Virtual object switching method, device, storage medium and electronic device

By using a drag operation in the graphical user interface of the terminal device to determine the initial locked virtual object and switching the virtual object in the switching order, the problem that players cannot independently select virtual objects is solved, accurate virtual object switching is achieved, and the gaming experience is improved.

CN115105831BActive Publication Date: 2025-09-23NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210800879.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-07-08
Publication Date
2025-09-23
Estimated Expiration
2042-07-08

AI Technical Summary

Technical Problem

Players cannot independently select virtual objects to switch between in action games, especially when there are too many virtual objects or they are densely positioned. They cannot accurately identify and select the objects to be attacked, resulting in a poor gaming experience.

Method used

A graphical user interface is provided through a terminal device, a drag operation is used to determine an initial locked virtual object, and a switching object is determined from multiple virtual objects in a switching order according to parameters of the drag operation, and a release operation is responded to to determine a target object.

Benefits of technology

The player's ability to independently select virtual objects is realized, ensuring that every object can be switched to during the switching process, avoiding the problem of unpredictable objects to be switched in the existing technology, and improving the accuracy and experience of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure discloses a method, device, storage medium, and electronic device for switching virtual objects. The method provides a graphical user interface (GUI) through a terminal device, wherein the content displayed by the GUI includes at least a portion of a game scene and multiple virtual objects located in the game scene, including: determining an initially locked virtual object from multiple virtual objects; responding to a drag operation on a first touch area located in the GUI, determining a first switching object from multiple virtual objects according to an operation parameter of the drag operation and a first switching sequence with the initially locked virtual object as a starting point; and responding to a release operation on the first touch area, determining the first switching object as a target object. The present disclosure solves the technical problem in the prior art that players cannot independently select virtual objects in the game.
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Description

Technical Field

[0001] The present disclosure relates to the field of computers, and in particular to a method, device, storage medium, and electronic device for switching virtual objects. Background Art

[0002] With the growing popularity of action games, they are now widely used on various gaming devices, such as computers, mobile phones, and tablets. In mobile games, players typically use their fingers to input commands into the gaming device, for example, controlling the movement and attack skills of a virtual character. However, since controlling the virtual character requires the player's fingers, switching between attack targets becomes more difficult.

[0003] In addition, when the number of targets to be attacked is small or the target positions are relatively scattered, the player can quickly and accurately switch targets. However, when the number of targets to be attacked is large or the positions are relatively dense, the player may not be able to accurately identify the target to be attacked or cannot accurately select the target to be attacked.

[0004] In the prior art, players can lock the object to be attacked by clicking the lock control. When the player clicks the control again, an object in the game scene will be randomly selected. Long pressing the control will cancel the object selection. However, since the switching objects in this solution are switched randomly and the switching rules are not determined by the player, the player cannot independently select the object to be attacked, nor can he predict the object to be switched and the information of the object. Moreover, since the object to be attacked may not be in the current shot, this solution also involves the switching of the shot. When the player is playing the game, the game shot may suddenly switch, for example, Figure 1 In the game interface shown, there are two enemy objects. When the player switches objects, it suddenly switches to Figure 2 The game interface shown gives players a poor gaming experience.

[0005] To address the above-mentioned problems, no effective solutions have been proposed so far. Summary of the Invention

[0006] At least some embodiments of the present disclosure provide a method, device, storage medium, and electronic device for switching virtual objects to at least solve the technical problem in the prior art that players cannot independently select virtual objects in the game.

[0007] According to one embodiment of the present disclosure, a method for switching virtual objects is provided, wherein a graphical user interface is provided through a terminal device, and the content displayed by the graphical user interface includes at least a portion of a game scene and multiple virtual objects located in the game scene. The method includes: determining an initially locked virtual object from multiple virtual objects; in response to a drag operation on a first touch area located in the graphical user interface, determining a first switching object from the multiple virtual objects in a first switching order based on an operation parameter of the drag operation and taking the initially locked virtual object as a starting point; and in response to a release operation on the first touch area, determining the first switching object as a target object.

[0008] Optionally, the virtual object switching method further includes: determining an initial locked virtual object from the multiple virtual objects according to position information of the multiple virtual objects in the graphical user interface.

[0009] Optionally, the method for switching virtual objects also includes: responding to a first operation on the first touch area, recording a first operation duration of the first operation; when the first operation duration is greater than a first preset duration, displaying a preselected identifier in the object area corresponding to the initially locked virtual object, wherein the preselected identifier indicates that the virtual object with the preselected identifier is the current switching object; switching multiple virtual objects in sequence according to a first switching order with the initially locked virtual object as the starting point, determining a first switching object corresponding to the first drag distance of the drag operation from the multiple virtual objects, and displaying the preselected identifier in the object area corresponding to the first switching object.

[0010] Optionally, the virtual object switching method further includes: determining the position of the central axis of the first touch area to obtain a first position; determining the current position after the touch medium drags the first touch area to obtain a second position; and determining a first drag distance based on the distance between the first position and the second position.

[0011] Optionally, the virtual object switching method also includes: determining the initial position of the touch medium when dragging the first touch area on the graphical user interface to obtain a first position; determining the current position of the touch medium after dragging the first touch area to obtain a second position; and determining a first drag distance based on the distance between the first position and the second position.

[0012] Optionally, the method for switching virtual objects also includes: mapping the position information of multiple virtual objects in the graphical user interface in a preset direction to obtain mapping positions corresponding to the multiple virtual objects; and determining a first switching order for switching the multiple virtual objects based on the mapping positions corresponding to the multiple virtual objects and the initial mapping position of the initially locked virtual object.

[0013] Optionally, the virtual object switching method further includes: when detecting that the mapping positions of at least two virtual objects are the same, determining the object distances between the at least two virtual objects and the target virtual object; and determining the switching order of the at least two virtual objects according to the object distances.

[0014] Optionally, the virtual object switching method also includes: when it is detected that the position of the first virtual object in the graphical user interface changes, updating the mapping position of the first virtual object in a preset direction, and updating the first switching order based on the mapping position of the first virtual object, wherein the first virtual object is any one of the multiple virtual objects.

[0015] Optionally, the method for switching virtual objects also includes: displaying a preselection mark in the object area corresponding to the initially locked virtual object; when the first dragging distance is greater than the first distance threshold, displaying a preselection mark in the object area corresponding to the next object, wherein the next object is the next switching object corresponding to the first switching object in the first switching order.

[0016] Optionally, the method for switching virtual objects also includes: determining the dragging direction corresponding to the dragging operation; determining the moving distance corresponding to the preselected identifier based on the first dragging distance, wherein the moving distance is the distance that the preselected identifier moves within the object area corresponding to the currently locked virtual object according to the dragging direction; when the moving distance is greater than a second distance threshold, controlling the preselected identifier to stop moving, wherein the second distance threshold is less than the first distance threshold.

[0017] Optionally, the content displayed by the graphical user interface further includes: an information display area, and the method for switching virtual objects further includes: displaying object information of the first switching object in the information display area.

[0018] Optionally, the switching method of virtual objects also includes: detecting whether the target object has multiple areas to be switched; when the target object has multiple areas to be switched, displaying a preset identifier at the second touch area in the graphical user interface, and responding to a second operation on the first touch area, wherein the preset identifier represents that the first switching object has multiple areas to be switched; when the operation duration of the second operation is greater than a second preset duration, displaying corresponding area identifiers in multiple areas to be switched, and displaying area information of multiple areas to be switched in the information display area.

[0019] Optionally, the switching method of the virtual object also includes: responding to a drag operation on the first touch area, switching multiple areas to be switched in sequence according to a second switching order, and determining a current switching area corresponding to the second drag distance, wherein the second drag distance is the current drag distance of the drag operation on the first touch area; responding to a release operation on the first touch area, determining that the current switching area is the target area corresponding to the target object.

[0020] Optionally, the method for switching virtual objects also includes: when the target object has multiple areas to be switched, in response to a drag operation on the first touch area in a first direction, dragging the first touch area to the position of the second touch area so that the first touch area and the second touch area at least partially overlap; in response to a drag operation on the first touch area in a second direction, switching multiple virtual objects in sequence according to a first switching order, wherein the first direction is different from the second direction.

[0021] According to one embodiment of the present disclosure, a device for switching virtual objects is also provided, which provides a graphical user interface through a terminal device, and the content displayed by the graphical user interface includes at least part of a game scene and multiple virtual objects located in the game scene. The device includes: a first determination module, used to determine an initially locked virtual object from multiple virtual objects; a switching module, used to respond to a drag operation on a first touch area located in the graphical user interface, and determine a first switching object from multiple virtual objects according to the operation parameters of the drag operation and in a first switching order with the initially locked virtual object as the starting point; a second determination module, used to respond to a release operation on the first touch area, and determine the first switching object as the target object.

[0022] According to one embodiment of the present disclosure, a computer-readable storage medium is further provided, in which a computer program is stored. The computer program is configured to execute the above-mentioned virtual object switching method when running.

[0023] According to one embodiment of the present disclosure, an electronic device is further provided, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute the above-mentioned virtual object switching method.

[0024] In at least some embodiments of the present disclosure, a drag operation on a switching control is used to implement object switching. An initial locked virtual object is determined from multiple virtual objects displayed in a graphical user interface, and in response to a drag operation on a first touch area located in the graphical user interface, a first switching object is determined from the multiple virtual objects in a first switching order based on operating parameters of the drag operation and with the initial locked virtual object as the starting point. In response to a release operation on the first touch area, the first switching object is determined as the target object.

[0025] In the above process, the player can determine the target object from multiple virtual objects by dragging the first touch area. It can be seen that in the solution disclosed in the present application, the player can independently choose to switch between multiple virtual objects, thereby achieving the purpose of the player independently selecting virtual objects. In addition, in the present application, the switching of multiple virtual objects is performed according to a certain switching order. Therefore, before completing the switching of multiple virtual objects, the player can predict the next virtual object to be switched, thereby avoiding the problem in the prior art that the player cannot predict the virtual object to be switched. In addition, in the process of switching between multiple virtual objects, the multiple virtual objects are switched according to a certain switching order, that is, in the process of switching between multiple virtual objects, each virtual object may be switched to, thereby avoiding the problem in the prior art that the number of virtual objects is too large and / or the stations are dense and cannot be accurately switched, thereby achieving accurate switching of virtual objects.

[0026] It can be seen that the solution provided by this application achieves the purpose of switching multiple virtual objects, thereby realizing the technical effect of players independently selecting virtual objects, and further solving the technical problem in the prior art that players cannot independently select virtual objects in the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0027] The drawings described herein are used to provide a further understanding of the present disclosure and constitute a part of this application. The illustrative embodiments of the present disclosure and their descriptions are used to explain the present disclosure and do not constitute an improper limitation of the present disclosure. In the drawings:

[0028] Figure 1 It is a schematic diagram of a game interface in the prior art;

[0029] Figure 2 It is a schematic diagram of a game interface in the prior art;

[0030] Figure 3 This is a hardware structure block diagram of a mobile terminal for a method for switching virtual objects according to an embodiment of the present disclosure;

[0031] Figure 4 is a flowchart of a method for switching a virtual object according to one embodiment of the present disclosure;

[0032] Figure 5 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure;

[0033] Figure 6 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure;

[0034] Figure 7 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure;

[0035] Figure 8 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure;

[0036] Figure 9 is a schematic diagram of determining a dragging distance according to one embodiment of the present disclosure;

[0037] Figure 10 is a schematic diagram of handover perception according to one embodiment of the present disclosure;

[0038] Figure 11 is a schematic diagram of determining a first switching sequence according to one embodiment of the present disclosure;

[0039] Figure 12 is a schematic diagram of a mapping position according to one embodiment of the present disclosure;

[0040] Figure 13 is a schematic diagram of a mapping position according to one embodiment of the present disclosure;

[0041] Figure 14 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure;

[0042] Figure 15 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure;

[0043] Figure 16 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure;

[0044] Figure 17 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure;

[0045] Figure 18 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure;

[0046] Figure 19 is a schematic diagram of an interface for switching entire objects according to one embodiment of the present disclosure;

[0047] Figure 20 is a structural block diagram of a virtual object switching device according to one embodiment of the present disclosure;

[0048] Figure 21 is a schematic diagram of an electronic device according to one embodiment of the present disclosure. DETAILED DESCRIPTION

[0049] In order to enable those skilled in the art to better understand the solutions of the present disclosure, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of the embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present disclosure.

[0050] It should be noted that the terms "first", "second", etc. in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that the numbers used in this way can be interchanged where appropriate, so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0051] Example 1

[0052] According to one embodiment of the present disclosure, an embodiment of a method for switching virtual objects is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0053] In one embodiment of the present disclosure, the virtual object switching method can be run on a local terminal device or a server. When the virtual object switching method is run on the server, the virtual object switching method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0054] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the virtual object switching method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; however, it is the cloud game server in the cloud that performs the switching of virtual objects. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0055] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0056] The local terminal device can be a mobile terminal, a computer terminal, or a similar computing device. Taking a mobile terminal as an example, the mobile terminal can be a smartphone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (MID), a PAD, a game console, and other terminal devices. Figure 3 FIG. 1 is a hardware structure diagram of a mobile terminal for a method for switching virtual objects according to an embodiment of the present disclosure. Figure 3 As shown, the mobile terminal may include one or more ( Figure 3Only one is shown in the figure) processor 302 (the processor 302 may include but is not limited to a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microprocessor (MCU), a field-programmable logic device (FPGA), a neural network processor (NPU), a tensor processing unit (TPU), an artificial intelligence (AI) type processor, etc.) and a memory 304 for storing data. Optionally, the mobile terminal may further include a transmission device 306 for communication functions, an input and output device 308, and a display device 310. It will be understood by those skilled in the art that Figure 3 The structure shown is only for illustration and does not limit the structure of the mobile terminal. Figure 3 More or fewer components than shown, or with Figure 3 Different configurations shown.

[0057] The memory 304 can be used to store computer programs, for example, software programs and modules of application software, such as the computer program corresponding to the method for switching virtual objects in the embodiment of the present disclosure. The processor 302 executes various functional applications and data processing by running the computer program stored in the memory 304, that is, realizes the above-mentioned method for switching virtual objects. The memory 304 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 304 may further include a memory remotely located relative to the processor 302, and these remote memories may be connected to the mobile terminal via a network. Examples of the above-mentioned network include but are not limited to the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0058] Transmission device 306 is used to receive or transmit data via a network. A specific example of the aforementioned network may include a wireless network provided by the mobile terminal's communications provider. In one embodiment, transmission device 306 includes a network interface controller (NIC), which can be connected to other network devices via a base station to enable communication with the Internet. In another embodiment, transmission device 306 may be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0059] Inputs in input / output devices 308 can come from a variety of human interface devices (HIDs). Examples include keyboards and mice, game controllers, and other specialized game controllers (e.g., steering wheels, fishing rods, dance mats, remote controls, etc.). Some HIDs provide not only input but also output, such as force feedback and vibration on game controllers and audio output on controllers.

[0060] The display device 310 may be, for example, a head-up display (HUD), a touch-screen liquid crystal display (LCD), and a touch display (also referred to as a "touch screen" or "touch display"). The LCD may enable a user to interact with the user interface of the mobile terminal. In some embodiments, the mobile terminal may have a graphical user interface (GUI), and the user may interact with the GUI by finger contact and / or gestures on the touch-sensitive surface. The human-computer interaction functions herein may optionally include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. The executable instructions for executing the above-mentioned human-computer interaction functions are configured / stored in a computer program product or readable storage medium executable by one or more processors.

[0061] In a possible implementation, an embodiment of the present disclosure provides a method for switching virtual objects, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or the client device in the cloud interaction system mentioned above. Figure 4 This is a flow chart of a method for switching virtual objects according to one embodiment of the present disclosure, wherein a graphical user interface is provided by a terminal device, and the content displayed by the graphical user interface includes at least part of a game scene and multiple virtual objects located in the game scene. The terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above, such as Figure 4 As shown, the method includes the following steps:

[0062] Step S402: determining an initial locked virtual object from a plurality of virtual objects.

[0063] In step S402, the multiple virtual objects may be objects in the enemy camp in the game, and the above-mentioned initial locked virtual object is the first virtual object switched in the process of switching the multiple virtual objects. For example, the above-mentioned initial locked virtual object may be the virtual object in the middle position of the graphical user interface among the multiple virtual objects; the above-mentioned initial locked virtual object may also be the virtual object with the lowest health value among the multiple virtual objects; the above-mentioned initial locked virtual object may also be the virtual object that is closest to the virtual object controlled by the player among the multiple virtual objects.

[0064] It should be noted that, in certain scenarios, the aforementioned multiple virtual objects may also be objects in the same camp within the game. For example, in a multiplayer game, the aforementioned multiple virtual objects may be objects in the same camp as the virtual object controlled by the player, i.e., the aforementioned multiple virtual objects are friendly objects to the virtual object controlled by the player. Correspondingly, the aforementioned initially locked virtual object may be the virtual object in the middle of the graphical user interface among the multiple virtual objects; the aforementioned initially locked virtual object may also be the virtual object that the player wants to rescue among the multiple virtual objects; the aforementioned initially locked virtual object may also be the virtual object with the lowest health among the multiple virtual objects; or the aforementioned initially locked virtual object may also be the virtual object that is closest to the virtual object controlled by the player among the multiple virtual objects.

[0065] In addition, it should be noted that the aforementioned initially locked virtual object may also be a virtual object that meets other conditions, which will not be given any more examples here.

[0066] It is easy to notice that in step S402, since the initially locked virtual object is a virtual object among the multiple virtual objects displayed by the graphical user interface, that is, the first virtual object to be switched is the virtual object currently displayed by the graphical user interface, therefore, when switching objects, the player can predict when the virtual lens will be switched, thereby enabling the player to predict the switching of virtual objects and virtual lenses, thereby improving the player's gaming experience.

[0067] Step S404 , in response to a drag operation on a first touch area in the graphical user interface, determine a first switching object from a plurality of virtual objects according to an operation parameter of the drag operation and a first switching order with the initially locked virtual object as a starting point.

[0068] In step S404, the first touch area is the area in the graphical user interface that is operated by the player to control the switching between virtual objects. In this embodiment, the player's dragging operation on the first touch area may be a dragging operation of the control corresponding to the touch area, that is, in this embodiment, the first touch area may be the area corresponding to the first switching control, wherein the first switching control is the control operated by the player to control the switching between virtual objects.

[0069] In addition, in step S404, the operation parameters of the player's dragging operation on the first touch area may include but are not limited to any one or more of the dragging distance, dragging speed, and dragging direction of the first touch area. Figure 5 In the illustrated graphical user interface, taking the drag distance as an example, the initial locked virtual object is enemy 1, i.e., the first switching object is enemy 1. When the player drags the first switching control to the left, the first switching object switches from enemy 1 to enemy 2. If the player continues to drag the first switching control to the left, the first switching object switches from enemy 2 to the virtual object to the left of enemy 2.

[0070] It should be noted that the above-mentioned first switching order can be determined according to the positions of multiple virtual objects in the graphical user interface, that is, after determining the initial locked virtual object, if the player drags the first switching control to the left, the game terminal uses the initial locked virtual object as the starting point and switches the virtual objects to the left in sequence; if the player drags the first switching control to the right, the game terminal uses the initial locked virtual object as the starting point and switches the virtual objects to the right in sequence.

[0071] Furthermore, it should be noted that, in actual applications, players can also increase the speed of switching virtual objects by clicking or quickly rolling the first touch area. For example, each time the player clicks the first touch area, the game terminal switches a virtual object. For another example, in a scenario where the first touch area is rolled quickly, the player's touch medium (e.g., finger) touches the screen of the game terminal, performs a sliding operation, and quickly releases the first touch area, thereby achieving the purpose of quickly switching virtual objects.

[0072] Through step S404, the switching of multiple virtual objects is performed according to a specific switching order. Therefore, before completing the switching of the multiple virtual objects, the player can predict the next virtual object to be switched, thereby avoiding the problem in the prior art where the player cannot predict the virtual object to be switched. In addition, during the switching process of the multiple virtual objects, the multiple virtual objects are switched according to a specific switching order. That is, during the switching process of the multiple virtual objects, each virtual object has the possibility of being switched to. This avoids the problem in the prior art where the number of virtual objects is too large and / or the stations are densely packed, and thus achieves accurate switching of virtual objects.

[0073] Step S406 : In response to a release operation on the first touch area, determining the first switching object as a target object.

[0074] In step S406, the player's release operation on the first touch area may be, but is not limited to, a hand-raising operation (e.g., releasing the player's operation on the input device), a hard press operation (pressing the first touch area with a pressure greater than a preset pressure), or a long press operation (pressing the first touch area for a duration greater than a preset duration). When the player releases the first touch area, the first switching object is the target object selected by the player. For example, when the player releases the first touch area, if the first switching object is enemy 2, enemy 2 is the target to be attacked by the player.

[0075] It should be noted that the player determines the target object from multiple virtual objects by dragging the first touch area and releasing the first touch area. It can be seen that the player can independently choose to switch between multiple virtual objects, thereby achieving the purpose of the player's independent selection of virtual objects.

[0076] Based on the scheme defined in the above steps S402 to S406, it can be known that in this embodiment, the object switching is realized by dragging the switching control, by determining the initial locked virtual object from the multiple virtual objects displayed in the graphical user interface, and responding to the drag operation on the first touch area located in the graphical user interface, according to the operation parameters of the drag operation, in accordance with the first switching order with the initial locked virtual object as the starting point, the first switching object is determined from the multiple virtual objects, and in response to the release operation on the first touch area, the first switching object is determined as the target object.

[0077] It is easy to notice that in the above process, the player can determine the target object from multiple virtual objects by dragging the first touch area. It can be seen that in the solution disclosed in the present application, the player can independently choose to switch between multiple virtual objects, thereby achieving the purpose of the player independently selecting virtual objects. In addition, in the present application, the switching of multiple virtual objects is performed according to a certain switching order. Therefore, before completing the switching of multiple virtual objects, the player can predict the next virtual object to be switched, thereby avoiding the problem in the prior art that the player cannot predict the virtual object to be switched. In addition, in the process of switching between multiple virtual objects, the multiple virtual objects are switched according to a certain switching order, that is, in the process of switching between multiple virtual objects, each virtual object may be switched to, thereby avoiding the problem in the prior art that the number of virtual objects is too large and / or the stations are dense and cannot be accurately switched, thereby achieving accurate switching of virtual objects.

[0078] It can be seen that the solution provided by this application achieves the purpose of switching multiple virtual objects, thereby realizing the technical effect of players independently selecting virtual objects, and further solving the technical problem in the prior art that players cannot independently select virtual objects in the game.

[0079] In an optional embodiment, before switching between multiple virtual objects, the game terminal needs to determine an initial locked virtual object from the multiple virtual objects displayed in the graphical user interface. Specifically, the game terminal determines the initial locked virtual object from the multiple virtual objects based on position information of the multiple virtual objects in the graphical user interface.

[0080] Optionally, the player may first send a game control instruction to the game terminal, which indicates that the player needs to switch virtual objects. The game control instruction may be an operation instruction for a certain control (for example, click, long press, drag, etc.), or a voice instruction, gesture instruction, expression instruction, etc. After receiving the game control instruction, the game terminal may use the virtual object in the middle position of the graphical user interface as the initial locked virtual object, and at the same time perform a locking operation on the initial locked virtual object, that is, when the initial locked virtual object moves and / or the player's touch medium (for example, finger) drags the screen to change the perspective, the locked initial locked virtual object is always in the middle position of the graphical user interface and adapts to the lens changes according to certain rules.

[0081] It should be noted that locking the initially locked virtual object can avoid the poor gaming experience caused by sudden camera switches in the prior art when switching cameras. Furthermore, when switching objects, the player can predict when the virtual camera switch will occur, allowing the player to anticipate the switching of virtual objects and virtual cameras, thereby improving the player's gaming experience.

[0082] Furthermore, after determining the initial locked virtual object from multiple virtual objects, the game terminal can respond to a drag operation on the first touch area located in the graphical user interface, and determine the first switching object from multiple virtual objects according to the operation parameters of the drag operation and the first switching order with the initial locked virtual object as the starting point.

[0083] Specifically, the game terminal responds to the first operation on the first touch area, records the first operation duration of the first operation, and when the first operation duration is greater than the first preset duration, displays a preselected mark in the object area corresponding to the initially locked virtual object. Then, according to the first switching order, taking the initially locked virtual object as the starting point, multiple virtual objects are switched in sequence, and the first switching object corresponding to the first drag distance of the drag operation is determined from the multiple virtual objects, and the preselected mark is displayed in the object area corresponding to the first switching object.

[0084] Optionally, the preselected identifier indicates that the virtual object with the preselected identifier is the current switching object, for example, Figure 5 In the graphical user interface shown, the preselection mark is set on enemy 1, indicating that the virtual object currently switched is enemy 1. At this time, the player can drag the first switch control left and right, such as Figure 6 As shown, the switching of multiple virtual objects is realized. If the player drags the first switching control to the left, as shown Figure 7 As shown, the preselected mark moves from enemy 1 to enemy 2, and at this time, it indicates that the virtual object currently switched is enemy 2. After the player releases the first switching control, as shown Figure 8 As shown, an object selection mark is displayed in the object area corresponding to enemy 2, and the object selection mark indicates that the player has selected enemy 2.

[0085] In addition, the first operation mentioned above can be a long press operation, that is, the player long presses the first touch area, and the game terminal enters the game scene of switching virtual objects. In this game scene, the player can drag the first touch area to switch the virtual objects.

[0086] It should be noted that by long pressing the first touch area, the game terminal can be notified to enter the game scene of switching virtual objects without setting other touch areas or operating other controls, thereby avoiding the problem of adding other controls to occupy the graphical user interface and thus affecting the player's game field of view, and also avoiding the problem of cumbersome operations caused by the player operating other controls.

[0087] Furthermore, after determining the initially locked virtual object from among the multiple virtual objects, the game terminal can respond to the player's drag operation on the first touch area to switch the multiple virtual objects. The game terminal switches the multiple virtual objects based on a first drag distance of the first touch area by the player. In determining the first drag distance, the game terminal can determine the first drag distance based on the central axis of the first touch area or based on the player's touch position on the screen.

[0088] Optionally, in a scenario where the first drag distance is determined based on the central axis of the first touch area, the game terminal determines the position of the central axis of the first touch area to obtain the first position, and determines the current position of the touch medium after dragging the first touch area to obtain the second position, and then determines the first drag distance based on the distance between the first position and the second position.

[0089] It should be noted that the touch medium described above can be, but is not limited to, the player's finger. That is, the current position of the first touch area described above is the position of the first touch area after the player drags the first touch area (i.e., the second position). This second position can also be determined based on the central axis of the first touch area. That is, in this scenario, the first drag distance of the first touch area is the distance between the central axis of the first touch area before the drag and the central axis of the first touch area after the drag.

[0090] Optionally, in a scenario where the first drag distance is determined by the player's touch position on the screen, the game terminal determines the initial position of the touch medium when the first touch area is dragged on the graphical user interface to obtain the first position, and determines the current position of the touch medium after dragging the first touch area to obtain the second position, and then determines the first drag distance based on the distance between the first position and the second position.

[0091] It should be noted that, in actual applications, the position where the player touches the first touch area is not necessarily the position of the central axis of the first touch area. Therefore, in this embodiment, the game terminal can also determine the first drag distance based on the player's touch start position and the current touch position of the touch medium.

[0092] In an optional embodiment, after determining the calculation method for the first drag distance, the game terminal can sequentially switch multiple virtual objects according to the first switching order, starting from the initially locked virtual object, and determine the first switching object corresponding to the first drag distance of the drag operation from the multiple virtual objects. Specifically, the game terminal displays a preselection mark in the object area corresponding to the initially locked virtual object, and when the first drag distance is greater than the first distance threshold, displays a preselection mark in the object area corresponding to the next object, where the next object is the next switching object corresponding to the first switching object in the first switching order.

[0093] It should be noted that the above-mentioned object area can be the area of ​​the virtual object in the game scene, for example, Figure 7 In the example, the object area is the area formed by the entire human body corresponding to the virtual object. The first distance threshold mentioned above can be, but is not limited to, 60px. Figure 9 In the diagram of determining the drag distance shown, the first touch area is the first switch control. The player switches virtual objects by dragging the first switch control left or right. That is, the player can drag the first switch control left or right from the central axis of the first switch control. The game terminal switches virtual objects according to the moving distance of the central axis of the first switch control. That is, every time the player drags 60px, the game terminal switches the virtual object. For example, Figure 7 As shown, if the player drags 60px, the current switching object is switched from enemy 1 to enemy 2, and the preselection mark is displayed in the object area of ​​enemy 2.

[0094] Furthermore, in order to enable players to perceive the switching momentum during the switching of virtual objects and improve the player's gaming experience, in this embodiment, the game terminal also determines the dragging direction corresponding to the dragging operation, and determines the moving distance corresponding to the pre-selected identifier based on the first dragging distance, and then controls the pre-selected identifier to stop moving when the moving distance is greater than the second distance threshold, wherein the second distance threshold is less than the first distance threshold, and the moving distance is the distance that the pre-selected identifier moves in the object area corresponding to the currently locked virtual object according to the dragging direction.

[0095] Optional, with Figure 10 The switching perception diagram shown in FIG. 1 is used as an example to illustrate that the first touch area is the first switching control. Figure 10 As shown in , the process includes three stages. In addition, the first distance threshold is 60px and the second distance threshold is 10px. That is, as the distance the player drags the first switch control increases, the pre-selected mark will shift slightly. Figure 10In the example, in stage 1, if the player drags the first switch control 50px to the left, the pre-selection indicator shifts 10px to the left. In stage 2, if the player continues to drag the first switch control to the left, the pre-selection indicator no longer shifts. In stage 3, if the player continues to drag the first switch control to the left and the drag distance of the first switch control exceeds 60px, the pre-selection indicator moves from the first switch object to the next object.

[0096] It should be noted that, in the process of switching multiple virtual objects, the game terminal also needs to determine the switching order of the virtual objects. The game terminal can achieve this by mapping the positions of the virtual objects in a specific direction.

[0097] Specifically, after responding to the drag operation on the first touch area, the game terminal maps the position information of multiple virtual objects in the graphical user interface in a preset direction, obtains the mapping positions corresponding to the multiple virtual objects, and determines the first switching order for switching the multiple virtual objects based on the mapping positions corresponding to the multiple virtual objects and the initial mapping position of the initially locked virtual object.

[0098] It should be noted that the above-mentioned preset direction can be a horizontal direction, a vertical direction, or a direction at a preset angle to the horizontal direction. In this embodiment, the preset direction is a horizontal direction as an example for description, wherein the horizontal direction is the horizontal axis direction of the screen.

[0099] Optional, as in Figure 11 In the first switching sequence determination diagram shown, the game terminal maps the positions of all virtual objects in the horizontal direction to initially lock the virtual objects (ie Figure 11 The first switching order is determined according to the direction in which the player drags the first touch area. For example, Figure 11 In , if the player drags the first switch control to the left, the first switch order is: Enemy 1 - Enemy 2 - Enemy 3 - Enemy 4 - Enemy 5; Figure 11 , if the player drags the first switch control to the right, the first switch order is: Enemy 1 - Enemy 6 - Enemy 7 - Enemy 8 - Enemy 9.

[0100] It should be noted that, in actual applications, if the virtual object is switched to the far left or far right, and the player continues to drag, the game terminal can cyclically switch from the other end, for example, Figure 11In the game, if the player drags the first switch control to the left, the virtual objects are switched in the order of enemy 1-enemy 2-enemy 3-enemy 4-enemy 5; if the current switching object is enemy 5, the player continues to drag the first switch control to the left, the game terminal switches from enemy 5 to enemy 9, and switches in a cyclic manner in the order of enemy 9-enemy 8-enemy 7-enemy 6-enemy 1-enemy 2-enemy 3-enemy 4 enemy 5-enemy 9.

[0101] In addition, if the virtual object is switched to the far left or far right, and the player continues to drag, the game terminal may not perform a cyclic switch. Figure 11 In the game, if the player drags the first switch control to the left, the virtual objects are switched in the order of enemy 1-enemy 2-enemy 3-enemy 4-enemy 5; if the current switching object is enemy 5, the player continues to drag the first switch control to the left, the game terminal will no longer switch the virtual objects, and directly generate a prompt message to remind the player that the virtual objects have been switched. If you want to continue switching, you need to repeat the operation.

[0102] In addition, in the process of mapping virtual objects in preset directions, there may be a scenario where at least two virtual objects have the same mapping position. In this scenario, the game terminal needs to use other methods to determine the switching order of these virtual objects with overlapping mapping positions.

[0103] Specifically, when detecting that the mapping positions of at least two virtual objects are the same, the game terminal determines the object distances between the at least two virtual objects and the target virtual object, and determines the switching order of the at least two virtual objects according to the object distances.

[0104] In the above process, the target virtual object can be the initially locked virtual object or the virtual object controlled by the player. That is, when there are at least two virtual objects with the same mapping position, the game terminal determines the switching order based on the object distance between the at least two virtual objects and the target virtual object. For example, if the mapping positions of enemies A and B are the same, the game terminal calculates the object distances of enemies A and B from the target virtual object respectively. If the object distance corresponding to enemy A is smaller than the object distance corresponding to enemy B, then when switching virtual objects, the switching order of enemy A should be earlier than that of enemy B.

[0105] It should be noted that in actual applications, when players switch virtual objects, the position of the virtual objects in the graphical user interface is not fixed and may change in real time. When the position of the virtual object in the graphical user interface changes, its corresponding mapping position may also change. For example, Figure 12In the mapping position diagram shown, enemy 2 is on the right side of enemy 3. However, since the position of enemy 2 or enemy 3 in the game scene has changed, the mapping positions of enemy 2 and enemy 3 have also changed. For example, Figure 13 In the diagram of the mapping positions shown, enemy 2 is to the left of enemy 3.

[0106] In this scenario, upon detecting a change in the position of a first virtual object in a graphical user interface, the game terminal updates the mapped position of the first virtual object in a preset direction and updates the first switching order based on the mapped position of the first virtual object, where the first virtual object is any one of the multiple virtual objects. In other words, in the above example, upon detecting a change in the mapped position of the virtual object, the game terminal updates the first switching order based on the changed mapped position, thereby ensuring the accuracy of the first switching order.

[0107] In an optional embodiment, as Figure 5 As shown, the content displayed by the graphical user interface also includes: an information display area, wherein the object information of the first switching object is displayed in the information display area. Optionally, the object information may include but is not limited to the virtual object's avatar, level, identifier (e.g., name or nickname), health value, etc.

[0108] It should be noted that in actual applications, some virtual objects have multiple optional positions (i.e., areas to be switched), such as arms, legs, and heads. Figure 14 In the graphical user interface shown, the virtual object enemy 1 contains three to-be-switched regions. The black dot represents the initial to-be-switched region (i.e., the first to-be-switched region), and the dotted circle represents the currently unselected region. Therefore, for virtual objects with multiple to-be-switched regions, the player also selects the to-be-switched region of the virtual object. For example, the player can select a specific part of the virtual object to attack.

[0109] Specifically, in response to the release operation on the first touch area and after determining that the first switching object is the target object, the game terminal detects whether the target object has multiple areas to be switched. When the target object has multiple areas to be switched, a preset identifier is displayed at the second touch area in the graphical user interface, and in response to the second operation on the first switching control, when the operation duration of the second operation is greater than the second preset duration, corresponding area identifiers are displayed in the multiple areas to be switched, and area information of the multiple areas to be switched is displayed in the information display area, wherein the preset identifier indicates that the first switching object has multiple areas to be switched.

[0110] For example, in Figure 14In the graphical user interface shown, the player selects enemy 1, that is, the player determines enemy 1 as the virtual object to be attacked. As shown in the figure, enemy 1 has multiple areas to be switched, so Figure 15 The graphical user interface shown shows a preset identifier, wherein the preset identifier can be an identifier corresponding to the second touch area. When the second touch area is the area corresponding to the control, the preset identifier can be an identifier or icon corresponding to the second switching control (i.e., the control corresponding to the second touch area). That is, in this embodiment, when there is a preset identifier in the graphical user interface, it indicates that the current virtual object is a virtual object with multiple areas to be switched. Further, in Figure 15 In the example, the first touch area is the area where the first control is located. The player long presses the first switching control, and the game terminal displays the corresponding area logo in the area to be switched corresponding to enemy 1, and displays the area information of each area to be switched in the information display area. For example, Figure 15 In the example, the currently selected area to be switched is area ①, and area ① is highlighted in the information display area. In addition, the information display area not only displays the area identifiers of the virtual object, but also displays the information corresponding to each area identifier, such as the probability of successful attack on the area or the health value of the area. That is, in this embodiment, the area identifier corresponding to the area to be switched matches the area identifier displayed in the information display area. For example, Figure 15 In the example, if the current area is area ①, then area ① is highlighted in the information display area; for example, in Figure 16 In the display area, the current area is area ②, and area ② is highlighted in the information display area.

[0111] It should be noted that, in this embodiment, when the target object has multiple areas to be switched, the player can only determine one target area from the multiple areas to be switched, and the target area may be the area to be attacked.

[0112] In an optional embodiment, the player may also select multiple areas to be switched. Specifically, in response to a drag operation on the first touch area, the game terminal switches the multiple areas to be switched in sequence according to a second switching order, determines the current switching area corresponding to the second drag distance, and, in response to a release operation on the first touch area, determines that the current switching area is the target area corresponding to the target object. The second drag distance is the current drag distance of the drag operation on the first touch area.

[0113] Optional, in Figure 16In the illustrated graphical user interface, the first touch area corresponds to the first switching control. Players can drag the first switching control left or right to switch between multiple areas of the target object. This switching process is similar to the aforementioned switching process for virtual objects, except that when switching between multiple areas, the game terminal determines the switching order based on the area identifiers corresponding to the multiple areas.

[0114] In addition, during the process of switching multiple areas to be switched, the game terminal may also perform cyclic switching of areas, or not cyclic switching, and the corresponding method is similar to the above-mentioned switching process of virtual objects, which will not be repeated here.

[0115] In addition, it should be noted that, during the area switching process, if the player releases the first touch area, the game terminal uses the current switching area as the target area. Figure 17 In the graphical user interface shown, the player selects area 2 as the target area. When the player releases the first switch control, the object selection mark is displayed at the position of area ②.

[0116] In addition, when the player needs to exit from the selection of the area to be switched and continue to switch the virtual object, the player can drag the first touch area to the second touch area to switch between the partition and the whole.

[0117] Specifically, when the target object has multiple areas to be switched, in response to the dragging operation of the first touch area in the first direction, the first touch area is dragged to the position of the second touch area so that the first touch area and the second touch area at least partially overlap, and then, in response to the dragging operation of the first touch area in the second direction, the multiple virtual objects are switched in sequence according to the first switching order, wherein the first direction is different from the second direction.

[0118] For example, in Figure 18 In the graphical user interface shown, the player needs to switch from partition selection to the entire object selection. At this time, the player follows Figure 18 Drag the first switch control to the second switch control in the first direction shown. Figure 19 The overall object switching interface shown in Figure 19 In the game, the object selection mark is displayed on the virtual object currently selected by the player. At this time, the player can drag the first switch control left and right to switch the virtual object.

[0119] As can be seen from the above, the solution provided by this application achieves precise selection of virtual objects and areas to be switched by dragging controls. That is, in this application, players have the autonomy to switch virtual objects or areas, rather than relying on the randomness of the system, thus achieving the purpose of players independently selecting virtual objects. Moreover, in this application, the graphical user interface has an information display area, through which players can know the currently selected virtual object or area, thereby enabling players to better interact with the system. In addition, in this application, for virtual objects with partitions, players can ensure that they will not mistakenly operate on other overall virtual objects when switching partitions. A solution for switching from partitions to overall objects is also provided, and the two can be switched freely without affecting each other.

[0120] Through the description of the above implementation methods, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus the necessary general hardware platform, and of course it can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present disclosure is essentially or the part that contributes to the prior art can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), including a number of instructions for enabling a terminal device (which can be a mobile phone, computer, server, or network device, etc.) to execute the methods described in each embodiment of the present disclosure.

[0121] Example 2

[0122] In this embodiment, a device for switching virtual objects is also provided, which is used to implement the above-mentioned embodiments and preferred embodiments. The details that have been described will not be repeated here. As used below, the term "module" can be a combination of software and / or hardware that implements a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, implementation using hardware, or a combination of software and hardware, is also possible and contemplated.

[0123] Figure 20 is a structural block diagram of a virtual object switching device according to one embodiment of the present disclosure, wherein a graphical user interface is provided by a terminal device, and the content displayed by the graphical user interface includes at least part of a game scene and a plurality of virtual objects located in the game scene, such as Figure 20 As shown, the device includes: a first determining module 2001 , a switching module 2003 and a second determining module 2005 .

[0124] Among them, the first determination module 2001 is used to determine the initial locked virtual object from multiple virtual objects; the switching module 2003 is used to respond to the drag operation on the first touch area located in the graphical user interface, and determine the first switching object from multiple virtual objects in accordance with the operation parameters of the drag operation and the first switching order with the initial locked virtual object as the starting point; the second determination module 2005 is used to respond to the release operation on the first touch area and determine the first switching object as the target object.

[0125] It should be noted here that the above-mentioned first determination module 2001, switching module 2003 and second determination module 2005 correspond to steps S402 to S406 of the above-mentioned embodiment. The instances and application scenarios implemented by the three modules and the corresponding steps are the same, but are not limited to the contents disclosed in the above-mentioned embodiment.

[0126] Optionally, the first determining module includes: a third determining module, configured to determine an initially locked virtual object from the multiple virtual objects according to position information of the multiple virtual objects in the graphical user interface.

[0127] Optionally, the switching module includes: a first response module, a first display module, and a first switching module. The first response module is configured to respond to a first operation on the first touch area and record a first operation duration of the first operation; the first display module is configured to display a preselected identifier in an object area corresponding to the initially locked virtual object when the first operation duration is greater than a first preset duration, wherein the preselected identifier indicates that the virtual object with the preselected identifier is the current switching object; the first switching module is configured to sequentially switch multiple virtual objects starting from the initially locked virtual object in accordance with a first switching order, determine a first switching object corresponding to the first drag distance of the drag operation from the multiple virtual objects, and display the preselected identifier in the object area corresponding to the first switching object.

[0128] Optionally, the virtual object switching device further includes: a fourth determining module, a fifth determining module, and a sixth determining module. The fourth determining module is configured to determine the position of the central axis of the first touch area to obtain a first position; the fifth determining module is configured to determine the current position of the touch area after the touch medium has dragged the first touch area to obtain a second position; and the sixth determining module is configured to determine a first drag distance based on the distance between the first position and the second position.

[0129] Optionally, the virtual object switching device further includes: a seventh determination module, an eighth determination module, and a ninth determination module. The seventh determination module is configured to determine an initial position of a touch medium when a first touch area is dragged on a graphical user interface to obtain a first position; the eighth determination module is configured to determine a current position of the touch medium after the first touch area is dragged to obtain a second position; and the ninth determination module is configured to determine a first drag distance based on the distance between the first position and the second position.

[0130] Optionally, the virtual object switching device further includes: a mapping module and a tenth determination module. The mapping module is configured to map position information of multiple virtual objects in a graphical user interface onto a preset direction to obtain mapping positions corresponding to the multiple virtual objects; and the tenth determination module is configured to determine a first switching order for switching the multiple virtual objects based on the mapping positions corresponding to the multiple virtual objects and the initial mapping position of the initially locked virtual object.

[0131] Optionally, the virtual object switching device further includes: an eleventh determining module and a twelfth determining module. The eleventh determining module is configured to determine the object distance between the at least two virtual objects and the target virtual object when detecting that the mapping positions of the at least two virtual objects are the same; and the twelfth determining module is configured to determine the switching order of the at least two virtual objects based on the object distance.

[0132] Optionally, the virtual object switching device also includes: an updating module, which is used to update the mapping position of the first virtual object in a preset direction when detecting that the position of the first virtual object in the graphical user interface changes, and update the first switching order based on the mapping position of the first virtual object, wherein the first virtual object is any one of the multiple virtual objects.

[0133] Optionally, the first switching module includes: a second display module and a second switching module. The second display module is configured to display a preselection indicator in an object area corresponding to the initially locked virtual object; and the second switching module is configured to display a preselection indicator in an object area corresponding to a next object when the first drag distance is greater than a first distance threshold, wherein the next object is the next switching object corresponding to the first switching object in the first switching sequence.

[0134] Optionally, the virtual object switching device further includes: a thirteenth determination module, a fourteenth determination module, and a control module. The thirteenth determination module is configured to determine the drag direction corresponding to the drag operation; the fourteenth determination module is configured to determine the movement distance corresponding to the preselected marker based on the first drag distance, wherein the movement distance is the distance the preselected marker moves within the object area corresponding to the currently locked virtual object in the drag direction; and the control module is configured to control the preselected marker to stop moving when the movement distance exceeds a second distance threshold, wherein the second distance threshold is less than the first distance threshold.

[0135] Optionally, the content displayed by the graphical user interface further includes: an information display area, and the virtual object switching device further includes: a third display module, configured to display object information of the first switching object in the information display area.

[0136] Optionally, the switching device for a virtual object further includes: a detection module, a fourth display module, and a fifth display module. The detection module is configured to detect whether the target object has multiple areas to be switched; the fourth display module is configured to, when the target object has multiple areas to be switched, display a preset identifier at the second touch area in the graphical user interface and respond to a second operation on the first touch area, wherein the preset identifier indicates that the first switching object has multiple areas to be switched; and the fifth display module is configured to, when the operation duration of the second operation is greater than a second preset duration, display corresponding area identifiers in the multiple areas to be switched and display area information of the multiple areas to be switched in the information display area.

[0137] Optionally, the virtual object switching device further includes: a second response module and a third response module. The second response module is configured to respond to a drag operation on the first touch area, sequentially switch the multiple to-be-switched areas according to a second switching order, and determine a current switching area corresponding to a second drag distance, wherein the second drag distance is the current drag distance of the drag operation on the first touch area; and the third response module is configured to respond to a release operation on the first touch area and determine that the current switching area is the target area corresponding to the target object.

[0138] Optionally, the virtual object switching device further includes: a fourth response module and a fifth response module. The fourth response module is configured to, when the target object has multiple areas to be switched, respond to a drag operation on a first touch area in a first direction and drag the first touch area to the position of a second touch area so that the first touch area and the second touch area at least partially overlap; and the fifth response module is configured to respond to a drag operation on the first touch area in a second direction and sequentially switch the multiple virtual objects in a first switching order, wherein the first direction is different from the second direction.

[0139] It should be noted that the above modules can be implemented through software or hardware. For the latter, it can be implemented in the following ways, but not limited to: the above modules are all located in the same processor; or the above modules are located in different processors in any combination.

[0140] Example 3

[0141] An embodiment of the present disclosure further provides a computer-readable storage medium, in which a computer program is stored. The computer program is configured to execute the steps of any one of the above method embodiments when run.

[0142] Optionally, in this embodiment, the above-mentioned computer-readable storage medium may include but is not limited to: a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk, and other media that can store computer programs.

[0143] Optionally, in this embodiment, the computer-readable storage medium may be located in any computer terminal in a computer terminal group in a computer network, or in any mobile terminal in a mobile terminal group.

[0144] Optionally, in this embodiment, the above-mentioned computer-readable storage medium can be configured to store a computer program for performing the following steps: determining an initial locked virtual object from multiple virtual objects; in response to a drag operation on a first touch area located in a graphical user interface, determining a first switching object from multiple virtual objects in a first switching order based on the operation parameters of the drag operation and with the initial locked virtual object as the starting point; in response to a release operation on the first touch area, determining the first switching object as the target object.

[0145] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: determining an initial locked virtual object from the multiple virtual objects according to position information of the multiple virtual objects in the graphical user interface.

[0146] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: in response to a first operation on a first touch area, recording a first operation duration of the first operation; when the first operation duration is greater than a first preset duration, displaying a preselected identifier in an object area corresponding to the initially locked virtual object, wherein the preselected identifier indicates that the virtual object with the preselected identifier is the current switching object; switching multiple virtual objects in sequence according to a first switching order with the initially locked virtual object as the starting point, determining a first switching object corresponding to the first drag distance of the drag operation from the multiple virtual objects, and displaying the preselected identifier in the object area corresponding to the first switching object.

[0147] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: determining the position of the central axis of the first touch area to obtain a first position; determining the current position of the touch medium after dragging the first touch area to obtain a second position; and determining a first drag distance based on the distance between the first position and the second position.

[0148] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: determining an initial position of the touch medium when performing a drag operation on the first touch area on the graphical user interface to obtain a first position; determining a current position of the touch medium after dragging the first touch area to obtain a second position; and determining a first drag distance based on the distance between the first position and the second position.

[0149] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: mapping the position information of multiple virtual objects in a graphical user interface in a preset direction to obtain mapping positions corresponding to the multiple virtual objects; and determining a first switching order for switching the multiple virtual objects based on the mapping positions corresponding to the multiple virtual objects and the initial mapping position of the initially locked virtual object.

[0150] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: when it is detected that the mapping positions of at least two virtual objects are the same, determining the object distance between the at least two virtual objects and the target virtual object; and determining the switching order of the at least two virtual objects according to the object distance.

[0151] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: when a change in the position of a first virtual object in a graphical user interface is detected, updating the mapping position of the first virtual object in a preset direction, and updating the first switching order based on the mapping position of the first virtual object, wherein the first virtual object is any one of a plurality of virtual objects.

[0152] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: displaying a preselection mark in the object area corresponding to the initially locked virtual object; and displaying a preselection mark in the object area corresponding to the next object when the first dragging distance is greater than a first distance threshold, wherein the next object is the next switching object corresponding to the first switching object in the first switching order.

[0153] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: determining the dragging direction corresponding to the dragging operation; determining the moving distance corresponding to the preselected identifier based on the first dragging distance, wherein the moving distance is the distance that the preselected identifier moves within the object area corresponding to the currently locked virtual object according to the dragging direction; when the moving distance is greater than a second distance threshold, controlling the preselected identifier to stop moving, wherein the second distance threshold is less than the first distance threshold.

[0154] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: displaying object information of the first switching object in the information display area. Wherein, the content displayed by the graphical user interface further includes: an information display area.

[0155] Optionally, the above-mentioned computer-readable storage medium is also configured to store program code for executing the following steps: detecting whether the target object has multiple areas to be switched; when the target object has multiple areas to be switched, displaying a preset logo at the second touch area in the graphical user interface, and responding to a second operation on the first touch area, wherein the preset logo indicates that the first switching object has multiple areas to be switched; when the operation duration of the second operation is greater than a second preset duration, displaying corresponding area logos in multiple areas to be switched, and displaying area information of multiple areas to be switched in the information display area.

[0156] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: in response to a drag operation on the first touch area, switching multiple areas to be switched in sequence according to a second switching order, and determining a current switching area corresponding to a second drag distance, wherein the second drag distance is the current drag distance of the drag operation on the first touch area; in response to a release operation on the first touch area, determining that the current switching area is the target area corresponding to the target object.

[0157] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: when the target object has multiple areas to be switched, in response to a dragging operation on the first touch area in a first direction, dragging the first touch area to the position of the second touch area so that the first touch area and the second touch area at least partially overlap; in response to a dragging operation on the first touch area in a second direction, switching multiple virtual objects in sequence according to a first switching order, wherein the first direction is different from the second direction.

[0158] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.

[0159] In an exemplary embodiment of the present application, a computer-readable storage medium stores a program product capable of implementing the above-described method of this embodiment. In some possible implementations, various aspects of the embodiments of the present disclosure may also be implemented in the form of a program product, which includes program code. When the program product is executed on a terminal device, the program code is used to cause the terminal device to execute the steps described in the "Exemplary Method" section of this embodiment according to various exemplary embodiments of the present disclosure.

[0160] According to an embodiment of the present disclosure, a program product for implementing the above-mentioned method can be a portable compact disc read-only memory (CD-ROM) and include program code, and can be run on a terminal device, such as a personal computer. However, the program product of the embodiment of the present disclosure is not limited thereto. In the embodiment of the present disclosure, a computer-readable storage medium can be any tangible medium containing or storing a program, which can be used by or in conjunction with an instruction execution system, apparatus, or device.

[0161] The program product may be implemented in any combination of one or more computer-readable media. The computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or device, or any combination thereof. More specific examples (non-exhaustive) of computer-readable storage media include: an electrical connection having one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.

[0162] It should be noted that the program code contained in the computer-readable storage medium can be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any appropriate combination of the above.

[0163] Example 4

[0164] An embodiment of the present disclosure further provides an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to perform the steps in any of the above method embodiments.

[0165] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor, and the input / output device is connected to the processor.

[0166] Optionally, in this embodiment, the above-mentioned processor can be configured to perform the following steps through a computer program: determining an initial locked virtual object from multiple virtual objects; responding to a drag operation on a first touch area located in a graphical user interface, determining a first switching object from multiple virtual objects in a first switching order based on the operation parameters of the drag operation and taking the initial locked virtual object as the starting point; responding to a release operation on the first touch area, determining the first switching object as the target object.

[0167] Optionally, the processor may be further configured to perform the following steps through a computer program: determining an initial locked virtual object from the multiple virtual objects according to position information of the multiple virtual objects in the graphical user interface.

[0168] Optionally, the processor can also be configured to perform the following steps through a computer program: responding to a first operation on the first touch area, recording a first operation duration of the first operation; when the first operation duration is greater than a first preset duration, displaying a preselected identifier in the object area corresponding to the initially locked virtual object, wherein the preselected identifier indicates that the virtual object with the preselected identifier is the current switching object; switching multiple virtual objects in sequence according to a first switching order with the initially locked virtual object as the starting point, determining a first switching object corresponding to the first drag distance of the drag operation from the multiple virtual objects, and displaying the preselected identifier in the object area corresponding to the first switching object.

[0169] Optionally, the processor may also be configured to execute the following steps through a computer program: determining the position of the central axis of the first touch area to obtain a first position; determining the current position of the touch medium after dragging the first touch area to obtain a second position; and determining a first drag distance based on the distance between the first position and the second position.

[0170] Optionally, the processor may also be configured to execute the following steps through a computer program: determining an initial position of the touch medium when performing a drag operation on the first touch area on the graphical user interface to obtain a first position; determining a current position of the touch medium after dragging the first touch area to obtain a second position; and determining a first drag distance based on the distance between the first position and the second position.

[0171] Optionally, the above-mentioned processor can also be configured to perform the following steps through a computer program: mapping the position information of multiple virtual objects in the graphical user interface in a preset direction to obtain the mapping positions corresponding to the multiple virtual objects; determining the first switching order for switching the multiple virtual objects based on the mapping positions corresponding to the multiple virtual objects and the initial mapping position of the initially locked virtual object.

[0172] Optionally, the processor may also be configured to execute the following steps through a computer program: when detecting that the mapping positions of at least two virtual objects are the same, determining the object distance between the at least two virtual objects and the target virtual object; and determining the switching order of the at least two virtual objects according to the object distance.

[0173] Optionally, the above-mentioned processor can also be configured to perform the following steps through a computer program: when it is detected that the position of the first virtual object in the graphical user interface changes, updating the mapping position of the first virtual object in a preset direction, and updating the first switching order based on the mapping position of the first virtual object, wherein the first virtual object is any one of the multiple virtual objects.

[0174] Optionally, the above-mentioned processor can also be configured to perform the following steps through a computer program: displaying a preselection mark in the object area corresponding to the initially locked virtual object; when the first dragging distance is greater than the first distance threshold, displaying the preselection mark in the object area corresponding to the next object, wherein the next object is the next switching object corresponding to the first switching object in the first switching order.

[0175] Optionally, the above-mentioned processor can also be configured to perform the following steps through a computer program: determining the dragging direction corresponding to the dragging operation; determining the moving distance corresponding to the preselected identifier based on the first dragging distance, wherein the moving distance is the distance that the preselected identifier moves within the object area corresponding to the currently locked virtual object according to the dragging direction; when the moving distance is greater than a second distance threshold, controlling the preselected identifier to stop moving, wherein the second distance threshold is less than the first distance threshold.

[0176] Optionally, the processor may be further configured to execute the following steps through a computer program: displaying object information of the first switching object in the information display area. Wherein, the content displayed by the graphical user interface further includes: an information display area.

[0177] Optionally, the above-mentioned processor can also be configured to perform the following steps through a computer program: detecting whether the target object has multiple areas to be switched; when the target object has multiple areas to be switched, displaying a preset logo at the second touch area in the graphical user interface, and responding to a second operation on the first touch area, wherein the preset logo indicates that the first switching object has multiple areas to be switched; when the operation duration of the second operation is greater than a second preset duration, displaying corresponding area logos in multiple areas to be switched, and displaying area information of multiple areas to be switched in the information display area.

[0178] Optionally, the above-mentioned processor can also be configured to perform the following steps through a computer program: responding to a drag operation on the first touch area, switching multiple areas to be switched in sequence according to a second switching order, and determining a current switching area corresponding to the second drag distance, wherein the second drag distance is the current drag distance of the drag operation on the first touch area; responding to a release operation on the first touch area, determining that the current switching area is the target area corresponding to the target object.

[0179] Optionally, the above-mentioned processor can also be configured to perform the following steps through a computer program: when the target object has multiple areas to be switched, in response to a drag operation on the first touch area in a first direction, the first touch area is dragged to the position of the second touch area so that the first touch area and the second touch area at least partially overlap; in response to a drag operation on the first touch area in the second direction, multiple virtual objects are switched in sequence according to a first switching order, wherein the first direction is different from the second direction.

[0180] Figure 21 Schematic diagram of an electronic device according to an embodiment of the present disclosure. Figure 21 As shown, the electronic device 2100 is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0181] like Figure 21 As shown, the electronic device 2100 is implemented as a general-purpose computing device. Components of the electronic device 2100 may include, but are not limited to, the aforementioned at least one processor 2110, the aforementioned at least one memory 2120, a bus 2130 connecting various system components (including the memory 2120 and the processor 2110), and a display 2140.

[0182] The memory 2120 stores program code, which can be executed by the processor 2110, so that the processor 2110 executes the steps described in the method section of the embodiment of the present application according to various exemplary embodiments of the present disclosure.

[0183] The memory 2120 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 21201 and / or a cache memory unit 21202, and may further include a read-only memory unit (ROM) 21203, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.

[0184] In some examples, the memory 2120 may also include a program / utility 21204 having a set (at least one) of program modules 21205. Such program modules 21205 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. The memory 2120 may further include a memory remotely located relative to the processor 2110. These remote memories may be connected to the electronic device 2100 via a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0185] The bus 2130 may represent one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a local bus to the processor 2110, or any of a variety of bus architectures.

[0186] The display 2140 may be, for example, a touch screen liquid crystal display (LCD) that enables a user to interact with a user interface of the electronic device 2100 .

[0187] Optionally, the electronic device 2100 may also communicate with one or more external devices 2200 (e.g., a keyboard, a pointing device, a Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 2100, and / or any device that enables the electronic device 2100 to communicate with one or more other computing devices (e.g., a router, a modem, etc.). Such communication may be performed through an input / output (I / O) interface 2150. Furthermore, the electronic device 2100 may also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network, such as the Internet) through a network adapter 2160. Figure 21 As shown, the network adapter 2160 communicates with other modules of the electronic device 2100 via the bus 2130. Figure 21 Not shown, other hardware and / or software modules may be used in conjunction with the electronic device 2100, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0188] The electronic device 2100 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply and / or a camera.

[0189] It can be understood by those skilled in the art that Figure 21 The structure shown is only for illustration and does not limit the structure of the above electronic device. Figure 21 More or fewer components than shown, or with Figure 1 The memory 2120 may be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the method for switching virtual objects in the embodiments of the present disclosure. The processor 2110 executes the computer program stored in the memory 2120 to perform various functional applications and data processing, thereby implementing the aforementioned method for switching virtual objects.

[0190] The serial numbers of the above-mentioned embodiments of the present disclosure are for description only and do not represent the advantages or disadvantages of the embodiments.

[0191] In the above embodiments of the present disclosure, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0192] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only exemplary. For example, the division of the units can be a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0193] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.

[0194] In addition, the functional units in the various embodiments of the present disclosure may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.

[0195] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for enabling a computer device (which can be a personal computer, a server or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk.

[0196] The above is only a preferred embodiment of the present disclosure. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present disclosure. These improvements and modifications should also be regarded as within the scope of protection of the present disclosure.

Claims

1. A method for switching virtual objects, characterized in that: A graphical user interface is provided by a terminal device, wherein the content displayed by the graphical user interface includes at least a portion of a game scene and a plurality of virtual objects located in the game scene, and the method includes: determining an initial locked virtual object from among the plurality of virtual objects; In response to a drag operation on a first touch area located in the graphical user interface, determining a first switching object from the plurality of virtual objects in a first switching order based on an operation parameter of the drag operation and taking the initially locked virtual object as a starting point; In response to a release operation on the first touch area, determining the first switching object as a target object; wherein, in response to a drag operation on a first touch area in the graphical user interface, determining a first switching object from the multiple virtual objects according to an operation parameter of the drag operation and in a first switching order with the initially locked virtual object as a starting point includes: in response to a first operation on the first touch area, recording a first operation duration of the first operation; when the first operation duration is greater than a first preset duration, displaying a preselected identifier in an object area corresponding to the initially locked virtual object, wherein the preselected identifier indicates that the virtual object with the preselected identifier is the current switching object; switching the multiple virtual objects sequentially with the initially locked virtual object as a starting point according to the first switching order, determining a first switching object corresponding to a first drag distance of the drag operation from the multiple virtual objects, and displaying the preselected identifier in the object area corresponding to the first switching object, wherein the first drag distance is determined based on a central axis of the first touch area or a distance moved by a touch medium during the drag operation on the first touch area; The method further includes: mapping position information of the multiple virtual objects in the graphical user interface in a preset direction to obtain mapping positions corresponding to the multiple virtual objects; determining a first switching order for switching the multiple virtual objects based on the mapping positions corresponding to the multiple virtual objects and the initial mapping position of the initially locked virtual object; The method further includes: in response to the movement of the initially locked virtual object and / or the use of a touch medium to drag the screen to change the viewing angle, controlling the initially locked virtual object to always be in the middle position of the graphical user interface and adapting to lens changes.

2. The method according to claim 1, characterized in that Determining an initial locked virtual object from the plurality of virtual objects includes: The initial locked virtual object is determined from the multiple virtual objects according to position information of the multiple virtual objects in the graphical user interface.

3. The method according to claim 1, characterized in that The method further comprises: Determine the position of the central axis of the first touch area to obtain a first position; Determine a current position of the touch medium after dragging the first touch area to obtain a second position; The first drag distance is determined according to the distance between the first position and the second position.

4. The method according to claim 1, wherein The method further comprises: determining an initial position of the touch medium when the drag operation is performed on the first touch area on the graphical user interface to obtain a first position; Determine a current position of the touch medium after dragging the first touch area to obtain a second position; The first drag distance is determined according to the distance between the first position and the second position.

5. The method according to claim 1, wherein The method further comprises: When detecting that the mapping positions of the at least two virtual objects are the same, determining object distances between the at least two virtual objects and the target virtual object; A switching order of the at least two virtual objects is determined according to the object distance.

6. The method according to claim 1, wherein The method further comprises: When a change in the position of a first virtual object in the graphical user interface is detected, a mapping position of the first virtual object in the preset direction is updated, and the first switching order is updated based on the mapping position of the first virtual object, wherein the first virtual object is any one of the multiple virtual objects.

7. The method according to claim 1, characterized in that The method further comprises: sequentially switching the plurality of virtual objects in accordance with the first switching order and starting from the initially locked virtual object, and determining a first switching object corresponding to a first drag distance of the drag operation from the plurality of virtual objects. Displaying the preselected mark in the object area corresponding to the initially locked virtual object; When the first drag distance is greater than a first distance threshold, the preselection indicator is displayed in an object area corresponding to a next object, wherein the next object is the next switching object corresponding to the first switching object in the first switching sequence.

8. The method according to claim 7, characterized in that The method further comprises: Determining a drag direction corresponding to the drag operation; determining a movement distance corresponding to the preselected marker according to the first dragging distance, wherein the movement distance is a distance that the preselected marker moves within an object area corresponding to the currently locked virtual object in the dragging direction; When the moving distance is greater than a second distance threshold, the preselected marker is controlled to stop moving, wherein the second distance threshold is less than the first distance threshold.

9. The method according to claim 7, characterized in that The content displayed by the graphical user interface further includes: an information display area, and the method further includes: The object information of the first switching object is displayed in the information display area.

10. The method according to claim 9, characterized in that The method further comprises: Detecting whether the target object has multiple areas to be switched; When the target object has the multiple areas to be switched, displaying a preset identifier at the second touch area in the graphical user interface and responding to a second operation on the first touch area, wherein the preset identifier indicates that the first switching object has the multiple areas to be switched; When the operation duration of the second operation is greater than a second preset duration, corresponding area identifiers are displayed in the multiple areas to be switched, and area information of the multiple areas to be switched is displayed in the information display area.

11. The method according to claim 10, characterized in that The method further comprises: In response to a drag operation on the first touch area, switching the multiple areas to be switched in sequence according to a second switching order, and determining a current switching area corresponding to a second drag distance, wherein the second drag distance is a current drag distance of the drag operation on the first touch area; In response to a release operation on the first touch area, the current switching area is determined to be a target area corresponding to the target object.

12. The method according to claim 10, characterized in that The method further comprises: When the target object has the plurality of areas to be switched, in response to a drag operation on the first touch area in a first direction, dragging the first touch area to a position of the second touch area so that the first touch area and the second touch area at least partially overlap; In response to a drag operation on the first touch area in a second direction, the multiple virtual objects are switched in sequence according to the first switching order, wherein the first direction is different from the second direction.

13. A device for switching virtual objects, characterized in that: A graphical user interface is provided through a terminal device, wherein the content displayed by the graphical user interface includes at least a portion of a game scene and a plurality of virtual objects located in the game scene, and the apparatus comprises: A first determining module, configured to determine an initial locked virtual object from the plurality of virtual objects; a switching module, configured to respond to a drag operation on a first touch area in the graphical user interface, and determine a first switching object from the plurality of virtual objects in accordance with an operation parameter of the drag operation and in a first switching order with the initially locked virtual object as a starting point; a second determining module, configured to determine the first switching object as a target object in response to a release operation on the first touch area; wherein the switching module is further configured to: respond to a first operation on the first touch area, record a first operation duration of the first operation; when the first operation duration is greater than a first preset duration, display a preselected identifier in the object area corresponding to the initially locked virtual object, wherein the preselected identifier indicates that the virtual object with the preselected identifier is the current switching object; sequentially switch the multiple virtual objects according to the first switching order with the initially locked virtual object as the starting point, determine a first switching object corresponding to a first drag distance of the drag operation from the multiple virtual objects, and display the preselected identifier in the object area corresponding to the first switching object, wherein the first drag distance is determined based on a central axis of the first touch area or a moving distance of the touch medium during the dragging operation on the first touch area; The virtual object switching device further includes a mapping module and a tenth determining module, wherein the mapping module is configured to map position information of the plurality of virtual objects in the graphical user interface in a preset direction to obtain mapping positions corresponding to the plurality of virtual objects; the tenth determining module is configured to determine a first switching order for switching the plurality of virtual objects based on the mapping positions corresponding to the plurality of virtual objects and the initial mapping position of the initially locked virtual object; The switching module is further configured to: in response to the movement of the initially locked virtual object and / or the use of a touch medium to drag the screen to change the viewing angle, control the initially locked virtual object to always be in the middle position of the graphical user interface and adapt to lens changes.

14. A computer-readable storage medium, characterized in that A computer program is stored in a computer-readable storage medium, wherein the computer program is configured to execute the method for switching virtual objects according to any one of claims 1 to 12 when executed by a processor.

15. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to execute the virtual object switching method according to any one of claims 1 to 12.

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