation for the first virtual object, the character image in the current stage progress bar is hidden, i.e., the character image displayed in the stage progress bar is directly switched from a display state to a non-display state, but the character image corresponding to this operation node still exists in the game data stored in association with the target application.
[0091] Second, in response to receiving a remove operation for the first virtual object, delete the character image in the current stage progress bar, i.e., directly delete the character image displayed in the stage progress bar, and delete the character image corresponding to this operation node in the game data stored in association with the target application.
[0092] Third, in response to receiving a removal operation for the first virtual object, a transparency-reducing animation corresponding to the character image in the current stage progress bar is played. That is, upon receiving a removal operation for the first virtual object, the display transparency of the character image displayed in the stage progress bar is adjusted. For example, before the removal operation, the transparency value corresponding to the character image of the first virtual object is 0%, and after receiving the removal operation, the transparency value corresponding to the character image is increased from 0% to a transparency value of 80%. The transparency-reducing process is the transparency-reducing animation. Optionally, the transparency-reducing animation may be set by a developer or a player, and the final transparency value may also be set by a developer according to actual needs.
[0093] Fourth, in response to receiving a removal operation for the first virtual object, the character image is replaced with a predetermined image. The predetermined image may be an image associated with the first virtual object, or may be an image unassociated with the first virtual object. For example, the predetermined image may be realized as a character image of a second virtual object with an "X" on it, and the predetermined image may be realized as a deletion image. This application is not limited thereto.
[0094] For example, as shown in FIG. 7, a game interface 750 is displayed as the current stage progresses, and in response to receiving a removal operation (sale operation) for virtual object B730, the character image of virtual object B730 is deleted from the battle preparation area, and a deletion mark is added to the character image of virtual object B730 that was displayed in the stage progress bar 710, specifically as shown by indicator 760 in FIG. 7.
[0095] In another exemplary embodiment, a removal operation for a first virtual object is received, and a character image of a second virtual object is displayed at a position corresponding to the current stage progress, and a deletion mark is added to the character image of the second virtual object, where the second virtual object is a virtual object obtained before the game round. For example, when a player removes virtual object a at the current stage, a two-dimensional character image of virtual object a is displayed at a position on the stage progress bar corresponding to the execution of the removal operation, and an "X" deletion mark is added to the two-dimensional character image. That is, multiple different types of methods are provided for adding a deletion mark to the virtual object in the stage progress bar by performing a movement operation on the virtual object, thereby enriching the animation display content.
[0096] In another alternative embodiment, a stage progress bar is displayed and countdown information corresponding to the duration of the current stage is further displayed around the stage progress bar.
[0097] In another alternative embodiment, in response to a predetermined progress time remaining in the stage progress corresponding to each stage within a game round, a warning message indicating that the current stage will soon end is displayed on the game interface. The predetermined progress time is set based on the actual duration of the game stage, for example, 5 seconds. This warning message may be implemented as at least one of image information, text information, countdown information, dynamic effect information, audio information, and vibration notification. For example, when 5 seconds remain in this stage, a prompt shadow dynamic effect is displayed on the periphery of the screen, and this prompt shadow dynamic effect is zoomed in and played at a predetermined frequency, accompanied by a vibration prompt. That is, by displaying the warning message just before the stage ends, the user can be notified of the current progress in a timely manner.
[0098] In another exemplary embodiment, a stage progress bar is displayed at a first position in a game interface, and a drag operation on the stage progress bar is received, the drag operation indicating that the stage progress bar is dragged from the first position to a second position in the game interface, and based on the drag operation, the stage progress bar is switched to and displayed as a countdown sign at the second position, and the timing status of the countdown sign corresponds to the stage progress.
[0099] In this embodiment, when a drag operation on the stage progress bar is received, the stage progress bar is dragged from a first position to a second position, and at the second position, the stage progress bar is switched to display a corresponding countdown indicator, and the stage adjustment is replaced by a countdown to display the stage progress in the current game. That is, by dragging the stage progress bar to different positions, the current stage progress is displayed with different indicators, enriching the content information of the progress presentation.
[0100] In summary, according to the virtual game interface display method of the embodiment of the present application, during the progress of a round-based virtual game, the progress bars corresponding to two temporally adjacent stages within a single round indicate the game progress in opposite update directions, clearly indicating the remaining time at a stage within a game round, and smoothly connecting the progress bars of each stage, thereby improving the information transmission rate of the progress bars and enhancing the user's gaming experience.
[0101] In an embodiment of the present application, based on the player's selection operation on the virtual object, a corresponding character image is displayed in the progress bar, which informs the user of all selection operations in a game round, enriches the game information that can be contained in the progress bar, and improves the efficiency of human-computer interaction.
[0102] 8 shows a method for displaying an interface for a virtual game according to an embodiment of the present application. In this embodiment, the specific recognition and detection process for each stage in a target round is described. Taking the application of this method to the terminal shown in FIG. 1 as an example, the interaction subjects include players, a presentation layer, and a logic layer. The method includes the following steps 800 to 830: In step 800, a pre-preparation stage is entered.
[0103] Optionally, a player starts a virtual game, and the presentation layer receives a game start operation and enters a pre-preparation phase. The logic layer calculates a first game duration corresponding to the pre-preparation phase and converts the first game duration into a first increase rate corresponding to a progress bar. The presentation layer displays a blue-green progress bar at the top of the game interface, gradually increasing from left to right at the first increase rate.
[0104] In step 810, a preparation phase is entered.
[0105] After the pre-preparation phase ends and the preparation phase begins, the logic layer calculates the second game duration of the preparation phase and converts the second game duration into a first decrease rate corresponding to the progress bar, and the presentation layer decreases it from right to left at the first decrease rate based on the full-state blue-green progress bar.
[0106] In step 820, the pre-combat phase is entered.
[0107] After the preparation phase ends and the pre-battle phase begins, the logic layer calculates the third game duration of the pre-battle phase and converts the third game duration into a second increase rate corresponding to the progress bar. The presentation layer then invokes an orange-red progress bar to display at the top of the game interface, gradually increasing from left to right at the second increase rate.
[0108] In step 830, the combat phase is entered.
[0109] After the pre-combat phase ends and the combat phase begins, the logic layer calculates the fourth game duration of the combat phase and converts the fourth game duration into a second decrease rate corresponding to the progress bar. The presentation layer gradually decreases the progress bar from right to left at the second decrease rate based on the orange-red color tone of the full progress bar.
[0110] In summary, according to the virtual game interface display method of the embodiment of the present application, during the progress of a round-based virtual game, the progress bars corresponding to two temporally adjacent stages within a single round indicate the game progress in opposite update directions, clearly indicating the remaining time at a stage within a game round, and smoothly connecting the progress bars of each stage, thereby improving the information transmission rate of the progress bars and enhancing the user's gaming experience.
[0111] 9 shows a block diagram of a virtual game interface display device according to an embodiment of the present application. This device has the function of implementing the above-mentioned method example, and the function may be implemented by hardware or by the hardware executing corresponding software. a display module 900 for displaying a game interface corresponding to a round-based virtual game, the round-based virtual game including a plurality of rounds, each round including a plurality of stages, and the game interface including a stage progress bar; The display module 900 further displays a first update animation of the stage progress bar in a first update direction in an i-th stage of a game round according to the stage progress of the i-th stage, where i is a positive integer and is smaller than the number of stages of the game round; The display module 900 further displays, in the i+1th stage of the game round, a second update animation of the stage progress bar in a second update direction based on the stage progress of the i+1th stage in addition to the update result of the stage progress bar in the i-th stage, and the first update direction and the second update direction may be two directions opposite to each other.
[0112] In one alternative embodiment, the plurality of steps are divided into at least two step groups, each step group including at least two steps, the at least two steps including a preparatory step and an execution step that are adjacent in time; The display module 900 further displays, in the preliminary stage, a first update animation of the stage progress bar in an increasing direction to fill progress bar elements in the stage progress bar based on the stage progress of the preliminary stage; The display module 900 further sets the filling result of the stage progress bar in the preliminary stage as the update start progress in the execution stage, and displays a second update animation of the stage progress bar in the direction of decreasing the progress bar elements in the stage progress bar based on the stage progress of the execution stage.
[0113] In an alternative embodiment, the display module 900 further displays an update animation corresponding to the step progress bar in the first display mode according to an update process of the step progress bar corresponding to the first step group; The display module 900 further displays an update animation corresponding to the step progress bar in the second display format according to the update process of the step progress bar corresponding to the second step group.
[0114] In one optional embodiment, the display module 900 further displays a character image corresponding to the first virtual object at a position on the stage progress bar corresponding to the current stage progress based on a selection operation on a first virtual object in the virtual object selection area during updating of the stage progress bar corresponding to the game round.
[0115] In one optional embodiment, the display module 900 further displays a character image corresponding to the first virtual object at a position on the stage progress bar corresponding to the current stage progress, based on a game selection operation for the first virtual object; or The display module 900 further displays a character image corresponding to the first virtual object at a position on the stage progress bar corresponding to the current stage progress, based on a lock operation on the first virtual object; The game selection operation is for indicating that the first virtual object is selected to participate in the virtual game battle process.
[0116] In an alternative embodiment, the display module 900 further adds a deletion mark to the character image of the first virtual object displayed in the current stage progress bar in response to receiving a removal operation for the first virtual object during the updating process of the stage progress bar corresponding to the game round; or The display module 900 further receives a removal operation for a second virtual object, and displays a character image of the second virtual object at a position corresponding to the current progress stage; The deletion mark is attached to the character image of the second virtual object, and the second virtual object is a virtual object obtained before the game round.
[0117] In an alternative embodiment, as shown in FIG. 10 , the device includes a hide module 910 that hides the character image in the current progress bar in response to receiving a remove operation for the first virtual object; a delete module 920 that deletes the character image in the current progress bar in response to receiving a delete operation for the first virtual object; a playback module 930 that plays a transparency reduction animation corresponding to the character image in the current progress bar in response to receiving a removal operation for the first virtual object; The virtual object control device further includes a replacement module 940 that replaces the character image with a predetermined image in response to receiving a removal operation on the first virtual object.
[0118] In one optional embodiment, during the process of updating the stage progress bar corresponding to the game round, the display module 900 further displays, based on a selection operation on at least one candidate virtual object in the virtual object selection area, a character image corresponding to at least one candidate virtual object in the stage progress bar corresponding to the current stage in accordance with the selection chronological order of the virtual objects.
[0119] In one alternative embodiment, the step progress bar includes a step pointer, and the movement of the step pointer through the step progress bar indicates an update of the step progress bar; The display module 900 further displays the update process of the stage progress bar corresponding to the game round, using a character image of the first virtual object as the stage pointer, in response to receiving a selection operation on the first virtual object.
[0120] In one alternative embodiment, the display module 900 further displays warning information on the game interface to indicate that the current stage will soon end in response to a predetermined progress time remaining in the stage progress corresponding to each stage within the game round. In one alternative embodiment, the stage progress bar is displayed in a first position in the game interface; The display module 900 further receives a drag operation on the stage progress bar, the drag operation indicating that the stage progress bar is dragged from the first position to a second position in the game interface, and the display module 900 further switches and displays the stage progress bar as a countdown sign at the second position based on the drag operation, and the timing status of the countdown sign is consistent with the stage progress.
[0121] In summary, in the virtual game interface display device according to the embodiment of the present application, during the progress of a round-based virtual game, the progress bars corresponding to two temporally adjacent stages within a single round indicate the game progress in opposite update directions, clearly indicating the remaining time at a stage within a game round, and smoothly connecting the progress bars of each stage, thereby improving the information transmission rate of the progress bars and enhancing the user's gaming experience.
[0122] It should be noted that the virtual game interface display device according to the above embodiment is merely described by taking the division of each of the above functional modules as an example, and in actual application, the above functions can be distributed so that they are completed by different functional modules as needed, i.e., the internal structure of the device can be divided into different functional modules to complete some or all of the above functions. Furthermore, the virtual game interface display device according to the above embodiment belongs to the same concept as the embodiment of the virtual game interface display method, and the specific implementation details thereof can be referred to the embodiment of the method, and detailed description thereof will be omitted here.
[0123] 11 shows a block diagram of a terminal 1100 according to an exemplary embodiment of the present application. The terminal 1100 may be a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV), a laptop computer, or a desktop computer. The terminal 1100 may also be referred to as a user device, a mobile terminal, a laptop terminal, a desktop terminal, or other names.
[0124] Generally, the terminal 1100 includes a processor 1101 and a memory 1102 .
[0125] The processor 1101 may include one or more processing cores, such as a 4-core processor or an 8-core processor. The processor 1101 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), or a PLA (Programmable Logic Array). The processor 1101 may include a main processor and a coprocessor. The main processor is a processor that processes data in an active state and is also called a CPU (Central Processing Unit). The coprocessor is a low-power processor that processes data in a standby state. In some embodiments, the processor 1101 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing content to be displayed on a display. In some embodiments, the processor 1101 may further include an AI (Artificial Intelligence) processor, which processes computational operations related to machine learning.
[0126] The memory 1102 may include one or more computer-readable storage media, which may be non-transitory. The memory 1102 may further include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices, etc. In some embodiments, the non-transitory computer-readable storage media in the memory 1102 stores at least one instruction that, when executed by the processor 1101, implements a method for displaying an interface based on a virtual game according to an embodiment of the present method.
[0127] In some embodiments, the terminal 1100 optionally further includes a peripheral interface 1103 and at least one peripheral. The processor 1101, the memory 1102, and the peripheral interface 1103 may be connected via a bus or signal lines. Each peripheral may be connected to the peripheral interface 1103 via a bus, signal line, or circuit board. Specifically, the peripherals include at least one of a radio frequency circuit 1104, a display 1105, a camera component 1106, an audio circuit 1107, and a power supply 1109.
[0128] The peripheral interface 1103 is used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1101 and the memory 1102. In some embodiments, the processor 1101, the memory 1102, and the peripheral interface 1103 are integrated on the same chip or circuit board, and in some other embodiments, any one or two of the processor 1101, the memory 1102, and the peripheral interface 1103 may be implemented on a single chip or circuit board, and this embodiment is not limited thereto.
[0129] The radio frequency circuit 1104 transmits and receives RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuit 1104 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 1104 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals.
[0130] The display 1105 displays a user interface (UI). The UI may include graphics, text, icons, video, and any combination thereof. If the display 1105 is a touch display, the display 1105 may also collect touch signals on or above the surface of the display 1105. The touch signals may be input to the processor 1101 as control signals for processing. In this case, the display 1105 may provide virtual buttons and / or a virtual keyboard, also referred to as soft buttons and / or a soft keyboard. In some embodiments, the display 1105 may be a single display provided on the front panel of the terminal 1100. In other embodiments, the display 1105 may be at least two displays provided on different surfaces of the terminal 1100 or designed to be foldable. In other embodiments, the display 1105 may be a flexible display provided on a curved or foldable surface of the terminal 1100. Furthermore, the display 1105 may be configured as an irregular display having a non-rectangular, irregular shape. The display 1105 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), and the like.
[0131] The camera component 1106 collects images or videos. Optionally, the camera component 1106 includes a front camera and a rear camera. Typically, the front camera is located on the front panel of the terminal, and the rear camera is located on the back of the terminal.
[0132] The audio circuit 1107 may include a microphone and a speaker. The microphone collects sound waves from the user and the environment and converts them into electrical signals that are input to the processor 1101 for processing or to the radio frequency circuit 1104 for voice communication. To achieve stereophonic sound collection or noise reduction, multiple microphones may be provided at different locations on the terminal 1100. The microphone may be an array microphone or an omnidirectional microphone. The speaker converts electrical signals from the processor 1101 or the radio frequency circuit 1104 into sound waves. The speaker may be a conventional film speaker or a piezoelectric ceramic speaker. If the speaker is a piezoelectric ceramic speaker, it can convert electrical signals into sound waves that are audible to humans, as well as into sound waves that are inaudible to humans for use in distance measurement and other applications. In some embodiments, the audio circuit 1107 may further include an earphone jack.
[0133] The power source 1109 supplies power to each component in the terminal 1100. The power source 1109 may be AC power, DC power, a disposable battery, or a rechargeable battery. If the power source 1109 includes a rechargeable battery, the rechargeable battery may be a wired or wirelessly rechargeable battery. A wired rechargeable battery is a battery that is recharged via a wired line, and a wirelessly rechargeable battery is a battery that is recharged via a wireless coil. The rechargeable battery may support fast charging technology.
[0134] In some embodiments, the terminal 1100 further includes one or more sensors 1110. The one or more sensors 1110 include, but are not limited to, an acceleration sensor 1111, a gyro sensor 1112, a pressure sensor 1113, an optical sensor 1115, and a proximity sensor 1116.
[0135] The acceleration sensor 1111 can detect the magnitude of acceleration on three coordinate axes of a coordinate system established by the terminal 1100. For example, the acceleration sensor 1111 can detect components of gravitational acceleration on three coordinate axes. The processor 1101 can control the touch display 1105 to display a user interface in a landscape view or a portrait view based on the gravitational acceleration signals collected by the acceleration sensor 1111. The acceleration sensor 1111 may be used for games or for collecting user movement data.
[0136] The gyro sensor 1112 can detect the body orientation and rotation angle of the terminal 1100, and can collect 3D movements of the user relative to the terminal 1100 in cooperation with the acceleration sensor 1111. Based on the data collected by the gyro sensor 1112, the processor 1101 can realize functions such as movement detection (e.g., changing the UI based on tilt operations by the user), image stabilization during shooting, game control, and inertial navigation.
[0137] The pressure sensor 1113 may be provided on the side frame of the terminal 1100 and / or on a lower layer of the touch display 1105. When the pressure sensor 1113 is provided on the side frame of the terminal 1100, it can detect a grip signal of the terminal 1100 by the user, and the processor 1101 performs left-hand / right-hand recognition or a shortcut operation based on the grip signal collected by the pressure sensor 1113. When the pressure sensor 1113 is provided on a lower layer of the touch display 1105, the processor 1101 realizes control of an operable control in the UI interface based on a pressure operation on the touch display 1105 by the user. The operable control includes at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0138] The optical sensor 1115 is used to collect the intensity of ambient light. In one embodiment, the processor 1101 can control the display brightness of the touch display 1105 based on the intensity of ambient light collected by the optical sensor 1115. Specifically, when the intensity of ambient light is high, the display brightness of the touch display 1105 is increased, and when the intensity of ambient light is low, the display brightness of the touch display 1105 is decreased. In another embodiment, the processor 1101 can also dynamically adjust the shooting parameters of the camera component 1106 based on the intensity of ambient light collected by the optical sensor 1115.
[0139] The proximity sensor 1116 is also called a distance sensor and is generally provided on the front panel of the terminal 1100. The proximity sensor 1116 is used to collect the distance between the user and the front of the terminal 1100. In one embodiment, when the proximity sensor 1116 detects that the distance between the user and the front of the terminal 1100 is gradually decreasing, the processor 1101 controls the touch display 1105 to switch from a screen-on state to a screen-off state, and when the proximity sensor 1116 detects that the distance between the user and the front of the terminal 1100 is gradually increasing, the processor 1101 controls the touch display 1105 to switch from a screen-off state to a screen-on state.
[0140] As will be appreciated by those skilled in the art, the configuration shown in FIG. 11 is not intended to limit terminal 1100, which may include more or fewer components than shown, may combine certain components, or have different component arrangements.
[0141] It is understood by those skilled in the art that all or part of the steps in each method of the above embodiments may be realized by a program instructing related hardware, and that this program may be stored in a computer-readable storage medium, which may be a computer-readable storage medium included in the memory of the above embodiments, or may be a computer-readable storage medium that exists independently and is not assembled into a terminal. At least one instruction, at least one program, code set, or instruction set is stored in the computer-readable storage medium, and the at least one instruction, at least one program, code set, or instruction set is loaded and executed by the processor to realize the interface display method based on a virtual game according to any of the above embodiments.
[0142] Optionally, the computer-readable storage medium may include a read-only memory (ROM), a random access memory (RAM), a solid-state drive (SSD), an optical disk, etc. The random access memory may include a resistive random access memory (ReRAM) and a dynamic random access memory (DRAM). The above numbers of the embodiments of the present application are for illustrative purposes only and do not indicate superiority or inferiority of the embodiments.
Claims
1. A virtual game interface display method executed by a terminal, comprising: Displaying a game interface corresponding to a round-based virtual game, the round-based virtual game including a plurality of rounds, each round including a plurality of stages, and the game interface including a stage progress bar; In the i-th stage of a game round, displaying a first update animation of the stage progress bar in a first update direction based on the stage progress of the i-th stage, where i is a positive integer and is smaller than the number of stages in the game round; and in the (i+1)th stage of the game round, displaying a second update animation of the stage progress bar in a second update direction based on the stage progress of the (i+1)th stage in addition to the update result of the stage progress bar in the (i)th stage, wherein the first update direction and the second update direction are two directions opposite to each other.
2. The plurality of steps are divided into at least two step groups, each step group including at least two steps, and the at least two steps include a preparatory step and an execution step that are adjacent in time; In the i-th stage of a game round, displaying a first update animation of the stage progress bar in a first update direction based on the stage progress of the i-th stage, the preliminary stage includes displaying a first update animation of the step progress bar in an increasing direction filling progress bar elements in the step progress bar based on step progress of the preliminary stage; In the (i+1)th stage of the game round, displaying a second update animation of the stage progress bar in a second update direction based on the stage progress of the (i+1)th stage in addition to the update result of the stage progress bar in the (i)th stage, 2. The virtual game interface display method according to claim 1, wherein the execution stage includes a step of displaying a second update animation of the stage progress bar in a direction of decreasing the progress bar elements in the stage progress bar based on the stage progress of the execution stage, using the filling result of the stage progress bar in the preliminary stage as the update start progress.
3. The at least two stage groups include a first stage group and a second stage group; The virtual game interface display method includes: displaying an update animation corresponding to the step progress bar in the first display format according to an update process of the step progress bar corresponding to the first step group; 3. The virtual game interface display method of claim 2, further comprising: displaying an update animation corresponding to the stage progress bar in the second display form based on the update process of the stage progress bar corresponding to the second stage group.
4. a virtual object selection area is displayed on the game interface, and the virtual object selection area includes at least one candidate virtual object; The virtual game interface display method includes:
4. The virtual game interface display method according to claim 1, further comprising the step of displaying a character image corresponding to a first virtual object at a position on the stage progress bar corresponding to a current stage progress based on a selection operation on a first virtual object in the virtual object selection area during an update process of the stage progress bar corresponding to the game round.
5. a step of displaying a character image corresponding to the first virtual object at a position corresponding to a current stage progress in the stage progress bar based on a selection operation on the first virtual object in the virtual object selection area, a step of displaying a character image corresponding to the first virtual object at a position on the stage progress bar corresponding to the current stage progress based on a game selection operation for the first virtual object, the game selection operation being for indicating that the first virtual object is selected to participate in a virtual game battle process; or 5. The virtual game interface display method according to claim 4, further comprising a step of displaying a character image corresponding to the first virtual object at a position on the stage progress bar corresponding to the current stage progress, based on a lock operation on the first virtual object.
6. After the step of displaying a character image corresponding to the first virtual object at a position on the stage progress bar corresponding to a current stage progress based on a selection operation on a first virtual object in the virtual object selection area, the virtual game interface display method further comprises: In response to receiving a removal operation for the first virtual object during an update process of the stage progress bar corresponding to the game round, adding a deletion mark to the character image of the first virtual object displayed in the current stage progress bar; or 6. The virtual game interface display method according to claim 5, further comprising the steps of: receiving a removal operation for a second virtual object; and displaying a character image of the second virtual object at a position corresponding to the current stage progress, wherein the deletion mark is attached to the character image of the second virtual object, and the second virtual object is a virtual object obtained before the game round.
7. In response to receiving a removal operation for the first virtual object, adding a deletion mark to a character image of the first virtual object displayed within the current progress bar includes: In response to receiving a removal operation for the first virtual object, hiding the character image in the current progress bar; or In response to receiving a remove operation for the first virtual object, deleting the character image within the current progress bar; or In response to receiving a removal operation for the first virtual object, playing a transparency-reducing animation corresponding to the character image in the current progress bar; or 7. The virtual game interface display method according to claim 6, further comprising the step of replacing the character image with a predetermined image in response to receiving a removal operation for the first virtual object.
8. In the process of updating the stage progress bar corresponding to the game round, a step of displaying a character image corresponding to the first virtual object at a position on the stage progress bar corresponding to the current stage progress based on a selection operation on a first virtual object in the virtual object selection area, 6. The virtual game interface display method according to claim 5, further comprising a step of displaying, in a process of updating the stage progress bar corresponding to the game round, a character image corresponding to at least one candidate virtual object in the stage progress bar corresponding to the current stage in accordance with a selection time order of the virtual objects based on a selection operation on at least one candidate virtual object in the virtual object selection area.
9. The step progress bar includes a step pointer, and a movement process of the step pointer on the step progress bar indicates an update process of the step progress bar; In the process of updating the stage progress bar corresponding to the game round, a step of displaying a character image corresponding to the first virtual object at a position on the stage progress bar corresponding to the current stage progress based on a selection operation on a first virtual object in the virtual object selection area, 6. The virtual game interface display method according to claim 5, further comprising: in response to receiving a selection operation on the first virtual object during an update process of the stage progress bar corresponding to the game round, displaying the update process of the stage progress bar using a character image of the first virtual object as the stage pointer.
10. The virtual game interface display method according to any one of claims 1 to 9, further comprising a step of displaying warning information in the game interface to indicate that the current stage will soon end in response to a predetermined progress time remaining in the stage progress corresponding to each stage in the game round.
11. the stage progress bar is displayed in a first position in the game interface; After the step of displaying a first update animation of the stage progress bar in a first update direction based on the stage progress of the i-th stage, the virtual game interface display method includes: receiving a drag operation on the step progress bar, the drag operation indicating that the step progress bar should be dragged from the first position to a second position in the game interface; The interface display method for a virtual game according to any one of claims 1 to 10, further comprising: a step of switching the stage progress bar to a countdown sign at the second position based on the drag operation, wherein the time count on the countdown sign coincides with the stage progress.
12. A virtual game interface display device, comprising: a display module for displaying a game interface corresponding to a round-based virtual game, the round-based virtual game including a plurality of rounds, each round including a plurality of stages, and the game interface including a stage progress bar; The display module further displays a first update animation of the stage progress bar in a first update direction in an i-th stage of a game round based on the stage progress of the i-th stage, where i is a positive integer and is smaller than the number of stages of the game round; The display module further displays, in the i+1th stage of the game round, a second update animation of the stage progress bar in a second update direction based on the stage progress of the i+1th stage in addition to the update result of the stage progress bar in the i-th stage, wherein the first update direction and the second update direction are two directions opposite to each other.
13. The plurality of steps are divided into at least two step groups, each step group including at least two steps, and the at least two steps include a preparatory step and an execution step that are adjacent in time; The display module further displays, in the preliminary stage, a first update animation of the stage progress bar in an increasing direction to fill progress bar elements in the stage progress bar based on the stage progress of the preliminary stage; The virtual game interface display device according to claim 12, wherein the display module further sets the filling result of the stage progress bar in the preliminary stage as the update start progress in the execution stage, and displays a second update animation of the stage progress bar in a direction of decreasing the progress bar elements in the stage progress bar based on the stage progress of the execution stage.
14. The at least two stage groups include a first stage group and a second stage group; The virtual game interface display device of claim 13, wherein the display module further displays an update animation corresponding to the stage progress bar of the first display form based on the update process of the stage progress bar corresponding to the first stage group, and displays an update animation corresponding to the stage progress bar of the second display form based on the update process of the stage progress bar corresponding to the second stage group.
15. a virtual object selection area is displayed on the game interface, and the virtual object selection area includes at least one candidate virtual object; The virtual game interface display device according to any one of claims 12 to 14, wherein the display module further displays a character image corresponding to the first virtual object at a position on the stage progress bar corresponding to a current stage progress based on a selection operation on a first virtual object in the virtual object selection area during an update process of the stage progress bar corresponding to the game round.
16. The display module further displays a character image corresponding to the first virtual object at a position on the stage progress bar corresponding to the current stage progress, based on a game selection operation for the first virtual object; or displaying a character image corresponding to the first virtual object at a position on the stage progress bar corresponding to the current stage progress based on a lock operation on the first virtual object; The interface display device for a virtual game according to claim 15, wherein the game selection operation indicates that the first virtual object is selected to participate in a virtual game battle process.
17. The display module further adds a deletion mark to a character image of the first virtual object displayed in the current stage progress bar in response to receiving a removal operation for the first virtual object during an update process of the stage progress bar corresponding to the game round; or The display module further receives a removal operation for a second virtual object, and displays a character image of the second virtual object at a position corresponding to the current progress stage; The interface display device for a virtual game according to claim 15, wherein the deletion mark is attached to a character image of the second virtual object, and the second virtual object is a virtual object obtained before the game round.
18. A computing device including a processor and a memory, The memory stores at least one program, and the at least one program is loaded and executed by the processor to realize the virtual game interface display method described in any one of claims 1 to 11.
19. A computer-readable storage medium storing at least one program code that, when loaded and executed by a processor, realizes the virtual game interface display method according to any one of claims 1 to 11.
20. A computer program product comprising a computer program, The computer program is stored in a computer-readable storage medium; A computer program product in which a processor of a computer device reads the computer program from a computer-readable storage medium, and the processor executes the computer program to cause the computer device to execute and realize the virtual game interface display method described in any one of claims 1 to 11.
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