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 PDF

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Publication number
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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WO
WIPO (PCT)
Prior art keywords
skill
sliding
terminal
window
objects
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PCT/CN2016/082400
Other languages
English (en)
French (fr)
Inventor
唐永
陈宇
翁建苗
龚伟
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to MYPI2017704288A priority Critical patent/MY188757A/en
Priority to JP2017563557A priority patent/JP6628443B2/ja
Priority to KR1020177034550A priority patent/KR102092450B1/ko
Publication of WO2017054465A1 publication Critical patent/WO2017054465A1/zh
Priority to US15/725,106 priority patent/US10792562B2/en

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    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input 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
    • A63F13/2145Input 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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    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction 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
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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    • AHUMAN NECESSITIES
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    • 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
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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
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    • G06F3/0487Interaction 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
    • G06F3/0488Interaction 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
    • G06F3/04883Interaction 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
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F2300/30Features 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
    • A63F2300/308Details of the user interface
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2203/00Indexing scheme relating to G06F3/00 - G06F3/048
    • G06F2203/048Indexing scheme relating to G06F3/048
    • G06F2203/04803Split screen, i.e. subdividing the display area or the window area into separate subareas
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction 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
    • G06F3/0482Interaction 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

一种信息处理方法、终端(21-25)及计算机存储介质,其中,所述信息处理方法,通过在终端(21-25)的处理器(72)上执行软件应用并在所述终端(21-25)的显示器(71)上进行渲染,以得到图形用户界面(100),所述处理器(72)、图形用户界面(100)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(100)中渲染得到至少一个虚拟资源对象(101,201,301);部署于所述图形用户界面(100)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(102,202,302),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(401-409),所述N为正整数,且N>M(103,203,303);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(401-409)的技能释放操作手势时,执行对所述至少一个技能对象(401-409)的技能释放操作(104)。

Description

一种信息处理方法、终端及计算机存储介质 技术领域
本发明涉及信息交互技术,尤其涉及一种信息处理方法、终端及计算机存储介质。
背景技术
随着大屏幕、超大屏幕智能终端的日益普及,智能终端处理器的处理能力也越来越强,从而衍生出很多在大屏幕或超大屏幕上基于人机交互实现操控的应用,基于人机交互实现操控的过程中,多个用户之间可以采取一对一,一对多,多对多等各种建立群组的形式运行不同的交互模式,以得到不同的交互结果。比如,在大屏幕或超大屏幕上渲染得到的图形用户界面中,将多个用户分成两个不同群组后,利用人机交互中的操控处理,可以进行不同群组间的信息交互,以及根据对信息交互的响应得到不同的交互结果;利用人机交互中的操控处理,还可以在同一个群组的群成员间进行信息交互,以及根据对信息交互的响应得到不同的交互结果。
信息交互过程中需要额外增加特定的能力,以丰富信息的表现形式和内容,不同的信息表现形式和内容最终会导致不同的交互结果。由于目前增加特定的能力是在图形用户界面的任意位置随机添加,位置不固定,因此,不方便用户进行查找,且越来越多的能力添加会大量占用屏幕的面积,不仅影响到用户执行其他操作的效率,也容易引起误操作,影响操作精度。然而,相关技术中,对于该问题,尚无有效解决方案。
发明内容
有鉴于此,本发明实施例希望提供一种信息处理方法、终端及计算机 存储介质,至少解决了现有技术存在的问题,额外增加的特定的能力,其位置是确定的,以便于用户进行查找,无论能力添加的数量如何增加,都不会大量占用屏幕的面积,从而不仅不会影响到用户执行其他操作的效率,也避免了误操作,提高了操作精度。
本发明实施例的技术方案是这样实现的:
本发明实施例提供了一种信息处理方法,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。
本发明实施例提供了一种终端,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。
本发明实施例提供了一种终端,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,配置为执行上述方案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。
本发明实施例提供了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上述方案所述的信息处理方法。
本发明实施例的信息处理方法,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。
采用本发明实施例,由于在确定的位置部署了技能条对象,因此,便于用户进行查找,一目了然找到该技能条对象,以便执行后续释放技能的操作。由于该技能条对象包括不占大量空间的M个窗口位,对应具体的技 能对象为N个,N>M,可见,技能对象多于窗口位的个数,然而,无论技能添加的数量如何增加,都不会大量占用屏幕的面积,因为M个窗口位始终不变,只是随着对用户滑动操作手势的响应,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,并最终检测到对所述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。从而,采用本发明实施例,不仅不会影响到用户执行其他操作的效率,也避免了误操作,提高了操作精度,且不会大量占用屏幕的面积。
附图说明
图1为本发明实施例中进行信息交互的各方硬件实体的示意图;
图2为本发明实施例一的一个实现流程示意图;
图3-5为应用本发明实施例得到的UI界面示意图;
图6为本发明实施例二的一个实现流程示意图;
图7为本发明实施例三的一个实现流程示意图;
图8为本发明实施例四的一个组成结构示意图;
图9为本发明实施例五的一个硬件实体组成结构示意图;
图10为现有技术中一个具体应用场景的UI示意图;
图11为应用本发明实施例的一个具体应用场景的实现流程示意图。
具体实施方式
下面结合附图对技术方案的实施作进一步的详细描述。
图1为本发明实施例中进行信息交互的各方硬件实体的示意图,图1中包括:一个或多个服务器11~1n、终端设备21-25及网络31,网络31中包括路由器,网关等等网络实体,图中并未体现。终端设备21-25通过有线网络或者无线网络与服务器进行信息交互,以便从服务器31下载应用和/ 或应用更新数据包和/或与应用相关的数据信息或业务信息。终端设备的类型如图1所示,包括手机(终端23)、平板电脑或PDA(终端25)、台式机(终端22)、PC机(终端24)、一体机(终端21)等类型。其中,终端设备中安装有各种用户所需的应用,比如具备娱乐功能的应用(如视频应用,音频播放应用,游戏应用,阅读软件),又如具备服务功能的应用(如地图导航应用、团购应用等)。
基于上述图1所示的系统,以游戏场景为例,终端设备21-25通过网络31从服务器11~1n中按照需求下载游戏应用和/或游戏应用更新数据包和/或与游戏应用相关的数据信息或业务信息,采用本发明实施例,在终端设备上开启游戏应用,进入渲染得到的游戏界面,在游戏界面上部署有至少一技能操作区域的至少一个技能条对象,所述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,由于,M个窗口位是始终不变的(当然,也不排除后续根据用户需求对M个窗口位的个数进行增加,删除,修改等窗口个数刷新操作,此时,窗口位会发生变化,但是在当面的操作状态下当前的窗口位个数是不变的),N个技能对象在M个窗口位中切换显示,因此,额外增加的特定的技能,其位置是确定的,以便于用户进行查找,无论技能添加的数量如何增加,都不会大量占用屏幕的面积,从而不仅不会影响到用户执行其他操作的效率,也避免了误操作,提高了操作精度。
上述图1的例子只是实现本发明实施例的一个系统架构实例,本发明实施例并不限于上述图1所述的系统结构,基于该系统架构,提出本发明各个实施例。
这里需要指出的是,本文中所述涉及的,是以技能条对象为例进行描述,所述技能条对象为技能器对象或称技能资源对象中的一个实例,在图形用户界面渲染得到的所述技能器对象或称技能资源对象包括但不限于条状、环状,圈状,轮盘等等各种形态,只要可以用于放置技能对象的区域都可以实现。
实施例一:
本发明实施例的一种信息处理方法,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,如图2所示,所述方法包括:
步骤101、在图形用户界面中渲染得到至少一个虚拟资源对象。
这里,所述虚拟资源对象涵盖在图形用户界面中各种类型的对象,如表征用户的用户头像图标,表征背景的建筑物,树木,塔防等对象,表征用户状态(如血值,活力值)的对象,表征用户技能,装备等对象,表征控制用户位置移动变化的方向按钮对象,用户释放技能时的渲染对象等都在本发明实施例的“虚拟资源对象”的保护范围内。
步骤102、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。
这里,如图3所示的一个用户接口(UI)示意图,图3中包括:图形用户界面100,技能对象300,技能条对象,控制用户移动及发起攻击的功能键对象500,能使当前用户在图形用户界呈现的大地图中看到敌我双方部署布局的小地图对象600。所述技能条对象为由技能对象401-409所组成的条形区域,目前有9个技能对象,其中,实际上显示在技能条对象窗口位的只有3个技能对象(如图3中实线所示的技能1-3所在的窗口位置),剩下的6个技能对象(如图3中虚线所述的技能4-9所在的位置)是随着用户 的滑动操作而展开显示的,如果用户没有滑动操作,则该剩下的6个技能实际上是隐藏的,并不会在技能条对象窗口位中显示,结合步骤103而言,只有检测到对所述至少一个技能条对象的滑动操作手势后,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,比如,目前图3所示的UI界面,N当前为9,M当前为3。比如,窗口位为当前技能1-3的位置,当用户向右边滑动,则将隐藏的技能对象4-9显示出来,如用户向左边滑动,则将展开显示的技能4-9重新隐藏起来。图3是将窗口位设置于当前技能1-3的位置,这个位置是根据用户需求任意设置的,比如,窗口位也可以设置于当前技能对象4-6的位置,则用户手指位于技能对象4的位置,之后向左边滑动,则将隐藏的技能对象1-3展开显示出来,接着,用户向右边滑动,则将展开显示的技能1-3重新隐藏起来;用户手指位于技能对象6的位置,之后向右边滑动,则将隐藏的技能对象7-9展开显示出来,接着,用户向左边滑动,则将展开显示的技能7-9重新隐藏起来。
这里,虽然窗口位的具体设置可以根据用户需求任意设置,但是只要一经预设好,就在屏幕上的确定位置,以便用户有可以一目了然快速找到该技能条对象。
这里,结合步骤104而言,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。仍然以上述图3的例子进行说明,目前图3所示的UI界面,N当前为9,M当前为3。比如,窗口位为当前技能1-3的位置,当用户向右边滑动,则将隐藏的技能对象4-9显示出来,如用户向左边滑动,则将展开显示的技能4-9重新隐藏起来,如果用户在向右边滑动并将隐藏的技能对象4-9显示出来,之后释放手指,则将技能对象4-9对应的技能释放出来。具体显示可以为:将技能对象4-9放入当前的3个窗口位中,替换掉之前在 当前的3个窗口位中显示的所述技能对象1-3。
只是一个具体实例,如图4-5所示的UI界面是其他的示例,分别从游戏的敌我双方布局为3对3,5对5不同的人员部署场景来描述,在大地图和小地图中显示的对战模式有所不同,1对1的模式是双方部署人数各自为一个人的情况,参考图4-5的UI呈现,只是UI中小地图中的部署人数的区别,这里不做赘述,后续会展开描述。
步骤103、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。
这里,如目前图3所示的UI界面,N当前为9,M当前为3。比如,窗口位为当前技能1-3的位置,当用户向右边滑动,则将隐藏的技能对象4-9显示出来,如用户向左边滑动,则将展开显示的技能4-9重新隐藏起来。
图3仅为一个示例,本发明实施例的技能条对象对应的窗口位置不限于3个,可以为4个,5个,6个,根据用户终端屏幕的大小来决定,宗旨是:不要该技能条对象的窗口位置不要占用过多的屏幕,且在一个确定的位置。
通过上述图3的示例,已经可以看出:技能对象多于窗口位的个数,然而,无论技能添加的数量如何增加,都不会大量占用屏幕的面积,因为M个窗口位始终不变,只是随着对用户滑动操作手势的响应,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,并最终检测到对所述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。
步骤104、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。
这里,如步骤103所述,这里不做赘述,所述技能对象即为图3中示 例的技能对象1-9,指的是具体的技能。
在本发明实施例一实施方式中,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。
实施例二:
本发明实施例的一种信息处理方法,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,如图6所示,所述方法包括:
步骤201、在图形用户界面中渲染得到至少一个虚拟资源对象。
这里,所述虚拟资源对象涵盖在图形用户界面中各种类型的对象,如表征用户的用户头像图标,表征背景的建筑物,树木,塔防等对象,表征用户状态(如血值,活力值)的对象,表征用户技能,装备等对象,表征控制用户位置移动变化的方向按钮对象,用户释放技能时的渲染对象等都在本发明实施例的“虚拟资源对象”的保护范围内。
步骤202、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。
这里,如图3所示的一个用户接口(UI)示意图,图3中包括:图形用户界面100,技能对象300,技能条对象,控制用户移动及发起攻击的功能键对象500,能使当前用户在图形用户界呈现的大地图中看到敌我双方部署布局的小地图对象600。所述技能条对象为由技能对象401-409所组成的条形区域,目前有9个技能对象,其中,实际上显示在技能条对象窗口位的只有3个技能对象(如图3中实线所示的技能1-3所在的窗口位置),剩下的6个技能对象(如图3中虚线所述的技能4-9所在的位置)是随着用户的滑动操作而展开显示的,如果用户没有滑动操作,则该剩下的6个技能实际上是隐藏的,并不会在技能条对象窗口位中显示,结合步骤203而言, 只有检测到对所述至少一个技能条对象的滑动操作手势后,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,比如,目前图3所示的UI界面,N当前为9,M当前为3。比如,窗口位为当前技能1-3的位置,当用户向右边滑动,则将隐藏的技能对象4-9显示出来,如用户向左边滑动,则将展开显示的技能4-9重新隐藏起来。图3是将窗口位设置于当前技能1-3的位置,这个位置是根据用户需求任意设置的,比如,窗口位也可以设置于当前技能对象4-6的位置,则用户手指位于技能对象4的位置,之后向左边滑动,则将隐藏的技能对象1-3展开显示出来,接着,用户向右边滑动,则将展开显示的技能1-3重新隐藏起来;用户手指位于技能对象6的位置,之后向右边滑动,则将隐藏的技能对象7-9展开显示出来,接着,用户向左边滑动,则将展开显示的技能7-9重新隐藏起来。
这里,虽然窗口位的具体设置可以根据用户需求任意设置,但是只要一经预设好,就在屏幕上的确定位置,以便用户有可以一目了然快速找到该技能条对象。
这里,结合步骤204而言,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。仍然以上述图3的例子进行说明,目前图3所示的UI界面,N当前为9,M当前为3。比如,窗口位为当前技能1-3的位置,当用户向右边滑动,则将隐藏的技能对象4-9显示出来,如用户向左边滑动,则将展开显示的技能4-9重新隐藏起来,如果用户在向右边滑动并将隐藏的技能对象4-9显示出来,之后释放手指,则将技能对象4-9对应的技能释放出来。具体显示可以为:将技能对象4-9放入当前的3个窗口位中,替换掉之前在当前的3个窗口位中显示的所述技能对象1-3。
这里需要指出的是,经终端设备的处理器,具体是图像处理器渲染得 到的图3所示的用户交互接口(UI)界面,只是一个具体实例,如图4-5所示的UI界面是其他的示例,分别从游戏的敌我双方布局为3对3,5对5不同的人员部署场景来描述,在大地图和小地图中显示的对战模式有所不同,1对1的模式是双方部署人数各自为一个人的情况,参考图4-5的UI呈现,只是UI中小地图中的部署人数的区别,这里不做赘述,后续会展开描述。
步骤203、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。
这里,如目前图3所示的UI界面,N当前为9,M当前为3。比如,窗口位为当前技能1-3的位置,当用户向右边滑动,则将隐藏的技能对象4-9显示出来,如用户向左边滑动,则将展开显示的技能4-9重新隐藏起来。
图3仅为一个示例,本发明实施例的技能条对象对应的窗口位置不限于3个,可以为4个,5个,6个,根据用户终端屏幕的大小来决定,宗旨是:不要该技能条对象的窗口位置不要占用过多的屏幕,且在一个确定的位置。
通过上述图3的示例,已经可以看出:技能对象多于窗口位的个数,然而,无论技能添加的数量如何增加,都不会大量占用屏幕的面积,因为M个窗口位始终不变,只是随着对用户滑动操作手势的响应,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,并最终检测到对所述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。
步骤204、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。
步骤205、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。
这里,如步骤203所述,这里不做赘述,所述技能对象即为图3中示例的技能对象1-9,指的是具体的技能。通过步骤204-205将对应展开显示的技能对象释放出来。
在本发明实施例一实施方式中,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。
在本发明实施例一实施方式中,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。对应的UI界面图如图4所示,第一运动方向为首先向右边滑动,为3对3对战模式,窗口位为当前技能1-3的位置,当用户向右边滑动,则将隐藏的技能对象4-9显示出来,如果用户在向右边滑动并将隐藏的技能对象4-9显示出来之后释放手指,则将技能对象4-9对应的技能释放出来,此时在技能释放区域800中释放的技能不仅包括技能1-3,还包括新增的技能4-9(图中并未显示出所有释放的技能,仅为示意)。然后,第一运动方向为用户向左边滑动,则将展开显示的技能4-9重新隐藏起来,恢复到初始的当前技能1-3的位置。还可以将展开显示的技能4-9重新隐藏起来,并在当前技能1-3的窗口位替换,以利用当前窗口位显示技能4-9中的任意三个技能对象。可见:新增的技能对象是可以伴随用户的滑动操作展开显示或隐藏,以方便用户在技能条对象中选择合适的技能进行释放,且不占用过多屏幕的位置用于摆放各种供用户选择的多个技能对象。
实施例三:
本发明实施例的一种信息处理方法,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,如图7所示,所述方法包括:
步骤301、在图形用户界面中渲染得到至少一个虚拟资源对象。
这里,所述虚拟资源对象涵盖在图形用户界面中各种类型的对象,如表征用户的用户头像图标,表征背景的建筑物,树木,塔防等对象,表征用户状态(如血值,活力值)的对象,表征用户技能,装备等对象,表征控制用户位置移动变化的方向按钮对象,用户释放技能时的渲染对象等都在本发明实施例的“虚拟资源对象”的保护范围内。
步骤302、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。
这里,如图3所示的一个用户接口(UI)示意图,图3中包括:图形用户界面100,技能对象300,技能条对象,控制用户移动及发起攻击的功能键对象500,能使当前用户在图形用户界呈现的大地图中看到敌我双方部署布局的小地图对象600。所述技能条对象为由技能对象401-409所组成的条形区域,目前有9个技能对象,其中,实际上显示在技能条对象窗口位的只有3个技能对象(如图3中实线所示的技能1-3所在的窗口位置),剩下的6个技能对象(如图3中虚线所述的技能4-9所在的位置)是随着用户的滑动操作而展开显示的,如果用户没有滑动操作,则该剩下的6个技能实际上是隐藏的,并不会在技能条对象窗口位中显示,结合步骤303而言,只有检测到对所述至少一个技能条对象的滑动操作手势后,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,比如,目前图3所示的UI界面,N当前为9,M当前为3。比如,窗口位为当前技能1-3的位置,当用户向右边滑动,则将隐藏的技能对象4-9显示出来,如用户向左边滑动,则将展开显示的技能4-9重新隐藏起来。 图3是将窗口位设置于当前技能1-3的位置,这个位置是根据用户需求任意设置的,比如,窗口位也可以设置于当前技能对象4-6的位置,则用户手指位于技能对象4的位置,之后向左边滑动,则将隐藏的技能对象1-3展开显示出来,接着,用户向右边滑动,则将展开显示的技能1-3重新隐藏起来;用户手指位于技能对象6的位置,之后向右边滑动,则将隐藏的技能对象7-9展开显示出来,接着,用户向左边滑动,则将展开显示的技能7-9重新隐藏起来。
这里,虽然窗口位的具体设置可以根据用户需求任意设置,但是只要一经预设好,就在屏幕上的确定位置,以便用户有可以一目了然快速找到该技能条对象。
这里,结合步骤304而言,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。仍然以上述图3的例子进行说明,目前图3所示的UI界面,N当前为9,M当前为3。比如,窗口位为当前技能1-3的位置,当用户向右边滑动,则将隐藏的技能对象4-9显示出来,如用户向左边滑动,则将展开显示的技能4-9重新隐藏起来,如果用户在向右边滑动并将隐藏的技能对象4-9显示出来,之后释放手指,则将技能对象4-9对应的技能释放出来。具体显示可以为:将技能对象4-9放入当前的3个窗口位中,替换掉之前在当前的3个窗口位中显示的所述技能对象1-3。
只是一个具体实例,如图4-5所示的UI界面是其他的示例,分别从游戏的敌我双方布局为3对3,5对5不同的人员部署场景来描述,在大地图和小地图中显示的对战模式有所不同,1对1的模式是双方部署人数各自为一个人的情况,参考图4-5的UI呈现,只是UI中小地图中的部署人数的区别,这里不做赘述,后续会展开描述。
步骤303、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。
这里,如目前图3所示的UI界面,N当前为9,M当前为3。比如,窗口位为当前技能1-3的位置,当用户向右边滑动,则将隐藏的技能对象4-9显示出来,如用户向左边滑动,则将展开显示的技能4-9重新隐藏起来。
图3仅为一个示例,本发明实施例的技能条对象对应的窗口位置不限于3个,可以为4个,5个,6个,根据用户终端屏幕的大小来决定,宗旨是:不要该技能条对象的窗口位置不要占用过多的屏幕,且在一个确定的位置。
通过上述图3的示例,已经可以看出:技能对象多于窗口位的个数,然而,无论技能添加的数量如何增加,都不会大量占用屏幕的面积,因为M个窗口位始终不变,只是随着对用户滑动操作手势的响应,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,并最终检测到对所述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。
步骤304、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。
步骤305、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。
这里,如步骤303所述,这里不做赘述,所述技能对象即为图3中示例的技能对象1-9,指的是具体的技能。通过步骤304-305将对应展开显示的技能对象释放出来。
在本发明实施例一实施方式中,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。
在本发明实施例一实施方式中,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。对应的UI界面图如图5所示,第二运动方向为首先向左边滑动,为5对5对战模式,窗口位为当前技能4-6的位置,当用户向左边滑动,则将隐藏的技能对象1-3显示出来,如果用户在向左边滑动并将隐藏的技能对象1-3显示出来之后释放手指,则将技能对象1-3对应的技能释放出来,此时在技能释放区域800中释放的技能不仅包括技能4-5,还包括新增的技能1-3(图中并未显示出所有释放的技能,仅为示意),之后用户向右边滑动,则将展开显示的技能1-3重新隐藏起来。然后,第一运动方向为用户向右边滑动,则将隐藏的技能对象7-9显示出来,如果用户在向右边滑动并将隐藏的技能对象7-9显示出来之后释放手指,则将技能对象7-9对应的技能释放出来,此时在技能释放区域800中释放的技能不仅包括技能4-5,还包括新增的技能7-8(图中并未显示出所有释放的技能,仅为示意),之后用户向右边滑动,则将展开显示的技能7-9重新隐藏起来。可见:新增的技能对象是可以伴随用户的滑动操作展开显示或隐藏,以方便用户在技能条对象中选择合适的技能进行释放,且不占用过多屏幕的位置用于摆放各种供用户选择的多个技能对象。
基于上述实施例一至三,在本发明实施例一实施方式中,还可以包括: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。如图3仅为一个示例,本发明实施例的技能条对象对应的窗口位置不限于3个,可以为4个,5个,6个,根据用户终端屏幕的大小来决定,宗旨是:不要该技能条对象的窗口位置不要占用过多的屏幕,且在一个确定的位置。在默 认设置好之后,还可以如本实施方式,进行刷新,比如用户用同一个账号登陆游戏系统,开始是用手机打游戏,之后移植游戏到平板电脑,由于平板电脑比手机的屏幕要大,如果之前默认设置的窗口个数为2个,则移植到平板电脑后,刷新游戏UI界面中的窗口个数为4个。
以下实施例涉及到终端,服务器、计算机存储介质描述,未描述的实例和效果等参照上述实施例一至三,这里不做赘述。
实施例四:
本发明实施例的一种终端,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,如图8所示,所述终端包括:
第一渲染单元61,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62,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63,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64,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。
本实施例的一个实际应用中,所述虚拟资源对象涵盖在图形用户界面中各种类型的对象,如表征用户的用户头像图标,表征背景的建筑物,树木,塔防等对象,表征用户状态(如血值,活力值)的对象,表征用户技能,装备等对象,表征控制用户位置移动变化的方向按钮对象,用户释放 技能时的渲染对象等都在本发明实施例的“虚拟资源对象”的保护范围内。
这里,如图3所示的一个用户接口(UI)示意图,所述技能条对象为由技能对象401-409所组成的条形区域,目前有9个技能对象,其中,实际上显示在技能条对象窗口位的只有3个技能对象(如图3中实线所示的技能1-3所在的窗口位置),剩下的6个技能对象(如图3中虚线所述的技能4-9所在的位置)是随着用户的滑动操作而展开显示的,如果用户没有滑动操作,则该剩下的6个技能实际上是隐藏的,并不会在技能条对象窗口位中显示,只有检测到对所述至少一个技能条对象的滑动操作手势后,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,比如,目前图3所示的UI界面,N当前为9,M当前为3。比如,窗口位为当前技能1-3的位置,当用户向右边滑动,则将隐藏的技能对象4-9显示出来,如用户向左边滑动,则将展开显示的技能4-9重新隐藏起来。图3是将窗口位设置于当前技能1-3的位置,这个位置是根据用户需求任意设置的,比如,窗口位也可以设置于当前技能对象4-6的位置,则用户手指位于技能对象4的位置,之后向左边滑动,则将隐藏的技能对象1-3展开显示出来,接着,用户向右边滑动,则将展开显示的技能1-3重新隐藏起来;用户手指位于技能对象6的位置,之后向右边滑动,则将隐藏的技能对象7-9展开显示出来,接着,用户向左边滑动,则将展开显示的技能7-9重新隐藏起来。
这里,虽然窗口位的具体设置可以根据用户需求任意设置,但是只要一经预设好,就在屏幕上的确定位置,以便用户有可以一目了然快速找到该技能条对象。
这里,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。仍然以上述图3的例子进行说明,目前图3所示的UI界面,N当前为9,M当 前为3。比如,窗口位为当前技能1-3的位置,当用户向右边滑动,则将隐藏的技能对象4-9显示出来,如用户向左边滑动,则将展开显示的技能4-9重新隐藏起来,如果用户在向右边滑动并将隐藏的技能对象4-9显示出来,之后释放手指,则将技能对象4-9对应的技能释放出来。具体显示可以为:将技能对象4-9放入当前的3个窗口位中,替换掉之前在当前的3个窗口位中显示的所述技能对象1-3。
只是一个具体实例,如图4-5所示的UI界面是其他的示例,分别从游戏的敌我双方布局为3对3,5对5不同的人员部署场景来描述,在大地图和小地图中显示的对战模式有所不同,1对1的模式是双方部署人数各自为一个人的情况,参考图4-5的UI呈现,只是UI中小地图中的部署人数的区别,这里不做赘述,后续会展开描述。
如图4所示,第一运动方向为首先向右边滑动,为3对3对战模式,窗口位为当前技能1-3的位置,当用户向右边滑动,则将隐藏的技能对象4-9显示出来,如果用户在向右边滑动并将隐藏的技能对象4-9显示出来之后释放手指,则将技能对象4-9对应的技能释放出来,此时在技能释放区域800中释放的技能不仅包括技能1-3,还包括新增的技能4-9(图中并未显示出所有释放的技能,仅为示意)。然后,第一运动方向为用户向左边滑动,则将展开显示的技能4-9重新隐藏起来,恢复到初始的当前技能1-3的位置。还可以将展开显示的技能4-9重新隐藏起来,并在当前技能1-3的窗口位替换,以利用当前窗口位显示技能4-9中的任意三个技能对象。可见:新增的技能对象是可以伴随用户的滑动操作展开显示或隐藏,以方便用户在技能条对象中选择合适的技能进行释放,且不占用过多屏幕的位置用于摆放各种供用户选择的多个技能对象。
如图5所示,第二运动方向为首先向左边滑动,为5对5对战模式,窗口位为当前技能4-6的位置,当用户向左边滑动,则将隐藏的技能对象 1-3显示出来,如果用户在向左边滑动并将隐藏的技能对象1-3显示出来之后释放手指,则将技能对象1-3对应的技能释放出来,此时在技能释放区域800中释放的技能不仅包括技能4-5,还包括新增的技能1-3(图中并未显示出所有释放的技能,仅为示意),之后用户向右边滑动,则将展开显示的技能1-3重新隐藏起来。然后,第一运动方向为用户向右边滑动,则将隐藏的技能对象7-9显示出来,如果用户在向右边滑动并将隐藏的技能对象7-9显示出来之后释放手指,则将技能对象7-9对应的技能释放出来,此时在技能释放区域800中释放的技能不仅包括技能4-5,还包括新增的技能7-8(图中并未显示出所有释放的技能,仅为示意),之后用户向右边滑动,则将展开显示的技能7-9重新隐藏起来。可见:新增的技能对象是可以伴随用户的滑动操作展开显示或隐藏,以方便用户在技能条对象中选择合适的技能进行释放,且不占用过多屏幕的位置用于摆放各种供用户选择的多个技能对象。
本发明实施例的一实施方式中,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。
本发明实施例的一实施方式中,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。
本发明实施例的一实施方式中,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。
本发明实施例的一实施方式中,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。
本发明实施例的一实施方式中,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。
本发明实施例的一实施方式中,,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。
实施例五:
本发明实施例的一种终端,如图9所示,所述终端包括:显示器71和处理器72;显示器71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。处理器72,配置为执行本发明实施例的信息处理方法。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。
本实施例中所述终端还包括:存储器73、输入设备74(如包括摄像头、麦克风、耳麦在内的采集设备;鼠标、摇杆、台式机键盘等外设;笔记本和平板电脑上的实体键盘或者触摸屏等)、输出设备75(如包括扬声器、耳机等在内的音频输出设备,视频输出设备)、总线76和联网设备77;所述处理器72、存储器73、输入设备74、显示器71和联网设备77均通过总线76连接,所述总线76用于所述处理器72、存储器73、显示器71和联网设备77之间的数据传输和通讯。
其中,所述输入设备74主要用于获得用户的输入操作,当所述终端不 同时,所述输入设备74也可能不同。例如,当所述终端为PC时,所述输入设备74可以为鼠标、键盘等输入设备;当所述终端为智能手机、平板电脑等便携设备时,输入设备74可以为触控屏。联网设备77用于多个终端与服务器之间通过网络连接并上传和下载数据,及多个终端之间通过网络连接并进行数据传输。
其中,所述服务器可以是通过集群系统构成的,为实现各单元功能而合并为一或各单元功能分体设置的电子设备,终端和服务器都至少包括用于存储数据的数据库和用于数据处理的处理器,或者包括设置于服务器内的存储介质或独立设置的存储介质。对于用于数据处理的处理器而言,在执行处理时,可以采用微处理器、中央处理器(CPU,Central Processing Unit)、数字信号处理器(DSP,Digital Singnal Processor)或可编程逻辑阵列(FPGA,Field-Programmable Gate Array)实现。而对于存储介质来说,包含操作指令,该操作指令可以为计算机可执行代码,通过所述操作指令来实现上述本发明实施例信息处理方法流程中的各个步骤。
实施例六:
本发明实施例的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用于执行本发明实施例的信息处理方法。
以一个现实应用场景为例对本发明实施例阐述如下:
本应用场景涉及多人在线战术竞技游戏(MOBA,Multiplayer Online Battle Arena Games)。在MOBA中涉及的技术名词为:1)UI层:即图形用户界面中的图标;2)技能指示器:用来辅助技能释放的特效、光圈、操作;3)镜头:可以理解成为游戏里的摄像机;4)小地图:大地图的缩小版,可以理解成为雷达图,地图上会显示敌人我方的信息和位置;5)施法焦点:通过按住图标,手指在屏幕上所处的位置,则为焦点。
对于本应用场景,目前手游MOBA的游戏产品里,对于终端屏幕多个技能的处理往往采用的是,限定技能个数,如:只允许玩家操作4个技能,多余的技能,一般是见缝插针式的插入界面中空白的位置,如图10所示。从图10所示的UI界面中,可以看出,随意在屏幕任意位置插入技能对象,以便于后续释放技能使用,将会使得UI界面变得非常拥挤,且在技能的点击过程中由于布局拥挤,且新增技能的位置不确定会导致手指经常点错,扩展性非常差,以后基本上不太可能增加新的技能,且技能的位置无法自定义。
本应用场景采用本发明实施例,是采用自定义技能条的操作,将多个技能设置进一个技能条内,通过左右滑动的操作,在不同的技能直接切换,并将其中至少3个技能展示在屏幕上显示,并在触发释放手势时释放该至少3个技能,这种采用技能条并限制3个窗口位的方式,是通过技能条的形式在节省界面展示区域的情况下,加入多个技能,通过自定义添加技能的形式,可以适配技能多或少的情况,少则不滑动(少于3个技能),多则可滑动则不滑动(多于3个技能),从而可以节约屏幕的面积,且技能条的位置是可控的,且大大降低了用户手指点错的概率。具体的交互流程如图11所示。通过该交互流程所呈现出的用户操作及UI呈现包括:玩家可通过手指左右滑动这个技能条,将1-9号技能中的三个技能滑动至屏幕内,这样一直会有3个技能处于屏幕内给玩家使用,同时1-9号技能通过外面的设置界面,将对应的技能放入。
图11为本应用场景信息处理方法的具体交互流程示意图;如图11所示,在本应用场景中,包括终端1、终端2和服务器,所述终端1通过用户1进行触发操控;所述终端2通过用户2进行触发操控;所述方法包括:
对于用户1,包括步骤11-步骤16;
步骤11:用户1通过终端1触发游戏系统并登陆身份验证信息,所述 身份验证信息可以为用户名和密码。
步骤12:所述终端1将获取到的身份验证信息传输至服务器3,由所述服务器3进行身份验证,并在身份验证通过后,返回第一图形用户界面至所述终端1;其中,所述第一图形用户界面中包括虚拟资源对象。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。
步骤13、指定的技能条对象中的技能对象能够基于用户1的触控操作进行响应,执行步骤14-16所述的一系列虚拟操作。
步骤14、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。
步骤15、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。
步骤16、将通过执行步骤14-15得到的执行结果同步到服务器,或者经服务器即时中转给终端2,或者直接转发给终端2,以便使通过终端2登录游戏系统的用户2可以对用户1的所述虚拟操作进行响应,从而形成多终端之间的交互,本应用场景仅以两个终端间的交互为例,实际操作中可以多终端之间的交互并不限于本示例中两个终端间的交互。
对于用户2,对于用户1,包括步骤21-步骤26;
步骤21:用户2通过终端2触发游戏系统并登陆身份验证信息,所述身份验证信息可以为用户名和密码。
步骤22:所述终端1将获取到的身份验证信息传输至服务器3,由所述服务器3进行身份验证,并在身份验证通过后,返回第二图形用户界面至所述终端2;其中,所述第二图形用户界面中包括虚拟资源对象。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。
步骤23、指定的技能条对象中的技能对象能够基于用户2的触控操作进行响应,执行步骤24-26所述的一系列虚拟操作。
步骤24、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。
步骤25、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。
步骤26、将通过执行步骤24-25得到的执行结果同步到服务器,或者经服务器即时中转给终端1,或者直接转发给终端1,以便使通过终端1登录游戏系统的用户1可以对用户2的所述虚拟操作进行响应,从而形成多终端之间的交互,本应用场景仅以两个终端间的交互为例,实际操作中可以多终端之间的交互并不限于本示例中两个终端间的交互。
步骤30、可选的步骤,收到通过步骤14-16得到的第一人机交互执行结果和/或通过步骤24-26得到的第二交互执行结果后,同步或中转发送给对应的终端。
在本申请所提供的几个实施例中,应该理解到,所揭露的设备和方法,可以通过其它的方式实现。以上所描述的设备实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,如:多个单元或组件可以结合,或可以集成到另一个系统,或一些特征可以忽略,或不执行。另外,所显示或讨论的各组成部分相互之间的耦合、或直接耦合、或通信连接可以是通过一些接口,设备或单元的间接耦合或通信连接,可以是电性的、机械的或其它形式的。
上述作为分离部件说明的单元可以是、或也可以不是物理上分开的,作为单元显示的部件可以是、或也可以不是物理单元,即可以位于一个地 方,也可以分布到多个网络单元上;可以根据实际的需要选择其中的部分或全部单元来实现本实施例方案的目的。
另外,在本发明各实施例中的各功能单元可以全部集成在一个处理单元中,也可以是各单元分别单独作为一个单元,也可以两个或两个以上单元集成在一个单元中;上述集成的单元既可以采用硬件的形式实现,也可以采用硬件加软件功能单元的形式实现。
本领域普通技术人员可以理解:实现上述方法实施例的全部或部分步骤可以通过程序指令相关的硬件来完成,前述的程序可以存储于一计算机可读取存储介质中,该程序在执行时,执行包括上述方法实施例的步骤;而前述的存储介质包括:移动存储设备、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。
或者,本发明上述集成的单元如果以软件功能模块的形式实现并作为独立的产品销售或使用时,也可以存储在一个计算机可读取存储介质中。基于这样的理解,本发明实施例的技术方案本质上或者说对现有技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机、服务器、或者网络设备等)执行本发明各个实施例所述方法的全部或部分。而前述的存储介质包括:移动存储设备、ROM、RAM、磁碟或者光盘等各种可以存储程序代码的介质。
以上所述,仅为本发明的具体实施方式,但本发明的保护范围并不局限于此,任何熟悉本技术领域的技术人员在本发明揭露的技术范围内,可轻易想到变化或替换,都应涵盖在本发明的保护范围之内。因此,本发明的保护范围应以所述权利要求的保护范围为准。
工业实用性
采用本发明实施例,由于在确定的位置部署了技能条对象,因此,便于用户进行查找,一目了然找到该技能条对象,以便执行后续释放技能的操作。由于该技能条对象包括不占大量空间的M个窗口位,对应具体的技能对象为N个,N>M,可见,技能对象多于窗口位的个数,然而,无论技能添加的数量如何增加,都不会大量占用屏幕的面积,因为M个窗口位始终不变,只是随着对用户滑动操作手势的响应,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,并最终检测到对所述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。从而,采用本发明实施例,不仅不会影响到用户执行其他操作的效率,也避免了误操作,提高了操作精度,且不会大量占用屏幕的面积。

Claims (16)

  1. 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。
  2. 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。
  3. 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。
  4. 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。
  5. 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。
  6. 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。
  7. 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。
  8. 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。
  9. 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。
  10. 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。
  11. 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。
  12. 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。
  13. 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。
  14. 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。
  15. 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。
  16. 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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