Virtual game interface display method and apparatus, computer equipment, and computer program
By updating progress bars in opposite directions for adjacent stages, the method addresses the challenge of unclear progress bar perception in round-based virtual games, improving information transmission and user experience.
Patent Information
- Application Number
- JP2025522015
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2022-11-15
- Filing Date
- 2023-09-19
- Publication Date
- 2026-08-26
- Estimated Expiration
- 2043-09-19
AI Technical Summary
The constant jumping of progress bars in round-based virtual games makes it difficult for users to perceive the current progress, reducing the efficiency of human-computer interaction and the usefulness of game information.
Implementing a method where progress bars in adjacent stages within a round are updated in opposite directions, with animations that fill or empty based on the stage progress, clearly indicating the remaining time for each stage and enhancing the user's game experience.
This approach improves the clarity and efficiency of progress bar information transmission, allowing users to intuitively grasp the game progress and enhancing the overall gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] This application claims priority based on a Chinese patent application filed on November 15, 2022, with an application number of 202211428461.X and an invention title of "Method, Apparatus, Device, and Medium for Displaying an Interface of a Virtual Game", and all its contents are incorporated herein by reference.
[0002] This application relates to the field of animation generation, and in particular, to a method, apparatus, device, medium, and program product for displaying an interface of a virtual game.
Background Art
[0003] As a type of game, in the corresponding game process of a round-based virtual game, virtual objects can be automatically controlled to fight based on the virtual object selection operation set by a player within the virtual game confrontation, and can be displayed based on the confrontation result.
[0004] In related technologies, for each confrontation stage within a round-based virtual game, a progress bar is set. When entering the corresponding confrontation stage, the corresponding progress bar is called to play a progress animation. For example, in a single-round battle of Auto Chess, it includes scene switching, scene refreshing, a preparation stage, locking the frame position, and transferring to a target chessboard. Five progress bars are set for five confrontation stages. When entering the confrontation stage of "scene switching", the corresponding progress bar animation is called to play.
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, when implementing a round-based virtual game progression as described above, the progress bar constantly jumps according to the game stage, making it difficult for the user to clearly perceive the current progress bar's changes. This results in less useful game information being obtained from the progress bar, somewhat reducing the efficiency of human-computer interaction. [Means for solving the problem]
[0006] Embodiments of the present invention provide a virtual game interface display method, apparatus, device, medium, and program product that improve the expressiveness of a step-by-step progress bar interface and improve the efficiency with which users can obtain useful information from the step-by-step progress bar. The technical aspects are as follows.
[0007] According to one embodiment, a method for displaying a virtual game interface is provided, and the method is A step of displaying a game interface corresponding to a round-based virtual game, wherein the round-based virtual game includes multiple rounds, each round includes multiple stages, and the game interface includes a stage progress bar. In the i-th stage of the target round, a step is to display a first update animation of the stage progress bar in a first update direction based on the stage progress of the i-th stage, wherein i is a positive integer and is less than the number of stages in the target round. The (i+1)th stage of the game round includes the 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+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 that are opposite to each other.
[0008] In another embodiment, a virtual game interface display device is provided, and the device is A display module for displaying a game interface corresponding to a round-based virtual game, wherein the round-based virtual game includes multiple rounds, each round includes multiple stages, and the game interface includes a stage progress bar. The display module further displays a first update animation of the stage progress bar in a first update direction based on the stage progress of the i-th stage in the i-th stage, where i is a positive integer and less than the number of stages in the game round. The display module further displays a second update animation of the stage progress bar in a second update direction in the i+1th stage of the game round, in addition to the update result of the stage progress bar in the ith stage, based on the stage progress of the i+1th stage, where the first update direction and the second update direction are two directions opposite to each other.
[0009] In another embodiment, a computer device is provided, the device including a processor and memory, the memory storing at least one instruction, at least one program, a code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement a virtual game interface display method described in any embodiment of the present application.
[0010] In another embodiment, 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 virtual game interface display method for a terminal device according to any embodiment of the present application.
[0011] In another embodiment, a computer program product or computer program is provided, which includes computer instructions, which are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to cause the computer device to execute the virtual game interface display method described in any of the above embodiments. [Effects of the Invention]
[0012] The technical aspects relating to this application have at least the following beneficial effects.
[0013] During a round-based virtual match, progress bars corresponding to two temporally adjacent stages within a single round show the match progress in opposite update directions. This clearly indicates the remaining time for each stage within a match round, allowing the progress bars for each stage to connect smoothly, improving the information transmission rate of the progress bars and enhancing the user's game experience. [Brief explanation of the drawing]
[0014] [Figure 1] This is a schematic diagram of the implementation environment according to one exemplary embodiment of the present application. [Figure 2] This is a flowchart of a virtual game interface display method according to one exemplary embodiment of the present invention. [Figure 3] This is a schematic diagram of a step-by-step progress bar display interface according to an exemplary embodiment of the present application. [Figure 4] Figure 3 shows a flowchart illustrating the conversion of a step-by-step progress bar according to an exemplary embodiment. [Figure 5] This is a schematic diagram of a step progress bar display interface according to another exemplary embodiment of the present application. [Figure 6] This is a flowchart of a virtual game interface display method according to another exemplary embodiment of the present invention. [Figure 7] Schematic diagram of mark display of a step progress bar corresponding to selection of a virtual object and removal of the virtual object according to an exemplary embodiment of the present application. [Figure 8] Flowchart of a method for displaying an interface of a virtual game according to another exemplary embodiment of the present application. [Figure 9] Block diagram of an interface display device for a virtual game according to an exemplary embodiment of the present application. [Figure 10] Block diagram of an interface display device for a virtual game according to another exemplary embodiment of the present application. [Figure 11] Block diagram of a configuration of a terminal according to an exemplary embodiment of the present application.
Mode for Carrying Out the Invention
[0015] First, terms related to the embodiments of the present application will be briefly described.
[0016] The round-based virtual game is a virtual game mode. In this mode, the round-based virtual game includes a plurality of rounds. One round includes a plurality of steps. Within one round, both sides of the game operate in turn to complete the arrangement of game strategies. For example, selecting a virtual object to fight against and arranging the position of the virtual object to fight against, etc. For example, taking the round-based virtual game as an example of "Auto Chess Game", in this virtual game, the player can form a virtual object lineup by combining virtual objects (also called "pieces") by himself in a round and fight against the virtual object lineup of the enemy.
[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 simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, and the present application is not limited thereto. In the following embodiments, it is exemplified and described that the virtual environment is a three-dimensional virtual environment.
[0018] A virtual object selection area is an area for a player to select a virtual object to fight against during the progress of a round-based virtual game. At least one virtual object that can be selected by the player is randomly displayed within this area. The player can perform at least one of the following operations on the at least one displayed virtual object: a game selection operation, a lock operation, a sales operation, a shuffle operation, a synthesis operation, and an upgrade operation. For example, taking the round-based virtual game "Auto Chess Game" as an example, the virtual object selection area is realized as a battle preparation area on the chessboard. The battle preparation area includes at least one battle preparation grid, and a battle preparation piece (virtual object) is arranged in this battle preparation grid. This battle preparation piece does not participate in the battle during the battle process, but may be dragged and arranged in the battle area during the preparation stage of the round.
[0019] A virtual object is a movable object in a virtual environment. This movable object may be a virtual piece, a virtual character, a virtual animal, an animation character, a card, etc. For example, it may be a character, an animal, a plant, a tin can, a wall, a stone, etc. 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 shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.
[0020] In embodiments of the present invention, the virtual object refers to different combat units in an auto chess game. For example, this virtual object may be different pieces or different virtual characters. The user can perform operations on the virtual object, such as buying, selling, and upgrading. The virtual object includes 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 and acquired by the user in a virtual match. The user selects a battle preparation virtual object from the candidate virtual objects and a battle virtual object from the battle preparation virtual objects.
[0021] As shown in Figure 1, a schematic diagram of an implementation environment of one embodiment of the present invention is provided. Exemplary, this implementation environment includes a terminal 110, a server 120, and a communication network 130.
[0022] Terminal 110 runs a target application that supports a virtual environment. This target application may be a virtual reality application, a 3D map program, or an auto chess game. This application may also be a standalone application, such as a standalone 3D game program. Optionally, 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] Server 120 can provide backend services to clients of a target application (e.g., a game application) on terminal 110. For example, server 120 may be the backend server for the target application (e.g., a game application). Server 120 may be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data / artificial intelligence platforms.
[0024] Cloud technology refers to hosting technology that integrates a set of resources, such as hardware, software, and networks, within a wide area network or local area network to enable data computing, storage, processing, and sharing. Cloud technology is a general term encompassing network technologies, information technologies, integration technologies, management platform technologies, and application technologies applied based on the cloud computing business model. It allows for the configuration of resource pools, which can be used as needed, making it flexible and convenient.
[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, including distributed data storage, point-to-point transmission, consensus mechanisms, and cryptographic algorithms.
[0026] For example, an application corresponding to a round-based virtual game runs on terminal 110, and during the progress of the virtual game, as each stage of the round is completed, the player calls up a predetermined progress bar and plays a progress update animation corresponding to the current stage. Optionally, during the game, the player can also perform various operations within the virtual game, such as selecting virtual objects or adjusting the formation of virtual objects. The terminal generates a corresponding operation request based on each operation and sends it to server 120, and the server calculates the corresponding interaction data in response to the operation request and sends it to terminal 110 for display.
[0027] For example, terminal 110 and server 120 are connected via a communication network 130.
[0028] Furthermore, all information relating to this application (including, but not limited to, user device information and user personal information), data (including, but not limited to, data used for analysis, stored data, and displayed data) and signals must be 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] As shown in Figure 2, a method for displaying a virtual game interface according to one embodiment of the present invention is shown, and in this embodiment, the method will be explained as being applied to the terminal shown in Figure 1 as an example. The method includes the following steps 200 to 202.
[0030] Step 200 displays a game interface that supports a round-based virtual game.
[0031] In embodiments of the present invention, a target application is executed on the terminal, which is a round-based virtual game. In response to the execution of the target application and the start of a game, the terminal interface displays the game interface of the current game. The current game consists of multiple rounds, each round consisting of multiple stages, each stage having a corresponding game time, and after the i-th stage is completed, the i+1th stage is automatically executed, where i is a positive integer and less than the number of stages in the current round. For example, the current game consists of five rounds, each round consisting of four stages, which are stage 1, stage 2, stage 3 and stage 4, with a duration of 1s for stage 1, a duration of 3s for stage 2, a duration of 25s for stage 3, and a duration of 6s for stage 4. After the 1s of progress corresponding to stage 1 is completed, the target application automatically executes the game event corresponding to stage 2.
[0032] Optionally, each stage includes at least one substage. The stage integration process may be implemented as at least one of the following methods:
[0033] First, if the duration of sub-stages within a round is short, adjacent timings exist and stages with short durations are merged into one stage. For example, a single round may contain four sub-stages, namely sub-stage 1, sub-stage 2, sub-stage 3, and sub-stage 4, with sub-stage 1 having a duration of 1 s, sub-stage 2 having a duration of 3 s, sub-stage 3 having a duration of 25 s, and sub-stage 4 having a duration of 6 s. Following this method, the four sub-stages are divided into three stages: Stage 1 (including sub-stages 1 to 2), Stage 2 (including sub-stage 3), and Stage 3 (including sub-stage 4).
[0034] Secondly, the substages are classified according to the degree of relevance between the substage and the user. This degree of relevance indicates whether or not the user participates in the substage, that is, whether or not a user interaction event occurs within the substage. For example, a single round may contain four substages: substage 1, substage 2, substage 3, and substage 4. In substages 1 and 2, the user must participate to complete the game stage, while in substages 3 and 4, the user does not need to participate, and the game stage can be completed automatically. Thus, the four substages described above are divided into two stages: Stage 1 (including substages 1 and 2) and Stage 2 (including substages 3 and 4).
[0035] Third, the sub-stages of the game events are classified according to their sub-stages. In the embodiments of this application, the game events are divided into pre-game events and game execution events. Pre-game events indicate preliminary events that must be performed before the game event is performed, and game execution events indicate that the subjects of interaction in the round begin the game process. That is, all sub-stages included in a single round are divided into pre-game stages and game execution stages. Optionally, the pre-game stages and game execution stages may be further divided according to their relevance to the user. For example, the pre-game stages may be divided into pre-preparation stages and preparation stages, and the game execution stages may be divided into pre-game stages and game stages, with these four stages further including sub-stages.
[0036] As an example, if the target application is implemented as an "auto chess game application," a single round is divided into a pre-preparation phase, a preparation phase, a pre-combat phase, and a combat phase. The pre-preparation phase includes four sub-phases: combat settlement, transfer to the target chessboard, scene switching, and field refresh. The pre-combat phase includes two sub-phases: locking the card pool and positions, and transferring to the target chessboard.
[0037] Optionally, this game interface includes a step-by-step progress bar. The progression of the step-by-step progress bar indicates the execution of the current stage.
[0038] This step-by-step progress bar is displayed in a predetermined format at a predetermined location in the game interface. The predetermined format includes, but is not limited to, at least one of the following: a rectangular bar, a closed ring bar, an open ring bar, a linear diagram, a curved waveform diagram, or a floating image. For example, the step-by-step progress bar can be implemented as a heart-shaped ring bar. The display position of the step-by-step progress bar will be described in detail below.
[0039] First, a step-by-step progress bar is displayed around the periphery of the game interface, and the periphery includes the top, left, right, and bottom sides of the game interface.
[0040] Second, the step-by-step progress bar is displayed surrounding the periphery of the game interface, and this surrounding may be four sides, any adjacent sides, or any three adjacent sides, but is not limited to this.
[0041] Thirdly, the tiered progress bar is displayed in a predetermined position within the game interface in the form of a floating window, and the player can move this floating window corresponding to the tiered progress bar during the game. For example, if the tiered progress bar is implemented as a heart-shaped ring bar, this heart-shaped ring bar can be displayed overlaid on the game interface in the form of a floating layer, and the player can move this heart-shaped tiered progress bar while playing the game.
[0042] Fourth, during the game, the terminal detects blank areas within the game interface, which are areas not occupied by other controls, and the step-by-step progress bar is adaptively displayed within these blank areas.
[0043] In accordance with the above description, a single round may include multiple stages, each stage may share one stage progress bar, and the number of stage progress bars displayed may be set based on the number corresponding to the stage classification result. During the display process, the display format of the stage progress bars within each stage may be the same or different, and the display position of the stage progress bars within each stage may be the same or different, but this application is not limited thereto. For example, a single round may include two stages, and there may be two stage progress bars corresponding to the two stages, in stage 1, stage progress bar a may be displayed in the form of a rectangular bar on the upper side of the game interface, and in stage 2, stage progress bar b may be displayed in the form of a heart-shaped ring on the lower side of the game interface.
[0044] In step 201, at the i-th stage of the game round, the first update animation of the stage progress bar is displayed in the 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. In other words, an update animation is set according to the game time of each stage. For example, if the game time for 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, the first update animation of the stage progress bar is displayed in the first update direction, based on the game time (stage progress) for the i-th stage.
[0047] The first update direction is realized as at least one of the following: 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 inclination, a direction from right to left according to a predetermined inclination, a direction from top to bottom according to a predetermined inclination, a direction from bottom to top according to a predetermined inclination, 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 is implemented as one of the animations that fill the progress bar element and the animation that reduces the progress bar element, and whether it fills the progress bar or reduces it, it can be implemented to move from one side of the progress bar to the other, or it can be implemented to move from the center of the progress bar to both sides, and the present invention is not limited thereto.
[0049] In embodiments of the present invention, a game round includes a plurality of stages, the plurality of stages are divided into at least two stage groups, each stage group includes 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 preliminary game event and execution game event in the above description). In the preliminary stage, a first update animation of the stage progress bar is displayed in an increasing direction, filling the progress bar elements in the stage progress bar, based on the progress of the preliminary stage (the progression of the game time in the preliminary stage).
[0050] As an example, if the target application is implemented as an "auto chess game application," a game round includes eight stages: battle settlement, transfer to the target chessboard, scene switching, field refresh, preparation phase, locking of card pool and positions, transfer to the target chessboard, and battle phase. These eight stages are arranged in order of game execution time. The eight stages are divided into two stage groups, the pre-game phase group and the game execution phase group, depending on their relevance to the game event and the user. The two stage groups include the preparation phase and the execution phase. Specifically, the pre-game phase group includes the pre-preparation phase and the preparation phase, and the game execution phase group includes the pre-battle phase and the battle phase. The pre-preparation phase and pre-battle phase are referred to as the preparation phase, and the preparation phase and battle phase are referred to as the execution phase. As mentioned above, the pre-preparation phase includes battle settlement, transfer to the target chessboard, scene switching, and field refresh, while the pre-battle phase includes locking of card pool and positions, and transfer to the target chessboard. As shown in Figure 3, during the preliminary stage of the game, the 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 the update direction from left to right. In other words, when the preliminary stage begins, the stage progress bar 310 is empty, spare When a stage is completed, the stage progress bar 310 will be full.
[0051] In step 202, at the (i+1)th stage of the game round, in addition to the update result of the stage progress bar at the ith stage, the second update animation of the stage progress bar is displayed in the second update direction based on the stage progress at the (i+1)th stage.
[0052] Once the i-th stage of the 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, the 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 the direction opposite to the first update direction. The second update direction may be implemented as at least one of the following, but is not limited to: a direction parallel from left to right, a direction parallel from right to left, a direction parallel from top to bottom, a direction parallel from bottom to top, a counterclockwise direction, a clockwise direction, a direction from left to right according to a predetermined inclination, a direction from right to left according to a predetermined inclination, a direction from top to bottom according to a predetermined inclination, a direction from bottom to top according to a predetermined inclination, 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. For example, the first update direction is a direction parallel from left to right, and the second update direction is a direction parallel from right to left, and the first update direction is a direction from top to bottom according to a predetermined inclination, and the second update direction is a direction from bottom to top according to a predetermined inclination.
[0054] In the embodiment of the present invention, in addition to the above, during the execution phase, the result of filling the stage progress bar in the preliminary phase is used as the update start progress, and based on the stage progress of the execution phase, a second update animation of the stage progress bar is displayed in the direction of decreasing the progress bar elements in the stage progress bar. As shown in Figure 3, when the execution of the preliminary phase is completed and the execution phase is executed automatically sequentially, the game interface 320 shows that the stage progress bar 330 displayed on the current game interface 320 is in a full state (i.e., the state corresponding to the stage progress bar at the time the preliminary phase ends). During the game in progress of the execution phase, a decreasing update animation corresponding to the stage progress bar 330 is played in the update direction from right to left. In other words, 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. Specifically, the system displays different animations of the progress bar in different directions during the preliminary and execution phases, allowing users to more intuitively grasp the current game progress over time and improving the efficiency of human-computer interaction.
[0055] In another selectable embodiment, a 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 stage progress bar corresponding to the first stage group, the update animation corresponding to the stage progress bar in the first display mode is displayed. Based on the update process of the stage progress bar corresponding to the second stage group, the update animation corresponding to the stage progress bar in the second display mode is displayed.
[0057] The display format includes at least one of the following: 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 format of the stage pointer may differ. For example, an orange stage progress bar may be displayed in response to being in the stage corresponding to the first stage group, and a blue stage progress bar may be displayed in response to being in the stage corresponding to the second stage group. That is, if a single round includes multiple stage groups, displaying the corresponding progress bar update animations with different display formats allows users to better grasp the progress of different stage groups, improving the accuracy and efficiency of presenting progress information.
[0058] The present invention does not limit the options provided, but the step progress bar in the first display mode and the step progress bar in the second display mode described above may be different display modes of the same step progress bar, or they may be implemented as two independent step progress bars.
[0059] As can be seen from the above, the first-stage group and the second-stage group each have corresponding preliminary and execution stages.
[0060] In the first preliminary stage, based on the progress of the first preliminary stage, an update animation of the stage progress bar in the first display mode is displayed in an increasing direction, filling the progress bar elements in the stage progress bar of the first display mode.
[0061] In the first execution phase, based on the progress of the first execution phase, an update animation for the stage progress bar in the first display mode is displayed, decreasing the number of progress bar elements in the stage progress bar of the first display mode.
[0062] In the second preliminary stage, based on the progress of the second preliminary stage, an update animation for the second display mode's stage progress bar is displayed in an increasing direction, filling in the progress bar elements in the second display mode's stage progress bar.
[0063] In the second execution phase, based on the progress of the second execution phase, an update animation for the second display mode's stage progress bar is displayed, decreasing the number of progress bar elements in the second display mode's stage progress bar.
[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] As an example, if the target application is implemented as an "auto chess game application," a game round consists of four stages, and the execution process of the four stages and the display process of the corresponding stage progress bars are shown in Figure 4.
[0066] In S40, the pre-preparation phase begins. This phase includes battle settlement, transfer to the target chessboard, scene switching, and field refresh.
[0067] In S41, a blue-green progress bar is invoked, and an animation of its progress increasing from left to right is played. That is, at the start of the pre-preparation phase, the blue-green progress bar is empty, and throughout the pre-preparation phase, the blue-green progress bar gradually increases from left to right, and at the end of the phase, the blue-green progress bar is full and blue-green.
[0068] In S42, the pre-preparation phase ends and the preparation phase begins. Based on the update results of the progress bar corresponding to the pre-preparation phase, an animation of the blue-green progress bar decreasing from right to left is played. That is, at the start of the preparation phase, the blue-green progress bar is full, and throughout the preparation phase, the blue-green progress bar gradually decreases from right to left, and at the end of the preparation phase, the blue-green progress bar is empty.
[0069] In S43, the preparation phase is complete, and the pre-combat phase begins, which includes locking the card pool and positions, and transferring to the target chessboard. This phase invokes an orange-red progress bar and plays an animation of it increasing from left to right. Specifically, at the start of the pre-combat phase, the orange-red progress bar is empty, and throughout the pre-combat phase, it gradually increases from left to right, reaching a full orange-red state at the end of the phase.
[0070] In S44, the pre-combat phase ends and the combat phase begins, and based on the update results of the progress bar corresponding to the pre-combat phase, an animation of the progress bar decreasing from right to left is played. That is, at the moment the combat phase begins, the progress bar is full and orange-red, and throughout the combat phase, the progress bar gradually decreases from right to left, and at the moment of completion, the progress bar is empty. As shown in Figure 5, the progress bar display interface 50 is displayed based on the four phases shown in Figure 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 blue-green progress bar (gray shaded area in Figure 5), and the second stage progress bar 520 is realized as an orange-red progress bar (black shaded area in Figure 5). As can be seen from the progress update direction of each stage progress bar shown in Figure 5, the update direction of two temporally adjacent stages is completely opposite. In the realization process, the pre-preparation stage and the preparation stage are packaged and identified by an increase (pre-preparation) and decrease (preparation) of the same blue-green progress bar, and the pre-battle stage and the battle stage are packaged and identified by an increase (pre-battle) and decrease (battle) of the same orange-red progress bar.
[0071] Throughout the progress bar update process described above, following the rules of the auto chess game, multiple stages within a game round are integrated into four stage groups, each containing at least one stage. The pre-preparation stage indicates that the player does not need to participate in this stage to perform game events, for example, they cannot place or adjust pieces. In this stage, a blue-green progress bar moving from left to right indicates that the player is about to enter a stage group where they can perform game events. Entering the preparation stage, the player can select, delete, lock, and sell pieces according to their needs and adjust the position of pieces according to the actual situation. When a game event operation occurs between the player and the opponent, the progress bar update direction from right to left, based on the update result corresponding to the previous stage, informs the player that the adjustment time is almost over. After entering the pre-battle phase, similar to the pre-preparation phase, no player-initiated match events can occur. Another orange-red progress bar updates from left to right, informing the player that the battle phase is approaching. After the pre-battle phase ends and the battle phase begins, based on the progress bar update results corresponding to the previous phase, the progress bar updates from right to left, informing the player that the match is nearing its end. In other words, the purpose of setting up these two progress bars is to inform the player that within a match round, there is a preparation phase for adjusting the arrangement of pieces and a battle phase for battling the enemy's virtual objects.
[0072] In summary, according to the virtual game interface display method of the embodiment of the present invention, during the progress of a round-based virtual game, progress bars corresponding to two temporally adjacent stages within a single round indicate the game progress in opposite update directions. This clearly shows the remaining time for a stage within a game round, allows the progress bars of each stage to connect smoothly, improves the information transmission rate of the progress bars, and enhances the user's game experience.
[0073] In the embodiment of the present invention, the user is notified of the stages related to the user by decreasing the progress bar, thereby improving the ability to transmit game information using the progress bar.
[0074] In the game process within the target application, the player must select a virtual object from multiple candidate virtual objects to be the opponent virtual object in the virtual game and complete the game. When the target application is implemented as an "auto chess game," during the execution phase, a virtual object selection area is displayed on the game interface, and the player selects a target virtual object from the virtual object selection area to proceed with the game. In the process of selecting a target virtual object, the present invention provides a virtual game interface display method that displays the character image of the selected target virtual object in a step-by-step progress bar. As shown in Figure 6, this method will be explained as an example applied to the terminal shown in Figure 1. The method includes the following step 600.
[0075] In step 600, during the update process of the stage progress bar corresponding to the round of the game, a character image corresponding to the first virtual object is displayed at a position corresponding to the current stage progress on the stage progress bar, based on a selection operation on the first virtual object within the virtual object selection area.
[0076] Optionally, during the preparation phase of a game round, the game interface displays a virtual object selection area containing at least one candidate virtual object. The virtual object selection area displays either a 2D or 3D character image of the candidate virtual object. Depending on the player's preferences, the display method for the character image of at least one candidate virtual object within the virtual object selection area is determined.
[0077] In another selectable embodiment, during a game, the current user's virtual object is automatically upgraded based on the number of virtual objects selected by the player reaching a predetermined number, and the character image of this virtual object also changes during the automatic upgrade process. That is, by selecting a first virtual object, the virtual object is displayed at the corresponding progress position on the progress bar based on the selected virtual object, thereby feeding back the virtual object selection operation to the progress bar, enriching the information content of the progress bar and improving the efficiency of human-computer interaction.
[0078] The update process of 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 the first virtual object in the virtual object selection area, the character image of the first virtual object is displayed at the position corresponding to the selection operation in the current stage progress bar. This selection operation may be at least one of the following: a tap operation, a double tap operation, a slide operation, a hover operation, or a touch operation by an external device.
[0079] In another selectable embodiment, in response to receiving a selection operation on a first virtual object within a virtual object selection area, character level information of the first virtual object is obtained, the 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 in a stepped progress bar.
[0080] At this stage, there are multiple selection operations based on candidate virtual objects, and based on the selection operation on at least one candidate virtual object within the virtual object selection area, the character image corresponding to at least one candidate virtual object is displayed in the stage progress bar corresponding to the current stage, in order of the virtual object selection time. In other words, by sequentially displaying character images in the stage progress bar in order of the selection time corresponding to the selection operations on multiple virtual objects, object selection information in the game can be fed back to the stage progress bar, improving the information presentation capability.
[0081] Furthermore, the character image may be realized as a two-dimensional image, a three-dimensional image, or by combining two-dimensional and three-dimensional images; this application is not limited to these.
[0082] In the process described above, the character image of the first virtual object may be displayed outside or inside the current progress bar. This application is not limited thereto.
[0083] In another selectable embodiment, the stage progress bar includes a stage pointer, and the movement of this stage pointer within the stage progress bar indicates the update process of the stage progress bar, i.e., the progress of the current stage. In the update process of the stage progress bar corresponding to a round of play, in response to receiving a selection operation on a first virtual object, the character image of the first virtual object is displayed as the stage pointer within the stage progress bar. For example, in the i-th stage of a round of play, a selection operation on virtual object a is received at the first time step, 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; a selection operation on virtual object b is received at the second time step, the stage pointer is replaced with the character image of virtual object b, and the update animation of the stage progress bar is advanced. In other words, by adding a stage pointer to the stage progress bar and displaying the character image of a virtual object in the form of a stage pointer within the stage progress bar based on a selection operation on the virtual object, the message display content is enriched and the information presentation capability of the progress bar is improved.
[0084] Optionally, this selection operation may be at least one of the following: a game selection operation, a lock operation, or a match preparation selection operation.
[0085] Based on a match selection operation for the first virtual object, a character image corresponding to the first virtual object is displayed at a position corresponding to the current stage progress in the stage progress bar, and this match selection operation indicates selecting the first virtual object to participate in the virtual match process. As shown in Figure 7, a match interface 700 is displayed, and a stage progress bar 710 and a virtual object selection area 720 are displayed on the match interface 700, and at least one candidate virtual object (candidate virtual object A to candidate virtual object D) is displayed in the virtual object selection area 720, and in response to receiving a selection operation for virtual object B730 in the virtual object selection area 720, the character image of virtual object B730 is displayed in the match preparation area and at a predetermined position 740 in the stage progress bar 710. Three more character images are displayed on the stage progress bar 710, and these three character images may represent the virtual object selected at the current stage, or they may represent the virtual object selected at the previous stage.
[0086] Based on a lock operation on the first virtual object, the character image corresponding to the first virtual object is displayed at the position corresponding to the current stage progress in the stage progress bar. The lock operation indicates that the position of the target candidate virtual object in the virtual object selection area within the current stage is locked. After the position lock, when the virtual object selection area is displayed in the next round, the target candidate virtual object remains displayed at its original position. For example, if the virtual object selection area contains three candidate display positions, i.e., three candidate virtual objects are displayed in one round, and a lock operation is received on the candidate virtual object displayed at candidate display position 2 during a game round, a lock mark is added to candidate display position 2. If the player refreshes the candidate virtual objects displayed in the virtual object selection area during this round, the candidate virtual object locked at candidate display position 2 will always remain unchanged. Furthermore, when entering the next round, the locked candidate virtual object will still be displayed at candidate display position 2 in the virtual object selection area. In other words, depending on the type of selection operation, the character image of the selected virtual object is fed back and displayed in the stage progress bar, enriching the amount of information shown by the progress bar.
[0087] Based on the match preparation selection operation for the first virtual object, a character image corresponding to the first virtual object is displayed at the position corresponding to the current stage progress in the stage progress bar. This match preparation selection operation indicates that the first virtual object will be displayed in the match preparation area, which contains at least one match preparation virtual object, and the match preparation virtual object indicates the virtual object that the player intends to use in subsequent stages of the match.
[0088] Optionally, after selecting a virtual object, there may be a removal operation for the virtual object. This removal operation may be a sale operation, a gift operation, or an operation to return to the virtual object refresh library, and is not limited to these. A sale operation indicates that a player sells a virtual object and obtains an equivalent virtual exchange resource, which is used to purchase other virtual objects or virtual equipment. Optionally, after performing a sale operation, the number of times the virtual object appears in the game may decrease by one. For example, if virtual object a can appear 10 times in a game, and a player sells virtual object a, then all players in the game can only see virtual object a 9 times in subsequent operation processes. A gift operation indicates that player a gives a virtual object they own to player b, who belongs to the same opposing team as player a. An operation to return to the virtual object refresh library indicates that a virtual object is returned to the virtual object refresh library, rejoined into a random display queue, and displayed in the virtual object selection area.
[0089] In one exemplary embodiment, during the update process of the stage progress bar corresponding to a game round, in response to receiving a removal operation on a first virtual object, a delete mark is added to the character image of the first virtual object displayed in the current stage progress bar. The method for adding the delete mark includes, but is not limited to, the following methods. That is, when a removal operation on a virtual object is received, a delete mark for this virtual object is added to the stage progress bar accordingly, thereby aligning the content displayed in the stage progress bar with the user's operation and improving the accuracy of information presentation.
[0090] First, in response to receiving a removal operation on the first virtual object, the character image in the current stage progress bar is hidden. That is, the character image displayed in the stage progress bar is directly switched from a visible state to a hidden state, but the character image corresponding to this operation node still exists in the game data stored in the target application.
[0091] Secondly, in response to receiving a delete operation on the first virtual object, the character image in the current stage progress bar is deleted. That is, the character image displayed in the stage progress bar is deleted directly, and the character image corresponding to this operation node in the game data stored in the target application is deleted.
[0092] Third, in response to receiving a removal operation on the first virtual object, the transparency corresponding to the character image in the current progress bar is adjusted. rise The animation is played. That is, upon receiving a removal operation on the first virtual object, the transparency of the character image displayed in the step 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 80%. rise The process of achieving transparency rise It is an animation. Transparency can be selected as desired. rise Animations may be set by the developer, or by the player, and the final transparency value may also be set by the player according to their actual needs.
[0093] The fourth step is to replace the character image with a predetermined image in response to receiving a removal operation on the first virtual object. The predetermined image may be an image associated with the first virtual object, or it may be an image not associated with the first virtual object. For example, the predetermined image may be implemented as the character image of the second virtual object marked with "X", and the predetermined image may be implemented as a deleted image. This invention is not limited thereto.
[0094] For example, as shown in Figure 7, as the game progresses to the current stage, the game interface 750 is displayed, and in response to receiving a removal operation (sale operation) for virtual object B730, the character image of virtual object B730 is removed from the game preparation area, and a delete mark is added to the character image of virtual object B730 that was displayed in the stage progress bar 710, specifically as shown by the indicator 760 in Figure 7.
[0095] In another exemplary embodiment, upon receiving a removal operation on a first virtual object, the character image of the second virtual object is displayed at a position corresponding to the current progress, a delete mark is placed on the character image of the second virtual object, and the second virtual object is a virtual object acquired before the round of the game. For example, if a player removes virtual object a at the current stage, a two-dimensional character image of virtual object a is displayed at a position corresponding to the execution of the removal operation in the stage progress bar, and a delete mark of "X" is displayed on the two-dimensional character image. In other words, multiple different types of methods are provided for adding a delete mark to a virtual object in the stage progress bar by performing a move operation on the virtual object, thereby enriching the animation display content.
[0096] In another optional embodiment, a staged progress bar is displayed, along with countdown information corresponding to the duration of the current stage.
[0097] In another optional embodiment, in response to a predetermined amount of progress time remaining in the stage progress corresponding to each stage within a round of play, an alert message indicating that the current stage is about to end is displayed on the play interface. The predetermined progress time is set based on the actual duration of the stage of play, for example, to 5 seconds. This alert message may be implemented as at least one of image information, text information, countdown information, dynamic effect information, audio information, and vibration notification. Exemplaryly, if 5 seconds remain in this stage, a dynamic effect of a prompt shadow is displayed around the screen, and this dynamic effect of the prompt shadow is zoomed in and played at a predetermined frequency, accompanied by a vibration prompt. That is, by displaying the alert message just before the stage ends, the user can be informed of the current progress in a timely manner.
[0098] In another exemplary embodiment, a step-by-step progress bar is displayed at a first position in the game interface and receives a drag operation on the step-by-step progress bar, which indicates dragging the step-by-step progress bar from the first position to a second position in the game interface. Based on the drag operation, the step-by-step progress bar at the second position is switched to display as a countdown indicator, and the timing status of the countdown indicator corresponds to the step progress.
[0099] In this embodiment, when a drag operation is received on the step progress bar, the step progress bar is dragged from the first position to the second position, and at the second position, the step progress bar is switched to display the corresponding countdown indicator, and the step adjustment is replaced with a countdown method to display the step progress in the current game. That is, by dragging the step progress bar to different positions, the current step 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 invention, during the progress of a round-based virtual game, progress bars corresponding to two temporally adjacent stages within a single round indicate the game progress in opposite update directions. This clearly shows the remaining time for a stage within a game round, allows the progress bars of each stage to connect smoothly, improves the information transmission rate of the progress bars, and enhances the user's game experience.
[0101] In the embodiment of the present invention, a corresponding character image is displayed in the progress bar based on the player's selection operation on a virtual object, informing the user of all selection operations in a round of the game, enriching the game information that can be included in the progress bar, and improving the efficiency of human-computer interaction.
[0102] As shown in Figure 8, an interface display method for a virtual game according to one embodiment of the present invention is shown, and in the embodiment of the present invention, the specific recognition detection process at each stage in the target round is described, and as an example, the application of this method to the terminal shown in Figure 1 is described, the subjects of interaction include the player, the presentation layer and the logical layer. The method includes the following steps 800 to 830. Step 800 involves entering the pre-preparation phase.
[0103] Optionally, the player initiates a virtual game, and the presentation layer receives the game start command and enters the pre-preparation phase. The logic layer calculates the duration of the first game corresponding to the pre-preparation phase, converts the duration of the first game into a first increment rate corresponding to the progress bar, and the presentation layer invokes a blue-green progress bar and displays it at the top of the game interface, showing that it gradually increases from left to right at the first increment rate.
[0104] Step 810 is the preparation phase.
[0105] Once the pre-preparation phase is complete and the preparation phase begins, the logic layer calculates the duration of the second game in the preparation phase and converts the duration of the second game into a first reduction rate corresponding to the progress bar. The presentation layer then reduces the progress bar from right to left at the first reduction rate, based on the blue-green color of the full state.
[0106] Step 820 marks the start of the pre-combat phase.
[0107] Once the preparation phase is complete and the pre-battle phase begins, the logic layer calculates the duration of the third game in the pre-battle phase and converts this duration into a second increment rate corresponding to the progress bar. The presentation layer then invokes an orange-red progress bar and displays it at the top of the game interface, gradually increasing from left to right at the second increment rate.
[0108] Step 830 marks the start of the combat phase.
[0109] Once the pre-battle phase ends and the battle phase begins, the logic layer calculates the duration of the fourth game in the battle phase and converts this duration into a second reduction rate corresponding to the progress bar. The presentation layer then gradually reduces the progress bar from right to left at the second reduction rate, based on its full state of orange-red.
[0110] In summary, according to the virtual game interface display method of the embodiment of the present invention, during the progress of a round-based virtual game, progress bars corresponding to two temporally adjacent stages within a single round indicate the game progress in opposite update directions. This clearly shows the remaining time for a stage within a game round, allows the progress bars of each stage to connect smoothly, improves the information transmission rate of the progress bars, and enhances the user's game experience.
[0111] Figure 9 shows a block diagram of a virtual game interface display device according to one embodiment of the present invention. This device has a function to implement an example of the above method, and this function may be implemented by hardware, or by the hardware executing corresponding software. This device is A display module for displaying a game interface corresponding to a round-based virtual game, comprising a display module 900 wherein the round-based virtual game includes multiple rounds, each round includes multiple stages, and the game interface includes a stage progress bar. The display module 900 further displays a first update animation of the stage progress bar in a first update direction based on the stage progress of the i-th stage in the i-th stage, where i is a positive integer and less than the number of stages in the game round. The display module 900 further displays a second update animation of the stage progress bar in a second update direction in the i+1th stage of the game round, in addition to the update result of the stage progress bar in the ith stage, based on the stage progress of the i+1th stage, and the first update direction and the second update direction may be two directions opposite to each other.
[0112] In one selectable embodiment, the plurality of steps are divided into at least two step groups, each step group comprising at least two steps, the at least two steps comprising a preliminary 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 that fills the progress bar elements in the stage progress bar based on the progress of the preliminary stage. The display module 900 further determines, during the execution phase, the result of filling the stage progress bar in the preliminary phase as the update start progress, and based on the stage progress of the execution phase, displays a second update animation of the stage progress bar in the direction of decreasing the progress bar elements in the stage progress bar.
[0113] In one selectable embodiment, the display module 900 further displays an update animation corresponding to the stage progress bar of the first display mode, based on the update process of the stage progress bar corresponding to the first stage group. The display module 900 further displays an update animation corresponding to the stage progress bar of the second display mode, based on the update process of the stage progress bar corresponding to the second stage group.
[0114] In one selectable embodiment, the display module 900 further displays a character image corresponding to the first virtual object at a position corresponding to the current stage progress in the stage progress bar, based on a selection operation for the first virtual object within the virtual object selection area, during the update process of the stage progress bar corresponding to the round of the game.
[0115] In one selectable embodiment, the display module 900 further displays a character image corresponding to the first virtual object at a position corresponding to the current stage progress in the stage progress bar, 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 corresponding to the current stage progress in the stage progress bar, based on a lock operation on the first virtual object. The aforementioned match selection operation is intended to indicate that the first virtual object has been selected to participate in the virtual match process.
[0116] In one selectable embodiment, the display module 900 further, in response to receiving a delete operation on the first virtual object during the update process of the stage progress bar corresponding to the game round, adds a delete mark to the character image of the first virtual object displayed in the current stage progress bar, or The display module 900 further receives a removal operation for the second virtual object and displays the character image of the second virtual object at the position corresponding to the current progress. The character image of the second virtual object is marked with the deletion mark, and the second virtual object is a virtual object acquired before the match round.
[0117] In one selectable embodiment, as shown in Figure 10, the device includes a hide module 910 that hides the character image in the current-stage progress bar in response to receiving a remove operation on the first virtual object, A delete module 920 deletes the character image in the current progress bar in response to receiving a delete operation on the first virtual object, In response to receiving a removal operation on the first virtual object, the transparency corresponding to the character image in the current progress bar is adjusted. rise The playback module 930 plays the animation, The system further includes a replacement module 940 that, in response to receiving a removal operation on the first virtual object, replaces the character image with a predetermined image.
[0118] In one selectable embodiment, the display module 900 further displays, in the 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, based on a selection operation for at least one candidate virtual object in the virtual object selection area, in order of the virtual object selection time sequence.
[0119] In one selectable embodiment, the step progress bar includes a step pointer, and the movement of the step pointer within the step progress bar is intended to indicate the update process of the step progress bar. The display module 900 further displays the update process of the stage progress bar corresponding to the round of the game, in response to receiving a selection operation on the first virtual object, using the character image of the first virtual object as the stage pointer.
[0120] In one selectable embodiment, the display module 900 further displays warning information on the game interface to indicate that the current stage is about to end, in response to a predetermined amount of progress time remaining for each stage in the game round. In one selectable embodiment, the step progress bar is displayed at a first position in the game interface, The display module 900 further receives a drag operation on the step progress bar, the drag operation being for indicating that the step progress bar is being dragged from the first position to the second position in the game interface, and the display module 900 further switches the step progress bar at the second position to a countdown indicator based on the drag operation, the timing status of the countdown indicator being consistent with the step progress.
[0121] In summary, according to the virtual game interface display device of the present invention, during a round-based virtual game, progress bars corresponding to two temporally adjacent stages within a single round indicate the game progress in opposite update directions. This clearly shows the remaining time for a given stage within a game round, allows the progress bars for each stage to connect smoothly, improves the information transmission rate of the progress bars, and enhances the user's game experience.
[0122] Furthermore, the virtual game interface display device according to the above embodiment has only been described using the division of each functional module as an example. In actual application, the above functions can be distributed to be completed by different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete some or all of the above functions. Also, 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 details of its specific implementation process can be found in the embodiment of the method, so a detailed explanation is omitted here.
[0123] Figure 11 shows a block diagram of a terminal 1100 according to an exemplary embodiment of the present invention. This terminal 1100 may be a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), notebook computer, or desktop computer. Terminal 1100 may also be referred to by other names such as user device, mobile terminal, laptop terminal, or desktop terminal.
[0124] Generally, terminal 1100 includes a processor 1101 and 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 can be implemented in at least one hardware form from among a DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1101 may include a main processor and a coprocessor, the main processor being a processor that processes data in an active state and also called a CPU (Central Processing Unit), and the coprocessor being a low-power processor that processes data in a standby state. In some embodiments, the processor 1101 may integrate 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 handles computational operations related to machine learning.
[0126] The memory 1102 may include one or more computer-readable storage media, which may be non-temporary. The memory 1102 may further include high-speed random-access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices. In some embodiments, the non-temporary computer-readable storage media in the memory 1102 stores at least one instruction, which, when executed by the processor 1101, realizes a virtual game-based interface display method according to an embodiment of the method of the present application.
[0127] In some embodiments, the terminal 1100 optionally further includes a peripheral interface 1103 and at least one peripheral device. The processor 1101, memory 1102, and peripheral interface 1103 may be connected via a bus or signal lines. Each peripheral device may be connected to the peripheral interface 1103 via a bus, signal lines, or circuit board. Specifically, the peripheral device includes 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 device interface 1103 is used to connect at least one I / O (Input / Output) related peripheral device to the processor 1101 and the memory 1102. In some embodiments, the processor 1101, memory 1102, and peripheral device interface 1103 are integrated on the same chip or circuit board, and in some other embodiments, one or two of the processor 1101, memory 1102, and peripheral device 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 known as electromagnetic signals. The radio frequency circuit 1104 communicates with communication networks and other communication equipment via electromagnetic signals. The radio frequency circuit 1104 converts electrical signals into electromagnetic signals and transmits them, or converts received electromagnetic signals into electrical signals.
[0130] The display 1105 displays a UI (User Interface). This UI may include shapes, text, icons, videos, and any combination thereof. If the display 1105 is a touch display, the display 1105 also has the ability to collect touch signals from or above its surface. These touch signals may be input to the processor 1101 as control signals for processing. In this case, the display 1105 may also provide virtual buttons and / or a virtual keyboard, also called soft buttons and / or a soft keyboard. In some embodiments, the display 1105 may be a single display located on the front panel of the terminal 1100; in some other embodiments, the display 1105 may be at least two displays, each located on a different surface of the terminal 1100 or designed to fold; and in some other embodiments, the display 1105 may be a flexible display located on a curved or folding surface of the terminal 1100. Furthermore, the display 1105 may be configured as a non-rectangular, irregularly shaped display. The display 1105 can be manufactured using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0131] The camera component 1106 collects images or videos. Optionally, the camera component 1106 includes a front camera and a rear camera. Generally, the front camera is located on the front panel of the device, and the rear camera is located on the back of the device.
[0132] The audio circuit 1107 may include a microphone and a speaker. The microphone captures sound waves from the user and the environment, converts the sound waves into electrical signals, and inputs them to the processor 1101 for processing, or to the radio frequency circuit 1104 for voice communication. To achieve stereo sound capture or noise reduction, there may be multiple microphones, each provided at various locations on the terminal 1100. The microphone may be an array microphone or an omnidirectional microphone. The speaker is for converting 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 not only convert electrical signals into sound waves that are audible to humans, but also convert electrical signals into sound waves that are inaudible to humans for use in applications such as distance measurement. In some embodiments, the audio circuit 1107 may further include an earphone jack.
[0133] The power supply 1109 supplies power to each component in the terminal 1100. The power supply 1109 may be AC power, DC power, a disposable battery, or a rechargeable battery. If the power supply 1109 includes a rechargeable battery, this rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired connection, and a wireless rechargeable battery is a battery that is charged via a wireless coil. This rechargeable battery may support fast charging technology.
[0134] In some embodiments, the terminal 1100 further includes one or more sensors 1110. One or more sensors 1110 include, but are not limited to, an accelerometer 1111, a gyroscope 1112, a pressure sensor 1113, an optical sensor 1115, and a proximity sensor 1116.
[0135] The accelerometer 1111 can detect the magnitude of acceleration in three coordinate axes of a coordinate system established by the terminal 1100. For example, the accelerometer 1111 can detect the components of gravitational acceleration in three coordinate axes. Based on the gravitational acceleration signal collected by the accelerometer 1111, the processor 1101 can control the touch display 1105 to display the user interface in a horizontal or vertical view. The accelerometer 1011 may be used to collect game or user motion data.
[0136] The gyro sensor 1112 can detect the orientation and rotation angle of the terminal 1100, and can collect 3D movements of the terminal 1100 by the user in cooperation with the accelerometer 1111. Based on the data collected by the gyro sensor 1112, the processor 1101 can implement functions such as motion detection (for example, 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 located on the side frame of the terminal 1100 and / or beneath the touch display 1105. When the pressure sensor 1113 is located on the side frame of the terminal 1100, it can detect a grip signal from the user to the terminal 1100, and the processor 1101 performs left / right hand recognition or shortcut operation based on the grip signal collected by the pressure sensor 1113. When the pressure sensor 1113 is located beneath the touch display 1105, the processor 1101 controls an operable control in the UI interface based on a pressurized operation of 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, also called a distance sensor, is generally located 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, if 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. If 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 those skilled in the art will understand, the configuration shown in Figure 11 is not limited to terminal 1100 and may include more or fewer components than shown, may be a combination of components, or may have a different component arrangement.
[0141] It will be understood by those skilled in the art that all or part of the steps in each of the above embodiments may be implemented by instructing the relevant hardware with a program, and this program may be stored in a computer-readable storage medium, and this computer-readable storage medium may be a computer-readable storage medium included in the memory of the above embodiments, or it may be a computer-readable storage medium that exists independently and is not assembled in a terminal. At least one instruction, at least one program, code set or instruction set is stored in this 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 virtual game-based interface display method described in any of the above embodiments.
[0142] Optionally, computer-readable storage media may include read-only memory (ROM), random access memory (RAM), solid-state drives (SSD), or optical discs. Random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM). The above numbering of embodiments of this application is for illustrative purposes only and does not indicate any preference for one embodiment over the other.
Claims
1. A method for displaying the interface of a virtual game executed by a terminal, A step of displaying a game interface corresponding to a round-based virtual game, wherein the round-based virtual game includes multiple rounds, each round includes multiple stages arranged in the order of game execution, and the game interface includes a stage progress bar. The i-th stage of the round includes a 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, where i is a positive integer and less than the number of stages in the round. The (i+1)th stage of the round includes the 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+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. The aforementioned multiple stages are divided into at least two stage groups, each stage group comprising at least two stages, and each of the at least two stages comprising a preliminary stage and an execution stage that are adjacent in time. In the i-th stage of the round, the step of displaying the first update animation of the stage progress bar in the first update direction based on the stage progress of the i-th stage is: The preliminary stage includes the step of displaying a first update animation of the stage progress bar in an increasing direction that fills the progress bar elements in the stage progress bar, based on the stage progress of the preliminary stage. In the (i+1)th stage of the round, in addition to the update result of the stage progress bar in the ith stage, the 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+1)th stage is: The execution stage includes the step of setting the result of filling the stage progress bar in the preliminary stage as the update start progress, and displaying a second update animation of the stage progress bar in a direction that reduces the progress bar elements in the stage progress bar based on the stage progress of the execution stage. The aforementioned at least two stage groups include a first stage group and a second stage group, The interface display method for the virtual game is as follows: The steps include: displaying an update animation corresponding to the stage progress bar in the first display form based on the update process of the stage progress bar corresponding to the first stage group; A method for displaying a virtual game interface, further comprising the step of displaying an update animation corresponding to a stage progress bar in a second display form, based on the update process of a stage progress bar corresponding to the second stage group.
2. The aforementioned game interface displays a virtual object selection area, and the virtual object selection area contains at least one candidate virtual object. The interface display method for the virtual game is as follows: The virtual game interface display method according to claim 1, further comprising the step of displaying a character image corresponding to the first virtual object at a position corresponding to the current stage progress in the stage progress bar, based on a selection operation for the first virtual object in the virtual object selection area, during the process of updating the stage progress bar corresponding to the round.
3. The step of displaying a character image corresponding to the first virtual object at a position corresponding to the current stage progress in the stage progress bar, based on a selection operation on the first virtual object within the virtual object selection area, is: A step of displaying a character image corresponding to the first virtual object at a position corresponding to the current stage progress in the stage progress bar, based on a match selection operation for the first virtual object, wherein the match selection operation is for the purpose of selecting the first virtual object to participate in the virtual match process, or A virtual game interface display method according to claim 2, comprising the step of displaying a character image corresponding to the first virtual object at a position corresponding to the current stage progress in the stage progress bar, based on a lock operation on the first virtual object.
4. Based on the selection operation for the first virtual object within the virtual object selection area, the virtual game interface display method, after the step of displaying a character image corresponding to the first virtual object at the position corresponding to the current stage progress in the stage progress bar, In the process of updating the stage progress bar corresponding to the round, in response to receiving a delete operation on the first virtual object, the process includes adding a delete mark to the character image of the first virtual object displayed in the current stage progress bar, or A virtual game interface display method according to claim 3, further comprising the step of receiving a removal operation on a second virtual object and displaying a character image of the second virtual object at a position corresponding to the current progress, wherein the character image of the second virtual object is marked with the delete mark, and the second virtual object is a virtual object acquired before the round.
5. In response to receiving a delete operation on the first virtual object, the step of adding a delete mark to the character image of the first virtual object displayed in the current progress bar is: In response to receiving a removal operation on the first virtual object, the steps include: hiding the character image in the current progress bar, or In response to receiving a removal operation on the first virtual object, the steps include deleting the character image in the current progress bar, or In response to receiving a removal operation on the first virtual object, the process involves playing a transparency-increasing animation corresponding to the character image in the current progress bar, or A virtual game interface display method according to claim 4, comprising the step of replacing the character image with a predetermined image in response to receiving a removal operation on the first virtual object.
6. In the process of updating the stage progress bar corresponding to the round, the step of displaying a character image corresponding to the first virtual object at a position corresponding to the current stage progress in the stage progress bar, based on a selection operation on the first virtual object within the virtual object selection area, is: The virtual game interface display method according to claim 3, further comprising the step of displaying a character image corresponding to at least one candidate virtual object in the stage progress bar corresponding to the current stage, in order of virtual object selection time, based on a selection operation for at least one candidate virtual object in the virtual object selection area, during the update process of the stage progress bar corresponding to the round, the method of displaying a virtual game interface display method according to claim 3.
7. The aforementioned step progress bar includes a step pointer, and the movement of the step pointer within the step progress bar is intended to indicate the update process of the step progress bar. In the process of updating the stage progress bar corresponding to the round, the step of displaying a character image corresponding to the first virtual object at a position corresponding to the current stage progress in the stage progress bar, based on a selection operation on the first virtual object within the virtual object selection area, is: The virtual game interface display method according to claim 3, further comprising the step of displaying the update process of the stage progress bar as the stage pointer in response to receiving a selection operation on the first virtual object during the update process of the stage progress bar corresponding to the round, the character image of the first virtual object.
8. The virtual game interface display method according to claim 1, further comprising the step of displaying alarm information on the game interface to indicate that the current stage is about to end in response to a predetermined amount of progress time remaining for the stage progress corresponding to each stage within the round.
9. The aforementioned step-by-step progress bar is displayed at the first position in the game interface, After the step of displaying the first update animation of the stage progress bar in the first update direction based on the stage progress of the i-th stage, the virtual game interface display method: A step of receiving a drag operation on the step progress bar, wherein the drag operation is to indicate that the step progress bar is to be dragged from the first position to the second position in the game interface, A virtual game interface display method according to claim 1, further comprising the step of switching the step progress bar to a countdown indicator at the second position based on the drag operation, wherein the timing status of the countdown indicator is consistent with the step progress.
10. A virtual game interface display device, A display module for displaying a game interface corresponding to a round-based virtual game, wherein the round-based virtual game includes multiple rounds, each round includes multiple stages arranged according to the order in which the game is executed, and the game interface includes a stage progress bar. The display module further displays a first update animation of the stage progress bar in a first update direction based on the stage progress of the i-th stage in the i-th stage, where i is a positive integer and less than the number of stages in the round. The display module further displays, in the (i+1)th stage of the round, 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 ith stage, and the first update direction and the second update direction are two directions opposite to each other. The aforementioned multiple stages are divided into at least two stage groups, each stage group comprising at least two stages, and each of the at least two stages comprising a preliminary stage and an execution stage 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 that fills the progress bar elements in the stage progress bar based on the stage progress of the preliminary stage. The display module further determines, during the execution phase, the result of filling the stage progress bar in the preliminary phase as the update start progress, and based on the stage progress of the execution phase, displays a second update animation of the stage progress bar in the direction of decreasing the progress bar elements in the stage progress bar. The aforementioned at least two stage groups include a first stage group and a second stage group, The aforementioned display module further, Based on the update process of the stage progress bar corresponding to the first stage group, the update animation corresponding to the stage progress bar in the first display form is displayed. A virtual game interface display device that displays an update animation corresponding to the stage progress bar in a second display mode, based on the update process of the stage progress bar corresponding to the second stage group.
11. A computer device including a processor and memory, A computer device wherein at least one program is stored in the memory, and the at least one program is loaded and executed by the processor to realize the virtual game interface display method according to any one of claims 1 to 9.
12. A computer program configured to cause a computer to execute the virtual game interface display method described in any one of claims 1 to 9.
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