Game picture display method and apparatus, and storage medium and electronic device
By displaying the game screen and key information in the game floating window, the problem that the game screen cannot take into account both effectiveness and timeliness during waiting is solved, and the player's gaming experience in other tasks is improved.
Patent Information
- Application Number
- PCT/CN2024/136274
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-01-02
- Filing Date
- 2024-12-03
- Publication Date
- 2025-07-10
AI Technical Summary
The display of the game screen cannot take into account both effectiveness and timeliness during the long wait for idle process, resulting in players who may miss critical moments.
The game floating window technology is used to display a floating window smaller than the virtual game interface when the player switches to other applications or exits the virtual game interface, containing the game screen and key information so that the player can still obtain the game process in time in other tasks.
Ensure that the game screen is displayed in the floating window, while maintaining the efficiency of information transmission, and prompting key information in a timely manner, avoiding missing important moments and improving the gaming experience.
Smart Images

Figure CN2024136274_10072025_PF_FP_ABST
Abstract
Description
Game screen display method, device, storage medium, and electronic device
[0001] This application claims priority to the Chinese patent application filed with the China Patent Office on January 2, 2024, application number 202410014562.5, and application name “Method, device, storage medium and electronic device for displaying game screens”, the entire contents of which are incorporated by reference into this application. Technical Field
[0002] The present application relates to the field of computers, and more specifically, to a technology for displaying game images. Background Art
[0003] During the display of game screens, players often face long periods of idle waiting, such as waiting for other players to play cards in a chess and card game. During these idle periods, the game screen's appeal to players and the efficiency of information transmission decrease significantly. In other words, the game screen's display effectiveness is low.
[0004] To solve the problem of low display effectiveness, some users choose to switch to other application interfaces to kill time. However, doing so will result in the game screen not being displayed in a timely manner, which may cause users to miss key moments in the game, such as their turn to play a card.
[0005] Therefore, in the display process of the game screen, the display of the game screen cannot take into account both effectiveness and timeliness. Therefore, there is a problem that the display of the game screen cannot take into account both effectiveness and timeliness.
[0006] To address the above-mentioned problems, no effective solutions have been proposed so far. Summary of the Invention
[0007] The embodiments of the present application provide a method, device, storage medium, and electronic device for displaying a game screen, so as to at least solve the technical problem that the display of the game screen cannot take into account both effectiveness and timeliness.
[0008] According to one aspect of an embodiment of the present application, a method for displaying a game screen is provided, which is executed by an electronic device, and includes: displaying a virtual game interface on a client interface, and displaying a first screen in the above-mentioned virtual game interface, wherein the above-mentioned virtual game interface is the display interface of the virtual game, and the above-mentioned first screen is the game screen of the above-mentioned virtual game; in response to a window display request triggered by the above-mentioned virtual game interface, replacing the above-mentioned virtual game interface displayed on the above-mentioned client interface with a game floating window, and displaying a second screen in the above-mentioned game floating window, wherein the display area of the above-mentioned game floating window is smaller than the display area of the above-mentioned virtual game interface, and the above-mentioned second screen is composed of the above-mentioned first screen and key information of the above-mentioned virtual game, and the above-mentioned key information is used to prompt the game progress of the above-mentioned virtual game.
[0009] According to another aspect of an embodiment of the present application, a device for displaying a game screen is also provided, which is deployed on an electronic device and includes: a first display unit, used to display a virtual game interface on a client interface, and display a first screen in the above-mentioned virtual game interface, wherein the above-mentioned virtual game interface is the display interface of the virtual game, and the above-mentioned first screen is the game screen of the above-mentioned virtual game; a second display unit, used to replace the above-mentioned virtual game interface displayed on the above-mentioned client interface with a game floating window in response to a window display request triggered by the above-mentioned virtual game interface, and display a second screen in the above-mentioned game floating window, wherein the display area of the above-mentioned game floating window is smaller than the display area of the above-mentioned virtual game interface, and the above-mentioned second screen is composed of the above-mentioned first screen and key information of the above-mentioned virtual game, and the above-mentioned key information is used to prompt the game progress of the above-mentioned virtual game.
[0010] According to another aspect of the embodiments of the present application, a computer-readable storage medium is provided, which includes a stored computer program, wherein the computer program executes the above-mentioned method for displaying a game screen when run by an electronic device.
[0011] According to another aspect of the embodiments of the present application, a computer program product is provided, comprising a computer program stored in a computer-readable storage medium. A processor of an electronic device reads the computer program from the computer-readable storage medium and executes the computer program, causing the electronic device to perform the above-described method for displaying a game screen.
[0012] According to another aspect of an embodiment of the present application, an electronic device is also provided, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the method for displaying a game screen through the computer program.
[0013] In an embodiment of the present application, a virtual game interface is displayed on the client interface, and a first screen is displayed in the virtual game interface, wherein the virtual game interface is the display interface of the virtual game, and the first screen is the game screen of the virtual game. If the player wants to switch to other application interfaces or exit the virtual game interface, in order to avoid missing the key moment in the virtual game, the player can trigger a window display request, thereby responding to the window display request triggered for the virtual game interface, replacing the virtual game interface displayed on the client interface with a game floating window, and displaying a second screen in the game floating window, wherein the display area of the game floating window is smaller than the display area of the virtual game interface, and the second screen is composed of the first screen and key information of the virtual game, and the key information is used to prompt the game progress of the virtual game. By using a game floating window instead of a virtual game interface, the game screen of the virtual game can still be displayed when the player switches to other application interfaces or exits the virtual game interface. Compared to the screen display of the virtual game interface, the player can independently decide to display other valid screens based on the display of the game floating window. In this way, even if the display content of the game screen decreases in appeal to the player, the other valid screens independently determined by the player can still ensure the efficiency of transmitting effective information. At the same time, this embodiment also combines the main game screen and key information in the game floating window to ensure that the player can still accurately and intuitively obtain valuable key information in the virtual game during the display of the game floating window, thereby achieving the purpose of ensuring the transmission of effective information and the timely display of valuable key information in the virtual game while the game screen is displayed in the game floating window, thereby achieving the technical effect of taking into account both the effectiveness and timeliness of the display of the game screen, and thus solving the technical problem that the display of the game screen cannot take into account both effectiveness and timeliness. BRIEF DESCRIPTION OF THE DRAWINGS
[0014] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:
[0015] FIG1 is a schematic diagram of an application environment of an optional method for displaying a game screen according to an embodiment of the present application;
[0016] FIG2 is a schematic diagram of a process of an optional method for displaying a game screen according to an embodiment of the present application;
[0017] FIG3 is a schematic diagram of an optional method for displaying a game screen according to an embodiment of the present application;
[0018] FIG4 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0019] FIG5 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0020] FIG6 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0021] FIG7 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0022] FIG8 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0023] FIG9 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0024] FIG10 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0025] FIG11 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0026] FIG12 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0027] FIG13 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0028] FIG14 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0029] FIG15 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0030] FIG16 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0031] FIG17 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0032] FIG18 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0033] FIG19 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0034] FIG20 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application;
[0035] FIG21 is a schematic diagram of an optional device for displaying a game screen according to an embodiment of the present application;
[0036] FIG22 is a schematic structural diagram of an optional electronic device according to an embodiment of the present application. DETAILED DESCRIPTION
[0037] In order to enable those skilled in the art to better understand the present invention, the following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments in the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of this application.
[0038] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0039] For ease of understanding, the following terms are explained:
[0040] Auto Chess: A subgenre of tactical strategy video games, often with elements similar to chess, and in some ways a wargame. Players place characters on a grid-shaped battlefield during a preparation phase, and the characters then automatically battle each other, usually without further input from the player.
[0041] Small window / floating window small screen: Small window mode, located at the top of the interface; users can perform other operations and browse on the small window while operating an application.
[0042] According to one aspect of an embodiment of the present application, a method for displaying a game screen is provided. Optionally, as an optional implementation, the method for displaying a game screen may be, but is not limited to, applied in the environment shown in FIG1 . The environment may include, but is not limited to, a user device 102 and a server 112 . The user device 102 may include, but is not limited to, a display 104 , a processor 106 , and a memory 108 . The server 112 may include a database 114 and a processing engine 116 .
[0043] The specific process can be as follows:
[0044] In step S102, the user device 102 displays the virtual game interface on the client interface and displays the first screen in the virtual game interface; further obtaining a window display request triggered by the virtual game interface, wherein the window display request is used to request that the game screen of the virtual game be displayed via a game floating window;
[0045] Step S104, sending the window display request to the server 112 via the network 110;
[0046] Step S106: The server 112 responds to the window display request and further obtains a second screen through the processing engine 116, wherein the second screen is composed of the first screen and key information of the virtual game;
[0047] In step S108 , the second picture is sent to the user device 102 via the network 110 . The user device 102 displays the second picture in the game floating window of the display 104 via the processor 106 , thereby replacing the virtual game interface, and stores the second picture in the memory 108 .
[0048] In addition to the example shown in Figure 1, the above-mentioned terminal device can be a terminal device configured with a target client, which can include but is not limited to at least one of the following: a mobile phone (such as an Android phone, an iOS phone, etc.), a laptop computer, a tablet computer, a PDA, an MID (Mobile Internet Devices), a PAD, a desktop computer, a smart TV, etc. The target client can be a video client, an instant messaging client, a browser client, an education client, etc. The above-mentioned network can include but is not limited to: a wired network, a wireless network, wherein the wired network includes: a local area network, a metropolitan area network and a wide area network, and the wireless network includes: Bluetooth, WIFI and other networks that realize wireless communication. The above-mentioned server can be a single server, or it can be a server cluster composed of multiple servers, or a cloud server. The above is only an example, and no limitation is made to this in this embodiment.
[0049] Optionally, as an optional implementation, as shown in FIG2 , the method for displaying a game screen may be executed by an electronic device, which may be, for example, a user device or a server as shown in FIG1 , and the specific steps include:
[0050] S202, displaying a virtual game interface on the client interface, and displaying a first screen in the virtual game interface, wherein the virtual game interface is a display interface of the virtual game, and the first screen is a game screen of the virtual game;
[0051] S204, in response to a window display request triggered by the virtual game interface, the virtual game interface displayed on the client interface is replaced with a game floating window, and a second screen is displayed in the game floating window, wherein the display area of the game floating window is smaller than the display area of the virtual game interface, and the second screen is composed of the first screen and key information of the virtual game, and the key information is used to prompt the game progress of the virtual game.
[0052] Optionally, in this embodiment, the above-mentioned method for displaying the game screen can be applied, but not limited to, in multiplayer competitive game scenarios, such as Multiplayer Online Battle Arena (MOBA) game scenarios, where players often face unskippable waiting times. During this period, players may find that the displayed content of the game screen is less attractive and the efficiency of information transmission is reduced, that is, the display effectiveness is low. To help players better pass this waiting time, some players will choose to switch to other application interfaces, but doing so may cause them to miss key moments in the game, such as the start of a team battle or the completion of an important skill cooldown.
[0053] In order to overcome the above problems, this embodiment will display a game floating window on the client interface when the player exits the virtual game interface or switches to other application interfaces. The area of this game floating window will be smaller than the display area of the virtual game interface, and in this game floating window, a second screen will be displayed. The second screen consists of the main screen of the current virtual game (i.e., the first screen) and key information about the virtual game, such as skill cooldown time, teammate resurrection progress, etc. In this way, even while waiting, players can quickly see key information and make better decisions. At the same time, since key information is displayed in a game floating window, players do not need to worry about missing important moments.
[0054] Alternatively, in this embodiment, the client interface can be understood as the lowest-level interface running on a user terminal (such as a mobile phone, computer, etc.). Whether it is a virtual game, browser, social media application, or any other application, when it is launched, it will be displayed on the client interface. In other words, the client interface is the basis for users to interact with the application.
[0055] As for the relationship between the client interface and the virtual game interface, the client interface is optionally located at the bottom layer and is the basis for the user to interact with the application. The virtual game interface, as part of the virtual game, will also be displayed on the client interface, but the virtual game interface is a specific scene or environment within the virtual game.
[0056] Optionally, in this embodiment, the game floating window can be, but is not limited to, displayed after the player exits the virtual game interface. This means that when the player exits the virtual game interface and returns to the device's main screen (client interface) or other applications, the game floating window will still remain on the client interface, displaying information related to the virtual game. Without interfering with the player's main game experience, the game floating window can provide additional information or functions, with a smaller display area so as not to completely block the main game interface, thereby ensuring that the player can pay attention to the client interface and the content in the floating window at the same time. In addition, the game floating window can also be interactive, for example, the player can perform certain quick operations or settings in it without switching to other interfaces.
[0057] To illustrate further, let's assume a player is playing a strategy game and needs to wait for a building upgrade to complete, which is expected to take several minutes. During this time, the player may want to temporarily exit the virtual game interface to check social media, reply to messages, or do other things. When the player exits the virtual game interface, a floating game window automatically appears. This floating game window is of a moderate size and does not obscure important content in other apps or the home screen. In the floating game window, the player can see the real-time graphics of the virtual game, including the building being upgraded, the surrounding environment, and the dynamics of other players.
[0058] In addition, the game's floating window displays key information, such as building upgrade progress, remaining time, and other possible prompts (such as approaching enemies or new missions). This allows players to stay up-to-date on the latest virtual game developments through the floating window while attending to other matters. When building upgrades are completed or other important events occur, the floating window can also alert players through flashing, sound, or other means. This way, players will not miss any important moments due to temporarily leaving the virtual game.
[0059] Optionally, in this embodiment, key information may refer to, but is not limited to, data or knowledge that is crucial for achieving a certain goal or making a decision in a specific situation, such as information that can influence a player's decision-making or game progress. For example, skill cooldowns, respawn times, character health, mana, equipment status, teammate or enemy locations, teammate or enemy action status, game objectives, mission progress indicators, and important markers or events on the map may be displayed as key information in the game floating window.
[0060] It should be noted that through the game floating window, players can still view the game screen when exiting the virtual game interface or switching to other applications. Compared with the complete virtual game interface, the game floating window allows players to view other content at the same time, maintaining the efficiency of information transmission. The game floating window combines the game screen and key information, ensuring that players can quickly obtain valuable information in the virtual game. In this way, this embodiment ensures both the effective transmission of information and the timely display of key information, thereby taking into account the display effectiveness and timeliness of the game screen, and improving the gaming experience.
[0061] To further illustrate, optionally, as shown in (a) of Figure 3 , a virtual game interface 304 is displayed on the client interface 302, and a first screen 306 is displayed in the virtual game interface 304, wherein the virtual game interface 304 is the display interface of the virtual game, and the first screen 306 is the game screen of the virtual game; further, as shown in (b) of Figure 3 , in response to a window display request triggered by the virtual game interface 304, a game floating window 308 is displayed on the client interface 302, and a second screen is displayed in the game floating window 308, wherein the display area of the game floating window 308 is smaller than the display area of the virtual game interface 304, and the second screen is composed of the first screen 306 and key information 310 of the virtual game, and the key information 310 is used to prompt the game progress of the virtual game, such as "waiting time: 15 seconds".
[0062] Through the embodiments provided by the present application, a virtual game interface is displayed on the client interface, and a first screen is displayed in the virtual game interface, wherein the virtual game interface is the display interface of the virtual game, and the first screen is the game screen of the virtual game. If the player wants to switch to another application interface or exit the virtual game interface, in order to avoid missing the key moment in the virtual game, the player can trigger a window display request, so that in response to the window display request triggered on the virtual game interface, the virtual game interface displayed on the client interface is replaced with a game floating window, and a second screen is displayed in the game floating window, wherein the display area of the game floating window is smaller than the display area of the virtual game interface, and the second screen consists of the first screen and key information of the virtual game, and the key information is used to prompt the game progress of the virtual game. By using the game floating window instead of the virtual game interface, the game screen of the virtual game can still be displayed when the player switches to other application interfaces or exits the virtual game interface. Compared with the screen display of the virtual game interface, the player can independently decide to display other valid screens based on the display of the game floating window. In this way, even if the display content of the game screen is less attractive to the player, the other valid screens determined by the player can still ensure the efficiency of transmitting effective information. At the same time, this embodiment also combines the main game screen and key information in the game floating window to ensure that players can still accurately and intuitively obtain valuable key information in the virtual game during the display of the game floating window, thereby achieving the purpose of displaying the game screen in the game floating window while ensuring the transmission of effective information and the timely display of valuable key information in the virtual game, thereby achieving the technical effect of taking into account both the display effectiveness and display timeliness of the game screen.
[0063] As an optional solution, a second screen is displayed in the game floating window, including:
[0064] The first screen and process prompt information are displayed in the game floating window, wherein the process prompt information is used to prompt the running status of at least one sub-process in the virtual game, and the key information includes the process prompt information.
[0065] Optionally, in this embodiment, the progress prompt information may refer to, but is not limited to, key information displayed in the game floating window, which is used to inform the player about the running status of at least one sub-process in the virtual game. These sub-processes can be tasks, dungeons, activities, or other content related to the game process.
[0066] For example, the progress of the current sub-process can be optionally displayed, such as how much of a task has been completed, or how much of a mission is left to complete. This can help players understand their progress in the virtual game and how much more they need to complete to reach the goal.
[0067] If a sub-progression has a time limit, such as a timed quest or activity, the progress tooltip will display the remaining time. This helps players manage their time and ensure they complete the quest or activity in a timely manner.
[0068] In multiplayer games, progress prompts may display the status of teammates or team members, such as their health, mana, whether they are online, whether they are ready, etc. This can help players better coordinate team actions and improve the efficiency of teamwork.
[0069] Additionally, in some cases, progress prompts may highlight moments where players need to make critical decisions, such as choosing to attack or defend in a strategy game or selecting dialogue options in a role-playing game. This can help players better understand the game context and make better decisions. Depending on the specific design of the virtual game, progress prompts may also include other information related to the current sub-progression, such as specific game rules, conditions, rewards, etc.
[0070] It should be noted that this embodiment, by displaying a second screen within the game's floating window, allows players to more effectively manage their time and attention, allowing them to maintain focus on the virtual game while handling other tasks, thereby improving the efficiency and quality of the gaming experience. Furthermore, because the second screen includes progress prompts, it improves the efficiency of managing sub-processes within the virtual game, enabling faster decision-making and response, and ultimately achieving better performance in the virtual game.
[0071] To illustrate further, let's assume a player is playing a massively multiplayer online role-playing game (MMORPG) and an important raid is in progress. Because the raid is taking a long time, the player decides to temporarily exit the virtual game interface to attend to other matters. At this point, the game's floating window displays a second screen, which includes the first screen showing the real-time status of the raid, as well as progress indicators displaying key information such as raid progress, remaining time, and teammate status.
[0072] Through the embodiments provided by the present application, a first screen and process prompt information are displayed in a floating window of the game, wherein the process prompt information is used to prompt the running status of at least one sub-process in the virtual game, and key information includes the process prompt information, thereby achieving the purpose of improving the management efficiency of the sub-processes in the virtual game, thereby achieving the technical effect of taking into account both the display effectiveness and the timeliness of the game screen.
[0073] As an optional solution, the first screen and progress prompt information are displayed in the game floating window, including (not shown in the figure):
[0074] S1-1, displaying a first screen and first process information in a game floating window, wherein the first process information is used to prompt the stage and round to which the sub-process currently running in the virtual game belongs, and the process prompt information includes the first process information; or,
[0075] S1-2, displaying a first picture and first time information in the game floating window, wherein the first time information is used to prompt the remaining time from the end of the sub-process currently running in the virtual game; or
[0076] S1-3, displaying a first screen, second process information, and second time information in the game floating window, wherein the second process information is used to indicate the stage and round to which the currently running sub-process of the virtual game belongs, and the second time information is used to indicate the remaining time from the end of the stage to which it belongs, or the remaining time from the end of the round to which it belongs; or
[0077] S1-4, displaying the first screen, third process information and third time information in the game floating window, wherein the third process information is used to prompt that the sub-process currently running in the virtual game belongs to the specified game event, and the third time information is used to prompt the remaining time from the end of the specified game event.
[0078] Optionally, in this embodiment, the first screen and first process information are displayed simultaneously in the floating window. The first process information tells the player the stage and round of the currently running sub-process. For example, in a strategy game, the player is playing a campaign consisting of multiple rounds. When the player temporarily exits the game, the game floating window will display the current round of a certain stage of the campaign. If the current round is the first round of the first stage of the campaign, the first process information may indicate that the currently running sub-process is in the first round of the first stage.
[0079] Optionally, in this embodiment, the game floating window displays a first screen and first time information. The first time information prompts the player how much time is left until the currently running sub-process ends. For example, in a time-limited task, the game floating window will display the total time from the start to the end of the task, as well as the remaining time.
[0080] Optionally, in this embodiment, the game floating window displays a first screen, second progress information, and second time information. The second progress information tells the player the stage and round of the current sub-process, while the second time information indicates the remaining time until the end of the stage or round, indicating how much time remains until the end of the stage or round. This is suitable for more complex, staged tasks or activities.
[0081] Optionally, in this embodiment, the game floating window displays a first screen, third process information, and third time information. The third process information indicates to the player that the currently running sub-process is related to a specific game event, while the third time information indicates the remaining time until the event ends. For example, in an MMORPG, the floating window may display the start and end times of a world boss battle, as well as the current progress of the battle.
[0082] It should be noted that when players switch to other applications or exit the virtual game interface during gameplay, the game's floating window can display a variety of information related to the current game process, helping players better understand and manage in-game sub-processes. By displaying this detailed information in the game's floating window, players can more effectively manage their time and attention, maintaining deep engagement in the virtual game. They can adjust strategies, make decisions, interact with other players, and more based on the information displayed in the game's floating window, achieving a more efficient and targeted gaming experience. This achieves a technical effect that balances the continuity and effectiveness of the gaming experience at multiple levels.
[0083] For example, let's assume a player is playing a card battle game in a three-stage tournament. When the player exits the virtual game interface, a floating window will display that they are currently in the third round of the second of three stages. This second stage has five rounds, and there are two minutes remaining. This allows the player to quickly understand the current state of the virtual game and make appropriate decisions.
[0084] Through the embodiments provided by the present application, a first screen and first process information are displayed in a game floating window, wherein the first process information is used to prompt that the sub-process currently running in the virtual game belongs to the first round of the first stage, and the process prompt information includes the first process information; or, a first screen and first time information are displayed in the game floating window, wherein the first time information is used to prompt the remaining time of the sub-process currently running in the virtual game from the end of the running process; or, a first screen, second process information, and second time information are displayed in the game floating window, wherein the second process information is used to prompt the stage and round to which the sub-process currently running in the virtual game belongs, and the second time information is used to prompt the remaining time from the end of the stage to the end of the stage, or the remaining time from the end of the round to which the round belongs; or, a first screen, third process information, and third time information are displayed in the game floating window, wherein the third process information is used to prompt that the sub-process currently running in the virtual game belongs to a specified game event, and the third time information is used to prompt the remaining time from the end of the specified game event, thereby achieving the purpose of a more efficient and targeted gaming experience, thereby achieving the technical effect of taking into account the continuity and effectiveness of the gaming experience at multiple levels.
[0085] As an optional solution, the virtual game interface displayed on the client interface is replaced with a game floating window, and a second screen is displayed in the game floating window, including (not shown in the figure):
[0086] S2-1, displaying a game floating window in a small window mode on the client interface, displaying key information in the game floating window in the small window mode, and maintaining a static first screen, wherein the static first screen is one frame of a plurality of frames of game screens continuously played by the virtual game; or
[0087] S2-2, displaying a game floating window in a large window mode on the client interface, and displaying key information and a first picture of dynamic playback in the game floating window in the large window mode, wherein the first picture of dynamic playback includes multiple frames of game pictures.
[0088] It should be noted that when players need to display the game floating window on the client interface during the game, there are two main display modes (small window mode and large window mode). In each mode, the content and method of displaying the game floating window are different.
[0089] By displaying a floating game window on the client interface, combined with key information and game screen display methods in different modes, players can maintain their focus and engagement in the virtual game while handling other tasks, improving multitasking efficiency and enabling players to better balance virtual gaming with other activities. Furthermore, through the dynamic playback of the first screen, players can more intuitively understand the real-time status of the virtual game, allowing them to make more accurate decisions and responses. This comprehensive display method achieves the technical effect of balancing the gaming experience and task processing efficiency on the client interface.
[0090] Optionally, in the small window mode of this embodiment, a floating game window is displayed on the client interface in a smaller size. This floating game window displays key information, typically including important prompts or status related to the game progress. Meanwhile, the first screen remains static, displaying one frame of the multiple frames of the virtual game continuously playing.
[0091] For example, a player playing a role-playing game needs to continuously monitor in-game auction house activity while browsing the web. A game floating window appears in small window mode next to the browser, displaying key information such as the current auction house status and remaining time. At the same time, a static game screen is displayed in the floating window, allowing players to quickly understand the current visual status of the game.
[0092] Optionally, in this embodiment, in the large window mode of this embodiment, the game floating window is displayed in a larger size on the client interface. In addition to displaying key information, this floating window can also dynamically play the first screen, that is, a continuous animation composed of multiple frames of game screens.
[0093] For example, a player might be playing a real-time strategy game and needs to observe the battlefield while writing a document. A floating game window appears next to the document editor in large window mode, displaying key information such as real-time battlefield dynamics and resource status. The floating game window also displays a dynamic game screen, allowing players to see real-time changes on the battlefield.
[0094] Through the embodiments provided by the present application, a game floating window in a small window mode is displayed on the client interface, and key information is displayed in the game floating window in the small window mode, and a static first screen is maintained, wherein the static first screen is one frame of the game screen among the multiple frames of the virtual game continuously played; or, a game floating window in a large window mode is displayed on the client interface, and key information and a dynamically played first screen are displayed in the game floating window in the large window mode, wherein the dynamically played first screen includes multiple frames of the game screen, thereby achieving the purpose of combining key information and game screens in different modes for display, thereby realizing the technical effect of taking into account both gaming experience and task processing efficiency on the client interface.
[0095] As an optional solution, after displaying the game floating window in small window mode on the client interface, displaying key information in the game floating window in small window mode, and maintaining a static first image, the method further includes: in response to a zoom adjustment operation performed on the game floating window in small window mode, displaying the game floating window in large window mode on the client interface, displaying key information and a dynamically played first image in the game floating window in large window mode;
[0096] As an optional solution, after displaying the game floating window in large window mode on the client interface, displaying key information in the game floating window in large window mode, and dynamically playing the first screen, the method further includes: in response to a zoom-out adjustment operation performed on the game floating window in large window mode, displaying the game floating window in small window mode on the client interface, displaying key information in the game floating window in small window mode, and maintaining the static first screen. The zoom-in adjustment operation can be any operation that triggers the zoom-in of the game floating window, such as a click on the zoom-in button of the game floating window; the zoom-out adjustment operation can be any operation that triggers the zoom-out of the game floating window, such as a click on the zoom-out button of the game floating window.
[0097] Optionally, in this embodiment, when switching from small window mode to large window mode, if the player feels the need to view the game in more detail, they can zoom in and adjust the floating game window in small window mode. In response, the floating game window in large window mode will be displayed on the client interface. In addition to key information, this floating game window in large window mode will also display the first frame of the dynamic playback, that is, a continuous animation consisting of multiple frames of game screen.
[0098] When switching from large window mode to small window mode, if players no longer need large window mode or want to return to the previous small window mode, they can shrink the large window mode floating game window. In response, the small window mode floating game window will be displayed on the client interface. In this small window mode floating game window, key information and a static first screen will be displayed.
[0099] For example, a player is continuously monitoring transaction information in an MMORPG in small window mode. Suddenly, the player notices a special item being auctioned and decides to take a closer look at the details of the item. The player clicks the zoom button on the game floating window, and the game floating window immediately switches to large window mode and starts dynamically playing game scenes related to the item.
[0100] After carefully reviewing the item details, the player decides to return to the small window mode to continue checking other transactions. The player clicks the shrink button on the game floating window, and the floating window immediately switches back to small window mode, displaying only key information related to the transaction and a static game screen.
[0101] It should be noted that this embodiment enhances the player's interactive experience by allowing players to freely switch between small and large window modes. In small window mode, players can quickly access key information without interfering with other tasks; in large window mode, players can gain a deeper understanding of the real-time game situation and make more informed decisions. This flexible switching mechanism enables players to better balance the relationship between games and other applications, improving the overall processing efficiency of virtual games.
[0102] Through the embodiments provided by the present application, in response to a zoom-in adjustment operation performed on a game floating window in a small window mode, a game floating window in a large window mode is displayed on the client interface, and key information and a dynamically played first picture are displayed in the game floating window in the large window mode; in response to a zoom-out adjustment operation performed on a game floating window in a large window mode, a game floating window in a small window mode is displayed on the client interface, and key information and a static first picture are displayed in the game floating window in the small window mode, thereby achieving the purpose of utilizing a flexible switching mechanism to enable players to better balance the relationship between games and other applications, thereby realizing the technical effect of improving the overall processing efficiency of virtual games.
[0103] As an optional solution, after displaying the game floating window in small window mode on the client interface, displaying key information in the game floating window in small window mode, and maintaining a static first screen, the method further includes:
[0104] S3-1, when the client interface changes, adjust the display area or display position of the game floating window in the client interface;
[0105] S3-2, if the display area of the adjusted game floating window is larger than the preset window area, displaying the game floating window in large window mode on the client interface, and displaying key information and the first frame of the dynamic playback in the game floating window in large window mode, wherein the display area of the game floating window in small window mode is smaller than or equal to the preset window area, and the display area of the game floating window in large window mode is larger than the preset window area;
[0106] As an optional solution, after displaying the game floating window in large window mode on the client interface, and displaying key information and the first screen of dynamic playback in the game floating window in large window mode, the method further includes:
[0107] S4-1, when the client interface changes, adjust the display area or display position of the game floating window in the client interface;
[0108] S4-2, if the display area of the adjusted game floating window is less than or equal to the preset window area, the game floating window in small window mode is displayed on the client interface, key information is displayed in the game floating window in small window mode, and the static first screen is maintained.
[0109] It should be noted that in some situations, players may adjust the size or layout of the client interface while using the game floating window. To ensure that the game floating window remains valid and visible, the game floating window needs to have a certain degree of adaptive capabilities.
[0110] Optionally, in this embodiment, for adaptive adjustment in small window mode, when a game floating window in small window mode is displayed on the client interface and the client interface changes (such as other applications opening or closing, resulting in a change in the available space on the interface), this embodiment will adaptively adjust the display area or display position of the floating window to ensure that it remains visible and does not interfere with other applications. If the adjusted floating window area exceeds the preset window area, this embodiment will automatically switch it to large window mode and display the dynamic first screen.
[0111] Regarding adaptive adjustment in large window mode, when a game floating window in large window mode is displayed on the client interface and the client interface changes, this embodiment will also perform adaptive adjustment. However, if the adjusted floating window area is less than or equal to the preset window area, this embodiment will automatically switch it back to small window mode and display the static first screen.
[0112] For example, if a player is playing a game in small window mode and suddenly opens a video player that takes up a lot of screen space, the floating game window will automatically shrink and move to an empty area of the screen to ensure it remains visible. However, since the new display position causes its display area to exceed the preset window area, it will automatically switch to large window mode.
[0113] After watching a video, the player closes the video player, freeing up a significant amount of screen space. The game's floating window automatically expands to take advantage of the extra space. However, since its display area is now smaller than the default window size, it automatically switches back to small window mode.
[0114] Through the embodiments provided by the present application, when the client interface changes, the display area or display position of the game floating window in the client interface is adaptively adjusted; if the display area of the adjusted game floating window is larger than the preset window area, the game floating window in large window mode is displayed on the client interface, and key information and the first picture of dynamic playback are displayed in the game floating window in large window mode, wherein the display area of the game floating window in small window mode is less than or equal to the preset window area, and the display area of the game floating window in large window mode is larger than the preset window area; when the client interface changes, the display area or display position of the game floating window in the client interface is adaptively adjusted; if the display area of the adjusted game floating window is less than or equal to the preset window area, the game floating window in small window mode is displayed on the client interface, and key information and the static first picture are displayed in the game floating window in small window mode, thereby achieving the purpose and realizing the technical effect of improving the game floating window.
[0115] As an optional solution, the virtual game interface displayed on the client interface is replaced with a game floating window, and a second screen is displayed in the game floating window, including (not shown in the figure):
[0116] S5-1, if the window display request is a window request triggered for the virtual game interface for the first time, displaying a default mode game floating window on the client interface, and displaying a second screen in the default mode game floating window, wherein the default mode is a small window mode or a large window mode;
[0117] S5-2, if the window display request is not the first window request triggered, and the response window display request is the window request last triggered, when the display of the game floating window ends, the game floating window is in small window mode, the game floating window in small window mode is displayed on the client interface, key information is displayed in the game floating window in small window mode, and a static first screen is maintained, wherein the static first screen is one frame of the multiple frames of game screens continuously played by the virtual game;
[0118] S5-3, if the window display request is not the first window request triggered, and the response window display request is the window request triggered last time, when the display of the game floating window ends, the game floating window is in large window mode, and the game floating window in large window mode is displayed on the client interface, and key information and the first picture of dynamic playback are displayed in the game floating window in large window mode, wherein the first picture of dynamic playback includes multiple frames of game pictures.
[0119] It should be noted that when the player triggers the window display request for the first time, this embodiment will display the default mode game floating window on the client interface. This default mode can be small window mode or large window mode, depending on the system settings or the player's initial selection. In this game floating window, the second screen will be displayed. When the player triggers the window display request again (not the first trigger), the system will check which mode (small window mode or large window mode) was when the game floating window was last closed, and respond to this information to display the game floating window of the corresponding mode. If the last time was small window mode, then the game floating window in small window mode will also be displayed this time, and key information and the static first screen will be displayed therein; if the last time was large window mode, then the game floating window in large window mode will be displayed this time, and key information and the dynamically played first screen will be displayed therein.
[0120] For example, it is optional that, for example, when a player clicks the "floating window" button in the virtual game for the first time, in response to the window display request triggered for the first time, the game floating window in the default mode (such as small window mode) is displayed, and the second screen related to the virtual game is displayed therein. The player has previously opened the game floating window in large window mode and closed it. When the player clicks the "floating window" button again, it is detected that this is not the first trigger and that the last time the large window mode was closed, it is detected that this is not the first trigger. Therefore, this embodiment displays the game floating window in large window mode again, and displays key information and the dynamic first screen therein.
[0121] Through the embodiments provided by the present application, if the window display request is a window request that is triggered for the first time on the virtual game interface, a game floating window in the default mode is displayed on the client interface, and a second screen is displayed in the game floating window in the default mode, wherein the default mode is a small window mode or a large window mode; if the window display request is not a window request that is triggered for the first time, and it responds to the window request that was triggered last time by the window display request, when the display of the game floating window ends, the game floating window is in small window mode, the game floating window in small window mode is displayed on the client interface, and key information is displayed in the game floating window in small window mode, and a static first screen is maintained; if the window display request is not a window request that is triggered for the first time, and it responds to the window request that was triggered last time by the window display request, when the display of the game floating window ends, the game floating window is in large window mode, the game floating window in large window mode is displayed on the client interface, and key information is displayed in the game floating window in large window mode, and a dynamically played first screen is displayed, thereby achieving the purpose of intelligently remembering the state of the last game floating window (small window mode or large window mode) and restoring to this state when it is opened next time, thereby achieving the technical effect of improving the operating efficiency of the game floating window.
[0122] As an optional solution, in response to a window display request triggered by the virtual game interface, replacing the virtual game interface displayed on the client interface with a game floating window, and displaying the second screen in the game floating window, the method further includes:
[0123] When an important game event occurs in the virtual game, event prompt information is displayed in the game floating window, wherein the event prompt information is used to prompt the occurrence of the important game event.
[0124] Optionally, in this embodiment, significant game events may refer to, but are not limited to, events that occur during the game process and have a significant impact on the player's gaming experience or are of particular significance. These events are typically related to the game's plot, quests, character interactions, or other core gameplay mechanics. For example, in some story-driven virtual games, specific plot events or decision points may be considered significant game events. For example, when the player reaches a critical plot turning point and needs to make a choice that affects the direction of the story, this decision point is considered a significant game event. Alternatively, in most virtual games, main quests or major challenges constitute the core content of the game. When a major quest begins, updates, or completes, these can all be considered significant game events. Alternatively, in some virtual games, players have the opportunity to earn special rewards, achievements, or honors. When such an opportunity arises, or when the player successfully unlocks a special reward, these can also be considered significant events.
[0125] It should be noted that when the player uses the game floating window, if some important game event occurs in the virtual game (such as a key task, special reward or other important update), this embodiment will display event prompt information in the floating window to ensure that the player does not miss these important information or opportunities.
[0126] For example, let's assume a player is playing an MMORPG and using a game floating window to continuously monitor the virtual game. Suddenly, a timed quest appears in the virtual game, requiring the player to complete it within a short period of time to receive a special reward. To ensure the player's attention to this quest, this embodiment displays an event notification in the game floating window, such as flashing red text or a special icon, to alert the player to the quest.
[0127] Through the embodiments provided by the present application, when an important game event occurs in a virtual game, event prompt information is displayed in the game floating window, wherein the event prompt information is used to prompt the occurrence of important game events, thereby achieving the purpose of allowing players to obtain information about important events in the game in a timely manner when using the floating window mode to perform other tasks, thereby achieving the technical effect of improving the timeliness of important game events.
[0128] As an optional solution, during the process of displaying event prompt information in the game floating window, the method further includes: displaying a to-be-checked label in the game floating window, wherein the to-be-checked label is used to prompt that the important game event is in a to-be-checked state;
[0129] In response to a request to resume display triggered by the game floating window, a virtual game interface is displayed on the client interface, and a game screen where an important game event occurs is displayed in the virtual game interface, wherein the important game event is set to be in a viewed state.
[0130] It should be noted that this embodiment further enhances the player's gaming experience by introducing the pending tag and resume display request functionality. Players can use the game floating window while staying focused on important events in the virtual game. This immediacy and convenience improves player satisfaction and the overall appeal of the game. Furthermore, by setting important game events to a viewed status, unnecessary repeated prompts are avoided, making the player's gaming experience smoother and more efficient.
[0131] For example, let's assume that a player is browsing other applications using a game floating window, and an enemy invasion event occurs in the virtual game that requires urgent handling. This embodiment displays a flashing "To be viewed" label in the game floating window. The player notices this label and clicks it, triggering a restore display request. In response to this request, this embodiment displays the virtual game interface in full screen, directly locates the location of the enemy invasion, and displays the relevant battle screen. After the player successfully defends against the enemy invasion, the event is set to the viewed state, and the To be viewed label in the game floating window disappears.
[0132] Through the embodiments provided by the present application, a to-be-viewed label is displayed in a game floating window, wherein the to-be-viewed label is used to prompt that important game events are in a to-be-viewed state; in response to a resume display request triggered on the game floating window, a virtual game interface is displayed on the client interface, and a game screen where an important game event occurs is displayed in the virtual game interface, wherein the important game event is set to be in a viewed state, thereby achieving the purpose of maintaining attention to important events in the virtual game while using the game floating window, thereby realizing the technical effect of improving the display effectiveness of the game floating window.
[0133] As an optional solution, in response to a window display request triggered by the virtual game interface, before replacing the virtual game interface displayed on the client interface with a game floating window and displaying the second screen in the game floating window, the method further includes (not shown in the figure):
[0134] S6-1, displaying a window setting interface in the virtual game interface, wherein the window setting interface is used to set a display function of a game floating window;
[0135] S6-2, in response to the function start request triggered by the window setting interface, the display function of the game floating window is set to the on state, wherein the virtual game interface set to the on state allows the window display request to be triggered.
[0136] It should be noted that this embodiment significantly enhances the flexibility and adaptability of virtual games by introducing a window settings interface and a function activation request mechanism. Players can adjust the display settings of the game floating window according to their needs and scenarios, thereby obtaining the optimal gaming experience in different situations. This personalized setting option enriches the game's interactive methods, meets the unique needs of different players, and further enhances the game's appeal and user satisfaction.
[0137] For example, it is optional to assume that a player enters a virtual game that supports the game floating window function for the first time. Before the virtual game starts, a window setting interface is displayed, allowing the player to select the size, transparency, position and other settings of the game floating window. After the player completes the settings according to his or her preferences, he or she clicks an "on" button to trigger a function activation request. In response to this request, the display function of the game floating window is set to the on state. Thus, when the player triggers a window display request in the virtual game (such as by clicking on a specific user interface (UI) element), a customized game floating window will be displayed on the client interface, which contains the second screen that the player wants to view.
[0138] Through the embodiments provided by the present application, a window setting interface is displayed in a virtual game interface, wherein the window setting interface is used to set the display function of the game floating window; in response to a function start request triggered by the window setting interface, the display function of the game floating window is set to the on state, wherein the virtual game interface set to the on state allows the window display request to be triggered, thereby achieving the purpose of enriching the game's interactive mode and meeting the unique needs of different players, thereby realizing the technical effect of improving the interactive flexibility of the virtual game.
[0139] As an optional solution, after the display function of the game floating window is set to be on in response to the function activation request triggered by the window setting interface, the method further includes (not shown in the figure):
[0140] S7-1, if an interface exit operation executed on the virtual game interface is obtained, a window display request is triggered; or,
[0141] S7-2: If an interface jump operation executed on another application interface is obtained, a window display request is triggered.
[0142] It should be noted that this embodiment further optimizes the player's gaming experience by automatically triggering window display requests. Whether the player is in a virtual game or switching between other applications, the game floating window provides continuous information and functional support. This seamless integration and efficient interaction improves player satisfaction and the overall appeal of the game. It also strengthens the connectivity between the game and other applications, creating a smoother and more convenient multitasking environment for players.
[0143] For example, let's assume a player is currently using a game floating window to view a map or character information, and then decides to temporarily exit the virtual game interface to check social media. Upon exiting the interface or switching to a social media application, this embodiment automatically triggers a window display request. Therefore, even when the player is currently in the social media application, the game floating window remains visible, providing convenient access to information or functionality.
[0144] Through the embodiments provided by the present application, if an interface exit operation is obtained for a virtual game interface, a window display request is triggered; or if an interface jump operation is obtained for other application interfaces, a window display request is triggered, thereby achieving the purpose of creating a smoother and more convenient multi-tasking environment for players, thereby realizing the technical effect of improving the operating efficiency of the game floating window.
[0145] As an optional solution, in response to a window display request triggered by the virtual game interface, the virtual game interface displayed on the client interface is replaced with a game floating window, and before the second screen is displayed in the game floating window, the method also includes: during the process of displaying the virtual game interface on the client interface and displaying the first screen in the virtual game interface, if an idle game event occurs in the virtual game, a virtual waiting control associated with the idle game event is displayed in the virtual game interface, wherein the idle game event is a game event in the virtual game that allows separation from active operation; in response to a selection operation performed on the virtual waiting control, a window display request is triggered.
[0146] It should be noted that this embodiment significantly enhances the game's interactivity and convenience by introducing a virtual wait control and a mechanism for triggering window display requests. Players can easily switch between idle game events and other tasks without worrying about missing any important information or opportunities. This seamless integration and efficient interaction improves player satisfaction and the overall appeal of the game. It also makes the game more adaptable to the multitasking needs and pace of life of modern players, creating a more flexible and convenient gaming experience for players.
[0147] For example, let's assume a player sets an idle task in the game where their character automatically fishes. When this task begins, this embodiment displays an associated virtual waiting control in the virtual game interface, such as a progress bar indicating the progress of the fishing. Players can click on this progress bar at any time to view more information about the fishing (such as the fish caught, the fishing location, etc.). When they click on the progress bar, this embodiment automatically triggers a window display request and displays a floating game window on the screen containing detailed information related to the fishing event.
[0148] Through the embodiments provided by the present application, when an idle game event occurs in a virtual game, a virtual wait control associated with the idle game event is displayed in the virtual game interface, wherein the idle game event is a game event in the virtual game that allows separation from active operations; in response to a selection operation performed on the virtual wait control, a window display request is triggered, thereby achieving the technical effect of improving the display effectiveness of the idle game event.
[0149] As an optional solution, in response to a window display request triggered by the virtual game interface, the virtual game interface displayed on the client interface is replaced with a game floating window, and a second screen is displayed in the game floating window, including (not shown in the figure):
[0150] S8-1, in response to a window display request triggered by the virtual game interface, replacing the virtual game interface displayed on the client interface with a game floating window, and displaying a first screen and key information of an idle game event in the game floating window;
[0151] After, in response to the window display request triggered on the virtual game interface, replacing the virtual game interface displayed on the client interface with a game floating window, and displaying a second screen in the game floating window, the method further includes:
[0152] S8-2, when the idle game event ends, the virtual game interface is restored to display on the client interface.
[0153] It should be noted that this embodiment simultaneously displays key information about the first screen and idle game events in the game floating window, allowing players to more intuitively understand the current game status and the progress of idle tasks. This immediacy and transparency improves player satisfaction and the overall appeal of the game. Furthermore, the mechanism that automatically restores the virtual game interface when the idle game event ends ensures game continuity and smoothness, reducing the cognitive burden and time cost for players when switching between operations. This efficient and convenient processing method enhances the game's playability and user experience, allowing players to enjoy the game more happily.
[0154] For example, it is optional to assume that a player sets an idle task in the game for a character to automatically collect resources and associates a virtual wait control. When the player clicks this control, this embodiment triggers a window display request and displays a game floating window on the client interface. In this game floating window, the player can see the scene where the character is collecting resources (the first screen), as well as the number and type of resources collected (key information). When the collection task is completed, this embodiment automatically hides the floating window and restores the display of the virtual game interface, allowing the player to continue with other game tasks.
[0155] Through the embodiments provided in the present application, a game floating window is displayed on the client interface, and key information of the first screen and the idle game event is displayed in the game floating window; when the idle game event ends, the virtual game interface is restored to the client interface, thereby achieving the technical effect of improving the execution efficiency of the idle game event while ensuring the display validity of the idle game event.
[0156] As an optional solution, after displaying the virtual game interface on the client interface and displaying the first screen in the virtual game interface, the method further includes (not shown in the figure):
[0157] S9-1, in response to a window request triggered on the virtual game interface, displaying window prompt information, wherein the window prompt information is used to prompt that a game floating window is ready to be displayed;
[0158] S9-2, in response to the secondary window request triggered by the window prompt information, displaying a game floating window on the client interface; or, in response to the tertiary window request triggered by the window prompt information, displaying a background application interface on the client interface, wherein the background application interface displays at least one application running in the background, and at least one application includes an application for a virtual game.
[0159] It should be noted that this embodiment significantly enhances the player's interactive experience by responding to window requests step by step and displaying corresponding prompt information, game floating windows, and background application interfaces. This embodiment ensures that players can quickly switch between different tasks and applications without having to exit the game or interrupt their current activity. This not only increases the appeal and playability of the game, but also enables players to manage their time and tasks more efficiently. At the same time, by displaying the background application interface, players can easily switch between different applications, thereby maintaining control and management of multiple tasks. This flexibility and convenience further enhance the user experience and appeal of the game.
[0160] For example, it is optional to assume that the player is playing a game and wants to temporarily view some other information or applications. The player first triggers a window request on the virtual game interface (such as clicking on a specific UI element). In response to this request, this embodiment displays a window prompt message to inform the player that they can view a game floating window. If the player clicks on this window prompt message, triggering a secondary window request, this embodiment will display a game floating window containing some additional game information or functions. If the player wants to view other applications running in the background, he can trigger three window requests by long pressing the prompt message. In response, the system will display the background application interface, listing all applications running in the background, including the virtual game that the player is playing.
[0161] Through the embodiments provided by the present application, in response to a window request triggered by a virtual game interface, window prompt information is displayed, wherein the window prompt information is used to prompt that a game floating window is ready to be displayed; in response to a second window request triggered by the window prompt information, a game floating window is displayed on the client interface; in response to a third window request triggered by the window prompt information, a background application interface is displayed on the client interface, wherein the background application interface displays at least one application running in the background, and at least one application includes an application for a virtual game, thereby achieving the purpose of providing an intuitive and efficient way to access and control multiple application interfaces, thereby realizing the technical effect of improving the efficiency of multi-tasking.
[0162] As an optional solution, after displaying the game floating window on the client interface in response to the window display request triggered by the virtual game interface and displaying the second screen in the game floating window, the method further includes:
[0163] When a key node is triggered during the game process of the virtual game, a voice prompt provides key information of the key node.
[0164] Alternatively, in this embodiment, key nodes in a virtual game refer to events, situations, or moments that are of particular importance, significantly impact the game's progress, or involve crucial decisions. For example, key nodes may appear in the plot of a virtual game, serving as turning points in the storyline. These nodes are typically climaxes of the plot, interactions between key characters, or moments where important information is revealed. Players' decisions and actions at these nodes may have a profound impact on the development of the story, even changing the direction and outcome of the virtual game.
[0165] In virtual games, players often need to complete a series of tasks to advance the game. Some of these tasks may be of greater importance and urgency, constituting key moments. These tasks may involve crucial combat, puzzle solving, exploration, or other challenges, and are crucial to the overall progression of the virtual game and the player's character development. In some cases, players must make important decisions within the virtual game that can significantly impact the progress and outcome of the virtual game. These decision points constitute key moments, requiring players to carefully consider various options and make wise choices.
[0166] It should be noted that this embodiment significantly enhances the player's gaming experience by providing voice prompts with key information when key points in the virtual game's gameplay are triggered. This immediate voice prompt ensures that players can promptly access important information related to the game's progress, allowing them to make more informed and effective decisions. This not only improves the game's playability and appeal, but also reduces the likelihood of players making mistakes due to lack of information at critical moments. At the same time, voice prompts also provide players with a more intuitive and immersive way to interact, allowing them to more deeply experience the game's atmosphere and context. This comprehensive improvement further enhances the user experience and satisfaction of the game.
[0167] For example, let's assume a player is playing a role-playing game and a key node is triggered at a critical moment (e.g., a conversation with an important non-player character (NPC), an upcoming battle, etc.). While displaying the second screen in the floating window, this embodiment provides a voice prompt to the player: "Attention, you are about to enter a battle with an evil wizard. Please ensure you have the necessary equipment and skills prepared." This voice prompt provides the player with important information about the upcoming challenge, allowing the player to prepare accordingly.
[0168] Through the embodiments provided by the present application, when a key node is triggered during the game process of a virtual game, a voice prompt provides key information of the key node, thereby reducing the possibility of players making mistakes due to lack of information at critical moments, thereby achieving the technical effect of improving the timeliness of prompts for key nodes.
[0169] As an optional solution, for ease of understanding, the above-mentioned method of displaying the game screen is applied to auto chess games. When players use mobile devices to play auto chess games, there are problems with the complex multiplayer competition stage and long waiting time. Players need to pay close attention to the level content and countdown, but they are also annoyed by the waiting time of a few seconds to more than twenty seconds in each stage. This embodiment provides a small window method based on a mobile phone, which adapts the functional content according to different window sizes. When zoomed in, the game can be played completely, and when zoomed out, it reminds players of important events and countdown time points. It provides players with a better experience of playing while opening other applications (Application, APP).
[0170] Alternatively, in this embodiment, as shown in FIG4 , when an Auto Chess game is displayed in a small window (i.e., a floating game window), the entire game interface can only be placed in the small window interface. However, a complex virtual game interface with small controls like Auto Chess cannot be operated or seen clearly after being shrunk, and detailed stages and events of the Auto Chess game cannot be specifically displayed. Players may miss various important selection nodes when using the small window, which has a decisive adverse impact on the virtual game. If players frequently switch backends on their mobile phones, most hardware performance may cause fatal problems such as killing backends and restarting applications, seriously affecting the rhythm of the game.
[0171] Optionally, in this embodiment, taking the auto chess game as an example, as shown in FIG5 , the small window prompts information that is strongly related to the game stage and events, such as countdown, stage, important event pop-up windows, etc.
[0172] Specifically, as shown in Figure 6, the auto chess game has a total of 8 stages, and each stage has a total of 7 rounds; n represents the stage, and the same events occur in each round; as shown in Figure 7, except for the draft round, each round will have a fixed cycle time and each has corresponding functional role; as shown in Figure 8, based on the region selected in round 1-1, each region may correspond to different important events.
[0173] Optionally, in this embodiment, as shown in Figure 9, players can turn on the "Small window when exiting the game" switch in the Auto Chess mobile game settings. As shown in Figure 10, swiping up on the game interface can access other apps or return to the phone desktop. For example, the first swipe up will display a bar. A second swipe up with a large margin will return to the phone desktop, while a smaller margin will enter the split-screen background interface, from which you can select other apps to access.
[0174] Optionally, in this embodiment, a small window interface, i.e., a floating game window, appears. The small window interface defaults to the size of the last small window. If it has never been a small window, it defaults to the maximum size. If the small window is large at this time, the real-time effect of the game is synchronized, and only the resolution is reduced for display, and the two key information of round-stage and countdown are magnified. As shown in Figure 11, "2-3" is stage-round, and "25s" is countdown. As shown in Figure 12, the small window can move the display position, for example, from the bottom of the client interface to the top of the client interface in Figure 12. Further, as shown in Figure 13, the small window can be directional adaptive according to landscape / portrait.
[0175] Optionally, in this embodiment, as shown in Figure 14 (a), the small window can be pinched with two fingers to adjust the window size; or, as shown in Figure 14 (b), the window size can be adjusted by pressing the pinch button. When the small window is small, the frame of the real-time game effect remains static and automatically covered with a black mask; the stage, stage name, countdown, important event information, and stage viewing status are displayed, and they change with the game round. As shown in Figure 15, clicking the expand button closes the small window and brings the game to the foreground.
[0176] Optionally, as to how to enter the small window mode, as shown in FIG16 , according to the game rules, the background stores multiple information such as the stage, stage name, countdown, important event name, etc.; detects whether the player turns on the "small window when exiting the game" switch, and if so; when the player slides up at the bottom of the interface, detects whether the player exits the game foreground according to the detection conditions of each mobile phone software system; if the player exits the game foreground, detects whether the player has ever entered the game small window mode; if not, the game is reduced to a small window-large size; if yes, the game is reduced to a small window-last size.
[0177] Optionally, in this embodiment, the real-time effect of the game is synchronized, and only the resolution is reduced for display; the two information of stage and countdown are magnified and change according to the changes in the game rounds; the actual stage is displayed as "round-stage"; the countdown for each stage is switched in accordance with the original game UI and rules, including the time shown in Figure 17.
[0178] Optionally, in this embodiment, the frame interface of the real-time effect of the game is framed, remains static (no longer broadcast in real time), and is automatically covered with a black mask; the stage, stage name, countdown, important event information, and stage viewing status are displayed, and change according to the changes in the game round; the display rules of the round, stage, and countdown are the same as those at large size and are no longer repeated; the stage name rules are shown in Figure 18, the switching time is synchronized with the game, and important events can be configured with different event names according to the game rules (important events and stage names may appear at the same time).
[0179] For example, the optional stage status is shown in Figure 19, which detects whether a new stage has started. If so: detect whether the player has exited the small window and restored the full screen state. If not, the small window will fixedly display the "Not Viewed" label; if so, the "Not Viewed" label disappears.
[0180] Optionally, in this embodiment, for the operation of the small window, it is determined whether the direction of the mobile phone is rotated. If so, the small window follows the rotation direction and angle changes of the screen; when the player's finger is pressed and dragged within the range of the small window, the small window follows the player's finger and moves within the screen boundary.
[0181] Optionally, in this embodiment, zooming (switching between large and small sizes) is shown in Figure 20. Press the zoom button and detect whether it is >0.2s. If so, it is regarded as triggering the zoom button. Drag your finger to zoom proportionally and adjust the size of the small window. The small window size is detected in real time. If the real-time size is <maximum size × 75%, the small window is "small size", otherwise it is "large size". The long side of the maximum size is ≤ the short side of the mobile phone resolution, and the long side of the minimum size is ≥ mobile phone resolution × 50%.
[0182] Optionally, in this embodiment, by clicking the expansion button, the small window is closed and the game is opened to the foreground, exiting the small window mode.
[0183] Through the embodiments provided by the present application, this embodiment provides a method in which players can view important nodes, node status, and countdowns of the Auto Chess game through a small window when the game exits to the background, which has the following beneficial effects: Auto Chess, as a multiplayer strategy game, has multiple key time nodes and corresponding content; when one's own decision is completed and waiting for others to adjust the relevant strategies of the chessboard, it is a long-term pain point to have nothing to do and feel bored; and after being impatient and cutting out of the game, it is found that the time node has been missed, the network is stuck, and the background is refreshed. Problems such as this are another pain point; this embodiment provides players with more freedom and peace of mind options, which improves the user experience; this embodiment provides an introduction and key information extraction prompts for each stage to prevent players from missing important information in the small window stage; when the control is too small and the operation cannot be performed at all, the operation is simply canceled and replaced with a key information prompt, which avoids the possibility of player misoperation.
[0184] It is understandable that in the specific implementation of this application, related data such as user information is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.
[0185] It should be noted that for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that this application is not limited by the order of the actions described, because according to this application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by this application.
[0186] According to another aspect of the embodiment of the present application, a device for displaying a game screen for implementing the above-mentioned method for displaying a game screen is also provided. As shown in FIG21 , the device includes:
[0187] A first display unit 2102 is configured to display a virtual game interface on the client interface and to display a first screen in the virtual game interface, wherein the virtual game interface is a display interface of the virtual game and the first screen is a game screen of the virtual game;
[0188] The second display unit 2104 is used to replace the virtual game interface displayed on the client interface with a game floating window in response to a window display request triggered by the virtual game interface, and display a second screen in the game floating window, wherein the display area of the game floating window is smaller than the display area of the virtual game interface, and the second screen is composed of the first screen and key information of the virtual game, and the key information is used to prompt the game progress of the virtual game.
[0189] For a specific embodiment, reference may be made to the example shown in the above-mentioned method for displaying the game screen, which will not be described in detail in this example.
[0190] As an optional solution, the second display unit 2104 includes:
[0191] The first display module is used to display the first screen and process prompt information in the game floating window, wherein the process prompt information is used to prompt the running status of at least one sub-process in the virtual game, and the key information includes the process prompt information.
[0192] For a specific embodiment, reference may be made to the example shown in the above-mentioned method for displaying the game screen, which will not be described in detail in this example.
[0193] As an optional solution, the first display module includes:
[0194] A first display submodule is configured to display a first screen and first process information in a game floating window, wherein the first process information is used to prompt the stage and round to which the subprocess currently running in the virtual game belongs, and the process prompt information includes the first process information; or
[0195] The second display submodule is configured to display a first screen and first time information in the game floating window, wherein the first time information is used to indicate the remaining time from the end of the subprocess currently running in the virtual game; or
[0196] The third display submodule is configured to display the first screen, the second process information, and the second time information in the game floating window, wherein the second process information is used to indicate the stage and round to which the subprocess currently running in the virtual game belongs, and the second time information is used to indicate the remaining time from the end of the stage to which it belongs, or the remaining time from the end of the round to which it belongs; or
[0197] The fourth display submodule is used to display the first screen, the third process information and the third time information in the game floating window, wherein the third process information is used to prompt that the subprocess currently running in the virtual game belongs to the specified game event, and the third time information is used to prompt the remaining time from the end of the specified game event.
[0198] For a specific embodiment, reference may be made to the example shown in the above-mentioned method for displaying the game screen, which will not be described in detail in this example.
[0199] As an optional solution, the second display unit 2104 includes:
[0200] The second display module is used to display a game floating window in a small window mode on the client interface, display key information in the game floating window in the small window mode, and maintain a static first picture, wherein the static first picture is one frame of a plurality of game frames continuously played by the virtual game; or
[0201] The third display module is used to display the game floating window in large window mode on the client interface, and to display key information and the first picture of dynamic playback in the game floating window in large window mode, wherein the first picture of dynamic playback includes multiple frames of game pictures.
[0202] For a specific embodiment, reference may be made to the example shown in the above-mentioned method for displaying the game screen, which will not be described in detail in this example.
[0203] As an optional solution, the device further includes: a fourth display module, configured to display a game floating window in a small window mode on the client interface, display key information in the game floating window in the small window mode, and maintain a static first image; and then, in response to a zoom adjustment operation performed on the game floating window in the small window mode, display a game floating window in a large window mode on the client interface, display key information in the game floating window in the large window mode, and dynamically play the first image;
[0204] Alternatively, the device also includes: a fifth display module, which is used to display a game floating window in a large window mode on the client interface, and display key information in the game floating window in the large window mode, and after the first picture is dynamically played, in response to a zoom-out adjustment operation performed on the game floating window in the large window mode, display a game floating window in a small window mode on the client interface, and display key information in the game floating window in the small window mode, and maintain a static first picture.
[0205] For a specific embodiment, reference may be made to the example shown in the above-mentioned method for displaying the game screen, which will not be described in detail in this example.
[0206] As an optional solution, the device further includes:
[0207] A first adjustment module is configured to display a game floating window in a small window mode on the client interface, display key information in the game floating window in the small window mode, and adjust the display area or display position of the game floating window in the client interface when the client interface changes after maintaining a static first screen;
[0208] a sixth display module, configured to display the game floating window in large window mode on the client interface if the adjusted display area of the game floating window is larger than the preset window area, and to display key information and the first dynamically played image in the game floating window in large window mode, wherein the display area of the game floating window in small window mode is smaller than or equal to the preset window area, and the display area of the game floating window in large window mode is larger than the preset window area;
[0209] The device also includes:
[0210] A second adjustment module is configured to display a game floating window in a large window mode on the client interface, display key information in the game floating window in the large window mode, and adjust the display area or display position of the game floating window in the client interface if the client interface changes after the first frame of the dynamic playback;
[0211] The seventh display module is used to display the game floating window in small window mode on the client interface if the display area of the adjusted game floating window is less than or equal to the preset window area, and to display key information in the game floating window in small window mode, and to maintain a static first screen.
[0212] For a specific embodiment, reference may be made to the example shown in the above-mentioned method for displaying the game screen, which will not be described in detail in this example.
[0213] As an optional solution, the second display unit 2104 includes:
[0214] an eighth display module, configured to display a game floating window in a default mode on the client interface if the window display request is a window request triggered for the virtual game interface for the first time, and to display a second screen in the game floating window in the default mode, wherein the default mode is a small window mode or a large window mode;
[0215] a ninth display module, configured to, if the window display request is not the first triggered window request and responds to the window request last triggered by the window display request, place the game floating window in a small window mode when display of the game floating window ends, display the game floating window in the small window mode on the client interface, display key information in the game floating window in the small window mode, and maintain a static first screen, wherein the static first screen is one frame of a plurality of frames of game screens continuously played by the virtual game;
[0216] The tenth display module is used to display the game floating window in large window mode on the client interface if the window display request is not the first window request triggered and responds to the window request triggered last time by the window display request. When the display of the game floating window ends, the game floating window is in large window mode, and key information and the first picture of dynamic playback are displayed in the game floating window in large window mode, wherein the first picture of dynamic playback includes multiple frames of game pictures.
[0217] For a specific embodiment, reference may be made to the example shown in the above-mentioned method for displaying the game screen, which will not be described in detail in this example.
[0218] As an optional solution, the device further includes:
[0219] The third display unit is used to replace the virtual game interface displayed on the client interface with a game floating window in response to a window display request triggered by the virtual game interface, and in the process of displaying the second screen in the game floating window, when an important game event occurs in the virtual game, display event prompt information in the game floating window, wherein the event prompt information is used to prompt the occurrence of important game events.
[0220] For a specific embodiment, reference may be made to the example shown in the above-mentioned method for displaying the game screen, which will not be described in detail in this example.
[0221] As an optional solution, the device further includes: a fourth display unit, configured to display a "to be viewed" tag in the game floating window during the process of displaying the event prompt information, wherein the "to be viewed" tag is used to prompt that the important game event is in a "to be viewed" state;
[0222] The device also includes:
[0223] The fifth display unit is used to display a virtual game interface on the client interface in response to a resume display request triggered by the game floating window, and to display a game screen where an important game event occurs in the virtual game interface, wherein the important game event is set to be in a viewed state.
[0224] For a specific embodiment, reference may be made to the example shown in the above-mentioned method for displaying the game screen, which will not be described in detail in this example.
[0225] As an optional solution, the device further includes:
[0226] a sixth display unit, configured to, in response to a window display request triggered on the virtual game interface, replace the virtual game interface displayed on the client interface with a game floating window, and before displaying the second screen in the game floating window, display a window setting interface in the virtual game interface, wherein the window setting interface is used to set a display function of the game floating window;
[0227] A setting unit is used to display a game floating window on the client interface in response to a window display request triggered by a virtual game interface, and before displaying a second screen in the game floating window, respond to a function start request triggered by a window setting interface, set the display function of the game floating window to the on state, wherein the virtual game interface set to the on state allows triggering a window display request.
[0228] For a specific embodiment, reference may be made to the example shown in the above-mentioned method for displaying the game screen, which will not be described in detail in this example.
[0229] As an optional solution, the device further includes:
[0230] A first triggering unit is configured to, after responding to a function activation request triggered on a window setting interface and setting a display function of a game floating window to an on state, trigger a window display request if an interface exit operation executed on a virtual game interface is obtained; or
[0231] The second trigger unit is used to trigger a window display request if an interface jump operation performed on other application interfaces is obtained after setting the display function of the game floating window to the on state in response to a function start request triggered on the window setting interface.
[0232] For a specific embodiment, reference may be made to the example shown in the above-mentioned method for displaying the game screen, which will not be described in detail in this example.
[0233] As an optional solution, the device further includes: a seventh display unit, configured to, in response to a window display request triggered by the virtual game interface, replace the virtual game interface displayed on the client interface with a game floating window, and before displaying the second screen in the game floating window, display the virtual game interface on the client interface; and, during the process of displaying the first screen in the virtual game interface, if an idle game event occurs in the virtual game, display a virtual waiting control associated with the idle game event in the virtual game interface, wherein the idle game event is a game event in the virtual game that allows disengagement from active operation;
[0234] The device further includes: a third triggering unit, configured to trigger a window display request in response to a selection operation performed on the virtual wait control.
[0235] For a specific embodiment, reference may be made to the example shown in the above-mentioned method for displaying the game screen, which will not be described in detail in this example.
[0236] As an optional solution, the device further includes:
[0237] an eighth display unit, configured to replace the virtual game interface displayed on the client interface with a game floating window in response to a window display request triggered by the virtual game interface, and to display key information of the first screen and the idle game event in the game floating window;
[0238] The ninth display unit is used to replace the virtual game interface displayed on the client interface with a game floating window in response to a window display request triggered by the virtual game interface, and after displaying the second screen in the game floating window, when the idle game event ends, restore the display of the virtual game interface on the client interface.
[0239] For a specific embodiment, reference may be made to the example shown in the above-mentioned method for displaying the game screen, which will not be described in detail in this example.
[0240] As an optional solution, the device further includes:
[0241] a tenth display unit, configured to display the virtual game interface on the client interface, and after displaying the first screen in the virtual game interface, display window prompt information in response to a window request triggered by the virtual game interface, wherein the window prompt information is used to prompt that a floating game window is ready to be displayed;
[0242] an eleventh display unit, configured to display a virtual game interface on the client interface, and after displaying a first screen in the virtual game interface, display a game floating window on the client interface in response to a secondary window request triggered by the window prompt information;
[0243] Alternatively, the twelfth display unit is used to display a virtual game interface on the client interface, and after displaying the first screen in the virtual game interface, in response to three window requests triggered by the window prompt information, display a background application interface on the client interface, wherein the background application interface displays at least one application running in the background, and the at least one application includes an application for a virtual game.
[0244] For a specific embodiment, reference may be made to the example shown in the above-mentioned method for displaying the game screen, which will not be described in detail in this example.
[0245] As an optional solution, the device further includes:
[0246] The voice unit is used to replace the virtual game interface displayed on the client interface with a game floating window in response to a window display request triggered by the virtual game interface, and after displaying a second screen in the game floating window, when the game process of the virtual game triggers a key node, voice prompt key information of the key node.
[0247] For a specific embodiment, reference may be made to the example shown in the above-mentioned method for displaying the game screen, which will not be described in detail in this example.
[0248] According to another aspect of the embodiment of the present application, an electronic device for implementing the above-mentioned method for displaying the game screen is also provided. The electronic device may be, but is not limited to, the user device 102 or the server 112 shown in Figure 1. This embodiment takes the electronic device as the user device 102 as an example. Further, as shown in Figure 22, the electronic device includes a memory 2202 and a processor 2204. The memory 2202 stores a computer program, and the processor 2204 is configured to execute the steps in any of the above-mentioned method embodiments through the computer program.
[0249] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.
[0250] Optionally, in this embodiment, the processor may be configured to execute any one of the methods in the aforementioned embodiments through a computer program.
[0251] Alternatively, those skilled in the art will appreciate that the structure shown in FIG22 is merely illustrative and does not limit the structure of the electronic device. For example, the electronic device may include more or fewer components (such as network interfaces) than those shown in FIG22, or may have a configuration different from that shown in FIG22.
[0252] Memory 2202 can be used to store software programs and modules, such as program instructions / modules corresponding to the method and apparatus for displaying game screens in the embodiments of the present application. Processor 2204 executes the software programs and modules stored in memory 2202 to perform various functional applications and data processing, thereby implementing the aforementioned method for displaying game screens. Memory 2202 can include high-speed random access memory (RAM) and can also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, memory 2202 can further include memory remotely located from processor 2204, which can be connected to the electronic device via a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof. Memory 2202 can specifically, but is not limited to, be used to store information such as the virtual game interface, the first screen, and the second screen. As an example, as shown in FIG. 22 , memory 2202 can include, but is not limited to, the first display unit 2102 and the second display unit 2104 of the aforementioned device for displaying the game screen. In addition, other module units in the display device of the above-mentioned game screen may also be included but not limited to, which will not be repeated in this example.
[0253] Optionally, the transmission device 2206 is configured to receive or send data via a network. Specific examples of the network may include a wired network and a wireless network. In one embodiment, the transmission device 2206 includes a network interface controller (NIC), which can be connected to other network devices and a router via a network cable to communicate with the Internet or a local area network. In one embodiment, the transmission device 2206 is a radio frequency (RF) module, which is configured to communicate with the Internet wirelessly.
[0254] In addition, the electronic device further includes: a display 2208 for displaying information such as the virtual game interface, the first screen, and the second screen; and a connection bus 2210 for connecting the various module components in the electronic device.
[0255] In other embodiments, the user device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting multiple nodes via network communication. The nodes may form a peer-to-peer network, and any computing device, such as a server, user device, or other electronic device, may become a node in the blockchain system by joining the peer-to-peer network.
[0256] According to one aspect of the present application, a computer program product is provided, comprising a computer program containing program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via a communication component and / or installed from a removable medium. When the computer program is executed by a central processing unit, the various functions provided in the embodiments of the present application are performed.
[0257] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0258] It should be noted that the computer system of the electronic device is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present application.
[0259] A computer system includes a central processing unit (CPU), which can perform various appropriate actions and processes based on programs stored in read-only memory (ROM) or programs loaded from the storage unit into random access memory (RAM). The RAM also stores various programs and data required for system operation. The CPU, the read-only memory, and the RAM are connected to each other via a bus. Input / output interfaces (I / O interfaces) are also connected to the bus.
[0260] The following components are connected to the input / output interface: an input section including a keyboard, mouse, etc.; an output section including a cathode ray tube (CRT), a liquid crystal display (LCD), and a speaker; a storage section including a hard disk; and a communication section including a network interface card such as a local area network card and a modem. The communication section performs communication processing via a network such as the Internet. A drive is also connected to the input / output interface as needed. Removable media such as magnetic disks, optical disks, magneto-optical disks, semiconductor memories, etc. are installed in the drive as needed so that computer programs read from them can be installed into the storage section as needed.
[0261] In particular, according to an embodiment of the present application, the processes described in the various method flow charts can be implemented as computer software programs. For example, an embodiment of the present application includes a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for executing the methods shown in the flow charts. In such an embodiment, the computer program can be downloaded and installed from a network via a communication portion, and / or installed from a removable medium. When the computer program is executed by a central processing unit, the various functions defined in the system of the present application are performed.
[0262] According to one aspect of the present application, a computer-readable storage medium is provided, and a processor of a computer device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the computer device executes the methods provided in the various optional implementations described above.
[0263] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for executing any of the methods of the aforementioned embodiments.
[0264] Alternatively, in the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program that has a predetermined function and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories), or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.
[0265] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing hardware related to the electronic device through a program, and the program may be stored in a computer-readable storage medium, which may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0266] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0267] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above-mentioned computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which can be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods of each embodiment of the present application.
[0268] In the above embodiments of the present application, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.
[0269] In the several embodiments provided in this application, it should be understood that the disclosed user equipment can be implemented in other ways. Among them, the device embodiments described above are merely illustrative. For example, the division of units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, and can be electrical or other forms.
[0270] Units described as separate components may or may not be physically separate, and components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0271] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.
[0272] The above is only a preferred embodiment of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.
Claims
1. A method for displaying a game screen, which is executed by an electronic device and includes: Displaying a virtual game interface on a client interface and displaying a first screen in the virtual game interface, where the virtual game interface is a display interface of a virtual game, and the first screen is a game screen of the virtual game; In response to a window display request triggered for the virtual game interface, replacing the virtual game interface displayed on the client interface with a game floating window and displaying a second screen in the game floating window, where the display area of the game floating window is smaller than the display area of the virtual game interface, and the second screen is composed of the first screen and key information of the virtual game, and the key information is used to prompt the game process of the virtual game.
2. The method according to claim 1, where displaying the second screen in the game floating window includes: Displaying the first screen and process prompt information in the game floating window, where the process prompt information is used to prompt the running status of at least one subprocess in the virtual game, and the key information includes the process prompt information.
3. The method according to claim 2, where displaying the first screen and process prompt information in the game floating window includes: Displaying the first screen and first process information in the game floating window, where the first process information is used to prompt the stage and round to which the currently running subprocess of the virtual game belongs, and the process prompt information includes the first process information; or, Displaying the first screen and first time information in the game floating window, where the first time information is used to prompt the remaining time of the currently running subprocess of the virtual game until it ends; or, Displaying the first screen, second process information, and second time information in the game floating window, where the second process information is used to prompt the stage and round to which the currently running subprocess of the virtual game belongs, and the second time information is used to prompt the remaining time of the stage to which it belongs until the stage ends, or the remaining time of the round to which it belongs until the round ends; or, Displaying the first screen, third process information, and third time information in the game floating window, where the third process information is used to prompt that the currently running subprocess of the virtual game belongs to a specified game event, and the third time information is used to prompt the remaining time of the specified game event until it ends.
4. The method according to any one of claims 1-3, where replacing the virtual game interface displayed on the client interface with a game floating window and displaying a second screen in the game floating window includes: Displaying a game floating window in a small window mode on the client interface, displaying the key information in the game floating window in the small window mode, and keeping a static first screen, where the static first screen is one of the multiple frames of game screens continuously played by the virtual game; or, Display a game floating window in large window mode on the client interface, display the key information and a dynamically played first screen in the game floating window in large window mode, wherein the dynamically played first screen includes multiple frames of game screens.
5. The method according to claim 4, after displaying a game floating window in small window mode on the client interface, displaying the key information in the game floating window in small window mode, and keeping the first screen static, the method further includes: In response to a magnification adjustment operation performed on the game floating window in small window mode, display the game floating window in large window mode on the client interface, display the key information and the dynamically played first screen in the game floating window in large window mode; Or, after displaying a game floating window in large window mode on the client interface, displaying the key information and a dynamically played first screen in the game floating window in large window mode, the method further includes: In response to a reduction adjustment operation performed on the game floating window in large window mode, display the game floating window in small window mode on the client interface, display the key information and the static first screen in the game floating window in small window mode.
6. The method according to claim 4, after displaying a game floating window in small window mode on the client interface, displaying the key information in the game floating window in small window mode, and keeping the first screen static, the method further includes: When the client interface changes, adjust the display area or display position of the game floating window in the client interface; If the display area of the adjusted game floating window is greater than a preset window area, display the game floating window in large window mode on the client interface, display the key information and the dynamically played first screen in the game floating window in large window mode, wherein the display area of the game floating window in small window mode is less than or equal to the preset window area, and the display area of the game floating window in large window mode is greater than the preset window area; After displaying a game floating window in large window mode on the client interface, displaying the key information and a dynamically played first screen in the game floating window in large window mode, the method further includes: When the client interface changes, adjust the display area or display position of the game floating window in the client interface; If the display area of the adjusted game floating window is less than or equal to the preset window area, display the game floating window in small window mode on the client interface, display the key information and the static first screen in the game floating window in small window mode.
7. The method according to any one of claims 1-6, wherein replacing the virtual game interface displayed on the client interface with a game floating window, and displaying a second screen in the game floating window, includes: If the window display request is the first triggered window request for the virtual game interface, display a game floating window in the default mode on the client interface, and display the second screen in the game floating window in the default mode, wherein the default mode is a small window mode or a large window mode; If the window display request is not the first triggered window request, and in response to the window request triggered last time for the window display request, when the display of the game floating window ends, the game floating window is in the small window mode, display the game floating window in the small window mode on the client interface, and display the key information in the game floating window in the small window mode, and maintain a static first screen, wherein the static first screen is one of the multiple frames of game screens continuously played by the virtual game; If the window display request is not the first triggered window request, and in response to the window request triggered last time for the window display request, when the display of the game floating window ends, the game floating window is in the large window mode, display the game floating window in the large window mode on the client interface, and display the key information in the game floating window in the large window mode, and a dynamically played first screen, wherein the dynamically played first screen includes the multiple frames of game screens.
8. The method according to any one of claims 1-7, during the process of replacing the virtual game interface displayed on the client interface with a game floating window in response to a window display request triggered for the virtual game interface, and displaying a second screen in the game floating window, the method further includes: In the case of an important game event occurring in the virtual game, display event prompt information in the game floating window, wherein the event prompt information is used to prompt the occurrence of the important game event.
9. The method according to claim 8, during the process of displaying event prompt information in the game floating window, the method further includes: Display a to-be-viewed label in the game floating window, wherein the to-be-viewed label is used to prompt that the important game event is in a to-be-viewed state; In response to a resume display request triggered for the game floating window, display the virtual game interface on the client interface, and display the game screen where the important game event occurred in the virtual game interface, wherein the important game event is set to be in a viewed state.
10. The method according to any one of claims 1-9, before replacing the virtual game interface displayed on the client interface with a game floating window in response to a window display request triggered for the virtual game interface, and displaying a second screen in the game floating window, the method further includes: Display a window setting interface in the virtual game interface, where the window setting interface is used to set the display function of the game floating window; In response to a function activation request triggered for the window setting interface, set the display function of the game floating window to the activated state. For the virtual game interface set to the activated state, triggering the window display request is allowed.
11. The method according to claim 10, after setting the display function of the game floating window to the activated state in response to the function activation request triggered for the window setting interface, the method further includes: If an interface exit operation performed on the virtual game interface is obtained, trigger the window display request; Or, If an interface jump operation performed on another application interface is obtained, trigger the window display request.
12. The method according to any one of claims 1 - 11, before replacing the virtual game interface displayed on the client interface with a game floating window and displaying a second screen in the game floating window in response to the window display request triggered for the virtual game interface, the method further includes: During the process of displaying the virtual game interface on the client interface and displaying a first screen in the virtual game interface, if an idle game event occurs in the virtual game, display a virtual waiting control associated with the idle game event in the virtual game interface, where the idle game event is a game event in the virtual game that allows detachment from active operations; In response to a selection operation performed on the virtual waiting control, trigger the window display request.
13. The method according to claim 12, replacing the virtual game interface displayed on the client interface with a game floating window and displaying a second screen in the game floating window in response to the window display request triggered for the virtual game interface includes: In response to the window display request triggered for the virtual game interface, replace the virtual game interface displayed on the client interface with the game floating window and display the first screen and key information of the idle game event in the game floating window; After replacing the virtual game interface displayed on the client interface with a game floating window and displaying a second screen in the game floating window in response to the window display request triggered for the virtual game interface, the method further includes: When the idle game event ends, resume displaying the virtual game interface on the client interface.
14. The method according to any one of claims 1 to 13, after displaying the virtual game interface on the client interface and displaying a first screen in the virtual game interface, the method further includes: In response to a single window request triggered for the virtual game interface, display window prompt information, where the window prompt information is used to prompt the preparation for displaying the game floating window; In response to a secondary window request triggered by the window prompt message, display the game floating window on the client interface; or, in response to a tertiary window request triggered by the window prompt message, display a background application interface on the client interface, where at least one application running in the background is displayed on the background application interface, and the at least one application includes the application of the virtual game.
15. For the method according to any one of claims 1 to 14, after replacing the virtual game interface displayed on the client interface with a game floating window in response to a window display request triggered by the virtual game interface, and after displaying a second screen in the game floating window, the method further includes: When a key node is triggered in the game process of the virtual game, audibly prompt the key information of the key node.
16. A display device for game screens, the device being deployed on an electronic device, comprising: A first display unit, configured to display a virtual game interface on a client interface, and display a first screen in the virtual game interface, where the virtual game interface is a display interface of a virtual game, and the first screen is a game screen of the virtual game; A second display unit, configured to, in response to a window display request triggered by the virtual game interface, replace the virtual game interface displayed on the client interface with a game floating window, and display a second screen in the game floating window, where the display area of the game floating window is smaller than the display area of the virtual game interface, and the second screen is composed of the first screen and the key information of the virtual game, and the key information is used to prompt the game process of the virtual game.
17. A computer-readable storage medium, the computer-readable storage medium comprising a stored computer program, wherein, The computer program, when run on an electronic device, executes the method according to any one of claims 1 to 15.
18. A computer program product, comprising a computer program which, when executed by a processor, implements the method according to any one of claims 1 to 15.
19. An electronic device, comprising a memory and a processor, where a computer program is stored in the memory, and the processor is configured to execute the method according to any one of claims 1 to 15 through the computer program.
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