WO2017054465A1 - 一种信息处理方法、终端及计算机存储介质 - Google Patents
一种信息处理方法、终端及计算机存储介质 Download PDFInfo
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- WO2017054465A1 WO2017054465A1 PCT/CN2016/082400 CN2016082400W WO2017054465A1 WO 2017054465 A1 WO2017054465 A1 WO 2017054465A1 CN 2016082400 W CN2016082400 W CN 2016082400W WO 2017054465 A1 WO2017054465 A1 WO 2017054465A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing 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
- A63F13/426—Processing 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 involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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- G—PHYSICS
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- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- G06F3/04817—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance using icons
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
- G06F3/04842—Selection of displayed objects or displayed text elements
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- G—PHYSICS
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- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
- G06F3/0488—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
- G06F3/04883—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures for inputting data by handwriting, e.g. gesture or text
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
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- G—PHYSICS
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- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2203/00—Indexing scheme relating to G06F3/00 - G06F3/048
- G06F2203/048—Indexing scheme relating to G06F3/048
- G06F2203/04803—Split screen, i.e. subdividing the display area or the window area into separate subareas
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- G06F3/0482—Interaction with lists of selectable items, e.g. menus
Definitions
- the present invention relates to information interaction technologies, and in particular, to an information processing method, a terminal, and a computer storage medium.
- a graphical user interface rendered on a large screen or a large screen after dividing multiple users into two different groups, using the manipulation process in human-computer interaction, information interaction between different groups can be performed, and according to The response to the information interaction obtains different interaction results; by using the manipulation processing in the human-computer interaction, information interaction between the group members of the same group can also be performed, and different interaction results can be obtained according to the response to the information interaction.
- the embodiment of the present invention is to provide an information processing method, a terminal, and a computer.
- the storage medium solves at least the problems existing in the prior art, and the specific capability is additionally increased, and the location thereof is determined, so that the user can perform the search, and the area of the screen is not occupied much regardless of the increase in the number of the capability additions. Not only does it not affect the efficiency of the user to perform other operations, but also avoids misoperations and improves the operation accuracy.
- An embodiment of the present invention provides an information processing method, by executing a software application on a processor of a terminal and rendering on a display of the terminal, to obtain a graphical user interface, the processor, a graphical user interface, and the
- the software application is implemented on a gaming system, the method comprising:
- At least one skill bar object deployed in at least one skill operation area of the graphical user interface includes M window bits, and the M is a positive integer;
- Detecting a sliding operation gesture to the at least one skill bar object triggering switching between the M window positions to display N different skill objects arranged in order, the N being a positive integer, and N>M;
- a skill release operation for the at least one skill object is performed when a skill release operation gesture for at least one skill object currently displayed in the M window bits is detected.
- An embodiment of the present invention provides a terminal, by executing a software application on a processor of a terminal and performing rendering on a display of the terminal, to obtain a graphical user interface, the processor, the graphical user interface, and the software application.
- the terminal further comprising:
- a first rendering unit configured to render at least one virtual resource object in the graphical user interface
- the at least one skill bar object configured to be deployed in the at least one skill operation area of the graphical user interface includes M window bits, and the M is a positive integer;
- a first detecting unit configured to detect a sliding operation on the at least one skill bar object a gesture, triggering switching between the M window positions to display N different skill objects arranged in order, the N being a positive integer, and N>M;
- a second detecting unit configured to perform a skill release operation on the at least one skill object when detecting a skill release operation gesture of the at least one skill object currently displayed in the M window positions.
- An embodiment of the present invention provides a terminal, where the terminal includes: a display and a processor; the display is configured to perform a software application on a processor of the terminal and then render the same to obtain a graphical user interface;
- the user interface is configured to facilitate manipulation of human-computer interaction;
- the processor is configured to perform the information processing method described in the foregoing solution
- the processor, the graphical user interface, and the software application are implemented on a gaming system.
- An embodiment of the present invention provides a computer storage medium, where the computer storage medium stores computer executable instructions, and the computer executable instructions are configured to execute the information processing method described in the foregoing solution.
- the information processing method of the embodiment of the present invention obtains a graphical user interface by executing a software application on a processor of the terminal and rendering on a display of the terminal, where the processor, the graphical user interface, and the software are applied Implemented on a game system, the method comprising: rendering at least one virtual resource object in a graphical user interface; at least one skill bar object deployed in at least one skill operation area of the graphical user interface includes M window bits, M is a positive integer; detecting a sliding operation gesture to the at least one skill bar object, triggering switching between the M window positions to display N different skill objects arranged in order, the N being a positive integer, and N>M; performing a skill release operation on the at least one skill object when detecting a skill release operation gesture for at least one skill object currently displayed in the M window positions.
- the skill bar object since the skill bar object is deployed at the determined position, it is convenient for the user to perform the search, and the skill bar object is found at a glance to perform the subsequent release skill operation. Since the skill bar object includes M window positions that do not occupy a large amount of space, corresponding to the specific technique
- the number of objects can be N, N>M, visible, the number of skill objects is more than the number of window positions.
- the area of the screen will not be occupied a lot, because the M window positions are always unchanged.
- the embodiment of the present invention not only does not affect the efficiency of the user to perform other operations, but also avoids erroneous operations, improves the operation precision, and does not occupy a large area of the screen.
- 1 is a schematic diagram of hardware entities of each party performing information interaction in an embodiment of the present invention
- FIG. 2 is a schematic flowchart of an implementation process according to Embodiment 1 of the present invention.
- 3-5 are schematic diagrams of UI interfaces obtained by applying the embodiments of the present invention.
- FIG. 6 is a schematic diagram of an implementation process of Embodiment 2 of the present invention.
- FIG. 7 is a schematic flowchart of an implementation process of Embodiment 3 of the present invention.
- FIG. 8 is a schematic structural diagram of a structure according to Embodiment 4 of the present invention.
- FIG. 9 is a schematic structural diagram of a hardware entity according to Embodiment 5 of the present invention.
- FIG. 10 is a schematic diagram of a UI of a specific application scenario in the prior art
- FIG. 11 is a schematic flowchart of an implementation of a specific application scenario in which an embodiment of the present invention is applied.
- FIG. 1 is a schematic diagram of hardware entities of each party performing information interaction according to an embodiment of the present invention.
- FIG. 1 includes: one or more servers 11 to 1 n, terminal devices 21-25, and a network 31.
- the network 31 includes routers, gateways, and the like. Such network entities are not reflected in the figure.
- the terminal device 21-25 exchanges information with the server through a wired network or a wireless network to download the application and/or from the server 31. Or apply update packets and/or data or business information related to the application.
- the type of the terminal device is as shown in FIG.
- the terminal device includes a mobile phone (terminal 23), a tablet or PDA (terminal 25), a desktop (terminal 22), a PC (terminal 24), an all-in-one (terminal 21), and the like.
- the terminal device is installed with various applications required by the user, such as an application having entertainment functions (such as a video application, an audio playback application, a game application, a reading software), and an application having a service function (such as a map navigation application, Group purchase application, etc.).
- an application having entertainment functions such as a video application, an audio playback application, a game application, a reading software
- an application having a service function such as a map navigation application, Group purchase application, etc.
- the terminal device 21-25 downloads the game application and/or the game application update data package and/or the game application from the servers 11 to 1n according to the demand through the network 31.
- Data information or service information in the embodiment of the present invention, the game application is opened on the terminal device, and the rendered game interface is entered, and at least one skill bar object of at least one skill operation area is deployed on the game interface, the at least one skill
- the bar object includes M window bits, the M is a positive integer; detecting a sliding operation gesture to the at least one skill bar object, triggering switching between the M window positions to display N different skills arranged in order Object, the N is a positive integer, and N>M; performing a skill release operation on the at least one skill object when detecting a skill release operation gesture for at least one skill object currently displayed in the M window bits Because, M window bits are always the same (of course, it is not excluded that the number of M window bits is increased, deleted, repaired according to user requirements.
- FIG. 1 is only a system architecture example for implementing the embodiment of the present invention.
- the embodiment of the present invention is not limited to the system structure described in FIG. 1 above, and various embodiments of the present invention are proposed based on the system architecture.
- a skill bar object which is an instance of a skill object or a skill resource object, and is rendered in a graphical user interface.
- the skill object or the skill resource object includes, but is not limited to, various shapes such as a strip, a ring, a ring, a roulette, etc., as long as an area that can be used for placing the skill object can be realized.
- Embodiment 1 is a diagrammatic representation of Embodiment 1:
- An information processing method by executing a software application on a processor of a terminal and rendering on a display of the terminal, to obtain a graphical user interface, the processor, the graphical user interface, and the software
- the application is implemented on a gaming system, as shown in Figure 2, the method comprising:
- Step 101 Render at least one virtual resource object in a graphical user interface.
- the virtual resource object covers various types of objects in a graphical user interface, such as a user avatar icon representing a user, a building representing a background, a tree, a tower defense, and the like, and characterizing a user state (eg, blood value, vitality value)
- a user avatar icon representing a user
- a building representing a background
- a tree representing a tree
- a tower defense and the like
- a user state eg, blood value, vitality value
- Step 102 The at least one skill bar object deployed in the at least one skill operation area of the graphical user interface includes M window bits, and the M is a positive integer.
- a user interface (UI) diagram includes: a graphical user interface 100, a skill object 300, a skill bar object, a function key object 500 that controls user movement and initiates an attack, and enables the current user.
- a small map object 600 that is deployed by both the enemy and the enemy is seen in the large map presented by the graphical user community.
- the skill bar object is a strip area composed of skill objects 401-409, and currently has 9 skill objects, wherein only 3 skill objects actually displayed in the skill bar object window position (such as the solid line in FIG. 3) The position of the window where the skills 1-3 are shown), the remaining 6 skill objects (the position where the skills 4-9 are located as shown by the dashed line in Figure 3) are followed by the user.
- the sliding operation is expanded and displayed. If the user does not have a sliding operation, the remaining 6 skills are actually hidden and are not displayed in the skill bar object window bit. In combination with step 103, only the pair is detected.
- the sliding operation gesture of the at least one skill bar object triggering switching between the M window positions to display N different skill objects arranged in order, the N being a positive integer, and N>M, for example, currently In the UI interface shown in Figure 3, N is currently 9, and M is currently 3.
- the window position is the position of the current skill 1-3.
- the hidden skill object 4-9 is displayed. If the user slides to the left, the displayed skill 4-9 is re-hidden.
- Figure 3 shows the position of the window in the current skill 1-3.
- the window position can also be set at the position of the current skill object 4-6, and the user finger is located in the skill object 4 Position, then slide to the left, the hidden skill objects 1-3 are displayed, and then the user slides to the right, the hidden skills 1-3 are re-hidden; the user's finger is located at the skill object 6, After sliding to the right, the hidden skill objects 7-9 are expanded and displayed, and then the user slides to the left to re-hide the expanded skills 7-9.
- the specific setting of the window bit can be arbitrarily set according to the user's needs, as long as it is preset, it is determined at the position on the screen, so that the user can quickly find the skill bar object at a glance.
- a skill release operation on the at least one skill object is performed.
- the above example of FIG. 3 is used.
- the UI interface shown in FIG. 3, N is currently 9, and M is currently 3.
- the window position is the position of the current skill 1-3.
- the hidden skill object 4-9 is displayed. If the user slides to the left, the displayed skill 4-9 is re-hidden. If the user slides to the right and displays the hidden skill objects 4-9, and then releases the finger, the skills corresponding to the skill objects 4-9 are released.
- the specific display can be: put the skill object 4-9 into the current 3 window positions, replace the previous The skill objects 1-3 displayed in the current 3 window positions.
- the UI interface shown in Figure 4-5 is another example, which is described by the layout of the game's enemy and the enemy as 3 to 3, 5 to 5 different personnel deployment scenarios, in the big map and the small map.
- the displayed match mode is different.
- the one-to-one mode is the case where the number of deployed parties is one person. Referring to the UI of Figure 4-5, the difference is the number of deployments in the small map in the UI. A description will be expanded.
- Step 103 Detect a sliding operation gesture for the at least one skill bar object, triggering switching between the M window positions to display N different skill objects arranged in order, the N being a positive integer, and N> M.
- N is currently 9
- M is currently 3.
- the window position is the position of the current skill 1-3.
- the hidden skill object 4-9 is displayed. If the user slides to the left, the displayed skill 4-9 is re-hidden.
- FIG. 3 is only an example.
- the window position corresponding to the skill bar object in the embodiment of the present invention is not limited to three, and may be four, five, or six, which is determined according to the size of the screen of the user terminal, and the purpose is: not to use the skill.
- the window position of the bar object does not occupy too many screens and is in a certain position.
- the number of skill objects is more than the number of window bits.
- the area of the screen is not occupied a lot, because the M window bits are always unchanged. Only in response to the user sliding operation gesture, triggering switching between the N different skill objects arranged in the M window positions, and finally detecting at least one currently displayed in the M window positions When the skill object of the skill object releases the operation gesture, a skill release operation for the at least one skill object is performed.
- Step 104 Perform a skill release operation on the at least one skill object when detecting a skill release operation gesture of at least one skill object currently displayed in the M window positions.
- step 103 the skill object is shown in FIG.
- the skill objects 1-9 of the example refer to specific skills.
- the skill object is distributed horizontally or vertically in a strip area; the skill object includes preset icon information.
- Embodiment 2 is a diagrammatic representation of Embodiment 1:
- An information processing method by executing a software application on a processor of a terminal and rendering on a display of the terminal, to obtain a graphical user interface, the processor, the graphical user interface, and the software
- the application is implemented on a gaming system, as shown in Figure 6, the method comprising:
- Step 201 Rendering at least one virtual resource object in a graphical user interface.
- the virtual resource object covers various types of objects in a graphical user interface, such as a user avatar icon representing a user, a building representing a background, a tree, a tower defense, and the like, and characterizing a user state (eg, blood value, vitality value)
- a user avatar icon representing a user
- a building representing a background
- a tree representing a tree
- a tower defense and the like
- a user state eg, blood value, vitality value
- Step 202 The at least one skill bar object deployed in the at least one skill operation area of the graphical user interface includes M window bits, and the M is a positive integer.
- a user interface (UI) diagram includes: a graphical user interface 100, a skill object 300, a skill bar object, a function key object 500 that controls user movement and initiates an attack, and enables the current user.
- a small map object 600 that is deployed by both the enemy and the enemy is seen in the large map presented by the graphical user community.
- the skill bar object is a strip area composed of skill objects 401-409, and currently has 9 skill objects, wherein only 3 skill objects actually displayed in the skill bar object window position (such as the solid line in FIG. 3) The position of the window where the skills 1-3 are shown), the remaining 6 skill objects (the position where the skills 4-9 are as shown by the dashed line in Fig.
- step 203 After detecting the sliding operation gesture to the at least one skill bar object, triggering switching between the M window positions to display N different skill objects arranged in order, the N being a positive integer, and N>M
- N is currently 9, and M is currently 3.
- the window position is the position of the current skill 1-3.
- the hidden skill object 4-9 is displayed. If the user slides to the left, the displayed skill 4-9 is re-hidden.
- Figure 3 shows the position of the window in the current skill 1-3.
- the window position can also be set at the position of the current skill object 4-6, and the user finger is located in the skill object 4 Position, then slide to the left, the hidden skill objects 1-3 are displayed, and then the user slides to the right, the hidden skills 1-3 are re-hidden; the user's finger is located at the skill object 6, After sliding to the right, the hidden skill objects 7-9 are expanded and displayed, and then the user slides to the left to re-hide the expanded skills 7-9.
- the specific setting of the window bit can be arbitrarily set according to the user's needs, as long as it is preset, it is determined at the position on the screen, so that the user can quickly find the skill bar object at a glance.
- a skill release operation on the at least one skill object is performed.
- the above example of FIG. 3 is used.
- the UI interface shown in FIG. 3, N is currently 9, and M is currently 3.
- the window position is the position of the current skill 1-3.
- the hidden skill object 4-9 is displayed. If the user slides to the left, the displayed skill 4-9 is re-hidden. If the user slides to the right and displays the hidden skill objects 4-9, and then releases the finger, the skills corresponding to the skill objects 4-9 are released.
- the specific display may be: putting the skill objects 4-9 into the current 3 window positions, replacing the skill objects 1-3 previously displayed in the current 3 window positions.
- the processor of the terminal device renders The user interaction interface (UI) interface shown in Figure 3 is just a specific example.
- the UI interface shown in Figure 4-5 is another example, which is arranged from the enemy and the enemy of the game to 3 to 3, 5 to 5 respectively.
- Different personnel deployment scenarios describe the battle modes displayed in the big map and the small map.
- the one-to-one mode is the case where the number of deployed parties is one person. Referring to the UI of Figure 4-5, the UI is only The difference in the number of deployments in the small and medium-sized maps is not described here, and the description will be followed.
- Step 203 Detect a sliding operation gesture for the at least one skill bar object, triggering switching between the M window positions to display N different skill objects arranged in order, the N being a positive integer, and N> M.
- N is currently 9
- M is currently 3.
- the window position is the position of the current skill 1-3.
- the hidden skill object 4-9 is displayed. If the user slides to the left, the displayed skill 4-9 is re-hidden.
- FIG. 3 is only an example.
- the window position corresponding to the skill bar object in the embodiment of the present invention is not limited to three, and may be four, five, or six, which is determined according to the size of the screen of the user terminal, and the purpose is: not to use the skill.
- the window position of the bar object does not occupy too many screens and is in a certain position.
- the number of skill objects is more than the number of window bits.
- the area of the screen is not occupied a lot, because the M window bits are always unchanged. Only in response to the user sliding operation gesture, triggering switching between the N different skill objects arranged in the M window positions, and finally detecting at least one currently displayed in the M window positions When the skill object of the skill object releases the operation gesture, a skill release operation for the at least one skill object is performed.
- Step 204 Enter a trajectory capture mode of the sliding operation, and acquire a first motion direction of the sliding trajectory to determine M skill objects displayed corresponding to the first motion direction sliding trajectory as the target skill adding object.
- Step 205 When it is detected that the sliding operation is changed from the sliding state to the sliding release state, determining that the current release operation is performed, the M skill objects are placed in the M window positions.
- the skill object is the skill object 1-9 illustrated in FIG. 3, and refers to a specific skill.
- the skill objects corresponding to the expanded display are released through steps 204-205.
- the skill object is distributed horizontally or vertically in a strip area; the skill object includes preset icon information.
- the method further includes:
- the different target skill addition objects obtained in the expanded display manner or the hidden display manner are acquired according to the difference in the target position along the sliding direction of the first motion direction, so as to achieve skill free switching in the at least one target skill addition object.
- the corresponding UI interface diagram is shown in Figure 4.
- the first motion direction is first sliding to the right, which is a 3-to-3 battle mode.
- the window position is the current skill 1-3 position.
- the object 4-9 is displayed. If the user releases the finger after sliding to the right and displaying the hidden skill object 4-9, the skill corresponding to the skill object 4-9 is released, and then released in the skill release area 800.
- the skills include not only skills 1-3, but also new skills 4-9 (the figure does not show all released skills, just for the indication). Then, the first direction of motion is that the user slides to the left, and the skills 4-9 of the expanded display are re-hidden and restored to the position of the initial current skill 1-3. It is also possible to re-hide the expanded display skills 4-9 and replace them in the current skill 1-3 window positions to display any three skill objects in skills 4-9 using the current window position. Visible: the new skill object can be displayed or hidden along with the user's sliding operation, so that the user can select the appropriate skill to release in the skill bar object, and the position that does not occupy too many screens is used for various users. Multiple skill objects selected.
- Embodiment 3 is a diagrammatic representation of Embodiment 3
- An information processing method by executing software on a processor of a terminal Applying and rendering on the display of the terminal to obtain a graphical user interface, the processor, the graphical user interface and the software application being implemented on a gaming system, as shown in FIG. 7, the method comprising:
- Step 301 Render at least one virtual resource object in a graphical user interface.
- the virtual resource object covers various types of objects in a graphical user interface, such as a user avatar icon representing a user, a building representing a background, a tree, a tower defense, and the like, and characterizing a user state (eg, blood value, vitality value)
- a user avatar icon representing a user
- a building representing a background
- a tree representing a tree
- a tower defense and the like
- a user state eg, blood value, vitality value
- Step 302 The at least one skill bar object deployed in the at least one skill operation area of the graphical user interface includes M window bits, and the M is a positive integer.
- a user interface (UI) diagram includes: a graphical user interface 100, a skill object 300, a skill bar object, a function key object 500 that controls user movement and initiates an attack, and enables the current user.
- a small map object 600 that is deployed by both the enemy and the enemy is seen in the large map presented by the graphical user community.
- the skill bar object is a strip area composed of skill objects 401-409, and currently has 9 skill objects, wherein only 3 skill objects actually displayed in the skill bar object window position (such as the solid line in FIG. 3) The position of the window where the skills 1-3 are shown), the remaining 6 skill objects (the position where the skills 4-9 are as shown by the dashed line in Fig.
- step 303 only the sliding of the at least one skill bar object is detected.
- the gesture is operated, triggering to switch between the M window positions to display N different skill objects arranged in order, the N being a positive integer, and N>M, for example, the UI interface currently shown in FIG. 3, N Currently 9, and M is currently 3.
- the window position is the position of the current skill 1-3.
- the hidden skill object 4-9 is displayed. If the user slides to the left, the displayed skill 4-9 is re-hidden.
- Figure 3 shows the position of the window in the current skill 1-3.
- the window position can also be set at the position of the current skill object 4-6, and the user finger is located in the skill object 4 Position, then slide to the left, the hidden skill objects 1-3 are displayed, and then the user slides to the right, the hidden skills 1-3 are re-hidden; the user's finger is located at the skill object 6, After sliding to the right, the hidden skill objects 7-9 are expanded and displayed, and then the user slides to the left to re-hide the expanded skills 7-9.
- the specific setting of the window bit can be arbitrarily set according to the user's needs, as long as it is preset, it is determined at the position on the screen, so that the user can quickly find the skill bar object at a glance.
- a skill release operation on the at least one skill object is performed.
- the above example of FIG. 3 is used.
- the UI interface shown in FIG. 3, N is currently 9, and M is currently 3.
- the window position is the position of the current skill 1-3.
- the hidden skill object 4-9 is displayed. If the user slides to the left, the displayed skill 4-9 is re-hidden. If the user slides to the right and displays the hidden skill objects 4-9, and then releases the finger, the skills corresponding to the skill objects 4-9 are released.
- the specific display may be: putting the skill objects 4-9 into the current 3 window positions, replacing the skill objects 1-3 previously displayed in the current 3 window positions.
- the UI interface shown in Figure 4-5 is another example, which is described by the layout of the game's enemy and the enemy as 3 to 3, 5 to 5 different personnel deployment scenarios, in the big map and the small map.
- the displayed match mode is different.
- the one-to-one mode is the case where the number of deployed parties is one person. Referring to the UI of Figure 4-5, the difference is the number of deployments in the small map in the UI. A description will be expanded.
- Step 303 Detect a sliding operation gesture for the at least one skill bar object, and trigger The N window positions are switched to display N different skill objects arranged in order, the N being a positive integer, and N>M.
- N is currently 9
- M is currently 3.
- the window position is the position of the current skill 1-3.
- the hidden skill object 4-9 is displayed. If the user slides to the left, the displayed skill 4-9 is re-hidden.
- FIG. 3 is only an example.
- the window position corresponding to the skill bar object in the embodiment of the present invention is not limited to three, and may be four, five, or six, which is determined according to the size of the screen of the user terminal, and the purpose is: not to use the skill.
- the window position of the bar object does not occupy too many screens and is in a certain position.
- the number of skill objects is more than the number of window bits.
- the area of the screen is not occupied a lot, because the M window bits are always unchanged. Only in response to the user sliding operation gesture, triggering switching between the N different skill objects arranged in the M window positions, and finally detecting at least one currently displayed in the M window positions When the skill object of the skill object releases the operation gesture, a skill release operation for the at least one skill object is performed.
- Step 304 Enter a trajectory capture mode of the sliding operation, and acquire a second motion direction of the sliding trajectory to determine the M skill objects displayed corresponding to the second motion direction sliding trajectory as the target skill adding object.
- Step 305 When it is detected that the sliding operation is changed from the sliding state to the sliding release state, determining that the current release operation is performed, the M skill operation objects are placed in the M window positions.
- the skill object is the skill object 1-9 illustrated in FIG. 3, and refers to a specific skill.
- the skill objects corresponding to the expanded display are released through steps 304-305.
- the skill object is horizontal or in a strip area. Longitudinal distribution; the skill object includes preset icon information.
- the method further includes: acquiring different target skill addition objects obtained by expanding the display manner or hiding the display manner according to different positions of the target positions by the sliding direction of the second movement direction, To achieve free switching of skills in at least one target skill add object.
- the corresponding UI interface diagram is shown in Figure 5.
- the second motion direction is first sliding to the left, which is a 5-to-5 battle mode.
- the window position is the current skill 4-6 position.
- the object 1-3 is displayed. If the user releases the finger after sliding to the left and displaying the hidden skill object 1-3, the skill corresponding to the skill object 1-3 is released, and is released in the skill release area 800 at this time.
- the skills include not only skills 4-5, but also new skills 1-3 (not shown in the figure, all released skills, only for the indication), after the user swipe to the right, the skills will be expanded 1-3 Re-hidden. Then, the first movement direction is that the user slides to the right, and the hidden skill objects 7-9 are displayed. If the user releases the finger after sliding to the right and displaying the hidden skill objects 7-9, the skill object 7 is The corresponding skill of -9 is released. At this time, the skill released in the skill release area 800 includes not only the skill 4-5, but also the added skill 7-8 (the figure does not show all the released skills, only the indication ), after the user swipes to the right, the unfolded skills 7-9 are re-hidden. Visible: the new skill object can be displayed or hidden along with the user's sliding operation, so that the user can select the appropriate skill to release in the skill bar object, and the position that does not occupy too many screens is used for various users. Multiple skill objects selected.
- the method may further include: after adjusting the number of window positions occupied by the skill bar object according to the collected user requirement information, refreshing the M windows.
- the bits are M+j, and the j is a positive integer greater than zero.
- the window position corresponding to the skill bar object in the embodiment of the present invention is not limited to three, and may be four, five, or six, which is determined according to the size of the screen of the user terminal, and the purpose is: The window position of the skill bar object does not take up too much screen and is in a certain position.
- the setting can also be refreshed as in the embodiment, for example, the user logs in to the game system with the same account, starts playing the game with the mobile phone, and then transplants the game to the tablet computer, because the tablet computer is larger than the screen of the mobile phone, if The number of windows set by default is 2, and after porting to the tablet, the number of windows in the refresh UI UI is 4.
- Embodiment 4 is a diagrammatic representation of Embodiment 4:
- a terminal of an embodiment of the present invention obtains a graphical user interface by executing a software application on a processor of the terminal and rendering on a display of the terminal, where the processor, the graphical user interface, and the software are applied
- the game system is implemented, as shown in FIG. 8, the terminal includes:
- the first rendering unit 61 is configured to render at least one virtual resource object in the graphical user interface.
- the window bit deployment unit 62, the at least one skill bar object configured to be deployed in the at least one skill operation area of the graphical user interface includes M window bits, and the M is a positive integer.
- the first detecting unit 63 is configured to detect a sliding operation gesture for the at least one skill bar object, and trigger to switch between the M window positions to display N different skill objects arranged in order, wherein the N is positive Integer, and N>M.
- the second detecting unit 64 is configured to perform a skill release operation on the at least one skill object when detecting a skill release operation gesture for the at least one skill object currently displayed in the M window positions.
- the virtual resource object covers various types of objects in a graphical user interface, such as a user avatar icon representing a user, a building representing a background, a tree, a tower defense, and the like, and characterizing the user state.
- Objects such as blood value, vitality value, characterizing user skills, equipment, etc., characterizing the direction button object that controls the movement of the user's position, the user releases The rendering object and the like at the time of the skill are all within the protection scope of the "virtual resource object" of the embodiment of the present invention.
- the skill bar object is a strip area composed of skill objects 401-409, and currently has 9 skill objects, wherein actually displayed in the skill bar
- There are only 3 skill objects in the object window position (the position of the window where the skills 1-3 are shown by the solid line in Fig. 3), and the remaining 6 skill objects (the skills 4-9 shown in the dotted line in Fig. 3)
- the position is expanded according to the user's sliding operation. If the user does not have a sliding operation, the remaining 6 skills are actually hidden and will not be displayed in the skill bar object window.
- the window position is the position of the current skill 1-3.
- the hidden skill object 4-9 is displayed. If the user slides to the left, the displayed skill 4-9 is re-hidden.
- Figure 3 shows the position of the window in the current skill 1-3. This position is arbitrarily set according to the user's needs.
- the window position can also be set at the position of the current skill object 4-6, and the user finger is located in the skill object 4 Position, then slide to the left, the hidden skill objects 1-3 are displayed, and then the user slides to the right, the hidden skills 1-3 are re-hidden; the user's finger is located at the skill object 6, After sliding to the right, the hidden skill objects 7-9 are expanded and displayed, and then the user slides to the left to re-hide the expanded skills 7-9.
- the specific setting of the window bit can be arbitrarily set according to the user's needs, as long as it is preset, it is determined at the position on the screen, so that the user can quickly find the skill bar object at a glance.
- a skill release operation gesture for at least one skill object currently displayed in the M window bits is detected, a skill release operation on the at least one skill object is performed.
- the example of FIG. 3 above is used.
- N is currently 9, and M is The former is 3.
- the window position is the position of the current skill 1-3.
- the hidden skill object 4-9 is displayed. If the user slides to the left, the displayed skill 4-9 is re-hidden. If the user slides to the right and displays the hidden skill objects 4-9, and then releases the finger, the skills corresponding to the skill objects 4-9 are released.
- the specific display may be: putting the skill objects 4-9 into the current 3 window positions, replacing the skill objects 1-3 previously displayed in the current 3 window positions.
- the UI interface shown in Figure 4-5 is another example, which is described by the layout of the game's enemy and the enemy as 3 to 3, 5 to 5 different personnel deployment scenarios, in the big map and the small map.
- the displayed match mode is different.
- the one-to-one mode is the case where the number of deployed parties is one person. Referring to the UI of Figure 4-5, the difference is the number of deployments in the small map in the UI. A description will be expanded.
- the first motion direction is first sliding to the right, which is a 3-to-3 battle mode, and the window position is the position of the current skill 1-3.
- the hidden skill object 4-9 is displayed.
- the skill corresponding to the skill object 4-9 is released, and the skill released in the skill release area 800 includes not only the skill.
- 1-3 also includes new skills 4-9 (the figure does not show all released skills, only for the indication). Then, the first direction of motion is that the user slides to the left, and the skills 4-9 of the expanded display are re-hidden and restored to the position of the initial current skill 1-3.
- the new skill object can be displayed or hidden along with the user's sliding operation, so that the user can select the appropriate skill to release in the skill bar object, and the position that does not occupy too many screens is used for various users. Multiple skill objects selected.
- the second motion direction is first sliding to the left, which is a 5-to-5 battle mode, and the window position is the position of the current skill 4-6.
- the hidden skill object is hidden.
- 1-3 is displayed. If the user releases the finger after sliding to the left and displaying the hidden skill object 1-3, the skill corresponding to the skill object 1-3 is released, and is released in the skill release area 800 at this time.
- Skills include not only skills 4-5, but also new skills 1-3 (the figure does not show all released skills, only for the indication), after the user swipes to the right, the expanded skills will be expanded 1-3 Hidden. Then, the first movement direction is that the user slides to the right, and the hidden skill objects 7-9 are displayed.
- the skill object 7 is The corresponding skill of -9 is released.
- the skill released in the skill release area 800 includes not only the skill 4-5, but also the added skill 7-8 (the figure does not show all the released skills, only the indication ), after the user swipes to the right, the unfolded skills 7-9 are re-hidden. Visible: the new skill object can be displayed or hidden along with the user's sliding operation, so that the user can select the appropriate skill to release in the skill bar object, and the position that does not occupy too many screens is used for various users. Multiple skill objects selected.
- the skill object is distributed horizontally or vertically in a strip area; the skill object includes preset icon information.
- the second detecting unit is further configured to: enter a trajectory capturing mode of the sliding operation, and acquire a first moving direction of the sliding trajectory to slide the corresponding first moving direction
- the M skill objects displayed by the trajectory determine to add an object to the target skill; when it is detected that the sliding operation is changed from the sliding state to the sliding release state, determining that the current release operation is performed, the M skill objects are placed In the M window bits.
- the terminal further includes: a display switching unit configured to acquire a difference obtained by expanding the display mode or the hidden display mode according to the difference of the target position according to the sliding direction of the first motion direction
- the target skill adds objects to achieve free switching of skills in at least one target skill add object.
- the second detecting unit is further configured to: enter a trajectory capture mode of the sliding operation, acquiring a second motion direction of the sliding trajectory to determine M skill objects displayed corresponding to the second motion direction sliding trajectory as the target skill adding object; detecting the sliding When the operation is changed from the sliding state to the sliding release state, it is determined that the current release operation is performed, and the M skill operation objects are placed in the M window positions.
- the terminal further includes: a display switching unit configured to acquire a difference obtained by expanding the display mode or the hidden display mode according to the difference of the target position according to the second moving direction sliding track
- the target skill adds objects to achieve free switching of skills in at least one target skill add object.
- the terminal further includes: a window number refreshing unit, configured to adjust the number of window bits occupied by the skill bar object according to the collected user requirement information, and then refresh the The M window bits are M+j, and the j is a positive integer greater than zero.
- Embodiment 5 is a diagrammatic representation of Embodiment 5:
- a terminal of the embodiment of the present invention includes: a display 71 and a processor 72; the display 71 is configured to perform a software application on a processor of the terminal and then render the graphic user to obtain a graphic user Interface; the graphical user interface is configured to facilitate manipulation of human-computer interaction.
- the processor 72 is configured to perform the information processing method of the embodiment of the present invention.
- the processor, the graphical user interface, and the software application are implemented on a gaming system.
- the terminal in the embodiment further includes: a memory 73, an input device 74 (such as a collection device including a camera, a microphone, a headset; peripherals such as a mouse, a joystick, a desktop keyboard, and a physical keyboard on a notebook and a tablet) Or a touch screen or the like), an output device 75 (such as an audio output device including a speaker, a headphone, etc., a video output device), a bus 76, and a networked device 77; the processor 72, the memory 73, the input device 74, the display 71, and The networked devices 77 are each connected by a bus 76 for data transfer and communication between the processor 72, the memory 73, the display 71, and the networked device 77.
- an input device 74 such as a collection device including a camera, a microphone, a headset; peripherals such as a mouse, a joystick, a desktop keyboard, and a physical keyboard on a notebook and a tablet
- the input device 74 is mainly used to obtain an input operation of a user, when the terminal does not At the same time, the input device 74 may also be different.
- the input device 74 when the terminal is a PC, the input device 74 can be an input device such as a mouse or a keyboard; when the terminal is a portable device such as a smart phone or a tablet computer, the input device 74 can be a touch screen.
- the networked device 77 is used for connecting and uploading and downloading data between a plurality of terminals and a server through a network, and connecting and transmitting data between the plurality of terminals through a network.
- the server may be configured by a cluster system, and integrated into one or each unit function electronic device for realizing each unit function, and the terminal and the server at least include a database for storing data and used for data processing.
- the processor includes either a storage medium set in the server or a separately set storage medium.
- a microprocessor for the processor used for data processing, a microprocessor, a central processing unit (CPU), a digital signal processor (DSP, Digital Singnal Processor), or a programmable logic array may be used when performing processing.
- FPGA Field-Programmable Gate Array
- the operation instruction is included, and the operation instruction may be computer executable code, and the steps in the flow of the information processing method of the embodiment of the present invention are implemented by the operation instruction.
- a computer storage medium is stored in the computer storage medium, and the computer executable medium is used to execute the information processing method of the embodiment of the present invention.
- This application scenario involves Multiplayer Online Battle Arena Games (MOBA).
- MOBA Multiplayer Online Battle Arena Games
- the technical terms involved in MOBA are: 1) UI layer: the icon in the graphical user interface; 2) skill indicator: special effects, aperture, operation to assist the release of skills; 3) lens: can be understood as in the game Camera; 4) Small map: a reduced version of the big map, can be understood as a radar map, the map will display the enemy's information and location; 5) cast focus: by holding down the icon, the finger is on the screen, It is the focus.
- the processing of multiple skills on the terminal screen is often used to limit the number of skills, such as: only allow the player to operate 4 skills, redundant skills, generally see the stitch type
- the position of the blank in the insertion interface is shown in Figure 10. From the UI interface shown in Figure 10, it can be seen that randomly inserting the skill object at any position on the screen, in order to facilitate the subsequent release of the skill, will make the UI interface very crowded, and the layout is crowded during the click of the skill. And the uncertainty of the location of the new skills will lead to frequent mistakes in the fingers, very poor scalability, and it is basically impossible to add new skills in the future, and the position of the skills cannot be customized.
- the application scenario adopts the embodiment of the present invention, which adopts the operation of a custom skill bar, and sets multiple skills into one skill bar, and directly switches between different skills through the left and right sliding operation, and displays at least three skills. Displayed on the screen and releases the at least 3 skills when the release gesture is triggered.
- This way of using the skill bar and limiting the 3 window positions is to add multiple pieces in the form of skill bars while saving the interface display area.
- Skills, through the form of custom-added skills can adapt to more or less skill, less do not slide (less than 3 skills), and more can slide without sliding (more than 3 skills), which can save The area of the screen, and the position of the skill bar is controllable, and greatly reduces the probability of the user's finger pointing wrong.
- the specific interaction process is shown in Figure 11.
- the user operation and UI presentation presented by the interaction process include: the player can slide the skill bar by the finger to slide the three skills of the 1-9 skill to the screen, so that there are always 3 skills on the screen.
- the player is used internally, and the 1-9 skills are placed through the external setting interface.
- FIG. 11 is a schematic diagram of a specific interaction process of the application scenario information processing method; as shown in FIG. 11, the application scenario includes a terminal 1, a terminal 2, and a server, and the terminal 1 performs trigger control by using the terminal 1; 2 triggering manipulation by user 2; the method includes:
- step 11 For user 1, including step 11 - step 16;
- Step 11 User 1 triggers the game system through terminal 1 and logs in authentication information.
- the authentication information can be a username and password.
- Step 12 The terminal 1 transmits the obtained authentication information to the server 3, and the server 3 performs identity verification, and after the identity verification is passed, returns to the first graphical user interface to the terminal 1;
- a virtual resource object is included in the first graphical user interface.
- At least one skill bar object deployed in at least one skill operation area of the graphical user interface includes M window bits, and the M is a positive integer.
- Step 13 The skill object in the specified skill bar object can respond according to the touch operation of the user 1 and perform a series of virtual operations as described in steps 14-16.
- Step 14 Detecting a sliding operation gesture to the at least one skill bar object, triggering switching between the M window positions to display N different skill objects arranged in order, the N being a positive integer, and N> M.
- Step 15 Perform a skill release operation on the at least one skill object when detecting a skill release operation gesture for at least one skill object currently displayed in the M window positions.
- Step 16 Synchronize the execution result obtained by performing step 14-15 to the server, or transfer to the terminal 2 via the server, or directly to the terminal 2, so that the user 2 who logs in to the game system through the terminal 2 can
- the virtual operation responds to form an interaction between the multiple terminals.
- the application scenario only takes the interaction between the two terminals as an example. In actual operation, the interaction between multiple terminals is not limited to the two terminals in this example. Interaction.
- step 21 For user 2, for user 1, including step 21 - step 26;
- Step 21 The user 2 triggers the game system through the terminal 2 and logs in the authentication information, and the authentication information may be a username and a password.
- Step 22 The terminal 1 transmits the obtained authentication information to the server 3, and the server 3 performs identity verification, and after the identity verification is passed, returns to the second graphical user interface to the terminal 2;
- a virtual resource object is included in the second graphical user interface.
- At least one skill bar object deployed in at least one skill operation area of the graphical user interface includes M windows The mouth position, the M is a positive integer.
- Step 23 The skill object in the specified skill bar object can respond according to the touch operation of the user 2, and perform a series of virtual operations as described in steps 24-26.
- Step 24 Detecting a sliding operation gesture to the at least one skill bar object, triggering switching between the M window positions to display N different skill objects arranged in order, the N being a positive integer, and N> M.
- Step 25 Perform a skill release operation on the at least one skill object when detecting a skill release operation gesture of at least one skill object currently displayed in the M window positions.
- Step 26 Synchronize the execution result obtained by performing step 24-25 to the server, or transfer to the terminal 1 via the server, or directly to the terminal 1 so that the user 1 who logs in to the game system through the terminal 1 can
- the virtual operation responds to form an interaction between the multiple terminals.
- the application scenario only takes the interaction between the two terminals as an example. In actual operation, the interaction between multiple terminals is not limited to the two terminals in this example. Interaction.
- Step 30 The optional step is: after receiving the first human-computer interaction execution result obtained by the step 14-16 and/or the second interaction execution result obtained by the step 24-26, the synchronization or medium forwarding is sent to the corresponding terminal.
- the disclosed apparatus and method may be implemented in other manners.
- the device embodiments described above are merely illustrative.
- the division of the unit is only a logical function division.
- there may be another division manner such as: multiple units or components may be combined, or Can be integrated into another system, or some features can be ignored or not executed.
- the coupling, or direct coupling, or communication connection of the components shown or discussed may be indirect coupling or communication connection through some interfaces, devices or units, and may be electrical, mechanical or other forms. of.
- the units described above as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place.
- the party may also be distributed to multiple network units; some or all of the units may be selected according to actual needs to achieve the purpose of the solution in this embodiment.
- each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may be separately used as one unit, or two or more units may be integrated into one unit;
- the unit can be implemented in the form of hardware or in the form of hardware plus software functional units.
- the foregoing program may be stored in a computer readable storage medium, and the program is executed when executed.
- the foregoing storage device includes the following steps: the foregoing storage medium includes: a mobile storage device, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
- ROM read-only memory
- RAM random access memory
- magnetic disk or an optical disk.
- optical disk A medium that can store program code.
- the above-described integrated unit of the present invention may be stored in a computer readable storage medium if it is implemented in the form of a software function module and sold or used as a standalone product.
- the technical solution of the embodiments of the present invention may be embodied in the form of a software product in essence or in the form of a software product stored in a storage medium, including a plurality of instructions.
- a computer device (which may be a personal computer, server, or network device, etc.) is caused to perform all or part of the methods described in various embodiments of the present invention.
- the foregoing storage medium includes various media that can store program codes, such as a mobile storage device, a ROM, a RAM, a magnetic disk, or an optical disk.
- the skill bar object since the skill bar object is deployed at the determined position, it is convenient for the user to perform the search, and the skill bar object is found at a glance to perform the subsequent release skill operation. Since the skill bar object includes M window positions that do not occupy a large amount of space, corresponding to the specific skill object is N, N>M, visible, the number of skill objects is more than the number of window positions, however, no matter how the number of skill additions increases , will not occupy a large area of the screen, because the M window bits are always the same, but in response to the user's sliding operation gesture, triggering the display of N different skills in the M window positions in order And performing a skill release operation on the at least one skill object when the object, and finally the skill release operation gesture for the at least one skill object currently displayed in the M window bits is detected. Therefore, the embodiment of the present invention not only does not affect the efficiency of the user to perform other operations, but also avoids erroneous operations, improves the operation precision, and does not occupy a large area
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Abstract
Description
Claims (16)
- 一种信息处理方法,通过在终端的处理器上执行软件应用并在所述终端的显示器上进行渲染,以得到图形用户界面,所述处理器、图形用户界面和所述软件应用在游戏系统上被实施,所述方法包括:在图形用户界面中渲染得到至少一个虚拟资源对象;部署于所述图形用户界面至少一技能操作区域的至少一个技能条对象包括M个窗口位,所述M为正整数;检测到对所述至少一个技能条对象的滑动操作手势,触发在所述M个窗口位中切换显示按顺序排列的N个不同的技能对象,所述N为正整数,且N>M;检测到对所述M个窗口位中当前显示的至少一个技能对象的技能释放操作手势时,执行对所述至少一个技能对象的技能释放操作。
- 根据权利要求1所述的方法,其中,所述技能对象在条形区域内呈横向或纵向分布;所述技能对象包括预设的图标信息。
- 根据权利要求1或2所述的方法,其中,所述检测到对所述M个窗口位中当前显示的至少一个技能对象的技能释放操作手势时,执行对所述至少一个技能对象的技能释放操作,包括:进入所述滑动操作的轨迹捕捉模式,获取滑动轨迹的第一运动方向,以将对应所述第一运动方向滑动轨迹所显示的M个技能对象确定为所述目标技能添加对象;检测到所述滑动操作由滑动状态转变为滑动释放状态时,确定当前为所述释放操作,则将所述M个技能对象放置于所述M个窗口位中。
- 根据权利要求3所述的方法,其中,所述方法还包括:根据所述第一运动方向滑动轨迹所途经目标位置的不同,获取以展开 显示方式或隐藏显示方式得到的不同的目标技能添加对象,以实现在至少一个目标技能添加对象中的技能自由切换。
- 根据权利要求1或2所述的方法,其中,所述检测到对所述M个窗口位中当前显示的至少一个技能对象的技能释放操作手势时,执行对所述至少一个技能对象的技能释放操作,包括:进入所述滑动操作的轨迹捕捉模式,获取滑动轨迹的第二运动方向,以将对应所述第二运动方向滑动轨迹所显示的M个技能对象确定为所述目标技能添加对象;检测到所述滑动操作由滑动状态转变为滑动释放状态时,确定当前为所述释放操作,则将所述M个技能操作对象放置于所述M个窗口位中。
- 根据权利要求5所述的方法,其中,所述方法还包括:根据所述第二运动方向滑动轨迹所途经目标位置的不同,获取以展开显示方式或隐藏显示方式得到的不同的目标技能添加对象,以实现在至少一个目标技能添加对象中的技能自由切换。
- 根据权利要求1所述的方法,其中,所述方法还包括:根据收集的用户需求信息对所述技能条对象所占据的窗口位个数进行调整后,刷新所述M个窗口位为M+j个,所述j为大于零的正整数。
- 一种终端,通过在终端的处理器上执行软件应用并在所述终端的显示器上进行渲染,以得到图形用户界面,所述处理器、图形用户界面和所述软件应用在游戏系统上被实施,所述终端还包括:第一渲染单元,配置为在图形用户界面中渲染得到至少一个虚拟资源对象;窗口位部署单元,配置为部署于所述图形用户界面至少一技能操作区域的至少一个技能条对象包括M个窗口位,所述M为正整数;第一检测单元,配置为检测到对所述至少一个技能条对象的滑动操作 手势,触发在所述M个窗口位中切换显示按顺序排列的N个不同的技能对象,所述N为正整数,且N>M;第二检测单元,配置为检测到对所述M个窗口位中当前显示的至少一个技能对象的技能释放操作手势时,执行对所述至少一个技能对象的技能释放操作。
- 根据权利要求8所述的终端,其中,所述技能对象在条形区域内呈横向或纵向分布;所述技能对象包括预设的图标信息。
- 根据权利要求8或9所述的终端,其中,所述第二检测单元,还配置为:进入所述滑动操作的轨迹捕捉模式,获取滑动轨迹的第一运动方向,以将对应所述第一运动方向滑动轨迹所显示的M个技能对象确定为所述目标技能添加对象;检测到所述滑动操作由滑动状态转变为滑动释放状态时,确定当前为所述释放操作,则将所述M个技能对象放置于所述M个窗口位中。
- 根据权利要求10所述的终端,其中,所述终端还包括:显示切换单元,配置为根据所述第一运动方向滑动轨迹所途经目标位置的不同,获取以展开显示方式或隐藏显示方式得到的不同的目标技能添加对象,以实现在至少一个目标技能添加对象中的技能自由切换。
- 根据权利要求8或9所述的终端,其中,所述第二检测单元,还配置为:进入所述滑动操作的轨迹捕捉模式,获取滑动轨迹的第二运动方向,以将对应所述第二运动方向滑动轨迹所显示的M个技能对象确定为所述目标技能添加对象;检测到所述滑动操作由滑动状态转变为滑动释放状态时,确定当前为 所述释放操作,则将所述M个技能操作对象放置于所述M个窗口位中。
- 根据权利要求12所述的终端,其中,所述终端还包括:显示切换单元,配置为根据所述第二运动方向滑动轨迹所途经目标位置的不同,获取以展开显示方式或隐藏显示方式得到的不同的目标技能添加对象,以实现在至少一个目标技能添加对象中的技能自由切换。
- 根据权利要求8所述的终端,其中,所述终端还包括:窗口个数刷新单元,配置为根据收集的用户需求信息对所述技能条对象所占据的窗口位个数进行调整后,刷新所述M个窗口位为M+j个,所述j为大于零的正整数。
- 一种终端,所述终端包括:显示器和处理器;所述显示器,配置为在终端的处理器上执行软件应用后对其进行渲染,以得到图形用户界面;所述图形用户界面被配置为有助于人机交互的操控处理;所述处理器,配置为执行如权利要求1至7任一项所述的信息处理方法;所述处理器、所述图形用户界面和所述软件应用在游戏系统上被实施。
- 一种计算机存储介质,所述计算机存储介质中存储有计算机可执行指令,所述计算机可执行指令配置为执行权利要求1至7任一项所述的信息处理方法。
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CN113769391A (zh) * | 2021-09-27 | 2021-12-10 | 腾讯科技(深圳)有限公司 | 在虚拟环境中获取技能的方法、装置、设备及介质 |
CN113769391B (zh) * | 2021-09-27 | 2023-06-27 | 腾讯科技(深圳)有限公司 | 在虚拟环境中获取技能的方法、装置、设备及介质 |
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JP2018518766A (ja) | 2018-07-12 |
US10792562B2 (en) | 2020-10-06 |
MY188757A (en) | 2021-12-29 |
KR102092450B1 (ko) | 2020-03-23 |
US20180028906A1 (en) | 2018-02-01 |
CN105260100A (zh) | 2016-01-20 |
JP6628443B2 (ja) | 2020-01-08 |
CN105260100B (zh) | 2017-05-17 |
KR20180004195A (ko) | 2018-01-10 |
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