Method and apparatus for launching game on dialogue interface, and device and storage medium
By displaying game information in the dialogue interface and pulling up the game interface from the preset position, using the interface engine and transparency control, the interaction and display effect problems caused by game jumps are solved, and the simultaneous display of game and dialogue information is realized, improving the user experience.
Patent Information
- Application Number
- PCT/CN2025/075978
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-02-07
- Filing Date
- 2025-02-06
- Publication Date
- 2025-08-14
AI Technical Summary
In the prior art, the game will forcefully jump to the game scene after being pulled up in the dialogue interface, making it difficult for users to pay attention to the dialogue information at the same time, affecting the interaction and display effects.
The game information is displayed in the dialogue interface and responds to the trigger operation. The game interface is pulled up from the preset position. The game interface is covered in the first display area, and the dialogue information is displayed in the second display area. The interface engine and transparency control are used to realize the simultaneous display of the game and dialogue information.
It realizes the viewing of dialogue information while performing game operations in the dialogue interface, improving user interaction and display effects, and avoiding the impact of game operations breaking out of the dialogue interface.
Smart Images

Figure CN2025075978_14082025_PF_FP_ABST
Abstract
Description
Game launching method, device, equipment and storage medium in dialogue interface
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application No. 202410175644.8, filed on February 7, 2024, entitled “Game Launching Method, Apparatus, Device and Storage Medium in a Dialogue Interface”. The entire contents of that application are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the field of computer technology, and in particular to a method, device, equipment, and storage medium for launching a game in a dialogue interface. Background Art
[0004] With the rapid development of computer technology, more and more applications deploy conversation pages (such as chat boxes) to support communication functions. Summary of the Invention
[0005] The present disclosure provides a method, apparatus, device, and storage medium for launching a game in a dialogue interface.
[0006] In a first aspect, the present disclosure provides a method for launching a game in a dialogue interface, comprising: displaying game information in the dialogue interface; in response to a trigger operation for the game information, pulling up the game interface from a preset position of the dialogue interface; overlaying and displaying the game interface in a first display area of the dialogue interface, and displaying the dialogue information of the dialogue interface in a second display area of the dialogue interface; wherein the first display area and the second display area constitute a target display area of the dialogue interface.
[0007] In a second aspect, the present disclosure provides a game launching device in a dialogue interface, comprising: a game information display module for displaying game information in the dialogue interface; a game launching control module for launching the game interface from a preset position of the dialogue interface in response to a triggering operation for the game information; a game display control module for overlaying and displaying the game interface in a first display area of the dialogue interface, and displaying the dialogue information of the dialogue interface in a second display area of the dialogue interface; wherein the first display area and the second display area constitute a target display area of the dialogue interface.
[0008] In a third aspect, the present disclosure provides a computer device comprising: a memory and a processor, the memory and the processor being communicatively connected to each other, computer instructions being stored in the memory, and the processor executing the game launching method in the dialogue interface of the first aspect or any corresponding embodiment thereof by executing the computer instructions.
[0009] In a fourth aspect, the present disclosure provides a computer-readable storage medium having computer instructions stored thereon, the computer instructions being used to enable a computer to execute the game launch method in the dialogue interface of the first aspect or any corresponding embodiment thereof. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0011] FIG1 is a flow chart of a method for launching a game in a dialogue interface according to an embodiment of the present disclosure;
[0012] FIG2 is a schematic diagram of launching a game interface from a dialogue interface according to an embodiment of the present disclosure;
[0013] FIG3 is a flow chart of a method for launching a game in another dialogue interface according to an embodiment of the present disclosure;
[0014] FIG4 is a flow chart of a method for launching a game in another dialogue interface according to an embodiment of the present disclosure;
[0015] FIG5 is a schematic diagram of adjusting the border of a game interface according to an embodiment of the present disclosure;
[0016] FIG6 is a schematic diagram of a full-screen display of a game interface according to an embodiment of the present disclosure;
[0017] FIG7 is a schematic diagram of hiding a game interface according to an embodiment of the present disclosure;
[0018] FIG8 is a schematic diagram of a hidden identifier of a game interface according to an embodiment of the present disclosure;
[0019] 9 is a structural block diagram of a game launching device in a dialogue interface according to an embodiment of the present disclosure;
[0020] FIG10 is a schematic diagram of the hardware structure of a computer device according to an embodiment of the present disclosure. DETAILED DESCRIPTION
[0021] To make the purpose, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are part of the embodiments of the present disclosure, not all of the embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making creative efforts shall fall within the scope of protection of the present disclosure.
[0022] Currently, many communication applications can launch games within the conversation page, but after launching the game, the user needs to exit the conversation page, which forces the user to jump from the conversation scene to the game scene. This makes it difficult to pay attention to the conversation information on the conversation page while playing the game, affecting the interactive effect and display effect of the conversation page.
[0023] Based on this, the technical solution disclosed in the present invention can pull up the game interface from the dialogue interface without forcibly jumping from the dialogue scene to the game scene. It can display dialogue information while implementing game operations, ensuring the interactive effect and display effect of the dialogue page.
[0024] The disclosed embodiments provide a method, apparatus, device, and storage medium for launching a game in a conversation interface. By triggering the game information displayed in the conversation interface, the corresponding game interface is launched from the conversation interface, thereby displaying the game interface in a first display area and the conversation information in a second display area. This allows users to perform game operations in the first display area while viewing the conversation information in the second display area. This allows the game interface and conversation information to be displayed simultaneously, increasing users' willingness to click on game information, preventing game operations from jumping out of the conversation interface, and further improving interaction and display quality.
[0025] According to an embodiment of the present disclosure, an embodiment of a method for launching a game in a dialogue interface is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.
[0026] In this embodiment, a method for launching a game in a conversation interface is provided, which can be used on a computer device, such as a mobile phone, a tablet computer, etc. FIG1 is a flow chart of the method for launching a game in a conversation interface according to an embodiment of the present disclosure. As shown in FIG1 , the flow includes the following steps:
[0027] Step S101: Display game information in the dialogue interface.
[0028] The conversation interface is an interactive chat interface provided by the application. It allows the current user to interact with other users. Game information is interactive information between the current user and other users. This game information allows users to access the corresponding game and enter the game interface to start playing. This game information can be shared by the current user with other users through the conversation interface, or by other users sharing it with the current user through the conversation interface.
[0029] In a specific example, user A and user B are two users who have an associated relationship (e.g., friends, mutual followers, etc.). User A and user B can chat and interact with each other through a conversation interface. In the conversation interface, user A and user B can send each other conversation information such as videos, pictures, emojis, links, game information, etc. Accordingly, the conversation information such as videos, pictures, emojis, links, game information, etc. will be displayed in the conversation interface for both parties to browse and view.
[0030] Step S102: In response to a triggering operation for the game information, the game interface is pulled up from a preset position of the dialogue interface.
[0031] A trigger action is an action initiated by the user upon entering the game, such as a click or key press. A preset position is a pre-set location for launching the game interface, such as the bottom, left, or right side of the conversation page. The game interface is used to display the game scene during gameplay.
[0032] Game information serves as the entry point to the game, and users can enter the game by triggering the game information. Correspondingly, the dialogue interface can respond to the user's triggering operation of the game information and pull up the game interface in the form of a pop-up window from a preset position, so that the user can enter the game through the dialogue interface.
[0033] In a specific example, as shown in Figure 2, game information serves as the entry point to the game. When a user wants to play the game, they can click on the game information displayed in the dialogue interface. Accordingly, the dialogue interface can respond to the user's click on the game information by pulling up the game interface in the form of a pop-up window from the bottom of the dialogue interface.
[0034] In another specific example, when a user wants to play a game, they can double-click (or long-press) a physical button on the side of the computer device to activate the game portal corresponding to the game information. Accordingly, the dialogue interface can respond to the user's triggering of the game information by pulling up the game interface in the form of a half-screen pop-up window from the side of the dialogue interface.
[0035] Step S103: Overlay the game interface in the first display area of the dialogue interface, and display the dialogue information of the dialogue interface in the second display area of the dialogue interface. The first display area and the second display area constitute the target display area of the dialogue interface.
[0036] The target display area is the entire display area where the conversation interface resides. The first and second display areas constitute the entire display area of the conversation interface. As shown in Figure 2, after the game interface is launched, it is displayed overlaid on the first display area, which is an opaque area. Simultaneously, the conversation information in the conversation interface is displayed in the second display area, which is also transparent. This second display area allows the user to see the conversation information in the conversation interface while playing the game.
[0037] The game launching method provided in this embodiment triggers the game information displayed in the conversation interface to launch the corresponding game interface from the conversation interface, thereby displaying the game interface in the first display area and the conversation information in the second display area. This allows the user to perform game operations in the first display area and view the conversation information in the second display area, allowing the game interface and conversation information to be displayed simultaneously, preventing game operations from jumping out of the conversation interface and affecting the interactive effect of the conversation interface, thereby improving the interactive effect and display effect of the conversation interface.
[0038] In this embodiment, a method for launching a game in a dialogue interface is provided, which can be used in computer devices such as mobile phones, tablet computers, etc. In this embodiment, launching a game interface in a dialogue interface is described from the perspective of technical implementation.
[0039] FIG3 is a flow chart of a method for launching a game in a dialogue interface according to an embodiment of the present disclosure. As shown in FIG3 , the process includes the following steps:
[0040] Step S201: Display game information in the dialogue interface. The first display area and the second display area constitute the target display area of the dialogue interface. For detailed descriptions, please refer to the corresponding descriptions of the above embodiments, which will not be repeated here.
[0041] Step S202: In response to a triggering operation for the game information, pull up the game interface from a preset position of the dialogue interface.
[0042] Specifically, the above step S202 may include:
[0043] Step S2021, obtaining display parameter information corresponding to the game interface.
[0044] The display parameter information is the display parameters configured when developing the game interface. The display parameter information may include display style, pull-up position, pop-up height configuration, pop-up width configuration, etc. There is no specific limitation on the parameters contained in the display parameter information here.
[0045] In a specific example, during the game development process, there are corresponding game source codes for the game interface and the game implementation logic. By parsing the game source code, the relevant code of the game interface can be obtained, and the display parameter information can be obtained from the relevant code of the game interface.
[0046] In another specific example, a corresponding game development tool or debugger is deployed in a computer device to view the game interface in real time through the display panel of the game development tool or debugger, display the display parameter information of the game interface, and obtain the display parameter information of the game interface by capturing the parameters displayed in the display panel.
[0047] Of course, the display parameter information of the game interface can also be obtained by other methods. The method for obtaining the display parameter information is not specifically limited here, and those skilled in the art can determine it according to actual needs.
[0048] Step S2022: When a trigger operation for game information is detected, the game interface is controlled to be pulled up from a preset position of the dialogue interface according to the display parameter information.
[0049] Real-time monitoring is performed for triggering operations on game information to detect whether the user has triggered the game information displayed on the dialogue interface. There is a one-to-one correspondence between game information and the game interface. When a triggering operation on game information is detected, the computer device can retrieve display parameter information of the game interface based on the game information and pull up the game interface from a preset position on the dialogue interface according to the display parameter information, allowing the user to play the game in the game interface.
[0050] The game launching method in the dialogue interface provided in this embodiment, when a trigger operation for game information is detected, pulls up the game interface from the dialogue interface according to the display parameter information, so that the user can enter the game interface without jumping out of the dialogue interface to perform game operations.
[0051] In some optional implementations, the above step S2022 may include:
[0052] Step a1: constructing structure description information of the game interface based on the display parameter information. The structure description information includes a structure description header and structure description parameters.
[0053] Step a2: Control the game interface to be pulled up from the preset position of the dialogue interface according to the structural description information.
[0054] The structure description parameters represent the meta-information of the data structure of the pop-up view corresponding to the game interface. Specifically, the structure description information includes a structure description header and structure description parameters. Among them, the structure description header refers to the header information used to identify and define the data format and protocol in the game request or response, that is, the description information defined at the beginning of the relevant data file or data stream of the game interface. The structure description header is used to identify and define the data format and protocol of the game interface to assist the parsing program to correctly interpret and process the data related to the game interface. The structure description parameters refer to the description parameters of the game interface used in the data communication or data processing process. The structure description parameters can be passed as parameters of a function or method so that the relevant program can parse and process the data through the structure description specified by the structure description parameters. The definition method of the structure description header and the structure description parameters is not specifically limited here. Those skilled in the art can determine the definition method and usage method of the structure description header and the structure description parameters according to different data formats and processing requirements.
[0055] The presentation of the dialogue interface supported by the application relies on a pre-deployed interface engine. After obtaining the structural description parameters for the game interface, the interface engine parses the structural description to determine the size and position of each element in the game interface described by the structural description. Simultaneously, it uses the animation effects provided by the interface engine (such as attribute animation or frame animation) to determine the game interface's launch animation. Subsequently, in response to the user's triggering action on the game information, the animation effect is invoked, and the game interface pops up from the preset position in the dialogue interface according to the structural description of the game interface.
[0056] In a specific example, the interface engine can be the Lynx engine. In conjunction with the requirement that the game interface be launched from the conversation interface, the game interface's schema header (schema header: aweme: / / lynxview_popup / ) and schema parameters (schema parameters) are predefined. When a user triggers game information in the conversation interface, the Lynx engine retrieves the schema header and schema parameters to control the game interface to pop up from the bottom of the conversation interface.
[0057] The game launching method in the dialogue interface provided in this embodiment uses structural description information through the interface engine to control the game interface to be pulled up from the preset position of the dialogue interface, thereby realizing the flexible pulling up of the game interface from the dialogue interface without jumping out of the dialogue interface.
[0058] In some optional implementations, the above method may further include:
[0059] Step b1: Obtain the display size parameters of the game interface.
[0060] Step b2: Pull up the game interface according to the display size parameter and display it in the dialogue interface.
[0061] The display size parameters are pre-set parameters for displaying the game interface in the dialogue interface. These display size parameters are carried in the display parameter information and specifically include display height and display width. These display size parameters can be dynamically set via code. The values of the display size parameters are not specifically limited here, and those skilled in the art can set them accordingly based on different needs.
[0062] After the game interface is pulled up from the preset position of the dialogue interface, the interface engine can read the display size parameters of the game interface from the display parameter information to control the area occupied by the game interface in the dialogue interface according to the display size parameters.
[0063] The game launching method in the dialogue interface provided in this embodiment controls the display area of the game interface in the dialogue interface according to the display size parameters, thereby preventing the launching of the game interface from affecting the display of dialogue information and improving the display effect of the game interface in the dialogue interface.
[0064] In some optional implementations, the above method may further include: adjusting the display size of the game interface in the dialogue interface in response to an adjustment operation on the display size parameter.
[0065] The adjustment operation is an operation for adjusting the display size parameters. Specifically, during the test phase when the game interface pops up, the display size parameters can also be adjusted by the technician based on the test results of the game interface pop-up, so that the display size of the game interface in the dialogue interface meets the needs and ensures the effect of pulling the game interface up from the dialogue interface. At the same time, the technician can set a corresponding dynamic adjustment range for the display size parameter and set an adjustment entry in the game interface (for example, deploying a "settings" component in the game interface) so that the user can enter the display size adjustment interface of the game interface through the adjustment entry, and adjust the display size parameters of the game interface according to their actual needs to adjust the screen area range where the game interface is located when it pops up in the dialogue interface.
[0066] The game launching method in the dialogue interface provided in this embodiment adjusts the display size parameters of the game interface to realize the display area of the game interface in the dialogue interface, thereby realizing flexible adjustment of the display area where the game interface is located.
[0067] Step S203: Overlay and display the game interface in the first display area of the dialogue interface, and display the dialogue information of the dialogue interface in the second display area of the dialogue interface.
[0068] Specifically, the above step S203 may include:
[0069] Step S2031: When the game interface is pulled up from the preset position of the dialogue interface, a first display transparency of the game interface and a second display transparency corresponding to the dialogue interface are obtained.
[0070] Create a full-screen transparent container. Based on the full-screen transparent container, control the display transparency of the game interface and the display transparency of the dialogue interface to balance playing games and paying attention to dialogue information in the same dialogue interface.
[0071] In a specific example, HTML and CSS can be used to create a full-screen transparent container for the dialog interface. A div element is used as the container, and CSS is used to set the div element's position to fixed. The position attribute is set to fixed. Furthermore, the element's distance from the top and left is set to 0 pixels, and its width and height are set to 100%. This means setting the top and left attributes to 0, and the width and height attributes to 100%. This creates a full-screen transparent container. Of course, other methods can also be used to create a full-screen transparent container, which are not specifically limited here.
[0072] Using a full-screen transparent container as a foundation, HTML and CSS are used within the container to define the structure and style of the game interface pop-up, creating pop-up content specific to the game interface. The pop-up content includes a canvas element, which is set to a specific height using CSS. The height attribute can be used to control the display height of the Canvas element, making the game interface height adjustable.
[0073] Next, use CSS animation to create an animation effect where the game interface is pulled up from the conversation interface. Specifically, you can set different CSS properties to create the effect where the game interface pops up or pulls up from the conversation interface. Set a corresponding listener event for this pull-up animation, and trigger the animation effect of the game interface pulling up from the conversation interface by listening to this event (for example, clicking on the game information in the conversation interface).
[0074] Accordingly, when launching the game interface from the conversation interface, to ensure that the game interface and conversation information can be displayed simultaneously in the conversation interface, it is necessary to set corresponding transparency for the game interface and the conversation interface. The first display transparency is the interface transparency of the game interface when it is overlaid on the conversation interface, and the second display transparency is the interface transparency of the conversation interface when the game interface is overlaid on the conversation interface. Both the first display transparency and the second display transparency are set based on the full-screen transparent container. For example, setting the first display transparency to 0 means opaque, and the second display transparency to 50% means semi-transparent.
[0075] Specifically, the display transparency of the game interface can be set during development, and this transparency can be encapsulated as a display parameter within the game interface's display parameter information. Regarding the display transparency of the conversation interface, different transparency levels can be set during development, namely, the original transparency when not covered by other interfaces, and the transparency when covered by other interfaces. These different transparency levels can be encapsulated as display parameters within the conversation interface's display parameter information.
[0076] When the game interface is pulled up from the preset position of the dialogue interface, the first display transparency of the game interface can be extracted by accessing the display parameter information of the game interface. At the same time, the display parameter information of the dialogue interface can be accessed to extract the second display transparency of the game interface when it is covered.
[0077] Step S2032: Display the game interface in the first display area according to the first display transparency, and display the dialogue information in the second display area according to the second display transparency.
[0078] When the game interface is pulled up from the preset position of the dialogue interface, the game interface is covered and displayed in the first display area of the dialogue interface according to the obtained first display transparency. At the same time, the dialogue information in the dialogue interface is displayed in the second display area according to the obtained second display transparency.
[0079] The game launching method in the dialogue interface provided in this embodiment sets different display transparencies to display the game interface and the dialogue interface according to different display transparencies, thereby realizing game operations in the first display area and being able to view dialogue information in the second display area.
[0080] In some optional implementations, the above method may further include:
[0081] Step c1, monitoring whether a hiding operation for the game interface is received.
[0082] Step c2: When a hiding operation for the game interface is received, the game interface is hidden from the dialogue interface, and the second display transparency is adjusted to the third display transparency.
[0083] Step c3: displaying the dialogue interface in the target display area according to the third display transparency.
[0084] The hide operation is triggered by hiding the game interface from the conversation interface to fully display the conversation interface. This hide operation has a corresponding listening event. The hide operation is only triggered when the corresponding event is listened to and the triggering conditions are met. When the hide operation is determined to have triggered the game interface, the game interface can respond to the hide operation and be hidden from the conversation interface. At the same time, the display transparency of the conversation interface will be adjusted from the second display transparency to the third display transparency, and the conversation interface and conversation information will be displayed in the target display area according to the third display transparency.
[0085] The third display transparency is greater than the second display transparency. For example, the second display transparency is semi-transparent, and the third display transparency is fully transparent.
[0086] In one specific example, a corresponding gesture drag event is set for the hide operation. By monitoring the manual drag event, it is determined whether the hide operation for the game interface has been triggered. When the game interface is swiped downward and the downward sliding value reaches a certain value, it indicates that the game interface needs to be hidden, that is, the gesture drag event is triggered and the hiding condition of the game interface is met. At this time, the game interface can respond to the hide operation and be hidden from the dialogue interface. The display transparency of the dialogue interface changes from semi-transparent to fully transparent, so that the user can view the dialogue information in the dialogue interface.
[0087] The game launching method in the dialogue interface provided in this embodiment adjusts the second display transparency of the dialogue interface to the third display transparency after hiding the game interface, so that the user can flexibly browse the dialogue information in the dialogue interface.
[0088] In some optional implementations, the above method may further include:
[0089] Step d1, obtaining game logic parameters corresponding to the game interface.
[0090] Game logic parameters are used to control game logic and character behavior. They can be used to adjust game difficulty, control character attributes, and define game rules. Game logic parameters are set during the game development process. They can be configured through code, created in configuration files, or through other methods. When loading a game interface, you can access the game interface's development data to obtain the corresponding game logic parameters.
[0091] In some specific embodiments, the game logic parameters may include level adjustment parameters, character attribute parameters, time limit parameters, game rule parameters, item effects, etc. Among them, the level adjustment parameters are used to control the difficulty of the game. The level adjustment parameters can adjust the difficulty of the game according to the player's progress by adjusting information such as enemy attributes, level design, and reward amount. The character attribute parameters are used to define the character attributes in the game, such as health, attack power, defense power, etc. The behavior of the game character in the game is determined by the character attribute parameters. The time limit parameter is used to limit the game time to increase the sense of urgency of the game. The game rule parameters are used to define the rules and conditions of the game. For example, in a shooting game, a parameter can be set to control the minimum number required to defeat all enemies. The item effect parameters are used to define the effect of the item used in the game. Specifically, corresponding parameter values can be set for each item to adjust the intensity or duration of the item effect.
[0092] Step d2: After the game interface is pulled up from the preset position of the dialogue interface, the game logic is controlled according to the game logic parameters.
[0093] When the game interface is pulled up from the preset position of the dialogue interface, the game logic parameters corresponding to the game interface are loaded, and the game logic parameters are loaded into the game interface. For example, the game logic parameters are loaded when the game interface is pulled up by reading the configuration file of the game interface; or the game logic parameters are loaded when the game interface is pulled up by obtaining the game logic parameters from the database.
[0094] Use the loaded game logic parameters to perform logical judgments to determine the game behavior and results based on different parameter values. For example, if the difficulty parameter value is 1, the enemy's health is set to be low and the difficulty is low; if the value is 2, the enemy's health is set to be high and the difficulty is high.
[0095] The game logic parameters are adjusted based on the user's game operation behavior and game progress. According to the changes in the game logic parameters, the game status and presentation are updated in a timely manner, such as updating character attributes, adjusting level design, changing enemy behavior, etc. In this way, the game logic is controlled according to the game logic parameters.
[0096] The game launching method in the dialogue interface provided in this embodiment implements game logic control according to game logic parameters after launching the game interface from a preset position of the dialogue interface, thereby realizing game logic control in the dialogue interface, so that the user can perform game operations in the game interface without jumping out of the dialogue interface, which facilitates game operations and dialogue information viewing in the same interface.
[0097] In some optional implementations, the above step d2 may include:
[0098] Step d21: Analyze the game logic parameters using the preset game engine to determine the animation parameters and particle special effect parameters of the game interface.
[0099] Step d22: Render the game animation of the game interface according to the animation parameters and particle special effect parameters.
[0100] Animation parameters are used to animate game characters. They control the character's skeleton information, animation data, and texture mapping. Particle effects parameters are used to create various special effects in the game interface, such as explosions, flames, and raindrops. Particle effects parameters make game scenes more vivid and rich.
[0101] The default game engine is pre-deployed into the application for rendering the game, such as the cross-platform game engine Cocos. After the game interface is launched, the default game engine is used to analyze the game logic parameters corresponding to the game interface. This is used to parse the game logic parameters to extract the animation parameters and particle effect parameters required to render the game scene.
[0102] Specifically, the preset game engine creates an animation instance based on the acquired animation parameters to set the game character's action properties. This, combined with the animation instance, enables behavior control of the game character, allowing the character's animation playback state to be controlled based on game logic and interaction. Simultaneously, the preset game engine creates a particle effects instance based on the acquired particle effects parameters to set particle effects properties. This, combined with the particle effects instance, allows the display and hiding of special effects, such as explosion effects and magic effects, to be controlled based on game needs.
[0103] In a specific example, the game interface is pulled up from the dialogue interface through the interface engine Lynx, but the interface engine Lynx is difficult to implement game functions and artistic performance well. Therefore, the interface engine Lynx can be integrated with the game engine Cocos to enrich the game performance through the skeletal animation (Spine animation) and particle animation of the game engine Cocos, thereby enhancing the attractiveness and interactivity of the game.
[0104] The game launching method in the dialogue interface provided in this embodiment renders the game animation in the game interface according to the animation parameters and particle special effect parameters through the game engine, thereby enriching the game animation performance in the game interface through the animation parameters and particle special effect parameters, thereby enhancing the attractiveness and interactivity of the game.
[0105] In this embodiment, a method for launching a game in a dialogue interface is provided, which can be used in computer devices such as mobile phones and tablet computers. In this embodiment, the display of the game interface in the dialogue interface is described from the perspective of user interaction.
[0106] FIG4 is a flow chart of a method for launching a game in a dialogue interface according to an embodiment of the present disclosure. As shown in FIG4 , the flow includes the following steps:
[0107] Step S301: Display game information in the dialogue interface. The first display area and the second display area constitute the target display area of the dialogue interface. For detailed description, see the description of step S101 in the above method embodiment, which will not be repeated here.
[0108] Step S302: In response to the triggering operation for the game information, the game interface is pulled up from the preset position of the dialogue interface. Detailed descriptions refer to the description of step S102 in the above method embodiment, which will not be repeated here.
[0109] Step S303: Overlay and display the game interface in the first display area of the dialogue interface, and display the dialogue information of the dialogue interface in the second display area of the dialogue interface.
[0110] Specifically, the above step S303 may include:
[0111] Step S3031: In response to a drag operation on a border of the game interface, adjusting a display area of the game interface according to the drag operation.
[0112] The dragging operation is a user-triggered operation used to adjust the display area of the game interface. By dragging, the display area of the game interface is adjusted to the user's desired position. For example, as shown in Figure 5, dragging the top border of the game interface downward, dragging the top border of the game interface upward, dragging the right border of the game interface to the left, dragging the left border of the game interface to the right, etc.
[0113] The display area is determined by the border of the game interface. When the user drags the border of the game interface, the game interface responds to the drag operation and adjusts the position of the game interface border accordingly. The position of the border determines the display area of the game interface in the dialogue interface. This allows the game interface to be adjusted to the desired position, facilitating both viewing dialogue information and controlling the game.
[0114] Step S3032: Display the game interface in the first display area according to the range of the display area, and the range of the first display area is the same as that of the display area.
[0115] After completing the border adjustment for the game interface, you can re-determine the display area of the game interface in the dialogue interface, and then overlay the game interface in the first display area of the dialogue interface according to the display area, so that the game interface and the dialogue information in the dialogue interface are displayed simultaneously in the screen display area. The first display area and the display area have the same range, that is, the display area is the first display area of the dialogue interface covered by the game interface.
[0116] Step S3033: Display the conversation information of the conversation interface in the second display area of the conversation interface.
[0117] The second display area is the remaining display area in the screen display area. When the game interface is displayed overlaid on the first display area of the dialogue interface, the dialogue information of the dialogue interface is displayed through the second display area, so that the user can operate the game in the first display area and view the dialogue information in the second display area.
[0118] The game launching method in the dialogue interface provided in this embodiment simultaneously displays the game interface and the dialogue interface in the screen display area where the dialogue interface is located, so as to realize the same-screen display of the game area and dialogue information, avoid the phenomenon of jumping to the outside after launching the game from the dialogue interface and affecting the user's attention to the dialogue information, and take into account both game operation and dialogue information viewing.
[0119] In some optional implementations, when the game interface is overlaid and displayed in the first display area of the dialogue interface, the above method may further include:
[0120] Step e1: Determine the operation type of the drag operation, wherein the operation type includes a frame enlargement operation and a frame reduction operation.
[0121] The operation type represents the zooming in or out of the game interface display area. Specifically, this operation type includes a border zoom-in operation and a border zoom-out operation. The border zoom-in operation extends the game interface border in the expansion direction, thereby increasing the display area of the game interface in the conversation interface. The border zoom-out operation adjusts the game interface border in the reduction direction, thereby reducing the display area of the game interface in the conversation interface.
[0122] A drag operation is a border adjustment operation for the game interface, which is used to enlarge or reduce the border, thereby enlarging or reducing the display area of the game interface in the dialogue interface. Specifically, when operating the border of the game interface, the type of drag operation is determined based on the sliding direction of the border.
[0123] Step e2: In response to the border enlargement operation, determining a first border drag value generated by the border enlargement operation.
[0124] Step e3: When the first border drag value is greater than the first threshold, the game interface completely covers the target display area of the dialogue interface.
[0125] The first border drag value is the drag value generated during the expansion of the game interface's border. This first border drag value can be determined by the relative value between the current border position and the original border position. The first threshold is a pre-set border magnification value for achieving full-screen display, and the target display area is the entire display area of the conversation interface.
[0126] When the user drags the border of the game interface in the expansion direction, the border of the game interface can respond to the border magnification operation triggered by the user and determine the first border drag value generated in real time by the border magnification process. The first border drag value is compared with the first threshold to determine whether the first border drag value is greater than the first threshold. As shown in Figure 6, when it is determined that the first border drag value is greater than the first threshold, it means that the game interface can be displayed in full screen. At this time, the game interface will completely cover the target display area of the dialogue interface. When it is determined that the first border drag value is less than the first threshold, the display area of the game interface in the dialogue interface is expanded according to the first drag value.
[0127] Step e4: In response to the border shrinking operation, determining a second border drag value generated by the border shrinking operation.
[0128] Step e5: When the second border drag value is greater than the second threshold, the game interface in the target display area of the dialogue interface is hidden, and the dialogue interface is displayed in the target display area.
[0129] The second frame drag value is the drag value generated during the frame reduction process of the game interface, and the second frame drag value can be determined by the relative value between the current frame position and the original frame position. The second threshold is a pre-set frame magnification value for hiding the game interface.
[0130] When the user drags the border of the game interface in the shrinking direction, the border of the game interface can respond to the border shrinking operation triggered by the user and determine the second border drag value generated in real time by the border shrinking process. The second border drag value is compared with the second threshold to determine whether the second border drag value is greater than the second threshold. As shown in Figure 7, when it is determined that the second border drag value is greater than the second threshold, it means that the game interface can be hidden from the dialogue interface. At this time, the game interface will be hidden in the target display area of the dialogue interface to fully display the dialogue interface. When it is determined that the second border drag value is less than the second threshold, the display area of the game interface in the dialogue interface is reduced according to the second drag value.
[0131] The method for launching a game in a conversation interface provided in this embodiment determines the type of drag operation and adjusts the display area of the game interface in the conversation interface according to a frame enlargement or frame reduction operation, thereby achieving flexible adjustment of the game interface display area. Furthermore, by reducing the display area of the game interface, more conversation information can be viewed.
[0132] In some optional embodiments, when the game interface is overlaid and displayed in the first display area of the dialogue interface, the above method may further include: when the game interface is in a hidden state, in response to a trigger operation on the game interface, pulling up the game interface again from the preset position of the dialogue interface.
[0133] After the game interface is hidden from the conversation interface, a hidden indicator can be set for the hidden game interface in the conversation interface, as shown in Figure 8. If the user wishes to reopen the game interface to continue playing, the user can trigger the game interface to appear again using the hidden indicator. Accordingly, the hidden indicator in the conversation interface can respond to the user's triggering operation, triggering the game interface to pop up again, reappearing from the preset position in the conversation interface.
[0134] The game launching method in the dialogue interface provided in this embodiment supports triggering the hidden mark of the game interface to launch the game interface again when the game interface is in a hidden state, thereby realizing flexible launching and hiding of the game interface.
[0135] In some optional embodiments, when the game interface is overlaid and displayed in the first display area of the dialogue interface, the above method may further include: when the game interface is in a hidden state, in response to a trigger operation for the game information displayed in the dialogue interface, pulling up the game interface again from the preset position of the dialogue interface.
[0136] After the game interface is hidden from the conversation interface, if the user wants to reopen the game interface to continue playing the game, the user can trigger the game information displayed in the conversation interface again to trigger the game interface to be pulled up from the conversation interface. Accordingly, the game information displayed in the conversation interface can respond to the user's triggering operation to pull the game interface up again from the preset position in the conversation interface.
[0137] The game launching method in the dialogue interface provided in this embodiment supports triggering game information to launch the game interface again when the game interface is in a hidden state, making the launching operation of the game interface more flexible.
[0138] In some optional implementations, the above method may further include: responding to a game operation instruction generated in the first display area, and operating the game in the game interface according to the game operation instruction.
[0139] Game operation commands are commands triggered by the user while playing the game in the game interface to control virtual objects in the game. Specifically, these game operation commands can be triggered by virtual operation keys set in the game interface, by clicking the game interface, or by physical keys set on the computer device. The triggering of game operation commands is not specifically limited here, as long as they can achieve the operation of virtual objects in the game.
[0140] The game interface is displayed in the first display area. When the user triggers a game operation instruction in the first display area, the game interface in the first display area can respond to the game operation instruction triggered by the user and operate and control the game objects in the game interface displayed in the first display area according to the game operation instruction.
[0141] The game launching method in the dialogue interface provided in this embodiment supports performing game operations according to game operation instructions in the first display area, thereby enabling the game to be played in the first display area without jumping out of the dialogue interface, thereby taking into account both game operations and dialogue information viewing.
[0142] In some optional implementations, the above method may further include: responding to a conversation viewing instruction generated in the second display area, and viewing the conversation information according to the conversation viewing instruction.
[0143] The conversation viewing command is a command triggered by a user viewing conversation information. This can be a sliding command or a clicking command, without specific limitations herein. Conversation information is displayed in the second display area. When the user is viewing the conversation information in the second display area, the conversation interface in the second display area can respond to the conversation viewing command triggered by the user and browse or view the conversation information displayed in the second display area in accordance with the conversation viewing command.
[0144] The game launching method in the dialogue interface provided in this embodiment supports viewing dialogue information in the second display area according to the dialogue viewing instruction. Thus, it can ensure that the user can pay attention to the dialogue information in the dialogue interface while playing the game, thereby improving the user's acceptance of the game.
[0145] This embodiment also provides a game launch device in a conversational interface, which is used to implement the above-mentioned embodiments and preferred embodiments. Details already described will not be repeated here. As used below, the term "module" may refer to a combination of software and / or hardware that implements a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, implementation using hardware, or a combination of software and hardware, is also possible and contemplated.
[0146] This embodiment provides a game launching device in a dialogue interface, as shown in FIG9 , including:
[0147] The game information display module 401 is used to display game information in the dialogue interface.
[0148] The game launching control module 402 is configured to launch the game interface from a preset position of the dialogue interface in response to a triggering operation on the game information.
[0149] The game display control module 403 is used to overlay the game interface in the first display area of the dialogue interface and display the dialogue information of the dialogue interface in the second display area of the dialogue interface. The first display area and the second display area constitute the target display area of the dialogue interface.
[0150] In some optional implementations, the game launch control module 402 may include:
[0151] The display information acquisition unit is used to obtain display parameter information corresponding to the game interface.
[0152] The pulling unit is used to control the game interface to be pulled up from a preset position of the dialogue interface according to the display parameter information when a trigger operation for the game information is detected.
[0153] In some optional embodiments, the pulling unit may include:
[0154] The structure description information determination subunit is used to construct the structure description information of the game interface based on the display parameter information. The structure description information includes a structure description header and structure description parameters.
[0155] The control subunit is used to control the game interface to be pulled up from the preset position of the dialogue interface according to the structural description information.
[0156] In some optional implementations, the game launch control module 402 may further include:
[0157] The size parameter acquisition unit is used to obtain the display size parameters of the game interface.
[0158] The display unit is used to pull up the game interface according to the display size parameters and display it in the dialogue interface.
[0159] In some optional implementations, the game launch control module 402 may further include:
[0160] The size adjustment unit is used to adjust the display size of the game interface in the dialogue interface in response to an adjustment operation on the display size parameter.
[0161] In some optional implementations, the game display control module 403 may include:
[0162] The transparency acquisition unit is used to acquire a first display transparency of the game interface and a second display transparency corresponding to the dialogue interface when the game interface is pulled up from a preset position of the dialogue interface.
[0163] The game interface display unit is used to display the game interface in the first display area according to a first display transparency, and to display the dialogue information in the second display area according to a second display transparency.
[0164] In some optional implementations, the game display control module 403 may further include:
[0165] The monitoring unit is used to monitor whether a hiding operation on the game interface is received.
[0166] The hiding control unit is used to hide the game interface from the dialogue interface and adjust the second display transparency to the third display transparency when a hiding operation for the game interface is received.
[0167] The dialogue interface display unit is configured to display the dialogue interface in the target display area according to a third display transparency.
[0168] In some optional embodiments, the above device may further include:
[0169] The game parameter acquisition module is used to obtain the game logic parameters corresponding to the game interface.
[0170] The game logic control module is used to control the game logic according to the game logic parameters after the game interface is pulled up from the preset position of the dialogue interface.
[0171] In some optional implementations, the game logic control module may include:
[0172] The parsing unit is used to parse the game logic parameters using a preset game engine and determine the animation parameters and particle special effect parameters of the game interface.
[0173] The rendering unit is used to render the game animation of the game interface according to the animation parameters and particle special effect parameters.
[0174] In some optional implementations, the game launch control module 402 may include:
[0175] The drag response unit is used to respond to a drag operation on the border of the game interface and adjust the display area of the game interface according to the drag operation.
[0176] The covering display unit is used to cover the game interface in the first display area according to the range of the display area for display, and the range of the first display area is the same as that of the display area.
[0177] The dialogue information display unit is used to display the dialogue information of the dialogue interface in the second display area of the dialogue interface.
[0178] In some optional embodiments, the above-mentioned covering display unit may include:
[0179] The operation type determination subunit is used to determine the operation type of the drag operation, wherein the operation type includes a frame enlargement operation and a frame reduction operation.
[0180] The frame enlarging subunit is configured to determine a first frame drag value generated by the frame enlarging operation in response to the frame enlarging operation.
[0181] The full-screen display subunit is used to completely cover the target display area of the dialogue interface with the game interface when the first border drag value is greater than the first threshold.
[0182] The frame reduction subunit is configured to determine, in response to the frame reduction operation, a second frame drag value generated by the frame reduction operation.
[0183] The game interface hiding subunit is used to hide the game interface in the target display area of the dialogue interface and display the dialogue interface in the target display area when the second border drag value is greater than the second threshold.
[0184] In some optional embodiments, the above-mentioned covering display unit may include:
[0185] The re-triggering sub-unit is used to pull up the game interface from the preset position of the dialogue interface again in response to a triggering operation on the game interface when the game interface is in a hidden state.
[0186] In some optional embodiments, the re-trigger unit is further configured to: when the game interface is in a hidden state, in response to a trigger operation on the game information displayed in the dialogue interface, pull up the game interface again from a preset position of the dialogue interface.
[0187] In some optional embodiments, the re-triggering unit is further configured to: when the game interface is in a hidden state, respond to a game operation instruction generated in the first display area and operate the game in the game interface according to the game operation instruction.
[0188] In some optional embodiments, the above device may further include:
[0189] The game operation module is used to respond to the game operation instruction generated in the first display area and operate the game in the game interface according to the game operation instruction.
[0190] In some optional embodiments, the above device may further include:
[0191] The conversation viewing module is used to respond to the conversation viewing instruction generated in the second display area and view the conversation information according to the conversation viewing instruction.
[0192] The game launching device in the dialogue interface in this embodiment is presented in the form of a functional unit, where the unit refers to an ASIC circuit, a processor and memory that executes one or more software or fixed programs, and / or other devices that can provide the above functions.
[0193] The further functional description of each of the above modules and units is the same as that of the above corresponding embodiments and will not be repeated here.
[0194] The game launching device in the conversation interface of this embodiment triggers the game information displayed in the conversation interface to launch the corresponding game interface from the conversation interface, thereby displaying the game interface in the first display area and the conversation information in the second display area. This allows the user to perform game operations in the first display area and view the conversation information in the second display area, allowing the game interface and conversation information to be displayed simultaneously, preventing game operations from jumping out of the conversation interface and affecting the interactive effect of the conversation interface, thereby improving the interactive effect and display effect of the conversation interface.
[0195] The embodiment of the present disclosure also provides a computer device having a game launching device in the dialogue interface shown in FIG. 9 .
[0196] Please refer to Figure 10, which is a schematic diagram of the structure of a computer device provided by an optional embodiment of the present disclosure. As shown in Figure 10, the computer device includes: one or more processors 10, a memory 20, and interfaces for connecting various components, including high-speed interfaces and low-speed interfaces. The various components are connected to each other using different buses and can be installed on a common motherboard or installed in other ways as needed. The processor can process instructions executed within the computer device, including instructions stored in or on the memory to display graphical information of a GUI on an external input / output device (such as a display device coupled to the interface). In some optional embodiments, if necessary, multiple processors and / or multiple buses can be used together with multiple memories and multiple memories. Similarly, multiple computer devices can be connected, each device providing some necessary operations (for example, as a server array, a group of blade servers, or a multi-processor system). Figure 10 takes a processor 10 as an example.
[0197] The processor 10 may be a central processing unit, a network processor, or a combination thereof. The processor 10 may further include a hardware chip. The hardware chip may be an application-specific integrated circuit, a programmable logic device, or a combination thereof. The programmable logic device may be a complex programmable logic device, a field programmable gate array, a general purpose array logic, or any combination thereof.
[0198] The memory 20 stores instructions that can be executed by at least one processor 10, so that the at least one processor 10 executes the method shown in the above embodiment.
[0199] The memory 20 may include a program storage area and a data storage area, wherein the program storage area may store an operating system, an application required for at least one function; the data storage area may store data created based on the use of a computer device for displaying a small program landing page, etc. In addition, the memory 20 may include a high-speed random access memory, and may also include a non-transient memory, such as at least one disk storage device, a flash memory device, or other non-transient solid-state storage device. In some optional embodiments, the memory 20 may optionally include a memory remotely located relative to the processor 10, and these remote memories may be connected to the computer device via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and a combination thereof.
[0200] The memory 20 may include a volatile memory, such as a random access memory; the memory may also include a non-volatile memory, such as a flash memory, a hard disk or a solid-state drive; the memory 20 may also include a combination of the above types of memory.
[0201] The computer device further includes an input device 30 and an output device 40. The processor 10, the memory 20, the input device 30 and the output device 40 may be connected via a bus or other means, with FIG10 taking the bus connection as an example.
[0202] The input device 30 can receive input digital or character information and generate key signal input related to user settings and function control of the computer device, such as a touch screen, a keypad, a mouse, a trackpad, a touch pad, an indicator stick, one or more mouse buttons, a trackball, a joystick, etc. The output device 40 can include a display device, an auxiliary lighting device (e.g., an LED), and a tactile feedback device (e.g., a vibration motor). The above-mentioned display device includes but is not limited to a liquid crystal display, a light emitting diode, a display, and a plasma display. In some optional embodiments, the display device can be a touch screen.
[0203] The computer device further includes a communication interface for the computer device to communicate with other devices or a communication network.
[0204] The embodiments of the present disclosure also provide a computer-readable storage medium. The above-mentioned method according to the embodiments of the present disclosure can be implemented in hardware, firmware, or implemented as a computer code that can be recorded in a storage medium, or implemented as a computer code that is originally stored in a remote storage medium or a non-temporary machine-readable storage medium and downloaded through a network and will be stored in a local storage medium, so that the method described herein can be stored in such software processing on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. Among them, the storage medium can be a magnetic disk, an optical disk, a read-only storage memory, a random access memory, a flash memory, a hard disk or a solid-state drive, etc.; further, the storage medium can also include a combination of the above-mentioned types of memory. It can be understood that a computer, a processor, a microprocessor controller or programmable hardware includes a storage component that can store or receive software or computer code. When the software or computer code is accessed and executed by a computer, a processor or hardware, the method shown in the above embodiment is implemented.
[0205] Although the embodiments of the present disclosure have been described with reference to the accompanying drawings, those skilled in the art may make various modifications and variations without departing from the spirit and scope of the present disclosure, and such modifications and variations are all within the scope defined by the appended claims.
Claims
1. A method for launching a game in a conversation interface, comprising: Display game information in the dialogue interface; In response to a triggering operation on the game information, pulling up a game interface from a preset position of the dialogue interface; Overlaying and displaying the game interface in the first display area of the dialogue interface, and displaying the dialogue information of the dialogue interface in the second display area of the dialogue interface; The first display area and the second display area constitute a target display area of the dialogue interface.
2. The method according to claim 1, wherein in response to the triggering operation for the game information, pulling up the game interface from a preset position of the dialogue interface comprises: Obtaining display parameter information corresponding to the game interface; In response to detecting a triggering operation for the game information, the game interface is pulled up from a preset position of the dialogue interface based on the display parameter information.
3. The method according to claim 2, wherein pulling up the game interface from a preset position of the dialogue interface based on the display parameter information comprises: Constructing structural description information of the game interface based on the display parameter information, wherein the structural description information includes a structural description header and structural description parameters; The game interface is pulled up from a preset position of the dialogue interface based on the structural description information.
4. The method according to claim 2 or 3, further comprising: Obtaining display size parameters of the game interface; Pull up the game interface according to the display size parameter and display it in the dialogue interface.
5. The method according to claim 4, further comprising: In response to the adjustment operation on the display size parameter, the display size of the game interface in the dialogue interface is adjusted.
6. The method according to claim 1, wherein the overlaying and displaying the game interface in the first display area of the dialogue interface and displaying the dialogue information of the dialogue interface in the second display area of the dialogue interface comprises: In response to pulling up the game interface from a preset position of the dialogue interface, obtaining a first display transparency of the game interface and a second display transparency corresponding to the dialogue interface; The game interface is displayed in the first display area according to the first display transparency, and the dialogue information is displayed in the second display area according to the second display transparency.
7. The method according to claim 6, further comprising: Monitoring whether a hiding operation for the game interface is received; In response to receiving a hiding operation for the game interface, hiding the game interface from the conversation interface and adjusting the second display transparency to a third display transparency; The dialogue interface is displayed in the target display area according to the third display transparency.
8. The method according to claim 2 or 6, further comprising: Obtaining game logic parameters corresponding to the game interface; In response to pulling up the game interface from a preset position of the dialogue interface, executing game logic based on the game logic parameters.
9. The method according to claim 8, wherein the executing the game logic based on the game logic parameters comprises: Analyzing the game logic parameters using a preset game engine to determine animation parameters and particle special effect parameters of the game interface; The game animation of the game interface is rendered according to the animation parameters and the particle special effect parameters.
10. The method according to claim 1, wherein the overlaying and displaying the game interface in the first display area of the dialogue interface comprises: In response to a drag operation on a border of the game interface, adjusting a display area of the game interface according to the drag operation; The game interface is displayed in the first display area according to the range of the display area, and the first display area has the same range as the display area.
11. The method according to claim 10, further comprising: An operation type of the drag operation is determined, where the operation type includes a frame enlargement operation and a frame reduction operation.
12. The method according to claim 11, further comprising at least one of the following: In response to the border enlargement operation, determining a first border drag value generated by the border enlargement operation; in response to the first border drag value being greater than a first threshold, completely covering the target display area of the dialogue interface with the game interface; In response to the border shrinking operation, a second border drag value generated by the border shrinking operation is determined; in response to the second border drag value being greater than a second threshold, the game interface in the target display area of the dialogue interface is hidden, and the dialogue interface is displayed in the target display area.
13. The method according to claim 11, wherein the game interface is in a hidden state, and the method further comprises at least one of the following: In response to a triggering operation on the game interface, pulling up the game interface again from a preset position on the dialogue interface; In response to a triggering operation on the game information displayed in the dialogue interface, the game interface is pulled up again from a preset position of the dialogue interface.
14. The method according to any one of claims 10 to 13, further comprising: In response to the game operation instruction generated in the first display area, the game is operated in the game interface according to the game operation instruction.
15. The method according to any one of claims 10 to 13, further comprising: In response to a conversation viewing instruction generated in the second display area, the conversation information is viewed according to the conversation viewing instruction.
16. A game launching device in a conversation interface, comprising: Game information display module, used to display game information in the dialogue interface; A game launching control module, configured to launch a game interface from a preset position of the dialogue interface in response to a triggering operation on the game information; A game display control module is used to overlay and display the game interface in the first display area of the dialogue interface, and to display the dialogue information of the dialogue interface in the second display area of the dialogue interface; wherein the first display area and the second display area constitute the target display area of the dialogue interface.
17. A computer device comprising: A memory and a processor, wherein the memory and the processor are communicatively connected to each other, the memory stores computer instructions, and the processor executes the game launching method in the dialogue interface according to any one of claims 1 to 15 by executing the computer instructions.
18. A computer-readable storage medium having computer instructions stored thereon, wherein the computer instructions are used to enable a computer to execute the game launching method in the dialogue interface according to any one of claims 1 to 15.
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