WO2025252003A1 - 一种游戏交互方法、装置、电子设备和存储介质 - Google Patents
一种游戏交互方法、装置、电子设备和存储介质Info
- Publication number
- WO2025252003A1 WO2025252003A1 PCT/CN2025/098148 CN2025098148W WO2025252003A1 WO 2025252003 A1 WO2025252003 A1 WO 2025252003A1 CN 2025098148 W CN2025098148 W CN 2025098148W WO 2025252003 A1 WO2025252003 A1 WO 2025252003A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- storage
- virtual resource
- game
- storage area
- target
- 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
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
- G06F3/0486—Drag-and-drop
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
Definitions
- This disclosure relates to the field of game technology, specifically to a game interaction method, device, electronic device, and storage medium.
- player-controlled virtual characters typically have a game backpack and a safe deposit box.
- Players can place picked-up game resources in the backpack for immediate use or store them in the safe deposit box. Since the virtual resources stored in the safe deposit box are not lost after the player-controlled virtual character dies and can be taken out of the current game, the safe deposit box provides a safe space for storing game resources.
- players usually place acquired game resources in the game backpack or safe deposit box according to their needs.
- the interaction between these two systems is difficult, making the transfer of game resources between them complex. This complicates the player's interaction with game resources, affecting the smoothness of gameplay and resulting in low game interaction efficiency.
- This disclosure provides a game interaction method, device, electronic device, and storage medium that makes the transfer of game resources between the game backpack and the safe box (i.e., storage space) more flexible and convenient. This makes it easier for players to organize and manage game resources in the game, improves the smoothness of player interaction during gameplay, and thus improves game interaction efficiency. At the same time, it reduces the response frequency of hardware devices, which helps to save hardware device computing resources.
- embodiments of this disclosure provide a game interaction method, which provides a graphical user interface through a terminal device, the method comprising:
- a backpack page is displayed on the graphical user interface, the backpack page including at least a first storage identifier area;
- the target virtual resource In response to a drag operation targeting a virtual resource, the target virtual resource is controlled to move.
- the target virtual resource is stored in the target storage area, wherein the target storage area is determined from the plurality of storage areas.
- embodiments of this disclosure provide a game interaction device that provides a graphical user interface via a terminal device, including:
- the first display unit is configured to display a plurality of virtual resources on the graphical user interface
- a first response unit is configured to display a backpack page in the graphical user interface in response to a backpack display event for a game backpack, the backpack page including at least a first storage identifier area;
- the second response unit is configured to control the target virtual resource to move in response to a drag operation on the target virtual resource
- the second display unit is configured to display several storage areas for storing the target virtual resource on the graphical user interface when the target virtual resource is moved to the first storage identifier area.
- the third response unit is configured to respond to the end of the drag-and-drop operation for the target storage area to store the target virtual resource in the target storage area, wherein the target storage area is determined from the plurality of storage areas.
- embodiments of this disclosure also provide an electronic device, including a memory storing multiple instructions; a processor loading instructions from the memory to execute the steps of any of the game interaction methods provided in embodiments of this disclosure.
- embodiments of this disclosure also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute the steps of any of the game interaction methods provided in embodiments of this disclosure.
- embodiments of this disclosure also provide a computer program product, including a computer program or instructions, which, when executed by a processor, implement the steps in any of the game interaction methods provided in embodiments of this disclosure.
- players can drag and drop virtual resources to the first storage identifier area corresponding to the storage space, thereby displaying several storage areas for storing virtual resources. Then, in response to ending the drag and drop operation on the target storage area, the virtual resource is stored in the target storage area.
- This makes the transfer of game resources between the game backpack and the safe box (i.e., storage space) more flexible and convenient, making it easier for players to organize and manage game resources in the game, improving the smoothness of player interaction in the game, and thus improving game interaction efficiency.
- reducing the response frequency of hardware devices helps to save hardware device computing resources.
- Figure 1 is a schematic diagram of a game interaction system provided in one embodiment of the present disclosure
- FIG. 2 is a schematic flowchart of an embodiment of the game interaction method provided in one of the embodiments of this disclosure
- Figure 3 is a schematic diagram of a game interaction method provided in one embodiment of the present disclosure.
- Figure 4 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 5 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 6 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 7 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 8 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 10 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 11 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 12 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 13 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 14 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 15 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 16 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 17 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 18 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 19 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 20 is a schematic diagram of another scenario of the game interaction method provided in one embodiment of this disclosure.
- Figure 21 is a schematic diagram of a game interface of a game interaction method provided in one embodiment of the present disclosure.
- Figure 23 is a schematic diagram of the structure of an electronic device provided in one embodiment of the present disclosure.
- the electronic device may include a terminal device.
- the terminal device may be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC), etc.
- This game interaction method can be applied to game interaction systems.
- This game interaction system may include a player terminal device and a server.
- the terminal can be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link.
- the player terminal device and the server can communicate bidirectionally via a network.
- the server can be a standalone server, or a server network or server cluster, including but not limited to computers, network hosts, single network servers, multiple network server sets, or cloud servers composed of multiple servers.
- Cloud servers consist of a large number of computers or network servers based on cloud computing.
- the game interaction method can run on a local terminal device or a server.
- the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
- the terminal device when this game interaction method is running on a terminal, the terminal device stores a game application and uses it to display virtual scenes in the game.
- the terminal device is used to interact with the user through a graphical user interface (GUI), such as by downloading, installing, and running the game application.
- GUI graphical user interface
- the terminal device can provide the GUI to the user in various ways, such as rendering it on the terminal device's display screen or presenting the GUI through holographic projection.
- the terminal device can include a touch screen and a processor.
- the touch screen is used to present the GUI and receive operation commands generated by the user interacting with the GUI, which includes game scenes.
- the processor is used to run the game, generate the GUI, respond to operation commands, and control the display of the GUI on the touch screen.
- Cloud gaming refers to a gaming method based on cloud computing.
- the game application and the game screen presentation are separate.
- the storage and execution of the game interaction method are completed on the cloud gaming server.
- the game screen presentation is completed on the cloud gaming client.
- the cloud gaming client is mainly used for receiving and sending game data and presenting the game screen.
- the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, PDA, personal digital assistant, etc.
- the terminal device for processing game data is the cloud gaming server in the cloud.
- the user operates the cloud gaming client to send operation commands to the cloud gaming server.
- the cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client through the network, and finally, the cloud gaming client decodes and outputs the game screen.
- the system may include at least one terminal, at least one server, at least one database, and a network.
- the user's terminal can connect to different game servers via the network.
- the terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game.
- different terminals can connect to each other through different networks and servers.
- the network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc.
- WLAN wireless local area network
- LAN local area network
- cellular network such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc.
- different terminals can also connect to other terminals or servers using their own Bluetooth network or hotspot network.
- multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games.
- the system may include multiple databases coupled to different servers, and can continuously store information related to the game environment in the databases while different users are playing multiplayer games online.
- the disclosure provides a game interaction method, which can be executed by a terminal or a server.
- This disclosure describes a game interaction method executed by a terminal as an example.
- the terminal may include a touchscreen display and a processor (of course, the terminal may also use peripherals such as a mouse or keyboard as input devices; this description only uses a touchscreen display).
- the touchscreen display is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI.
- GUI graphical user interface
- the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands.
- the operation commands generated by the user interacting with the GUI may include commands to launch a game application.
- the processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the GUI associated with the game on the touchscreen display.
- the touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously by multiple points on the screen.
- This disclosure provides a game interaction method, which can be executed by a terminal or a server. This disclosure uses the execution of the game interaction method by a terminal as an example for illustration.
- a graphical user interface can be provided through a terminal device.
- the GUI includes at least a portion of a virtual scene and a controlled virtual character located in the virtual scene and controlled by the terminal device.
- the GUI, virtual scene, and virtual object are described below.
- a game scene is a virtual scene displayed (or provided) by an application while it is running on a terminal or server.
- the virtual scene is a simulation of the real world, a semi-simulated/semi-fictional virtual environment, or a purely fictional virtual environment.
- a virtual scene can be either a two-dimensional or three-dimensional virtual scene, and the virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities.
- a virtual scene is a scene in which the user controls virtual objects and completes the game logic.
- a virtual scene is a 3D game world used by players to control virtual objects to fight.
- Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles.
- a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards.
- Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status.
- a virtual scene is a 2D or 3D terrain scene used by virtual objects to fight.
- Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
- a graphical user interface is a graphical user interface obtained by executing software applications on the processor of a mobile terminal or other terminal and rendering them on a display screen. It can be the display screen interface of the terminal device.
- the GUI can present the entire game scene or only a portion of it.
- the game scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc.
- the GUI of the terminal device only displays a portion of the game scene during gameplay.
- the game scene includes game characters, which can be player-controlled characters or NPCs (Non-Player Characters, a type of character in a game, meaning a non-player character). This exemplary embodiment is not limited to these.
- the GUI can include a UI interface for player interaction and game screens.
- the UI interface can include game controls (e.g., skill controls, movement controls, function controls, etc.), indicators (e.g., direction indicators, character indicators, etc.), information display areas (e.g., kill count, match time, etc.), or game setting controls (e.g., system settings, shop, coins, etc.).
- game controls e.g., skill controls, movement controls, function controls, etc.
- indicators e.g., direction indicators, character indicators, etc.
- information display areas e.g., kill count, match time, etc.
- game setting controls e.g., system settings, shop, coins, etc.
- the game screen is the display screen corresponding to the virtual scene displayed on the terminal device.
- the game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
- a game object refers to a controllable dynamic object in a virtual scene.
- the dynamic object can be a virtual character, virtual animal, anime character, etc.
- the virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene.
- AI artificial intelligence
- NPC non-player character
- the virtual object is a virtual character competing in a virtual scene.
- the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle; this disclosure does not limit this.
- the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc. provided by the application to fight against other virtual objects.
- Game props refer to items that virtual objects can use in a virtual environment, including but not limited to firearms, melee weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to enhance their own attributes, assist in combat, or inflict damage on other virtual objects.
- Virtual props can also be supply items such as bullets, and can be equipped with accessories such as extended magazines, scopes, flash hiders, and stocks on designated virtual weapons.
- a virtual camera is an essential component of the game scene, used to present the game scene's visuals.
- Each game scene corresponds to at least one virtual camera, and depending on actual needs, there can be two or more.
- These cameras serve as rendering windows for the game, capturing and presenting the game world's visual content to the player.
- the player's viewing perspective can be adjusted, such as first-person or third-person view.
- the execution subject is a terminal device as an example. It should be noted that the order of description in the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.
- FIG. 2 is a flowchart illustrating a game interaction method provided in an embodiment of this disclosure.
- the specific flow of this game interaction method can be summarized in steps 101 to 105 as follows:
- Step 101 Display several virtual resources on the graphical user interface.
- the computer device can display several virtual resources on the graphical user interface.
- These virtual resources include any one or more of the following: game resources to be picked up in the game scene, game resources pre-stored in the game inventory, game resources pre-stored in at least one backpack space in the game inventory, and virtual resources currently equipped in the game equipment slot.
- the displayed game resources can be game resources of other virtual characters who have died, or game resources in the virtual scene that can be picked up by a controlled virtual character.
- the virtual resources can be any one or more of virtual skins, virtual items, and/or virtual accessories.
- Virtual skins also known as game skins, are an important element in 3D games. They add personalized appearances to virtual characters and enhance the visual appeal of the game.
- virtual skins typically include elements such as virtual clothing and virtual hair. These elements can exhibit natural movement based on the actions of the virtual character wearing them, or the influence of external forces such as gravity, water, and wind. For example, virtual clothing can realistically change position and shape as the virtual character model moves.
- Virtual equipment refers to game props or vehicles that virtual characters can use in the game's virtual environment, while virtual decorations are virtual items that controlled virtual characters can wear.
- Step 102 In response to a backpack display event for the game backpack, a backpack page is displayed on the graphical user interface, the backpack page including at least a first storage identifier area.
- the backpack display event includes any one of the following: a first backpack display event that triggers an operation on the backpack control associated with the game backpack; or a second backpack display event that triggers an operation on the storage space associated with the storage identifier.
- a player can perform a trigger operation on a backpack control associated with the game backpack.
- the computer device triggers a first backpack display event, displaying a backpack page in the graphical user interface.
- This backpack page includes at least a first storage identifier area.
- the player can perform a trigger operation on storage space, triggering a second backpack display event to display a backpack page in the graphical user interface.
- the player can control a controlled virtual character to perform a specified action, automatically triggering a third backpack display event to display a backpack page in the graphical user interface.
- Step 103 In response to a drag operation on the target virtual resource, control the target virtual resource to move.
- players can select a target virtual resource from several virtual resources displayed on the graphical user interface and drag the target virtual resource.
- the computer device responds to the drag operation on the target virtual resource and controls the target virtual resource to move on the graphical user interface.
- the player's action of selecting a target virtual resource can be to perform a selection operation on the target virtual resource, such as using the mouse cursor to perform a touch operation on the target virtual resource, or using a finger to perform a touch operation on the target virtual resource, etc.
- the target virtual resources can be game resources of other virtual characters who have died, or game resources in the virtual scene that can be picked up by the controlled virtual character, or virtual resources belonging to the controlled virtual character in the backpack space of the controlled virtual character's game backpack, or virtual resources currently equipped by the controlled virtual character in the equipment area.
- the computer device can control the inventory page to automatically scroll in the specified direction until the storage icon appears on the inventory page and then stop scrolling automatically.
- Step 104 When the target virtual resource is moved to the first storage identifier area, several storage areas for storing the target virtual resource are displayed on the graphical user interface.
- the target virtual resource moves to the first storage identifier area, that is, when part of the target virtual resource enters the first storage identifier area, several storage areas for storing the target virtual resource are displayed on the graphical user interface; or, when all the target virtual resources enter the first storage identifier area, several storage areas for storing the target virtual resource are displayed on the graphical user interface.
- the safe deposit box function means that virtual resources stored in the storage area will not be lost when the virtual character dies during a game. Therefore, players can place important game resources (such as valuable game resources) in the storage area to minimize losses when the virtual character dies.
- the storage area can also have other special functions.
- Step 105 In response to ending the drag-and-drop operation for the target storage area, the target virtual resource is stored in the target storage area, wherein the target storage area is determined from the plurality of storage areas.
- players can end the drag operation at any of the display positions of several storage areas to designate that storage area as the target storage area.
- the computer device responds by ending the drag operation on the target storage area to store the target virtual resource in the target storage area, that is, to store the target virtual resource in the storage space corresponding to the target storage area.
- this disclosure provides a game interaction method by displaying a plurality of virtual resources on a graphical user interface; then, in response to a backpack display event for a game backpack, displaying a backpack page on the graphical user interface, the backpack page including at least a first storage identifier area; next, in response to a drag operation for a target virtual resource, controlling the target virtual resource to move; then, when the target virtual resource moves to the first storage identifier area, displaying a plurality of storage areas for storing the target virtual resource on the graphical user interface; finally, in response to ending the drag operation for the target storage area, storing the target virtual resource in the target storage area, wherein the target storage area is determined from the plurality of storage areas.
- players can drag and drop virtual resources to the first storage identifier area corresponding to the storage space, thereby displaying several storage areas for storing virtual resources. Then, in response to ending the drag and drop operation on the target storage area, the virtual resource is stored in the target storage area.
- This makes the transfer of game resources between the game backpack and the safe box (i.e., storage space) more flexible and convenient, making it easier for players to organize and manage game resources in the game, improving the smoothness of player interaction during gameplay, and thus improving game interaction efficiency.
- reducing the response frequency of hardware devices helps to save hardware device computing resources.
- the step "responding to a drag operation on the target virtual resource, controlling the target virtual resource to move” includes:
- the first storage identifier area includes a storage identifier; the step "when the target virtual resource is moved to the first storage identifier area, displaying several storage areas for storing the target virtual resource on the graphical user interface" includes:
- the associated area of the storage identifier can be the display location of the storage identifier or a display area determined based on the display location of the storage identifier.
- the step further includes:
- the step "in response to the drag operation for the target virtual resource, if the operation position of the drag operation and the relative position with respect to the storage identifier or the storage space associated with the storage identifier meet the preset storage conditions, determine the target storage area of the target virtual resource in the storage space" includes:
- a first reference storage area is determined.
- the first reference storage area is highlighted in the storage space
- the first reference storage area is designated as the target storage area.
- a player can continue to drag the first game resource to the edge of the storage space. Then, the player can end the drag-and-drop operation at the edge of the storage space.
- the first reference storage area is designated as the target storage area, and the first game resource is stored in the target storage area.
- the selected storage area at the end position in the storage space can be used as the target storage area.
- the step "in response to the drag operation for the target virtual resource, if the operation position of the drag operation and the relative position of the storage space associated with the storage identifier satisfy the preset storage conditions, determine the target storage area of the target virtual resource in the storage space" includes:
- the selected storage area in the storage space is determined as the target storage area, representing the end position of the drag-and-drop operation.
- the selection of a storage area can be achieved by matching the drag operation position with the display position of the storage area. That is, the drag operation position is near or coincides with the display position of the storage area, thus selecting the storage area.
- a player can continue dragging a first game resource to the storage space. At this point, the drag operation has selected a storage area in the storage space. The player can then end the drag operation on the first game resource.
- the computer device in response to ending the drag operation on the storage space, determines the selected storage area as the target storage area and stores the first game resource in the target storage area.
- step "displaying several areas to be stored on the graphical user interface” further includes:
- At least one resource attribute of the target virtual resource is obtained, wherein the resource attribute includes required storage capacity, resource value information, and/or resource type;
- At least one second reference storage area for the target virtual resource in the storage space is determined from the plurality of storage areas, and a prompt is given for the second reference storage area.
- the display parameters of the second reference storage area can be adjusted to highlight the second reference storage area.
- the display parameters such as display color, display size, and display effect of the second reference storage area can be set to specified display parameters.
- step "providing a prompt for the second reference storage area” includes:
- the second reference storage area is highlighted in the storage space to indicate to the current player that the target virtual resource can be stored in the storage area.
- this embodiment of the present disclosure can highlight the second reference storage area in the storage space. Specifically, it can set a specified color for the second reference storage area or highlight the second reference storage area to distinguish it from other storage areas, thereby prompting the current player that the target virtual resource can be stored in the designated storage area.
- the step "prompting the second reference storage area" includes:
- the storage space is controlled to automatically scroll so that the second reference storage area is brought closer to the operation position of the drag operation;
- the computer device controls the storage space to automatically scroll in the direction indicated by the dashed arrow (as shown by the arrow in Figure 14) based on the position of the second reference storage area in the storage space. That is, the storage space automatically scrolls downwards to make the second reference storage area closer to the operation position of the drag operation, thereby displaying the second reference storage area to the player in the storage space.
- the step "stopping automatic scrolling of the storage space when the second reference storage area is displayed in the storage space” further includes:
- the second reference storage area is taken as the target storage area
- the selected storage area in the storage space is determined as the target storage area, representing the end position of the drag operation.
- the storage space includes multiple storage partitions, each storage partition including at least one storage area.
- a reference storage partition that can provide storage for the target virtual resource is determined, and the reference storage partitions are automatically scrolled and displayed.
- the step "based on the resource attributes of the target virtual resource, determining at least one second reference storage area for the target virtual resource in the storage space from the plurality of storage areas" includes:
- a reference storage partition that can be used to store the target virtual resource is determined, and the storage area of the reference storage partition is used as the second reference storage area.
- the step of controlling the storage space to automatically scroll based on the position of the second reference area to be stored in the storage space, so that the second reference area to be stored is closer to the operation position of the drag operation includes:
- the storage space is controlled to automatically scroll so that the reference storage partition is close to the operation position of the drag operation.
- the storage space includes multiple storage partitions, each including at least one storage area.
- Each storage partition is used to store virtual resources of one resource type.
- the storage space includes a first storage partition, a second storage partition, a third storage partition, and a fourth storage partition (not shown in the figures).
- the computer device can determine, based on the resource attributes of the target virtual resource, that a reference storage partition suitable for storing the target virtual resource is the third storage partition, and the storage area of the third storage partition can be used as the second reference storage area.
- the storage space can be automatically scrolled to bring the third storage partition closer to the drag-and-drop operation position.
- the step "after controlling the automatic scrolling of the storage space" further includes:
- the step "after controlling the automatic scrolling of the storage space” further includes:
- the end position of the drag operation is determined as the second reference storage area selected on the reference storage partition as the target storage area.
- players can end the drag-and-drop operation in the storage space.
- the computer device determines the end position of the drag-and-drop operation as the second reference storage area selected on the reference storage partition as the target storage area.
- the step "after stopping the automatic scrolling of the storage space” further includes:
- the storage space is controlled to automatically scroll so that the other reference storage partitions are closer to the operation position of the drag operation.
- a player can drag a target virtual resource to a display position that is detached from the third storage partition.
- the computer device determines whether other reference storage partitions can be provided to store the target virtual resource based on the resource attributes of the target virtual resource. If it is determined that there is another reference storage partition (i.e., the fourth storage partition) that can be provided to store the target virtual resource, then based on the position of the fourth storage partition in the storage space, the storage space is controlled to automatically scroll so that the fourth storage partition is closer to the position of the drag operation.
- the storage space displays the fourth storage partition.
- the step "determining at least one second reference storage area for the target virtual resource in the storage space from the plurality of storage areas based on the resource attributes of the target virtual resource” includes:
- the free storage area is used as the second reference storage area.
- At least one virtual resource to be replaced is determined in the storage space, and the storage area of the virtual resource to be replaced is determined as the second reference storage area.
- the computer device can determine at least one virtual resource to be replaced in the storage space based on the required storage capacity and resource value information of the target virtual resource (i.e., the first game resource). Specifically, if the required storage capacity of the target virtual resource is four storage areas (i.e., four cells), and the resource value information of the first game resource is 50, then four virtual resources with a resource value information of 1 can be determined to be replaced. The merged area of these four virtual resource storage areas is used as the second reference storage area, and the merged area is highlighted to prompt the player that the storage area for the first game resource can be placed.
- the required storage capacity of the target virtual resource is four storage areas (i.e., four cells)
- the resource value information of the first game resource is 50
- four virtual resources with a resource value information of 1 can be determined to be replaced.
- the merged area of these four virtual resource storage areas is used as the second reference storage area, and the merged area is highlighted to prompt the player that the storage area for the first game resource can be placed.
- the merged area obtained by merging the storage areas of the four virtual resources to be replaced is used as the target storage area, and the first game resource is stored in the target storage area.
- the step "after determining at least one virtual resource to be replaced in the storage space based on the storage capacity required for the target virtual resource, resource value information, and/or resource type, and determining the storage area of the virtual resource to be replaced as the second reference storage area" further includes:
- the second reference storage area is taken as the target storage area.
- the virtual resource to be replaced currently stored in the target storage area is discarded, the target virtual resource is moved to the storage space, and the target virtual resource is displayed in the target storage area of the storage space.
- the computer device determines that the end position of the drag-and-drop operation and its relative position to the storage space meet a preset second storage condition (e.g., the end position is located within the storage space), then the second reference storage area is designated as the target storage area.
- the computer device can then discard the virtual resource currently stored in the target storage area, move the target virtual resource to the storage space, and display the target virtual resource in the target storage area of the storage space.
- the game backpack is the game backpack of a controlled virtual character or the game backpack of other virtual characters.
- the controlled virtual character is a virtual character controlled by the current game account corresponding to the terminal device, and the other virtual characters are virtual characters controlled by other game accounts corresponding to other terminal devices.
- the other virtual characters are either of the same faction or different factions as the controlled virtual character.
- the storage space is the game backpack of the controlled virtual character controlled by the current game account, which has a specified function.
- the specified function includes ensuring that the virtual resources in the storage space still belong to the current game account after the controlled virtual character ends the current game.
- Several virtual resources are displayed on the graphical user interface.
- the displayed game resources can be game resources of other virtual characters that have died, or game resources in the virtual scene that can be picked up by the controlled virtual character.
- the computer device In response to a backpack display event for the game backpack, the computer device displays a backpack page on the graphical user interface.
- This backpack page can include backpack space, which is the backpack space of the controlled virtual character's game backpack.
- the backpack space can display several virtual resources belonging to the controlled virtual character. Furthermore, it can also display an equipment area, which shows the virtual resources currently equipped by several controlled virtual characters.
- the storage space can be a safe box or a pet backpack.
- the storage space is an item that offsets the penalty mechanism for character death. Virtual resources stored in the storage space will not be lost due to the death of the virtual character in the game. Therefore, players can place important game resources (such as valuable game resources) in the storage space to minimize the loss when the character dies.
- the embodiments of this disclosure provide a game interaction method.
- Players can drag and drop virtual resources to a first storage identifier area corresponding to the storage space, thereby displaying several storage areas for storing virtual resources. Then, in response to ending the drag and drop operation on the target storage area, the virtual resource is stored in the target storage area.
- This makes the transfer of game resources between the game backpack and the safe box (i.e., storage space) more flexible and convenient, making it easier for players to organize and manage game resources in the game, improving the smoothness of player interaction during gameplay, and thus improving game interaction efficiency.
- reducing the response frequency of hardware devices helps to save hardware device computing resources.
- this disclosure also provides a game interface, which can be as shown in Figure 21.
- the game interface can display at least part of the game scene and several controls.
- Figure 21 is only an example of the interface elements on the game interface.
- the game interface can also include interface elements other than those shown in Figure 21. The interface elements in the game interface shown in Figure 21 will be described in detail below.
- Control 1001 represents the fire control, which is used to control the controlled virtual character to fire.
- Control 1002 represents the left peek control, which is used to control the controlled virtual character to peek to the left of the virtual weapon.
- Control 1003 represents the right peek control, which is used to control the controlled virtual character to peek to the right of the virtual weapon.
- Control 1004 represents the cancel throw control, which is used to cancel the throw of a throwable item.
- 1005a represents the operation point
- 1005b represents the first control area
- 1005c represents the second control area located outside the first control area.
- the first control area, the second control area, and the operation point can form a virtual joystick.
- the virtual joystick is used to control the movement speed of the controlled virtual character.
- Players can drag the operation point to the first control area and/or the second control area to control the target controlled virtual character to move at different speeds.
- 1006 represents the medical supplies control, used to trigger the terminal device to display the medical supplies possessed by the controlled virtual character
- 1007 represents the main weapon bar, used to display the main weapon of the controlled virtual character
- 1008 represents the secondary weapon bar, used to display the secondary weapon of the controlled virtual character
- 1009 represents the health bar, used to display the current health of the controlled virtual character
- 10010 represents the throwable control, used to control the controlled virtual character to throw projectiles in the virtual scene.
- 10011 represents the helmet control, used to indicate the helmet status of the controlled virtual character, such as wearing a helmet, helmet damage, or not wearing a helmet.
- 10012 represents the armor control, used to indicate the armor status of the controlled virtual character, such as wearing armor, armor damage, or not wearing armor.
- 10013 represents the hunger status control, used to indicate the hydration and energy status of the controlled virtual character.
- 10014 represents the detection prompt control, used to set detection tools.
- 10015 represents the firing mode control, used to switch between automatic and semi-automatic firing modes.
- 10016 represents the melee weapon control, used to control melee weapons.
- 10017 represents the pistol control, used to control the pistol.
- 10018 represents the reload control, used to control the controlled virtual character to reload.
- 10019 represents the crouch control, used to control the controlled virtual character to perform a crouching action.
- 10030 represents the pet control control, used to release the pet of the controlled virtual character.
- 10031 represents the focus skill control, used to release the focus skill.
- 10032 represents the marker control, used to mark locations in the game scene. When the controlled virtual character moves away from the marked location, the player can know the distance between the controlled virtual character and the marked location.
- 10033 represents the chat control, used to send and receive messages in the game.
- 10034 represents the speaker control, used to play sounds in the game.
- 10035 represents the microphone control, used to collect the player's voice.
- 10036 represents the game settings control, used to set relevant configurations in the game.
- 10037 represents the action control, used to control the relevant actions of the controlled virtual character.
- 10038 represents the flashlight, used to control the virtual controlled character to use the flashlight in the game scene.
- 10039 represents the pick-upable items.
- 10040 represents the storm progress bar, used to indicate the progress of the storm's impact on the game scene.
- 10050 represents the orientation indicator, used to indicate the controlled virtual character's orientation or its position relative to a preset location.
- 10060 represents the inventory control, used to instruct the controlled virtual character to open its associated game inventory.
- This embodiment also provides a game interaction device, which can be integrated into a terminal device.
- the game interaction device may include:
- the first display unit 201 is configured to display a plurality of virtual resources on the graphical user interface
- the first response unit 202 is configured to display a backpack page in the graphical user interface in response to a backpack display event for the game backpack, the backpack page including at least a first storage identifier area;
- the second response unit 203 is configured to control the target virtual resource to move in response to a drag operation on the target virtual resource
- the second display unit 204 is configured to display several storage areas for storing the target virtual resource on the graphical user interface when the target virtual resource is moved to the first storage identifier area.
- the third response unit 205 is configured to respond to the end of the drag operation for the target storage area to store the target virtual resource in the target storage area, wherein the target storage area is determined from the plurality of storage areas.
- the game interaction device includes a processing subunit configured to:
- the game interaction device includes a processing subunit configured to detect:
- the first backpack display event is executed on the backpack control associated with the game backpack, triggering the operation.
- a second backpack display event that triggers an operation on the storage space associated with the storage identifier.
- the game interaction device includes a processing subunit configured to:
- the target virtual resource In response to a drag-and-drop operation on a target virtual resource in the game's inventory space, the target virtual resource is controlled to move.
- the game interaction device includes a processing subunit configured to:
- the target storage area of the target virtual resource in the storage space is determined.
- the game interaction device includes a processing subunit configured to:
- a first reference storage area is determined.
- the first reference storage area is highlighted in the storage space
- the first reference storage area is taken as the target storage area.
- the game interaction device includes a processing subunit configured to:
- the selected storage area in the storage space is determined as the target storage area, representing the end position of the drag-and-drop operation.
- the game interaction device includes a processing subunit configured to:
- At least one resource attribute of the target virtual resource is obtained, wherein the resource attribute includes required storage capacity, resource value information, and/or resource type;
- At least one second reference storage area for the target virtual resource in the storage space is determined from the plurality of storage areas, and a prompt is given for the second reference storage area.
- the game interaction device includes a processing subunit configured to:
- the second reference storage area is highlighted in the storage space to indicate to the current player that the target virtual resource can be stored in the storage area.
- the game interaction device includes a processing subunit configured to:
- the storage space is controlled to automatically scroll so that the second reference storage area is brought closer to the operation position of the drag operation;
- the game interaction device includes a processing subunit configured to:
- the second reference storage area is taken as the target storage area
- the selected storage area in the storage space is determined as the target storage area, representing the end position of the drag operation.
- the game interaction device includes a processing subunit configured to:
- a reference storage partition that can be used to store the target virtual resource is determined, and the storage area of the reference storage partition is used as the second reference storage area.
- the step of controlling the storage space to automatically scroll based on the position of the second reference area to be stored in the storage space, so that the second reference area to be stored is closer to the operation position of the drag operation includes:
- the storage space is controlled to automatically scroll so that the reference storage partition is close to the operation position of the drag operation.
- the game interaction device includes a processing subunit configured to:
- the game interaction device includes a processing subunit configured to:
- the end position of the drag operation is determined as the second reference storage area selected on the reference storage partition as the target storage area.
- the game interaction device includes a processing subunit configured to:
- the storage space is controlled to automatically scroll so that the other reference storage partitions are closer to the operation position of the drag operation.
- the game interaction device includes a processing subunit configured to:
- the free storage area is used as the second reference storage area.
- At least one virtual resource to be replaced is determined in the storage space, and the storage area of the virtual resource to be replaced is determined as the second reference storage area.
- the game interaction device includes a processing subunit configured to:
- the second reference storage area is taken as the target storage area.
- the virtual resource to be replaced currently stored in the target storage area is discarded, the target virtual resource is moved to the storage space, and the target virtual resource is displayed in the target storage area of the storage space.
- a first display unit 201 displays a plurality of virtual resources on a graphical user interface.
- a first response unit 202 in response to a backpack display event for a game backpack, displays a backpack page on the graphical user interface, the backpack page including at least a first storage identifier area.
- a second response unit 203 in response to a drag operation on a target virtual resource, controls the target virtual resource to move.
- a second display unit 204 displays a plurality of storage areas on the graphical user interface for storing the target virtual resource.
- a third response unit 205 in response to ending the drag operation on the target storage area, stores the target virtual resource in the target storage area, wherein the target storage area is determined from the plurality of storage areas.
- players can drag and drop virtual resources to the first storage identifier area corresponding to the storage space, thereby displaying several storage areas for storing virtual resources. Then, in response to ending the drag and drop operation on the target storage area, the virtual resource is stored in the target storage area.
- This makes the transfer of game resources between the game backpack and the safe box (i.e., storage space) more flexible and convenient, making it easier for players to organize and manage game resources in the game, improving the smoothness of player interaction during gameplay, and thus improving game interaction efficiency.
- reducing the response frequency of hardware devices helps to save hardware device computing resources.
- this disclosure also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device.
- the electronic device can be a server.
- the electronic device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored on the memory 302 and executable on the processor.
- the processor 301 and the memory 302 are electrically connected.
- the electronic device structure shown in the figures does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
- the processor 301 is the control center of the electronic device 300. It connects various parts of the electronic device 300 via various interfaces and lines. By running or loading software programs and/or units stored in the memory 302, and by calling data stored in the memory 302, it executes various functions and processes data of the electronic device 300, thereby providing overall monitoring of the electronic device 300.
- the processor 301 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic diagrams disclosed in the embodiments of this disclosure.
- the processor 301 in the electronic device 300 loads the instructions corresponding to the processes of one or more applications into the memory 302 according to the following steps, and the processor 301 runs the applications stored in the memory 302 to realize various functions, such as:
- a backpack page is displayed on the graphical user interface, the backpack page including at least a first storage identifier area;
- the target virtual resource In response to a drag operation targeting a virtual resource, the target virtual resource is controlled to move.
- the target virtual resource is stored in the target storage area, wherein the target storage area is determined from the plurality of storage areas.
- the virtual resources include any one or more of the following: game resources to be picked up in the game scene, game resources pre-stored in the game warehouse, game resources pre-stored in at least one backpack space in the game backpack, and virtual resources currently equipped in the game equipment slot.
- the first storage identifier area includes a storage identifier
- a plurality of storage areas for storing the target virtual resource are displayed on the graphical user interface, including:
- the backpack display event includes any one of the following:
- the first backpack display event is executed on the backpack control associated with the game backpack, triggering the operation.
- a second backpack display event that triggers an operation on the storage space associated with the storage identifier.
- controlling the movement of the target virtual resource in response to a drag operation on the target virtual resource includes:
- the target virtual resource In response to a drag-and-drop operation on a target virtual resource in the game's inventory space, the target virtual resource is controlled to move.
- the method further includes:
- the target storage area of the target virtual resource in the storage space is determined.
- the step of responding to a drag-and-drop operation on the target virtual resource if the operation position of the drag-and-drop operation and the relative position of the storage identifier or the storage space associated with the storage identifier meet preset storage conditions, determining the target storage area of the target virtual resource in the storage space includes:
- a first reference storage area is determined.
- the first reference storage area is highlighted in the storage space
- the first reference storage area is taken as the target storage area.
- the step of responding to a drag-and-drop operation on the target virtual resource if the operation position of the drag-and-drop operation and the relative position of the storage identifier or the storage space associated with the storage identifier meet preset storage conditions, determining the target storage area of the target virtual resource in the storage space includes:
- the selected storage area in the storage space is determined as the target storage area, representing the end position of the drag-and-drop operation.
- the method further includes:
- At least one resource attribute of the target virtual resource is obtained, wherein the resource attribute includes required storage capacity, resource value information, and/or resource type;
- At least one second reference storage area for the target virtual resource in the storage space is determined from the plurality of storage areas, and a prompt is given for the second reference storage area.
- prompting for the second reference storage area includes:
- the second reference storage area is highlighted in the storage space to indicate to the current player that the target virtual resource can be stored in the storage area.
- prompting for the second reference storage area includes:
- the storage space is controlled to automatically scroll so that the second reference storage area is brought closer to the operation position of the drag operation;
- the method further includes:
- the second reference storage area is taken as the target storage area
- the selected storage area in the storage space is determined as the target storage area, representing the end position of the drag operation.
- the storage space includes multiple storage partitions, each storage partition including at least one area to be stored;
- the step of determining at least one second reference storage area for the target virtual resource in the storage space from the plurality of storage areas based on the resource attributes of the target virtual resource includes:
- a reference storage partition that can be used to store the target virtual resource is determined, and the storage area of the reference storage partition is used as the second reference storage area.
- the step of controlling the storage space to automatically scroll based on the position of the second reference area to be stored in the storage space, so that the second reference area to be stored is closer to the operation position of the drag operation includes:
- the storage space is controlled to automatically scroll so that the reference storage partition is close to the operation position of the drag operation.
- the method further includes:
- the method further includes:
- the end position of the drag operation is determined as the second reference storage area selected on the reference storage partition as the target storage area.
- the method further includes:
- the storage space is controlled to automatically scroll so that the other reference storage partitions are closer to the operation position of the drag operation.
- determining at least one second reference storage area for the target virtual resource in the storage space from the plurality of storage areas based on the resource attributes of the target virtual resource includes:
- the free storage area is used as the second reference storage area.
- At least one virtual resource to be replaced is determined in the storage space, and the storage area of the virtual resource to be replaced is determined as the second reference storage area.
- the method further includes:
- the second reference storage area is taken as the target storage area.
- the virtual resource to be replaced currently stored in the target storage area is discarded, the target virtual resource is moved to the storage space, and the target virtual resource is displayed in the target storage area of the storage space.
- the game backpack is the game backpack of a controlled virtual character or the game backpack of other virtual characters.
- the controlled virtual character is a virtual character controlled by the current game account corresponding to the terminal device.
- the other virtual characters are virtual characters controlled by other game accounts corresponding to other terminal devices.
- the other virtual characters are either of the same faction or of different factions as the controlled virtual character.
- the storage space is the game backpack of the controlled virtual character under the control of the current game account, which has a specified function.
- the specified function includes ensuring that the virtual resources in the storage space still belong to the current game account after the controlled virtual character ends the current game.
- the electronic device provided in this embodiment can display a plurality of virtual resources on a graphical user interface; then, in response to a backpack display event for a game backpack, display a backpack page on the graphical user interface, the backpack page including at least a first storage identifier area; next, in response to a drag operation for a target virtual resource, control the target virtual resource to move; then, when the target virtual resource moves to the first storage identifier area, display a plurality of storage areas for storing the target virtual resource on the graphical user interface; finally, in response to ending the drag operation for the target storage area, the target virtual resource is stored in the target storage area, wherein the target storage area is determined from the plurality of storage areas.
- players can drag and drop virtual resources to the first storage identifier area corresponding to the storage space, thereby displaying several storage areas for storing virtual resources. Then, in response to ending the drag and drop operation on the target storage area, the virtual resource is stored in the target storage area.
- This makes the transfer of game resources between the game backpack and the safe box (i.e., storage space) more flexible and convenient, making it easier for players to organize and manage game resources in the game, improving the smoothness of player interaction during gameplay, and thus improving game interaction efficiency.
- reducing the response frequency of hardware devices helps to save hardware device computing resources.
- the electronic device 300 further includes: a touch display screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307.
- the processor 301 is electrically connected to the touch display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307.
- the electronic device structure shown in FIG23 does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
- the touch display screen 303 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI.
- GUI graphical user interface
- the touch display screen 303 may include a display panel and a touch panel.
- the display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof.
- the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies.
- LCD liquid crystal display
- OLED organic light-emitting diode
- the touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands.
- the touch panel may include two parts: a touch detection device and a touch controller.
- the touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller.
- the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 301. It can also receive and execute commands from the processor 301.
- the touch panel can cover the display panel.
- the touch panel When the touch panel detects a touch operation on or near it, it transmits the information to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides corresponding visual output on the display panel based on the type of touch event.
- the touch panel and the display panel can be integrated into the touch display screen 303 to achieve input and output functions.
- the touch panel and the touch display screen 303 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 303 can also be used as part of the input unit 306 to achieve input functions.
- the radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.
- Audio circuitry 305 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuitry 305 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 305, converted back into audio data, and then processed by processor 301 before being transmitted via radio frequency circuitry 304 to, for example, another electronic device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and electronic devices.
- the input unit 306 can be used to receive input numbers, character information or user feature information (such as fingerprints, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control.
- user feature information such as fingerprints, iris, facial information, etc.
- Power supply 307 is used to supply power to various components of electronic device 300.
- power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.
- Power supply 307 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
- the electronic device 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
- embodiments of this disclosure provide a computer-readable storage medium storing a plurality of computer programs, which can be loaded by a processor to execute any of the game interaction methods provided in embodiments of this disclosure.
- the computer program can execute the steps of the following game interaction method:
- a backpack page is displayed on the graphical user interface, the backpack page including at least a first storage identifier area;
- the target virtual resource In response to a drag operation targeting a virtual resource, the target virtual resource is controlled to move.
- the target virtual resource is stored in the target storage area, wherein the target storage area is determined from the plurality of storage areas.
- the computer program stored in the storage medium can display several virtual resources on the graphical user interface; then, in response to a backpack display event for the game backpack, a backpack page is displayed on the graphical user interface, the backpack page including at least a first storage identifier area; next, in response to a drag operation for a target virtual resource, the target virtual resource is controlled to move; then, when the target virtual resource moves to the first storage identifier area, several storage areas for storing the target virtual resource are displayed on the graphical user interface; finally, in response to ending the drag operation for the target storage area, the target virtual resource is stored in the target storage area, wherein the target storage area is determined from the several storage areas.
- players can drag and drop virtual resources to the first storage identifier area corresponding to the storage space, thereby displaying several storage areas for storing virtual resources. Then, in response to ending the drag and drop operation on the target storage area, the virtual resource is stored in the target storage area.
- This makes the transfer of game resources between the game backpack and the safe box (i.e., storage space) more flexible and convenient, making it easier for players to organize and manage game resources in the game, improving the smoothness of player interaction during gameplay, and thus improving game interaction efficiency.
- reducing the response frequency of hardware devices helps to save hardware device computing resources.
- the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
- the computer program stored in the computer-readable storage medium can execute any of the game interaction methods provided in the embodiments of this disclosure, it can achieve the beneficial effects that any of the game interaction methods provided in the embodiments of this disclosure can achieve, as detailed in the preceding embodiments, and will not be repeated here.
- a computer program product or computer program comprising computer instructions stored in a computer-readable storage medium.
- a processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.
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Abstract
一种游戏交互方法、装置、电子设备和存储介质,包括:在图形用户界面上显示若干个虚拟资源(101);响应于针对游戏背包的背包展示事件,在图形用户界面显示一背包页面,背包页面至少包括第一存储标识区域(102);响应于针对目标虚拟资源的拖拽操作,控制目标虚拟资源进行移动(103);当目标虚拟资源移动到第一存储标识区域时,在图形用户界面上显示用于存放目标虚拟资源的若干个待存放区域(104);响应于针对目标待存放区域结束所述拖拽操作,以将目标虚拟资源存放于目标待存放区域(105)。使玩家在游戏中进行游戏资源整理和管控的交互操作较为便捷,提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
Description
相关申请交叉引用
本申请要求于2024年6月5日提交的申请号为202410726101.0、名称为“一种游戏交互方法、装置、电子设备和存储介质”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。
本公开涉及游戏技术领域,具体涉及一种游戏交互方法、装置、电子设备和存储介质。
为了满足人们对精神生活的追求,能够在终端上操作的娱乐游戏应运而生,例如,基于客户端或服务器架构开发的多人在线动作游戏、角色扮演游戏、战术竞技类游戏或第一人称射击游戏(First-person shooting game,FPS)等类型的游戏。在游戏中,玩家可以操纵屏幕中的虚拟人物来进行游戏,可以基于玩家所操作人物的第一视角或第三视角在游戏场景中执行行走、奔跑、跳跃、拾取道具以及格斗等相关操作,使得玩家们可以身临其境地体验游戏带来的视觉冲击,大大增强了游戏的主动性和真实感。
在目前的射击类游戏中,通常为玩家控制的虚拟角色设置有游戏背包和安全箱,玩家可以将拾取到的游戏资源放置在游戏背包中随时进行使用,或放入安全箱中进行保存。由于玩家控制的虚拟角色在死亡后,安全箱中的保存的虚拟资源不会丢失,且可以带出当前游戏对局,因此,安全箱可以提供一个安全空间以放置游戏资源,在实际游戏中玩家通常可以根据自身需求将获得的游戏资源放置在游戏背包或安全箱中。然而,在现有的游戏中,由于游戏背包和安全箱的放置游戏资源的格子(即存放区域)较多,玩家在控制游戏资源在游戏背包与安全箱的交互操作较为困难,导致游戏资源在游戏背包与安全箱之间进行转移的操作较为困难,从而使玩家在游戏中进行游戏资源整理和管控的交互操作较为复杂,影响玩家在游戏对局中交互操作的流畅性,导致游戏交互效率低。
本公开实施例提供一种游戏交互方法、装置、电子设备和存储介质,可以使游戏资源在游戏背包与安全箱(即存储空间)之间进行转移的操作更加灵活方便,从而使玩家在游戏中进行游戏资源整理和管控的交互操作较为便捷,提升玩家在游戏对局中交互操作的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
第一方面,本公开实施例提供一种游戏交互方法,通过终端设备提供一图形用户界面,所述方法包括:
在所述图形用户界面上显示若干个虚拟资源;
响应于针对游戏背包的背包展示事件,在所述图形用户界面显示一背包页面,所述背包页面至少包括第一存储标识区域;
响应于针对目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动;
当所述目标虚拟资源移动到所述第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域;
响应于针对所述目标待存放区域结束所述拖拽操作,以将所述目标虚拟资源存放于所述目标待存放区域,其中,所述目标待存放区域从所述若干个待存放区域确定得到。
第二方面,本公开实施例提供一种游戏交互装置,通过终端设备提供一图形用户界面,包括:
第一显示单元,被配置为在所述图形用户界面上显示若干个虚拟资源;
第一响应单元,被配置为响应于针对游戏背包的背包展示事件,在所述图形用户界面显示一背包页面,所述背包页面至少包括第一存储标识区域;
第二响应单元,被配置为响应于针对目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动;
第二显示单元,被配置为当所述目标虚拟资源移动到所述第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域;
第三响应单元,被配置为响应于针对所述目标待存放区域结束所述拖拽操作,以将所述目标虚拟资源存放于所述目标待存放区域,其中,所述目标待存放区域从所述若干个待存放区域确定得到。
第三方面,本公开实施例还提供一种电子设备,包括存储器存储有多条指令;处理器从存储器中加载指令,以执行本公开实施例所提供的任一种游戏交互方法的步骤。
第四方面,本公开实施例还提供一种计算机可读存储介质,计算机可读存储介质存储有多条指令,指令适于处理器进行加载,以执行本公开实施例所提供的任一种游戏交互方法的步骤。
第五方面,本公开实施例还提供一种计算机程序产品,包括计算机程序或指令,计算机程序或指令被处理器执行时实现本公开实施例所提供的任一种游戏交互方法中的步骤。
采用本公开实施例的方案,玩家可以通过针对虚拟资源的拖拽操作,将虚拟资源拖拽至存储空间对应的第一存储标识区域,从而显示用于存放虚拟资源的若干个待存放区域;接着,响应于针对目标待存放区域结束该拖拽操作,将该虚拟资源存放于目标待存放区域;从而可以使游戏资源在游戏背包与安全箱(即存储空间)之间进行转移的操作更加灵活方便,从而使玩家在游戏中进行游戏资源整理和管控的交互操作较为便捷,提升玩家在游戏对局中交互操作的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
为了更清楚地说明本公开实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本公开的一些实施例,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1是本公开其中之一实施例提供的游戏交互系统的场景示意图;
图2是本公开其中之一实施例提供的游戏交互方法的一种实施例流程示意图;
图3是本公开其中之一实施例提供的游戏交互方法的一种场景示意图;
图4是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图5是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图6是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图7是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图8是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图9是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图10是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图11是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图12是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图13是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图14是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图15是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图16是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图17是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图18是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图19是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图20是本公开其中之一实施例提供的游戏交互方法的另一种场景示意图;
图21是本公开其中之一实施例提供的游戏交互方法的一种游戏界面示意图;
图22是本公开其中之一实施例中提供的游戏交互装置的结构示意图;
图23是本公开其中之一实施例中提供的电子设备的结构示意图。
下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。基于本公开中的实施例,本领域技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。同时,在本公开实施例的描述中,术语“第一”、“第二”等仅用于区分描述,而不能理解为指示或暗示相对重要性。由此,限定有“第一”、“第二”的特征可以明示或者隐含地包括一个或者更多个特征。在本公开实施例的描述中,“多个”的含义是两个或两个以上,除非另有明确具体的限定。
本公开实施例提供一种游戏交互方法、装置、电子设备和计算机可读存储介质。具体地,本实施例将从游戏交互装置的角度进行描述,该游戏交互装置具体可以集成在电子设备中,即本公开实施例游戏交互方法可以由电子设备执行,可选的,该电子设备可以包括:终端设备。终端设备可以为手机、平板电脑、智能蓝牙设备、笔记本电脑、游戏机、或者个人电脑(Personal Computer,PC)等设备。
本公开实施例提供的游戏交互方法,可以应用于如游戏交互系统中。其中,该游戏交互系统可以包括玩家终端设备和服务器,终端可以是既包括接收和发射硬件的设备,即具有能够在双向通信链路上,执行双向通信的接收和发射硬件的设备。玩家终端设备与服务器可以通过网络进行双向通信。
可选的,该服务器可以是独立的服务器,也可以是服务器组成的服务器网络或服务器集群,其包括但不限于计算机、网络主机、单个网络服务器、多个网络服务器集或多个服务器构成的云服务器。其中,云服务器由基于云计算(Cloud Computing)的大量计算机或网络服务器构成。
在本公开其中一种实施例中的游戏交互方法可以运行于本地终端设备或者是服务器。当游戏交互方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
例如,当该游戏交互方法运行于终端时,终端设备存储有游戏应用程序并用于呈现游戏画面中的虚拟场景。终端设备用于通过图形用户界面与用户进行交互,例如通过终端设备下载安装游戏应用程序并运行。该终端设备将图形用户界面提供给用户的方式可以包括多种,例如,可以渲染显示在终端设备的显示屏上,或者,通过全息投影呈现图形用户界面。例如,终端设备可以包括触控显示屏和处理器,该触控显示屏用于呈现图形用户界面以及接收用户作用于图形用户界面产生的操作指令,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面、响应操作指令以及控制图形用户界面在触控显示屏上的显示。
例如,当该游戏交互方法运行于服务器时,可以为云游戏。云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏应用程序的运行主体和游戏画面呈现主体是分离的,游戏交互方法的储存与运行是在云游戏服务器上完成的。而游戏画面呈现是在云游戏的客户端完成的,云游戏客户端主要用于游戏数据的接收、发送以及游戏画面的呈现,例如,云游戏客户端可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑、个人数字助理等,但是进行游戏数据处理的终端设备为云端的云游戏服务器。在进行游戏时,用户操作云游戏客户端向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回云游戏客户端,最后,通过云游戏客户端进行解码并输出游戏画面。
请参阅图1,图1为本公开实施例提供的一种游戏交互系统的场景示意图。该系统可以包括至少一个终端,至少一个服务器,至少一个数据库,以及网络。用户持有的终端可以通过网络连接到不同游戏的服务器。终端是具有计算硬件的任何设备,该计算硬件能够支持和执行与游戏对应的软件产品。另外,当系统包括多个终端、多个服务器、多个网络时,不同的终端可以通过不同的网络、通过不同的服务器相互连接。网络可以是无线网络或者有线网络,比如无线网络为无线局域网(WLAN)、局域网(LAN)、蜂窝网络、2G网络、3G网络、4G网络、5G网络等。另外,不同的终端之间也可以使用自身的蓝牙网络或者热点网络连接到其他终端或者连接到服务器等。例如,多个用户可以通过不同的终端在线从而通过适当网络连接并且相互同步,以支持多玩家游戏。另外,该系统可以包括多个数据库,多个数据库耦合到不同的服务器,并且可以将与游戏环境有关的信息在不同用户在线进行多玩家游戏时连续地存储于数据库中。
本公开实施例提供了一种游戏交互方法,该方法可以由终端或服务器执行。本公开实施例以游戏交互方法由终端执行为例来进行说明。其中,该终端可以包括触控显示屏和处理器(当然,终端也可以采用鼠标、键盘等外设作为输入设备,此处仅以触控显示屏为例进行说明),该触控显示屏用于呈现图形用户界面以及接收用户作用于图形用户界面产生的操作指令。用户通过触控显示屏对图形用户界面进行操作时,该图形用户界面可以通过响应于接收到的操作指令控制终端本地的内容,也可以通过响应于接收到的操作指令控制对端服务器的内容。例如,用户作用于图形用户界面产生的操作指令包括用于启动游戏应用程序的指令,处理器被配置为在接收到用户提供的启动游戏应用程序的指令之后启动游戏应用程序。此外,处理器被配置为在触控显示屏上渲染和绘制与游戏相关联的图形用户界面。触控显示屏是能够感测屏幕上的多个点同时执行的触摸或者滑动操作的多触敏屏幕。用户在使用手指在图形用户界面上执行触控操作,图形用户界面在检测到触控操作时,控制游戏的图形用户界面中的不同虚拟对象执行与触控操作对应的动作。
需要说明的是,图1所示的游戏交互系统的场景示意图仅仅是一个示例,本公开实施例描述的游戏交互系统以及场景是为了更加清楚的说明本公开实施例的技术方案,并不构成对于本公开实施例提供的技术方案的限定,本领域普通技术人员可知,随着新业务场景的出现,本公开实施例提供的技术方案对于类似的技术问题,同样适用。
本公开实施例提供一种游戏交互方法,该方法可以由终端或服务器执行,本公开实施例以游戏交互方法由终端执行为例来进行说明,可以通过终端设备提供一图形用户界面,图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的受控虚拟角色。以下对图形用户界面、虚拟场景、以及虚拟对象进行说明。
游戏场景(或称为虚拟场景)是应用程序在终端或服务器上运行时显示(或提供)的虚拟场景。可选地,该虚拟场景是对真实世界的仿真环境,或者是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景是二维虚拟场景和三维虚拟场景中的任意一种,虚拟环境可以为天空、陆地、海洋等,其中,该陆地包括沙漠、城市等环境元素。其中,虚拟场景为用户控制等虚拟对象完整游戏逻辑的场景,例如,对于沙盒类3D射击游戏中,虚拟场景为用于供玩家控制虚拟对象进行对战的3D游戏世界,实例性的虚拟场景可以包括:山川、平地、河流、湖泊、海洋、沙漠、天空、植物、建筑、车辆中的至少一种元素;例如,对于2D卡牌类游戏中,虚拟场景为供展示释放卡牌或是展示卡牌对应的虚拟对象的场景,实例性的虚拟场景可以包括:擂台场、决战场、或是其他可以显示卡牌对战状态的“场”元素或是其他元素;对于2D或是3D的多人在线战术竞技游戏,虚拟场景为供虚拟对象进行对战的2D或3D地形场景,实例性的虚拟场景可以包括:峡谷风格的山脉、线路、河流、教室、桌椅、讲台等元素。
图形用户界面是通过在移动终端或其它终端的处理器上执行软件应用并在显示器上渲染得到图形用户界面,可以是终端设备的显示屏界面。图形用户界面可以呈现游戏场景的全部,也可以只呈现游戏场景的局部。游戏场景中包括多个静态虚拟对象,具体包括地面、山体、石体、植被、建筑等。当游戏场景比较大时,在游戏的过程中终端设备的图形用户界面上只显示游戏场景的局部内容。可选地,游戏场景中包含游戏角色,游戏角色可以是玩家操控的游戏角色,也可以NPC(Non-Player Character的缩写,是游戏中一种角色类型,意思是非玩家角色),本示例性实施例不作限制。图形用户界面中可以包括供玩家进行交互的UI界面和游戏画面。在可选的实施方式中,该UI界面中可以包括游戏控件(如,技能控件、移动控件、功能控件等)、指示标识(如,方向指示标识、角色指示标识等)、信息展示区(如,击杀人数、比赛时间等),或是游戏设置控件(如,系统设置、商店、金币等)。在可选的实施方式中,游戏画面为终端设备显示虚拟场景所对应的显示画面,游戏画面中可以包括在虚拟场景中进行执行游戏逻辑的游戏角色、NPC角色、AI角色等虚拟对象。
游戏对象(或称为虚拟对象、虚拟角色、游戏角色)是指在虚拟场景中可被控制的动态对象。可选地,该动态对象可以是虚拟人物、虚拟动物、动漫人物等。该虚拟对象是玩家通过输入设备进行控制的角色,或者是通过训练设置在虚拟环境对战中的人工智能(Artificial Intelligence,AI),或者是设置在虚拟场景对战中的非玩家角色(Non-Player Character,NPC)。可选地,该虚拟对象是在虚拟场景中进行竞技的虚拟人物。可选地,该虚拟场景对战中的虚拟对象的数量是预设设置的,或者是根据加入对战的客户端的数量动态确定的,本公开实施例对此不作限定。在一种可能实现方式中,用户能够控制虚拟对象在该虚拟场景中进行移动,例如,控制虚拟对象跑动、跳动、爬行等,也能够控制虚拟对象使用应用程序所提供的技能、虚拟道具等与其他虚拟对象进行战斗。(游戏)道具是指虚拟对象在虚拟环境中能够使用的道具,包括但不限于枪械、冷兵器、手雷、护盾、跳板、傀儡等能够被虚拟对象使用,以提速自身属性、辅助作战或是对其他虚拟对象发起伤害的虚拟物品,虚拟道具还可以是子弹等补给道具,还可以为扩充弹夹、瞄准倍镜、消焰器、枪托等配件装配在指定虚拟武器上。虚拟摄像机是游戏场景画面所必需的组件,用于游戏场景画面的呈现,一个游戏场景至少对应一个虚拟摄像机,根据实际需要,可以有两个或两个以上,作为游戏渲染的窗口,为玩家捕捉和呈现游戏世界的画面内容,通过设置虚拟摄像机的参数可调整玩家观看游戏世界的视角,如第一人称视角、第三人称视角。
以下结合附图分别进行详细说明,本实施例中以执行主体是终端设备为例。需说明的是,以下实施例的描述顺序不作为对实施例优选顺序的限定。虽然在流程图中示出了逻辑顺序,但是在某些情况下,可以以不同于附图所示的顺序执行所示出或描述的步骤。
请参阅图2,图2为本公开实施例提供的一种游戏交互方法的流程示意图,该游戏交互方法的具体流程可以如下步骤101至步骤105:
步骤101、在所述图形用户界面上显示若干个虚拟资源。
在本公开实施例中,计算机设备可以在所述图形用户界面上显示若干个虚拟资源。其中,所述虚拟资源包括游戏场景中的待拾取游戏资源、游戏仓库中预先存放的游戏资源、所述游戏背包中至少一个背包空间中预先存放的游戏资源、以及游戏装备栏当前装备的虚拟资源中任意一项或多项。具体的,在所述图形用户界面上显示若干个虚拟资源,此时展示的游戏资源可以为已经死亡的其他虚拟角色的游戏资源,或者是虚拟场景中可供受控虚拟角色拾取的游戏资源。可选的,虚拟资源可以为虚拟皮肤、虚拟道具和/或虚拟配饰中任意一种或多种。
其中,虚拟皮肤也即游戏皮肤,在三维(3D游戏中是一个重要的表现元素,虚拟皮肤可以为游戏中的虚拟角色增添个性化的外观,还可以为游戏增加了视觉上的吸引力。具体的,虚拟皮肤通常包括虚拟服装以及虚拟头发等元素,上述元素可以根据穿戴其的虚拟角色的动作、或者重力、水、风等外部作用力的影响,表现出比较自然的运动,例如能够让虚拟衣服在虚拟角色的模型运动时,跟随着虚拟角色的模型的动作真实地改变其位置和形状。虚拟装备可以为虚拟角色在游戏的虚拟场景中可使用的游戏道具或游戏载具,虚拟装饰可以为受控虚拟角色可穿戴的虚拟物品。
步骤102、响应于针对游戏背包的背包展示事件,在所述图形用户界面显示一背包页面,所述背包页面至少包括第一存储标识区域。
具体的,所述背包展示事件包括以下任意一项:对所述游戏背包关联的背包控件执行触发操作的第一背包展示事件;对所述存储标识关联的存储空间执行触发操作的第二背包展示事件。
例如,玩家可以对游戏背包关联的背包控件执行触发操作,计算机设备响应于针对游戏背包关联的背包控件的触发操作,触发第一背包展示事件,在所述图形用户界面显示一背包页面,所述背包页面至少包括第一存储标识区域。或者,玩家可以对存储空间执行触发操作,触发第二背包展示事件,以在所述图形用户界面显示一背包页面。又或者,玩家可以控制受控虚拟角色执行指定动作时自动触发游戏背包展示,从而触发第三背包展示事件,以在所述图形用户界面显示一背包页面。
步骤103、响应于针对目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动。
具体的,玩家可以在图形用户界面上显示的若干个虚拟资源中选中目标虚拟资源,并对目标虚拟资源执行拖拽操作,计算机设备响应于针对目标虚拟资源的拖拽操作,控制所述目标虚拟资源在图形用户界面上进行移动。
其中,玩家选中目标虚拟资源的操作可以为对目标虚拟资源执行选择操作,例如采用鼠标光标对目标虚拟资源执行触控操作,或者,使用手指对目标虚拟资源执行触控操作等。
其中,目标虚拟资源可以为已经死亡的其他虚拟角色的游戏资源,或者是虚拟场景中可供受控虚拟角色拾取的游戏资源,或者是受控虚拟角色的游戏背包的背包空间中的属于受控虚拟角色的虚拟资源,或者是装备区域中受控虚拟角色当前装备的虚拟资源。
具体的,玩家在选中目标虚拟资源后,若此时存储标识并未显示在背包页面上,计算机设备可以控制背包页面自动向指定方向进行滚动显示,直至存储标识显示在背包页面时停止自动滚动。
步骤104、当所述目标虚拟资源移动到所述第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域。
具体的,当所述目标虚拟资源移动到所述第一存储标识区域时,也即目标虚拟资源部分进入第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域;或者,目标虚拟资源全部进入第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域。
其中,待存放区域具有的特殊功能可以为保险箱功能,具体的,保险箱功能是指存放在存储空间的待存放区域里面的虚拟资源,不会因为虚拟角色在游戏对局中的死亡而遗失,因此玩家可以将重要的游戏资源(例如珍贵类型的游戏资源)放置在待存放区域中从而最小化虚拟角色死亡时的损失。可选的,待存放区域具有的特殊功能还可以为其他功能。
步骤105、响应于针对所述目标待存放区域结束所述拖拽操作,以将所述目标虚拟资源存放于所述目标待存放区域,其中,所述目标待存放区域从所述若干个待存放区域确定得到。
具体的,玩家可以在若干个待存放区域中的任意一个待存放区域的显示位置结束拖拽操作,以将该待存放区域作为目标待存放区域,计算机设备响应于针对所述目标待存放区域结束所述拖拽操作,以将所述目标虚拟资源存放于所述目标待存放区域,也即将目标虚拟资源存放至目标待存放区域对应的存储空间中。
综上所述,本公开实施例提供了一种游戏交互方法,通过在所述图形用户界面上显示若干个虚拟资源;然后,响应于针对游戏背包的背包展示事件,在所述图形用户界面显示一背包页面,所述背包页面至少包括第一存储标识区域;接着,响应于针对目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动;之后,当所述目标虚拟资源移动到所述第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域;最后,响应于针对所述目标待存放区域结束所述拖拽操作,以将所述目标虚拟资源存放于所述目标待存放区域,其中,所述目标待存放区域从所述若干个待存放区域确定得到。在本公开实施例中,玩家可以通过针对虚拟资源的拖拽操作,将虚拟资源拖拽至存储空间对应的第一存储标识区域,从而显示用于存放虚拟资源的若干个待存放区域;接着,响应于针对目标待存放区域结束该拖拽操作,将该虚拟资源存放于目标待存放区域;从而可以使游戏资源在游戏背包与安全箱(即存储空间)之间进行转移的操作更加灵活方便,从而使玩家在游戏中进行游戏资源整理和管控的交互操作较为便捷,提升玩家在游戏对局中交互操作的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
根据上述介绍的内容,下面将举例来进一步说明本公开的游戏交互方法,该游戏交互方法的具体实施例如下所述。
例如,请参阅图3,在本公开实施例中,通过终端设备提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、以及位于所述虚拟场景中由所述终端设备控制的部分受控虚拟角色(图中暂未显示),玩家可以通过图形用户界面触发背包展示事件,计算机设备响应于针对游戏背包的背包展示事件,在所述图形用户界面显示一背包页面,所述背包页面至少包括背包空间、以及存储标识,背包空间中包括预先存放的第一游戏资源和第二游戏资源。
具体的,步骤“所述响应于针对目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动”,包括:
响应于针对游戏背包的背包空间中的目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动。又例如,请一并参阅图4和图5,玩家可以选择第一游戏资源作为目标虚拟资源,并对第一游戏资源向图4中虚线箭头所指示的方向执行拖拽操作,计算机设备响应于针对游戏背包的背包空间中的目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动。
进一步的,所述第一存储标识区域包括存储标识;步骤“所述当所述目标虚拟资源移动到所述第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域”,包括:
当所述目标虚拟资源移动到所述存储标识的关联区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域。
其中,所述存储标识的关联区域可以为存储标识的显示位置、也可以为基于存储标识显示位置确定的一个显示区域。
例如,请参阅图6,玩家可以将目标游戏资源移动至存储标识的显示位置,当计算机设备检测到目标虚拟资源移动到存储标识的显示位置时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域,也即显示存储标识关联的存储空间的若干个待存放区域。
在一具体实施例中,步骤“在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域之后”,还包括:
响应于针对所述目标虚拟资源的拖拽操作,若所述拖拽操作的操作位置、与所述存储标识或所述存储标识关联的存储空间的相对位置满足预设存放条件,确定所述目标虚拟资源在所述存储空间的目标待存放区域。
在一实施例中,若拖拽操作结束位置位于存储标识上或存储标识附近时,将第一参考待存放区域作为目标待存放区域,步骤“所述响应于针对所述目标虚拟资源的拖拽操作,若所述拖拽操作的操作位置、与所述存储标识或所述存储标识关联的存储空间的相对位置满足预设存放条件,确定所述目标虚拟资源在所述存储空间的目标待存放区域”,包括:
基于所述操作位置、与所述存储标识或所述存储空间的相对位置满足预设存放条件,确定第一参考待存放区域;
在所述存储空间对所述第一参考待存放区域进行突出显示;
响应于针对所述存储空间结束所述拖拽操作,基于所述拖拽操作的结束位置、与所述存储标识的相对位置满足预设的第一存放条件(例如结束位置位于存储标识附近或存储标识上),且所述结束位置未选中所述存储空间中任一其他待存放区域,则将所述第一参考待存放区域作为目标待存放区域。例如,请一并参阅图7和图8,玩家可以对第一游戏资源继续执行拖拽操作,将第一游戏资源拖拽至存储空间的边缘位置,接着,玩家可以在存储空间的边缘位置结束拖拽操作,计算机设备响应于针对存储空间结束所述拖拽操作,基于所述拖拽操作的结束位置、与所述存储标识的相对位置满足预设的第一存放条件,且所述结束位置未选中所述存储空间中任一其他待存放区域,则将所述第一参考待存放区域作为目标待存放区域,并将第一游戏资源存放于目标待存放区域。
在一具体实施例中,在拖拽操作的结束位置在存储空间时,可以将结束位置在存储空间上选中的待存放区域作为目标待存放区域,步骤“所述响应于针对所述目标虚拟资源的拖拽操作,若所述拖拽操作的操作位置、与所述存储标识或所述存储标识关联的存储空间的相对位置满足预设存放条件,确定所述目标虚拟资源在所述存储空间的目标待存放区域”,包括:
响应于针对所述存储空间结束所述拖拽操作,确定所述拖拽操作的结束位置在所述存储空间上选中的待存放区域作为目标待存放区域。
其中,对待存放区域的选中操作可以为拖拽操作的操作位置与待存放区域的显示位置相匹配,也即操作位置位于待存放区域的显示附近,或与待存放区域的显示位置重合,从而选中该待存放区域。例如,请一并参阅图9和图10,玩家可以对第一游戏资源继续执行拖拽操作,将第一游戏资源拖拽至存储空间中,此时,拖拽操作在所述存储空间上选中了一待存放区域,玩家可以结束针对第一游戏资源的拖拽操作,计算机设备响应于针对所述存储空间结束所述拖拽操作,确定所述拖拽操作的结束位置在所述存储空间上选中的待存放区域作为目标待存放区域,并将第一游戏资源存放于目标待存放区域。
在一实施例中,步骤“所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域之后”,还包括:
响应于针对所述目标虚拟资源的拖拽操作,获取所述目标虚拟资源的至少一种资源属性,其中,所述资源属性包括存放所需容量、资源价值信息、和/或资源类型;
基于所述目标虚拟资源的资源属性,从所述若干个待存放区域中,确定所述目标虚拟资源在所述存储空间的至少一个第二参考待存放区域,并对第二参考待存放区域进行提示。
其中,可以通过对第二参考待存放区域的显示参数进行调整,以突出显示第二参考待存放区域,具体的,可以为将第二参考待存放区域的显示参数中的显示颜色、显示尺寸、显示效果等参数设置为指定显示参数。
进一步的,步骤“所述对第二参考待存放区域进行提示”,包括:
在所述存储空间中对所述第二参考待存放区域进行突出显示,以提示当前玩家可存放所述目标虚拟资源的待存放区域。
例如,请一并参阅图11和图12,本公开实施例可以在所述存储空间中对所述第二参考待存放区域进行突出显示,具体可以是将第二参考待存放区域设置指定颜色,或将第二参考待存放区域设置为高亮显示,从而与其他待存放区域区别显示,以提示当前玩家可存放所述目标虚拟资源的待存放区域。在一实施例中,步骤“所述对第二参考待存放区域进行提示”,包括:
基于所述第二参考待存放区域在所述存储空间的位置,控制所述存储空间自动滚动,以使得所述第二参考待存放区域靠近所述拖拽操作的操作位置;
当检测到第二参考待存放区域的位置与所述操作位置的相对位置满足第一预设滚动停止条件、且在所述存储空间显示所述第二参考待存放区域时,停止控制所述存储空间自动滚动。
例如,请一并参阅图13和图14,计算机设备基于所述第二参考待存放区域在所述存储空间的位置,控制所述存储空间向虚线箭头所指示的方向(如图14中所示箭头)自动滚动,也即存储空间自动向下方滚动显示,以使得所述第二参考待存放区域靠近所述拖拽操作的操作位置,从而在存储空间中向玩家展示第二参考待存放区域。
在一实施例中,步骤“在所述存储空间显示所述第二参考待存放区域时,停止控制所述存储空间自动滚动之后”,还包括:
响应于所述拖拽操作结束,基于所述拖拽操作的结束位置、与所述存储空间的相对位置满足预设的第二存放条件,则将所述第二参考待存放区域作为目标待存放区域;或者,
响应于所述拖拽操作结束,确定所述拖拽操作的结束位置在所述存储空间上选中的待存放区域作为目标待存放区域。
可选的,存储空间包括多个存储分区,每个存储分区包括至少一个待存放区域,基于目标虚拟资源的资源属性,确定可提供存放目标虚拟资源的参考存储分区,并自动滚动显示参考存储分区。具体的,步骤“所述基于所述目标虚拟资源的资源属性,从所述若干个待存放区域中,确定所述目标虚拟资源在所述存储空间的至少一个第二参考待存放区域”,包括:
基于所述目标虚拟资源的资源属性,确定可提供存放所述目标虚拟资源的参考存储分区,将所述参考存储分区的待存放区域作为第二参考待存放区域;
所述基于所述第二参考待存放区域在所述存储空间的位置,控制所述存储空间自动滚动,以使得所述第二参考待存放区域靠近所述拖拽操作的操作位置,包括:
基于所述第二参考待存放区域在所述存储空间的位置,控制所述存储空间自动滚动,以使得所述参考存储分区靠近所述拖拽操作的操作位置。
例如,请一并参阅图15和图16,存储空间包括多个存储分区,每个存储分区包括至少一个待存放区域,每一个存储分区用于存储一种资源类型的虚拟资源,具体的,存储空间包括第一存储分区、第二存储分区、第三存储分区以及第四存储分区(图中未示出)。计算机设备可以基于所述目标虚拟资源的资源属性,确定可提供存放所述目标虚拟资源的参考存储分区为第三存储分区,则可以将第三存储分区的待存放区域作为第二参考待存放区域。进一步的,可以基于所述第二参考待存放区域在所述存储空间的位置,控制所述存储空间自动滚动,以使得第三存储分区靠近所述拖拽操作的操作位置。具体的,在向玩家展示参考存储分区后停止控制存储空间自动滚动;步骤“在控制所述存储空间自动滚动之后”,还包括:
当检测到所述参考存储分区的位置与所述操作位置的相对位置满足第二预设滚动停止条件、且在所述存储空间显示所述参考存储分区时,停止控制所述存储空间自动滚动。
例如,请参阅图16,当检测到第三存储分区的位置与所述操作位置的相对位置满足第二预设滚动停止条件、且在所述存储空间显示第三存储分区时,停止控制所述存储空间自动滚动,此时,存储空间显示有第三存储分区以及部分第二存储分区。
在一实例中,步骤“在控制所述存储空间自动滚动之后”,还包括:
响应于所述拖拽操作结束,确定所述拖拽操作的结束位置在所述参考存储分区上选中的第二参考待存放区域作为目标待存放区域。
具体的,玩家可以在存储空间中结束拖拽操作,计算机设备响应于所述拖拽操作结束,确定所述拖拽操作的结束位置在所述参考存储分区上选中的第二参考待存放区域作为目标待存放区域。
在一实施例中,步骤“在停止控制所述存储空间自动滚动之后”,还包括:
响应于所述拖拽操作的操作位置脱离所述参考存储分区,基于所述目标虚拟资源的资源属性,确定是否可提供存放所述目标虚拟资源的其他参考存储分区;
若是,则基于所述其他参考存储分区在所述存储空间的位置,控制所述存储空间自动滚动,以使得所述其他参考存储分区靠近所述拖拽操作的操作位置。
例如,玩家可以将目标虚拟资源拖拽至脱离第三存储分区的显示位置,计算机设备响应于所述拖拽操作的操作位置脱离第三存储分区,基于所述目标虚拟资源的资源属性,确定是否可提供存放所述目标虚拟资源的其他参考存储分区,此时确定存在可提供存放所述目标虚拟资源的其他参考存储分区(也即第四存储分区),则基于第四存储分区在所述存储空间的位置,控制所述存储空间自动滚动,以使得第四存储分区靠近所述拖拽操作的操作位置。
进一步的,当检测到第四存储分区的位置与所述操作位置的相对位置满足第二预设滚动停止条件、且在所述存储空间显示第四存储分区时,停止控制所述存储空间自动滚动,此时,存储空间显示有第四存储分区。
进一步的,步骤“所述基于所述目标虚拟资源的资源属性,从所述若干个待存放区域中,确定所述目标虚拟资源在所述存储空间的至少一个第二参考待存放区域”,包括:
若所述存储空间存在空闲待存放区域、且所述空闲待存放区域的存放容量,满足所述目标虚拟资源的存放所需容量,则将所述空闲待存放区域作为第二参考待存放区域;
若所述存储空间不存在空闲待存放区域,则基于所述目标虚拟资源的存放所需容量、资源价值信息、和/或资源类型,在所述存储空间中确定至少一个待替换虚拟资源,并确定所述待替换虚拟资源的存放区域,作为所述第二参考待存放区域。
例如,请一并参阅图17、图18、图19以及图20,若所述存储空间不存在空闲待存放区域,计算机设备可以基于目标虚拟资源(即第一游戏资源)的存放所需容量以及资源价值信息,在所述存储空间中确定至少一个待替换虚拟资源,具体的,目标虚拟资源的存放所需容量为四个存放区域(也即四个格子),第一游戏资源的资源价值信息为50,则可以确定四个资源价值信息为1的待替换虚拟资源,并将这四个待替换虚拟资源的存放区域的合并区域作为所述第二参考待存放区域,并对合并区域进行高亮显示,以提示玩家可以放置第一游戏资源的存放区域。进一步的,计算机设备响应于所述拖拽操作结束,基于所述拖拽操作的结束位置、与所述存储空间的相对位置满足预设的第二存放条件,也即拖拽操作的结束位置位于合并区域的显示位置,则将四个待替换虚拟资源的存放区域合并得到的合并区域作为目标待存放区域,并将第一游戏资源存放于目标待存放区域。
在一实施例中,步骤“在基于所述目标虚拟资源的存放所需容量、资源价值信息、和/或资源类型,在所述存储空间中确定至少一个待替换虚拟资源,并确定所述待替换虚拟资源的存放区域,作为所述第二参考待存放区域之后”,还包括:
响应于所述拖拽操作结束,基于所述拖拽操作的结束位置、与所述存储空间的相对位置满足预设的第二存放条件,则将所述第二参考待存放区域作为目标待存放区域;
将所述目标待存放区域当前存放的所述待替换虚拟资源进行丢弃,将所述目标虚拟资源移动至所述存储空间,并在所述存储空间的所述目标待存放区域显示所述目标虚拟资源。
例如,计算机设备响应于所述拖拽操作结束,基于所述拖拽操作的结束位置、与所述存储空间的相对位置满足预设的第二存放条件(例如结束位置位于所述存储空间中),则将所述第二参考待存放区域作为目标待存放区域。然后,计算机设备可以将所述目标待存放区域当前存放的所述待替换虚拟资源进行丢弃,将所述目标虚拟资源移动至所述存储空间,并在所述存储空间的所述目标待存放区域显示所述目标虚拟资源。
可选的,所述游戏背包为受控虚拟角色的游戏背包或者其他虚拟角色的游戏背包,所述受控虚拟角色为终端设备对应的当前游戏账号控制的虚拟角色,所述其他虚拟角色为其他终端设备对应的其他游戏账号控制的虚拟角色,所述其他虚拟角色与所述受控虚拟角色为相同阵营或非相同阵营;所述存储空间为所述当前游戏账号控制的受控虚拟角色的具有指定功能的游戏背包,所述指定功能包括使得所述受控虚拟角色在结束当前游戏对局后、所述存储空间中的虚拟资源仍然归属所述当前游戏账号。其中,在所述图形用户界面上显示若干个虚拟资源,此时展示的游戏资源可以为已经死亡的其他虚拟角色的游戏资源,或者是虚拟场景中可供受控虚拟角色拾取的游戏资源。计算机设备响应于针对游戏背包的背包展示事件,在所述图形用户界面显示一背包页面,该背包页面可以包括背包空间,该背包空间为受控虚拟角色的游戏背包的背包空间,背包空间中可以显示若干个属于受控虚拟角色的虚拟资源。进一步的,还可以显示有装备区域,装备区域中显示有若干个受控虚拟角色当前装备的虚拟资源。
具体的,存储空间可以为安全箱或宠物背包,存储空间是一个抵消角色死亡惩罚机制的一个道具,存放在存储空间的待存放区域里面的虚拟资源,不会因为虚拟角色在游戏对局中的死亡而遗失,因此玩家可以将重要的游戏资源(例如珍贵类型的游戏资源)放置在存储空间中从而最小化角色死亡时的损失。
可选的,计算机设备响应于针对游戏背包的背包展示事件,在所述图形用户界面显示一背包页面,所述背包页面至少包括第一存储标识区域,第一存储标识区域包括存储标识。玩家可以对目标虚拟资源执行第一单击操作,确定选中目标虚拟资源;然后,玩家可以在触发第一单击操作之后的指定时长内、对存储标识执行第二单击操作,计算机设备响应于针对存储标识的第二单击操作,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域。进一步的,玩家可以对若干个待存放区域中的目标待存放区域执行第三单击操作,计算机设备响应于针对目标待存放区域执行第三单击操作,将所述目标虚拟资源存放于所述目标待存放区域。
综上所述,本公开实施例提供了一种游戏交互方法,玩家可以通过针对虚拟资源的拖拽操作,将虚拟资源拖拽至存储空间对应的第一存储标识区域,从而显示用于存放虚拟资源的若干个待存放区域;接着,响应于针对目标待存放区域结束该拖拽操作,将该虚拟资源存放于目标待存放区域;从而可以使游戏资源在游戏背包与安全箱(即存储空间)之间进行转移的操作更加灵活方便,从而使玩家在游戏中进行游戏资源整理和管控的交互操作较为便捷,提升玩家在游戏对局中交互操作的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
可选的,本公开实施例还提供了一种游戏界面,该游戏界面可以如图21所示,游戏界面上可以显示至少部分游戏场景和若干控件,图21只是对游戏界面上界面元素的示例说明,游戏界面还可以包括除了图21所示的界面元素之外的界面元素,以下对图21所示的游戏界面中的界面元素进行详细说明。
1001控件表示开火控件,其用于控制受控虚拟角色开火,1002控件表示左探头控件,其用于控制受控虚拟角色在虚拟枪械的左侧探头,1003控件表示右探头控件,其用于控制受控虚拟角色在虚拟枪械的右侧探头,1004表示取消投掷物控件,其用于取消投掷物的投掷。
1005a表示操作点,1005b表示第一控制区域,1005c表示位于第一控制区域外围的第二控制,第一控制区域、第二控制区域以及操作点可以组成虚拟摇杆,虚拟摇杆用于控制受控虚拟角色移动的速度,玩家可通过拖动操作点至第一控制区域和/或第二控制区域上,从而控制目标受控虚拟角色以不同的速度进行移动。
1006表示医疗物资控件,用于触发终端设备显示受控虚拟角色具备的医疗物资,1007表示主武器栏,用于显示受控虚拟角色的主武器,1008表示副武器栏,用于显示受控虚拟角色的副武器,1009表示生命条,其用于显示受控虚拟角色的当前的生命值,10010表示投掷物控件,其用于控制受控虚拟角色在虚拟场景中投放投掷物。
10011表示头盔控件,其用于指示受控虚拟角色的头盔状态,比如,佩戴有头盔、头盔的破损情况、未佩戴头盔等,10012表示护甲控件,其用于指示受控虚拟角色的护甲状态,比如,穿戴有护甲、护甲的破损情况、未穿戴护甲等,10013表示饥饿状态控件,其用于指示受控虚拟角色的水分和能量状态,10014表示探测提示控件,其用于设置探测道具,10015表示射击模式控件,其用于切换自动射击模式和半自动射击模式,10016表示近战武器控件,其用于控制近战武器。10017表示手枪控件,其用于控制手枪,10018表示换弹控件,其用于控制受控虚拟角色更换子弹,10019表示蹲下控件,其用于控制受控虚拟角色执行蹲下动作。
10020表示趴下控件,其用于控制受控虚拟角色执行趴下动作,10021表示跳跃控件,其用于控制受控虚拟角色执行跳跃动作,10022表示倍率切换控件,其用于对瞄准镜的倍率进行切换,10023表示瞄准控件,其用于控制瞄准镜进行瞄准,10024表示外界求救控件,其用于向局外大厅玩家和/或好友求救,10025表示附近求救控件,其用于向局内的玩家求救,10026表示检视控件,其用于对武器进行检视,10027表示设置控件,其用于设置第一控制区域和/或第二控制区域,10028表示救援控件,其用于救援其他玩家,10029表示技能控件,其用于设置技能的持续时间。
10030表示宠物控制控件,其用于放出受控虚拟角色的宠物,10031表示专注技能控件,其用于释放专注技能,10032表示标记控件,其用于在游戏场景中标记位置,当受控虚拟角色远离标记位置时,玩家可以获知受控虚拟角色与标记位置的距离,10033表示聊天控件,其用于在游戏对局内发送和接收消息,10033表示聊天控件,其用于在游戏对局内发送和接收消息,10034表示喇叭控件,其用于播放游戏对局内的声音,10035表示话筒控件,其用于采集玩家的声音,10036表示游戏设置控件,其用于设置游戏对局内的相关配置,10037表示动作控件,其用于控制受控虚拟角色的相关动作,10038表示手电筒,用于控制虚拟受控角色在游戏场景中使用手电筒,10039表示可拾取物资。
10040表示风暴进度条,用于指示风暴侵袭游戏场景的进度。10050表示方位指示器,用于指示受控虚拟角色的朝向或者受控虚拟角色与预设位置的方位等信息。10060表示背包控件,用于指示受控虚拟角色打开其关联的游戏背包。
本实施例还提供一种游戏交互装置,该游戏交互装置具体可以集成在终端设备中。例如,如图22所示,该游戏交互装置可以包括:
第一显示单元201,被配置为在所述图形用户界面上显示若干个虚拟资源;
第一响应单元202,被配置为响应于针对游戏背包的背包展示事件,在所述图形用户界面显示一背包页面,所述背包页面至少包括第一存储标识区域;
第二响应单元203,被配置为响应于针对目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动;
第二显示单元204,被配置为当所述目标虚拟资源移动到所述第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域;
第三响应单元205,被配置为响应于针对所述目标待存放区域结束所述拖拽操作,以将所述目标虚拟资源存放于所述目标待存放区域,其中,所述目标待存放区域从所述若干个待存放区域确定得到。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为:
当所述目标虚拟资源移动到所述存储标识的关联区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为检测:
对所述游戏背包关联的背包控件执行触发操作的第一背包展示事件;
对所述存储标识关联的存储空间执行触发操作的第二背包展示事件。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为:
响应于针对游戏背包的背包空间中的目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为:
响应于针对所述目标虚拟资源的拖拽操作,若所述拖拽操作的操作位置、与所述存储标识或所述存储标识关联的存储空间的相对位置满足预设存放条件,确定所述目标虚拟资源在所述存储空间的目标待存放区域。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为:
基于所述操作位置、与所述存储标识或所述存储空间的相对位置满足预设存放条件,确定第一参考待存放区域;
在所述存储空间对所述第一参考待存放区域进行突出显示;
响应于针对所述存储空间结束所述拖拽操作,基于所述拖拽操作的结束位置、与所述存储标识的相对位置满足预设的第一存放条件,且所述结束位置未选中所述存储空间中任一其他待存放区域,则将所述第一参考待存放区域作为目标待存放区域。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为:
响应于针对所述存储空间结束所述拖拽操作,确定所述拖拽操作的结束位置在所述存储空间上选中的待存放区域作为目标待存放区域。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为:
响应于针对所述目标虚拟资源的拖拽操作,获取所述目标虚拟资源的至少一种资源属性,其中,所述资源属性包括存放所需容量、资源价值信息、和/或资源类型;
基于所述目标虚拟资源的资源属性,从所述若干个待存放区域中,确定所述目标虚拟资源在所述存储空间的至少一个第二参考待存放区域,并对第二参考待存放区域进行提示。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为:
在所述存储空间中对所述第二参考待存放区域进行突出显示,以提示当前玩家可存放所述目标虚拟资源的待存放区域。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为:
基于所述第二参考待存放区域在所述存储空间的位置,控制所述存储空间自动滚动,以使得所述第二参考待存放区域靠近所述拖拽操作的操作位置;
当检测到第二参考待存放区域的位置与所述操作位置的相对位置满足第一预设滚动停止条件、且在所述存储空间显示所述第二参考待存放区域时,停止控制所述存储空间自动滚动。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为:
响应于所述拖拽操作结束,基于所述拖拽操作的结束位置、与所述存储空间的相对位置满足预设的第二存放条件,则将所述第二参考待存放区域作为目标待存放区域;或者,
响应于所述拖拽操作结束,确定所述拖拽操作的结束位置在所述存储空间上选中的待存放区域作为目标待存放区域。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为:
基于所述目标虚拟资源的资源属性,确定可提供存放所述目标虚拟资源的参考存储分区,将所述参考存储分区的待存放区域作为第二参考待存放区域;
所述基于所述第二参考待存放区域在所述存储空间的位置,控制所述存储空间自动滚动,以使得所述第二参考待存放区域靠近所述拖拽操作的操作位置,包括:
基于所述第二参考待存放区域在所述存储空间的位置,控制所述存储空间自动滚动,以使得所述参考存储分区靠近所述拖拽操作的操作位置。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为:
当检测到所述参考存储分区的位置与所述操作位置的相对位置满足第二预设滚动停止条件、且在所述存储空间显示所述参考存储分区时,停止控制所述存储空间自动滚动。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为:
响应于所述拖拽操作结束,确定所述拖拽操作的结束位置在所述参考存储分区上选中的第二参考待存放区域作为目标待存放区域。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为:
响应于所述拖拽操作的操作位置脱离所述参考存储分区,基于所述目标虚拟资源的资源属性,确定是否可提供存放所述目标虚拟资源的其他参考存储分区;
若是,则基于所述其他参考存储分区在所述存储空间的位置,控制所述存储空间自动滚动,以使得所述其他参考存储分区靠近所述拖拽操作的操作位置。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为:
若所述存储空间存在空闲待存放区域、且所述空闲待存放区域的存放容量,满足所述目标虚拟资源的存放所需容量,则将所述空闲待存放区域作为第二参考待存放区域;
若所述存储空间不存在空闲待存放区域,则基于所述目标虚拟资源的存放所需容量、资源价值信息、和/或资源类型,在所述存储空间中确定至少一个待替换虚拟资源,并确定所述待替换虚拟资源的存放区域,作为所述第二参考待存放区域。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为:
响应于所述拖拽操作结束,基于所述拖拽操作的结束位置、与所述存储空间的相对位置满足预设的第二存放条件,则将所述第二参考待存放区域作为目标待存放区域;
将所述目标待存放区域当前存放的所述待替换虚拟资源进行丢弃,将所述目标虚拟资源移动至所述存储空间,并在所述存储空间的所述目标待存放区域显示所述目标虚拟资源。
本公开实施例公开了一种游戏交互装置,通过第一显示单元201在所述图形用户界面上显示若干个虚拟资源;第一响应单元202响应于针对游戏背包的背包展示事件,在所述图形用户界面显示一背包页面,所述背包页面至少包括第一存储标识区域;第二响应单元203响应于针对目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动;第二显示单元204当所述目标虚拟资源移动到所述第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域;第三响应单元205响应于针对所述目标待存放区域结束所述拖拽操作,以将所述目标虚拟资源存放于所述目标待存放区域,其中,所述目标待存放区域从所述若干个待存放区域确定得到。在本公开实施例中,玩家可以通过针对虚拟资源的拖拽操作,将虚拟资源拖拽至存储空间对应的第一存储标识区域,从而显示用于存放虚拟资源的若干个待存放区域;接着,响应于针对目标待存放区域结束该拖拽操作,将该虚拟资源存放于目标待存放区域;从而可以使游戏资源在游戏背包与安全箱(即存储空间)之间进行转移的操作更加灵活方便,从而使玩家在游戏中进行游戏资源整理和管控的交互操作较为便捷,提升玩家在游戏对局中交互操作的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
相应的,本公开实施例还提供一种电子设备,该电子设备可以为终端,该终端可以为智能手机、平板电脑、笔记本电脑、触控屏幕、游戏机、个人计算机(PC,Personal Computer)、个人数字助理(Personal Digital Assistant,PDA)等终端设备。或者,电子设备可以为服务器。
如图23所示,图23为本公开实施例提供的电子设备的结构示意图。该电子设备300包括有一个或者一个以上处理核心的处理器301、有一个或一个以上计算机可读存储介质的存储器302及存储在存储器302上并可在处理器上运行的计算机程序。其中,处理器301与存储器302电性连接。本领域技术人员可以理解,图中示出的电子设备结构并不构成对电子设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
处理器301是电子设备300的控制中心,利用各种接口和线路连接整个电子设备300的各个部分,通过运行或加载存储在存储器302内的软件程序和/或单元,以及调用存储在存储器302内的数据,执行电子设备300的各种功能和处理数据,从而对电子设备300进行整体监控。处理器301可以是中央处理器CPU、图形处理器GPU、网络处理器(Network Processor,NP)等,可以实现或者执行本公开实施例中公开的各方法、步骤及逻辑框图。
在本公开实施例中,电子设备300中的处理器301会按照如下的步骤,将一个或一个以上的应用程序的进程对应的指令加载到存储器302中,并由处理器301来运行存储在存储器302中的应用程序,从而实现各种功能,例如:
在所述图形用户界面上显示若干个虚拟资源;
响应于针对游戏背包的背包展示事件,在所述图形用户界面显示一背包页面,所述背包页面至少包括第一存储标识区域;
响应于针对目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动;
当所述目标虚拟资源移动到所述第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域;
响应于针对所述目标待存放区域结束所述拖拽操作,以将所述目标虚拟资源存放于所述目标待存放区域,其中,所述目标待存放区域从所述若干个待存放区域确定得到。
在一实施例中,所述虚拟资源包括游戏场景中的待拾取游戏资源、游戏仓库中预先存放的游戏资源、所述游戏背包中至少一个背包空间中预先存放的游戏资源、以及游戏装备栏当前装备的虚拟资源中任意一项或多项。
在一实施例中,所述第一存储标识区域包括存储标识;
所述当所述目标虚拟资源移动到所述第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域,包括:
当所述目标虚拟资源移动到所述存储标识的关联区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域。
在一实施例中,所述背包展示事件包括以下任意一项:
对所述游戏背包关联的背包控件执行触发操作的第一背包展示事件;
对所述存储标识关联的存储空间执行触发操作的第二背包展示事件。
在一实施例中,所述响应于针对目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动,包括:
响应于针对游戏背包的背包空间中的目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动。
在一实施例中,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域之后,还包括:
响应于针对所述目标虚拟资源的拖拽操作,若所述拖拽操作的操作位置、与所述存储标识或所述存储标识关联的存储空间的相对位置满足预设存放条件,确定所述目标虚拟资源在所述存储空间的目标待存放区域。
在一实施例中,所述响应于针对所述目标虚拟资源的拖拽操作,若所述拖拽操作的操作位置、与所述存储标识或所述存储标识关联的存储空间的相对位置满足预设存放条件,确定所述目标虚拟资源在所述存储空间的目标待存放区域,包括:
基于所述操作位置、与所述存储标识或所述存储空间的相对位置满足预设存放条件,确定第一参考待存放区域;
在所述存储空间对所述第一参考待存放区域进行突出显示;
响应于针对所述存储空间结束所述拖拽操作,基于所述拖拽操作的结束位置、与所述存储标识的相对位置满足预设的第一存放条件,且所述结束位置未选中所述存储空间中任一其他待存放区域,则将所述第一参考待存放区域作为目标待存放区域。
在一实施例中,所述响应于针对所述目标虚拟资源的拖拽操作,若所述拖拽操作的操作位置、与所述存储标识或所述存储标识关联的存储空间的相对位置满足预设存放条件,确定所述目标虚拟资源在所述存储空间的目标待存放区域,包括:
响应于针对所述存储空间结束所述拖拽操作,确定所述拖拽操作的结束位置在所述存储空间上选中的待存放区域作为目标待存放区域。
在一实施例中,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域之后,还包括:
响应于针对所述目标虚拟资源的拖拽操作,获取所述目标虚拟资源的至少一种资源属性,其中,所述资源属性包括存放所需容量、资源价值信息、和/或资源类型;
基于所述目标虚拟资源的资源属性,从所述若干个待存放区域中,确定所述目标虚拟资源在所述存储空间的至少一个第二参考待存放区域,并对第二参考待存放区域进行提示。
在一实施例中,所述对第二参考待存放区域进行提示,包括:
在所述存储空间中对所述第二参考待存放区域进行突出显示,以提示当前玩家可存放所述目标虚拟资源的待存放区域。
在一实施例中,所述对第二参考待存放区域进行提示,包括:
基于所述第二参考待存放区域在所述存储空间的位置,控制所述存储空间自动滚动,以使得所述第二参考待存放区域靠近所述拖拽操作的操作位置;
当检测到第二参考待存放区域的位置与所述操作位置的相对位置满足第一预设滚动停止条件、且在所述存储空间显示所述第二参考待存放区域时,停止控制所述存储空间自动滚动。
在一实施例中,在所述存储空间显示所述第二参考待存放区域时,停止控制所述存储空间自动滚动之后,还包括:
响应于所述拖拽操作结束,基于所述拖拽操作的结束位置、与所述存储空间的相对位置满足预设的第二存放条件,则将所述第二参考待存放区域作为目标待存放区域;或者,
响应于所述拖拽操作结束,确定所述拖拽操作的结束位置在所述存储空间上选中的待存放区域作为目标待存放区域。
在一实施例中,所述存储空间包括多个存储分区,每个存储分区包括至少一个待存放区域;
所述基于所述目标虚拟资源的资源属性,从所述若干个待存放区域中,确定所述目标虚拟资源在所述存储空间的至少一个第二参考待存放区域,包括:
基于所述目标虚拟资源的资源属性,确定可提供存放所述目标虚拟资源的参考存储分区,将所述参考存储分区的待存放区域作为第二参考待存放区域;
所述基于所述第二参考待存放区域在所述存储空间的位置,控制所述存储空间自动滚动,以使得所述第二参考待存放区域靠近所述拖拽操作的操作位置,包括:
基于所述第二参考待存放区域在所述存储空间的位置,控制所述存储空间自动滚动,以使得所述参考存储分区靠近所述拖拽操作的操作位置。
在一实施例中,在控制所述存储空间自动滚动之后,还包括:
当检测到所述参考存储分区的位置与所述操作位置的相对位置满足第二预设滚动停止条件、且在所述存储空间显示所述参考存储分区时,停止控制所述存储空间自动滚动。
在一实施例中,在控制所述存储空间自动滚动之后,还包括:
响应于所述拖拽操作结束,确定所述拖拽操作的结束位置在所述参考存储分区上选中的第二参考待存放区域作为目标待存放区域。
在一实施例中,在停止控制所述存储空间自动滚动之后,还包括:
响应于所述拖拽操作的操作位置脱离所述参考存储分区,基于所述目标虚拟资源的资源属性,确定是否可提供存放所述目标虚拟资源的其他参考存储分区;
若是,则基于所述其他参考存储分区在所述存储空间的位置,控制所述存储空间自动滚动,以使得所述其他参考存储分区靠近所述拖拽操作的操作位置。
在一实施例中,所述基于所述目标虚拟资源的资源属性,从所述若干个待存放区域中,确定所述目标虚拟资源在所述存储空间的至少一个第二参考待存放区域,包括:
若所述存储空间存在空闲待存放区域、且所述空闲待存放区域的存放容量,满足所述目标虚拟资源的存放所需容量,则将所述空闲待存放区域作为第二参考待存放区域;
若所述存储空间不存在空闲待存放区域,则基于所述目标虚拟资源的存放所需容量、资源价值信息、和/或资源类型,在所述存储空间中确定至少一个待替换虚拟资源,并确定所述待替换虚拟资源的存放区域,作为所述第二参考待存放区域。
在一实施例中,在基于所述目标虚拟资源的存放所需容量、资源价值信息、和/或资源类型,在所述存储空间中确定至少一个待替换虚拟资源,并确定所述待替换虚拟资源的存放区域,作为所述第二参考待存放区域之后,还包括:
响应于所述拖拽操作结束,基于所述拖拽操作的结束位置、与所述存储空间的相对位置满足预设的第二存放条件,则将所述第二参考待存放区域作为目标待存放区域;
将所述目标待存放区域当前存放的所述待替换虚拟资源进行丢弃,将所述目标虚拟资源移动至所述存储空间,并在所述存储空间的所述目标待存放区域显示所述目标虚拟资源。
在一实施例中,所述游戏背包为受控虚拟角色的游戏背包或者其他虚拟角色的游戏背包,所述受控虚拟角色为终端设备对应的当前游戏账号控制的虚拟角色,所述其他虚拟角色为其他终端设备对应的其他游戏账号控制的虚拟角色,所述其他虚拟角色与所述受控虚拟角色为相同阵营或非相同阵营;
所述存储空间为所述当前游戏账号控制的受控虚拟角色的具有指定功能的游戏背包,所述指定功能包括使得所述受控虚拟角色在结束当前游戏对局后、所述存储空间中的虚拟资源仍然归属所述当前游戏账号。
本公开实施例提供的电子设备,可以通过在所述图形用户界面上显示若干个虚拟资源;然后,响应于针对游戏背包的背包展示事件,在所述图形用户界面显示一背包页面,所述背包页面至少包括第一存储标识区域;接着,响应于针对目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动;之后,当所述目标虚拟资源移动到所述第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域;最后,响应于针对所述目标待存放区域结束所述拖拽操作,以将所述目标虚拟资源存放于所述目标待存放区域,其中,所述目标待存放区域从所述若干个待存放区域确定得到。在本公开实施例中,玩家可以通过针对虚拟资源的拖拽操作,将虚拟资源拖拽至存储空间对应的第一存储标识区域,从而显示用于存放虚拟资源的若干个待存放区域;接着,响应于针对目标待存放区域结束该拖拽操作,将该虚拟资源存放于目标待存放区域;从而可以使游戏资源在游戏背包与安全箱(即存储空间)之间进行转移的操作更加灵活方便,从而使玩家在游戏中进行游戏资源整理和管控的交互操作较为便捷,提升玩家在游戏对局中交互操作的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。
可选的,如图23所示,电子设备300还包括:触控显示屏303、射频电路304、音频电路305、输入单元306以及电源307。其中,处理器301分别与触控显示屏303、射频电路304、音频电路305、输入单元306以及电源307电性连接。本领域技术人员可以理解,图23中示出的电子设备结构并不构成对电子设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
触控显示屏303可用于显示图形用户界面以及接收用户作用于图形用户界面产生的操作指令。触控显示屏303可以包括显示面板和触控面板。其中,显示面板可用于显示由用户输入的信息或提供给用户的信息以及电子设备的各种图形用户接口,这些图形用户接口可以由图形、文本、图标、视频和其任意组合来构成。可选的,可以采用液晶显示器(LCD,Liquid Crystal Display)、有机发光二极管(OLED,Organic Light-Emitting Diode)等形式来配置显示面板。触控面板可用于收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触控面板上或在触控面板附近的操作),并生成相应的操作指令,且操作指令执行对应程序。可选的,触控面板可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器301,并能接收处理器301发来的命令并加以执行。触控面板可覆盖显示面板,当触控面板检测到在其上或附近的触摸操作后,传送给处理器301以确定触摸事件的类型,随后处理器301根据触摸事件的类型在显示面板上提供相应的视觉输出。在本公开实施例中,可以将触控面板与显示面板集成到触控显示屏303而实现输入和输出功能。但是在某些实施例中,触控面板与触控面板可以作为两个独立的部件来实现输入和输出功能。即触控显示屏303也可以作为输入单元306的一部分实现输入功能。
射频电路304可用于收发射频信号,以通过无线通信与网络设备或其他电子设备建立无线通讯,与网络设备或其他电子设备之间收发信号。
音频电路305可以用于通过扬声器、传声器提供用户与电子设备之间的音频接口。音频电路305可将接收到的音频数据转换后的电信号,传输到扬声器,由扬声器转换为声音信号输出;另一方面,传声器将收集的声音信号转换为电信号,由音频电路305接收后转换为音频数据,再将音频数据输出处理器301处理后,经射频电路304以发送给比如另一电子设备,或者将音频数据输出至存储器302以便进一步处理。音频电路305还可能包括耳塞插孔,以提供外设耳机与电子设备的通信。
输入单元306可用于接收输入的数字、字符信息或用户特征信息(例如指纹、虹膜、面部信息等),以及产生与用户设置以及功能控制有关的键盘、鼠标、操作杆、光学或者轨迹球信号输入。
电源307用于给电子设备300的各个部件供电。可选的,电源307可以通过电源管理系统与处理器301逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。电源307还可以包括一个或一个以上的直流或交流电源、再充电系统、电源故障检测电路、电源转换器或者逆变器、电源状态指示器等任意组件。
尽管图23中未示出,电子设备300还可以包括摄像头、传感器、无线保真模块、蓝牙模块等,在此不再赘述。
在上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
本领域普通技术人员可以理解,上述实施例的各种方法中的全部或部分步骤可以通过指令来完成,或通过指令控制相关的硬件来完成,该指令可以存储于一计算机可读存储介质中,并由处理器进行加载和执行。
为此,本公开实施例提供一种计算机可读存储介质,其中存储有多条计算机程序,该计算机程序能够被处理器进行加载,以执行本公开实施例所提供的任一种游戏交互方法。该计算机程序可以执行如下游戏交互方法的步骤:
在所述图形用户界面上显示若干个虚拟资源;
响应于针对游戏背包的背包展示事件,在所述图形用户界面显示一背包页面,所述背包页面至少包括第一存储标识区域;
响应于针对目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动;
当所述目标虚拟资源移动到所述第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域;
响应于针对所述目标待存放区域结束所述拖拽操作,以将所述目标虚拟资源存放于所述目标待存放区域,其中,所述目标待存放区域从所述若干个待存放区域确定得到。
由于该存储介质中所存储的计算机程序,可以通过在所述图形用户界面上显示若干个虚拟资源;然后,响应于针对游戏背包的背包展示事件,在所述图形用户界面显示一背包页面,所述背包页面至少包括第一存储标识区域;接着,响应于针对目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动;之后,当所述目标虚拟资源移动到所述第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域;最后,响应于针对所述目标待存放区域结束所述拖拽操作,以将所述目标虚拟资源存放于所述目标待存放区域,其中,所述目标待存放区域从所述若干个待存放区域确定得到。在本公开实施例中,玩家可以通过针对虚拟资源的拖拽操作,将虚拟资源拖拽至存储空间对应的第一存储标识区域,从而显示用于存放虚拟资源的若干个待存放区域;接着,响应于针对目标待存放区域结束该拖拽操作,将该虚拟资源存放于目标待存放区域;从而可以使游戏资源在游戏背包与安全箱(即存储空间)之间进行转移的操作更加灵活方便,从而使玩家在游戏中进行游戏资源整理和管控的交互操作较为便捷,提升玩家在游戏对局中交互操作的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。
其中,该计算机可读存储介质可以包括:只读存储器(ROM,Read Only Memory)、随机存取记忆体(RAM,Random Access Memory)、磁盘或光盘等。
由于该计算机可读存储介质中所存储的计算机程序,可以执行本公开实施例所提供的任一种游戏交互方法,因此,可以实现本公开实施例所提供的任一种游戏交互方法所能实现的有益效果,详见前面的实施例,在此不再赘述。
根据本公开的一个方面,还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。电子设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该电子设备执行上述实施例中的各种可选实现方式中提供的方法。
在上述游戏交互装置、计算机可读存储介质、电子设备、计算机程序产品实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的游戏交互装置、计算机可读存储介质、计算机程序产品、电子设备及其相应单元的具体工作过程及可带来的有益效果,可以参考如上实施例中游戏交互方法的说明,具体在此不再赘述。
以上对本公开实施例所提供的一种游戏交互方法、装置、电子设备、计算机可读存储介质以及计算机程序产品进行了详细介绍,本文中应用了具体个例对本公开的原理及实施方式进行了阐述,以上实施例的说明只是用于帮助理解本公开的方法及其核心思想;同时,对于本领域的技术人员,依据本公开的思想,在具体实施方式及应用范围上均会有改变之处,综上所述,本说明书内容不应理解为对本公开的限制。
Claims (22)
- 一种游戏交互方法,通过终端设备提供一图形用户界面,所述方法包括:在所述图形用户界面上显示若干个虚拟资源;响应于针对游戏背包的背包展示事件,在所述图形用户界面显示一背包页面,所述背包页面至少包括第一存储标识区域;响应于针对目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动;当所述目标虚拟资源移动到所述第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域;响应于针对目标待存放区域结束所述拖拽操作,以将所述目标虚拟资源存放于所述目标待存放区域,其中,所述目标待存放区域从所述若干个待存放区域确定得到。
- 根据权利要求1所述的方法,其中,所述虚拟资源包括游戏场景中的待拾取游戏资源、游戏仓库中预先存放的游戏资源、所述游戏背包中至少一个背包空间中预先存放的游戏资源、以及游戏装备栏当前装备的虚拟资源中任意一项或多项。
- 根据权利要求2所述的方法,其中,所述第一存储标识区域包括存储标识;所述当所述目标虚拟资源移动到所述第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域,包括:当所述目标虚拟资源移动到所述存储标识的关联区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域。
- 根据权利要求3所述的方法,其中,所述背包展示事件包括以下任意一项:对所述游戏背包关联的背包控件执行触发操作的第一背包展示事件;对所述存储标识关联的存储空间执行触发操作的第二背包展示事件。
- 根据权利要求3所述的方法,其中,所述响应于针对目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动,包括:响应于针对游戏背包的背包空间中的目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动。
- 根据权利要求3所述的方法,其中,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域之后,还包括:响应于针对所述目标虚拟资源的拖拽操作,若所述拖拽操作的操作位置、与所述存储标识或所述存储标识关联的存储空间的相对位置满足预设存放条件,确定所述目标虚拟资源在所述存储空间的目标待存放区域。
- 根据权利要求6所述的方法,其中,所述响应于针对所述目标虚拟资源的拖拽操作,若所述拖拽操作的操作位置、与所述存储标识或所述存储标识关联的存储空间的相对位置满足预设存放条件,确定所述目标虚拟资源在所述存储空间的目标待存放区域,包括:基于所述操作位置、与所述存储标识或所述存储空间的相对位置满足预设存放条件,确定第一参考待存放区域;在所述存储空间对所述第一参考待存放区域进行突出显示;响应于针对所述存储空间结束所述拖拽操作,基于所述拖拽操作的结束位置、与所述存储标识的相对位置满足预设的第一存放条件,且所述结束位置未选中所述存储空间中任一其他待存放区域,则将所述第一参考待存放区域作为目标待存放区域。
- 根据权利要求6所述的方法,其中,所述响应于针对所述目标虚拟资源的拖拽操作,若所述拖拽操作的操作位置、与所述存储标识或所述存储标识关联的存储空间的相对位置满足预设存放条件,确定所述目标虚拟资源在所述存储空间的目标待存放区域,包括:响应于针对所述存储空间结束所述拖拽操作,确定所述拖拽操作的结束位置在所述存储空间上选中的待存放区域作为目标待存放区域。
- 根据权利要求6所述的方法,其中,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域之后,还包括:响应于针对所述目标虚拟资源的拖拽操作,获取所述目标虚拟资源的至少一种资源属性,其中,所述资源属性包括存放所需容量、资源价值信息、和/或资源类型;基于所述目标虚拟资源的资源属性,从所述若干个待存放区域中,确定所述目标虚拟资源在所述存储空间的至少一个第二参考待存放区域,并对第二参考待存放区域进行提示。
- 根据权利要求9所述的方法,其中,所述对第二参考待存放区域进行提示,包括:在所述存储空间中对所述第二参考待存放区域进行突出显示,以提示当前玩家可存放所述目标虚拟资源的待存放区域。
- 根据权利要求9所述的方法,其中,所述对第二参考待存放区域进行提示,包括:基于所述第二参考待存放区域在所述存储空间的位置,控制所述存储空间自动滚动,以使得所述第二参考待存放区域靠近所述拖拽操作的操作位置;当检测到第二参考待存放区域的位置与所述操作位置的相对位置满足第一预设滚动停止条件、且在所述存储空间显示所述第二参考待存放区域时,停止控制所述存储空间自动滚动。
- 根据权利要求11所述的方法,其中,在所述存储空间显示所述第二参考待存放区域时,停止控制所述存储空间自动滚动之后,还包括:响应于所述拖拽操作结束,基于所述拖拽操作的结束位置、与所述存储空间的相对位置满足预设的第二存放条件,则将所述第二参考待存放区域作为目标待存放区域;或者,响应于所述拖拽操作结束,确定所述拖拽操作的结束位置在所述存储空间上选中的待存放区域作为目标待存放区域。
- 根据权利要求11所述的方法,其中,所述存储空间包括多个存储分区,每个存储分区包括至少一个待存放区域;所述基于所述目标虚拟资源的资源属性,从所述若干个待存放区域中,确定所述目标虚拟资源在所述存储空间的至少一个第二参考待存放区域,包括:基于所述目标虚拟资源的资源属性,确定可提供存放所述目标虚拟资源的参考存储分区,将所述参考存储分区的待存放区域作为第二参考待存放区域;所述基于所述第二参考待存放区域在所述存储空间的位置,控制所述存储空间自动滚动,以使得所述第二参考待存放区域靠近所述拖拽操作的操作位置,包括:基于所述第二参考待存放区域在所述存储空间的位置,控制所述存储空间自动滚动,以使得所述参考存储分区靠近所述拖拽操作的操作位置。
- 根据权利要求13所述的方法,其中,在控制所述存储空间自动滚动之后,还包括:当检测到所述参考存储分区的位置与所述操作位置的相对位置满足第二预设滚动停止条件、且在所述存储空间显示所述参考存储分区时,停止控制所述存储空间自动滚动。
- 根据权利要求13所述的方法,其中,在控制所述存储空间自动滚动之后,还包括:响应于所述拖拽操作结束,确定所述拖拽操作的结束位置在所述参考存储分区上选中的第二参考待存放区域作为目标待存放区域。
- 根据权利要求14所述的方法,其中,在停止控制所述存储空间自动滚动之后,还包括:响应于所述拖拽操作的操作位置脱离所述参考存储分区,基于所述目标虚拟资源的资源属性,确定是否可提供存放所述目标虚拟资源的其他参考存储分区;若是,则基于所述其他参考存储分区在所述存储空间的位置,控制所述存储空间自动滚动,以使得所述其他参考存储分区靠近所述拖拽操作的操作位置。
- 根据权利要求6所述的方法,其中,所述基于所述目标虚拟资源的资源属性,从所述若干个待存放区域中,确定所述目标虚拟资源在所述存储空间的至少一个第二参考待存放区域,包括:若所述存储空间存在空闲待存放区域、且所述空闲待存放区域的存放容量,满足所述目标虚拟资源的存放所需容量,则将所述空闲待存放区域作为第二参考待存放区域;若所述存储空间不存在空闲待存放区域,则基于所述目标虚拟资源的存放所需容量、资源价值信息、和/或资源类型,在所述存储空间中确定至少一个待替换虚拟资源,并确定所述待替换虚拟资源的存放区域,作为所述第二参考待存放区域。
- 根据权利要求17所述的方法,其中,在基于所述目标虚拟资源的存放所需容量、资源价值信息、和/或资源类型,在所述存储空间中确定至少一个待替换虚拟资源,并确定所述待替换虚拟资源的存放区域,作为所述第二参考待存放区域之后,还包括:响应于所述拖拽操作结束,基于所述拖拽操作的结束位置、与所述存储空间的相对位置满足预设的第二存放条件,则将所述第二参考待存放区域作为目标待存放区域;将所述目标待存放区域当前存放的所述待替换虚拟资源进行丢弃,将所述目标虚拟资源移动至所述存储空间,并在所述存储空间的所述目标待存放区域显示所述目标虚拟资源。
- 根据权利要求6至18任一项所述的方法,其中,所述游戏背包为受控虚拟角色的游戏背包或者其他虚拟角色的游戏背包,所述受控虚拟角色为终端设备对应的当前游戏账号控制的虚拟角色,所述其他虚拟角色为其他终端设备对应的其他游戏账号控制的虚拟角色,所述其他虚拟角色与所述受控虚拟角色为相同阵营或非相同阵营;所述存储空间为所述当前游戏账号控制的受控虚拟角色的具有指定功能的游戏背包,所述指定功能包括使得所述受控虚拟角色在结束当前游戏对局后、所述存储空间中的虚拟资源仍然归属所述当前游戏账号。
- 一种游戏交互装置,通过终端设备提供一图形用户界面,包括:第一显示单元,被配置为在所述图形用户界面上显示若干个虚拟资源;第一响应单元,被配置为响应于针对游戏背包的背包展示事件,在所述图形用户界面显示一背包页面,所述背包页面至少包括第一存储标识区域;第二响应单元,被配置为响应于针对目标虚拟资源的拖拽操作,控制所述目标虚拟资源进行移动;第二显示单元,被配置为当所述目标虚拟资源移动到所述第一存储标识区域时,在所述图形用户界面上显示用于存放所述目标虚拟资源的若干个待存放区域;第三响应单元,被配置为响应于针对所述目标待存放区域结束所述拖拽操作,以将所述目标虚拟资源存放于所述目标待存放区域,其中,所述目标待存放区域从所述若干个待存放区域确定得到。
- 一种电子设备,包括处理器和存储器,所述存储器存储有多条指令;所述处理器从所述存储器中加载指令,以执行如权利要求1~19任一项所述的游戏交互方法的步骤。
- 一种计算机可读存储介质,所述计算机可读存储介质存储有多条指令,所述指令适于处理器进行加载,以执行如权利要求1~19任一项所述的游戏交互方法的步骤。
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