CN116920379A - Virtual prop processing method, device, terminal, medium and program product - Google Patents

Virtual prop processing method, device, terminal, medium and program product Download PDF

Info

Publication number
CN116920379A
CN116920379A CN202210368336.8A CN202210368336A CN116920379A CN 116920379 A CN116920379 A CN 116920379A CN 202210368336 A CN202210368336 A CN 202210368336A CN 116920379 A CN116920379 A CN 116920379A
Authority
CN
China
Prior art keywords
virtual
prop
target
virtual prop
identifier
Prior art date
Legal status (The legal status 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 status listed.)
Pending
Application number
CN202210368336.8A
Other languages
Chinese (zh)
Inventor
何晶晶
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Tencent Technology Shenzhen Co Ltd
Original Assignee
Tencent Technology Shenzhen Co Ltd
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.)
Filing date
Publication date
Application filed by Tencent Technology Shenzhen Co Ltd filed Critical Tencent Technology Shenzhen Co Ltd
Priority to CN202210368336.8A priority Critical patent/CN116920379A/en
Priority to PCT/CN2023/083233 priority patent/WO2023193605A1/en
Publication of CN116920379A publication Critical patent/CN116920379A/en
Pending legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets

Abstract

The embodiment of the application discloses a method, a device, a terminal, a medium and a program product for processing virtual props, wherein the method comprises the following steps: displaying a virtual scene, a virtual prop list and a first area; responding to the selected operation of the first virtual prop, and displaying a target identifier; updating the target identifier in response to a second virtual prop selection operation in which the drag target identifier overlaps with the second virtual prop; and responding to the operation of dragging the updated target mark to the first area, and displaying the virtual prop represented by the target mark in the virtual scene. The embodiment of the application can realize batch operation processing of the virtual props and improve the operation efficiency.

Description

Virtual prop processing method, device, terminal, medium and program product
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method, an apparatus, a terminal, a medium, and a program product for processing a virtual prop.
Background
In the game application program, a game player can control a virtual object to operate and process the held virtual prop in a virtual scene; for example, in a combat game application, a game player is supported to discard a picked-up virtual prop.
It has been shown that the existing game application provides a one-to-one operation processing mode to game players, for example, when the game players need to discard virtual prop a and virtual prop B, execution is needed: the virtual prop A is pressed and dragged to the deleting area, so that the virtual prop A is discarded, and then the virtual prop B is pressed and dragged to the deleting area, so that the virtual prop B is discarded. Therefore, when a game player has the appeal of performing operation processing on a plurality of virtual props, the same operation processing can be performed on each virtual prop in sequence, so that the man-machine interaction frequency is increased, and the interaction efficiency is low.
Disclosure of Invention
The embodiment of the application provides a method, a device, a terminal, a medium and a program product for processing virtual props, which can realize batch operation processing of the virtual props and improve the operation efficiency of the virtual props.
In one aspect, an embodiment of the present application provides a method for processing a virtual prop, where the method includes:
displaying a virtual scene, a virtual prop list and a first area; the virtual prop list comprises a plurality of virtual props;
responding to the selected operation of the first virtual prop, and displaying a target identifier; the first virtual prop is one of a plurality of virtual props;
Updating the target identifier in response to a second virtual prop selection operation in which the drag target identifier overlaps with the second virtual prop; the second virtual prop is any one of the plurality of virtual props except the first virtual prop; the target identifier is used for representing the selected virtual prop;
and responding to the operation of dragging the updated target mark to the first area, and displaying the virtual prop represented by the target mark in the virtual scene.
In another aspect, an embodiment of the present application provides a game processing apparatus, including:
the display unit is used for displaying the virtual scene, the virtual prop list and the first area; the virtual prop list comprises a plurality of virtual props;
the processing unit is used for responding to the selected operation of the first virtual prop and displaying a target identifier; the first virtual prop is one of a plurality of virtual props;
the processing unit is also used for responding to the second virtual prop selection operation of the dragging target mark overlapped with the second virtual prop and updating the target mark; the second virtual prop is any one of the plurality of virtual props except the first virtual prop; the target identifier is used for representing the selected virtual prop;
and the processing unit is also used for responding to the operation of dragging the updated target mark to the first area and displaying the virtual prop represented by the target mark in the virtual scene.
In one implementation, the processing unit is configured to, in response to a selection operation of the first virtual prop, display the target identifier, specifically configured to:
and responding to the long-press operation of the first virtual prop, displaying a target identifier, wherein the target identifier is used for indicating that the first virtual prop is selected.
In one implementation, the processing unit is configured to, in response to a second virtual prop selection operation in which the drag target identifier overlaps with the second virtual prop, update the target identifier, specifically configured to:
responding to the drag operation of the target mark, and enabling the target mark to overlap with the second virtual prop;
and updating the target identifier in response to a long-press operation when the target identifier is overlapped with the second virtual prop.
In one implementation, the processing unit is further configured to:
updating the updated target identifier in response to a third virtual prop selection operation in which the updated target identifier overlaps with the third virtual prop; the third virtual prop is any one of the plurality of virtual props other than the first virtual prop and the second virtual prop.
In one implementation, the target identifier includes: at least one icon of the selected virtual prop; when the processing unit is used for updating the target identifier, the processing unit is specifically used for:
The icons of at least one selected virtual prop are combined and displayed,
wherein the combined display includes: superimposed, juxtaposed, side-by-side, annular, or arranged in a diagonal positional relationship.
In one implementation, the processing unit is further configured to:
responding to long-press operation of the virtual prop, and displaying a dynamic icon;
the dynamic icon is used for representing the residual duration of the selected current virtual prop.
In one implementation, the target identifier includes: the number of prop types of the selected virtual props; the processing unit is further used for:
in the process of selecting virtual props in the virtual prop list, displaying the number of prop types, wherein the number of prop types is used for representing: the number of types of virtual props selected in the virtual prop list.
In one implementation manner, the processing unit is configured to, in response to an operation of dragging the updated target identifier to the first area, display, in the virtual scene, a virtual prop represented by the target identifier, specifically configured to:
responding to a drag release operation from the target mark after drag update to the first area, and updating a virtual prop list; the method comprises the steps of,
and displaying the virtual prop represented by the target mark in the virtual scene.
In one implementation, the virtual props in the virtual prop list belong to a first virtual object, and the processing unit is further configured to:
displaying the second region;
in response to dragging the updated target identifier to the second region, transferring the virtual prop represented by the updated target identifier to the target virtual object, and,
and updating the virtual prop list.
In one implementation, the second region includes at least one second virtual object identification; the processing unit is configured to respond to an operation of dragging the updated target identifier to the second area, and when transmitting the virtual prop represented by the updated target identifier to the target virtual object, the processing unit is specifically configured to:
and responding to a drag release operation from the updated target identifier to the target virtual object identifier, and transmitting the virtual prop represented by the updated target identifier to the target virtual object corresponding to the target virtual object identifier.
In one implementation, the processing unit is configured to, in response to an operation of dragging the updated target identifier to the second area, transfer the virtual prop represented by the updated target identifier to the target virtual object, and specifically configured to:
Displaying a target window in response to an operation of dragging the updated target mark to the second area;
displaying at least one second virtual object identifier in the target window;
and responding to a drag release operation from the updated target identifier to the target virtual object identifier, and transmitting the virtual prop represented by the updated target identifier to the target virtual object corresponding to the target virtual object identifier.
In one implementation, the processing unit is configured to, in response to an operation of dragging the updated target identifier to the second area, transfer the virtual prop represented by the updated target identifier to the target virtual object, and specifically configured to:
in response to dragging the updated target identifier to the second region, displaying at least one second virtual object model region in the virtual scene;
and responding to the drag release operation from the target mark after the drag update to the target virtual object model area, and transmitting the virtual prop represented by the target mark after the update to the target virtual object corresponding to the target virtual object model area.
In another aspect, embodiments of the present application provide a computer readable storage medium storing computer instructions adapted to be loaded by a processor and to perform a method of processing a virtual prop as described above.
In another aspect, embodiments of the present application provide a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the terminal reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the terminal executes the virtual prop processing method.
In the embodiment of the application, in response to the selection operation of the first virtual prop, a target mark can be displayed to indicate that the first virtual prop is selected; then, the second virtual prop can be selected by continuously overlapping the target mark with the second virtual prop, and the target mark is updated, wherein the updated target mark is used for indicating that the first virtual prop and the second virtual prop are both selected, so that a plurality of virtual props are selected in batches in the virtual prop list. Then, the updated target identifier may be dragged into the first area, so as to implement the discarding function indicated by the first area for the plurality of virtual props represented by the updated target identifier. According to the scheme, the batch selection of the plurality of virtual props in the virtual prop list is supported by a game player in the process of selecting one round of props, so that one-step operation processing of the plurality of virtual props selected in batch is realized, discarding of the plurality of virtual props can be realized if the target mark is dragged to the first area, the operation of selecting the plurality of virtual props is simplified, the man-machine interaction efficiency in a virtual scene is improved, and the game experience of the game player is improved.
Drawings
In order to more clearly illustrate the embodiments of the application or the technical solutions in the prior art, the drawings that are required in the embodiments or the description of the prior art will be briefly described, it being obvious that the drawings in the following description are only some embodiments of the application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 illustrates a schematic architecture diagram of a game processing system provided in accordance with an exemplary embodiment of the present application;
FIG. 2 is a flow chart illustrating a method for handling virtual props according to an exemplary embodiment of the present application;
FIG. 3a illustrates a flow diagram for triggering display of a prop window from a scene interface in accordance with an exemplary embodiment of the present application;
FIG. 3b is a schematic diagram illustrating a display positional relationship between a scene interface and a prop window provided by an exemplary embodiment of the present application;
FIG. 4a illustrates a schematic view of a prop window provided by an exemplary embodiment of the present application;
FIG. 4b illustrates a schematic diagram of a virtual prop list provided by an exemplary embodiment of the present application;
FIG. 5 illustrates a schematic diagram of a display target identifier provided by an exemplary embodiment of the present application;
FIG. 6 is a schematic diagram of a display target identifier provided by an exemplary embodiment of the present application;
FIG. 7 illustrates a schematic diagram of a selection of a second virtual prop provided by an exemplary embodiment of the present application;
FIG. 8a illustrates a schematic diagram of a combined display provided by an exemplary embodiment of the present application;
FIG. 8b illustrates a schematic diagram of a display style of a virtual prop provided by an exemplary embodiment of the present application;
FIG. 8c illustrates a schematic diagram of a display style of a virtual prop provided by an exemplary embodiment of the present application;
FIG. 9a illustrates a schematic diagram of discarding virtual items provided by an exemplary embodiment of the present application;
FIG. 9b illustrates a schematic diagram of discarding virtual items provided by an exemplary embodiment of the present application;
FIG. 10 is a flow chart illustrating a method for handling virtual props according to an exemplary embodiment of the present application;
FIG. 11a is a schematic diagram of a dynamic icon provided by an exemplary embodiment of the present application;
FIG. 11b is a schematic diagram of a dynamic icon provided by an exemplary embodiment of the present application;
FIG. 11c is a schematic diagram of a dynamic icon provided by an exemplary embodiment of the present application;
FIG. 12 is a schematic diagram showing the number of prop categories provided by an exemplary embodiment of the present application;
FIG. 13a illustrates a schematic diagram of a prop window including a virtual prop list, a first region, and a second region according to an exemplary embodiment of the present application;
FIG. 13b illustrates a schematic diagram of a prop window including a virtual prop list, a first region, and a second region according to an exemplary embodiment of the present application;
FIG. 14 is a diagram of at least one second virtual object identification included in a second region provided by an exemplary embodiment of the present application;
FIG. 15 is a schematic diagram of determining a target virtual object in a target window according to an exemplary embodiment of the present application;
FIG. 16 is a schematic diagram of determining a target virtual object in a virtual scene according to an exemplary embodiment of the present application;
FIG. 17 is a background technical flowchart of a method for processing a virtual prop according to an exemplary embodiment of the present application;
FIG. 18 is a schematic diagram of a virtual prop handling device according to an exemplary embodiment of the present application;
Fig. 19 is a schematic diagram showing a structure of a terminal according to an exemplary embodiment of the present application.
Detailed Description
The following description of the embodiments of the present application will be made clearly and completely with reference to the accompanying drawings, in which it is apparent that the embodiments described are only some embodiments of the present application, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
Before describing embodiments of the present application in further detail, the terms and terminology involved in the embodiments of the present application will be described, and the terms and terminology involved in the embodiments of the present application are suitable for the following explanation.
1) In response, a condition or state that is used to represent the operation being performed; the one or more operations performed may be in real-time or with a set delay when the dependent condition or state is satisfied; without being specifically described, there is no limitation in the execution sequence of the plurality of operations performed.
2) Shooting games, including First-person shooting games (First-person Shooting game, FP S), third-person shooting games (Third-Personal Shooting, TPS), or multiplayer online tactical competition games (Multiplayer Online Battle Arena, MOBA), etc. Wherein, the first person shooting game means: the game player can play a shooting game of the game at the first person viewing angle, and the screen of the virtual scene in the game is a screen in which the virtual scene is observed at the viewing angle of the first virtual object. The third person name shooting game means: the game player plays the shooting game of the game through the third person viewing angle, and the picture of the virtual scene in the game is a picture for observing the virtual scene at the third person viewing angle. The multi-player online tactical competition game refers to: multiple game players can form the same game group or game lineup on line to play competitive games.
3) An application, or simply an application, refers to a computer program that performs some specific task or tasks. According to different types of shooting games, the application program related to the application is different; for example: when the shooting game is FPS, the application program is FPS application program for providing FPS game; and the following steps: when shooting a game TPS, the application is the TPS application that provides the TPS game. Wherein, the application programs are classified according to the operation modes of the application programs, and the application programs can include but are not limited to: (1) a client, a client (also referred to as an application client, APP client) refers to an application installed and running in a terminal; such as an FPS client or TPS client. (2) An application may also refer to an installation-free application, i.e., an application that can be used without downloading an installation, such an application is also commonly referred to as an applet, which typically runs as a subroutine in a client; such as FPS applets that support FPS gaming. (3) An application may also refer to a web application that is opened through a browser; such as web-side supporting FPS games; etc. The specific kind of application program in the embodiment of the present application is not limited.
4) The virtual scene, or referred to as a virtual environment, is a virtual scene that is displayed (or provided) when an application program runs on a terminal device, or may be a virtual scene that is displayed by including audio and video information sent by a cloud server for the application program running on the cloud server. The virtual scene may be a simulation environment for the real world, a semi-simulation and semi-fictional virtual environment, or a pure fictional virtual environment. The virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene or a three-dimensional virtual scene, and the dimension of the virtual scene is not limited in the embodiment of the present application. For example, in an FPS game provided by an FPS client, a virtual scene may include a virtual sky, a virtual land, a virtual sea, etc., the virtual land may include environmental elements such as a virtual desert and a virtual city, etc., and a game player may control a virtual object to move, run, jump, etc., in the virtual scene. The virtual scene is constructed by scene data, and the scene data is used for representing characteristic data of the virtual scene; the scene data may include an area of a construction area in the virtual scene, a building style in which the virtual scene is currently located, and the like; the method can also comprise the position of the virtual building in the virtual scene, the occupied area of the virtual building and the like; interaction data in the virtual scene, such as attack scenarios, may also be included.
5) Virtual objects, which are the images of various virtual persons and virtual objects in a virtual scene that can interact, or movable objects in a virtual scene. Wherein the movable object can be a virtual character, a virtual animal, a cartoon character and the like; for example, virtual characters and virtual animals displayed in a virtual scene, and the like. The virtual object may be a virtual avatar in a virtual scene for representing a game player; any operation that a game player wants to perform in a virtual scene can be implemented by manipulating the virtual object. A virtual scene may include a plurality of virtual objects, each virtual object having its own shape and volume in the virtual scene, occupying a portion of space in the virtual scene.
6) The virtual prop is a prop which can be used by a virtual object in a virtual scene, and the prop is a virtual object for realizing interaction in the virtual scene. For example, virtual props may include virtual resources such as virtual equipment and virtual decoration of virtual objects. For another example, in shooting-type games the virtual props may include virtual attack gear, such as pans, doubles mirrors, bullets, etc., controlled by the game player. These virtual props can change the attribute values of virtual objects that a gamer manipulates, or other virtual objects that are in the same virtual environment as the gamer manipulates.
The terms and terminology related to the embodiments of the present application are described above, and the game processing system related to the embodiments of the present application is described below; the game processing system provided by the embodiment of the application can be shown in fig. 1; the game processing system may include a terminal 101 and a server 102, and the number of terminals 101 and servers 102 included in the game processing system is not limited in the embodiment of the present application. Wherein: (1) the respective terminals (or referred to as terminal devices) included in the game processing system may refer to: an intelligent device used by each game player participating in the same game; for example, a plurality of game players may individually manipulate respective virtual objects to perform operations in a virtual scene to achieve participation in a game (e.g., an FPS game). Terminals include, but are not limited to: smart phones (such as Android mobile phones, iOS mobile phones, etc.), tablet computers, portable personal computers, mobile internet devices (Mobile Internet Devices, abbreviated as MID), smart televisions, vehicle-mounted devices, head-mounted devices, and other smart devices capable of performing touch screens. An application (such as the aforementioned FPS client) may be run in the terminal. (2) The server may be a background server of the application program for interacting with a terminal running the application program to provide computing and application service support for the any application. The server may include, but is not limited to: data processing servers, web servers, application servers, cloud servers (or simply cloud servers), and the like, having complex computing capabilities. The server may be a separate physical server, or may be a server cluster or a distributed system formed by a plurality of physical servers. The terminal and the server can be directly or indirectly connected in a communication manner through a wired or wireless manner, and the connection manner between the terminal and the server is not limited in the embodiment of the application.
Based on the game processing system shown in fig. 1, the embodiment of the application provides a processing scheme of virtual props, which supports a game player to select and process the virtual props in batches, so as to improve the efficiency of the game player in selecting the virtual props, and further improve the man-machine interaction efficiency between the game player and a terminal. The processing scheme of the virtual prop provided by the embodiment of the application can be executed by a target terminal (such as any terminal) in the game processing system shown in fig. 1, and specifically, an application program (such as an FPS client) running in the target terminal; for convenience of explanation, the embodiment of the present application uses a processing scheme for executing virtual props by a target terminal as an example, and describes the processing scheme.
In a specific implementation, the general principles of the processing scheme of the virtual prop provided by the embodiment of the present application may include: when a game player has a need to process virtual props in batches, a first virtual prop can be selected in the virtual prop list, and a target mark for indicating that the first virtual prop is selected can be displayed. Then, the game player drags the target mark to continuously select the second virtual prop in the virtual prop list, and updates the target mark under the condition that the second virtual prop is selected, wherein the updated target mark is used for indicating that the first virtual prop and the second virtual prop are selected. Then, the updated target identifier may be dragged into the first area, so as to implement the corresponding function indicated by the first area for the plurality of virtual props represented by the updated target identifier, for example, discarding the plurality of virtual props represented by the updated target identifier in the virtual scene.
Therefore, in the embodiment of the application, the game player is supported to select a plurality of virtual props in the virtual prop list in batches in the process of selecting a round of props, and the target mark is used for prompting the game player which virtual props are selected in the virtual prop list, so that the game player can know the selection condition of the virtual props in real time. And the method also supports the one-step operation processing of a plurality of virtual props selected in batches through the dragging target mark, for example, the discarding of the plurality of virtual props is realized; compared with the prior art that only one virtual prop is selected at a time to perform corresponding operation processing (such as discarding), the method simplifies the operation of selecting and processing a plurality of virtual props, and particularly can effectively shorten the processing time of a game player to the virtual props in a fight game, thereby improving the man-machine interaction efficiency in a virtual scene and improving the game experience of the game player.
It should be noted that, when the embodiment of the present application is applied to a specific product or technology, for example, when a game player logs in an application program by using a game account, permission or agreement of the game player needs to be obtained; and the collection, use and processing of the relevant data is required to comply with relevant laws and regulations and standards of the relevant country and region, such as the functional setting of virtual props is required to comply with relevant laws and regulations and standards of the relevant country and region.
Based on the above-described virtual prop processing scheme, the embodiment of the application provides a more detailed virtual prop processing method, and the virtual prop processing method provided by the embodiment of the application will be described in detail with reference to the accompanying drawings.
FIG. 2 is a flow chart illustrating a method for handling virtual props according to an exemplary embodiment of the present application; the method for processing the virtual prop may be performed by the target terminal, and the method for processing the virtual prop may include, but is not limited to, steps S201-S204:
s201: and displaying the virtual scene, the virtual prop list and the first area.
Specifically, the virtual scene may be displayed in a scene Interface, which is a User Interface (UI) that may be used to describe a virtual scene in which the first virtual character is located in the game; for example, the scene interface includes environmental elements such as a virtual city and a virtual river, so as to prompt the game player that the virtual scene currently located is a city scene. The virtual prop list and the first region may be displayed in a prop window, which may be triggered from the scene interface. In a specific implementation, the process of triggering the display of the prop window from the scene interface may include: if the game player has the requirement of operating and processing the virtual prop in the virtual scene, the game player can trigger a back pack option (or a key, a button or a control) in the virtual scene to trigger a prop window to be displayed; specifically, a prop window is triggered and displayed in a scene interface corresponding to a virtual scene, wherein the prop window comprises a virtual prop list and a first area.
An exemplary flow chart of triggering the display of a prop window from a scene interface can be seen in fig. 3a, where as the game player plays the game, a scene interface 302 of a virtual scene where a first virtual object 301 controlled by the game player is located is displayed in a terminal screen of the target terminal, as shown in fig. 3 a. The scene interface 302 includes: a first virtual object 301, and a second virtual object 303 that is manipulated by other game players that form the same game group (or game lineup) online with the game player. Also included in field Jing Jiemian 302 is knapsack option 304, which when triggered by a game player indicates that the game player has a need to view or manipulate the held virtual prop, then a prop window 305 is triggered to be displayed, where prop window 305 includes a plurality of virtual props held by the first virtual object.
It should be noted that the above is merely an exemplary illustration of an implementation of triggering the display prop interface; according to different types of games or different virtual scenes where virtual objects controlled by game players are located, the specific implementation process of triggering and displaying the prop interface can be adaptively changed, and the embodiment of the application is not exhaustive. For example, as shown in fig. 3a, the prop window may be displayed in a cover layer form on the scene interface, and the display form of the cover layer may be used to display the prop window, so as to prompt the game player to open the backpack of the first virtual object; the cover layer refers to a view which has certain transparency and is positioned above a scene interface, and the transparency of the cover layer can be set according to actual service requirements. For convenience of explanation, the following description will take a mask interface with a property window as transparency 0 as an example. For another example, in fig. 3a, the display area of the prop window is half of the scene interface, and in practical application, the display area of the prop window may be the same as the display area of the scene interface (as shown in fig. 3 b); the embodiment of the application does not limit the display relationship between the prop window and the scene interface.
The above-mentioned process of triggering and displaying the prop window including the virtual prop list and the first area is performed with a related interface, and the virtual prop list and the first area included in the prop window are described in detail below with reference to the accompanying drawings. An exemplary prop window is shown in fig. 4a, and as shown in fig. 4a, a target terminal is taken as a smart phone, and a prop window is displayed on a transverse screen of the smart phone as an example; included in this property window 401 is a virtual property list 402 and a first region 403. Wherein: (1) virtual prop list 402 includes a plurality of virtual props owned by the first virtual object, and the virtual props are displayed in prop windows in the form of prop identifications; specifically, one virtual prop in virtual prop list 402 corresponds to one display area, such that the prop identification of the virtual prop can be displayed in the corresponding display area. For example, virtual prop list 402 includes: a display region 4021, a display region 4022, a display region 4023, and a display region 4024; the display area 4021 includes an icon 40211 of virtual prop 1 "grenade", an icon 40221 of virtual prop 2 "shield", an icon 40231 of virtual prop 3 "bullet", and an icon 40241 of virtual prop 4 "analgesic". (2) First area 403 is an area for realizing discarding processing of a plurality of virtual props selected in virtual prop list 402. The process of discarding the selected virtual prop may be: transferring the selected virtual prop from the backpack of the first virtual object to the virtual scene; after any virtual prop is discarded, the first virtual object no longer has the right to use the any virtual prop.
It should be noted that, in the display area of any virtual prop in fig. 4a, other contents may be displayed in addition to the icon for displaying the any virtual prop. For example: in the display area 4021 for displaying the prop name of any virtual prop, for example, the virtual prop 1 "grenade" is displayed: icon 40211 of "grenade" of virtual prop 1 and prop name 40212. And the following steps: when the number of virtual props of the same kind is at least two, the display area of the virtual props can also include the number of the virtual props, for example, the number of the "mines" of the virtual props 1 is 3, then the display area of the "mines" of the virtual props 1 can also display the number of resources 3, which indicates that the first virtual object has 3 "mines", and the function of 3 times of "mines" can be used. The embodiment of the application does not limit the specific content contained in the display area corresponding to the virtual prop. Further, if the number of any one virtual prop in the virtual prop list is greater than 1, for example, N, where M is an integer greater than 1, the embodiment of the present application further supports directly displaying N any one virtual prop in the virtual prop list, as shown in fig. 4b, and the number of "mines" of the virtual prop 1 is 3 in the first virtual object, then 3 "mines" may be sequentially deployed in the virtual prop category; the method is not only beneficial to the game player to intuitively know the number of the virtual props which can be operated and processed, but also is convenient for the game player to select part of virtual props from the same virtual props for operation and processing.
(3) Of course, in addition to supporting the direct display of N virtual props of the same type in the virtual prop list, the embodiment of the present application further supports the first fold display of N virtual props of the same type, and when an expansion operation for the virtual props is detected, if a trigger operation for the expansion option 403 in the display area of the virtual props exists, the N virtual props are sequentially expanded and displayed in the virtual prop list. Further, folding processing (such as triggering operation of folding option 404 in the display area of the virtual prop) is supported on the N virtual props that are unfolded, and when folding processing is performed, the N virtual props are folded up, and only one exemplary virtual prop is displayed in the virtual prop list, so as to prompt the game player to have the virtual prop. (4) Considering that the display area of the display screen of the target terminal (or referred to as a terminal screen) is limited, it may not be possible to display all virtual props held by the first virtual object in the virtual prop list at a time; therefore, the embodiment of the application further supports updating the virtual props in the virtual prop list in response to the sliding operation of the game player in the virtual prop list, so as to realize the display of the virtual props which are not displayed, wherein the specific implementation process of the sliding display is related to the distribution pattern of the virtual props in the virtual prop list, and the detailed description is omitted herein.
S202: and responding to the selected operation of the first virtual prop, and displaying the target identification.
S203: and updating the target identifier in response to a second virtual prop selection operation in which the drag target identifier overlaps with the second virtual prop. The second virtual prop selecting operation means that: the target mark is overlapped with the second virtual prop, and the second virtual prop is pressed for a long time.
In steps S202-S203, the virtual prop list comprises a plurality of virtual props held by the first virtual object, and the embodiment of the application supports a game player to select two or more virtual props in the virtual prop list; when a plurality of virtual props in the virtual prop list are selected, determining that the plurality of virtual props are in an adsorption state, wherein the plurality of virtual props are in the adsorption state can be simply understood as: the plurality of virtual props are bundled, which makes the action object of any operation processing performed later be the bundled plurality of virtual props.
Taking the selection of the first virtual prop and the second virtual prop from the virtual prop list in sequence as an example, the implementation process of selecting a plurality of virtual props from the virtual prop list is elaborated, and the specific implementation includes steps s11-s14:
s11: after the game player triggers and displays the virtual prop list through the target terminal, detecting whether a selected operation exists in the virtual prop list, specifically detecting whether a selected operation exists in a display area of any virtual prop in the virtual prop list. The selection operation herein may be referred to as a long press operation, which is referred to as a long press operation: pressing any display position in the display area of any virtual prop, wherein the pressing time is longer than a preset time (such as 3 seconds). The long-press operation can be input by the game player through the terminal screen of the target terminal directly touched by the finger, or can be input by the game player through an external device (such as a mouse and keyboard keys) of the target terminal. Specifically, when the target terminal detects that a trigger signal exists in any display area in the virtual prop list, starting to count the stay time of the trigger signal on the corresponding display area; and when the counted stay time length is greater than the stay time length threshold value, determining that a long press operation exists in the display area, wherein the long press operation indicates that the game player wants to select the virtual prop in the display area. For ease of explanation, the item identification in the corresponding display area is referred to as a first virtual item, i.e., the first selected virtual item in the list of virtual items is referred to as a first virtual item, which is one of the plurality of virtual items in the list of virtual items.
s12: in response to a selection operation of a first virtual prop, determining that the first virtual prop is selected, wherein the first virtual prop is set to an adsorption state; in order to facilitate a game player to intuitively feel that a first virtual prop is in an adsorption state, that is, the first virtual prop is selected, the embodiment of the application displays a target identifier when determining that the first virtual prop is selected, wherein the target identifier comprises an icon of the first virtual prop and is used for indicating: the first virtual prop has been selected. The target mark can be specifically displayed at an operation position of long-press operation; the operation position herein may refer to a position of a contact focus (or referred to as an input focus) of a long press operation with a terminal screen, or various directions (e.g., left) of the position. Of course, besides displaying the target identifier at the position of the input focus, the embodiment of the application also supports the game player to determine the display position of the target identifier, so that the game player can customize the display position of the target identifier according to own operation habits, the interactivity between the game player and the game is improved, and the requirement of the game player for customizing the display position of the target identifier is met. For example, if the target mark is dragged in the process of moving in the virtual prop list, the target mark is covered on one or two virtual props, so that the one or two virtual props are blocked, and the game player is influenced to view the virtual props; or when the target mark is blocked by the finger in the process of dragging the target mark by the finger; the game player can adjust the display position of the target mark through multi-finger touch control (such as double-finger or three-finger) so that the adjusted target mark can not cover the virtual prop, thereby facilitating the viewing of the virtual prop by the game player and improving the game experience of the game player.
As described above, in response to a long press operation on the first virtual prop, the displayed target identifier includes an icon of the first virtual prop; the method provided by the embodiment of the application takes the icon of the selected virtual prop as the content contained in the target mark, so that the game player can know the number and the type of the selected virtual props in the virtual prop list in real time according to the displayed target mark. For example, the first virtual prop selected is "grenade", and the target mark at this time appears as a "grenade" pattern, which helps the game player quickly understand that "grenade" in the virtual prop list has been selected. An exemplary schematic diagram showing the identification of a target when the dwell time exceeds the dwell time threshold can be seen in fig. 5; as shown in fig. 5, if a long press operation is detected in the display area 501, a target mark 502 is displayed at an operation position of the long press operation, and the target mark 502 includes an icon (such as a "grenade" pattern) of the first virtual prop in the display area 501.
s13: continuing to detect whether a drag operation for the currently displayed target mark exists, wherein the currently displayed target mark at this time means: and a target mark generated when the first virtual prop is selected, wherein the target mark comprises an icon of the first virtual prop. If the virtual prop exists, controlling the currently displayed target mark to move in the display area corresponding to each virtual prop according to the dragging operation of the currently displayed target mark; as shown in fig. 6, when a first virtual prop 601 in the virtual prop list is selected, a target identifier 602 generated according to an icon of the first virtual prop may be controlled to move up or down in a display area. Further, in response to a drag operation of the currently displayed target identifier, when the currently displayed target identifier overlaps any virtual prop, specifically any position within the display area of any virtual prop, the any virtual prop is referred to as a second virtual prop.
Then, counting the time length of overlapping the target mark and the second virtual prop; and when the statistical time length is larger than the stay time length threshold value, determining that a long-press operation aiming at the second virtual prop exists. Continuing to refer to 6, in the process of controlling the currently displayed target mark to move downwards, if the stay time of the currently displayed target mark in the display area 603 is smaller than the stay time threshold value, determining that the virtual prop in the display area 603 is not selected; if the currently displayed target mark slides into the target display area 604 beyond the display area 603 and a long press operation exists when the currently displayed target mark overlaps any display position in the target display area 604, determining that the virtual prop in the target display area 604 is selected, and determining the virtual prop in the target display area 604 as a second virtual prop.
s14: in response to a long press operation when the target identity overlaps the second virtual prop, the display target identity may be updated. Specifically, when the second virtual prop in the virtual prop list is selected, it is determined that the second virtual prop is also set to be in an adsorption state, that is, the first virtual prop and the second virtual prop are both in the adsorption state at this time, and then the icon of at least one selected virtual prop can be displayed in a combined manner, so that updating of the target identifier is achieved. The method specifically comprises the steps of adding the icon of the selected second virtual prop to the currently displayed target identifier so as to update the currently displayed target identifier, wherein the updated target identifier comprises the following components: at least one icon of a selected virtual prop, such as an icon comprising a first virtual prop and an icon comprising a second virtual prop; by adding the icon of the newly selected second virtual prop to the currently displayed target mark, the game player can be intuitively prompted to the effect that the icon in the target mark is changed, namely the second virtual prop is set to be in an adsorption state. Wherein, in the event that the first virtual prop and the second virtual prop are selected, the icon of at least one selected virtual prop herein comprises: an icon of a first virtual prop and an icon of a second virtual prop.
As shown in fig. 7, if the target identifier 701 is moved to the target display area 702 and the stay time is longer than the stay time threshold, it is determined that the virtual prop in the target display area is set to the second virtual prop, at this time, it may be determined that both the first virtual prop and the second virtual prop are in the adsorption state, and then, according to the icon of the second virtual prop, the target identifier 701 that is currently displayed and the target identifier 703 that is currently displayed are displayed in a combined manner, so as to obtain the target identifier 703 that is displayed in a combined manner. Wherein the combined display may include: the superimposition (e.g., superimposing an icon of a newly selected virtual prop over or under an icon included in the currently displayed target mark, e.g., superimposing an icon of a second virtual prop over or under an icon of a first virtual prop), juxtaposition, ring-shaped, or diagonal positional relationship. A schematic diagram of the target identifier obtained by combining the icons of the first virtual prop and the icons of the second virtual prop according to the above several methods can be seen in fig. 8a; it should be understood that fig. 8a is only a schematic diagram illustrating several exemplary combination processing methods, and the embodiment of the present application is not limited to the specific implementation of the combination display.
Through the specific implementation process shown in s11-s14, the process of long pressing the first virtual prop, dragging the target mark to overlap with the second virtual prop and long pressing the second virtual prop is a continuous and uninterrupted continuous action, and the continuous action is used for selecting a plurality of virtual props in the virtual prop list, so that a game player can relatively and quickly realize batch selection of the virtual props, the time for selecting the virtual props by a game is saved, the game operation efficiency is further improved, and the game experience is improved. It should be noted that if during the process of selecting a virtual prop in the virtual prop list, if the consecutive actions are interrupted, such as the game player canceling the pressing operation on the virtual prop list, which means that the game player does not want to perform the operation processing on the selected virtual prop, it is determined that all the selected virtual props are released. Furthermore, the embodiment of the application also supports the deselection of part of the virtual props in the selected plurality of virtual props; specifically, in response to a selected operation on the first virtual prop, displaying a target identifier; in response to a second virtual prop selection operation in which the drag target identifier overlaps with the second virtual prop identifier, updating the target identifier, the updated target identifier indicating that both the first virtual prop and the second virtual prop have been selected; if the operation (such as overlapping and long pressing) of deselecting the first virtual prop, which is performed by dragging the updated target mark and the first virtual prop, is detected, the deselection of the first virtual prop is determined, the target mark is updated, at this time, the updated target mark indicates that the first virtual prop is deselected, and the second virtual prop is still in the selected state. Of course, the foregoing merely illustrates an exemplary implementation manner of canceling the selected virtual prop, and the embodiment of the present application is not limited to the specific implementation manner of canceling the selected virtual prop.
In the process of selecting a plurality of virtual props through the continuous actions described above, the embodiment of the application also supports the determination of the selected virtual props in the virtual prop list through pressure detection or track detection, and the like, in addition to the selection of the virtual props through long-pressing of the virtual props.
Optionally, whether the virtual prop is selected is determined by pressure detection. For example: when the pressure intensity born by the virtual prop is detected to be larger than the intensity threshold value, the virtual prop is determined to be a first virtual prop and a target mark is displayed; and continuing, if the target mark is dragged to overlap any virtual prop except the first virtual prop, and the pressure intensity born by any virtual prop is greater than an intensity threshold value when the target mark is dragged to overlap any virtual prop, determining that any virtual prop is used as a second virtual prop. And the following steps: when the virtual prop is detected to be pressed for a long time, determining the virtual prop as a first virtual prop, and displaying a target mark; and continuing, if the dragging target mark is overlapped with any virtual prop except the first virtual prop and the pressure intensity during the overlapping is larger than the intensity threshold value, determining that any virtual prop is used as the second virtual prop.
Optionally, determining whether the virtual prop is selected through track detection, where the track may refer to a track generated by movement of a finger in the terminal screen; the trajectory may include: a horizontal track along the horizontal direction, or a preset track presenting an "S" shape or an "L" shape, etc. Taking the track as an S-shaped estimation example, if the track exists in the display area of the virtual prop to be in the S-shaped, determining the virtual prop as a first virtual prop, and displaying a target mark; and continuing, if the target mark is dragged to overlap any virtual prop except the first virtual prop in the virtual prop list, and the moving track presents an S line when the target mark overlaps the first virtual prop, determining the any virtual prop as a second virtual prop.
The above is only given three exemplary implementation processes for selecting virtual props in batches in the virtual prop list; and are not intended to limit the embodiments of the application, as described herein.
It should be noted that, the above descriptions are described by taking the example that the control target identifier moves in the virtual prop list, but in practical application, the game player actually controls the input focus to move in the virtual prop list to select the virtual prop, and the target identifier only moves along with the movement of the input focus; the embodiments of the present application are described herein for ease of understanding by taking movement of control target identifiers as an example. In addition, the embodiment of the application also supports that the selected virtual prop and the unselected virtual prop are displayed in different display modes in the virtual prop list; that is, the display styles of the selected virtual prop and the unselected virtual prop list in the virtual prop list are different; the method is beneficial to the game player to know the selection condition of each virtual prop in the virtual prop list at a glance, is convenient for the game player to continuously select the virtual prop from the unselected virtual props, and improves the game experience of the game player. Wherein, the display style of the virtual prop can include, but is not limited to: color, transparency, or display area, etc.; for example, the transparency of the selected virtual prop in the list of virtual props is greater than the transparency of the unselected virtual props (as shown in FIG. 8 b); for another example, the color depth of the selected virtual prop in the virtual prop list is less than the color depth of the unselected virtual prop (as shown in fig. 8 c); etc.
S204: and responding to the operation of dragging the updated target mark to the first area, and displaying the virtual prop represented by the target mark in the virtual scene.
Based on the foregoing description, the embodiment of the present application supports selecting a plurality of virtual props, such as a first virtual prop and a second virtual prop, in a batch in the virtual prop list; and when the second virtual prop is selected, the currently displayed target mark can be updated according to the icon of the second virtual prop, specifically, the icon of the first virtual prop and the icon of the second virtual prop are combined for display, so as to obtain an updated target mark, and the updated target mark is used for representing the selected virtual prop, such as the selected first virtual prop and the selected second virtual prop. When the target terminal detects that the updated target mark is dragged to the first area, the target terminal indicates that the game player wants to execute discarding processing indicated by the first area on the plurality of virtual props indicated by the updated target mark so as to discard the plurality of selected virtual props in batches; the prop operation efficiency in the virtual scene can be greatly improved, the game player is helped to save the processing time of the virtual prop, and the game experience of the game player is improved.
The discard process may refer to: and deleting all or part of the selected virtual props from the virtual prop list, and displaying the selected virtual props in the virtual scene. In particular implementations, when a game player does not want to continue holding each selected virtual prop, the selected virtual prop may be discarded. The process of discarding virtual props may include: and responding to the drag release operation of the target mark after the drag update to the first area, determining that the game player wants to execute discarding processing on the selected multiple virtual props, and displaying each virtual prop represented by the target mark in the virtual scene to represent discarding of the selected multiple virtual props. The drag-and-drop operation for the updated target mark mentioned above may refer to: and continuously pressing and dragging the updated target mark into the first area, and then canceling the pressing process of the updated target mark.
In order to simulate the process of discarding objects in a real environment, the authenticity of discarding virtual props is improved, and after a plurality of selected virtual props are discarded, the embodiment of the application supports displaying the plurality of virtual props in a target area adjacent to a first virtual object in a virtual scene. For example, the first virtual object stands on the ground, and there are no other objects around, then each virtual object that is discarded may be displayed in the target area where the foot edge of the first virtual object is located. For another example, if the first virtual object stands facing the table, each virtual object that is discarded may be displayed in a target area, such as a desktop, where the table facing the first virtual object is located; etc. One schematic diagram of discarding the selected virtual prop in the display area where the foot edge of the first virtual object is located can be seen in fig. 9a, and as shown in fig. 9a, an adjacent area 902 of the foot position of the first virtual object 901 may be determined as the target area. In more detail, a schematic diagram of discarding virtual props within a target region in a virtual scene can be seen in fig. 9b; as shown in fig. 9b, assuming that a first virtual object 901 stands on a stone region 903, the stone region 903 may be determined as a target region for displaying discarded virtual props; in response to the operation of dragging the target mark to the first area and then releasing the target mark, the selected plurality of virtual props are displayed at a stone area 903 in the virtual scene. The selected virtual prop is displayed in the target area of the virtual scene where the first virtual object is located, so that the scene that the game player discards objects in the real environment can be simulated, the authenticity of the virtual scene is improved, and the game experience of the game player is further improved.
In the embodiment of the application, a game player is supported to select a plurality of virtual props in the virtual prop list in batches in the process of selecting a round of props, so that one-step operation processing of the plurality of virtual props selected in batches is realized, discarding of the plurality of virtual props can be realized if the target mark is dragged to the first area, the selection operation of the virtual props is simplified, and the man-machine interaction efficiency in a virtual scene is improved.
FIG. 10 is a flow chart illustrating a method for handling virtual props according to an exemplary embodiment of the present application; the method for processing the virtual prop may be performed by the target terminal, and the method for processing the virtual prop may include, but is not limited to, steps S1001-S1005:
s1001: and displaying the virtual scene, the virtual prop list and the first area.
S1002: and responding to the selected operation of the first virtual prop, and displaying the target identification.
S1003: and updating the target identifier in response to a second virtual prop selection operation in which the drag target identifier overlaps with the second virtual prop.
It should be noted that, the specific implementation process shown in steps S1001-S1003 may refer to the related description of the specific implementation process shown in steps S201-S203 in the embodiment shown in fig. 2, which is not described herein.
As described above, the embodiment of the application supports the selection of the first virtual prop and the second virtual prop in the virtual prop list by dragging the target identifier and setting the stay time threshold. However, the embodiment of the application is not limited to the number of the selected virtual props in the process of selecting a round of props; for example, embodiments of the present application also support continued selection of a third virtual prop, a fourth virtual prop, and so on, based on the first virtual prop and the second virtual prop having been selected. Taking the example of continuously selecting the third virtual prop on the basis that the first virtual prop and the second virtual prop are selected, the specific implementation process can comprise the following steps: and responding to a third virtual prop selection operation (such as an operation that the updated target mark is overlapped with the third virtual prop and is pressed for a long time) for dragging the updated target mark (used for indicating that the first virtual prop and the second virtual prop are selected) and overlapping the third virtual prop, updating the updated target mark to obtain the updated target mark, wherein the updated target mark is used for indicating that the first virtual prop, the second virtual prop and the third virtual prop are selected. The third virtual prop is any one of the plurality of virtual props in the virtual prop list except the first virtual prop and the second virtual prop. By analogy, the specific implementation process of continuing to select the fourth virtual prop, the fifth virtual prop, and the third party in the virtual prop list can be referred to the above description, and will not be described herein.
It can be appreciated that the number of one virtual prop owned by the first virtual object may be two or more, for example, the number of virtual props "mines" owned by the first virtual object is 5; under the situation, the embodiment of the application also supports the operation processing (such as discarding) of selecting part of the virtual props from the plurality of virtual props of the same type owned by the first virtual object, so that the requirement of a game player on the operation processing of the part of the virtual props can be met, the authenticity of processing the virtual props in the virtual scene is improved, and the experience of the game player is improved. Specifically, the embodiment of the application supports the determination of the number of the virtual props selected by the long-pressed time length of the virtual props. Taking the above-described selection of virtual props by long-press operation as an example, when the number of any virtual prop in the virtual prop list is two or more, if the longer the duration that any virtual prop is pressed for a long time, the more the number of any virtual prop is selected. For example, the threshold of the retention time is 0.3 seconds, and when the time length of the long pressed virtual prop is equal to 0.3 seconds, if the long pressed virtual prop is continuously pressed, 1 virtual prop can be correspondingly increased to be selected every 0.1 second of the long pressed time length; if any virtual prop is pressed for 0.5 seconds for a long time, determining that the number of the selected virtual props is 3. Of course, the number of virtual objects held by the first virtual object is different for different kinds of virtual props, for example, the number of virtual props "bullets" that the first virtual object may hold is large (e.g., 200) and the number of virtual props "mines" that the first virtual object may hold is small (e.g., 10) are different from each other. Therefore, the embodiment of the application also supports that for different kinds of virtual props, when the long pressing time length is equal to the stay time length threshold value, the virtual props with different numbers can be correspondingly increased every 0.1 second; if the virtual prop is a bullet, 10 virtual prop bullets can be correspondingly increased every 0.1 second in long pressing time length, and the virtual prop bullets are selected. The numbers in the above examples are illustrative.
In addition, the embodiment of the application also supports the response to the long-press operation on the virtual prop, and displays a dynamic icon which is used for representing the residual duration of the selected current virtual prop. In other words, in the process that the game player performs the selection operation (such as the long-press operation) on any virtual prop in the virtual prop list, the dynamic icon can be displayed to prompt the game player that the game player still needs to continuously press to select the remaining duration of the any virtual prop, which is favorable for the game player to master the duration of pressing the virtual prop by himself, and improves the game experience of the game player. The display duration or playing duration of the dynamic icon on the interface is equal to or less than the above-mentioned stay duration threshold.
In one implementation, the display duration of the dynamic icon is equal to the dwell duration threshold, and then in response to the long press operation, the implementation process of displaying the dynamic icon may include: if any virtual prop in the virtual prop list is executed with long-press operation, when any virtual prop is detected to be triggered (e.g. pressed), a dynamic icon can be displayed to prompt the game player to start counting the long-press duration. Then, in the process that any virtual prop is pressed for a long time, the dynamic icon can be continuously displayed so as to prompt the game player to be in a long-time pressing state on any virtual prop. If the counted length of time is equal to the threshold value of the stay time, determining that any virtual prop is selected, and when the counted length of time is equal to the threshold value of the stay time, canceling to display the dynamic icon to prompt the game player that any virtual prop is selected; otherwise, if the counted long press time length is smaller than the stay time length threshold value, determining that any virtual prop is not selected, and when the long press operation is canceled, canceling to display the dynamic icon to prompt the game player that any virtual prop is not selected.
For example, assume a dwell time threshold of 0.3 seconds; when any virtual prop is triggered, counting the pressed duration of the any virtual prop, and displaying the dynamic icon. If the counted long pressing time length of any virtual prop is 0.2 seconds and is smaller than the stay time length threshold value of 0.3 seconds, determining that any virtual prop is not selected, and canceling displaying the dynamic icon when the long pressing operation is canceled. If the counted long pressing time length of any virtual prop is 0.4 seconds and is greater than the stay time length threshold value for 0.3 seconds, determining that any virtual prop identifier is selected, and when the long pressing time length is 0.3 seconds, displaying the dynamic icon can be canceled, and updating the display target identifier to prompt a game player that the selection of any virtual prop is completed, and other virtual props can be continuously selected or operation treatment can be carried out on the selected virtual props.
In other implementations, the display duration of the dynamic icon is less than the dwell duration threshold, and then, in response to the long press operation, the implementation process of displaying the dynamic icon may include: if any virtual prop in the virtual prop list is subjected to long-press operation, counting the long-press duration of any virtual prop when the virtual prop is just detected to be triggered (such as pressed); and when the long pressing time length is equal to the preset time length, starting to display the dynamic icon. Then, in the process that any virtual prop is continuously pressed for a long time, the dynamic icon can be continuously displayed so as to prompt the game player to be in a long-time pressing state on any virtual prop. If the counted length of time is equal to the threshold value of the stay time, determining that any virtual prop is selected, and when the counted length of time is equal to the threshold value of the stay time, canceling to display the dynamic icon to prompt the game player that any virtual prop is selected; otherwise, if the counted long-press time length is smaller than the stay time length threshold value, determining that any virtual prop is not selected, and then, when the long-press operation is canceled, canceling to display the dynamic icon to prompt the game player that any virtual prop is not selected when the counted long-press time length is equal to the stay time length threshold value.
For example, assume a dwell time threshold of 0.3 seconds, a preset time period of 0.1 seconds; when any virtual prop is triggered, starting to count the duration of the pressed any virtual prop; and when the pressing time is counted to be 0.1 seconds, starting to display a dynamic icon to prompt a game player of the remaining time for which the virtual prop is selected. If the counted duration of the pressed virtual prop is 0.4 seconds and is greater than the stay duration threshold value for 0.3 seconds, determining that the virtual prop is selected, and displaying the dynamic icon can be canceled when the duration is 0.3 seconds, so that a game player is informed that the virtual prop is selected in time. If the counted time length is 0.2 seconds, any virtual prop is not pressed, and the virtual prop is not selected, the display of the dynamic icon can be canceled when the counted time length is 0.2 seconds, and the game player can be informed that the virtual prop is not selected in time.
The interface expression form of the dynamic icon provided by the embodiment of the application can be set according to the service requirement. Several exemplary representations of dynamic icons are presented below, wherein:
alternatively, the dynamic icon may be an animation of a countdown in a clock icon; referring to fig. 11a, when virtual prop 1101 in the virtual prop list is pressed long, dynamic animation 1102 is displayed, and dynamic icon 1102 includes a clockwise rotating pointer therein. When the pointer rotates clockwise for one circle, if the virtual prop 1101 is still in a long pressed state at this time, determining that the virtual prop 1101 is selected, and determining the virtual prop 1101 as a second virtual prop; the icon of the virtual prop 1101 is adopted to be combined with the currently displayed target mark for display, so that the currently displayed target mark is updated; the updated target identifier comprises the following steps: an icon of a first virtual prop and an icon of a second virtual prop.
Optionally, the dynamic icon can be a countdown digital change animation; referring to fig. 11b, when a virtual prop 1101 in the virtual prop list is pressed for a long time, a dynamic animation 1102 is displayed, and the dynamic icon 1102 contains a target number, which is used to indicate the remaining time period for selecting the virtual prop 1101. When the target number changes to 0, if the virtual prop 1101 is still in the long pressed state at this time, determining that the virtual prop 1101 is selected, and determining the virtual prop 1101 as a second virtual prop; and the icon of the virtual prop 1101 is adopted to be displayed in combination with the currently displayed target identifier, so that the currently displayed target identifier is updated.
Optionally, the dynamic icon can also be a gray level change animation rotated clockwise or anticlockwise; referring to fig. 11c, when virtual prop 1101 in the virtual prop list is pressed for a long time, dynamic animation 1102 is displayed, and the dynamic icon 1102 includes a gray scale region varying with time. When the area of the gray area changes to be equal to the area of the whole circle, if the virtual prop 1101 is still in the long-pressed state at this time, determining that the virtual prop 1101 is selected, and determining the virtual prop 1101 as a second virtual prop; and the icon of the virtual prop 1101 is adopted to be displayed in combination with the currently displayed target identifier, so that the currently displayed target identifier is updated.
Through the implementation processes of displaying the dynamic icons in the above-described several examples, the method is beneficial to the game player to know the selected residual duration of the virtual prop in time in the process of selecting the virtual prop in the virtual prop list, and improves the game experience of the game player. Moreover, the foregoing descriptions of exemplary dynamic icons according to embodiments of the present application are not intended to limit the embodiments of the present application, and are specifically described herein.
In addition, in order to facilitate the game player to know the types of the virtual props selected by the game player in time, the embodiment of the application also supports the game player to display the types and the quantity of the props in the process of selecting the virtual props in the virtual prop list. The number of prop categories is used to represent: the number of types of the selected virtual props in the virtual prop list; the number of prop types may be included in the target identifier, that is, the target identifier includes: the number of prop types of the selected virtual props; this allows the update process for the target identity to include, when any virtual prop is selected: an update to the icon and an update to the number of prop categories.
A schematic diagram showing the number of types of props may be seen in fig. 12, and if the first virtual prop 1201 in the virtual prop list is selected, the number of types of props 1202 is displayed, and the specific value of the number of types of props 1202 is 1, which indicates that the number of selected virtual props in the virtual prop list is 1. Then, in response to a long press operation when the drag target identification 1203 overlaps with the second virtual prop 1204, the second virtual prop 1204 may be selected. Then, the currently displayed target mark 1203 is updated, and the prop category number 1203 is updated; the updated target identifier indicates that both the first virtual prop 1201 and the second virtual prop 1204 are selected, and the number of types of updated props is 2, which indicates that the number of types of selected virtual props is 2.
With continued reference to FIG. 12, when considering the first selected virtual prop (e.g., the first virtual prop) in the list of virtual props, the game player is able to keep track of the number of categories of the selected virtual prop; therefore, the embodiment of the application also supports that the number of the prop types is not displayed when the first virtual prop is selected, but only when the second virtual prop is selected, the number of the prop types is displayed, and the number of the prop types is 2. In addition, in FIG. 12 the number of prop categories is shown in adjacent locations of the target mark; however, in practical applications, the number of prop types may be displayed at other positions, and the display positions and display modes of the number of prop types are not limited in the embodiments of the present application, and are described herein.
S1004: and responding to the operation of dragging the updated target mark to the first area, and displaying the virtual prop represented by the target mark in the virtual scene.
S1005: and displaying the second area, and transmitting the virtual prop represented by the updated target mark to the target virtual object in response to the operation of dragging the updated target mark to the second area.
It should be noted that, step S1004 and step S1005 can be performed alternatively. In addition, the description of the implementation process shown in step S1004 may be referred to the description of the implementation process shown in step S204 in the embodiment shown in fig. 2, which is not repeated here.
As described above, the virtual prop list and the first area are included in the prop window, and the virtual prop list includes a plurality of virtual props held by the first virtual object, and the first area is an area for performing a discarding operation on the selected virtual props in the virtual prop list. The embodiment of the application also supports displaying a second area in the prop window, wherein the second area can be used for carrying out transmission processing on the selected virtual props in the virtual prop list. A schematic diagram of an exemplary prop window including a virtual prop list, a first region, and a second region can be seen in fig. 13a; as shown in fig. 13a, property window 1301 includes virtual property list 1302, first region 1303, and second region 1304. Wherein, at least two virtual props are included in the virtual prop list 1302, and when there is a target identifier, the target identifier is also displayed in the virtual prop list 1302. It will be appreciated that the display positional relationship between virtual prop list 1302, first region 1303, and second region 1304 in fig. 13a is not fixed. For example, the display positional relationship among virtual prop list 1302, first region 1303, and second region 1304 may also be as shown in fig. 13b, that is, first region 1303 may be displayed at a position adjacent to the right side of virtual prop list 1302, and second region 1304 may be displayed at a position adjacent to the lower side of virtual prop list 1302.
The transfer process may refer to: when the game player has the appeal of sharing the selected virtual props, the selected virtual props can be transmitted to target virtual objects in the same game group in batches, wherein the target virtual objects can be: a second virtual object belonging to the same game group as the first virtual object; for example, in a shooting game, a first virtual object and 3 second virtual objects may form a game group, and virtual objects belonging to the game group have a cooperative relationship with each other, so that enemies in the virtual scene may be jointly resisted. In specific implementation, in response to an operation of dragging the updated target identifier to the second area, if the updated target identifier is pressed to move from the position of the second virtual prop to the second area, when the pressing operation is released, the virtual prop represented by the updated target identifier is transmitted to the target virtual object by the game player; and after the virtual prop is successfully transferred, newly adding the virtual prop transferred by the first virtual object in the virtual prop list corresponding to the target virtual object so as to realize the 'knapsack' for transferring the selected virtual prop to the target virtual object.
It is worth noting that whether discarding the selected virtual prop or transferring the selected virtual prop, the embodiment of the application supports updating the virtual prop list after the operation processing is performed on the selected virtual prop so as to prompt the game player that the selected virtual prop is successfully processed by corresponding operation. Further, according to the above description, when the number of virtual props of the same kind is two or more, the game player is supported to select part of the virtual props of the same kind; thus, the implementation of updating the virtual prop list differs depending on whether the same kind of virtual prop in the virtual prop list is selected in whole or in part. Optionally, if any one of the virtual props in the virtual prop list is selected, updating the virtual prop list after performing the discarding operation (or transferring) on the selected any one of the virtual props includes: deleting any virtual prop in the virtual prop list to prompt the game player to not own any virtual prop. Optionally, if any virtual prop in the virtual prop list is partially selected, updating the virtual prop list after performing a discarding operation (or transferring) on any selected virtual prop includes: any virtual prop is still displayed in the virtual prop list, except that the number of any virtual prop is the difference between the original number and the discarded number, so as to prompt the game player that any virtual prop is partially discarded.
Wherein the target virtual object may be determined according to a character selection rule. The role selection rules may include: a random rule (e.g., determining any one of the at least one second virtual object's game character as a target virtual object), a distance rule (e.g., determining a second virtual object closest to a distance between the first virtual object in the virtual scene as a target virtual object); the method for determining the target virtual object of the virtual prop to be received by the target application program according to the role selection rule increases the interest of the game. Alternatively, the target virtual object can be selected by the game player in a self-defined way, which meets the requirement of the game player for selecting the target virtual object in a self-defined way and enriches the operation authority of the game player.
Further, the target virtual object determined as the virtual prop to be received may be determined from at least one second virtual object belonging to the same game group as the first virtual object; it may also be determined from distance information between the first virtual object and at least one second virtual object, and a portion of the second virtual objects smaller than the distance threshold. For example, assume that a game group includes a first virtual object, a second virtual object 1, a second virtual object 2, and a second virtual object 3; the distance information between the second virtual object 1 and the first virtual object is 2 meters, the distance information between the second virtual object 2 and the first virtual object is 1 meter, the distance information between the second virtual object 3 and the first virtual object is 5 meters, and the distance threshold value is 3 meters; determining that the second virtual object has the receiving rights comprises: a second virtual object 1 and a second virtual object 2, then the target virtual object can only be determined from the second virtual object 1 and the second virtual object 2. The distance information between any two virtual objects in the virtual scene may be determined according to the spatial coordinate information of each virtual object, which is not described in detail herein.
The following describes a game player's customized selection of a target virtual object for a virtual prop to be received, and a realization process for realizing virtual prop transfer, wherein:
in one implementation, a target virtual object is selected in the second region and bulk delivery of the selected virtual props to the target virtual object is achieved. In a specific implementation, the second area includes at least one second virtual object identifier, and any second virtual object identifier represents a corresponding second virtual object; the second virtual object herein may refer to any one of the second virtual objects in the game group other than the first virtual object, or to any one of the second virtual objects in the game group whose distance information with the first virtual object is smaller than a distance threshold. Responding to a drag release operation of dragging the updated target mark to move from the virtual prop list to a second area, and determining a target virtual object mark from the second area according to the end point of the moving track of the updated target mark; and then, determining a second virtual object corresponding to the target virtual object identifier as a target virtual object, executing the virtual props expressed by the updated target identifiers in batches, and transmitting the virtual props to the target virtual object. The mode of transmitting the virtual props to the target virtual objects corresponding to the target virtual object identifiers in batches is realized by directly dragging the target identifiers from the virtual props to the target virtual object identifiers in the second area, so that the operation of sharing the virtual props is simplified, and the game operation efficiency is improved.
FIG. 14 is a diagram of at least one second virtual object identification included in a second region provided by an exemplary embodiment of the present application; as shown in fig. 14, it is assumed that a first virtual object, a second virtual object 1, a second virtual object 2, and a second virtual object 3 are included in a game group; then each second virtual object identification may be included in the second area 1401, which may include: an account nickname, avatar, etc. of the second virtual object may be used to refer to information of the second virtual object. If the game player drags the target identifier 1402 to move above the second virtual object identifier of the second virtual object 2, and cancels the pressing operation on the target identifier, that is, determines that the end point of the moving track of the target identifier 1402 is located on the second virtual object identifier of the second virtual object 2, the virtual props represented by the updated target identifier are transferred to the second virtual object 2 in batches.
Further, in order to facilitate the game player to see which second virtual object identifier the end point of the movement track of the target identifier is located on after dragging the target identifier 1402 to the second area 1401, the embodiment of the present application further supports: when the moving track of the target identifier 1702 is located above any second virtual object identifier, the any second virtual object identifier is visually highlighted to prompt the game player to transmit the virtual prop to the second virtual object corresponding to the current second virtual object identifier if the target identifier is released at the current second virtual object identifier. Wherein highlighting the character identification may include, but is not limited to: increasing the display area of the second virtual object identifier; or deepen the display color or brightness of the second virtual object identifier; etc.
In another implementation, a target virtual object is selected in a target window, and batch transfer of selected virtual props to the target virtual object is achieved. In the specific implementation, firstly, in response to the operation of dragging the updated target identifier to the second area, a target window is displayed, and at least one second virtual object identifier is displayed in the target window; and then, continuously controlling the updated target mark to move in the target window, responding to a drag release operation of dragging the updated target mark to the target virtual object mark, and transmitting the virtual prop represented by the updated target mark to the target virtual object corresponding to the target virtual object mark. In this implementation, the process of determining the target virtual object from the target window may include: determining a target virtual object identifier from the target window according to the position of the updated target identifier when the updated target identifier is not pressed; and then, determining the second virtual object corresponding to the target virtual object identifier as the target virtual object.
FIG. 15 is a schematic diagram of determining a target virtual object in a target window according to an exemplary embodiment of the present application; as shown in fig. 15, it is assumed that the game group includes a first virtual object, a second virtual object 1, a second virtual object 2, and a second virtual object 3. In response to the operation of dragging the target mark 1501 to the second area, the target window 1502 is displayed, the target window 1502 may be a secondary menu belonging to the second area, and the target window 1502 may be displayed over the second area in a fan shape or other shape. Wherein the target window 1502 includes a second virtual object identifier of the second virtual object 2, a second virtual object identifier of the second virtual object 3, and a second virtual object identifier of the second virtual object 3. And in response to a drag release operation from the updated target identifier to the target virtual object identifier, taking the second virtual object 3 corresponding to the second virtual object identifier at the position where the target identifier 1501 is released as the target virtual object, and triggering and executing the step of transferring the selected virtual prop to the second virtual object 3. Further, after determining the target virtual object, it is also supported to cancel the display of the target window 1502, so that the game player can continue to select the virtual prop to be transferred or discarded in the virtual prop list.
In other implementations, a target virtual object is selected in the virtual scene, and batch transfer of the selected virtual props to the target virtual object is achieved. In the specific implementation, firstly, at least one second virtual object model area is displayed in a virtual scene in response to the operation of dragging the updated target identifier to the second area; then, controlling the updated target mark to move to at least one second virtual object model; and responding to the drag release operation from the target mark after the drag update to the target virtual object model area, and transmitting the virtual prop represented by the target mark after the update to the target virtual object corresponding to the target virtual object model area. Wherein, in the virtual scene, the position relation between the target virtual object model area and the position when the target mark is released can comprise: the location of the target identifier when released is within the target virtual object model area or the distance between the location of the target identifier when released and the target virtual object model area is shorter than the distance between the location of the target identifier and other virtual object model areas.
The second virtual object model area displayed in the virtual scene is determined according to the spatial position of the second virtual object in the virtual scene. For example, the position of the first virtual object in the virtual scene is taken as the origin of coordinates, and the distance and the azimuth between the position of each second virtual object and the origin of coordinates are calculated; and marking a virtual display position of the second virtual object in the virtual scene according to the distance and the azimuth, wherein the area where the virtual display position is located is a second virtual object model area of the second virtual object. It is worth to say that whether the virtual scene contains the second virtual object does not affect the calculation of the distance and the azimuth between the second virtual object and the first virtual object; for example, the virtual scene includes a house, a first virtual object and a second virtual object, where the first virtual object is located outside the house and the second virtual object is located inside the house, then the second virtual object is not directly visible from the perspective of the first virtual object, i.e. the second virtual object is not displayed in the virtual scene; however, when the updated target identifier is detected to be moved into the second area, the second virtual object model area of the second virtual object is still displayed in the virtual scene, so as to inform the game player of the azimuth and approximate distance of the teammate (for example, the more the distance is, the smaller the display area occupied by the second virtual object model area in the virtual scene is).
FIG. 16 is a schematic diagram of determining a target virtual object in a virtual scene according to an exemplary embodiment of the present application; as shown in fig. 16, it is assumed that the game group includes a first virtual object, a second virtual object 1, a second virtual object 2, and a second virtual object 3. In response to dragging the updated target identifier to the second region, closing the prop window and displaying the virtual scene, wherein at least one second virtual object model region, such as the second object model region 1602 of the second virtual object 1, the object model region of the second virtual object 2, and the object model region of the second virtual object 3, is displayed in the virtual scene. When the target identifier 1601 is released in any one of the second virtual object model areas in the virtual scene, determining that the second virtual object indicated by the any one of the second virtual object model areas is determined as a target virtual object, and triggering execution of the step of transferring the selected virtual prop to the target virtual object.
It should be noted that, in addition to supporting detection of whether the target identifier is released in the second virtual object model area, the embodiment of the present application determines the target virtual object; the embodiment of the application also supports the determination of the target virtual object according to the distance between the position of the target mark when being released in the virtual scene and each second virtual object model area. For example, when the target identifier is released, the distance from the second virtual object model area 1 is the smallest, and the second virtual object indicated by the second virtual object model area 1 is determined to be the target virtual object. In addition, the embodiment of the present application is not limited to the display style of the second virtual object model area, for example, the second virtual object model area may be a contour area of a specific image of the second virtual object in the virtual scene, and for example, the second virtual object model area may also be an area with a square, a circle, or the like shape with a fixed display area.
Through the above-mentioned several exemplary implementation processes for transferring virtual props, a plurality of virtual props can be discarded in batches and transferred in batches, so that the game operation efficiency can be improved, and the game experience of game players can be further improved.
In the embodiment of the application, in response to the selection operation of the first virtual prop, a target mark can be displayed to indicate that the first virtual prop is selected; then, the second virtual prop can be selected by continuously overlapping the target mark with the second virtual prop, and the target mark is updated, wherein the updated target mark is used for indicating that the first virtual prop and the second virtual prop are both selected, so that a plurality of virtual props are selected in batches in the virtual prop list. In addition, the method also supports that the selected virtual props are discarded in batches by dragging the updated target identifications to the first area, or the selected virtual props are transmitted to the target virtual objects in batches by dragging the updated target identifications to the second area; the method can be used for directly dragging the updated target mark to any region, and executing the operation processing mode indicated by any region on the selected virtual prop, so that the processing process of a game player on the virtual prop is simplified, the processing time of the virtual prop is effectively shortened, the game operation efficiency is improved, and the game experience of the game player is further improved.
The embodiments shown in fig. 2 and fig. 10 mainly describe an interface implementation flow of a virtual prop processing method according to the embodiment of the present application, and in the following, with reference to fig. 17, a background technology implementation of a virtual prop processing method is provided by using a drag target identifier and setting a residence time threshold, where a selected virtual prop includes a first virtual prop and a second virtual prop, and an operation process includes discarding and transferring. FIG. 17 is a background technical flowchart of a method for processing a virtual prop according to an exemplary embodiment of the present application; as shown in fig. 17, the background implementation logic of the virtual prop processing method may include:
firstly, if a virtual prop list is displayed in a terminal screen of a target terminal, detecting whether triggering operation exists in the virtual prop list; if there is a trigger operation in the display area 1, the stay time of the trigger operation in the display area 1 is counted. If the stay time exceeds the stay time threshold, determining that the display area 1 is subjected to long-press operation, indicating that a game player wants to select the virtual prop in the display area 1, and determining the virtual prop in the display area 1 as a first virtual prop; then, outputting a target identifier generated according to the icon of the first virtual prop in the virtual prop list; the target identifier indicates that the first virtual prop has been selected at this point.
Secondly, continuously detecting whether a moving operation for controlling the currently displayed target mark to move to the display area 2 exists or not; if so, the dwell time of the triggering operation in the display area 2 is counted. If the stay time exceeds the stay time threshold, judging that the virtual prop in the display area 2 is also selected, and determining the virtual prop in the display area 2 as a second virtual prop; and updating the currently displayed target identifier according to the currently displayed target identifier and the icon of the second virtual prop, wherein the updated target identifier is used for indicating that the first virtual prop and the second virtual prop are both selected. In addition, when the number of the second virtual props selected is counted to be larger than 1, the number of the props is displayed in the adjacent area of the target mark, so that the number of the selected virtual props of the game player is prompted in real time.
And finally, if the updated target identifier is detected to be moved into the first area and the updated target identifier is not pressed in the first area, discarding the selected virtual prop represented by the updated target identifier, and updating the virtual prop list. Similarly, if the updated target mark is detected to move to the second area and any second virtual object mark in the second area is not pressed, determining to transmit the selected virtual prop represented by the updated target mark; specifically, the selected virtual prop is transferred to a second virtual object indicated by the position when the target identifier is not pressed. Similarly, if the object identifier after the control update is detected to be canceled to be pressed in the virtual prop list, which means that the game player wants to discard the selection of the virtual prop, the selected virtual prop is released, and the object identifier is deleted.
In summary, the embodiment of the application supports batch selection of virtual props in the virtual prop list, improves the man-machine interaction efficiency, and can execute operation processing corresponding to the corresponding area on the selected virtual props by dragging the target mark to the first area or the second area, thereby realizing batch discarding or transferring of the selected virtual props, simplifying the processing process of the virtual props by a game player, effectively shortening the processing time of the virtual props, improving the game operation efficiency, and further improving the game experience of the game player.
The foregoing details of the method of the present application and, in order to facilitate better practice of the method of the present application, a device of the present application is provided below.
FIG. 18 is a schematic diagram of a virtual prop processing apparatus according to an exemplary embodiment of the present application, which may be a computer program (including program code) running in a target terminal; the processing device of the virtual prop can be used for executing part or all of the steps in the method embodiments shown in fig. 2, 10 and 17; the device comprises the following units:
A display unit 1801, configured to display a virtual scene, a virtual prop list, and a first area; the virtual prop list comprises a plurality of virtual props;
a processing unit 1802 configured to display a target identification in response to a selected operation on a first virtual prop; the first virtual prop is one of a plurality of virtual props;
the processing unit 1802 is further configured to update the target identifier in response to a second virtual prop selection operation in which the drag target identifier overlaps with the second virtual prop; the second virtual prop is any one of the plurality of virtual props except the first virtual prop; the target identifier is used for representing the selected virtual prop;
the processing unit 1802 is further configured to display, in response to the operation of dragging the updated target identifier to the first area, a virtual prop represented by the target identifier in the virtual scene.
In one implementation, processing unit 1802 is configured to display a target identifier in response to a selected operation on a first virtual prop, and is specifically configured to:
and responding to the long-press operation of the first virtual prop, displaying a target identifier, wherein the target identifier is used for indicating that the first virtual prop is selected.
In one implementation, the processing unit 1802 is configured to, in response to a second virtual prop selection operation in which the drag target identifier overlaps with the second virtual prop, update the target identifier, specifically configured to:
Responding to the drag operation of the target mark, and enabling the target mark to overlap with the second virtual prop;
and updating the target identifier in response to a long-press operation when the target identifier is overlapped with the second virtual prop.
In one implementation, the processing unit 1802 is further configured to:
updating the updated target identifier in response to a third virtual prop selection operation in which the updated target identifier overlaps with the third virtual prop; the third virtual prop is any one of the plurality of virtual props other than the first virtual prop and the second virtual prop.
In one implementation, the target identifier includes: at least one icon of the selected virtual prop; when the processing unit 1802 is configured to update the target identifier, the processing unit is specifically configured to:
the icons of at least one selected virtual prop are combined and displayed,
wherein the combined display includes: superimposed, juxtaposed, side-by-side, annular, or arranged in a diagonal positional relationship.
In one implementation, the processing unit 1802 is further configured to:
responding to long-press operation of the virtual prop, and displaying a dynamic icon;
the dynamic icon is used for representing the residual duration of the selected current virtual prop.
In one implementation, the target identifier includes: the number of prop types of the selected virtual props; the processing unit 1802 is further configured to:
In the process of selecting virtual props in the virtual prop list, displaying the number of prop types, wherein the number of prop types is used for representing: the number of types of virtual props selected in the virtual prop list.
In one implementation, the processing unit 1802 is configured to, in response to an operation of dragging the updated target identifier to the first area, display, in the virtual scene, a virtual prop represented by the target identifier, specifically configured to:
responding to a drag release operation from the target mark after drag update to the first area, and updating a virtual prop list; the method comprises the steps of,
and displaying the virtual prop represented by the target mark in the virtual scene.
In one implementation, the virtual props in the virtual prop list belong to a first virtual object, and the processing unit 1802 is further configured to:
displaying the second region;
in response to dragging the updated target identifier to the second region, transferring the virtual prop represented by the updated target identifier to the target virtual object, and,
and updating the virtual prop list.
In one implementation, the second region includes at least one second virtual object identification; the processing unit 1802 is configured to, in response to an operation of dragging the updated target identifier to the second area, transfer the virtual prop represented by the updated target identifier to the target virtual object, specifically configured to:
And responding to a drag release operation from the updated target identifier to the target virtual object identifier, and transmitting the virtual prop represented by the updated target identifier to the target virtual object corresponding to the target virtual object identifier.
In one implementation, the processing unit 1802 is configured to, in response to an operation of dragging the updated target identifier to the second area, transfer the virtual prop represented by the updated target identifier to the target virtual object, specifically configured to:
displaying a target window in response to an operation of dragging the updated target mark to the second area;
displaying at least one second virtual object identifier in the target window;
and responding to a drag release operation from the updated target identifier to the target virtual object identifier, and transmitting the virtual prop represented by the updated target identifier to the target virtual object corresponding to the target virtual object identifier.
In one implementation, the processing unit 1802 is configured to, in response to an operation of dragging the updated target identifier to the second area, transfer the virtual prop represented by the updated target identifier to the target virtual object, specifically configured to:
in response to dragging the updated target identifier to the second region, displaying at least one second virtual object model region in the virtual scene;
And responding to the drag release operation from the target mark after the drag update to the target virtual object model area, and transmitting the virtual prop represented by the target mark after the update to the target virtual object corresponding to the target virtual object model area.
According to one embodiment of the present application, each unit in the processing device for virtual props shown in fig. 17 may be separately or completely combined into one or several other units, or some unit(s) thereof may be further split into a plurality of units with smaller functions, which may achieve the same operation without affecting the achievement of the technical effects of the embodiment of the present application. The above units are divided based on logic functions, and in practical applications, the functions of one unit may be implemented by a plurality of units, or the functions of a plurality of units may be implemented by one unit. In other embodiments of the present application, the processing device of the virtual prop may also include other units, and in practical applications, these functions may also be implemented with assistance by other units, and may be implemented by cooperation of multiple units. According to another embodiment of the present application, a processing apparatus for a virtual prop as shown in fig. 17 may be constructed by running a computer program (including program code) capable of executing steps involved in the respective methods as shown in fig. 2, 10 and 17 on a general-purpose computing device such as a computer including a processing element such as a Central Processing Unit (CPU), a random access storage medium (RAM), a read-only storage medium (ROM), and the like, and a storage element, and a method of processing a virtual prop according to an embodiment of the present application may be implemented. The computer program may be recorded on, for example, a computer-readable recording medium, and loaded into and run in the above-described computing device through the computer-readable recording medium.
Based on the same inventive concept, the principle and beneficial effects of solving the problem of the virtual prop processing device provided in the embodiment of the present application are similar to those of the virtual prop processing method in the method embodiment of the present application, and can be referred to the principle and beneficial effects of implementing the method, and are not repeated herein for brevity.
Fig. 19 is a schematic diagram showing a structure of a terminal according to an exemplary embodiment of the present application. Referring to fig. 19, the terminal includes a processor 1901, a communication interface 1902, and a computer-readable storage medium 1903. Wherein the processor 1901, the communication interface 1902, and the computer-readable storage medium 1903 may be connected by a bus or other means. Wherein communication interface 1902 is used to receive and transmit data. The computer-readable storage medium 1903 may be stored in a memory of the terminal, the computer-readable storage medium 1903 storing a computer program including program instructions, and the processor 1901 executing the program instructions stored in the computer-readable storage medium 1903. The processor 1901, or CPU (Central Processing Unit ), is the computational core as well as the control core of the terminal, which is adapted to implement one or more instructions, in particular to load and execute one or more instructions to implement the corresponding method flow or corresponding functions.
The embodiment of the application also provides a computer readable storage medium (Memory), which is a Memory device in the terminal and is used for storing programs and data. It will be appreciated that the computer readable storage medium herein may include both a built-in storage medium in the terminal and an extended storage medium supported by the terminal. The computer readable storage medium provides a storage space that stores a processing system of the terminal. Also stored in this memory space are one or more instructions, which may be one or more computer programs (including program code), adapted to be loaded and executed by the processor 1901. Note that the computer readable storage medium can be either a high-speed RAM memory or a non-volatile memory (non-volatile memory), such as at least one magnetic disk memory; alternatively, it may be at least one computer-readable storage medium located remotely from the aforementioned processor.
In one embodiment, the computer-readable storage medium has one or more instructions stored therein; loading and executing, by processor 1901, one or more instructions stored in a computer-readable storage medium to implement the corresponding steps in the above-described method embodiments for processing virtual props; in particular implementations, one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and perform the steps of:
Displaying a virtual scene, a virtual prop list and a first area; the virtual prop list comprises a plurality of virtual props;
responding to the selected operation of the first virtual prop, and displaying a target identifier; the first virtual prop is one of a plurality of virtual props;
updating the target identifier in response to a second virtual prop selection operation in which the drag target identifier overlaps with the second virtual prop; the second virtual prop is any one of the plurality of virtual props except the first virtual prop; the target identifier is used for representing the selected virtual prop;
and responding to the operation of dragging the updated target mark to the first area, and displaying the virtual prop represented by the target mark in the virtual scene.
In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and when executing the display of the target identity in response to a selected operation on the first virtual prop, specifically perform the steps of:
and responding to the long-press operation of the first virtual prop, displaying a target identifier, wherein the target identifier is used for indicating that the first virtual prop is selected.
In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and when performing a second virtual prop selection operation that overlaps with a second virtual prop in response to dragging the target identity, the following steps are specifically performed:
Responding to the drag operation of the target mark, and enabling the target mark to overlap with the second virtual prop;
and updating the target identifier in response to a long-press operation when the target identifier is overlapped with the second virtual prop.
In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and further perform the steps of:
updating the updated target identifier in response to a third virtual prop selection operation in which the updated target identifier overlaps with the third virtual prop; the third virtual prop is any one of the plurality of virtual props other than the first virtual prop and the second virtual prop.
In one implementation, the target identifier includes: at least one icon of the selected virtual prop; one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and when executed perform the updating target identification, the steps of:
the icons of at least one selected virtual prop are combined and displayed,
wherein the combined display includes: superimposed, juxtaposed, side-by-side, annular, or arranged in a diagonal positional relationship.
In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and further perform the steps of:
Responding to long-press operation of the virtual prop, and displaying a dynamic icon;
the dynamic icon is used for representing the residual duration of the selected current virtual prop.
In one implementation, the target identifier includes: the number of prop types of the selected virtual props; one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and further perform the steps of:
in the process of selecting virtual props in the virtual prop list, displaying the number of prop types, wherein the number of prop types is used for representing: the number of types of virtual props selected in the virtual prop list.
In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and when performing an operation in response to dragging an updated target mark to the first region, display a virtual prop represented by the target mark in the virtual scene, specifically performs the steps of:
responding to a drag release operation from the target mark after drag update to the first area, and updating a virtual prop list; the method comprises the steps of,
and displaying the virtual prop represented by the target mark in the virtual scene.
In one implementation, the virtual items in the virtual item list belong to a first virtual object, and one or more instructions in the computer readable storage medium are loaded by processor 1901 and further perform the steps of:
Displaying the second region;
in response to dragging the updated target identifier to the second region, transferring the virtual prop represented by the updated target identifier to the target virtual object, and,
and updating the virtual prop list.
In one implementation, the second region includes at least one second virtual object identification; one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and when executing the operations in response to dragging the updated target mark to the second region, transfer the virtual prop represented by the updated target mark to the target virtual object, specifically perform the steps of:
and responding to a drag release operation from the updated target identifier to the target virtual object identifier, and transmitting the virtual prop represented by the updated target identifier to the target virtual object corresponding to the target virtual object identifier.
In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and when performing an operation in response to dragging the updated target identifier to the second region, to transfer the virtual prop represented by the updated target identifier to the target virtual object, the following steps are specifically performed:
Displaying a target window in response to an operation of dragging the updated target mark to the second area;
displaying at least one second virtual object identifier in the target window;
and responding to a drag release operation from the updated target identifier to the target virtual object identifier, and transmitting the virtual prop represented by the updated target identifier to the target virtual object corresponding to the target virtual object identifier.
In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and when performing an operation in response to dragging the updated target identifier to the second region, to transfer the virtual prop represented by the updated target identifier to the target virtual object, the following steps are specifically performed:
in response to dragging the updated target identifier to the second region, displaying at least one second virtual object model region in the virtual scene;
and responding to the drag release operation from the target mark after the drag update to the target virtual object model area, and transmitting the virtual prop represented by the target mark after the update to the target virtual object corresponding to the target virtual object model area.
Based on the same inventive concept, the principle and beneficial effects of the terminal solution problem provided in the embodiments of the present application are similar to those of the virtual prop processing method in the embodiments of the present application, and may refer to the principle and beneficial effects of the implementation of the method, which are not described herein for brevity.
Embodiments of the present application also provide a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the terminal reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the terminal executes the method for processing the virtual prop.
Those of ordinary skill in the art will appreciate that the various illustrative elements and algorithm steps described in connection with the embodiments disclosed herein may be implemented as electronic hardware, or combinations of computer software and electronic hardware. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the solution. Skilled artisans may implement the described functionality in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the present application.
In the above embodiments, it may be implemented in whole or in part by software, hardware, firmware, or any combination thereof. When implemented in software, may be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the processes or functions described in accordance with embodiments of the present application are produced in whole or in part. The computer may be a general purpose computer, a special purpose computer, a network of computers, or other programmable devices. The computer instructions may be stored in or transmitted across a computer-readable storage medium. The computer instructions may be transmitted from one website, computer, server, or data center to another website, computer, server, or data center by a wired (e.g., coaxial cable, fiber optic, digital line (DSL)), or wireless (e.g., infrared, wireless, microwave, etc.). Computer readable storage media can be any available media that can be accessed by a computer or data processing device, such as a server, data center, or the like, that contains an integration of one or more of the available media. The usable medium may be a magnetic medium (e.g., a floppy Disk, a hard Disk, a magnetic tape), an optical medium (e.g., a DVD), or a semiconductor medium (e.g., a Solid State Disk (SSD)), or the like.
The foregoing is merely illustrative of the present application, and the present application is not limited thereto, and any person skilled in the art will readily appreciate variations or alternatives within the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (16)

1. A method for processing a virtual prop, the method comprising:
displaying a virtual scene, a virtual prop list and a first area; the virtual prop list comprises a plurality of virtual props;
responding to the selected operation of the first virtual prop, and displaying a target identifier; the first virtual prop is one of the plurality of virtual props;
updating the target identifier in response to a second virtual prop selection operation of dragging the target identifier to overlap with a second virtual prop; the second virtual prop is any one of the plurality of virtual props other than the first virtual prop; the target mark is used for representing the selected virtual prop;
and responding to the operation of dragging the updated target mark to the first area, and displaying the virtual prop represented by the target mark in the virtual scene.
2. The method of claim 1, wherein displaying the target identification in response to the selected operation on the first virtual prop comprises:
and in response to the long-press operation of the first virtual prop, displaying a target identifier, wherein the target identifier is used for indicating that the first virtual prop is selected.
3. The method of claim 2, wherein the updating the target identifier in response to a second virtual prop selection operation dragging the target identifier to overlap with a second virtual prop comprises:
responding to the drag operation of the target mark, and enabling the target mark to be overlapped with a second virtual prop;
and updating the target identifier in response to a long-press operation when the target identifier is overlapped with the second virtual prop.
4. The method of claim 1, wherein the responding to the drag operation to move the updated target identifier to the first area is preceded by:
updating the updated target identifier in response to a third virtual prop selection operation in which the updated target identifier overlaps with a third virtual prop; the third virtual prop is any one of the plurality of virtual props other than the first virtual prop and the second virtual prop.
5. The method of claim 1, wherein the target identifier comprises: at least one icon of the selected virtual prop; the updating the target identifier comprises the following steps:
the icons of at least one selected virtual prop are combined and displayed,
wherein the combined display comprises: superimposed, juxtaposed, side-by-side, annular, or arranged in a diagonal positional relationship.
6. The method of any one of claims 2-5, wherein the method further comprises:
responding to long-press operation of the virtual prop, and displaying a dynamic icon;
the dynamic icons are used for representing the residual duration of the selected current virtual prop.
7. The method of claim 1, wherein the target identifier comprises: the number of prop types of the selected virtual props; the method further comprises the steps of:
displaying the number of prop types in the process of selecting the virtual prop in the virtual prop list, wherein the number of prop types is used for representing: and the number of types of the selected virtual props in the virtual prop list.
8. The method of claim 1, wherein the displaying the virtual prop represented by the target identifier in the virtual scene in response to the operation of dragging the updated target identifier to the first region comprises:
Responding to the drag release operation from the target mark after drag update to the first area, and updating the virtual prop list; the method comprises the steps of,
and displaying the virtual prop represented by the target mark in the virtual scene.
9. The method of claim 1, wherein a virtual prop in the list of virtual props belongs to a first virtual object, the method further comprising:
displaying the second region;
in response to dragging the updated target identifier to the second region, transferring the virtual prop represented by the updated target identifier to a target virtual object, and,
and updating the virtual prop list.
10. The method of claim 9, wherein the second region includes at least one second virtual object identification therein; the responding to the operation of dragging the updated target mark to the second area, transmitting the virtual prop represented by the updated target mark to a target virtual object, comprising:
responding to a drag release operation from the updated target mark to the target virtual object mark, and transmitting the virtual prop represented by the updated target mark to the target virtual object corresponding to the target virtual object mark.
11. The method of claim 9, wherein the transferring the virtual prop represented by the updated target identifier to the target virtual object in response to the operation of dragging the updated target identifier to the second area comprises:
displaying a target window in response to an operation of dragging the updated target mark to the second area;
displaying at least one second virtual object identifier in the target window;
and responding to a drag release operation from the updated target identifier to the target virtual object identifier, and transmitting the virtual prop represented by the updated target identifier to the target virtual object corresponding to the target virtual object identifier.
12. The method of claim 9, wherein the transferring the virtual prop represented by the updated target identifier to the target virtual object in response to the operation of dragging the updated target identifier to the second area comprises:
in response to dragging the updated target identifier to the second region, displaying at least one second virtual object model region in the virtual scene;
and responding to a drag release operation of dragging the updated target mark to a target virtual object model area, and transmitting the virtual prop represented by the updated target mark to a target virtual object corresponding to the target virtual object model area.
13. A virtual prop processing apparatus, comprising:
the display unit is used for displaying the virtual scene, the virtual prop list and the first area; the virtual prop list comprises a plurality of virtual props;
the processing unit is used for responding to the selected operation of the first virtual prop and displaying a target identifier; the first virtual prop is one of the plurality of virtual props;
the processing unit is further used for responding to a second virtual prop selection operation of dragging the target identifier to be overlapped with a second virtual prop, and updating the target identifier; the second virtual prop is any one of the plurality of virtual props other than the first virtual prop; the target mark is used for representing the selected virtual prop;
the processing unit is further configured to display, in the virtual scene, a virtual prop represented by the target identifier in response to an operation of dragging the updated target identifier to the first area.
14. A terminal, comprising:
a processor adapted to execute a computer program;
a computer readable storage medium having stored therein a computer program which, when executed by the processor, implements the method of processing a virtual prop as claimed in any one of claims 1 to 12.
15. A computer readable storage medium, characterized in that it stores a computer program adapted to be loaded by a processor and to perform the method of treating a virtual prop according to any of claims 1-12.
16. A computer program product comprising computer instructions which, when executed by a processor, implement a method of treating a virtual prop as claimed in any one of claims 1 to 12.
CN202210368336.8A 2022-04-08 2022-04-08 Virtual prop processing method, device, terminal, medium and program product Pending CN116920379A (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
CN202210368336.8A CN116920379A (en) 2022-04-08 2022-04-08 Virtual prop processing method, device, terminal, medium and program product
PCT/CN2023/083233 WO2023193605A1 (en) 2022-04-08 2023-03-23 Virtual item processing method and apparatus, terminal, medium and program product

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202210368336.8A CN116920379A (en) 2022-04-08 2022-04-08 Virtual prop processing method, device, terminal, medium and program product

Publications (1)

Publication Number Publication Date
CN116920379A true CN116920379A (en) 2023-10-24

Family

ID=88243980

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202210368336.8A Pending CN116920379A (en) 2022-04-08 2022-04-08 Virtual prop processing method, device, terminal, medium and program product

Country Status (2)

Country Link
CN (1) CN116920379A (en)
WO (1) WO2023193605A1 (en)

Family Cites Families (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2007310700A (en) * 2006-05-19 2007-11-29 Matsushita Electric Ind Co Ltd Information processor and information display method
JP6291155B2 (en) * 2012-03-30 2018-03-14 株式会社バンダイナムコエンターテインメント Program and server
US10394596B2 (en) * 2017-12-07 2019-08-27 Red Hat, Inc. Tracking of memory pages by a hypervisor
CN108579089B (en) * 2018-05-09 2021-11-12 网易(杭州)网络有限公司 Virtual item control method and device, storage medium and electronic equipment
CN111905364A (en) * 2020-08-31 2020-11-10 网易(杭州)网络有限公司 Recommendation and purchase method of game virtual prop and electronic equipment
CN113289331B (en) * 2021-06-09 2022-12-06 腾讯科技(深圳)有限公司 Display method and device of virtual prop, electronic equipment and storage medium
CN114225395A (en) * 2021-12-07 2022-03-25 网易(杭州)网络有限公司 Game prop sorting method and device, electronic equipment and storage medium

Also Published As

Publication number Publication date
WO2023193605A1 (en) 2023-10-12

Similar Documents

Publication Publication Date Title
CN110812838A (en) Method and device for controlling virtual unit in game and electronic equipment
KR20200004470A (en) Graphical user interface for a gaming system
KR20140006642A (en) Method for processing user gesture input in online game
CN113289331B (en) Display method and device of virtual prop, electronic equipment and storage medium
CN111249730A (en) Virtual object control method, device, equipment and readable storage medium
CN112416196B (en) Virtual object control method, device, equipment and computer readable storage medium
CN108310768B (en) Virtual scene display method and device, storage medium and electronic device
WO2022222592A1 (en) Method and apparatus for displaying information of virtual object, electronic device, and storage medium
CN111921194A (en) Virtual environment picture display method, device, equipment and storage medium
CN110665225A (en) Control method and device in game
WO2023024762A1 (en) Artificial intelligence object control method and apparatus, device, and storage medium
CN113082718A (en) Game operation method, device, terminal and storage medium
CN111841001A (en) Information processing method, device, equipment and storage medium in game
KR20240039111A (en) Method for providing item enhancement service in game
KR101404635B1 (en) Method for processing a drag input in online game
CN111760280B (en) Interface display method, device, terminal and storage medium
CN116920379A (en) Virtual prop processing method, device, terminal, medium and program product
JP7423137B2 (en) Operation presentation method, device, terminal and computer program
CN115814399A (en) Interaction control method and device, computer equipment and readable storage medium
CN114404944A (en) Method and device for controlling player character, electronic device and storage medium
CN113663334A (en) Game item using method, device, equipment and storage medium
CN111151004A (en) Game unit deployment method and device, electronic equipment and storage medium
US11771989B2 (en) Method for providing item enhancement service in game
CN112138373B (en) Interaction result determination method and device, computer equipment and storage medium
WO2024060924A1 (en) Interaction processing method and apparatus for virtual scene, and electronic device and storage medium

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination