A method and device for placing objects in a game, an electronic device and a storage medium

By displaying a circular grid in the game scene and placing objects along the grid, the problem of insufficient flexibility in object placement in existing technologies is solved, and flexible and neat arrangement of objects in a circular placement scene is achieved.

CN114146407BActive Publication Date: 2026-01-20NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111314726.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-11-08
Publication Date
2026-01-20
Estimated Expiration
2041-11-08

AI Technical Summary

Technical Problem

In existing technologies, the rectangular grid method can only satisfy the rules of horizontal and vertical directions when placing objects in games, which is not flexible and cannot meet the placement requirements of specific game scenarios.

Method used

Display a circular grid in the game scene and generate the circular grid based on the polar coordinates of the target object and the object's attributes. Place objects using the circular grid to ensure that the area occupied by the target object does not overlap with the area of ​​already placed objects.

Benefits of technology

It improves the flexibility of object placement, meets the object placement requirements in specific game scenarios of circular placement, and achieves neat arrangement and aesthetic effect of objects.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides a method and device for placing objects in a game, electronic equipment and a storage medium, comprising: in response to a pre-placing operation on a target object, displaying a ring-shaped grid centered on a center object in a game scene, and displaying the pre-placed target object in the ring-shaped grid; the ring-shaped grid is generated according to the polar coordinate position of the target object in the game scene and the object attribute of the target object, and the polar coordinate position is determined with the center object as the polar point and the ray from the polar point to the preset direction as the polar axis; in response to the first occupied area of the target object in the ring-shaped grid not overlapping with the second occupied area of the placed object, placing the target object in the first occupied area of the ring-shaped grid; by displaying the ring-shaped grid in the game scene and placing the object along the ring-shaped grid, the flexibility of object placement is improved, and the object placement demand in the ring-shaped placement of such a specific game scene is met.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method, device, electronic device, and storage medium for placing objects in a game. Background Technology

[0002] With the rapid development of online games, more and more types of games have emerged. For example, there are management games and survival games. In management and survival games, players need to place objects in a fixed area to build the infrastructure for survival.

[0003] In these games, the traditional method for object placement involves changing the coordinates of the objects on the 3D game scene or 2D canvas according to spatial transformations and recording their final coordinate values. However, directly modifying the coordinates of objects during placement is too arbitrary, making it difficult to handle overlaps and control distances between objects. Free placement can also easily result in an irregular, messy, and unattractive overall effect. Therefore, a regular grid is generally used to assist in object placement, providing convenience for players.

[0004] Currently, rectangular grids are used to assist in the placement of objects in games. A rectangular grid is composed of squares of fixed size and neatly arranged in rows and columns on a 3D game scene or 2D canvas. The position and size information of an object are recorded by the coordinate values ​​(x, y) of one or more squares occupied by the object's length and width. In addition, objects can move in both horizontal and vertical directions, and the distance moved each time is one square cell. The movement method is very simple and fast.

[0005] However, with rectangular grids, objects can only be placed in two directions: horizontal and vertical. In some specific game scenarios, the flexibility of object placement is poor and cannot meet the game requirements. Summary of the Invention

[0006] In view of this, the purpose of this application is to provide a method, device, electronic device and storage medium for placing objects in a game. By displaying a circular grid in the game scene and placing objects along the circular grid, the flexibility of object placement is improved, and the object placement requirements in specific game scenes such as circular placement are met.

[0007] In a first aspect, embodiments of this application provide a method for placing objects in a game, which provides a graphical user interface through a terminal device. The graphical user interface displays all or part of the game scene, and the game scene includes a central object and placed objects. The placement method includes:

[0008] In response to a pre-placing operation on the target object, display a ring-shaped grid centered on the center object in the game scene, and display the pre-placed target object in the ring-shaped grid; wherein the ring-shaped grid is generated according to a first polar coordinate position of the target object in the game scene and an object attribute of the target object, and the first polar coordinate position is determined with the center object as a polar point and a ray from the polar point towards a preset direction as a polar axis;

[0009] In response to the first occupied area of the target object in the ring-shaped grid not overlapping with the second occupied area of the placed object, place the target object in the first occupied area of the ring-shaped grid.

[0010] In a possible implementation, the ring-shaped grid is generated by the following method:

[0011] According to the first polar coordinate position and the object attribute of the target object, determine grid parameters of the ring-shaped grid, the grid parameters at least including a position of the ring-shaped grid in the game scene, a number of rings included in the ring-shaped grid, a number of ring grids per ring, and a fixed ring width per ring grid;

[0012] According to the determined grid parameters, generate the ring-shaped grid; the number of ring grids per ring in the ring-shaped grid is the same, and the outer ring arc length of each ring grid in the ring-shaped grid is greater than the inner ring arc length, and the fixed ring width of any two ring grids is the same.

[0013] In a possible implementation, wherein the number of rings, the number of ring grids, and the fixed ring width are determined according to the object attribute of the target object; the position of the ring-shaped grid in the game scene is determined according to a polar radius in the first polar coordinate position, the number of ring grids, the fixed ring width, and first position information of the first polar coordinate position in the ring grid.

[0014] In a possible implementation, wherein the number of rings included in the ring-shaped grid is the number of occupied rings of the target object in the ring-shaped grid, the target object corresponds to a unique object attribute, and different unique object attributes of the target object correspond to different numbers of occupied rings and different ring-shaped grids.

[0015] In a possible implementation, the first occupied area of the target object in the ring-shaped grid is determined by the following method:

[0016] determine an object arc corresponding to the target object, and determine a start arc and an end arc corresponding to the target object according to the object arc, a target arc in the first polar coordinate position, and second position information of the target arc in the object arc; wherein the object arc is determined according to a fixed arc length of the ring-shaped grid, a number of ring grids, and a circumference length corresponding to an inner radius;

[0017] determine a first occupied area of the target object in the ring-shaped grid according to the start arc and the end arc corresponding to the target object and a position of the ring-shaped grid in the game scene.

[0018] In a possible implementation, the first polar coordinate position of the target object in the game scene is determined by the following method:

[0019] obtain an operation position of the pre-placing operation on the graphical user interface, and map the operation position to the game scene to obtain a first rectangular coordinate position of the pre-placing operation in the game scene; wherein the first rectangular coordinate position is determined with the center object as an origin and with an x-axis being in a preset direction from the origin;

[0020] convert the first rectangular coordinate position into a first polar coordinate position with the origin as a polar point and with the x-axis as a polar axis, to obtain the first polar coordinate position of the target object in the game scene.

[0021] In a possible implementation, the placing method further includes, in response to the pre-placing operation on the target object:

[0022] control the target object to move along a circular direction and / or an axis direction of the ring-shaped grid following the pre-placing operation.

[0023] In a possible implementation, the placing method further includes:

[0024] display an updated ring-shaped grid centered on the center object in the game scene in response to the target object moving at least along the axis direction of the ring-shaped grid; wherein the updated ring-shaped grid is generated according to an updated first polar coordinate position of the target object in the game scene and an object attribute of the target object.

[0025] In a possible implementation, the placing method further includes:

[0026] In response to the target object moving in a direction of a circular ring of the annular grid and / or a direction of an axis of the annular grid, the target object is controlled to move to an adjacent position of the placed object in the annular grid; the adjacent position includes an adjacent position in a same circular ring of the annular grid or an adjacent position in different circular rings of the annular grid.

[0027] In a possible implementation, the detection of whether the first occupied area of the target object in the annular grid overlaps with the second occupied area of the placed object includes:

[0028] From the placed objects, a first placed object in the annular grid is selected;

[0029] The detection of whether a first occupied arc of the first occupied area of the target object overlaps with a second occupied arc of the second occupied area of the first placed object is performed.

[0030] According to the detection result of whether the first occupied arc overlaps with the second occupied arc, it is determined whether the first occupied area overlaps with the second occupied area.

[0031] In a possible implementation, the target object is determined from the placed objects in the game scene that satisfy a placeable condition.

[0032] Alternatively,

[0033] The target object is determined from a newly created object provided on the graphical user interface, and the newly created object is provided after the specific control of the graphical user interface is triggered.

[0034] In a possible implementation, the placing method further includes:

[0035] In response to a first touch operation on the newly created object provided on the graphical user interface, attribute information of the newly created object is displayed on the graphical user interface.

[0036] In response to the attribute information of the newly created object satisfying a preset display cancellation condition, the attribute information of the newly created object is cancelled from being displayed on the graphical user interface.

[0037] In a possible implementation, the placing method further includes:

[0038] The second placed object in the placed objects is displayed by a first manner, and the other placed objects in the placed objects except the second placed object are displayed by a second manner; the second placed object is a placed object of the same type as the selected newly created object.

[0039] In a possible implementation, the displaying the annular grid centered on the center object in the game scene comprises:

[0040] determining a total occupied area of the annular grid in the game scene;

[0041] determining a target area in the total occupied area which is not occupied according to the total occupied area and a second occupied area of the first placed object;

[0042] displaying at least part of the annular grid corresponding to the target area.

[0043] In a possible implementation, in response to the first occupied area of the target object in the annular grid not overlapping with the second occupied area of the placed object, the placing method further comprises:

[0044] displaying the pre-placed target object by a third display mode and displaying the first occupied area by a fourth display mode matched with the third display mode; and displaying the second occupied area corresponding to the first placed object in the annular grid by a fifth display mode.

[0045] In a possible implementation, the displaying at least part of the annular grid corresponding to the target area comprises:

[0046] displaying at least part of the annular grid corresponding to the target area in a gradient color mode according to the distance between the at least part of the annular grid and the target object; wherein the closer the part of the annular grid is to the target object, the darker the color corresponding to the display is.

[0047] In a possible implementation, the placing method further comprises:

[0048] in response to the first occupied area of the target object in the annular grid overlapping with the second occupied area of the placed object, displaying the pre-placed target object by a sixth display mode and displaying the first occupied area by a seventh display mode matched with the sixth display mode; and displaying the second occupied area corresponding to the first placed object in the annular grid by a fifth display mode.

[0049] In a possible implementation, the placing method further comprises:

[0050] in response to the end of the pre-placing operation not satisfying a preset time length, displaying the pre-placed target object in the annular grid;

[0051] In response to a second touch operation on the graphical user interface, a second Cartesian coordinate position in the game scene, to which the second touch operation is mapped, is converted into a second polar coordinate position, the pre-placed target object is controlled to move to the second polar coordinate position, and the first polar coordinate position is updated according to the second polar coordinate position.

[0052] In a possible implementation, when the end of the pre-placing operation does not satisfy the preset time length, the placing method further includes:

[0053] An indication mark is displayed around the first occupied area where the pre-placed target object is located.

[0054] In response to a third touch operation on the indication mark, the pre-placed target object is controlled to move in a direction indicated by the indication mark.

[0055] In a possible implementation, the placing method further includes:

[0056] When the end of the pre-placing operation satisfies the preset time length, the target object is placed in the first occupied area of the annular grid.

[0057] In a possible implementation, when the target object is controlled to move along the circular direction and / or the axis direction of the annular grid following the pre-placing operation, the placing method further includes:

[0058] When it is detected that the pre-placed target object moves to a preset edge position of the graphical user interface, a virtual camera in the game is moved towards the preset edge position of the graphical user interface, so that an updated at least partial game scene is displayed on the graphical user interface.

[0059] In a possible implementation, the placing method further includes:

[0060] In response to a selection operation on a heat mode, at least partial game scene is displayed in a heat mode; wherein a third placed object in the game scene is displayed by a high-temperature color scheme in the heat mode, and a fourth placed object is displayed by a cold color scheme in the heat mode, the third placed object is a placed object located within a preset range with a central object as a center, and the fourth placed object is a placed object located outside the preset range.

[0061] In a possible implementation, when the first occupied area of the target object in the annular grid does not overlap with the second occupied area of the placed object, the target object is placed in the first occupied area of the annular grid, including:

[0062] in response to the first occupied area of the target object in the annular grid not overlapping with the second occupied area of the placed object, providing a placeable placement confirmation control on the graphical user interface;

[0063] in response to a first operation on the placeable placement confirmation control, placing the target object in the first occupied area of the annular grid in the game scene.

[0064] In a possible implementation, after placing the target object in the first occupied area of the annular grid, the placing method further includes:

[0065] canceling display of the annular grid.

[0066] In a second aspect, the embodiments of the present application further provide a placing method of an object in a game, which provides a graphical user interface through a terminal device, and the graphical user interface displays a whole or part of a game scene, the game scene includes a center object and a placed object, and the placing method includes:

[0067] in response to a pre-placement operation on a target object, displaying an annular grid centered on the center object in the game scene, and displaying the pre-placed target object in the annular grid; wherein the annular grid is located at a fixed position in the game scene.

[0068] in response to the first occupied area of the target object in the annular grid not overlapping with the second occupied area of the placed object, placing the target object in the first occupied area of the annular grid.

[0069] In a possible implementation, the annular grid is generated according to the fixed position and target grid parameters; the target grid parameters are determined according to object attributes of the target object, and the target grid parameters at least include: a number of rings included in the annular grid, a number of ring grids of each ring grid, and a fixed ring width of each ring grid; in adjacent ring grids in the annular grid, the number of ring grids of an outer ring grid is greater than that of an inner ring grid, and an outer ring arc length of each ring grid in each ring grid is greater than an inner ring arc length, the inner ring arc length of different ring grids is the same, and the fixed ring width of any two ring grids is the same.

[0070] In a possible implementation, the target object corresponds to a unique object attribute, and the unique object attribute of the target object is different, and the corresponding fixed ring width is different; the greater the object attribute, the greater the corresponding fixed ring width.

[0071] In a third aspect, the embodiments of the present application further provide a device for placing objects in a game. The device provides a graphical user interface on a terminal device, and displays a whole or part of a game scene on the graphical user interface. The game scene includes a central object and placed objects. The device includes:

[0072] a first display module configured to display, in response to a pre-placing operation on a target object, a ring-shaped grid centered on the central object in the game scene, and display the pre-placed target object in the ring-shaped grid. The ring-shaped grid is generated according to a first polar coordinate position of the target object in the game scene and an object attribute of the target object. The first polar coordinate position is determined with the central object as a polar point and a ray from the polar point towards a preset direction as a polar axis.

[0073] a placing module configured to place the target object in a first occupied area of the ring-shaped grid in response to the first occupied area of the ring-shaped grid not overlapping a second occupied area of the placed objects.

[0074] In a fourth aspect, the embodiments of the present application further provide a device for placing objects in a game. The device provides a graphical user interface on a terminal device, and displays a whole or part of a game scene on the graphical user interface. The game scene includes a central object and placed objects. The device includes:

[0075] a first display module configured to display, in response to a pre-placing operation on a target object, a ring-shaped grid centered on the central object in the game scene, and display the pre-placed target object in the ring-shaped grid. The ring-shaped grid is generated according to a first polar coordinate position of the target object in the game scene and an object attribute of the target object. The first polar coordinate position is determined with the central object as a polar point and a ray from the polar point towards a preset direction as a polar axis.

[0076] a placing module configured to place the target object in a first occupied area of the ring-shaped grid in response to the first occupied area of the ring-shaped grid not overlapping a second occupied area of the placed objects.

[0077] In a fifth aspect, the embodiments of the present application further provide an electronic device. The electronic device includes a processor, a storage medium and a bus. The storage medium stores machine readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus. The processor executes the machine readable instructions to perform the steps of the method for placing objects in a game according to any one of the first aspect or the second aspect.

[0078] In a sixth aspect, the embodiments of the present application further provide a computer readable storage medium, which stores a computer program. When the computer program is run by a processor, the steps of the method for placing objects in a game are performed.

[0079] The embodiments of the present application provide a method and device for placing objects in a game, an electronic device and a storage medium. The method comprises: in response to a pre-placing operation on a target object, displaying a ring-shaped grid centered on a center object in a game scene, and displaying the pre-placed target object in the ring-shaped grid; the ring-shaped grid is generated according to a polar coordinate position of the target object in the game scene and an object attribute of the target object, and the polar coordinate position is determined with the center object as a polar point and a ray from the polar point to a preset direction as a polar axis; in response to a first occupied area of the target object in the ring-shaped grid not overlapping a second occupied area of a placed object, placing the target object in the first occupied area of the ring-shaped grid. In the above method, the ring-shaped grid is displayed in the game scene and the object is placed along the ring-shaped grid, which improves the flexibility of object placement and meets the object placement requirements in a ring-shaped placement of a specific game scene. BRIEF DESCRIPTION OF DRAWINGS

[0080] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings needed in the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be considered as a limitation on the scope. For those skilled in the art, other related drawings can also be obtained without creative labor.

[0081] Figure 1a A flow chart of a method for placing objects in a game according to the first embodiment of the present application is shown;

[0082] Figure 1b A schematic diagram of a ring-shaped grid and corresponding grid parameters according to the first embodiment of the present application is shown;

[0083] Figure 2 A flow chart of another method for placing objects in a game according to the first embodiment of the present application is shown;

[0084] Figure 3 A flow chart of another method for placing objects in a game according to the first embodiment of the present application is shown;

[0085] Figure 4 A flow chart of another method for placing objects in a game according to the first embodiment of the present application is shown;

[0086] Figure 5aA flow chart of another method for placing objects in a game according to the second embodiment of the present application is shown;

[0087] Figure 5b A diagram of a ring-shaped grid and corresponding grid parameters under an object attribute according to the second embodiment of the present application is shown;

[0088] Figure 5c A diagram of another ring-shaped grid and corresponding grid parameters under an object attribute according to the second embodiment of the present application is shown;

[0089] Figure 6 A structural diagram of a device for placing objects in a game according to the third embodiment of the present application is shown;

[0090] Figure 7 A structural diagram of a device for placing objects in a game according to the fourth embodiment of the present application is shown;

[0091] Figure 8 A structural diagram of an electronic device according to the embodiments of the present application is shown. DETAILED DESCRIPTION

[0092] To make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be described clearly and completely below with reference to the drawings in the embodiments of the present application. It should be understood that the drawings in the present application are only used for the purpose of description and illustration, and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn according to the actual proportions. The flow charts show the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flow charts can not be implemented in sequence, and the steps without logical context relationship can be reversed in sequence or implemented simultaneously. In addition, one or more other operations can be added to the flow chart or removed from the flow chart under the guidance of the content of the present application by those skilled in the art.

[0093] In addition, the described embodiments are only some of the embodiments of the present application, not all the embodiments. The components of the embodiments of the present application described and shown in the drawings herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed present application, but only represents selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative labor are within the scope of protection of the present application.

[0094] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0095] In the current object placement method through a rectangular grid, the object can only meet the placement rules in horizontal and vertical directions, and the flexibility of object placement is poor in some special game requirements, which cannot meet the requirements of players. Based on this, the embodiment of the application provides a method, device, electronic device and storage medium for placing objects in a game. By displaying a ring-shaped grid in a game scene and placing objects along the ring-shaped grid, the flexibility of object placement is improved, and the object placement requirements in the ring-shaped placement of such a specific game scene are met.

[0096] To facilitate the understanding of the present embodiment, a method, device, electronic device and storage medium for placing objects in a game provided by the present embodiment are described in detail below. The above method provided by the present embodiment can be applied to a terminal device or a server. When the above method is applied to a server, it can be cloud gaming, that is, a human-computer interaction interface and a game picture are provided through a terminal device, the terminal device sends operation instructions triggered by a player through the human-computer interaction interface to the server, the server responds to the operation instructions of the player to perform data processing, and the processed game picture is returned to the terminal device.

[0097] As shown in Figure 1a , a method for placing objects in a game provided by the first embodiment of the present application is provided. A graphical user interface is provided by a terminal device, and all or part of a game scene is displayed on the graphical user interface. The game scene includes a center object and placed objects. The placement method includes:

[0098] S101, in response to a pre-placement operation on a target object, displaying a ring-shaped grid centered on the center object in the game scene, and displaying the pre-placed target object in the ring-shaped grid; wherein the ring-shaped grid is generated according to a first polar coordinate position of the target object in the game scene and an object attribute of the target object, and the first polar coordinate position is determined with the center object as the pole and the ray from the pole towards the preset direction as the polar axis.

[0099] S102, in response to the first occupied area of the target object in the ring-shaped grid and the second occupied area of the placed object not overlapping, placing the target object in the first occupied area of the ring-shaped grid.

[0100] The method for placing objects in a game provided by the embodiments of the present application displays a ring-shaped grid centered on a center object in a game scene in response to a pre-placing operation on a target object, and displays the target object in the ring-shaped grid. The ring-shaped grid is generated according to a polar coordinate position of the target object in the game scene and an object attribute of the target object. The polar coordinate position is determined with the center object as a pole and a ray from the pole pointing to a preset direction as a polar axis. The target object is placed in a first occupied area of the ring-shaped grid in response to the first occupied area not overlapping a second occupied area of a placed object in the ring-shaped grid. In the above method, the ring-shaped grid is displayed in the game scene and objects are placed along the ring-shaped grid, which improves the flexibility of object placement and meets the object placement requirements in a ring-shaped placement scenario.

[0101] The following describes the above exemplary steps of the first embodiment of the present application with the method for placing objects in a game applied to a terminal device as an example.

[0102] S101, in response to a pre-placing operation on a target object, a ring-shaped grid centered on a center object is displayed in a game scene, and the target object is displayed in the ring-shaped grid. The ring-shaped grid is generated according to a first polar coordinate position of the target object in the game scene and an object attribute of the target object. The first polar coordinate position is determined with the center object as a pole and a ray from the pole pointing to a preset direction as a polar axis.

[0103] In the above embodiments, all or part of a game scene is displayed on a graphical user interface of a terminal device. The game scene includes a center object and placed objects. The placed objects are placed around the center object. The closer the placed objects are to the center object, the better the corresponding benefits. Optionally, the center object is an energy providing object, which can provide energy for the placed objects. Therefore, the closer the placed objects are to the energy providing object, the more energy the energy providing object provides for the placed objects. For example, an energy tower provides energy for the placed objects. The placed objects can be various types of objects, such as buildings, tents, trees, grass, stones, fences, etc.

[0104] In the above embodiment, the target object can be a placed object selected by the player or a newly created object selected by the player. When the player triggers the pre-placing operation on the placed object, the first polar coordinate position of the pre-placing operation in the game scene and the object attribute of the target object are used to determine the grid parameters of the annular grid, and the annular grid centered on the central object is generated according to the determined grid parameters. The annular grid centered on the central object is displayed in the game scene, and the pre-placed target object is displayed in the annular grid. Here, the target object corresponds to an object model, and the pre-placed target object is a semi-transparent object model. In this way, the player can distinguish between the placed object and the pre-placed object.

[0105] In the above embodiment, considering that the object attribute of the target object in the game has multiple types, generating a specific grid can meet the placement of target objects with different attributes. In this way, the spatial utilization of the grid is improved while ensuring the alignment of target objects with different attributes.

[0106] Specifically, as shown in Figure 2 In the above embodiment, the annular grid is generated by the following method:

[0107] According to the first polar coordinate position and the object attribute of the target object, the grid parameters of the annular grid are determined, the grid parameters at least including the position of the annular grid in the game scene, the number of rings included in the annular grid, the number of ring grids per ring, and the fixed ring width of each ring grid. Then, the annular grid is generated according to the determined grid parameters. The number of ring grids per ring in the annular grid is the same, and the outer ring arc length of each ring grid in the annular grid is greater than the inner ring arc length, and the fixed ring width of any two ring grids is the same.

[0108] The number of rings, the number of ring grids, and the fixed ring width are determined according to the object attribute of the target object. The position of the annular grid in the game scene is determined according to the polar radius in the first polar coordinate position, the number of ring grids, the fixed ring width, and the first position information of the first polar coordinate position in the ring grid. Here, the position of the annular grid in the game scene is determined by the position of the central object and the inner radius and outer radius centered on the central object. Figure 1b As shown in the figure, the position of the central object and the inner radius and outer radius centered on the central object determine the occupied area of the annular grid.

[0109] In the above embodiment, the object attribute of the target object includes an object type, an object footprint size, an object name, and the like; different object attributes correspond to different grid sizes; each object is pre-configured with a number of ring grids matching the object, a fixed ring width, and a fixed arc length according to the object attribute; therefore, when the player selects a target object, the number of ring grids matching the object, the fixed ring width, and the fixed arc length can be determined according to the object attribute, as shown in Figure 1b The ring-shaped grid includes a number of rings corresponding to the number of occupied rings of the target object in the ring-shaped grid, the target object corresponds to a unique object attribute, and the unique object attribute of the target object corresponds to different numbers of occupied rings and different ring-shaped grids. In addition, the first position information of each first polar coordinate position in the ring grid is pre-configured, for example, the first polar coordinate position is at the center of the ring-shaped grid, or on the inner radius of the ring-shaped grid; different first position information corresponds to different first occupation ratios; after the first occupation ratio is determined, the number of ring grids, the fixed ring width, and the fixed arc length of the ring-shaped grid are determined according to the polar radius included in the first polar coordinate position of the target object in the game scene, and the inner radius and the outer radius of the ring-shaped grid with the center object as the center are determined according to the first occupation ratio.

[0110] As shown in Figure 1b , wherein,

[0111] As shown in Figure 1b , the ring-shaped grid generated by the above embodiment is occupied by different target objects, and different ring-shaped grids can be processed into different small ring-shaped grids that match different target objects under a large ring-shaped grid, achieving uniform management and alignment of the grid, and the target objects can be arranged in different ring-shaped grids.

[0112] As described above, in the process of generating the ring-shaped grid, the first polar coordinate position of the target object in the game scene needs to be pre-known, and in the above embodiment, the first polar coordinate position of the target object in the game scene is determined by the following method:

[0113] a1, obtaining the operation position of the pre-placement operation on the graphical user interface and mapping the operation position to the game scene to obtain the first rectangular coordinate position of the pre-placement operation in the game scene; wherein the first rectangular coordinate position is determined with the center object as the origin and the x-axis pointing to a preset direction from the origin.

[0114] a2, converting the first rectangular coordinate position into a first polar coordinate position with the origin as the pole and the x-axis as the polar axis to obtain the first polar coordinate position of the target object in the game scene.

[0115] In combination with a1 and a2 above, after mapping the operation position of the pre-placing operation on the graphical user interface to the game scene, a first rectangular coordinate position in a rectangular coordinate system is obtained. Then, the first rectangular coordinate position in the rectangular coordinate system is converted into a first polar coordinate position in a polar coordinate system through the conversion relationship between the rectangular coordinate system and the polar coordinate system. In the conversion between the first rectangular coordinate position and the first polar coordinate position, the origin in the rectangular coordinate system is taken as the pole in the polar coordinate system, and the x-axis in the rectangular coordinate system is taken as the polar axis in the polar coordinate system. The first rectangular coordinate position is converted into the first polar coordinate position, which is the first polar coordinate position of the target object in the game scene.

[0116] The method for converting the first rectangular coordinate position into the first polar coordinate position includes:

[0117] r = sqrt(x*x + y*y);

[0118] θ = atan2(y, x); where r represents the polar radius of the first polar coordinate position, θ represents the polar angle θ (i.e., the radian θ) of the first polar coordinate position, the value range of θ is 0-2π, and the counterclockwise direction is taken as the positive direction; x and y are the numerical values of the x-axis and the y-axis in the first rectangular coordinate position, respectively.

[0119] S102, in response to the first occupied area of the target object in the ring-shaped grid not overlapping the second occupied area of the placed object, placing the target object in the first occupied area of the ring-shaped grid.

[0120] In the above embodiments, after displaying the ring-shaped grid in the game scene and displaying the pre-placed target object on the ring-shaped grid, it is still necessary to make an overlap judgment on the target object according to the placed object, which specifically includes: determining the first occupied area of the target object in the ring-shaped grid, and obtaining the second occupied area of the placed object, and judging whether the first occupied area of the target object in the ring-shaped grid overlaps the second occupied area of the placed object. If not, in response to the non-overlapping, the target object is placed in the first occupied area of the ring-shaped grid, and the ring-shaped grid can be displayed. The placed target object is the object model corresponding to the placed target object.

[0121] Optionally, in response to the first occupied area of the target object in the ring-shaped grid not overlapping the second occupied area of the placed object, a placeable placing confirmation control is provided on the graphical user interface. In response to a first operation on the placeable placing confirmation control, the target object is placed in the first occupied area of the ring-shaped grid.

[0122] When the first occupation area of the target object in the annular grid overlaps the second occupation area of the placed object, a placing confirmation control is also provided, but the placing confirmation control is grayed out and the player cannot operate it; that is, only when the first occupation area of the target object in the annular grid does not overlap the second occupation area of the placed object, the player can place the target object in the first occupation area of the annular grid by operating the placing confirmation control.

[0123] Here, the placing confirmation control is also a building confirmation control. When the player clicks the building confirmation control, the target object is built in the first occupation area of the annular grid in the game scene.

[0124] In the above embodiment, the first occupation area of the target object in the annular grid is determined by the following method:

[0125] b1, determine the object arc corresponding to the target object, and determine the start arc and the end arc corresponding to the target object according to the object arc, the target arc in the first polar coordinate position, and the second position information of the target arc in the object arc; wherein the object arc is determined according to the fixed arc length, the number of ring grids, and the circumference corresponding to the inner radius of the annular grid.

[0126] As shown in Figure 1b , the object arc corresponding to the target object refers to the arc of the sector occupied by the first occupation area of the target object; wherein, wherein θ1 represents the object arc, θ start represents the start arc, and θ end represents the end arc.

[0127] b2, determine the first occupation area of the target object in the annular grid according to the start arc and the end arc corresponding to the target object and the position of the annular grid in the game scene.

[0128] Here, after the start arc and the end arc corresponding to the target object are determined, the sector area (i.e. the first occupation area) of the target object in the annular grid can be determined according to the start arc and the end arc, and the position of the annular grid in the game scene (i.e. the inner radius and the outer radius of the annular grid).

[0129] Further, the placing method of the object in the game provided in the above embodiment further comprises:

[0130] controlling the target object to move along the circular direction and / or the axis direction of the annular grid following the pre-placing operation.

[0131] In the above embodiments, in the pre-arrangement state, the player can drag the target object to move along the circular direction of the annular grid (i.e., the annular direction) through a pre-arrangement operation (such as a moving operation or a dragging operation after selecting the target object), or can drag the target object to move along the axis direction of the annular grid, or can drag the target object to move along the circular direction or the axis direction of the annular grid. In this way, the flexibility of object arrangement is improved, and the object arrangement requirement in the annular arrangement is met.

[0132] As described above, the player can drag the target object to move along the circular direction and / or the axis direction of the annular grid, and accordingly, the object arrangement method provided in the above embodiments further includes:

[0133] In response to the target object being moved at least along the axis direction of the annular grid, an updated annular grid centered on the center object is displayed in the game scene; wherein the updated annular grid is generated according to the updated first polar coordinate position of the target object in the game scene and the object attribute of the target object.

[0134] That is, when the player drags the target object to move at least along the axis direction of the annular grid, it indicates that the polar radius of the target object in the game scene has changed, i.e., the grid parameters of the annular grid (specifically, the inner radius and the outer radius have changed), at this time, the grid parameters of the annular grid need to be determined again according to the object attribute of the target object and the updated first polar coordinate position of the target object, and the annular grid is generated according to the grid parameters and the updated annular grid centered on the center object is displayed in the game scene. The related process of the updated annular grid (including the determination method of the grid parameters, the determination method of the updated first polar coordinate position, etc.) is similar to the characteristics of the first generation of the annular grid, and will not be repeated here.

[0135] In addition, the object arrangement method provided in the above embodiments further includes:

[0136] In response to the target object being moved along the circular direction and / or the axis direction of the annular grid, the target object is controlled to move to an adjacent position of the arranged object in the annular grid; the adjacent position includes an adjacent position in the same circular ring of the annular grid or an adjacent position in different circular rings of the annular grid.

[0137] In the actual game, the newly built object (target object) can be placed (i.e., built) in dependence on the placed object, i.e., compactly placed with the placed object. Specifically, the newly built object can be placed side by side with the placed object in the same annular grid, or can be placed side by side with the placed object in different annular grids (here, the side by side placement can also be along the same axis, or can not be along the same axis).

[0138] Further, as shown in FIG. 3, when detecting whether the target object overlaps with the placed object, a special way is adopted to reduce the amount of calculation and improve the calculation efficiency. Specifically, in the above embodiment, detecting whether the first occupied area of the target object in the annular grid overlaps with the second occupied area of the placed object specifically includes: Figure 2

[0139] S201, selecting a first placed object in the annular grid from the placed objects.

[0140] S202, detecting whether the first occupied arc of the first occupied area where the target object is located overlaps with the second occupied arc of the second occupied area where the first placed object is located.

[0141] S203, determining whether the first occupied area overlaps with the second occupied area according to the detection result of whether the first occupied arc overlaps with the second occupied arc.

[0142] In combination with steps 201-203, in the above embodiment, the target object does not need to be compared with each placed object in the game scene, but a first placed object in the annular grid is first selected from the placed objects included in the game scene, and then it is detected whether the first occupied arc of the first occupied area where the target object is located overlaps with the second occupied arc of the second occupied area where the first placed object is located. If yes, it is determined that the first occupied area where the target object is located overlaps with the second occupied area where the first placed object is located. If no, it is determined that the first occupied area where the target object is located does not overlap with the second occupied area where the first placed object is located.

[0143] In this way, the target object does not need to be compared with each placed object in the game scene, which can reduce the amount of calculation, improve the calculation efficiency, and further improve the object placement efficiency, thereby better serving the players.

[0144] ​In an embodiment, the target object is determined from the placed objects included in the game scene and satisfying the placeable condition; in this embodiment, the pre-placing operation on the target object can be a long press operation, a heavy press operation, etc. In practice, some of the placed objects included in the game scene satisfy the placeable condition, such as buildings, tents, etc.; some do not satisfy the placeable condition, such as trees, grass, stones, etc. The target object is selected by the player from the objects satisfying the placeable condition. Here, the pre-placing operation can be a long press operation on the target object selected by the player, specifically, it can be a long press operation on the target object in a normal game state, or a long press operation on the target object in a build menu bar state. The build menu bar state is a state in which a new object for the game scene is provided on the graphical user interface. Specifically, in the game state, a specific control is provided on the graphical user interface, which can be a build function entry. The player enters the build menu bar state by clicking the specific control, and provides a new object on the graphical user interface. Here, at least one type of new object can be provided on the graphical user interface, such as a house, a fence, etc.

[0145] In another embodiment, the target object is determined from the new objects provided on the graphical user interface, which are provided after triggering a specific control of the graphical user interface: here, the player enters the "build menu bar state" by triggering a specific control (such as the build function entry) on the graphical user interface, and provides new objects on the graphical user interface, from which the player can select the target object. In this embodiment, the pre-placing operation on the target object can be a drag operation, which drags the icon of the target object beyond a predetermined limit to trigger the pre-placing state of the target object.

[0146] In actual games, in the "build menu bar" state, a list is displayed at a lower position of the graphical user interface, which includes new objects, and the list includes new objects of different types, each new object corresponding to an object identifier, which can include an object icon and an object name below the object icon. Accordingly, the player can trigger the display of more types of new objects on the graphical user interface by sliding the list left and right, and can select one of the new objects as the target object and trigger the pre-placing state (i.e. the pre-placing state) by dragging the target object beyond a predetermined limit (such as beyond the upper boundary of the list), and perform the pre-placing operation on the target object.

[0147] In addition, in the above embodiment, when the player triggers the first touch operation on any newly-built object, in response to the first touch operation on the newly-built object provided on the graphical user interface, attribute information of the newly-built object is displayed on the graphical user interface; here, the attribute information of the newly-built object of different types is different, for example, when the newly-built object is a house, the attribute information can include at least one of the following: number of people accommodated, cold resistance level, cold resistance effect, material, thermal level, etc. Optionally, the first touch operation can be a click operation; specifically, when the player clicks on the object icon of a certain newly-built object, a display window is provided on the graphical user interface near the object icon, and the attribute information is displayed in the display window.

[0148] In addition, the attribute information of the newly-built object can also be cancelled, specifically, in response to the attribute information of the newly-built object satisfying a preset display cancellation condition, the attribute information of the newly-built object displayed on the graphical user interface is cancelled.

[0149] Here, the preset display cancellation condition can be automatic cancellation of display, or user-triggered cancellation of display, and correspondingly, the preset display cancellation condition includes at least one of the following: cancellation of display after the display time length reaches a specific time length (for example, the attribute information of the newly-built object disappears after being displayed for 5000s), or cancellation of display after detecting a specific operation; the specific operation can be a click operation of the player on a newly-built object other than the current newly-built object, or a click operation on a specific area of the graphical user interface (for example, an area other than the list and other effective controls).

[0150] In practice, when the attribute information of the newly-built object does not reach a specific time length, if a specific operation of the player is detected, the attribute information of the newly-built object displayed on the graphical user interface is cancelled; if no specific operation of the player is detected, the terminal device automatically cancels the display of the attribute information of the newly-built object displayed on the graphical user interface after the display time length of the attribute information reaches a specific time length.

[0151] In addition, in the state of the "building menu bar", when the player selects a new object by clicking, the first way is used to display the second placed object in the placed objects included in the game scene, and the second way is used to display the other placed objects in the placed objects except the second placed object; here, the second placed object is the placed object of the same type as the new object selected by the player. That is, for the two types of placed objects in the game scene (i.e., the second placed object and the other placed object), different ways are used to display, so as to prompt the user about the placement of the selected type of new object in the game scene; optionally, in the game scene, the second placed object of the same type as the new object selected by the player is displayed in a highlighted manner, and the other placed objects except the second placed object are displayed in a normal manner.

[0152] Further, as shown in the embodiment provided above, in the method for placing objects in the game, the part of the ring-shaped grid that is blocked does not need to be displayed, and only the unblocked part needs to be displayed, and accordingly, the ring-shaped grid centered on the central object in the game scene includes: Figure 3

[0153] S301, determine the total occupied area of the ring-shaped grid in the game scene.

[0154] S302, according to the total occupied area and the second occupied area of the first placed object, determine the target area in the total occupied area that is not occupied.

[0155] S303, display the corresponding at least part of the ring-shaped grid in the target area.

[0156] In combination with steps 301-303, as described above, the first placed object is included in the ring-shaped grid, and based on this, the target area in the total occupied area of the ring-shaped grid that is not occupied is determined according to the total occupied area of the ring-shaped grid in the game scene and the second occupied area of the first placed object, and then the corresponding at least part of the ring-shaped grid is displayed in the target area, and the corresponding ring-shaped grid can not be displayed in the second occupied area, or the corresponding ring-shaped grid can be displayed in the second occupied area in a grid display manner that is different from that in the target area to identify the first placed object, or the first placed object can be identified in other ways except the grid manner.

[0157] ​In addition, displaying the corresponding at least partial annular grid in the target region comprises: displaying the corresponding at least partial annular grid in a gradient color manner according to distances of the at least partial annular grid from the target object; and the closer the partial annular grid is to the target object, the darker the corresponding displayed color is. That is, the grid has a gradual disappearance effect, the closer the grid is to the target object, the darker the corresponding color is, and the farther the grid is from the target object, the lighter the corresponding color is.

[0158] In the above embodiment, when it is determined that the first occupied region of the target object in the annular grid does not overlap the second occupied region of the placed object, the pre-placed target object is displayed by a third display manner, the first occupied region is displayed by a fourth display manner matched with the third display manner, and the second occupied region of the first placed object in the annular grid is displayed by a fifth display manner.

[0159] Optionally, the matched manners can be the same in integrity and different in details, for example, the same color and different line thicknesses. Specifically, the pre-placed target object (i.e., the above-mentioned semi-transparent object model) is displayed by a green thin line, the first occupied region is displayed by a green thick line, and the second occupied region of the first placed object in the annular grid is displayed by a white thick line.

[0160] In the above embodiment, when it is determined that the first occupied region of the target object in the annular grid overlaps the second occupied region of the placed object, the pre-placed target object is displayed by a sixth display manner in response to the first occupied region of the target object in the annular grid overlapping the second occupied region of the placed object, the first occupied region is displayed by a seventh display manner matched with the sixth display manner, and the second occupied region of the first placed object in the annular grid is displayed by the fifth display manner.

[0161] As described above, the matched manners can be the same in integrity and different in details, for example, the same color and different line thicknesses. The matched manners when overlapping are different from the matched manners when not overlapping. When overlapping, the pre-placed target object (i.e., the above-mentioned semi-transparent object model) is displayed by a red thin line, the first occupied region is displayed by a red thick line, and the second occupied region of the first placed object in the annular grid is displayed by a white thick line.

[0162] Further, as shown in Figure 4 The above-mentioned object placing method in the game further comprises:

[0163] S401, in response to the end of the pre-placing operation not satisfying a preset time length, displaying the pre-placed target object in the annular grid.

[0164] S402, in response to the second touch operation on the graphical user interface, mapping the second touch operation on the second rectangular coordinate position in the game scene into a second polar coordinate position, controlling the pre-placed target object to move to the second polar coordinate position, and updating the first polar coordinate position according to the second polar coordinate position.

[0165] In combination with steps 401-402, when the pre-placing operation on the pre-placed target object ends, but the ending time length does not satisfy the preset time length, the pre-placing state of the target object is maintained, and the pre-placed target object is continuously displayed in the annular grid. In this state, if the player triggers a second touch operation on the graphical user interface, the position of the second touch operation on the graphical user interface is determined to be mapped to a second rectangular coordinate position in the game scene, the second rectangular coordinate position is converted into a second polar coordinate position, the pre-placed target object is controlled to move to the second polar coordinate position, and the first polar coordinate position is updated according to the second polar coordinate position. Here, the way of determining the second rectangular coordinate position and the way of converting the second rectangular coordinate position into the second polar coordinate position are the same as the way of determining the first rectangular coordinate position and the way of converting the first rectangular coordinate position into the first polar coordinate position, which will not be repeated here. Correspondingly, after the first polar coordinate position is updated to the second polar coordinate position, the annular grid is generated with the second polar coordinate position as the new first polar coordinate position.

[0166] Further, the above embodiment provides a pre-placing method of an object in a game, which, in response to the end of the pre-placing operation not satisfying the preset time length, further comprises:

[0167] d1, displaying an indication mark around the first occupied area where the pre-placed target object is located;

[0168] d2, in response to a third touch operation on the indication mark, controlling the pre-placed target object to move towards the indication direction according to the indication direction of the indication mark.

[0169] In combination with d1 and d2, when the pre-placing operation on the pre-placed target object ends, but the ending time length does not satisfy the preset time length, an indication mark is displayed around the first occupied area where the pre-placed target object is located. The indication mark includes indication arrows in the four directions of up, down, left and right along the first occupied area. When the player triggers a third touch operation on a certain indication mark, the pre-placed target object is controlled to move towards the indication direction according to the indication direction of the indication mark. For example, when the player triggers an indication arrow towards the left direction of the first occupied area, the pre-placed target object is controlled to move towards the indication direction according to a preset movement distance corresponding to the triggering of the player.

[0170] In addition, in the object placing method provided by the above embodiment, when the end of the pre-placing operation triggered by the player and the end time length satisfy the pre-set time length, the target object is placed in the first occupied area of the ring-shaped grid, i.e., the target object is built in the first occupied area of the ring-shaped grid.

[0171] Further, in the object placing method provided by the above embodiment, while controlling the target object to follow the pre-placing operation to move along the direction of the ring of the ring-shaped grid and / or the axial direction, the placing method further comprises:

[0172] When it is detected that the pre-placed target object moves to the pre-set edge position of the graphical user interface, the virtual camera in the game is moved towards the pre-set edge position of the graphical user interface to make the graphical user interface display an updated at least partial game scene.

[0173] In the above embodiment, when the player moves the pre-placed target object in the graphical user interface by the pre-placing operation but does not move the pre-placed target object to the pre-set edge position of the graphical user interface, the virtual camera in the game remains unchanged; when the pre-placed target object moves to the pre-set edge position of the graphical user interface, the virtual camera in the game is moved towards the pre-set edge position of the graphical user interface by a pre-set movement distance (such as a specific number of moving pixels) and an updated at least partial game scene is displayed on the graphical user interface; thereafter, when the player moves the pre-placed target object out of and away from the pre-set edge position of the graphical user interface again, the virtual camera in the game is moved towards the corresponding direction by a pre-set scene movement distance matching the movement distance of the player's operation, and an updated at least partial game scene is displayed on the graphical user interface.

[0174] Further, in the object placing method provided by the above embodiment, the placing method further comprises:

[0175] In response to a selection operation for the heat mode, at least part of the game scene is displayed in the heat mode; wherein a third placed object in the game scene is displayed by a high-temperature color system in the heat mode, and a fourth placed object is displayed by a cold color system in the heat mode, the third placed object is a placed object located within a pre-set range with the central object as the center, and the fourth placed object is a placed object located outside the pre-set range.

[0176] In the above embodiments, a thermal mode switching control is provided in the graphical user interface. By operating the thermal mode switching control, players can display at least a portion of the game scene in thermal mode. Among them, objects within a preset range of the central object are displayed using high-temperature colors, such as red, orange, or a combination of both; while objects outside the preset range of the central object are displayed using cool colors, such as blue, gray, or a combination of both.

[0177] The above embodiment provides a method for placing objects in a game. By displaying a circular grid in the game scene and placing objects along the circular grid, the flexibility of object placement is improved, meeting the object placement requirements in specific game scenes such as circular placement.

[0178] like Figure 5a As shown, this is a method for placing objects in a game according to a second embodiment of this application. A graphical user interface is provided through a terminal device. The graphical user interface displays all or part of the game scene, which includes a central object and already placed objects. The placement method includes:

[0179] S501. In response to a pre-placement operation for a target object, a circular grid centered on the central object is displayed in the game scene, and the pre-placed target object is displayed in the circular grid; wherein the circular grid is located at a fixed position in the game scene.

[0180] S502, In response to the fact that the first occupied area of ​​the target object in the circular grid does not overlap with the second occupied area of ​​the already placed object, the target object is placed in the first occupied area of ​​the circular grid.

[0181] The above embodiment provides a method for placing objects in a game. By displaying a circular grid in the game scene and placing objects along the circular grid, the flexibility of object placement is improved, meeting the object placement requirements in specific game scenes such as circular placement.

[0182] Combining steps 501-502 above, the difference between the second embodiment and the first embodiment is that the object attributes of the target object are unique, while in the first embodiment, different target objects have different object attributes; in addition, the position of the ring grid in the game scene in the first embodiment is determined based on the first polar coordinate position and the position of the center object, while the ring grid in the second embodiment is located at a fixed position in the game scene. This fixed position is set in advance according to the game scene of the entire game and does not change with the change of the polar coordinate position of the target object.

[0183] The other features are the same as in the first embodiment, and will not be described again here.

[0184] Further, the annular grid is generated according to the fixed position and target grid parameters; the target grid parameters are determined according to object attributes of the target object, and the target grid parameters at least include: the number of rings included in the annular grid, the number of ring grids of each ring grid, and the fixed ring width of each ring grid; in adjacent ring grids in the annular grid, the number of ring grids of an outer ring grid is greater than that of an inner ring grid, and the outer ring arc length of each ring grid in each ring grid is greater than the inner ring arc length, the inner ring arc length of different ring grids is the same, and the fixed ring width of any two ring grids is the same.

[0185] Here, the grid parameters of the annular grid included in the second embodiment and the identification of the annular grid parameters in the first embodiment are the same, but the specific values of the grid parameters are different; as shown in Figure 5b and 5c , in the annular grid included in the second embodiment, the number of ring grids in each ring grid is different, and the farther the outer ring, the more the corresponding number of ring grids; the inner ring arc length of each ring grid in different ring grids is the same, but the outer ring arc length is different; the fixed ring width of any two ring grids is the same. Wherein, the target object corresponds to a unique object attribute, and the unique object attribute of the target object is different, and the corresponding fixed ring width is different; the larger the object attribute, the larger the corresponding fixed ring width; as shown in Figure 5b and 5c , the target object corresponding to different attributes, Figure 5c the object attribute (corresponding to the grid occupied space) of the corresponding target object is greater than Figure 5b the object attribute (corresponding to the grid occupied space) of the corresponding target object; accordingly, Figure 5c the fixed ring width in the annular grid is greater than Figure 5b the fixed ring width in the annular grid.

[0186] Based on the same inventive concept, the third embodiment of the present application also provides a game object placing device corresponding to the game object placing method of the first embodiment. Since the device in the third embodiment of the present application solves the problem in the same way as the game object placing method of the first embodiment, the implementation of the device can be referred to the implementation of the method, and the repeated parts will not be described here.

[0187] Referring to Figure 6 , it is a schematic diagram of a game object placing device provided by the third embodiment of the present application. A graphical user interface is provided through a terminal device, and all or part of a game scene is displayed on the graphical user interface, and the game scene includes a center object and a placed object. The placing device includes:

[0188] The first display module 601 is configured to display a ring-shaped grid centered on the center object in the game scene and display the target object in the ring-shaped grid in response to a pre-placing operation on the target object; wherein the ring-shaped grid is generated according to a first polar coordinate position of the target object in the game scene and an object attribute of the target object, and the first polar coordinate position is determined with the center object as a polar point and a ray from the polar point to a preset direction as a polar axis;

[0189] The first placing module 602 is configured to place the target object in the first occupied area of the ring-shaped grid in response to the first occupied area of the target object in the ring-shaped grid not overlapping with the second occupied area of the placed object.

[0190] In a possible implementation, the object placing device in the game further includes:

[0191] The first determination module is configured to determine grid parameters of the ring-shaped grid according to the first polar coordinate position and the object attribute of the target object, wherein the grid parameters at least include a position of the ring-shaped grid in the game scene, a ring number included in the ring-shaped grid, a ring grid number of each ring grid, and a fixed ring width of each ring grid.

[0192] The generation module is configured to generate the ring-shaped grid according to the determined grid parameters; the ring grid number of each ring grid in the ring-shaped grid is the same, the outer ring arc length of each ring grid in the ring-shaped grid is greater than the inner ring arc length, and the fixed ring width of any two ring grids is the same.

[0193] In a possible implementation, the ring number, the ring grid number, and the fixed ring width are determined according to the object attribute of the target object; and the position of the ring-shaped grid in the game scene is determined according to a polar radius in the first polar coordinate position, the ring grid number, the fixed ring width, and first position information of the first polar coordinate position in the ring grid.

[0194] In a possible implementation, the ring number included in the ring-shaped grid is an occupied ring number of the target object in the ring-shaped grid, the target object corresponds to a unique object attribute, and the unique object attribute of the target object is different, corresponding to different occupied ring numbers and different ring-shaped grids.

[0195] In a possible implementation, the object placing device in the game further includes:

[0196] The second determining module is configured to determine an object arc corresponding to the target object, and determine a start arc and an end arc corresponding to the target object according to the object arc, a target arc in the first polar coordinate position, and second position information of the target arc in the object arc; wherein the object arc is determined according to a fixed arc length of the ring-shaped grid, a number of ring grids, and a circumference length corresponding to an inner radius.

[0197] The third determining module is configured to determine a first occupied area of the target object in the ring-shaped grid according to the start arc and the end arc corresponding to the target object and a position of the ring-shaped grid in the game scene.

[0198] In a possible implementation, the placing apparatus further includes:

[0199] The obtaining module is configured to obtain an operation position of the pre-placing operation on the graphical user interface.

[0200] The mapping module is configured to map the operation position to the game scene to obtain a first rectangular coordinate position of the pre-placing operation in the game scene; wherein the first rectangular coordinate position is determined with the center object as an origin and with a preset direction of the origin as an x-axis.

[0201] The first converting module is configured to convert the first rectangular coordinate position into a first polar coordinate position with the origin as a polar point and with the x-axis as a polar axis, to obtain the first polar coordinate position of the target object in the game scene.

[0202] In a possible implementation, the placing apparatus further includes:

[0203] The first control module is configured to control the target object to move along a circumferential direction and / or an axial direction of the ring-shaped grid in response to the pre-placing operation on the target object.

[0204] In a possible implementation, the placing apparatus further includes:

[0205] The second display module is configured to display an updated ring-shaped grid with the center object as a center in the game scene in response to the target object moving at least along the axial direction of the ring-shaped grid; wherein the updated ring-shaped grid is generated according to an updated first polar coordinate position of the target object in the game scene and an object attribute of the target object.

[0206] In a possible implementation, the placing apparatus further includes:

[0207] The second control module is configured to control the target object to move to an adjacent position of the placed object in the ring-shaped grid in response to the target object moving in a direction of a circular ring of the ring-shaped grid and / or an axial direction of the ring-shaped grid; the adjacent position includes an adjacent position in a same circular ring of the ring-shaped grid or an adjacent position in different circular rings of the ring-shaped grid.

[0208] In a possible implementation, the placing device further includes:

[0209] The selection module is configured to select a first placed object in the ring-shaped grid from the placed objects.

[0210] The detection module is configured to detect whether a first occupied arc of the first occupied area where the target object is located and a second occupied arc of a second occupied area where the first placed object is located overlap.

[0211] The fourth determination module is configured to determine whether the first occupied area and the second occupied area overlap according to a detection result of whether the first occupied arc and the second occupied arc overlap.

[0212] In a possible implementation,

[0213] The target object is selected by a player from the placed objects in the game scene that meet a placing condition.

[0214] Alternatively,

[0215] The target object is selected by a player from a newly created object provided on the graphical user interface, and the newly created object is provided by the graphical user interface in response to a specific control of the graphical user interface being triggered by the player.

[0216] In a possible implementation, the placing device further includes:

[0217] The third display module is configured to display attribute information of the newly created object on the graphical user interface in response to a first touch operation on the newly created object provided on the graphical user interface.

[0218] The first cancel module is configured to cancel the display of the attribute information of the newly created object on the graphical user interface in response to the attribute information of the newly created object meeting a preset display cancel condition.

[0219] In a possible implementation, the placing device further includes:

[0220] The fourth display module is configured to display a second placed object in the placed objects by a first manner and display other placed objects in the placed objects except the second placed object by a second manner, the second placed object being the same as the selected new object type.

[0221] In a possible implementation, the first display module 601 displays a ring-shaped grid centered on the center object in the game scene, including:

[0222] determining a total occupied area of the ring-shaped grid in the game scene;

[0223] determining a target area in the total occupied area which is not occupied according to the total occupied area and a second occupied area of the first placed object;

[0224] displaying at least part of the ring-shaped grid in the target area.

[0225] In a possible implementation, the placing device further includes:

[0226] The fifth display module is configured to display the pre-placed target object by a third manner and display the first occupied area by a fourth manner matched with the third manner, and display a second occupied area corresponding to the first placed object in the ring-shaped grid by a fifth display manner, in response to the first occupied area of the target object in the ring-shaped grid not overlapping the second occupied area of the placed object.

[0227] In a possible implementation, the first display module 601 displays at least part of the ring-shaped grid in the target area, including:

[0228] displaying the at least part of the ring-shaped grid in a gradient color manner according to distances of the at least part of the ring-shaped grid to the target object, wherein the closer the part of the ring-shaped grid to the target object, the heavier the color corresponding to the display.

[0229] In a possible implementation, the placing device further includes:

[0230] The sixth display module is configured to display the pre-placed target object by a sixth manner and display the first occupied area by a seventh manner matched with the sixth manner, and display a second occupied area corresponding to the first placed object in the ring-shaped grid by a fifth display manner, in response to the first occupied area of the target object in the ring-shaped grid overlapping the second occupied area of the placed object.

[0231] In a possible implementation, the placing device further includes:

[0232] a seventh display module, configured to display the pre-placed target object in the annular grid in response to the end of the pre-placing operation not satisfying a preset time length;

[0233] a second conversion module, configured to convert a second Cartesian coordinate position in the game scene, to which the second touch operation on the graphical user interface is mapped, into a second polar coordinate position in response to the second touch operation on the graphical user interface;

[0234] a third control module, configured to control the pre-placed target object to move to the second polar coordinate position;

[0235] an updating module, configured to update the first polar coordinate position according to the second polar coordinate position.

[0236] In a possible implementation, the placing apparatus further includes:

[0237] an eighth display module, configured to display an indication mark around a first occupied area in which the pre-placed target object is located in response to the end of the pre-placing operation not satisfying the preset time length;

[0238] a fourth control module, configured to control the pre-placed target object to move towards an indication direction of the indication mark in response to a third touch operation on the indication mark.

[0239] In a possible implementation, the placing apparatus further includes:

[0240] a second placing module, configured to place the target object in a first occupied area of the annular grid in response to the end of the pre-placing operation satisfying the preset time length.

[0241] In a possible implementation, the placing apparatus further includes:

[0242] a moving module, configured to move a virtual camera in the game towards a preset edge position of the graphical user interface to display an updated at least partial game scene on the graphical user interface when it is detected that the pre-placed target object moves to the preset edge position of the graphical user interface while controlling the target object to move along a circumferential direction and / or an axial direction of the annular grid following the pre-placing operation.

[0243] In a possible implementation, the placing apparatus further includes:

[0244] The ninth display module is configured to display at least part of the game scene in a thermal mode in response to a selection operation for the thermal mode; wherein a third placed object in the game scene is displayed by a high-temperature color scheme in the thermal mode, and a fourth placed object is displayed by a cold color scheme in the thermal mode, the third placed object is a placed object located within a preset range centered on the central object, and the fourth placed object is a placed object located outside the preset range.

[0245] In a possible implementation, the first placing module 602 places the target object in the first occupied area of the annular grid in response to the first occupied area of the target object in the annular grid not overlapping the second occupied area of the placed object, and the placing apparatus further includes:

[0246] In response to the first occupied area of the target object in the annular grid not overlapping the second occupied area of the placed object, the placing apparatus further includes:

[0247] In response to a first operation on the operable placing confirmation control, the placing apparatus further includes:

[0248] In a possible implementation, the placing apparatus further includes:

[0249] The second canceling module is configured to cancel display of the annular grid after the target object is placed in the first occupied area of the annular grid.

[0250] The placing apparatus provided by the above-described embodiments improves flexibility of object placement by displaying an annular grid in a game scene and placing objects along the annular grid, and meets the object placement requirement in the annular placement.

[0251] Based on the same inventive concept, the fourth embodiment of the present application further provides a placing apparatus for objects in a game corresponding to the placing method for objects in a game in the second embodiment. Since the principle of the device in the fourth embodiment of the present application for solving the problem is similar to the above-described placing method for objects in a game in the second embodiment of the present application, the implementation of the device can be referred to the implementation of the method, and the repeated parts will not be described herein.

[0252] Referring to Figure 7 FIG. 1 shows a schematic diagram of a placing apparatus for objects in a game provided by the fourth embodiment of the present application, a terminal device provides a graphical user interface, and the graphical user interface displays all or part of a game scene, the game scene includes a central object and placed objects, and the placing apparatus includes:

[0253] The display module 701 is configured to display a ring-shaped grid centered on the central object in the game scene and display the target object in the ring-shaped grid in response to a pre-placing operation on the target object; wherein the ring-shaped grid is located at a fixed position in the game scene.

[0254] The placing module 702 is configured to place the target object in the first occupied area of the ring-shaped grid in response to the first occupied area of the target object in the ring-shaped grid not overlapping with the second occupied area of the placed object.

[0255] In a possible implementation, the ring-shaped grid is generated according to the fixed position and target grid parameters; the target grid parameters are determined according to object attributes of the target object, and the target grid parameters at least include the number of rings included in the ring-shaped grid, the number of ring grids in each ring grid, and the fixed ring width of each ring grid; in adjacent ring grids in the ring-shaped grid, the number of ring grids of an outer ring grid is greater than that of an inner ring grid, the outer ring arc length of each ring grid in each ring grid is greater than the inner ring arc length, the inner ring arc length of different ring grids is the same, and the fixed ring width of any two ring grids is the same.

[0256] In a possible implementation, the target object corresponds to a unique object attribute, and the unique object attribute of the target object is different, and the corresponding fixed ring width is different; the greater the object attribute, the greater the corresponding fixed ring width.

[0257] The above embodiment provides a placing device for objects in a game, which displays a ring-shaped grid in a game scene and places objects along the ring-shaped grid, thereby improving the flexibility of object placement and meeting the object placement requirements in a ring-shaped placement game scene.

[0258] As shown in Figure 8 The electronic device 800 provided by the embodiment of the present application includes a processor 801, a memory 802, and a bus. The memory 802 stores machine-readable instructions executable by the processor 801. When the electronic device is running, the processor 801 and the memory 802 communicate through the bus. The processor 801 executes the machine-readable instructions to perform the steps of the above-mentioned object placing method in a game.

[0259] Specifically, the above-mentioned memory 802 and processor 801 can be general memory and processor, which are not specifically limited here. When the processor 801 runs the computer program stored in the memory 802, the above-mentioned object placing method in a game can be executed.

[0260] Corresponding to the object placing method in the game, the embodiment of the application further provides a computer readable storage medium, and the computer readable storage medium stores a computer program. When the computer program is run by a processor, the steps of the object placing method in the game are executed.

[0261] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the method embodiment, and will not be described herein. In the several embodiments provided in the application, it should be understood that the disclosed system, device and method can be implemented by other means. The device embodiments described above are only schematic. For example, the division of the modules is only a logical function division, and actual implementation can have another division manner. For example, a plurality of modules or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the displayed or discussed elements can be indirect coupling or communication connection through some communication interface, device or module, which can be electrical, mechanical or other forms.

[0262] The modules described as separate components can or can not be physically separated, and the components displayed as modules can or can not be physical units, that is, they can be located in one place, or can be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the embodiment.

[0263] In addition, the functional units in each embodiment of the application can be integrated in one processing unit, or each unit can exist physically, or two or more units can be integrated in one unit.

[0264] If the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a nonvolatile computer readable storage medium executable by a processor. Based on this understanding, the technical solutions of the application essentially or the part of the prior art or the part of the technical solutions can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the placing method described in the embodiments of the application. The foregoing storage medium includes: a U disk, a mobile hard disk, a ROM, a RAM, a magnetic disk or an optical disk, and various program code storage media.

[0265] The above merely provides the specific implementation of the present application, but the protection scope of the present application is not limited to this. Any person skilled in the art can easily think of the changes or replacements within the technical range disclosed by the present application, which should be covered in the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.

Claims

1. A method for arranging objects in a game, characterized in that, A graphical user interface is provided through a terminal device, which displays all or part of the game scene. The game scene includes a central object and placed objects, and the placement method includes: In response to a pre-placement operation for a target object, a circular grid centered on the central object is displayed in the game scene, and the pre-placed target object is displayed in the circular grid; wherein, the circular grid is generated based on the first polar coordinate position of the target object in the game scene and the object attributes of the target object, the first polar coordinate position being determined with the central object as the pole and the ray from the pole toward a preset direction as the polar axis; When the first occupied area of ​​the target object in the circular grid does not overlap with the second occupied area of ​​the already placed object, and the pre-placement operation ends after a preset time, the target object is placed in the first occupied area of ​​the circular grid. The placement method further includes: responding to the fact that the end of the pre-placement operation does not meet the preset time, displaying the pre-placed target object in the circular grid; responding to the second touch operation for the graphical user interface, converting the second touch operation mapped to the second rectangular coordinate position in the game scene into a second polar coordinate position, controlling the pre-placed target object to move to the second polar coordinate position, and updating the first polar coordinate position according to the second polar coordinate position; While responding to the pre-placement operation not meeting the preset time limit, the placement method further includes: displaying an indicator around the first occupied area where the pre-placed target object is located; and, in response to a third touch operation on the indicator, controlling the pre-placed target object to move toward the indicated direction according to the indicated direction of the indicator. The first occupied area of ​​the target object in the annular grid is determined by the following method: determining the object radian corresponding to the target object, and determining the start radian and end radian corresponding to the target object based on the object radian, the target radian in the first polar coordinate position, and the second position information of the target radian in the object radian; wherein, the object radian is determined based on the fixed arc length of the annular grid, the number of grid cells, and the circumference corresponding to the inner radius; and determining the first occupied area of ​​the target object in the annular grid based on the start radian and end radian corresponding to the target object and the position of the annular grid in the game scene.

2. The method for arranging objects in a game according to claim 1, characterized in that, The annular mesh is generated using the following method: Based on the first polar coordinate position and object attributes of the target object, the mesh parameters of the ring mesh are determined. The mesh parameters include at least the position of the ring mesh in the game scene, the number of rings included in the ring mesh, the number of ring cells in each ring mesh, and the fixed ring width of each ring mesh. The ring grid is generated based on the determined grid parameters; each ring grid in the ring grid has the same number of ring cells, and the outer ring arc length of each ring cell in the ring grid is greater than the inner ring arc length, and the fixed ring width of any two ring grids is the same.

3. The method for arranging objects in a game according to claim 2, characterized in that, in, The number of rings, the number of ring grids, and the fixed ring width are determined according to the object attributes of the target object; the position of the ring grid in the game scene is determined according to the polar diameter in the first polar coordinate position, the number of ring grids, the fixed ring width, and the first position information of the first polar coordinate position in the ring grid.

4. The method for arranging objects in a game according to claim 2, characterized in that, in, The number of rings in the ring grid is the number of rings occupied by the target object in the ring grid. The target object corresponds to a unique object attribute. Different unique object attributes of the target object correspond to different numbers of rings occupied and different ring grids.

5. The method for arranging objects in a game according to claim 1, characterized in that, The first polar coordinate position of the target object in the game scene is determined by the following method: The operation position of the pre-placement operation on the graphical user interface is obtained, and the operation position is mapped to the game scene to obtain the first rectangular coordinate position of the pre-placement operation in the game scene; wherein, the first rectangular coordinate position is determined with the central object as the origin and the direction of the origin toward the preset direction as the x-axis; The first rectangular coordinate position is converted into a first polar coordinate position with the origin as the pole and the x-axis as the polar axis, to obtain the first polar coordinate position of the target object in the game scene.

6. The method for arranging objects in a game according to claim 1, characterized in that, In response to a pre-placement operation for the target object, the placement method further includes: The target object is controlled to move along the circular direction and / or axial direction of the annular grid following the pre-placement operation.

7. The method for arranging objects in a game according to claim 6, characterized in that, The placement method also includes: In response to the target object moving at least along the axis of the annular grid, an updated annular grid centered on the central object is displayed in the game scene; wherein the updated annular grid is generated based on the updated first polar coordinate position of the target object in the game scene and the object attributes of the target object.

8. The method for arranging objects in a game according to claim 6, characterized in that, The placement method also includes: In response to the target object moving along the circular direction and / or axial direction of the annular grid, the target object is controlled to move to an adjacent position of the placed object within the annular grid; the adjacent position includes: an adjacent position within the same annular ring of the annular grid or an adjacent position within different annular rings of the annular grid.

9. The method for arranging objects in a game according to claim 1, characterized in that, Detecting whether the first occupied area of ​​the target object in the circular grid overlaps with the second occupied area of ​​the already placed object includes: Select the first placed object located in the circular grid from the placed objects; Detect whether the first occupancy arc of the first occupied area where the target object is located overlaps with the second occupancy arc of the second occupied area where the first placed object is located; Based on the detection results of whether the first occupied radian and the second occupied radian overlap, it is determined whether the first occupied area and the second occupied area overlap.

10. The method for arranging objects in a game according to claim 1, characterized in that, The target object is determined from the placed objects in the game scene that meet the placement conditions; or, The target object is determined from newly created objects provided on the graphical user interface, which are provided after being triggered by a specific control of the graphical user interface.

11. The method for arranging objects in a game according to claim 10, characterized in that, The placement method also includes: In response to a first touch operation on a newly created object provided on the graphical user interface, the attribute information of the newly created object is displayed on the graphical user interface; If the attribute information of the newly created object meets the preset display cancellation conditions, the display of the attribute information of the newly created object on the graphical user interface will be cancelled.

12. The method for arranging objects in a game according to claim 10, characterized in that, The placement method also includes: The second placed object is displayed in a first manner, and the other placed objects besides the second placed object are displayed in a second manner; the second placed object is a placed object of the same type as the selected new object.

13. The method for arranging objects in a game according to claim 9, characterized in that, The display of a circular grid centered on the central object in the game scene includes: Determine the total area occupied by the ring grid in the game scene; Based on the total occupied area and the second occupied area of ​​the first placed object, determine the unoccupied target area within the total occupied area; Display at least a portion of the corresponding circular grid in the target area.

14. The method for arranging objects in a game according to claim 13, characterized in that, While responding to the first occupied area of ​​the target object in the circular grid not overlapping with the second occupied area of ​​the placed object, the placement method further includes: The pre-placed target object is displayed in a third manner, and the first occupied area is displayed in a fourth manner in conjunction with the third manner; and the second occupied area corresponding to the first placed object in the annular grid is displayed in a fifth display manner.

15. The method for arranging objects in a game according to claim 13, characterized in that, Displaying at least a portion of the corresponding annular grid in the target area includes: The at least partial ring grid is displayed in a gradient color manner according to the distance of the at least partial ring grid from the target object; wherein, the closer the partial ring grid is to the target object, the darker the corresponding color is displayed.

16. The method for arranging objects in a game according to claim 13, characterized in that, The placement method also includes: In response to the overlap between the first occupied area of ​​the target object in the circular grid and the second occupied area of ​​the already placed object, the pre-placed target object is displayed in a sixth manner, and the first occupied area is displayed in a seventh manner matching the sixth manner; and the second occupied area corresponding to the first already placed object in the circular grid is displayed in a fifth display manner.

17. The method for arranging objects in a game according to claim 6, characterized in that, While controlling the target object to move along the annular direction and / or axial direction of the annular grid in accordance with the pre-placement operation, the placement method further includes: When the pre-placed target object is detected to have moved to a preset edge position of the graphical user interface, the virtual camera in the game is moved toward the preset edge position of the graphical user interface so that at least a portion of the updated game scene is displayed on the graphical user interface.

18. The method for arranging objects in a game according to claim 1, characterized in that, The placement method also includes: In response to a selection operation for a heat mode, at least a portion of the game scene is displayed in heat mode; wherein, a third placed object in the game scene is displayed using a high-temperature color scheme in the heat mode, and a fourth placed object is displayed using a cool color scheme in the heat mode, wherein the third placed object is a placed object located within a preset range centered on the central object, and the fourth placed object is a placed object located outside the preset range.

19. The method for arranging objects in a game according to claim 1, characterized in that, The response that the first occupied area of ​​the target object in the circular grid does not overlap with the second occupied area of ​​the already placed object, and placing the target object in the first occupied area of ​​the circular grid, includes: In response to the fact that the first occupied area of ​​the target object in the circular grid does not overlap with the second occupied area of ​​the already placed object, an operable placement confirmation control is provided on the graphical user interface. In response to a first operation of the operable placement confirmation control, the target object is placed in a first occupied area of ​​the circular grid in the game scene.

20. The method for arranging objects in a game according to claim 1, characterized in that, After placing the target object in the first occupied area of ​​the circular grid, the placement method further includes: Cancel the display of the circular grid.

21. A method for arranging objects in a game, characterized in that, A graphical user interface is provided through a terminal device, which displays all or part of the game scene. The game scene includes a central object and placed objects, and the placement method includes: In response to a pre-placement operation for a target object, a circular grid centered on the central object is displayed in the game scene, and the pre-placed target object is displayed in the circular grid; wherein the circular grid is located at a fixed position in the game scene; When the first occupied area of ​​the target object in the circular grid does not overlap with the second occupied area of ​​the already placed object, and the pre-placement operation ends after a preset time, the target object is placed in the first occupied area of ​​the circular grid. The placement method further includes: responding to the fact that the end of the pre-placement operation does not meet a preset time limit, displaying the pre-placed target object in the annular grid; responding to a second touch operation for the graphical user interface, converting the second touch operation mapped to a second rectangular coordinate position in the game scene into a second polar coordinate position, controlling the pre-placed target object to move to the second polar coordinate position, and updating the first polar coordinate position according to the second polar coordinate position; the first polar coordinate position is determined with the central object as the pole and the ray from the pole toward a preset direction as the polar axis; While responding to the pre-placement operation not meeting the preset time limit, the placement method further includes: displaying an indicator around the first occupied area where the pre-placed target object is located; and, in response to a third touch operation on the indicator, controlling the pre-placed target object to move toward the indicated direction according to the indicated direction of the indicator.

22. The method for arranging objects in a game according to claim 21, characterized in that, The ring-shaped mesh is generated based on the fixed position and target mesh parameters; The target mesh parameters are determined based on the object properties of the target object, and the target mesh parameters include at least: the number of rings in the ring mesh, the number of cells in each ring mesh, and the fixed ring width of each ring mesh; In the annular grid, the number of ring cells in the outer ring grid is greater than the number of ring cells in the inner ring grid, and the outer ring arc length of each ring cell in each ring grid is greater than the inner ring arc length. The inner ring arc lengths of different ring grids are the same, and the fixed ring widths of any two ring grids are the same.

23. The method for arranging objects in a game according to claim 22, characterized in that, The target object corresponds to a unique object attribute, and different unique object attributes of the target object correspond to different fixed ring widths; The larger the property of the object, the wider the corresponding fixing ring.

24. A device for placing objects in a game, characterized in that, A graphical user interface is provided through a terminal device, which displays all or part of the game scene. The game scene includes a central object and placed objects, and the placement device includes: The first display module is used to respond to a pre-placement operation for a target object, display a ring grid centered on the central object in the game scene, and display the pre-placed target object in the ring grid; wherein, the ring grid is generated based on the first polar coordinate position of the target object in the game scene and the object attributes of the target object, the first polar coordinate position being determined with the central object as the pole and the ray from the pole toward a preset direction as the polar axis; The first placement module is used to place the target object in the first occupied area of ​​the circular grid in response to the fact that the first occupied area of ​​the target object in the circular grid does not overlap with the second occupied area of ​​the already placed object, and the end of the pre-placement operation satisfies a preset time. The placement device also includes: The second determining module is used to determine the object radii corresponding to the target object, and to determine the start radii and end radii corresponding to the target object based on the object radii, the target radii in the first polar coordinate position, and the second position information of the target radii in the object radii; wherein, the object radii are determined based on the fixed arc length of the annular grid, the number of annular grids, and the circumference corresponding to the inner radius of the circle; The third determining module is used to determine the first occupied area of ​​the target object in the ring grid based on the start radii and end radii of the target object and the position of the ring grid in the game scene; The placement device also includes: The seventh display module is used to display the pre-placed target object in the circular grid in response to the fact that the end of the pre-placement operation does not meet the preset time. The second conversion module is used to convert the second touch operation mapped to the second rectangular coordinate position in the game scene into a second polar coordinate position in response to the second touch operation of the graphical user interface. The third control module is used to control the pre-placed target object to move to the second polar coordinate position. The update module is used to update the first polar coordinate position according to the second polar coordinate position. The eighth display module is used to display an indicator around the first occupied area where the pre-placed target object is located when the end of the pre-placement operation does not meet the preset time. The fourth control module is used to control the pre-placed target object to move toward the indicated direction according to the indicated direction of the indicator in response to the third touch operation on the indicator.

25. A device for placing objects in a game, characterized in that, A graphical user interface is provided through a terminal device, which displays all or part of the game scene. The game scene includes a central object and placed objects, and the placement device includes: A first display module is configured to respond to a pre-placement operation for a target object, display a circular grid centered on the central object in the game scene, and display the pre-placed target object in the circular grid; wherein the circular grid is located at a fixed position in the game scene; The placement module is used to place the target object in the first occupied area of ​​the circular grid in response to the fact that the first occupied area of ​​the target object in the circular grid does not overlap with the second occupied area of ​​the already placed object, and the pre-placement operation ends after a preset time. The placement device also includes: The seventh display module is used to display the pre-placed target object in the circular grid in response to the fact that the end of the pre-placement operation does not meet the preset time. The second conversion module is used to convert the second touch operation mapped to the second rectangular coordinate position in the game scene into a second polar coordinate position in response to the second touch operation of the graphical user interface. The third control module is used to control the pre-placed target object to move to the second polar coordinate position. The update module is used to update the first polar coordinate position according to the second polar coordinate position. The first polar coordinate position is determined with the central object as the pole and the ray from the pole toward the preset direction as the polar axis. The eighth display module is used to display an indicator around the first occupied area where the pre-placed target object is located when the end of the pre-placement operation does not meet the preset time. The fourth control module is used to control the pre-placed target object to move toward the indicated direction according to the indicated direction of the indicator in response to the third touch operation on the indicator.

26. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the method for placing objects in a game as described in any one of claims 1 to 20 or 21 to 23.

27. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the method for placing objects in a game as described in any one of claims 1 to 20 or 21 to 23.