Virtual item display method and device in game, electronic equipment and storage medium

By providing a graphical user interface in the game to display a list of virtual scene items from the perspective of the virtual character, the problem of users not being able to intuitively view distant items is solved, thus improving the gaming experience and efficiency.

CN115518378BActive Publication Date: 2026-04-24NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-10-10
Publication Date
2026-04-24

AI Technical Summary

Technical Problem

In 3D scene games, users cannot intuitively view virtual objects that are hidden or vaguely visible in the distance, resulting in wasted game time and a decreased experience.

Method used

The terminal provides a graphical user interface to display the virtual scene from the perspective of the virtual character. In response to the viewing command, it displays a list of virtual items, including items that are less than or greater than a preset distance threshold from the virtual character, which are the first and second virtual items, respectively.

Benefits of technology

Users can directly view a list of virtual items at different distances in the virtual scene without having to control the virtual character to move near the items, thus improving the gaming experience and efficiency.

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Abstract

The application provides a virtual item display method and device in a game, electronic equipment and a storage medium. A graphical user interface is provided through a terminal. The content displayed by the graphical user interface includes a virtual character perspective picture obtained by observing a virtual scene from the perspective of a virtual character. The method comprises the following steps: in response to a first viewing instruction, a display list of first virtual items is displayed on the graphical user interface. The display list of the first virtual items includes at least one first virtual item that is less than a preset distance threshold from the virtual character in the virtual scene. In response to a second viewing instruction, a display list of second virtual items is displayed on the graphical user interface. The display list of the first virtual items includes at least one second virtual item that is greater than or equal to the distance threshold from the virtual character in the virtual scene.
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Description

Technical Field

[0001] This application relates to the field of electronic digital data processing technology, and in particular to a method, apparatus, electronic device and storage medium for displaying virtual items in a game. Background Technology

[0002] In existing 3D scene games, users controlling virtual characters to pick up virtual items in the virtual environment is a very frequent in-game operation. Typically, users spend a significant portion of their in-game time searching for and picking up virtual items. Current technologies only display a list of virtual items near their own character; that is, the user moves their character to an item, clicks the corresponding pick-up button, and a list of nearby virtual items pops up on the user's graphical interface. However, for virtual items hidden or vaguely visible in the distance, users cannot intuitively know what items are present or what type of items are vaguely visible. They must move their character to the vicinity to investigate, a process that wastes a lot of game time and negatively impacts the user experience. Summary of the Invention

[0003] In view of this, the purpose of this application is to propose a method, device, electronic device and storage medium for displaying virtual items in a game, so as to solve the problem of users directly viewing virtual items near and far in a virtual scene.

[0004] To achieve the above objectives, this application provides a method for displaying virtual items in a game. This method utilizes a terminal to provide a graphical user interface (GUI), where the GUI displays a view from the perspective of a virtual character observing a virtual scene. The method includes:

[0005] In response to a first viewing command, the graphical user interface is controlled to display a list of first virtual items; wherein the list of first virtual items includes at least one first virtual item in the virtual scene whose distance from the virtual character is less than a preset distance threshold;

[0006] In response to a second viewing command, the graphical user interface is controlled to display a list of second virtual items; wherein the list of first virtual items includes at least one second virtual item in the virtual scene whose distance from the virtual character is greater than or equal to the distance threshold.

[0007] Based on the same inventive purpose, this application also provides a virtual item display device in a game, which provides a graphical user interface through a terminal. The content displayed by the graphical user interface includes a virtual character's perspective view of the virtual scene. The device includes:

[0008] The first display module is configured to respond to a first viewing command and control the display of a list of first virtual items in the graphical user interface; wherein the list of first virtual items includes at least one first virtual item in the virtual scene whose distance from the virtual character is less than a preset distance threshold;

[0009] The second display module is configured to respond to a second viewing command and control the display of a list of second virtual items in the graphical user interface; wherein the list of first virtual items includes at least one second virtual item in the virtual scene whose distance from the virtual character is greater than or equal to the distance threshold.

[0010] For the purposes described above, this application also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the program to implement the virtual item display method in a game as described in any of the above claims.

[0011] For the purposes described above, this application also provides a non-transitory computer-readable storage medium that stores computer instructions for causing the computer to execute the virtual item display method in the game as described in any of the above-described methods.

[0012] As can be seen from the above, the virtual item display method, device, electronic device, and storage medium provided in this application provide a graphical user interface through a terminal. The content displayed by the graphical user interface includes a virtual character's perspective view of the virtual scene. In response to a first viewing command, the graphical user interface displays a display list of first virtual items. The display list of first virtual items includes at least one first virtual item whose distance from the virtual character in the virtual scene is less than a preset distance threshold. In response to a second viewing command, the graphical user interface displays a display list of second virtual items. The display list of first virtual items includes at least one second virtual item whose distance from the virtual character in the virtual scene is greater than or equal to the distance threshold. The virtual item display method, device, electronic device, and storage medium provided in this application can provide a user with a list of first virtual items in a virtual scene whose distance from the virtual character is less than a preset distance threshold in a graphical user interface according to a first viewing instruction. It can also provide a list of second virtual items in a virtual scene whose distance from the virtual character is greater than or equal to the preset distance threshold in a graphical user interface according to a second viewing instruction. For second virtual items whose distance from the virtual character is greater than or equal to the preset distance threshold in a virtual scene, the user can directly view the list of second virtual items even if the user does not control the virtual character to walk near them. Attached Figure Description

[0013] To more clearly illustrate the technical solutions in this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only for this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0014] Figure 1 This is a schematic diagram illustrating an application scenario of the virtual item display method in a game provided in this application embodiment.

[0015] Figure 2 This is a schematic diagram illustrating another application scenario of the virtual item display method in a game provided in the embodiments of this application.

[0016] Figure 3 This is a flowchart illustrating a method for displaying virtual items in a game, as provided in an embodiment of this application.

[0017] Figure 4 This is a schematic diagram of a display list of the first virtual items provided in an embodiment of this application.

[0018] Figure 5This is a schematic diagram of a display list of the second virtual items provided in an embodiment of this application.

[0019] Figure 6 A schematic diagram of the guiding route provided in the embodiments of this application.

[0020] Figure 7 This is a schematic diagram of a virtual item display device in a game provided in an embodiment of this application.

[0021] Figure 8 This is a schematic diagram of the hardware structure of an electronic device provided in this embodiment. Detailed Implementation

[0022] To make the objectives, technical solutions, and advantages of this application clearer, the principles and spirit of this application will be described below with reference to several exemplary embodiments. It should be understood that these embodiments are provided merely to enable those skilled in the art to better understand and implement this application, and are not intended to limit the scope of this application in any way. Rather, these embodiments are provided to make this application more thorough and complete, and to fully convey the scope of this application to those skilled in the art.

[0023] According to embodiments of this application, a method, apparatus, electronic device, and storage medium for displaying virtual items in a game are proposed.

[0024] It is important to understand that any number of elements in the accompanying figures is for illustrative purposes only and not for limitation, and any naming is for distinction only and has no limiting meaning.

[0025] It should be noted that, unless otherwise defined, the technical or scientific terms used in the embodiments of this application should have the ordinary meaning understood by one of ordinary skill in the art to which this application pertains. The terms "first," "second," and similar terms used in the embodiments of this application do not indicate any order, quantity, or importance, but are merely used to distinguish different components. Terms such as "comprising" or "including" mean that the element or object preceding the word encompasses the elements or objects listed after the word and their equivalents, without excluding other elements or objects. Terms such as "connected" or "linked" are not limited to physical or mechanical connections, but can include electrical connections, whether direct or indirect. Terms such as "upper," "lower," "left," and "right" are only used to indicate relative positional relationships; when the absolute position of the described object changes, the relative positional relationship may also change accordingly.

[0026] The principles and spirit of this application will be explained in detail below with reference to several representative embodiments.

[0027] refer to Figure 1This is a schematic diagram illustrating an application scenario of the virtual item display method in a game provided in this application embodiment.

[0028] This application scenario includes terminal device 101.

[0029] Terminal devices include, but are not limited to, desktop computers, mobile phones, mobile computers, tablet computers, media players, smart wearable devices, personal digital assistants (PDAs), or other electronic devices capable of performing the above functions.

[0030] Terminal device 101 is used to provide a graphical user interface, the content of which includes a virtual character's perspective view of the virtual scene, obtained from the perspective of the virtual character controlled by the terminal device 101.

[0031] In this context, a virtual character refers to an actionable object within a virtual scene. This actionable object can be at least one of a virtual person, a virtual animal, or an anime character. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual character can be a three-dimensional model. Each virtual character has its own shape and volume within the three-dimensional virtual scene, occupying a portion of the space within the scene. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and this virtual character achieves different external appearances by wearing different virtual skins or virtual items. In some implementations, the virtual character can also be implemented using a 2.5D or 2D model; this application does not limit this approach.

[0032] Virtual items refer to props that virtual characters can use in virtual scenes, including at least one of functional props and virtual equipment. In this application, virtual items are used to change the attribute values ​​of virtual characters in virtual scenes. For example, virtual items include launching virtual props, melee-use virtual props, and throwing virtual props.

[0033] In addition, the terminal device 101 has certain data storage and data processing capabilities.

[0034] The following is combined Figure 1 The above application scenarios are used to describe the method for displaying virtual items in games according to exemplary embodiments of this application. It should be noted that the above application scenarios are shown only to facilitate understanding of the spirit and principles of this application, and the embodiments of this application are not limited in any way in this respect. Rather, the embodiments of this application can be applied to any applicable scenario.

[0035] refer to Figure 2 This is a schematic diagram illustrating another application scenario of the virtual item display method in a game provided in the embodiments of this application.

[0036] This application scenario includes a terminal device 101, a server 102, and a data storage system 103. The terminal device 101, server 102, and data storage system 103 can all be connected via wired or wireless communication networks.

[0037] Among them, the terminal device 101 includes, but is not limited to, desktop computers, mobile phones, mobile computers, tablet computers, media players, smart wearable devices, personal digital assistants (PDAs) or other electronic devices capable of performing the above functions.

[0038] Server 102 is used to provide data processing services for terminal devices.

[0039] Data storage system 103 is used to provide data storage services for terminal devices.

[0040] The data storage system and servers can be independent physical servers, server clusters or distributed systems composed of multiple physical servers, or cloud servers that provide basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.

[0041] The following is combined Figure 2 The above application scenarios are used to describe the method for displaying virtual items in games according to exemplary embodiments of this application. It should be noted that the above application scenarios are shown only to facilitate understanding of the spirit and principles of this application, and the embodiments of this application are not limited in any way in this respect. Rather, the embodiments of this application can be applied to any applicable scenario.

[0042] refer to Figure 3 This is a flowchart illustrating a method for displaying virtual items in a game, as provided in an embodiment of this application.

[0043] The method for displaying virtual items in the game provides a graphical user interface through a terminal. The content displayed by the graphical user interface includes the viewpoint of a virtual character observing the virtual scene.

[0044] The method for displaying virtual items in games includes the following steps:

[0045] Step S301: In response to the first viewing command, control the display of a list of first virtual items in the graphical user interface; wherein the list of first virtual items includes at least one first virtual item in the virtual scene whose distance from the virtual character is less than a preset distance threshold.

[0046] Step S302: In response to the second viewing instruction, control the display of a list of second virtual items in the graphical user interface; wherein, the list of first virtual items includes at least one second virtual item in the virtual scene whose distance from the virtual character is greater than or equal to the distance threshold.

[0047] The first virtual item refers to a virtual item in a virtual scene that is less than a preset distance threshold from the virtual character controlled by the user. It can be understood that in a virtual scene, the first virtual item is the prop that is closest to the virtual character.

[0048] The second virtual item refers to a virtual item in a virtual scene that is at a distance greater than or equal to a preset distance threshold from the virtual character controlled by the user. It can be understood that in a virtual scene, the second virtual item is a prop that is far away from the virtual character.

[0049] The preset distance threshold can be set by the game server. In reality, it is the game server's backend data that represents the distance between virtual characters and virtual items in the virtual scene.

[0050] In some exemplary embodiments, the distance between the virtual item and the virtual character is a key factor in determining whether the virtual item is a first virtual item or a second virtual item; the method further includes:

[0051] For any virtual object in the virtual scene, obtain the distance between the virtual character and the virtual object;

[0052] In response to the distance being less than the distance threshold, the virtual item is determined to be a first virtual item;

[0053] In response to the distance being greater than or equal to the distance threshold, the virtual item is determined to be a second virtual item.

[0054] In some exemplary embodiments, a circular confirmation area can be set with the virtual character as the center and preset data as the radius. As the virtual character moves, when the virtual item is located within the circular confirmation area or at the boundary of the circular confirmation area, the virtual item can be confirmed as a first virtual item. When the virtual item is located outside the circular confirmation area, the virtual item can be confirmed as a second virtual item.

[0055] refer to Figure 4 This is a schematic diagram of the display list of the first virtual items provided in the embodiments of this application.

[0056] In some exemplary embodiments, the content displayed by the graphical user interface further includes viewing controls; the method further includes:

[0057] In response to a first touch operation on the viewing control, a first viewing instruction is generated, and the first viewing instruction controls the display list of the first virtual items to be shown on the graphical user interface.

[0058] In some exemplary embodiments, the first touch operation includes: dragging the viewing control to a first designated area or triggering the viewing control for a time less than a preset trigger time.

[0059] The first designated area can be set by the game server, and it can be designed proportionally according to the layout or area of ​​the graphical user interface. When the viewing control is dragged to the first designated area, the game server can detect the first touch operation and make an interactive response to the first touch operation.

[0060] For example, the first designated area can be a pre-configured left-side screen area of ​​the graphical user interface. The shape and size of this left-side screen area can be specifically configured as needed.

[0061] The preset trigger time can be set by the game server; it is essentially background data from the game server and its function is to determine whether the user's action is the first touch operation. For example, if the user's first touch operation is clicking the viewing control, the trigger time for that viewing control may be very short, less than the preset trigger time.

[0062] In response to a second touch operation on the viewing control, a second viewing instruction is generated, and the second viewing instruction controls the display list of the second virtual items to be shown on the graphical user interface.

[0063] refer to Figure 5 This is a schematic diagram of the display list of the second virtual items provided in the embodiments of this application.

[0064] In some exemplary embodiments, the second touch operation includes: dragging the viewing control to a second designated area or triggering the viewing control with a trigger time greater than or equal to the trigger time.

[0065] The second designated area can be set by the game server. It can be designed proportionally according to the layout or area of ​​the graphical user interface. The second designated area is located in a different position on the graphical user interface than the first designated area. When the viewing control is dragged to the second designated area, the game server can detect the second touch operation and make an interactive response to the second touch operation.

[0066] For example, the second designated area can be a pre-configured right-side screen area of ​​the graphical user interface. The shape and size of this right-side screen area can be specifically configured as needed.

[0067] It should be noted that, in order to avoid accidental touches, the distance between the second specified area and the first specified area can be set to be larger, but the distance between each area and the view control is equal.

[0068] The preset trigger time can be set by the game server; it is essentially background data from the game server and its purpose is to determine whether the user's action is a second touch operation. For example, if the user's first touch operation is to view a control, the trigger time for viewing the control may be quite long, greater than or equal to the preset trigger time.

[0069] In some exemplary embodiments, the method further includes:

[0070] In response to a selection operation on the first virtual item in the first virtual item display list, control the display of a selection icon for the first virtual item in the first virtual item display list;

[0071] Control the virtual character to pick up the first virtual item corresponding to the selection identifier.

[0072] In practice, for the first virtual item displayed near the virtual character, if the user selects the first virtual item in the display list, a corresponding selection icon will be displayed in the list.

[0073] In some exemplary embodiments, the first virtual item may be presented as a scaled-down thumbnail of itself in the first virtual item display list, or it may be presented using other representative images, text, symbols, or other identifiers as appropriate.

[0074] In some exemplary embodiments, the selection operation may be a user clicking, double-clicking, or dragging a first virtual item from the first virtual item display list onto a virtual character.

[0075] In some exemplary embodiments, for a first virtual item marked in a first virtual item display list, the user can control the virtual character to pick it up.

[0076] In some exemplary embodiments, the method further includes:

[0077] In response to a locking operation on the second virtual item in the second virtual item display list, control the display of a first locking indicator for the second virtual item in the second virtual item display list; control the display of a second locking indicator for the second virtual item in the virtual scene;

[0078] In response to a trigger operation on the first lock identifier, a guide route for the second virtual item is generated and controlled to be displayed on the graphical user interface; wherein the starting point of the guide route is the position of the virtual character in the game scene, and the ending point of the guide route is the position of the second virtual item in the game scene; the guide route is used to guide the virtual character to pick up the second virtual item.

[0079] In practice, for the display list of second virtual items that are far away from the virtual character, if the user locks the second virtual item in the display list, the corresponding first lock icon can be displayed in the list. At the same time, the second lock icon corresponding to the locked second virtual item can be displayed in the map of the virtual scene.

[0080] In some exemplary embodiments, the second virtual item may be presented as a scaled-down thumbnail of itself in the second virtual item display list, or it may be presented using other representative images, text, symbols, or other identifiers as appropriate.

[0081] In some exemplary embodiments, the locking operation may be a user clicking, double-clicking, or selecting a second virtual item in the second virtual item display list.

[0082] The first locking identifier is used to indicate that a certain second virtual item in the display list of second virtual items is selected, and the second locking identifier is used to indicate that the second virtual item in the virtual scene is selected, and simply marks the position of the second virtual item in the virtual scene.

[0083] In some exemplary embodiments, when a user triggers the first locking indicator, the game server can generate a corresponding guide route for the second virtual item and control the display of this guide route on the graphical user interface. The guide route can be the shortest distance route calculated by the game server based on the current position of the virtual character and the current position of the locked second virtual item, or it can be the longest distance route. Alternatively, it can be a challenging and engaging guide route generated based on NPC instructions on the game's virtual map. The user can then control the virtual character to pick up the second virtual item according to this guide route.

[0084] refer to Figure 6 This is a schematic diagram of the guiding route provided in the embodiments of this application.

[0085] In some exemplary embodiments, the method further includes:

[0086] In response to an automatic pathfinding command for the guided route, the virtual character is controlled to pick up the second virtual item according to the guided route.

[0087] In practice, when a second virtual item in the display list is locked, since the virtual item is far away from the virtual character, in order to ensure the fun and fairness of the game, an automatic pathfinding command for the guide route needs to be issued. The game server then controls the virtual character to pick up the second virtual item according to the automatic pathfinding command.

[0088] In some exemplary embodiments, the graphical user interface displays content that includes an automatic pathfinding control; the method further includes:

[0089] In response to a trigger operation on the automatic pathfinding control, the aforementioned automatic pathfinding instruction is generated, and the virtual character is controlled to pick up the second virtual item according to the guide route through the automatic pathfinding instruction.

[0090] In some exemplary embodiments, the method further includes:

[0091] In response to a viewing operation of the first virtual item, a first information display box of the first virtual item is displayed on the graphical user interface; wherein the first information display box displays the attribute information of the first virtual item.

[0092] In response to a viewing operation of the second virtual prop, a second information display box for the second virtual prop is controlled to be displayed on the graphical user interface; wherein the second information display box displays attribute information of the second virtual prop and location prompt information of the second virtual prop in the virtual scene, the location prompt information being used to indicate the location of the second virtual prop in the virtual scene.

[0093] The attribute information may, but is not limited to, characterizing the type, color, shape, purpose, and value of the virtual item in the game. The location information is used to indicate the location of the second virtual item in the virtual scene.

[0094] As an optional implementation, when the user does not need to find the second virtual item according to the guided route, they can freely choose a route to pick up the item based on the location prompts, or the user can simply know the location of the item in the virtual scene and decide whether to pick it up based on actual needs.

[0095] As can be seen from the above, the virtual item display method in the game provided by this application provides a graphical user interface through a terminal. The content displayed by the graphical user interface includes a virtual character's perspective view of the virtual scene. In response to a first viewing command, the graphical user interface displays a display list of first virtual items. The display list of first virtual items includes at least one first virtual item whose distance from the virtual character in the virtual scene is less than a preset distance threshold. In response to a second viewing command, the graphical user interface displays a display list of second virtual items. The display list of first virtual items includes at least one second virtual item whose distance from the virtual character in the virtual scene is greater than or equal to the distance threshold. The virtual item display method, device, electronic device, and storage medium provided in this application can provide a user with a list of first virtual items in a virtual scene whose distance from the virtual character is less than a preset distance threshold in a graphical user interface according to a first viewing instruction. It can also provide a list of second virtual items in a virtual scene whose distance from the virtual character is greater than or equal to the preset distance threshold in a graphical user interface according to a second viewing instruction. For second virtual items whose distance from the virtual character is greater than or equal to the preset distance threshold in a virtual scene, the user can directly view the list of second virtual items even if the user does not control the virtual character to walk near them.

[0096] It should be noted that the method in this embodiment can be executed by a single device, such as a computer or server. The method can also be applied in a distributed scenario, where multiple devices cooperate to complete the task. In such a distributed scenario, one of these devices may execute only one or more steps of the method in this embodiment, and the multiple devices will interact with each other to complete the method described.

[0097] It should be noted that the above description describes some embodiments of this application. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in a different order than that shown in the above embodiments and still achieve the desired result. Furthermore, the processes depicted in the drawings do not necessarily require a specific or sequential order to achieve the desired result. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.

[0098] Based on the same inventive concept, corresponding to any of the above embodiments, this application also provides a virtual item display device in a game.

[0099] refer to Figure 7 This is a schematic diagram of a virtual item display device in a game provided in an embodiment of this application.

[0100] A virtual item display device in a game provides a graphical user interface (GUI) via a terminal. The GUI displays content including a virtual character's perspective view of the virtual scene. The device includes:

[0101] The first display module 701 is configured to respond to a first viewing command and control the display of a display list of first virtual items in the graphical user interface; wherein the display list of first virtual items includes at least one first virtual item in the virtual scene whose distance from the virtual character is less than a preset distance threshold.

[0102] The second display module 702 is configured to respond to a second viewing command and control the display of a list of second virtual items in the graphical user interface; wherein the list of first virtual items includes at least one second virtual item in the virtual scene whose distance from the virtual character is greater than or equal to the distance threshold.

[0103] For ease of description, the above devices are described in terms of function, divided into various modules. Of course, in implementing this application, the functions of each module can be implemented in one or more software and / or hardware.

[0104] The apparatus described above is used to implement the virtual item display method in the corresponding game in any of the foregoing embodiments, and has the beneficial effects of the corresponding method embodiments, which will not be repeated here.

[0105] Based on the same inventive concept, corresponding to the methods of any of the above embodiments, this application also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the program to implement the virtual item display method in the game described in any of the above embodiments.

[0106] Figure 8 This embodiment illustrates a more specific hardware structure of an electronic device, which may include a processor 1010, a memory 1020, an input / output interface 1030, a communication interface 1040, and a bus 1050. The processor 1010, memory 1020, input / output interface 1030, and communication interface 1040 are interconnected internally via the bus 1050.

[0107] The processor 1010 can be implemented using a general-purpose CPU (Central Processing Unit), microprocessor, application-specific integrated circuit (ASIC), or one or more integrated circuits, and is used to execute relevant programs to implement the technical solutions provided in the embodiments of this specification.

[0108] The memory 1020 can be implemented in the form of ROM (Read Only Memory), RAM (Random Access Memory), static storage device, dynamic storage device, etc. The memory 1020 can store the operating system and other applications. When the technical solutions provided in the embodiments of this specification are implemented by software or firmware, the relevant program code is stored in the memory 1020 and is called and executed by the processor 1010.

[0109] The input / output interface 1030 is used to connect input / output modules to realize information input and output. Input / output modules can be configured as components within the device (not shown in the figure) or externally connected to the device to provide corresponding functions. Input devices may include keyboards, mice, touchscreens, microphones, various sensors, etc., while output devices may include displays, speakers, vibrators, indicator lights, etc.

[0110] The communication interface 1040 is used to connect a communication module (not shown in the figure) to enable communication between this device and other devices. The communication module can communicate via wired means (such as USB, Ethernet cable, etc.) or wireless means (such as mobile network, WIFI, Bluetooth, etc.).

[0111] Bus 1050 includes a pathway for transmitting information between various components of the device, such as processor 1010, memory 1020, input / output interface 1030, and communication interface 1040.

[0112] It should be noted that although the above-described device only shows the processor 1010, memory 1020, input / output interface 1030, communication interface 1040, and bus 1050, in specific implementations, the device may also include other components necessary for normal operation. Furthermore, those skilled in the art will understand that the above-described device may only include the components necessary for implementing the embodiments of this specification, and not necessarily all the components shown in the figures.

[0113] The electronic devices described above are used to implement the virtual item display method in the corresponding game in any of the foregoing embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be repeated here.

[0114] Based on the same inventive concept, corresponding to the methods of any of the above embodiments, this application also provides a non-transitory computer-readable storage medium storing computer instructions for causing the computer to execute the virtual item display method in the game as described in any of the above embodiments.

[0115] The aforementioned non-transitory computer-readable storage media can be any available medium or data storage device that a computer can access, including but not limited to magnetic storage (e.g., floppy disks, hard disks, magnetic tapes, magneto-optical disks (MOs), etc.), optical storage (e.g., CDs, DVDs, BDs, HVDs, etc.), and semiconductor storage (e.g., ROMs, EPROMs, EEPROMs, non-volatile memory (NAND flash), solid-state drives (SSDs)).

[0116] The computer instructions stored in the storage medium of the above embodiments are used to cause the computer to execute the virtual item display method in the game as described in any of the embodiments of the exemplary method section above, and have the beneficial effects of the corresponding method embodiments, which will not be repeated here.

[0117] Those skilled in the art will recognize that embodiments of this application can be implemented as a system, method, or computer program product. Therefore, this application can be specifically implemented as entirely hardware, entirely software (including firmware, resident software, microcode, etc.), or a combination of hardware and software, generally referred to herein as a "circuit," "module," or "system." Furthermore, in some embodiments, this application can also be implemented as a computer program product contained in one or more computer-readable media, which includes computer-readable program code.

[0118] Any combination of one or more computer-readable media may be used. A computer-readable medium can be a computer-readable signal medium or a computer-readable storage medium. A computer-readable storage medium can be, for example,, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (not exhaustive) of a computer-readable storage medium may include: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this document, a computer-readable storage medium can be any tangible medium that contains or stores a program that can be used by or in connection with an instruction execution system, apparatus, or device.

[0119] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying computer-readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. Computer-readable signal media may also be any computer-readable medium other than computer-readable storage media, capable of sending, propagating, or transmitting programs for use by or in connection with an instruction execution system, apparatus, or device.

[0120] Program code contained on a computer-readable medium may be transmitted using any suitable medium, including but not limited to wireless, wire, optical fiber, RF, etc., or any suitable combination thereof.

[0121] Computer program code for performing the operations of this application can be written in one or more programming languages ​​or a combination thereof, including object-oriented programming languages ​​such as Java, Smalltalk, and C++, and conventional procedural programming languages ​​such as "C" or similar programming languages. The program code can be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving remote computers, the remote computer can be connected to the user's computer via any type of network (including a local area network (LAN) or a wide area network (WAN)), or it can be connected to an external computer (e.g., via the Internet using an Internet service provider).

[0122] It should be understood that each block of a flowchart and / or block diagram, as well as combinations of blocks in a flowchart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing device to produce a machine that, when executed by a computer or other programmable data processing device, creates means for implementing the functions / operations specified in the blocks of the flowchart and / or block diagram.

[0123] These computer program instructions may also be stored in a computer-readable medium that enables a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable medium produce a product comprising an instruction apparatus that implements the functions / operations specified in the boxes of a flowchart and / or block diagram.

[0124] Computer program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other device to cause a series of operational steps to be performed on the computer, other programmable data processing apparatus, or other device to produce a computer-implemented process, such that the instructions that execute on the computer or other programmable apparatus can provide a process for implementing the functions / operations specified in the boxes of a flowchart and / or block diagram.

[0125] Furthermore, although the operations of the method of this application are described in a specific order in the accompanying drawings, this does not require or imply that these operations must be performed in that specific order, or that all of the operations shown must be performed to achieve the desired result. On the contrary, the steps depicted in the flowchart may be performed in a different order. Additionally or alternatively, certain steps may be omitted, multiple steps may be combined into one step, and / or one step may be broken down into multiple steps.

[0126] The use of the verbs "including" and "contains" and their inflections in the application documents does not preclude the existence of elements or steps other than those described in the application documents. The article "a" or "one" preceding an element does not preclude the existence of multiple such elements.

[0127] While the spirit and principles of this application have been described with reference to several specific embodiments, it should be understood that this application is not limited to the disclosed specific embodiments, and the division of aspects does not imply that features in these aspects cannot be combined for benefit; such division is merely for convenience of expression. This application is intended to cover various modifications and equivalent arrangements included within the spirit and scope of the appended claims. The scope of the appended claims is to be interpreted in the broadest sense, thereby encompassing all such modifications and equivalent structures and functions.

Claims

1. A method for displaying virtual items in a game, characterized in that, A graphical user interface is provided through a terminal, the content of which includes a virtual character's perspective view of the virtual scene, the method comprising: In response to a first viewing command, the graphical user interface is controlled to display a list of first virtual items; wherein the list of first virtual items includes at least one first virtual item in the virtual scene whose distance from the virtual character is less than a preset distance threshold; In response to a second viewing command, the graphical user interface is controlled to display a list of second virtual items; wherein the list of second virtual items includes at least one second virtual item in the virtual scene whose distance from the virtual character is greater than or equal to the distance threshold.

2. The method according to claim 1, characterized in that, The method further includes: For any virtual object in the virtual scene, obtain the distance between the virtual character and the virtual object; In response to the distance being less than the distance threshold, the virtual item is determined to be a first virtual item; In response to the distance being greater than or equal to the distance threshold, the virtual item is determined to be a second virtual item.

3. The method according to claim 1, characterized in that, The graphical user interface displays content that also includes viewing controls; the method further includes: In response to a first touch operation on the viewing control, a first viewing instruction is generated, and the first viewing instruction controls the display list of the first virtual items to be shown on the graphical user interface; In response to a second touch operation on the viewing control, a second viewing instruction is generated, and the second viewing instruction controls the display list of the second virtual items to be shown on the graphical user interface.

4. The method according to claim 3, characterized in that, The first touch operation includes: dragging the viewing control to a first designated area or triggering the viewing control with a trigger time less than a preset trigger time; The second touch operation includes: dragging the viewing control to a second designated area or triggering the viewing control with a trigger time greater than or equal to the trigger time.

5. The method according to claim 1, characterized in that, The method further includes: In response to a selection operation on the first virtual item in the first virtual item display list, control the display of a selection icon for the first virtual item in the first virtual item display list; Control the virtual character to pick up the first virtual item corresponding to the selection identifier.

6. The method according to claim 1, characterized in that, The method further includes: In response to a locking operation on the second virtual item in the second virtual item display list, control the display of a first locking indicator for the second virtual item in the second virtual item display list; control the display of a second locking indicator for the second virtual item in the virtual scene; In response to a trigger operation targeting the first lock identifier, a guide route for the second virtual item is generated and controlled to be displayed on the graphical user interface; wherein the starting point of the guide route is the position of the virtual character in the game scene, and the ending point of the guide route is the position of the second virtual item in the game scene; the guide route is used to guide the virtual character to pick up the second virtual item.

7. The method according to claim 6, characterized in that, The method further includes: In response to an automatic pathfinding command for the guided route, the virtual character is controlled to pick up the second virtual item according to the guided route.

8. The method according to claim 7, wherein the content displayed by the graphical user interface further includes an automatic pathfinding control; the method further includes: In response to a trigger operation on the automatic pathfinding control, an automatic pathfinding instruction is generated, and the virtual character is controlled to pick up the second virtual item according to the guide route through the automatic pathfinding instruction.

9. The method according to claim 1, characterized in that, The method further includes: In response to a viewing operation of the first virtual item, a first information display box of the first virtual item is displayed on the graphical user interface; wherein the first information display box displays attribute information of the first virtual item; In response to a viewing operation of the second virtual item, a second information display box for the second virtual item is displayed on the graphical user interface; wherein the second information display box displays attribute information of the second virtual item and location information of the second virtual item in the virtual scene, the location information being used to indicate the location of the second virtual item in the virtual scene.

10. A virtual item display device in a game, characterized in that, A graphical user interface is provided through a terminal, the content of which includes a virtual character's perspective view of the virtual scene, the device comprising: The first display module is configured to respond to a first viewing command and control the display of a list of first virtual items in the graphical user interface; wherein the list of first virtual items includes at least one first virtual item in the virtual scene whose distance from the virtual character is less than a preset distance threshold; The second display module is configured to respond to a second viewing command and control the display of a list of second virtual items in the graphical user interface; wherein the list of second virtual items includes at least one second virtual item in the virtual scene whose distance from the virtual character is greater than or equal to the distance threshold.

11. An electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the program, it implements the method as described in any one of claims 1 to 9.

12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions for causing the computer to perform the method of any one of claims 1 to 9.

Citation Information

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