WO2022247318A1 - 一种游戏界面显示的方法、装置、设备及介质 - Google Patents
一种游戏界面显示的方法、装置、设备及介质 Download PDFInfo
- Publication number
- WO2022247318A1 WO2022247318A1 PCT/CN2022/072490 CN2022072490W WO2022247318A1 WO 2022247318 A1 WO2022247318 A1 WO 2022247318A1 CN 2022072490 W CN2022072490 W CN 2022072490W WO 2022247318 A1 WO2022247318 A1 WO 2022247318A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- virtual object
- interface
- control
- displaying
- virtual
- Prior art date
Links
- 238000000034 method Methods 0.000 title claims abstract description 61
- 230000004044 response Effects 0.000 claims abstract description 37
- 238000004904 shortening Methods 0.000 claims abstract description 7
- 230000006870 function Effects 0.000 claims description 27
- 238000004590 computer program Methods 0.000 claims description 6
- 230000008569 process Effects 0.000 abstract description 9
- 230000000007 visual effect Effects 0.000 abstract description 5
- 238000007654 immersion Methods 0.000 abstract description 2
- 230000002708 enhancing effect Effects 0.000 abstract 1
- 230000003340 mental effect Effects 0.000 abstract 1
- 238000010586 diagram Methods 0.000 description 11
- 238000012986 modification Methods 0.000 description 5
- 230000004048 modification Effects 0.000 description 5
- 238000003491 array Methods 0.000 description 3
- 238000005034 decoration Methods 0.000 description 3
- 230000003287 optical effect Effects 0.000 description 2
- 230000009286 beneficial effect Effects 0.000 description 1
- 238000004891 communication Methods 0.000 description 1
- 238000005516 engineering process Methods 0.000 description 1
- 230000003993 interaction Effects 0.000 description 1
- 239000013307 optical fiber Substances 0.000 description 1
- 230000002093 peripheral effect Effects 0.000 description 1
- 239000004065 semiconductor Substances 0.000 description 1
Images
Classifications
-
- 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
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5255—Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
-
- 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
-
- 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
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/63—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
-
- 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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- 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
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6661—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
- A63F2300/6676—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera by dedicated player input
-
- 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
- A63F2300/80—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 specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
Definitions
- the present disclosure relates to the technical field of games, and in particular to a method, device, device and medium for displaying a game interface.
- the game interface is the basis of human-computer interaction, usually displaying many controls, and the user can jump from the current game interface to the game interface corresponding to the control by clicking a control in the game interface.
- the current game interface switching method is relatively simple and blunt, and the interface switching feeling is obvious and not smooth enough, which can easily interrupt the user's flow, thereby affecting the game experience.
- an embodiment of the present disclosure provides a method for displaying a game interface.
- a graphical user interface is provided through a terminal device.
- the graphical user interface includes a game screen captured by a virtual camera, wherein the game screen includes virtual objects.
- the method includes:
- the content corresponding to the functional control includes at least one of the following: skills, equipment, and skin.
- the method for displaying a game interface further includes:
- the virtual camera In response to a configuration trigger operation on the virtual object, the virtual camera is controlled to rotate toward a preset direction by a preset angle.
- the method for displaying a game interface further includes:
- the target layer is displayed, the function control is located on the target layer, and the target layer is transparent.
- the graphical user interface before responding to the configuration trigger operation for the virtual object, the graphical user interface further includes first interface information; the method further includes:
- the first interface information is hidden.
- displaying the function control for configuring the virtual object it also includes: displaying a return control;
- the method further includes:
- the functional control In response to the trigger operation for returning the control, the functional control is hidden, and the distance between the virtual camera and the virtual object is lengthened.
- displaying the function control for configuring the virtual object it also includes: displaying a return control;
- the method further includes:
- the distance between the virtual camera and the virtual object is lengthened, and the virtual camera is controlled to rotate at a preset angle opposite to the preset direction.
- the method further includes:
- second interface information is displayed on the graphical user interface, and the second interface information includes configured content information of the virtual object.
- an embodiment of the present disclosure provides an apparatus for displaying a game interface, which provides a graphical user interface through a terminal device, and the graphical user interface includes a game screen captured by a virtual camera, wherein the game screen includes virtual objects, and the apparatus includes :
- a control unit configured to respond to a configuration trigger operation for the virtual object, shorten the distance between the virtual camera and the virtual object, and display functional controls for configuring the virtual object;
- the configuration unit is configured to respond to a selection operation on the functional control, and configure content corresponding to the functional control for the virtual object.
- the content corresponding to the functional control includes at least one of the following: skills, equipment, and skin.
- control unit is also used for:
- the virtual camera In response to a configuration trigger operation on the virtual object, the virtual camera is controlled to rotate toward a preset direction by a preset angle.
- control unit is also used for:
- the target layer is displayed, the function control is located on the target layer, and the target layer is transparent.
- the graphical user interface before the control unit responds to the configuration trigger operation for the virtual object, the graphical user interface further includes first interface information;
- the hiding unit is configured to hide the first interface information in response to a configuration trigger operation for the virtual object.
- control unit is further configured to display a return control while displaying a function control for configuring the virtual object;
- the first return unit is configured to, after the control unit displays the functional control for configuring the virtual object, respond to a trigger operation for the return control, hide the functional control, and lengthen the distance between the virtual camera and the virtual object.
- control unit is further configured to display a return control while displaying a function control for configuring the virtual object;
- the second return unit is used to hide the functional control in response to a trigger operation for the return control after the control unit displays the functional control for configuring the virtual object; lengthen the distance between the virtual camera and the virtual object, and control
- the virtual camera rotates at a preset angle in a direction opposite to the preset direction.
- the device for displaying the game interface provided by the embodiment of the present disclosure further includes:
- the display unit is configured to display second interface information on the graphical user interface in response to the configuration completion operation for the virtual object after the configuration unit configures the content corresponding to the functional control for the virtual object, and the second interface information includes configured content information of the virtual object .
- an embodiment of the present disclosure provides a terminal device, including: a memory, a processor, and a computer program stored in the memory and operable on the processor.
- the processor executes the computer program, it implements the The method of displaying the game interface.
- the embodiments of the present disclosure also provide a computer-readable storage medium, the computer-readable storage medium stores computer instructions, and when the computer instructions are executed by the processor, the method for displaying the game interface provided by the embodiments of the present disclosure is realized.
- FIG. 1 is a schematic flowchart of an overview of a method for displaying a game interface in an embodiment of the present disclosure
- FIG. 2a is a schematic diagram of an interface when a user selects a hero avatar in an embodiment of the present disclosure
- Fig. 2b is a schematic diagram of the interface when the game application responds to the hero portrait selection operation in the embodiment of the present disclosure
- FIG. 2c is a schematic diagram of an interface when a user triggers hero configuration in an embodiment of the present disclosure
- Fig. 2d is a schematic diagram of the interface when the game application hides the first interface information in the embodiment of the present disclosure
- Fig. 2e is a schematic diagram of an interface when a game application responds to triggering a hero configuration operation in an embodiment of the present disclosure
- Fig. 2f is another schematic diagram of the interface when the game application responds to triggering the hero configuration operation in the embodiment of the present disclosure
- FIG. 2g is a schematic diagram of an interface when a game application displays a target layer in an embodiment of the present disclosure
- FIG. 2h is a schematic diagram of the interface when the game application displays the return control in the embodiment of the present disclosure
- FIG. 2i is a schematic diagram of an interface when a game application displays second interface information in an embodiment of the present disclosure
- FIG. 3 is a schematic flow chart of a method for displaying a game interface in an embodiment of the present disclosure
- FIG. 4 is a schematic diagram of the functional structure of a game interface display device in an embodiment of the present disclosure
- FIG. 5 is a schematic diagram of a hardware structure of a terminal device in an embodiment of the present disclosure.
- Terminal equipment is the front-end equipment for running game software, which can be but not limited to: mobile phones, computers, personal digital assistants (Personal Digital Assistant, PDA), smart TVs, etc.
- game software can be but not limited to: mobile phones, computers, personal digital assistants (Personal Digital Assistant, PDA), smart TVs, etc.
- Graphical user interface refers to an interface that uses graphics and/or characters to display various controls such as function controls and return controls on the game screen.
- Virtual objects are fictitious images with personalized characteristics in the game screen.
- the virtual object may be a virtual character in a game screen or the like.
- Interface information refers to the information displayed in the GUI.
- interface information includes first interface information and second interface information, where:
- the first interface information includes the object configuration information displayed in the graphical user interface before the configuration trigger operation is performed on the virtual object in the game screen.
- the object configuration information includes but is not limited to any one or combination of the following: virtual object control, virtual object configuration Object introduction information and current configuration information of controls and virtual objects, etc.;
- the second interface information includes the function configuration information displayed on the graphical user interface after the virtual object in the game screen is configured.
- the function configuration information includes but is not limited to configured content information of the virtual object.
- a virtual camera is a virtual camera that captures game images of different scenes and/or different viewing angles in game applications.
- the newly displayed game interface is usually not related to the original game interface, that is, the The jump and switch of the entire game interface, for example, the user can select a virtual object in the game interface for selecting a virtual object, and click the virtual object configuration control in the game interface for selecting a virtual object, from the The game interface of the object jumps to the game interface for configuring virtual objects.
- the current game interface switching method is relatively single and blunt.
- the distance between the virtual camera and the virtual object is shortened, and the function control for configuring the virtual object is displayed, and in response to the selection operation for the function control , configure the skill or skin corresponding to the functional control for the virtual object.
- the configuration trigger operation for the virtual object by shortening the distance between the virtual camera and the virtual object and displaying functional controls for configuring the virtual object, it is possible to create an interface switch during the virtual object zoom-in process.
- Visual effects so that while enriching the interface switching methods, smooth interface switching display is realized, thereby reducing the interruption of the user's flow, increasing the game immersion, and improving the user experience.
- An embodiment of the present disclosure provides a method for displaying a game interface.
- the method for displaying a game interface can be applied to a game application, wherein the game application provides a graphical user interface through a terminal device, and the graphical user interface includes a game screen captured by a virtual camera.
- the game screen includes virtual objects, as shown in FIG. 1 , the general flow of the method for displaying the game interface provided by the embodiment of the present disclosure is as follows:
- Step 101 shorten the distance between the virtual camera and the virtual object, and display functional controls for configuring the virtual object in response to a configuration trigger operation for the virtual object.
- the user may select a virtual object by performing a selection operation on a virtual object control contained in a graphical user interface for selecting a virtual object. For example, referring to FIG. 2a, the user can select a hero by performing a selection operation on the hero portrait included in the hero interface for selecting a hero.
- the game application responds to the selection operation on the virtual object control, and displays the virtual object represented by the virtual object control, object introduction information and current configuration information of the virtual object. For example, as shown in FIG. 2 b , the game application responds to a selection operation on a hero portrait included in the hero interface, and displays the hero corresponding to the hero portrait, the hero introduction information and current configuration information of the hero, and the like.
- the user can also trigger the content configuration of the virtual object by performing a configuration triggering operation (such as a click operation) on the virtual object configuration control included in the GUI for selecting the virtual object.
- a configuration triggering operation such as a click operation
- the user can also click on a virtual object configuration control included in the hero interface, such as a distribution control or a dress control, to trigger the content configuration of the hero.
- the user can also perform a configuration trigger operation on the virtual object configuration control contained in the graphical user interface used to select the virtual object to trigger the configuration of the content of the virtual object.
- the first interface information can also be hidden, that is, the virtual object control, the virtual object configuration control, and the object of the virtual object included in the graphical user interface for selecting the virtual object can be hidden.
- Object configuration information such as introduction information and current configuration information.
- the game application before the game application responds to the click operation on virtual object configuration controls such as point distribution controls or decoration controls included in the hero interface, it can also hide the configuration of virtual objects such as hero portraits, distribution controls or decoration controls included in the hero interface.
- Object configuration information such as controls, hero introduction information, and current configuration information.
- the game application can shorten the distance between the virtual camera and the virtual object in response to the configuration trigger operation for the virtual object, and display functional controls for configuring the virtual object, that is, the game application When responding to the configuration trigger operation for the virtual object, by shortening the distance between the virtual camera and the virtual object and displaying functional controls for configuring the virtual object, it is possible to create an interface switching during the enlarged display of the virtual object visual effects, thereby achieving a smooth interface switching display.
- the game application responds to the click operation on the virtual object configuration controls such as point distribution controls or dress-up controls included in the hero interface, gradually shortens the distance between the virtual camera and the hero, gradually zooms in on the hero, and displays the hero in the hero interface.
- functional controls such as skill controls, equipment controls, and skin controls for configuring heroes are displayed.
- the game application may also control the virtual camera to rotate toward a preset direction by a preset angle in response to a configuration trigger operation for the virtual object.
- the game application responds to the click operation on the virtual object configuration controls such as point distribution controls or dress-up controls included in the hero interface, gradually shortening the distance between the virtual camera and the hero, gradually zooming in on the hero, and displaying the hero gradually.
- the virtual camera While zooming in on the display, you can also control the virtual camera to rotate the preset angle to the right to make the hero turn to the preset angle to the left.
- the display is used to configure the hero Functional controls such as skill controls, equipment controls, and skin controls.
- the game application can also shorten the distance between the virtual camera and the virtual object and display the target layer in response to the configuration trigger operation for the virtual object, wherein the function control is located on the target layer, and the target layer It is transparent.
- the game application responds to the click operation on the virtual object configuration controls included in the hero interface, such as the point control or the decoration control, by gradually shortening the distance between the virtual camera and the hero, gradually zooming in on the hero, and displaying the hero gradually.
- a transparent target layer is displayed, which can be overlaid on the game screen, and the functional controls such as skill control, equipment control and skin control used to configure the hero, and the hero is located in the On the target layer, the hero may not be located on the target layer, and only the functional controls are placed on the target layer.
- the game application displays the functional controls for configuring the virtual object
- it can also display the return control.
- the user can perform a trigger operation (such as a click operation) on the return control to return to the virtual object.
- Graphical user interface for selecting virtual objects For example, as shown in Figure 2h, while the game application displays functional controls such as skill controls, equipment controls, and skin controls for configuring heroes, it can also display a return control. Users can click on the return control to return to the The hero interface used to select a hero.
- the game application can hide the functional controls in response to the trigger operation on the return control, and lengthen the distance between the virtual camera and the virtual object, that is, the game application responds to the trigger operation on the return control.
- the game application responds to the click operation on the return control, gradually lengthens the distance between the virtual camera and the hero, gradually shrinks the displayed hero, and hides the skill controls used to configure the hero during the shrinking display process of the hero.
- Functional controls such as equipment controls and skin controls return to the hero interface as shown in Figure 2d.
- the game application can hide the functional controls in response to the trigger operation on the return control, lengthen the distance between the virtual camera and the virtual object, and control the virtual camera to rotate at a preset angle in the opposite direction to the preset direction .
- the game application responds to the click operation on the return control, gradually lengthens the distance between the virtual camera and the hero, and gradually zooms out to display the hero, and when the hero zooms out, it can also control the virtual camera to rotate to the left by a preset angle , so that the hero turns to the preset angle to the right, and in the process of zooming out the display of the hero and turning to the preset angle at the same time, the function control is hidden, thereby returning to the hero interface as shown in Figure 2d.
- Step 102 In response to the selection operation on the functional control, configure the content corresponding to the functional control for the virtual object.
- the user can configure the content corresponding to the functional control for the virtual object by performing a selection operation on the functional control, wherein the content corresponding to the functional control includes at least one of skills, equipment, and skin.
- the user can configure the skill corresponding to the skill control for a hero by performing a selection operation on the skill control.
- the user can also configure the equipment corresponding to the equipment control for the hero by performing a selection operation on the equipment control. Perform the selection operation to configure the skin corresponding to the skin control for the hero.
- the user can also perform a trigger operation (such as a click operation) on the configuration completion control to trigger the completion of the configuration of the virtual object, and the game application responds to the configuration completion operation of the virtual object and displays the second interface information on the GUI, namely Display the configured content information of the virtual object.
- a trigger operation such as a click operation
- the user can click on the configuration completion controls such as the save control and the wear control to trigger the completion of the configuration of the hero
- the game application responds to the click operation on the configuration completion controls such as the save control and the wear control to determine The hero configuration is completed, and the configured content information of the hero is displayed.
- the method for displaying the game interface provided by the embodiment of the present disclosure will be further described in detail below using a specific application scenario. Referring to FIG. 3 , the specific process of the method for displaying the game interface provided by the embodiment of the present disclosure is as follows:
- Step 301 The game application responds to the selection operation performed by the user on the hero portrait included in the hero interface, and displays the hero represented by the hero portrait and the corresponding hero introduction information and current configuration information of the hero.
- Step 302 The game application responds to the user's click operation on the point distribution controls contained in the hero interface, and hides the hero portrait, point distribution controls, hero introduction information and current configuration information contained in the hero interface.
- Step 303 The game application zooms in on the hero by shortening the distance between the virtual camera and the hero, and at the same time controls the virtual camera to rotate the preset angle to the right to make the hero turn to the left by a preset angle.
- Step 304 The game application displays a transparent target layer when the hero is zoomed in and displayed and turns left at a preset angle, and the target layer displays functional controls such as skill controls, equipment controls, and skin controls, and return controls .
- Step 305 The game application responds to the click operation on the return control, by lengthening the distance between the virtual camera and the hero, zooming out to display the hero, and controlling the virtual camera to rotate to the left at a preset angle while the hero is zooming out, so that the hero Turn to the right by a preset angle.
- Step 306 The game application hides functional controls such as skill controls, equipment controls, and skin controls when the hero is zoomed out and turned to the preset angle at the same time.
- Step 307 The game application responds to the selection operation on the function control, and configures the content corresponding to the function control for the hero.
- Step 308 The game application responds to the click operation on the save control, determines that the configuration of the hero is completed, and displays the configured content information of the hero.
- an embodiment of the present disclosure provides an apparatus for displaying a game interface.
- a graphical user interface is provided through a terminal device.
- the graphical user interface includes a game screen captured by a virtual camera, wherein the game screen includes virtual objects.
- the game interface display device 400 provided by the embodiment of the present disclosure at least includes:
- the control unit 401 is configured to shorten the distance between the virtual camera and the virtual object in response to a configuration trigger operation for the virtual object, and display functional controls for configuring the virtual object;
- the configuring unit 402 is configured to configure content corresponding to the functional control for the virtual object in response to a selection operation on the functional control.
- the content corresponding to the functional control includes at least one of the following: skills, equipment, and skin.
- control unit 401 is also used for:
- the virtual camera In response to a configuration trigger operation on the virtual object, the virtual camera is controlled to rotate toward a preset direction by a preset angle.
- control unit 401 is also used for:
- the target layer is displayed, the function control is located on the target layer, and the target layer is transparent.
- the graphical user interface before the control unit 401 responds to the configuration trigger operation for the virtual object, the graphical user interface further includes first interface information
- the device 400 for displaying a game interface further includes:
- the hiding unit 403 is configured to hide the first interface information in response to a configuration trigger operation for the virtual object.
- control unit 401 is further configured to display a return control while displaying a function control for configuring the virtual object;
- the device 400 for displaying a game interface further includes:
- the first return unit 404 is configured to, after the control unit 401 displays the functional control for configuring the virtual object, respond to a trigger operation for the return control, hide the functional control, and lengthen the distance between the virtual camera and the virtual object .
- control unit 401 is further configured to display a return control while displaying a function control for configuring the virtual object;
- the device 400 for displaying a game interface further includes:
- the second return unit 405 is configured to hide the function control in response to a trigger operation for the return control after the control unit 401 displays the function control for configuring the virtual object; lengthen the distance between the virtual camera and the virtual object, In addition, the virtual camera is controlled to rotate at a preset angle in a direction opposite to the preset direction.
- the device 400 for displaying a game interface provided by the embodiment of the present disclosure further includes:
- the display unit 406 is configured to, after the configuration unit 402 configures the function corresponding to the function control for the virtual object, respond to the configuration completion operation for the virtual object, and display the second interface information on the graphical user interface, the second interface information includes the function configuration of the virtual object information.
- the principle of solving technical problems of the device 400 for displaying a game interface provided by the embodiment of the present disclosure is similar to the method for displaying a game interface provided by the embodiment of the present disclosure. Therefore, the device 400 for displaying a game interface provided by the embodiment of the present disclosure
- the device 400 for displaying a game interface provided by the embodiment of the present disclosure For the implementation, reference may be made to the implementation of the method for displaying a game interface provided in the embodiments of the present disclosure, and repeated descriptions will not be repeated here.
- the terminal device 500 provided by the embodiment of the present disclosure includes at least: a processor 501, a memory 502, and a computer program stored in the memory 502 and operable on the processor 501.
- the processor 501 executes the computer program, it realizes The method for displaying a game interface provided by an embodiment of the present disclosure.
- terminal device 500 shown in FIG. 5 is only an example, and should not limit the functions and scope of use of this embodiment of the present disclosure.
- the terminal device 500 provided in this embodiment of the present disclosure may further include a bus 503 connecting different components (including a processor 501 and a memory 502 ).
- the bus 503 represents one or more of several types of bus structures, including a memory bus, a peripheral bus, a local bus, and the like.
- the memory 502 may include a readable medium in the form of a volatile memory, such as a random access memory (Random Access Memory, RAM) 5021 and/or a cache memory 5022, and may further include a read only memory (Read Only Memory, ROM) 5023.
- a readable medium in the form of a volatile memory, such as a random access memory (Random Access Memory, RAM) 5021 and/or a cache memory 5022, and may further include a read only memory (Read Only Memory, ROM) 5023.
- RAM Random Access Memory
- ROM read only memory
- Memory 502 may also include program means 5025 having a set (at least one) of program modules 5024 including, but not limited to, an operating subsystem, one or more application programs, other program modules, and program data, in which case Each or some combination may include implementations of network environments.
- the terminal device 500 may also communicate with one or more external devices 504 (such as a keyboard, a remote controller, etc.), and may also communicate with one or more devices that allow the user to interact with the terminal device 500 (such as a mobile phone, a computer, etc.), and and/or, communicate with any device that enables a terminal device 500 to communicate with one or more other terminal devices 500 (eg routers, modems, etc.). Such communication may be performed through an input/output (Input/Output, I/O) interface 505 .
- I/O input/output
- the terminal device 500 can also communicate with one or more networks (such as a local area network (Local Area Network, LAN), a wide area network (Wide Area Network, WAN) and/or a public network, such as the Internet) through the network adapter 506.
- networks such as a local area network (Local Area Network, LAN), a wide area network (Wide Area Network, WAN) and/or a public network, such as the Internet
- the network adapter 506 communicates with other modules of the terminal device 500 through the bus 503 .
- other hardware and/or software modules may be used in conjunction with terminal device 500, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, disk arrays (Redundant Arrays of Independent Disks, RAID) subsystems, tape drives, and data backup storage subsystems.
- the computer-readable storage medium provided by the embodiments of the present disclosure is introduced below.
- the computer-readable storage medium provided by the embodiments of the present disclosure stores computer instructions, and when the computer instructions are executed by a processor, the method for displaying a game interface provided by the embodiments of the present disclosure is implemented.
- the computer instructions can be installed in the terminal device 500, so that the terminal device 500 can realize the method for displaying the game interface provided by the embodiment of the present disclosure by executing the installed computer instructions.
- the method for displaying the game interface provided by the embodiment of the present disclosure can also be implemented as a program product, the program product includes program code, and when the program product can run on the terminal device 500, the program code is used to make the terminal device 500 500 Execute the method for displaying a game interface provided by an embodiment of the present disclosure.
- the program product provided by the embodiments of the present disclosure may use any combination of one or more readable media, where the readable medium may be a readable signal medium or a readable storage medium, and the readable storage medium may be, but not limited to, an electronic , magnetic, optical, electromagnetic, infrared, or semiconductor systems, devices, or devices, or any combination of the above, specifically, more specific examples (non-exhaustive list) of readable storage media include: having one or more Electrical connection of wires, portable disk, hard disk, RAM, ROM, Erasable Programmable Read Only Memory (EPROM), optical fiber, portable compact disk ROM (Compact Disc Read-Only Memory, CD- ROM), optical storage devices, magnetic storage devices, or any suitable combination of the above.
- EPROM Erasable Programmable Read Only Memory
- the program product provided by the embodiments of the present disclosure may adopt a CD-ROM and include program codes, and may also run on a computing device.
- the program product provided in the embodiments of the present disclosure is not limited thereto.
- the readable storage medium may be any tangible medium containing or storing a program, and the program may be used by an instruction execution system, device or device or in conjunction with it. In conjunction with.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
一种游戏界面显示的方法、装置、终端设备及计算机可读存储介质,所述方法包括:响应针对虚拟对象的配置触发操作,缩短虚拟摄像头与虚拟对象之间的距离,以及显示用于对虚拟对象进行配置的功能控件(101);响应针对功能控件的选择操作,为虚拟对象配置该功能控件对应的内容(102)。可以营造出在虚拟对象放大显示过程中实现界面切换的视觉效果,从而丰富了界面切换方式,实现了平滑地界面切换,减少了用户心流的打断,增加了游戏沉浸感。
Description
相关申请的交叉引用
本公开要求于2021年05月26日提交的申请号为202110579140.9、名称为“一种游戏界面显示的方法、装置、设备及介质”的中国专利申请的优先权,该中国专利申请的全部内容通过引用结合在本公开中。
本公开涉及游戏技术领域,尤其涉及一种游戏界面显示的方法、装置、设备及介质。
在游戏应用中,游戏界面是人机交互的基础,通常显示有很多控件,用户通过点击游戏界面中的控件可以从当前游戏界面跳转至该控件对应的游戏界面。
然而,目前的这种游戏界面切换方式比较单一、生硬,界面切换感明显、不够顺畅,很容易打断用户心流,从而影响游戏体验。
发明内容
本公开实施例提供的技术方案如下:
一方面,本公开实施例提供了一种游戏界面显示的方法,通过终端设备提供图形用户界面,图形用户界面包括通过虚拟摄像头捕获的游戏画面,其中,游戏画面中包括虚拟对象,该方法包括:
响应针对虚拟对象的配置触发操作,缩短虚拟摄像头与虚拟对象之间的距离,以及显示用于对虚拟对象进行配置的功能控件;
响应针对功能控件的选择操作,为虚拟对象配置功能控件对应的内容。
在一种可能的实施方式中,功能控件对应的内容包含以下至少一项:技能、装备、皮肤。
在一种可能的实施方式中,本公开实施例提供的游戏界面显示的方法还包括:
响应针对所述虚拟对象的配置触发操作,控制所述虚拟摄像头朝预设方向旋转预设角度。
在一种可能的实施方式中,本公开实施例提供的游戏界面显示的方法还包括:
响应针对虚拟对象的配置触发操作,显示目标图层,功能控件位于目标图层上,且目标图层为透明状。
在一种可能的实施方式中,响应针对虚拟对象的配置触发操作之前,图形用户界面还包括第一界面信息;该方法还包括:
响应针对虚拟对象的配置触发操作,隐藏第一界面信息。
在一种可能的实施方式中,显示用于对虚拟对象进行配置的功能控件的同时,还包括:显示返回控件;
显示用于对虚拟对象进行配置的功能控件之后,方法还包括:
响应于针对返回控件的触发操作,隐藏功能控件,且拉长虚拟摄像头与虚拟对象之间的距离。
在一种可能的实施方式中,显示用于对虚拟对象进行配置的功能控件的同时,还包括:显示返回控件;
显示用于对虚拟对象进行配置的功能控件之后,方法还包括:
响应于针对返回控件的触发操作,隐藏功能控件;
拉长虚拟摄像头与虚拟对象之间的距离,且控制虚拟摄像头朝预设方向的相反方向旋转预设角度。
在一种可能的实施方式中,为虚拟对象配置功能控件对应的内容之后,方法还包括:
响应针对虚拟对象的配置完成操作,在图形用户界面显示第二界面信息,第二界面信息包括虚拟对象已配置的内容信息。
另一方面,本公开实施例提供了一种游戏界面显示的装置,通过终端设备提供图形用户界面,图形用户界面包括通过虚拟摄像头捕获的游戏画面,其中,游戏画面中包括虚拟对象,该装置包括:
控制单元,用于响应针对虚拟对象的配置触发操作,缩短虚拟摄像头与虚拟对象之间的距离,以及显示用于对虚拟对象进行配置的功能控件;
配置单元,用于响应针对功能控件的选择操作,为虚拟对象配置功能控件对应的内容。
在一种可能的实施方式中,功能控件对应的内容包含以下至少一项:技能、装备、皮肤。
在一种可能的实施方式中,控制单元还用于:
响应针对所述虚拟对象的配置触发操作,控制所述虚拟摄像头朝预设方向旋转预设角度。
在一种可能的实施方式中,控制单元还用于:
响应针对虚拟对象的配置触发操作,显示目标图层,功能控件位于目标图层上,且目标图层为透明状。
在一种可能的实施方式中,在控制单元响应针对虚拟对象的配置触发操作之前,图形用户界面还包括第一界面信息;
本公开实施例提供的游戏界面显示的装置还包括:
隐藏单元,用于响应针对虚拟对象的配置触发操作,隐藏第一界面信息。
在一种可能的实施方式中,控制单元还用于在显示用于对虚拟对象进行配置的功能控件的同时,显示返回控件;
本公开实施例提供的游戏界面显示的装置还包括:
第一返回单元,用于在控制单元显示用于对虚拟对象进行配置的功能控件之后,响应于针对返回控件的触发操作,隐藏功能控件,且拉长虚拟摄像头与虚拟对象之间的距离。
在一种可能的实施方式中,控制单元还用于显示用于对虚拟对象进行配置的功能控件的同时,显示返回控件;
本公开实施例提供的游戏界面显示的装置还包括:
第二返回单元,用于在控制单元显示用于对虚拟对象进行配置的功能控件之后,响应于针对返回控件的触发操作,隐藏功能控件;拉长虚拟摄像头与虚拟对象之间的距离,且控制虚拟摄像头朝预设方向的相反方向旋转预设角度。
在一种可能的实施方式中,本公开实施例提供的游戏界面显示的装置还包括:
显示单元,用于在配置单元为虚拟对象配置功能控件对应的内容之后,响应针对虚拟对象的配置完成操作,在图形用户界面显示第二界面信息,第二界面信息包括虚拟对象已配置的内容信息。
另一方面,本公开实施例提供了一种终端设备,包括:存储器、处理器和存储在存储器上并可在处理器上运行的计算机程序,处理器执行计算机程序时实现本公开实施例提供的游戏界面显示的方法。
另一方面,本公开实施例还提供了一种计算机可读存储介质,计算机可读存储介质存储有计算机指令,计算机指令被处理器执行时实现本公开实施例提供的游戏界面显示的方法。
本公开的其它特征和优点将在随后的说明书中阐述,并且,部分地可以从说明书中变得显而易见,或者通过实施本公开而了解。本公开的目的和其他优点可通过在所写的说明书、权利要求书、以及附图中特别指出的结构来实现和获得。
此处所说明的附图用来提供对本公开的进一步理解,构成本公开的一部分,本公开的示意性实施例及其说明用于解释本公开,并不构成对本公开的不当限定。在附图中:
图1为本公开实施例中游戏界面显示方法的概况流程示意图;
图2a为本公开实施例中用户选择英雄头像时的界面示意图;
图2b为本公开实施例中游戏应用响应英雄头像选择操作时的界面示意图;
图2c为本公开实施例中用户触发英雄配置时的界面示意图;
图2d为本公开实施例中游戏应用隐藏第一界面信息时的界面示意图;
图2e为本公开实施例中游戏应用响应触发英雄配置操作时的一种界面示意图;
图2f为本公开实施例中游戏应用响应触发英雄配置操作时的另一种界面示意图;
图2g为本公开实施例中游戏应用显示目标图层时的界面示意图;
图2h为本公开实施例中游戏应用显示返回控件时的界面示意图;
图2i为本公开实施例中游戏应用显示第二界面信息时的界面示意图;
图3为本公开实施例中游戏界面显示方法的具体流程示意图;
图4为本公开实施例中游戏界面显示装置的功能结构示意图;
图5为本公开实施例中终端设备的硬件结构示意图。
为了使本公开的目的、技术方案及有益效果更加清楚明白,下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分实施例,并不是全部的实施例。基于本公开中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。
为便于本领域技术人员更好地理解本公开,下面先对本公开涉及的技术用语进行简单介绍。
1、终端设备,是运行游戏软件的前端设备,可以是但不限于是:手机、计算机、个人数字助理(Personal Digital Assistant,PDA)、智能电视等。
2、图形用户界面,是指在游戏画面上采用图形和/或字符方式显示功能控件、返回控件等各类控件的界面。
3、虚拟对象,是游戏画面中具有个性化特征的虚构形象。例如,虚拟对象可以是游戏画面中的虚拟角色等。
4、界面信息,是指图形用户界面中显示的信息。本公开中,界面信息包括第一界面信息和第二界面信息,其中:
第一界面信息包括对游戏画面中的虚拟对象执行配置触发操作之前图形用户界面显示的对象配置信息,具体的,对象配置信息包括但不限于以下任意一种或组合:虚拟对象控件、虚拟对象配置控件、虚拟对象的对象介绍信息和当前配置信息等;
第二界面信息包括对游戏画面中的虚拟对象执行配置完成操作之后图像用户界面显示的功能配置信息,具体的,功能配置信息包括但不限于虚拟对象已配置的内容信息等。
5、虚拟摄像头,是在游戏应用中捕获不同场景和/或不同视角的游戏画面的虚构摄像头。
需要说明的是,本公开中提及的“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样的用语在适当情况下可以互换,以便这里描述的实施例能够以除了在这里图示或描述的内容以外的顺序实施。此外,本公开中提及的“和/或”,描述的是关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。
在介绍了本公开涉及的技术用语后,接下来,对本公开实施例的应用场景和设计思想进行简单介绍。
目前,在很多游戏应用中,用户可以通过点击游戏界面中的控件,从当前游戏界面跳转至该控件对应的游戏界面,新显示的游戏界面与原来的游戏界面通常没有关联性,即实现了整个游戏界面的跳转和切换,例如,用户可以在用于选择虚拟对象的游戏界面中选择虚拟对象,并通过点击用于选择虚拟对象的游戏界面中的虚拟对象配置控件,从用于选择虚拟对象的游戏界面跳转至用于配置虚拟对象的游戏界面,目前的这种游戏界面切换方式比较单一、生硬,界面切换感明显、不够顺畅,很容易打断用户心流,从而影响游戏体验。
为此,本公开实施例中,响应针对虚拟对象的配置触发操作,缩短虚拟摄像头与虚拟对象之间的距离,并显示用于对虚拟对象进行配置的功能控件,以及响应针对功能控件的选择操作,为虚拟对象配置该功能控件对应的技能或皮肤。这样,在响应针对虚拟对象的配置触发操作时,通过缩短虚拟摄像头与虚拟对象之间的距离并显示用于对虚拟对象进行配置的功能控件,可以营造出在虚拟对象放大过程中实现界面切换的视觉效果,从而在丰富了界面切换方式的同时,实现了平滑地界面切换显示,进而减少了用户心流的打断,增加了游戏沉浸感,提高了用户体验。
在介绍了本公开实施例的应用场景和设计思想之后,下面对本公开实施例提供的技术方案进行详细说明。
本公开实施例提供了一种游戏界面显示的方法,该游戏界面显示的方法可以应用于游戏应用,其中,游戏应用通过终端设备提供图形用户界面,图形用户界面包括通过虚拟摄像头捕获的游戏画面,游戏画面中包括虚拟对象,参阅图1所示,本公开实施例提供的游戏界面显示的方法的概况流程如下:
步骤101:响应针对虚拟对象的配置触发操作,缩短虚拟摄像头与虚拟对象之间的距离,以及显示用于对虚拟对象进行配置的功能控件。
实际应用中,用户可以通过对用于选择虚拟对象的图形用户界面包含的虚拟对象控件执行选择操作,来选择虚拟对象。例如,参阅图2a所示,用户可以通过对用于选择英雄的英雄界面包含的英雄头像执行选择操作,来选择英雄。
在具体实施时,游戏应用响应针对虚拟对象控件的选择操作,显示该虚拟对象控件表征的虚拟对象、该虚拟对象的对象介绍信息和当前配置信息等。例如,参阅图2b所示,游戏应用响应针对英雄界面包含的英雄头像的选择操作,显示该英雄头像对应的英雄、该英雄的英雄介绍信息和当前配置信息等。
进一步的,用户还可以通过对用于选择虚拟对象的图形用户界面包含的虚拟对象配置控件执行配置触发操作(例如点击操作),触发对虚拟对象的内容配置。例如,参阅图2c所示,用户还可以通过对英雄界面包含的配点控件或装扮控件等虚拟对象配置控件执行点击操作,来触发对英雄的内容配置。
实际应用中,为了使界面切换显示更加平滑顺畅,本公开实施例中,用户还可以通过对用于选择虚拟对象的图形用户界面包含的虚拟对象配置控件执行配置触发操作,触发对虚拟对象的内容配置之后,游戏应用响应针对虚拟对象的配置触发操作之前,还可以隐藏 第一界面信息,即可以隐藏用于选择虚拟对象的图像用户界面包含的虚拟对象控件、虚拟对象配置控件、虚拟对象的对象介绍信息和当前配置信息等对象配置信息。例如,参阅图2d所示,游戏应用响应针对英雄界面包含的配点控件或装扮控件等虚拟对象配置控件的点击操作之前,还可以隐藏英雄界面包含的英雄头像、配点控件或装扮控件等虚拟对象配置控件、英雄介绍信息和当前配置信息等对象配置信息。
在具体实施时,在一个实施例中,游戏应用响应针对虚拟对象的配置触发操作,可以缩短虚拟摄像头与虚拟对象之间的距离,以及显示用于对虚拟对象进行配置的功能控件,即游戏应用在响应针对虚拟对象的配置触发操作时,通过缩短虚拟摄像头与虚拟对象之间的距离并显示用于对虚拟对象进行配置的功能控件,可以营造出一种在虚拟对象放大显示过程中实现界面切换的视觉效果,从而实现了平滑地界面切换显示。例如,参阅图2e所示,游戏应用响应针对英雄界面包含的配点控件或装扮控件等虚拟对象配置控件的点击操作,通过逐步缩短虚拟摄像头与英雄之间的距离,逐渐放大显示英雄,并在英雄放大显示的过程中,显示用于对英雄进行配置的技能控件、装备控件和皮肤控件等功能控件。
在另一个实施例中,为了能够达到更好的视觉效果,游戏应用响应针对虚拟对象的配置触发操作,还可以控制虚拟摄像头朝预设方向旋转预设角度。例如,参阅图2f所示,游戏应用响应针对英雄界面包含的配点控件或装扮控件等虚拟对象配置控件的点击操作,通过逐步缩短虚拟摄像头与英雄之间的距离,逐渐放大显示英雄,并在英雄放大显示的同时,还可以通过控制虚拟摄像头朝右旋转预设角度,使英雄向左侧转预设角度,在英雄放大显示同时向左转预设角度的过程中,显示用于对英雄进行配置的技能控件、装备控件和皮肤控件等功能控件。
本公开实施例中,游戏应用响应针对虚拟对象的配置触发操作,还可以缩短虚拟摄像头与虚拟对象之间的距离,以及显示目标图层,其中,功能控件位于目标图层上,且目标图层为透明状。例如,参阅图2g所示,游戏应用响应针对英雄界面包含的配点控件或装扮控件等虚拟对象配置控件的点击操作,通过逐步缩短虚拟摄像头与英雄之间的距离,逐渐放大显示英雄,并在英雄放大显示的过程中,显示一透明状的目标图层,该目标图层可以覆盖于游戏画面之上,用于对英雄进行配置的技能控件、装备控件和皮肤控件等功能控件、以及英雄位于该目标图层上,英雄也可以不位于目标图层上,仅将功能控件置于目标图层上。
此外,本公开实施例中,游戏应用显示用于对虚拟对象进行配置的功能控件的同时,还可以显示返回控件,进一步的,用户可以通过对返回控件执行触发操作(如点击操作),返回用于选择虚拟对象的用户图形界面。例如,参阅图2h所示,游戏应用在显示用于对英雄进行配置的技能控件、装备控件和皮肤控件等功能控件的同时,还可以显示返回控件,用户通过对返回控件执行点击操作,可以返回用于选择英雄的英雄界面。
在具体实施时,在一个实施例中,游戏应用响应于针对返回控件的触发操作,可以隐藏功能控件,且拉长虚拟摄像头与虚拟对象之间的距离,即游戏应用在响应针对返回控件 的触发操作时,通过拉长虚拟摄像头与虚拟对象之间的距离并隐藏功能控件,可以营造出一种在虚拟对象缩小显示过程中实现界面切换的视觉效果,进一步实现了平滑地界面切换显示。例如,游戏应用响应针对返回控件的点击操作,通过逐步拉长虚拟摄像头与英雄之间的距离,逐渐缩小显示英雄,并在英雄缩小显示的过程中,隐藏用于对英雄进行配置的技能控件、装备控件和皮肤控件等功能控件,从而返回了如图2d所示的英雄界面。
在另一个实施例中,游戏应用响应于针对返回控件的触发操作,可以隐藏功能控件,拉长虚拟摄像头与虚拟对象之间的距离,且控制虚拟摄像朝预设方向的相反方向旋转预设角度。例如,游戏应用响应针对返回控件的点击操作,通过逐步拉长虚拟摄像头与英雄之间的距离,逐渐缩小显示英雄,并在英雄缩小显示的同时,还可以通过控制虚拟摄像头朝左旋转预设角度,使英雄向右侧转预设角度,在英雄缩小显示同时向右转预设角度的过程中,隐藏功能控件,从而返回了如图2d所示的英雄界面。
步骤102:响应针对功能控件的选择操作,为虚拟对象配置该功能控件对应的内容。
实际应用中,用户可以通过对功能控件执行选择操作,为虚拟对象配置该功能控件对应的内容,其中,功能控件对应的内容包含技能、装备、皮肤中的至少一项。例如,用户可以通过对技能控件执行选择操作,为英雄配置该技能控件对应的技能,用户还可以通过对装备控件执行选择操作,为英雄配置该装备控件对应的装备,用户还可以通过对皮肤控件执行选择操作,为英雄配置该皮肤控件对应的皮肤。
进一步的,用户还可以通过对配置完成控件执行触发操作(如点击操作),触发完成对虚拟对象的配置,游戏应用响应针对虚拟对象的配置完成操作,在图形用户界面显示第二界面信息,即显示虚拟对象已配置的内容信息。例如,参阅图2i所示,用户可以通过对保存控件、穿戴控件等配置完成控件执行点击操作,触发完成对英雄的配置,游戏应用响应针对保存控件、穿戴控件等配置完成控件的点击操作,确定英雄配置完成,并显示英雄已配置的内容信息。
下面采用具体应用场景,对本公开实施例提供的游戏界面显示的方法作进一步详细说明,参阅图3所示,本公开实施例提供的游戏界面显示的方法的具体流程如下:
步骤301:游戏应用响应用户针对英雄界面包含的英雄头像执行的选择操作,显示该英雄头像表征的英雄以及该英雄对应的英雄介绍信息和当前配置信息。
步骤302:游戏应用响应用户针对英雄界面包含的配点控件的点击操作,隐藏英雄界面包含的英雄头像、配点控件、英雄介绍信息和当前配置信息。
步骤303:游戏应用通过缩短虚拟摄像头与英雄之间的距离,放大显示英雄,并在英雄放大显示的同时,通过控制虚拟摄像头朝右旋转预设角度,使英雄向左侧转预设角度。
步骤304:游戏应用在英雄放大显示同时向左转预设角度的过程中,显示一透明状的目标图层,该目标图层上显示有技能控件、装备控件和皮肤控件等功能控件和返回控件。
步骤305:游戏应用响应针对返回控件的点击操作,通过拉长虚拟摄像头与英雄之间的距离,缩小显示英雄,并在英雄缩小显示的同时,通过控制虚拟摄像头朝左旋转预设角 度,使英雄向右侧转预设角度。
步骤306:游戏应用在英雄缩小显示同时向右转预设角度的过程中,隐藏技能控件、装备控件和皮肤控件等功能控件。
步骤307:游戏应用响应针对功能控件的选择操作,为英雄配置该功能控件对应的内容。
步骤308:游戏应用响应针对保存控件的点击操作,确定英雄配置完成,并显示英雄已配置的内容信息。
基于上述实施例,本公开实施例提供了一种游戏界面显示的装置,通过终端设备提供图形用户界面,图形用户界面包括通过虚拟摄像头捕获的游戏画面,其中,游戏画面中包括虚拟对象,参阅图4所示,本公开实施例提供的游戏界面显示的装置400至少包括:
控制单元401,用于响应针对虚拟对象的配置触发操作,缩短虚拟摄像头与虚拟对象之间的距离,以及显示用于对虚拟对象进行配置的功能控件;
配置单元402,用于响应针对功能控件的选择操作,为虚拟对象配置功能控件对应的内容。
在一种可能的实施方式中,功能控件对应的内容包含以下至少一项:技能、装备、皮肤。
在一种可能的实施方式中,控制单元401还用于:
响应针对所述虚拟对象的配置触发操作,控制所述虚拟摄像头朝预设方向旋转预设角度。
在一种可能的实施方式中,控制单元401还用于:
响应针对虚拟对象的配置触发操作,显示目标图层,功能控件位于目标图层上,且目标图层为透明状。
在一种可能的实施方式中,在控制单元401响应针对虚拟对象的配置触发操作之前,图形用户界面还包括第一界面信息;
本公开实施例提供的游戏界面显示的装置400还包括:
隐藏单元403,用于响应针对虚拟对象的配置触发操作,隐藏第一界面信息。
在一种可能的实施方式中,控制单元401还用于在显示用于对虚拟对象进行配置的功能控件的同时,显示返回控件;
本公开实施例提供的游戏界面显示的装置400还包括:
第一返回单元404,用于在控制单元401显示用于对虚拟对象进行配置的功能控件之后,响应于针对返回控件的触发操作,隐藏功能控件,且拉长虚拟摄像头与虚拟对象之间的距离。
在一种可能的实施方式中,控制单元401还用于显示用于对虚拟对象进行配置的功能控件的同时,显示返回控件;
本公开实施例提供的游戏界面显示的装置400还包括:
第二返回单元405,用于在控制单元401显示用于对虚拟对象进行配置的功能控件之后,响应于针对返回控件的触发操作,隐藏功能控件;拉长虚拟摄像头与虚拟对象之间的距离,且控制虚拟摄像头朝预设方向的相反方向旋转预设角度。
在一种可能的实施方式中,本公开实施例提供的游戏界面显示的装置400还包括:
显示单元406,用于在配置单元402为虚拟对象配置功能控件对应的功能之后,响应针对虚拟对象的配置完成操作,在图形用户界面显示第二界面信息,第二界面信息包括虚拟对象的功能配置信息。
需要说明的是,本公开实施例提供的游戏界面显示的装置400解决技术问题的原理与本公开实施例提供的游戏界面显示的方法相似,因此,本公开实施例提供的游戏界面显示的装置400的实施可以参见本公开实施例提供的游戏界面显示的方法的实施,重复之处不再赘述。
在介绍了本公开实施例提供的游戏界面显示的方法和装置之后,接下来,对本公开实施例提供的终端设备进行简单介绍。
参阅图5所示,本公开实施例提供的终端设备500至少包括:处理器501、存储器502和存储在存储器502上并可在处理器501上运行的计算机程序,处理器501执行计算机程序时实现本公开实施例提供的游戏界面显示的方法。
需要说明的是,图5所示的终端设备500仅仅是一个示例,不应对本公开实施例的功能和使用范围带来任何限制。
本公开实施例提供的终端设备500还可以包括连接不同组件(包括处理器501和存储器502)的总线503。其中,总线503表示几类总线结构中的一种或多种,包括存储器总线、外围总线、局域总线等。
存储器502可以包括易失性存储器形式的可读介质,例如随机存储器(Random Access Memory,RAM)5021和/或高速缓存存储器5022,还可以进一步包括只读存储器(Read Only Memory,ROM)5023。
存储器502还可以包括具有一组(至少一个)程序模块5024的程序工具5025,程序模块5024包括但不限于:操作子系统、一个或者多个应用程序、其它程序模块以及程序数据,这些示例中的每一个或某种组合中可能包括网络环境的实现。
终端设备500也可以与一个或多个外部设备504(例如键盘、遥控器等)通信,还可以与一个或者多个使得用户能与终端设备500交互的设备通信(例如手机、电脑等),和/或,与使得终端设备500与一个或多个其它终端设备500进行通信的任何设备(例如路由器、调制解调器等)通信。这种通信可以通过输入/输出(Input/Output,I/O)接口505进行。并且,终端设备500还可以通过网络适配器506与一个或者多个网络(例如局域网(Local Area Network,LAN),广域网(Wide Area Network,WAN)和/或公共网络,例如因特网)通信。如图5所示,网络适配器506通过总线503与终端设备500的其它模块通信。应当理解,尽管图5中未示出,可以结合终端设备500使用其它硬件和/或软件模 块,包括但不限于:微代码、设备驱动器、冗余处理器、外部磁盘驱动阵列、磁盘阵列(Redundant Arrays of Independent Disks,RAID)子系统、磁带驱动器以及数据备份存储子系统等。
下面对本公开实施例提供的计算机可读存储介质进行介绍。本公开实施例提供的计算机可读存储介质存储有计算机指令,计算机指令被处理器执行时实现本公开实施例提供的游戏界面显示的方法。具体地,该计算机指令可以安装在终端设备500中,这样,终端设备500就可以通过执行安装的计算机指令实现本公开实施例提供的游戏界面显示的方法。
此外,本公开实施例提供的游戏界面显示的方法还可以实现为一种程序产品,该程序产品包括程序代码,当该程序产品可以在终端设备500上运行时,该程序代码用于使终端设备500执行本公开实施例提供的游戏界面显示的方法。
本公开实施例提供的程序产品可以采用一个或多个可读介质的任意组合,其中,可读介质可以是可读信号介质或者可读存储介质,而可读存储介质可以是但不限于是电、磁、光、电磁、红外线、或半导体的系统、装置或器件,或者任意以上的组合,具体地,可读存储介质的更具体的例子(非穷举的列表)包括:具有一个或多个导线的电连接、便携式盘、硬盘、RAM、ROM、可擦式可编程只读存储器(Erasable Programmable Read Only Memory,EPROM)、光纤、便携式紧凑盘只读存储器(Compact Disc Read-Only Memory,CD-ROM)、光存储器件、磁存储器件、或者上述的任意合适的组合。
本公开实施例提供的程序产品可以采用CD-ROM并包括程序代码,还可以在计算设备上运行。然而,本公开实施例提供的程序产品不限于此,在本公开实施例中,可读存储介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行系统、装置或者器件使用或者与其结合使用。
应当注意,尽管在上文详细描述中提及了装置的若干单元或子单元,但是这种划分仅仅是示例性的并非强制性的。实际上,根据本公开的实施方式,上文描述的两个或更多单元的特征和功能可以在一个单元中具体化。反之,上文描述的一个单元的特征和功能可以进一步划分为由多个单元来具体化。
此外,尽管在附图中以特定顺序描述了本公开方法的操作,但是,这并非要求或者暗示必须按照该特定顺序来执行这些操作,或是必须执行全部所示的操作才能实现期望的结果。附加地或备选地,可以省略某些步骤,将多个步骤合并为一个步骤执行,和/或将一个步骤分解为多个步骤执行。
尽管已描述了本公开的优选实施例,但本领域内的技术人员一旦得知了基本创造性概念,则可对这些实施例作出另外的变更和修改。所以,所附权利要求意欲解释为包括优选实施例以及落入本公开范围的所有变更和修改。
显然,本领域的技术人员可以对本公开实施例进行各种改动和变型而不脱离本公开实施例的精神和范围。这样,倘若本公开实施例的这些修改和变型属于本公开权利要求及其等同技术的范围之内,则本公开也意图包含这些改动和变型在内。
Claims (11)
- 一种游戏界面显示的方法,通过终端设备提供图形用户界面,所述图形用户界面包括通过虚拟摄像头捕获的游戏画面,其中,所述游戏画面中包括虚拟对象,所述方法包括:响应针对所述虚拟对象的配置触发操作,缩短所述虚拟摄像头与所述虚拟对象之间的距离,以及显示用于对所述虚拟对象进行配置的功能控件;响应针对所述功能控件的选择操作,为所述虚拟对象配置所述功能控件对应的内容。
- 根据权利要求1所述的方法,其中,所述功能控件对应的内容包含以下至少一项:技能、装备、皮肤。
- 根据权利要求1所述的方法,其中,所述方法还包括:响应针对所述虚拟对象的配置触发操作,控制所述虚拟摄像头朝预设方向旋转预设角度。
- 根据权利要求1所述的方法,其中,所述方法还包括:响应针对所述虚拟对象的配置触发操作,显示目标图层,所述功能控件位于所述目标图层上,且所述目标图层为透明状。
- 根据权利要求1所述的方法,其中,所述响应针对所述虚拟对象的配置触发操作之前,所述图形用户界面还包括第一界面信息;所述方法还包括:响应针对所述虚拟对象的配置触发操作,隐藏所述第一界面信息。
- 根据权利要求1所述的方法,其中,所述显示用于对所述虚拟对象进行配置的功能控件的同时,还包括:显示返回控件;所述显示用于对所述虚拟对象进行配置的功能控件之后,所述方法还包括:响应于针对所述返回控件的触发操作,隐藏所述功能控件,且拉长所述虚拟摄像头与所述虚拟对象之间的距离。
- 根据权利要求3所述的方法,其中,所述显示用于对所述虚拟对象进行配置的功能控件的同时,还包括:显示返回控件;所述显示用于对所述虚拟对象进行配置的功能控件之后,所述方法还包括:响应于针对返回控件的触发操作,隐藏所述功能控件;拉长所述虚拟摄像头与所述虚拟对象之间的距离,且控制所述虚拟摄像头朝所述预设方向的相反方向旋转预设角度。
- 根据权利要求1所述的方法,其中,所述为所述虚拟对象配置所述功能控件对应的内容之后,所述方法还包括:响应针对所述虚拟对象的配置完成操作,在所述图形用户界面显示第二界面信息,所述第二界面信息包括所述虚拟对象已配置的内容信息。
- 一种游戏界面显示的装置,其中,通过终端设备提供图形用户界面,所述图形用 户界面包括通过虚拟摄像头捕获的游戏画面,其中,所述游戏画面中包括虚拟对象,所述装置包括:控制单元,用于响应针对所述虚拟对象的配置触发操作,缩短所述虚拟摄像头与所述虚拟对象之间的距离,以及显示用于对所述虚拟对象进行配置的功能控件;配置单元,用于响应针对所述功能控件的选择操作,为所述虚拟对象配置所述功能控件对应的内容。
- 一种终端设备,包括:存储器、处理器和存储在所述存储器上并可在所述处理器上运行的计算机程序,所述处理器执行所述计算机程序时实现如权利要求1至8任一项所述的游戏界面显示的方法。
- 一种计算机可读存储介质,所述计算机可读存储介质存储有计算机指令,所述计算机指令被处理器执行时实现如权利要求1至8任一项所述的游戏界面显示的方法。
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US18/561,006 US20240252920A1 (en) | 2021-05-26 | 2022-01-18 | Method and apparatus for displaying game interface, and device and storage medium thereof |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN202110579140.9A CN113304477A (zh) | 2021-05-26 | 2021-05-26 | 一种游戏界面显示的方法、装置、设备及介质 |
CN202110579140.9 | 2021-05-26 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2022247318A1 true WO2022247318A1 (zh) | 2022-12-01 |
Family
ID=77375213
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/CN2022/072490 WO2022247318A1 (zh) | 2021-05-26 | 2022-01-18 | 一种游戏界面显示的方法、装置、设备及介质 |
Country Status (3)
Country | Link |
---|---|
US (1) | US20240252920A1 (zh) |
CN (1) | CN113304477A (zh) |
WO (1) | WO2022247318A1 (zh) |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN113304477A (zh) * | 2021-05-26 | 2021-08-27 | 网易(杭州)网络有限公司 | 一种游戏界面显示的方法、装置、设备及介质 |
Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN105373379A (zh) * | 2015-10-10 | 2016-03-02 | 网易(杭州)网络有限公司 | 游戏界面的切换方法及装置 |
US20170277382A1 (en) * | 2016-03-24 | 2017-09-28 | Le Holdings (Beijing) Co., Ltd. | Page switching method and device applied to electronic equipment |
CN111389003A (zh) * | 2020-03-16 | 2020-07-10 | 网易(杭州)网络有限公司 | 游戏角色控制方法、装置、设备及计算机可读存储介质 |
CN111760278A (zh) * | 2020-07-10 | 2020-10-13 | 腾讯科技(深圳)有限公司 | 技能控件的显示方法、装置、设备及介质 |
CN113304477A (zh) * | 2021-05-26 | 2021-08-27 | 网易(杭州)网络有限公司 | 一种游戏界面显示的方法、装置、设备及介质 |
Family Cites Families (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP4706939B2 (ja) * | 1999-09-16 | 2011-06-22 | 株式会社セガ | ゲーム機およびゲーム処理方法並びにプログラムを記録した記録媒体 |
CN108170342B (zh) * | 2017-12-14 | 2022-04-12 | 珠海市魅族科技有限公司 | 应用程序界面显示方法及装置、终端、可读存储介质 |
CN110841285B (zh) * | 2019-11-12 | 2021-09-14 | 腾讯科技(深圳)有限公司 | 界面元素的显示方法、装置、计算机设备及存储介质 |
-
2021
- 2021-05-26 CN CN202110579140.9A patent/CN113304477A/zh active Pending
-
2022
- 2022-01-18 US US18/561,006 patent/US20240252920A1/en active Pending
- 2022-01-18 WO PCT/CN2022/072490 patent/WO2022247318A1/zh active Application Filing
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN105373379A (zh) * | 2015-10-10 | 2016-03-02 | 网易(杭州)网络有限公司 | 游戏界面的切换方法及装置 |
US20170277382A1 (en) * | 2016-03-24 | 2017-09-28 | Le Holdings (Beijing) Co., Ltd. | Page switching method and device applied to electronic equipment |
CN111389003A (zh) * | 2020-03-16 | 2020-07-10 | 网易(杭州)网络有限公司 | 游戏角色控制方法、装置、设备及计算机可读存储介质 |
CN111760278A (zh) * | 2020-07-10 | 2020-10-13 | 腾讯科技(深圳)有限公司 | 技能控件的显示方法、装置、设备及介质 |
CN113304477A (zh) * | 2021-05-26 | 2021-08-27 | 网易(杭州)网络有限公司 | 一种游戏界面显示的方法、装置、设备及介质 |
Also Published As
Publication number | Publication date |
---|---|
CN113304477A (zh) | 2021-08-27 |
US20240252920A1 (en) | 2024-08-01 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
JP6382261B2 (ja) | 高度なカメラをベースとした入力 | |
CN107111496B (zh) | 可定制刀片应用 | |
US20190302984A1 (en) | Method and device for controlling a flexible display device | |
US20210200391A1 (en) | Interacting Method for Sidebar Menu, Apparatus and Computer-readable Storage Medium | |
JP2023542666A (ja) | 操作方法及び装置 | |
CN112363658B (zh) | 视频通话的互动方法和装置 | |
US9437158B2 (en) | Electronic device for controlling multi-display and display control method thereof | |
CN109491562A (zh) | 一种语音助手应用程序的界面显示方法及终端设备 | |
WO2022127304A1 (zh) | 界面显示状态的调整方法及装置、设备、存储介质 | |
CN113262476B (zh) | 操作控件的位置调整方法、装置、终端及存储介质 | |
CN108776544B (zh) | 增强现实中的交互方法及装置、存储介质、电子设备 | |
CN111773703B (zh) | 游戏对象显示方法、装置、存储介质与终端设备 | |
WO2022247318A1 (zh) | 一种游戏界面显示的方法、装置、设备及介质 | |
CN106527916A (zh) | 基于虚拟现实设备的操作方法、装置及操作设备 | |
TW202144984A (zh) | 設備控制方法、裝置、儲存媒介及電子設備 | |
CN116430990A (zh) | 虚拟环境中的交互方法、装置、设备和存储介质 | |
CN113680051A (zh) | 游戏的控制方法、装置、设备及存储介质 | |
CN113360064A (zh) | 对图片的局部区域的搜索方法及装置、介质及电子设备 | |
CN113110779A (zh) | 一种地图显示控制方法、装置、设备及介质 | |
US20240163516A1 (en) | Live streaming interface display method, device, apparatus, storage medium and program product | |
CN118543104A (zh) | 游戏中的界面交互方法和装置、存储介质及电子设备 | |
CN115089962A (zh) | 信息处理方法、装置、存储介质及电子装置 | |
CN118142164A (zh) | 游戏信息显示方法、游戏信息显示装置、电子设备及介质 | |
CN115373818A (zh) | 一种基于头戴式设备的悬浮窗应用方法、装置及其介质 | |
CN118250419A (zh) | 会话窗口显示方法和电子设备 |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 22810056 Country of ref document: EP Kind code of ref document: A1 |
|
WWE | Wipo information: entry into national phase |
Ref document number: 18561006 Country of ref document: US |
|
NENP | Non-entry into the national phase |
Ref country code: DE |
|
122 | Ep: pct application non-entry in european phase |
Ref document number: 22810056 Country of ref document: EP Kind code of ref document: A1 |