Information processing method and device in game, electronic equipment and storage medium
By introducing a component sharing process into the game, players can add components from their private component library to the shared library for use by other players, solving the problem of cumbersome component interaction steps and improving game interaction efficiency and player experience.
Patent Information
- Application Number
- CN202511036923.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-07-25
- Publication Date
- 2025-12-02
AI Technical Summary
The current game has cumbersome component interaction steps between players, resulting in low game interaction efficiency and poor player experience.
The component sharing process is implemented through a graphical user interface, allowing players to add components from their private component libraries to a shared component library and assign usage permissions to other game accounts, enabling the shared use of components in different virtual scenarios.
It improves the flexibility of component usage and game interaction efficiency among players, enhancing the efficiency of the game building process and the player experience.
Smart Images

Figure CN121041697A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, specifically to a method, apparatus, electronic device, and storage medium for information processing in games. Background Technology
[0002] To satisfy people's pursuit of spiritual enrichment, entertainment games that can be played on terminals have emerged. These include multiplayer online action games, tactical competitive games, and role-playing games (RPGs) developed based on client-server architecture. In these games, players control virtual characters on the screen, performing actions such as walking, running, jumping, picking up items, and fighting from either a first-person or third-person perspective. This immersive experience greatly enhances the game's visual impact and sense of agency.
[0003] In the current game, to enrich gameplay, players are provided with their own "homesteads," which are virtual living spaces. Players can decorate their homes by acquiring game resources (such as building components) free of charge or for a fee through the game's building system. Currently, players can only create their homes using the building components they have acquired. Even if a player's friends urgently need certain building components, the player cannot directly provide assistance. This makes the process of interacting with other players using building components in the current game very cumbersome, resulting in low game interaction efficiency and a poor player experience. Summary of the Invention
[0004] This application provides an information processing method, apparatus, electronic device, and storage medium for games. By providing players with an interactive process for sharing components, it improves the flexibility of players using components, enhances the efficiency of interaction between players, improves the efficiency of the building process in the game, and enhances the player's game interaction experience.
[0005] In a first aspect, embodiments of this application provide an information processing method for games, which provides a graphical user interface via a terminal, the method comprising:
[0006] The first virtual scene is displayed through the graphical user interface, and the first virtual scene is the virtual scene that the first game account is currently editing;
[0007] In response to the add operation for the target component, the target component is added to the first shared component library, wherein the target component is a component owned by the first game account;
[0008] In response to the sharing operation of the shared object, the second game account is granted access to the components in the first shared component library, so that the second game account can use the components in the first shared component library in the first virtual scene or a second virtual scene different from the first virtual scene.
[0009] In response to the second game account's use of the target component, the number of the target components in the first shared component library is updated.
[0010] Secondly, embodiments of this application provide an information processing device for games, which provides a graphical user interface via a terminal, including:
[0011] The display unit is used to display a first virtual scene through the graphical user interface, wherein the first virtual scene is the virtual scene that the first game account is currently editing;
[0012] A response unit is used to respond to an add operation for a target component and add the target component to a first shared component library, wherein the target component is a component owned by the first game account;
[0013] The allocation unit is used to allocate usage rights of components in the first shared component library to the second game account in response to the sharing operation of the shared object, so that the second game account can use the components in the first shared component library in the first virtual scene or a second virtual scene different from the first virtual scene;
[0014] An update unit is used to update the number of the target components in the first shared component library in response to the second game account's operation on the target component.
[0015] Thirdly, embodiments of this application also provide an electronic device, including a memory storing multiple instructions; a processor loads instructions from the memory to execute the steps of any of the information processing methods in a game provided in embodiments of this application.
[0016] Fourthly, embodiments of this application 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 information processing methods in a game provided in embodiments of this application.
[0017] Fifthly, embodiments of this application 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 information processing methods in a game provided in embodiments of this application.
[0018] The solution adopted in this application embodiment can move the target component owned by the first game account corresponding to the player from the private component library to the first shared component library. The usage permission of the target component can then be configured for other game accounts through the first shared component library. This allows other players to share the components in the first shared component library with the player corresponding to the first game account. Furthermore, it enables other players to use the components in the first shared component library in their own virtual scenes, improving the flexibility of players in using components, enhancing the efficiency of interaction between players, improving the efficiency of the construction process in the game, and enhancing the player's game interaction experience. Attached Figure Description
[0019] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0020] Figure 1 This is a scene diagram of the information processing system in the game provided in the embodiments of this application;
[0021] Figure 2 This is a schematic flowchart of an embodiment of the information processing method in a game provided in this application.
[0022] Figure 3 This is a schematic diagram of a scenario of the information processing method in a game provided in an embodiment of this application;
[0023] Figure 4 This is a schematic diagram of another scenario of the information processing method in the game provided in the embodiments of this application;
[0024] Figure 5 This is a schematic diagram of another scenario of the information processing method in the game provided in the embodiments of this application;
[0025] Figure 6 This is a schematic diagram of another scenario of the information processing method in the game provided in the embodiments of this application;
[0026] Figure 7 This is a schematic diagram of another scenario of the information processing method in the game provided in the embodiments of this application;
[0027] Figure 8 This is a schematic diagram of another scenario of the information processing method in the game provided in the embodiments of this application;
[0028] Figure 9 This is a schematic diagram of another scenario of the information processing method in the game provided in the embodiments of this application;
[0029] Figure 10 This is a schematic diagram of another scenario of the information processing method in the game provided in the embodiments of this application;
[0030] Figure 11 This is a schematic diagram of another scenario of the information processing method in the game provided in the embodiments of this application;
[0031] Figure 12 This is a schematic diagram of another scenario of the information processing method in the game provided in the embodiments of this application;
[0032] Figure 13 This is a schematic diagram of the structure of the information processing device in the game provided in the embodiments of this application;
[0033] Figure 14 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation
[0034] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application. At the same time, in the description of the embodiments of this application, the terms "first," "second," etc., are only used to distinguish descriptions and should not be construed as indicating or implying relative importance. Thus, features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of this application, "multiple" means two or more, unless otherwise explicitly specified.
[0035] This application provides an information processing method, apparatus, electronic device, and computer-readable storage medium for games. Specifically, this embodiment will be described from the perspective of an information processing apparatus in a game, which can be integrated into an electronic device. That is, the information processing method in the game according to this application embodiment can be executed by an electronic device. Optionally, 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.
[0036] The information processing method for games provided in this application can be applied to systems such as game interaction systems. This game interaction system can 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.
[0037] Optionally, 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.
[0038] In one embodiment of this disclosure, the information processing method in the game can run on a local terminal device or a server. When the information processing method in the game runs on 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.
[0039] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of in-game interaction methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device 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 client device via the network, and finally, the client device decodes and outputs the game screen.
[0040] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0041] Please see Figure 1 , Figure 1 This is a schematic diagram of a game interaction system provided in an embodiment of this application. 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. Furthermore, when the system includes multiple terminals, multiple servers, and multiple networks, 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. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games. Furthermore, the system may include multiple databases coupled to different servers, and can continuously store game environment-related information in the databases while different users are playing multiplayer games online.
[0042] This application provides an information processing method for games, which can be executed by a terminal or a server. This application example illustrates an information processing method executed by a terminal in a game. The terminal may include a touchscreen display and a processor (of course, the terminal can also use peripherals such as a mouse or keyboard as input devices; this example 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. When the user operates the GUI through the touchscreen display, 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. For example, 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. When a user performs touch operations on the GUI using their finger, the GUI, upon detecting the touch operation, controls different virtual objects in the game's GUI to perform actions corresponding to the touch operation.
[0043] It should be noted that, Figure 1 The schematic diagram of the game interaction system shown is merely an example. The game interaction system and scenario described in this application are for the purpose of more clearly illustrating the technical solutions of this application, and do not constitute a limitation on the technical solutions provided in this application. As those skilled in the art will know, with the emergence of new business scenarios, the technical solutions provided in this application are also applicable to similar technical problems.
[0044] This application provides an information processing method for games, which can be executed by a terminal or a server. This application example illustrates an information processing method executed by a terminal. A graphical user interface (GUI) can be provided by the terminal device, displaying a game screen. The game screen at least partially includes a virtual scene and / or a controlled virtual object (i.e., a virtual character) located within the virtual scene and controlled by the terminal device. The GUI, virtual scene, and virtual object are described below.
[0045] A game scene (or virtual scene) is a virtual scene displayed (or provided) by an application while it is running on a terminal or server. Optionally, 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. Among them, a virtual scene is a scene in which the user controls virtual objects and completes the game logic. For example, in a sandbox 3D shooting game, 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. For example, in a 2D card game, 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. For 2D or 3D multiplayer online tactical competitive games, 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.
[0046] A graphical user interface (GUI) 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. When the game scene is large, the GUI of the terminal device only displays a portion of the game scene during gameplay. Optionally, 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 non-player characters). This exemplary embodiment is not limited to these. The GUI can include a UI interface for player interaction and game screens. In optional embodiments, 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.). In an optional implementation, 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.
[0047] A virtual object (or game object, virtual character, game role) refers to a controllable dynamic object in a virtual scene. Optionally, the dynamic object can be a virtual character, virtual animal, anime character, etc. This 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. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, 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 application embodiment does not limit this. In one possible implementation, 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. By setting the parameters of the virtual camera, the player's viewing perspective can be adjusted, such as first-person or third-person view.
[0048] The following detailed description is provided in conjunction with the accompanying drawings. In this embodiment, 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.
[0049] Please see Figure 2 , Figure 2 This application provides a flowchart illustrating an information processing method in a game. The specific flow of this information processing method can be summarized in steps 101 to 104, wherein:
[0050] Step 101: Display the first virtual scene through the graphical user interface. The first virtual scene is the virtual scene that the first game account is currently editing.
[0051] In practice, a graphical user interface (GUI) is provided through a terminal device. The content displayed on the GUI includes the first virtual scene corresponding to the first virtual character (the virtual character corresponding to the first game account). The first virtual scene can be a virtual scene of an independent world for the first virtual character.
[0052] It should be noted that the method provided in this embodiment can be applied to single-player game scenarios (i.e., virtual scenarios), which is essentially a single-click gameplay. In single-player mode, players need to explore the main storyline and plot alone, and there is only one player on the entire map. The method provided in this embodiment can also be applied to multiplayer game scenarios. Multiplayer mode is a room mode based on single-player mode, where players can invite several friends to play together in their own created world and explore together. In this mode, each player also has their own corresponding world.
[0053] In this embodiment, the first game account can share components in the editing mode of a virtual scene or in the game lobby. The virtual scene can be the virtual home of the first game account, or other scenes associated with the first game account, such as the virtual home of a friend's game account, or a shared home where two game accounts live together.
[0054] Step 102: In response to the addition operation for the target component, add the target component to the first shared component library. The target component is a component owned by the first game account.
[0055] Components refer to the basic elements used to build and edit game scenes, such as floors, walls, roofs, doors, windows, and stair columns.
[0056] Specifically, the terminal device responds to the addition operation for the target component by adding the target component to the first shared component library. The target component is a component owned by the first game account. Specifically, the target component can be a component in the private component library of the first game account. The private component library can be a component library set by the first game account, such as the game backpack or game warehouse.
[0057] In one embodiment, the step "before adding the target component to the first shared component library in response to an add operation for the target component" further includes:
[0058] In response to a component sharing trigger event for the first game account, a first component display page is displayed through the graphical user interface, which simultaneously displays a first component display area and a second component display area;
[0059] The first component display area is used to display components in the private component library of the first game account, and the second component display area is used to display components in the first shared component library of the first game account.
[0060] For example, please see Figure 3 A graphical user interface (GUI) is provided through a terminal device. The GUI displays a game screen, which at least partially includes a first virtual scene. In response to a component sharing trigger event for the first game account, the terminal device displays a first component display page through the GUI, which simultaneously displays a first component display area and a second component display area. The first component display area is used to display components in the private component library of the first game account, and the second component display area is used to display components in the first shared component library of the first game account.
[0061] Optionally, the step "before displaying the first component display page, which simultaneously displays the first component display area and the second component display area, through the graphical user interface in response to the component sharing trigger event for the first game account" further includes:
[0062] In response to page controls displayed on a graphical user interface, a first component display page is displayed through the graphical user interface. The first component display page displays a first component display area, which is used to display components in the private component library of the first game account. The first component display page includes shared controls.
[0063] In response to a trigger operation on the shared control, a second component display area is added to the first component display page, so that the graphical user interface displays both the first component display area and the second component display area simultaneously.
[0064] In this embodiment, the page control can be a game backpack control or a game warehouse control, etc., used to trigger the display of the private component library. The page control can trigger the display of the first component display page corresponding to the private component library.
[0065] For example, please refer to the following: Figure 3 , Figure 4 and Figure 5Players can trigger operations on page controls. In response to these operations, the terminal device displays a first component display page through the graphical user interface (GUI). This first component display page includes a first component display area, which showcases components from the first game account's private component library. The private component library includes a first private component, a second private component, and a third private component. Each component's icon also displays the number of times the first game account owns that component. The first component display page includes shared controls. Players can trigger operations on shared controls. In response, the terminal device adds a second component display area to the first component display page, causing the GUI to simultaneously display both the first and second component display areas. The first component display area displays the first private component, the second private component, and the third private component, while the second component display area displays the first shared component.
[0066] Players can choose to accept or reject shared components in the building settings page; accepting shared components is enabled by default.
[0067] Furthermore, the step "the response to the addition operation of the target component, adding the target component to the first shared component library" includes:
[0068] In response to a first touch operation on a target component in the first component display area, the target component is moved from the first component display area to the second component display area to add the target component to the first shared component library.
[0069] The first touch operation can be a single click, a double click, or a drag operation.
[0070] For example, please refer to the following: Figure 3 and Figure 6 Players can click on the third private component in the first component display area. The terminal device responds to the click operation on the target component (i.e. the third private component) in the first component display area by adding the third private component as the target component to the first shared component library and moving the third private component to the second component display area for display. The target component is a component owned by the first game account.
[0071] Furthermore, the number of target components to be moved to the second component display area can be selected. For example, all target components can be moved from the first component display area to the second component display area to add all target components to the first shared component library; or, in response to a first touch operation on a target component in the first component display area, a quantity setting control is displayed, and a specified number of target components to be moved to the second component display area is set through the quantity setting control, and then the specified number of target components are moved from the first component display area to the second component display area to add the specified number of target components to the first shared component library.
[0072] Specifically, the first component display area includes several first storage sub-areas for storing components, and the second component display area includes several second storage sub-areas for storing components; the step of adding the target component to the first shared component library and moving the target component to the second component display area for display in response to a first touch operation on a target component in the first component display area includes:
[0073] In response to a first selection operation targeting a first storage sub-region, the component displayed in the target first storage sub-region is determined to be the target component;
[0074] The target component is added to the first shared component library, and the selected target component is moved to the target second storage sub-area in the second storage sub-area for display.
[0075] The first storage sub-area in the first component display area can be multiple small squares of the same size displayed in the first component display area, and the second storage sub-area in the second component display area can be multiple small squares of the same size displayed in the second component display area.
[0076] Optionally, in order to filter and / or sort the components displayed in the first component display area, the method further includes:
[0077] In response to a second touch operation on the first component display area, a component settings page is displayed, wherein the component settings page includes at least one component display settings control;
[0078] In response to a trigger operation on the display settings control of the first target component in the component display settings control, the display parameters of the first component are determined;
[0079] Based on the first component display parameters, all components in the private component library are filtered, and the first component to be displayed in the first component display area after filtering is displayed. The first component display parameters are used to indicate whether the components in the private component library are displayed or undisplayed in the first component display area, and / or the display order of the components in the first component display area.
[0080] The second touch operation can be a double-tap or a long-press operation.
[0081] For example, please see Figure 7 Players can long-press on the first private component in the first component display area. The terminal device responds to this second touch operation on the first component display area by displaying a component settings page. This page includes at least one component display settings control, which may include a first component display settings control, a second component display settings control, and a third component display settings control. The first component display settings control can be a filter control, allowing the display of components in the first component display area to be filtered by their grade. For example, it can display components of all grades in the first component display area, or it can filter to display only components of a specific grade. The second component display settings control can display components in the first component display area according to their grade priority. The third component display settings control can be set to ascending or descending order. Ascending order displays components in the first component display area from highest to lowest grade priority.
[0082] To enable players to filter and display components in the first shared component library, the components in the first shared component library can also be filtered and sorted through the component settings page. The method further includes:
[0083] When the component settings page is displayed, a third touch operation is received targeting the display area of the second component.
[0084] In response to a trigger operation on the display settings control of the second target component in the component display settings control, the display parameters of the second component are determined;
[0085] Based on the second component display parameters, all components in the first shared component library are filtered, and the second component to be displayed in the second component display area after filtering is displayed. The second component display parameters are used to indicate whether the components in the first shared component library are displayed or undisplayed in the second component display area, and / or the display order of the second component in the second component display area.
[0086] For example, a player can perform a third touch operation on the first shared component displayed in the second component display area.
[0087] Step 103: In response to the sharing operation of the shared object, grant the second game account access to the components in the first shared component library so that the second game account can use the components in the first shared component library in the first virtual scene or a second virtual scene different from the first virtual scene.
[0088] The second virtual scene can be the virtual home scene of the second game account, or other scenes that are related to the second game account, such as the virtual home scene of a friend's game account, or a co-living home scene where two people live together.
[0089] In one embodiment, the step "after adding the target component to the first shared component library in response to an add operation for the target component, wherein the target component is a component owned by the first game account" further includes:
[0090] The graphical user interface displays a second component display page, which includes a third component display area for displaying components from the first shared component library of the first game account.
[0091] For example, please see Figure 8 The graphical user interface displays a second component display page, which includes a third component display area. This third component display area is used to display components from the first shared component library of the first game account, namely the first shared component and the second shared component.
[0092] In one specific embodiment, the second component display page includes a first account display control, and the method further includes:
[0093] In response to a triggered operation on the first account display control, an account display page is displayed to show the first other game account that can currently share and use components in the first shared component library.
[0094] For example, please refer to the following: Figure 8 and Figure 9Players can trigger the "View Shared Player List" control on the first account display screen. The terminal device responds to this trigger by displaying an account display page. This page shows the first other game accounts currently eligible to share components from the first shared component library, specifically the game accounts of the first player and the second player. Each player's game account is associated with a delete control "×", which can be clicked to sever the sharing between the first shared component library and the current player's game account.
[0095] Optionally, the second component display page includes a first account switching display control, and the method further includes:
[0096] In response to the trigger operation of the first account switching display control, the content currently displayed on the account display page is switched to be displayed by at least one second other game account, wherein the second other game account is a game account that shares its components with the first game account.
[0097] For example, please see Figure 9 The first account switching display control includes a first control "My Shares" displaying the game account that shares the first shared component library, and a second control "Share with Me" displaying other game accounts that share the first game account's shared component libraries. In response to a trigger operation on the second control "Share with Me," the terminal device can switch the currently displayed content of the account display page to at least one second other game account, wherein the second other game account is the game account that shares its components with the first game account.
[0098] Optionally, the account display page includes an account selection control; the step of assigning usage permissions for components in the first shared component library to the second game account in response to a sharing operation of a shared object includes:
[0099] In response to a triggered operation on the account selection control, a list of shared accounts is displayed on the account display page, the list of shared accounts including at least one candidate game account;
[0100] In response to the selection operation of candidate player accounts in the shared account list, the selected candidate game account is determined as the second game account, and the second game account is assigned the usage permission of the components in the first shared component library.
[0101] For example, please refer to the following: Figure 9 and Figure 10Players can trigger an action by clicking the "Add Shared User" option in the account selection control. In response, the terminal device displays a list of shared accounts on the account display page. This list includes at least one candidate game account, which in turn includes the game accounts of the first player, the second player, and the third player. Each player's game account is associated with a settings control with two styles: a first "√" and a second "+". The first style indicates that the current player's game account has been set as a second game account in the shared first component library. The second style indicates that the current player's game account can be added as a second game account in the shared first component library by clicking the settings control. In response to a selection action from the candidate player accounts in the shared account list, the terminal device designates the selected candidate game account as the second game account and assigns usage permissions for components in the first shared component library to the second game account.
[0102] In one embodiment, the account display page includes at least one second account switching display control, which is used to display game accounts of the corresponding category. The method further includes:
[0103] In response to a trigger operation on the second account switching display control, the content currently displayed on the account display page is switched to display the game account of the corresponding category of the second account switching display control.
[0104] The second account switching display control may include a third control "Living Together" that displays game accounts that can be shared with the first shared component library, a fourth control "Friends" that displays game accounts that can be shared with the first shared component library, and a fifth control "Recommend" that displays game accounts that can be shared with the first shared component library.
[0105] In one embodiment, the second component display page includes a component display control, which is configured to display a first component display control, a second component display control, and / or a third component display control upon triggering.
[0106] The first component display control is configured to display components from the first shared component library through the third component display area of the second component display page after being triggered;
[0107] The second component display control is configured to display components from the second shared component library through the third component display area of the second component display page after being triggered, wherein the second shared component library is used to store components shared by other game accounts to the first game account;
[0108] The third component display control is configured to display components from the second shared component library and other components from the second shared component library through the third component display area of the second component display page when triggered.
[0109] For example, please refer to the following: Figure 8 and Figure 11 The second component display page includes component display controls. Currently, these controls are in the first style, "△". Players can trigger actions to display the first component display control "My Shares", the second component display control "Share with Me", and the third component display control "All" on the second component display page. Players can click any one of these controls to display the corresponding component. At this time, the component display controls are in the second style, "▽". Players can click the second style "▽" control to collapse the first, second, and third component display controls "My Shares", "Share with Me", and "All".
[0110] Optionally, to enable players to quickly identify which game account the shared component originated from, the method further includes:
[0111] In response to a triggered operation targeting a target component in the third component display area, a component details page is displayed through the graphical user interface, wherein the component details page displays account information of the game account providing the selected target component.
[0112] The triggering action can be a click on the target component or a mouse hover over it to display the component.
[0113] Step 104: In response to the second game account's operation of using the target component, update the number of the target components in the first shared component library.
[0114] In this embodiment of the application, the second game account can use the target component. For example, if there are 5 target components in the first shared component library, the second game account can place a target component in the second virtual scene. At this time, the number of target components in the first shared component library is updated to 4.
[0115] In summary, this application embodiment moves the target component owned by the player's corresponding first game account from the private component library to the first shared component library. The usage rights of the target component are then configured to other game accounts through the first shared component library. This enables the player to share the component owned by the player with other players. By providing players with an interactive process for component sharing, players can directly help other players, simplifying the steps for players to interact with each other through components. This improves the efficiency of player game interaction and enhances the player's game interaction experience.
[0116] Based on the above description, the following examples will further illustrate the information processing method in the game of this application. Specific embodiments of the information processing method in the game are described below.
[0117] In one embodiment, the step "adding the target component to the first shared component library" includes:
[0118] Move a specified number of the target components from the private component library of the first game account to the first shared component library.
[0119] Specifically, players can place a specified number of target components in the first shared component library by moving a specified number of target components selected from their private component library to the first shared component library.
[0120] In one embodiment, after the step "moving a specified number of the target components from the private component library of the first game account to the first shared component library", the method further includes:
[0121] Update the number of target components in the private component library.
[0122] For example, if a player can move a specified number of target components selected from their private component library to the first shared component library, then the current number of target components in the private component library needs to be updated. Specifically, the current number needs to be obtained by subtracting the specified number from the initial number.
[0123] In one embodiment, the method further includes:
[0124] In response to the first game account's operation of using the target component in the first shared component library, the number of the target components in the first shared component library is updated.
[0125] Based on the above, for the same shared target component, the game account with the right to use it first can use it.
[0126] Specifically, the first game account can also use target components in the first shared component library. After the first game account uses the target components in the first shared component library, the number of target components in the first shared component library is updated according to the number of target components used by the first game account.
[0127] In one embodiment, the method further includes:
[0128] In response to the first game account's use of the target component in the private component library, the number of the target component in the private component library is updated.
[0129] Specifically, the first game account can also use target components in the private component library. When the first game account uses a specified number of target components in the private component library, the number of target components in the private component library will be updated according to the specified number used.
[0130] In this embodiment of the application, when using the first component, the first game account can first determine whether the first component exists in the second shared component library. If it does, the first component in the second shared component library is used first; if it does not, the first component is obtained from the first shared component library or the private component library. The method further includes:
[0131] In response to the first game account's use of the first component, it is determined whether the first component exists in the second shared component library, wherein the second shared component library is used to store components shared by other game accounts to the first game account;
[0132] If the first component exists in the second shared component library, then the first component is retrieved from the second shared component library, and the number of the first component in the second shared component library is updated.
[0133] If the first component is not present in the second shared component library, the first component is obtained from the first shared component library or the private component library, and the quantity of the first component in the first shared component library or the private component library is updated.
[0134] In one embodiment, the step "if the first component does not exist in the second shared component library, then obtain the first component from the first shared component library or the private component library" includes:
[0135] If the first component is not found in the second shared component library, a prompt message is displayed, which prompts the user to obtain the first component from the first shared component library or the private component library.
[0136] In response to the confirmation operation of the prompt information, the first component is obtained from the first shared component library or the private component library.
[0137] For example, if the first component is not present in the second shared component library, a prompt message "Shared components are exhausted, do you want to use your own component?" is displayed, along with "Yes" for the first selection control and "No" for the second selection control. Players can perform touch operations only on the first selection control, and the terminal device responds to the confirmation operation of the prompt message to obtain the first component from the first shared component library or the private component library.
[0138] Furthermore, in response to the confirmation operation of the prompt information, the terminal device can also display the first component display page, thereby displaying the components of the first shared component library or private component library.
[0139] When multiple players share a first component with a first game account, and the first game account uses the first component based on the sharing time, the step "obtaining the first component from the second shared component library" includes:
[0140] If the second shared component library contains a first component shared by multiple different game accounts, then a target component set is determined from the multiple component sets in the second shared component library according to the sharing time corresponding to each component set, and the first component is obtained from the target component set. Each component set corresponds one-to-one with the multiple different game accounts, and the component set is a set of first components shared by each game account.
[0141] For example, if the first game account shares 10 first shared components with the third game account, and the second game account shares 20 first shared components with the third game account, then when the third game account needs to use the first shared components, it will first use the 10 first shared components shared by the first game account, following the above sharing order. After all 10 first shared components are used up, it will then continue to use the 20 first shared components shared by the second game account.
[0142] Optionally, players can chat in build mode, allowing them to request shared components from other players during the build process. The step "before adding the target component to the first shared component library in response to an add operation for the target component" further includes:
[0143] The system receives a first session message sent by the second game account and displays the first session message in the graphical user interface; wherein the first session message is used to request the first game account to share the target component with the second game account.
[0144] For example, the first session message "I want a stool" sent by the second game account to the first game account through the game session is displayed in the message session box corresponding to the game session in the graphical user interface; wherein, the first session message is used to instruct the first game account to share a specified number of target components with the second game account.
[0145] Furthermore, the step "after allocating usage permissions for components in the first shared component library to the second game account in response to the sharing operation of the shared object" also includes:
[0146] By sending a second session message to the second game account, the second session message is displayed in the message session box of the second game account; wherein, the second session message is used to prompt the second game account that it can use the components in the first shared component library in the currently edited virtual scene.
[0147] For example, please see Figure 12 After granting the second game account access to the components in the first shared component library in response to the sharing operation of the shared object, a second session message can be sent to the second game account through the game session to display the second session message "Can use the components shared by the other party" in the message session box of the second game account.
[0148] In summary, this application provides an information processing method for games. The method involves displaying a first virtual scene through a graphical user interface, where the first virtual scene is a virtual scene currently being edited by a first game account. Then, in response to an add operation for a target component, the target component is added to a first shared component library, where the target component is a component owned by the first game account. Next, in response to a share operation for a shared object, usage permissions for components in the first shared component library are assigned to a second game account, allowing the second game account to use components in the first shared component library in the first virtual scene or a second virtual scene different from the first virtual scene. Finally, in response to the second game account's use of the target component, the number of the target components in the first shared component library is updated. The solution adopted in this application embodiment can move the target component owned by the first game account corresponding to the player from the private component library to the first shared component library. The usage permission of the target component can then be configured for other game accounts through the first shared component library. This allows other players to share the components in the first shared component library with the player corresponding to the first game account. Furthermore, it enables other players to use the components in the first shared component library in their own virtual scenes, improving the flexibility of players in using components, enhancing the efficiency of interaction between players, improving the efficiency of the construction process in the game, and enhancing the player's game interaction experience.
[0149] This embodiment also provides an information processing device for a game, which can be specifically integrated into a terminal device. For example, such as... Figure 13 As shown, the information processing device in this game may include:
[0150] Display unit 201 is used to display a first virtual scene through the graphical user interface, wherein the first virtual scene is the virtual scene that the first game account is currently editing;
[0151] The response unit 202 is used to respond to the addition operation for the target component and add the target component to the first shared component library. The target component is a component owned by the first game account.
[0152] The allocation unit 203 is used to allocate usage rights of components in the first shared component library to the second game account in response to the sharing operation of the shared object, so that the second game account can use the components in the first shared component library in the first virtual scene or a second virtual scene different from the first virtual scene;
[0153] The update unit 204 is used to update the number of the target components in the first shared component library in response to the second game account's operation of using the target component.
[0154] In some embodiments, the information processing device in the game includes a movement subunit for:
[0155] Move a specified number of the target components from the private component library of the first game account to the first shared component library.
[0156] In some embodiments, the information processing device in the game includes an update subunit for:
[0157] Update the number of target components in the private component library.
[0158] In some embodiments, the information processing device in the game includes an update subunit for:
[0159] In response to the first game account's operation of using the target component in the first shared component library, the number of the target components in the first shared component library is updated.
[0160] In some embodiments, the information processing device in the game includes an update subunit for:
[0161] In response to the first game account's use of the target component in the private component library, the number of the target component in the private component library is updated.
[0162] In some embodiments, the information processing device in the game includes a processing subunit for:
[0163] In response to the first game account's use of the first component, it is determined whether the first component exists in the second shared component library, wherein the second shared component library is used to store components shared by other game accounts to the first game account;
[0164] If the first component exists in the second shared component library, then the first component is retrieved from the second shared component library, and the number of the first component in the second shared component library is updated.
[0165] If the first component is not present in the second shared component library, the first component is obtained from the first shared component library or the private component library, and the quantity of the first component in the first shared component library or the private component library is updated.
[0166] In some embodiments, the information processing device in the game includes a display subunit for:
[0167] If the first component is not found in the second shared component library, a prompt message is displayed, which prompts the user to obtain the first component from the first shared component library or the private component library.
[0168] In response to the confirmation operation of the prompt information, the first component is obtained from the first shared component library or the private component library.
[0169] In some embodiments, the information processing apparatus in the game includes an acquisition subunit for:
[0170] If the second shared component library contains a first component shared by multiple different game accounts, then a target component set is determined from the multiple component sets in the second shared component library according to the sharing time corresponding to each component set, and the first component is obtained from the target component set. Each component set corresponds one-to-one with the multiple different game accounts, and the component set is a set of first components shared by each game account.
[0171] In some embodiments, the information processing device in the game includes a display subunit for:
[0172] The system receives a first session message sent by the second game account and displays the first session message in the graphical user interface; wherein the first session message is used to request the first game account to share the target component with the second game account.
[0173] In some embodiments, the information processing device in the game includes a transmitting subunit for:
[0174] By sending a second session message to the second game account, the second session message is displayed in the message session box of the second game account; wherein, the second session message is used to prompt the second game account that it can use the components in the first shared component library in the currently edited virtual scene.
[0175] In some embodiments, the information processing device in the game includes a response subunit for:
[0176] In response to a component sharing trigger event for the first game account, a first component display page is displayed through the graphical user interface, which simultaneously displays a first component display area and a second component display area;
[0177] The first component display area is used to display components in the private component library of the first game account, and the second component display area is used to display components in the first shared component library of the first game account.
[0178] In some embodiments, the information processing device in the game includes a response subunit for:
[0179] In response to a first touch operation on a target component in the first component display area, the target component is moved from the first component display area to the second component display area to add the target component to the first shared component library.
[0180] In some embodiments, the information processing device in the game includes a response subunit for:
[0181] In response to a first selection operation targeting a first storage sub-region, the component displayed in the target first storage sub-region is determined to be the target component;
[0182] The target component is added to the first shared component library, and the selected target component is moved to the target second storage sub-area in the second storage sub-area for display.
[0183] In some embodiments, the information processing device in the game includes a response subunit for:
[0184] In response to a second touch operation on the first component display area, a component settings page is displayed, wherein the component settings page includes at least one component display settings control;
[0185] In response to a trigger operation on the display settings control of the first target component in the component display settings control, the display parameters of the first component are determined;
[0186] Based on the first component display parameters, all components in the private component library are filtered, and the first component to be displayed in the first component display area after filtering is displayed. The first component display parameters are used to indicate whether the components in the private component library are displayed or undisplayed in the first component display area, and / or the display order of the components in the first component display area.
[0187] In some embodiments, the information processing device in the game includes a receiving subunit for:
[0188] When the component settings page is displayed, a third touch operation is received targeting the display area of the second component.
[0189] In response to a trigger operation on the display settings control of the second target component in the component display settings control, the display parameters of the second component are determined;
[0190] Based on the second component display parameters, all components in the first shared component library are filtered, and the second component to be displayed in the second component display area after filtering is displayed. The second component display parameters are used to indicate whether the components in the first shared component library are displayed or undisplayed in the second component display area, and / or the display order of the second component in the second component display area.
[0191] In some embodiments, the information processing device in the game includes a display subunit for:
[0192] The graphical user interface displays a second component display page, which includes a third component display area for displaying components from the first shared component library of the first game account.
[0193] In some embodiments, the information processing device in the game includes a response subunit for:
[0194] In response to a triggered operation on the first account display control, an account display page is displayed to show the first other game account that can currently share and use components in the first shared component library.
[0195] In some embodiments, the information processing device in the game includes a response subunit for:
[0196] In response to the trigger operation of the first account switching display control, the content currently displayed on the account display page is switched to be displayed by at least one second other game account, wherein the second other game account is a game account that shares its components with the first game account.
[0197] In some embodiments, the information processing device in the game includes a response subunit for:
[0198] In response to a triggered operation on the account selection control, a list of shared accounts is displayed on the account display page, the list of shared accounts including at least one candidate game account;
[0199] In response to the selection operation of candidate player accounts in the shared account list, the selected candidate game account is determined as the second game account, and the second game account is assigned the usage permission of the components in the first shared component library.
[0200] In some embodiments, the information processing device in the game includes a response subunit for:
[0201] In response to a trigger operation on the second account switching display control, the content currently displayed on the account display page is switched to display the game account of the corresponding category of the second account switching display control.
[0202] In some embodiments, the information processing device in the game includes a response subunit for:
[0203] In response to page controls displayed on a graphical user interface, a first component display page is displayed through the graphical user interface. The first component display page displays a first component display area, which is used to display components in the private component library of the first game account. The first component display page includes shared controls.
[0204] In response to a trigger operation on the shared control, a second component display area is added to the first component display page, so that the graphical user interface displays both the first component display area and the second component display area simultaneously.
[0205] This application discloses an information processing device for a game. A display unit 201 displays a first virtual scene through a graphical user interface. The first virtual scene is a virtual scene currently being edited by a first game account. A response unit 202 responds to an add operation for a target component and adds the target component to a first shared component library. The target component is a component owned by the first game account. An allocation unit 203 responds to a sharing operation for a shared object and allocates usage permissions for components in the first shared component library to a second game account, enabling the second game account to use components in the first shared component library in the first virtual scene or a second virtual scene different from the first virtual scene. An update unit 204 responds to the second game account's use of the target component and updates the quantity of the target component in the first shared component library. This application embodiment can move the target component owned by the first game account corresponding to a player from the private component library to the first shared component library. The usage permission of the target component can be configured to other game accounts through the first shared component library. This allows other players to use the components in the first shared component library together with the player corresponding to the first game account. Furthermore, it enables other players to use the components in the first shared component library in their own virtual scenes, improving the flexibility of players in using components, enhancing the efficiency of interaction between players, improving the efficiency of the construction process in the game, and enhancing the player's game interaction experience.
[0206] Accordingly, this application 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. Alternatively, the electronic device can be a server.
[0207] like Figure 14 As shown, Figure 14 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. 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 in the memory 302 and executable on the processor. The processor 301 and the memory 302 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure 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.
[0208] 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 block diagrams disclosed in the embodiments of this application.
[0209] In this embodiment, 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:
[0210] The first virtual scene is displayed through the graphical user interface, and the first virtual scene is the virtual scene that the first game account is currently editing;
[0211] In response to the add operation for the target component, the target component is added to the first shared component library, wherein the target component is a component owned by the first game account;
[0212] In response to the sharing operation of the shared object, the second game account is granted access to the components in the first shared component library, so that the second game account can use the components in the first shared component library in the first virtual scene or a second virtual scene different from the first virtual scene.
[0213] In response to the second game account's use of the target component, the number of the target components in the first shared component library is updated.
[0214] The electronic device provided in this application embodiment can move target components owned by a player's corresponding first game account from a private component library to a first shared component library. This allows the use permissions of the target components to be configured for other game accounts through the first shared component library. As a result, other players can share the components in the first shared component library with the player corresponding to the first game account. Furthermore, it enables other players to use the components in the first shared component library in their own virtual scenes, improving the flexibility of players in using components, enhancing the efficiency of interaction between players, improving the efficiency of the construction process in the game, and enhancing the player's game interaction experience.
[0215] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0216] Optional, such as Figure 14 As shown, the electronic device 300 also 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. Those skilled in the art will understand that... Figure 14 The electronic device structure shown 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.
[0217] 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. 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. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. 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. Optionally, 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. 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. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 303 to achieve input and output functions. However, in some embodiments, 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.
[0218] 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.
[0219] 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.
[0220] The input unit 306 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0221] Power supply 307 is used to supply power to various components of electronic device 300. Optionally, 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.
[0222] although Figure 14 As not shown in the diagram, the electronic device 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0223] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0224] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0225] Therefore, embodiments of this application provide a computer-readable storage medium storing multiple computer programs that can be loaded by a processor to execute any of the information processing methods in a game provided in embodiments of this application. The computer program can execute the steps of the information processing method in the game as follows:
[0226] The first virtual scene is displayed through the graphical user interface, and the first virtual scene is the virtual scene that the first game account is currently editing;
[0227] In response to the add operation for the target component, the target component is added to the first shared component library, wherein the target component is a component owned by the first game account;
[0228] In response to the sharing operation of the shared object, the second game account is granted access to the components in the first shared component library, so that the second game account can use the components in the first shared component library in the first virtual scene or a second virtual scene different from the first virtual scene.
[0229] In response to the second game account's use of the target component, the number of the target components in the first shared component library is updated.
[0230] Because the computer program stored in this storage medium can move the target component owned by the player's first game account from the private component library to the first shared component library, the usage rights of the target component can be configured to other game accounts through the first shared component library. This allows other players to share the components in the first shared component library with the player corresponding to the first game account. Furthermore, it enables other players to use the components in the first shared component library in their own virtual scenes, improving the flexibility of players in using components, enhancing the efficiency of interaction between players, improving the efficiency of the construction process in the game, and enhancing the player's game interaction experience.
[0231] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0232] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0233] Since the computer program stored in the computer-readable storage medium can execute any of the information processing methods in the game provided in the embodiments of this application, the beneficial effects that the information processing methods in the game provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.
[0234] According to one aspect of this application, a computer program product or computer program is also provided, 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.
[0235] In the above embodiments of the information processing device, computer-readable storage medium, electronic device, and computer program product in the game, the descriptions of each embodiment have different focuses. Parts not described in detail in a certain embodiment can be referred to in the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes and beneficial effects of the information processing device, computer-readable storage medium, computer program product, electronic device, and their corresponding units in the game described above can be referred to the description of the information processing method in the game as shown in the above embodiments, and will not be repeated here.
[0236] The foregoing has provided a detailed description of an information processing method, apparatus, electronic device, computer-readable storage medium, and computer program product for a game, as provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.
Claims
1. An information processing method in a game, characterized in that, The method of providing a graphical user interface via a terminal includes: The first virtual scene is displayed through the graphical user interface, and the first virtual scene is the virtual scene that the first game account is currently editing; In response to the add operation for the target component, the target component is added to the first shared component library, wherein the target component is a component owned by the first game account; In response to the sharing operation of the shared object, the second game account is granted access to the components in the first shared component library, so that the second game account can use the components in the first shared component library in the first virtual scene or a second virtual scene different from the first virtual scene. In response to the second game account's use of the target component, the number of the target components in the first shared component library is updated.
2. The method according to claim 1, characterized in that, Adding the target component to the first shared component library includes: Move a specified number of the target components from the private component library of the first game account to the first shared component library.
3. The method according to claim 2, characterized in that, After moving a specified number of the target components from the private component library of the first game account to the first shared component library, the method further includes: Update the number of target components in the private component library.
4. The method according to claim 1, characterized in that, The method further includes: In response to the first game account's operation of using the target component in the first shared component library, the number of the target components in the first shared component library is updated.
5. The method according to claim 2, characterized in that, The method further includes: In response to the first game account's use of the target component in the private component library, the number of the target component in the private component library is updated.
6. The method according to claim 1, characterized in that, The method further includes: In response to the first game account's use of the first component, it is determined whether the first component exists in the second shared component library, wherein the second shared component library is used to store components shared by other game accounts to the first game account; If the first component exists in the second shared component library, then the first component is retrieved from the second shared component library, and the number of the first component in the second shared component library is updated. If the first component is not present in the second shared component library, the first component is obtained from the first shared component library or the private component library, and the quantity of the first component in the first shared component library or the private component library is updated.
7. The method according to claim 6, characterized in that, If the first component is not present in the second shared component library, then the first component is obtained from the first shared component library or the private component library, including: If the first component is not found in the second shared component library, a prompt message is displayed, which prompts the user to obtain the first component from the first shared component library or the private component library. In response to the confirmation operation of the prompt information, the first component is obtained from the first shared component library or the private component library.
8. The method according to claim 6, characterized in that, Obtaining the first component from the second shared component library includes: If the second shared component library contains a first component shared by multiple different game accounts, then a target component set is determined from the multiple component sets in the second shared component library according to the sharing time corresponding to each component set, and the first component is obtained from the target component set. Each component set corresponds one-to-one with the multiple different game accounts, and the component set is a set of first components shared by each game account.
9. The method according to claim 1, characterized in that, Before adding the target component to the first shared component library in response to an add operation for the target component, the method further includes: The system receives a first session message sent by the second game account and displays the first session message in the graphical user interface; wherein the first session message is used to request the first game account to share the target component with the second game account.
10. The method according to claim 9, characterized in that, After assigning usage permissions for components in the first shared component library to the second game account in response to a sharing operation of a shared object, the process also includes: By sending a second session message to the second game account, the second session message is displayed in the message session box of the second game account; wherein, the second session message is used to prompt the second game account that it can use the components in the first shared component library in the currently edited virtual scene.
11. The method according to any one of claims 1 to 10, characterized in that, Before adding the target component to the first shared component library in response to an add operation for the target component, the method further includes: In response to a component sharing trigger event for the first game account, a first component display page that simultaneously displays a first component display area and a second component display area is displayed through the graphical user interface; The first component display area is used to display components in the private component library of the first game account, and the second component display area is used to display components in the first shared component library of the first game account.
12. The method according to claim 11, characterized in that, The response to the addition operation of the target component includes adding the target component to the first shared component library, including: In response to a first touch operation on a target component in the first component display area, the target component is moved from the first component display area to the second component display area to add the target component to the first shared component library.
13. An information processing device for games, characterized in that, A graphical user interface is provided via the terminal, including: The display unit is used to display a first virtual scene through the graphical user interface, wherein the first virtual scene is the virtual scene that the first game account is currently editing; A response unit is used to respond to an add operation for a target component and add the target component to a first shared component library, wherein the target component is a component owned by the first game account; The allocation unit is configured to, in response to the sharing operation of the shared object, allocate usage rights of the components in the first shared component library to the second game account, so that the second game account can use the components in the first shared component library in the first virtual scene or a second virtual scene different from the first virtual scene; An update unit is used to update the number of the target components in the first shared component library in response to the second game account's operation on the target component.
14. An electronic device, characterized in that, It includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the information processing method in a game as described in any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the information processing method in a game as described in any one of claims 1 to 12.