CN113426105A - Interface display method, device, equipment and storage medium - Google Patents

Interface display method, device, equipment and storage medium Download PDF

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Publication number
CN113426105A
CN113426105A CN202110552090.5A CN202110552090A CN113426105A CN 113426105 A CN113426105 A CN 113426105A CN 202110552090 A CN202110552090 A CN 202110552090A CN 113426105 A CN113426105 A CN 113426105A
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China
Prior art keywords
skill
displayed
area
determining
key
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CN202110552090.5A
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Chinese (zh)
Inventor
葛正阳
杜雅丽
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Beijing Zhong Qing Long Tu Network Technology Co ltd
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Beijing Zhong Qing Long Tu Network Technology Co ltd
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Priority to CN202110552090.5A priority Critical patent/CN113426105A/en
Publication of CN113426105A publication Critical patent/CN113426105A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Abstract

The invention discloses an interface display method, an interface display device, interface display equipment and a storage medium. The method comprises the following steps: determining a display area of the skill key to be displayed in the game interface based on human engineering; determining a corresponding skill key to be displayed according to the received hero selection instruction; and when a game starting instruction is received, rendering the skill key to be displayed to a target area in the game interface. The skill button display method and the skill button display device have the advantages that ergonomics are used as a starting point, the display area of the skill button to be displayed is determined by combining with actual operation of a player in a shooting game, and the skill button to be displayed is rendered into a target area which is configured in advance in a game interface when a game starting instruction is received, so that the skill can be normally released, and convenience in operation of the player can be met.

Description

Interface display method, device, equipment and storage medium
Technical Field
The embodiment of the invention relates to the technical field of interface display, in particular to an interface display method, device, equipment and storage medium.
Background
With the development of mobile phone game technology, shooting games are increasingly popularized on mobile devices, and in order to provide better experience for players, virtual keys in a game interface are increased, so that higher operation requirements of the players are continuously met.
The existing shooting type mobile phone game key layout modes mainly comprise two modes, namely a skill key is placed at the lower right, and a skill key is placed at the upper right, and a design scheme that two skill keys exist simultaneously is not provided. Moreover, the skill keys are arranged at the lower right corner and the upper right corner of the game interface, so that the possibility of releasing the skill is provided for the player, the space for the player to aim and the like is occupied, and the defects exist in the operation hand feeling and the skill design.
Disclosure of Invention
In view of this, the present invention provides an interface display method, apparatus, device and storage medium, which can not only ensure normal skill release, but also meet the requirement of convenient operation for a player.
In a first aspect, an embodiment of the present invention provides an interface display method, including:
determining a display area of the skill key to be displayed in the game interface based on human engineering;
determining a corresponding skill key to be displayed according to the received hero selection instruction;
and when a game starting instruction is received, rendering the skill key to be displayed to a target area in a game interface.
In a second aspect, an embodiment of the present invention further provides an interface display apparatus, including:
the first determination module is used for determining a display area of a skill key to be displayed in the game interface based on ergonomics;
the second determination module is used for determining the corresponding skill key to be displayed according to the received hero selection instruction;
and the rendering module is used for rendering the skill key to be displayed to a target area in a game interface when a game starting instruction is received.
In a third aspect, an embodiment of the present invention further provides an interface display device, where the interface display device includes: a memory, and one or more processors;
a memory for storing one or more programs;
when the one or more programs are executed by the one or more processors, the one or more processors implement the interface display method according to any of the embodiments.
In a fourth aspect, a computer-readable storage medium has stored thereon a computer program which, when executed by a processor, implements the interface display method according to any one of the above embodiments.
The invention discloses an interface display method, which comprises the following steps: determining a display area of the skill key to be displayed in the game interface based on human engineering; determining a corresponding skill key to be displayed according to the received hero selection instruction; and when a game starting instruction is received, rendering the skill key to be displayed to a target area in a game interface. The skill button display method and the skill button display device have the advantages that ergonomics are used as a starting point, the display area of the skill button to be displayed is determined by combining with actual operation of a player in a shooting game, and the skill button to be displayed is rendered into a target area which is configured in advance in a game interface when a game starting instruction is received, so that the skill can be normally released, and convenience in operation of the player can be met.
Drawings
Fig. 1 is a flowchart of an interface display method according to an embodiment of the present invention;
FIG. 2 is a flow chart of another interface display method provided by the embodiments of the present invention;
fig. 3 is a schematic display diagram of a skill button to be displayed according to an embodiment of the present invention;
FIG. 4 is a schematic illustration of a fingertip area display provided in accordance with an embodiment of the present invention;
FIG. 5 is a schematic illustration of a display of a preview area provided by an embodiment of the present invention;
fig. 6 is a block diagram of an interface display apparatus according to an embodiment of the present invention;
fig. 7 is a schematic diagram of a hardware structure of an interface display device according to an embodiment of the present invention.
Detailed Description
The present invention will be described in further detail with reference to the accompanying drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the invention and are not limiting of the invention. It should be further noted that, for the convenience of description, only some of the structures related to the present invention are shown in the drawings, not all of the structures.
In an embodiment, fig. 1 is a flowchart of an interface display method according to an embodiment of the present invention, which is applicable to a situation of laying out skill buttons. The present embodiment may be performed by an interface display device. The interface display device may be a terminal device with a development function. Illustratively, the interface display device may be a computer device. It should be noted that the interface display method may be applied to a scene in which technical keys in a shooting type hand game are laid out. As shown in fig. 1, the present embodiment includes the following steps:
and S110, determining a display area of the skill key to be displayed in the game interface based on ergonomics.
The skill key to be displayed refers to a virtual key corresponding to the hero self-contained skill selected in the game process. In the actual operation process, at least one skill key to be displayed is configured in the game interface, and the skills corresponding to the skill keys to be displayed in different hero categories are different, and the number of the skill keys to be displayed configured by each hero may also be different, which is not limited herein.
Of course, a fixed number of skill keys to be displayed may be arranged in the display area in the game interface, that is, when selecting hero skills, the same number of skills as the number of skill keys to be displayed may be selected. Illustratively, two skill keys to be displayed are pre-configured in a display area in the game interface, and even if hero A is configured with three skills, only two of the three skills can be selected for use. Of course, the selected skills may be adjusted before each game is started.
It should be noted that, with human engineering as a starting point, the skill keys to be displayed are arranged in the display area of the game interface, so that the user can operate the skill keys conveniently, and the operation experience of the user is improved.
And S120, determining a corresponding skill key to be displayed according to the received hero selection instruction.
The hero selection instruction refers to a selection instruction of hero by a user. In an embodiment, before the user starts the game, the hero preferred by the user is selected on the hero selection interface, along with the skill to select the hero. Of course, since the number of skills configured by each hero is also different, the displayed skill keys to be displayed in the game interface may be fixed, that is, when selecting the skill corresponding to the hero, the same number of skills as the displayed skill keys need to be selected.
S130, when a game starting instruction is received, rendering the skill key to be displayed to a target area in the game interface.
The game start instruction is instruction information for triggering the start of a game. Illustratively, the game initiation instruction may be triggered using a virtual key of "start game". In an embodiment, after the user completes selection of hero skills, the user may click a "start game" button to enter a game interface, and the interface display device renders the skill keys to be displayed of the skills corresponding to the hero to a target area in the game interface according to a pre-configured display area of the skill keys to be displayed.
According to the technical scheme in the implementation example, the display area of the skill key to be displayed is determined by taking human engineering as a starting point and combining with actual operation of a player in a shooting game, and when a game starting instruction is received, the skill key to be displayed is rendered into a target area which is configured in advance in a game interface, so that the skill can be normally released, and convenience in operation of the player can be met.
In an embodiment, fig. 2 is a flowchart of another interface display method provided in an embodiment of the present invention. This embodiment is further described with respect to the interface display process based on the above-described embodiments. As shown in fig. 2, the interface display method in this embodiment includes the following steps:
and S210, determining a display area of the skill key to be displayed in the game interface based on human engineering.
In an embodiment, the implementation of S210 includes the following two:
in one implementation, S210 includes: determining an idle area in the game interface according to the aiming area and the rotating visual angle operation area in the game interface; determining a display area in the free area where the skill key is to be displayed based on ergonomics and the aiming area.
It should be noted here that the aiming area and the rotational angle manipulation area in the game interface are pre-configured. Illustratively, the aiming area is located at the lower right corner of the game interface, and the rotational angle manipulation area is located at the upper right corner of the game interface. In order to facilitate the user's operation, the aiming area may be configured as a fan-shaped area, and the rotational viewing angle area may be configured as a rectangular area (or a square area).
In an embodiment, to facilitate the release of the skill by the user, the skill key to be displayed may be arranged on the right side of the game interface, and a free area other than the aiming area and the rotational viewing angle manipulation area. After determining the free area outside the aiming area and the rotational viewing angle operation area, in order to facilitate the user's operation of the skill, a display area in which the skill key is to be displayed may be selected among the free areas based on ergonomics. Of course, in order that ergonomics may be based, a free area is selected within the peripheral area of the aiming area as the display area of the skill key to be displayed.
In another implementation, S210 includes: determining the length of the thumb of the user according to the human engineering and the fingertip coverage range of the non-curled state of the thumb of the user; and determining the display area of the skill key to be displayed in the game interface according to the position of the lower right corner of the game interface and the length of the thumb of the user.
The finger tip coverage range of the user in the non-curling state of the thumb refers to the coverage range which can be covered by the finger tip of the thumb of the user in the non-curling state of the thumb. For the convenience of the operation of the user, taking the thumb of the user as the right thumb of the user as an example, the description is given to the determination of the display area of the skill key to be displayed in the game interface. In the embodiment, based on ergonomics, the length of the thumb of the user in a non-curled state is determined as the length of the thumb of the user, the position of the lower right corner of the game interface is taken as the center of a circle, the length of the thumb of the user is taken as a radius to be taken as a fan shape, and the display area of the skill key to be displayed in the game interface is determined.
And S220, determining a preview area of the skill key to be displayed.
The preview area is an area occupied by the user when releasing the skill to be displayed. In an embodiment, the preview area is to satisfy the preview requirements that the user has when releasing skills. In the actual operation process, the position of the skill key to be displayed is taken as the center, the preset distance is taken as the radius, a circle is drawn on each skill key to be displayed, and the circular area is taken as the pre-aiming area of each skill key to be displayed. The preset distance refers to the maximum distance value occupied by each skill key to be displayed.
And S230, controlling the skill key to be displayed to move in the preview area when the skill release instruction is received.
The skill release instruction refers to instruction information for dragging and then releasing a skill key to be displayed. In the embodiment, a part of skill keys to be displayed need to be dragged and then released, so that the skill can be triggered; the other part of the skill keys to be displayed can trigger the skill only by clicking. It can be understood that when the skill key to be displayed needs to be dragged to trigger the skill, the skill key to be displayed is configured with a preview area. In the actual operation process, a user clicks and drags a skill key to be displayed in the preview area to control the skill key to be displayed to move in the preview area, and then the skill key to be displayed is released to trigger the skill corresponding to the skill key to be displayed.
And S240, determining the corresponding skill quantity according to the received hero selection instruction.
In an embodiment, while the user selects hero, the skill of the hero may also be selected to determine the skill to be used during the game. In the actual operation process, the skill number configured by the hero in the game process of the user is used as the skill number.
And S250, determining the corresponding skill key to be displayed according to the skill number.
In an embodiment, the number of skill keys to be displayed in the game interface can be dynamically adjusted according to the number of skills. Exemplarily, assuming that the user selects 2 skills, 2 to-be-displayed skill keys are displayed on the game interface; for another example, assuming that the user selects only 1 skill, 1 skill button to be displayed is displayed on the game interface.
And S260, when a game starting instruction is received, determining the skill icon to be displayed corresponding to each skill key to be displayed according to the hero category carried in the hero selection instruction.
In an embodiment, in order to enable the skill icon to be displayed to visually represent the skill, different skill icons to be displayed can be configured according to the skill, namely, the skill and the skill icon to be displayed have a one-to-one correspondence relationship. It can be understood that different skills correspond to different skill icons to be displayed. Wherein the hero category refers to the type of hero. For example, hero categories may include: juridical, shooter, assistant, licker, etc. For example, the skill of the shooter needs to adjust the direction, the skill button to be displayed of the shooter needs to be dragged to be triggered, and accordingly, the skill icon to be displayed of the shooter may be different from the skill icons to be displayed of other hero categories.
And S270, rendering each skill key to be displayed to a target area in the game interface in the form of a skill icon to be displayed.
The technical scheme of the embodiment takes the human engineering as a starting point and combines the actual operation of the user, and avoids the commonly used aiming area and the rotating visual angle operation area of the user, thereby providing more comfortable operability for the fingers of the user, providing an aiming operation space for the user and providing feasibility for the aiming function.
It should be noted that, S220-S230 may be executed after S210, or may be executed after one of S220-S270, which is not limited herein.
In one embodiment, the position layout of the skill key to be displayed is designed and determined by taking human engineering as a starting point and combining with the actual operation of a player in a shooting game. Exemplarily, fig. 3 is a display schematic diagram of a skill button to be displayed according to an embodiment of the present invention. Taking an interface display device as a smart phone (referred to as a mobile phone for short) as an example, a layout process of skill keys to be displayed is explained. As shown in fig. 3, two skill keys to be displayed, namely, skill 1 and skill 2, are arranged at the lower left position of the upper right small map of the right half screen on the game interface.
The method takes the coverage range of the thumb of a player when the player holds the mobile phone as a basic range, takes the fingertip coverage range of the non-curled state of the thumb as an optimal drop point range under the condition that the hand does not move obviously, and avoids an aiming area and a rotating visual angle operation area which are commonly used by the player. Fig. 4 is a schematic diagram of a display of a fingertip area according to an embodiment of the present invention. As shown in fig. 4, the fingertip area refers to a display area of the skill button to be displayed in the game interface. As shown in fig. 4, a fingertip area is arranged between the aiming area and the rotation angle operation area to arrange the skill key to be displayed in the fingertip area, so that the skill key to be displayed can be positioned in an operation area more comfortable for the fingers of the player, the operability of the user is improved, an area which is frequently used for aiming and turning by the player is avoided, and misoperation of the user in the game process is avoided.
Fig. 5 is a schematic display diagram of a preview area according to an embodiment of the present invention. As shown in fig. 5, in combination with the requirement of pre-aiming when the player releases the skill in the shooting game, a certain space is reserved above, below, left and right of the position of the skill key, so that the position of the key to be displayed can be obtained. The embodiment of the invention configures the pre-aiming function for the skill key to be displayed, provides feasibility for the aiming function and provides aiming operation space for the player.
In an embodiment, fig. 6 is a block diagram of an interface display apparatus according to an embodiment of the present invention, where the interface display apparatus is suitable for use in a situation where skill keys are laid out, and the apparatus may be implemented by hardware/software. As shown in fig. 6, the apparatus includes: a first determination module 610, a second determination module 620, and a rendering module 630.
The first determining module 610 is configured to determine, based on human engineering, a display area of a skill button to be displayed in a game interface;
the second determining module 620 is configured to determine a corresponding skill key to be displayed according to the received hero selection instruction;
and the rendering module 630 is configured to render the skill key to be displayed to a target area in the game interface when the game starting instruction is received.
According to the technical scheme, the display area of the skill key to be displayed is determined by taking human engineering as a starting point and combining with actual operation of a player in a shooting game, and when a game starting instruction is received, the skill key to be displayed is rendered into a target area which is configured in advance in a game interface, so that the skill can be normally released, and convenience in operation of the player can be met.
On the basis of the above embodiment, the interface display device further includes:
the third determination module is used for determining a preview area of the skill key to be displayed, wherein the preview area is an area occupied by the user when the user releases the skill to be displayed;
and the control module is used for controlling the skill key to be displayed to move in the preview area when the skill release instruction is received.
On the basis of the above embodiment, the first determining module includes:
the first determining unit is used for determining an idle area in the game interface according to the aiming area and the rotating visual angle operation area in the game interface;
a second determination unit for determining a display area of the skill key to be displayed in the free area based on the ergonomics and the aiming area.
On the basis of the above embodiment, the first determining module includes:
the third determining unit is used for determining the length of the user thumb according to the human engineering and the fingertip coverage range of the user thumb in the non-curling state;
and the fourth determining unit is used for determining the display area of the skill key to be displayed in the game interface according to the position of the lower right corner of the game interface and the length of the thumb of the user.
On the basis of the above embodiment, the second determining module includes:
the fifth determining unit is used for determining the corresponding skill quantity according to the received hero selection instruction;
and the sixth determining unit is used for determining the corresponding skill key to be displayed according to the skill number.
On the basis of the above embodiment, the rendering module includes:
the seventh determining unit is used for determining the skill icon to be displayed corresponding to each skill key to be displayed according to the hero category carried in the hero selecting instruction;
and the rendering unit is used for rendering each skill key to be displayed to a target area in the game interface in a form of a skill icon to be displayed.
On the basis of the above embodiment, the determination manner of the number of skill keys to be displayed includes one of the following: determining in advance; according to the hero category selected by the user.
The interface display device can execute the interface display method provided by any embodiment of the invention, and has the corresponding functional modules and beneficial effects of executing the interface display method.
Fig. 7 is a schematic diagram of a hardware structure of an interface display device according to an embodiment of the present invention. The device in the embodiment of the present invention is described by taking a computer device as an example. As shown in fig. 7, a computer device provided in an embodiment of the present invention includes: a processor 710, a memory 720, an input device 730, and an output device 740. The processor 710 in the computer device may be one or more, one processor 710 is illustrated in fig. 7, the processor 710, the memory 720, the input device 730, the output device 740, and the communication module 750 in the computer device may be connected by a bus or other means, and the processor 710, the memory 720, the input device 730, the output device 740, and the communication module 750 in fig. 7 are illustrated as being connected by a bus.
The memory 720 of the computer device, which is a computer-readable storage medium, can be used to store one or more programs, such as software programs, computer-executable programs, and modules, corresponding to the interface display method according to the embodiments of the present invention (for example, the modules of the interface display apparatus shown in fig. 6, including the first determining module 510, the second determining module 520, and the rendering module 530). The processor 510 executes various functional applications and data processing of the computer device by executing software programs, instructions and modules stored in the memory 520, that is, implements the interface display method in the above method embodiment.
The memory 720 may include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application program required for at least one function; the storage data area may store data created according to use of the device, and the like. Further, the memory 720 may include high speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other non-volatile solid state storage device. In some examples, the memory 720 may further include memory located remotely from the processor 710, which may be connected to devices over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The input device 730 may be used to receive numeric or character information input by a user to generate key signal inputs related to user settings and function control of the terminal apparatus. The output device 740 may include a display device such as a display screen.
And, when the one or more programs included in the computer device are executed by the one or more processors 710, the programs perform the following operations: determining a display area of the skill key to be displayed in the game interface based on human engineering; determining a corresponding skill key to be displayed according to the received hero selection instruction; and when a game starting instruction is received, rendering the skill key to be displayed to a target area in the game interface.
An embodiment of the present invention further provides a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements an interface display method provided in an embodiment of the present invention, where the method includes: determining a display area of the skill key to be displayed in the game interface based on human engineering; determining a corresponding skill key to be displayed according to the received hero selection instruction; and when a game starting instruction is received, rendering the skill key to be displayed to a target area in the game interface.
Computer storage media for embodiments of the invention may employ any combination of one or more computer-readable media. The computer readable medium may be a computer readable signal medium or a computer readable storage medium. A computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the computer readable storage medium would include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a Read-Only Memory (ROM), an Erasable Programmable Read-Only Memory (EPROM or flash Memory), an optical fiber, a portable Compact Disc Read-Only Memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the context of this document, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
A computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Computer program code for carrying out operations for aspects of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, Smalltalk, C + +, or the like, as well as conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet service provider).
It is to be noted that the foregoing is only illustrative of the preferred embodiments of the present invention and the technical principles employed. It will be understood by those skilled in the art that the present invention is not limited to the particular embodiments illustrated herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, although the present invention has been described in greater detail by the above embodiments, the present invention is not limited to the above embodiments, and may include other equivalent embodiments without departing from the spirit of the present invention, and the scope of the present invention is determined by the scope of the appended claims.

Claims (10)

1. An interface display method, comprising:
determining a display area of the skill key to be displayed in the game interface based on human engineering;
determining a corresponding skill key to be displayed according to the received hero selection instruction;
and when a game starting instruction is received, rendering the skill key to be displayed to a target area in a game interface.
2. The method of claim 1, further comprising:
determining a preview area of a skill key to be displayed, wherein the preview area is an area occupied by a user when the user releases the skill to be displayed;
and when a skill release instruction is received, controlling the skill key to be displayed to move in the preview area.
3. The method of claim 1, wherein the ergonomically determining a display area of a skill button to be displayed in a game interface comprises:
determining an idle area in the game interface according to the aiming area and the rotating visual angle operation area in the game interface;
determining a display area in the free area where a skill key is to be displayed based on ergonomics and the aiming area.
4. The method of claim 1, wherein the ergonomically determining a display area of a skill button to be displayed in a game interface comprises:
determining the length of the thumb of the user according to the human engineering and the fingertip coverage range of the non-curled state of the thumb of the user;
and determining a display area of the skill key to be displayed in the game interface according to the position of the lower right corner of the game interface and the length of the thumb of the user.
5. The method according to claim 1, wherein the determining the corresponding skill button to be displayed according to the received hero selection instruction comprises:
determining the corresponding skill quantity according to the received hero selection instruction;
and determining the corresponding skill key to be displayed according to the skill number.
6. The method of claim 1, wherein the rendering the skill button to be displayed to a target area in a game interface comprises:
determining a skill icon to be displayed corresponding to each skill key to be displayed according to the hero category carried in the hero selection instruction;
and rendering each skill key to be displayed to a target area in the game interface in the form of the skill icon to be displayed.
7. The method of claim 1, wherein the number of skill keys to be displayed is determined in a manner comprising one of:
determining in advance; according to the hero category selected by the user.
8. An interface display device, comprising:
the first determination module is used for determining a display area of a skill key to be displayed in the game interface based on ergonomics;
the second determination module is used for determining the corresponding skill key to be displayed according to the received hero selection instruction;
and the rendering module is used for rendering the skill key to be displayed to a target area in a game interface when a game starting instruction is received.
9. An interface display device, the device comprising: a memory, and one or more processors;
a memory for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement the interface display method of any one of claims 1-7.
10. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out the interface display method according to any one of claims 1 to 7.
CN202110552090.5A 2021-05-20 2021-05-20 Interface display method, device, equipment and storage medium Pending CN113426105A (en)

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Application publication date: 20210924