Virtual prop processing method, device, equipment and storage medium
By responding to item association adjustment events through a graphical user interface and displaying combination placement controls, the problem of virtual items not being able to be placed adjacently is solved, enabling fast and accurate placement of virtual items, reducing player operations, and improving game operation efficiency.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-03-29
- Publication Date
- 2026-07-21
Smart Images

Figure CN116421976B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of video game technology, and more specifically, to a method, apparatus, device, and storage medium for processing virtual items. Background Technology
[0002] In simulation management games, players typically need to place virtual items in the game scene to arrange the game environment.
[0003] In existing technologies, during the setup of game scenes, to avoid issues such as virtual items clipping through each other, the game sets up relatively large areas for each virtual item, preventing other items from moving into these already occupied areas. When players move virtual items, to save space, some virtual items are usually placed adjacent to each other according to the player's needs.
[0004] However, due to the limited area, some virtual items cannot be placed directly adjacent to each other. This means that when players arrange the game scene, they may not be able to achieve adjacent placement that meets their needs, or they may need to make a lot of adjustments to the positions of the virtual items to achieve adjacent placement, resulting in more operations required from the players. Summary of the Invention
[0005] The purpose of this application is to provide a method, apparatus, device, and storage medium for processing virtual items, which can enable the adjacent placement of some virtual items and reduce the amount of operation required by the player.
[0006] The embodiments of this application are implemented as follows:
[0007] In one aspect of this application's embodiments, a method for processing virtual items provides a graphical user interface through a terminal device. The graphical user interface includes multiple virtual items. The method includes:
[0008] In response to a movement control operation on the first virtual prop, the first virtual prop is controlled to move within the game scene, wherein the first virtual prop is in a state of waiting to be placed;
[0009] When the first virtual item overlaps with the second virtual item already placed in the game scene, in response to the triggering of the item association adjustment event, the second virtual item is adjusted to a pending state and the combination placement control is displayed in the graphical user interface;
[0010] In response to a first trigger operation on the combination placement control, a first placement position and a first placement angle of the first virtual prop, and a second placement position and a second placement angle of the second virtual prop are determined.
[0011] Place the first virtual prop according to the first placement position and the first placement angle, and place the second virtual prop according to the second placement position and the second placement angle.
[0012] In another aspect of the embodiments of this application, a processing device for virtual props is provided, which provides a graphical user interface through a terminal device. The graphical user interface includes multiple virtual props. The device includes: a movement module, a triggering module, a combination module, and a placement module.
[0013] The movement module is used to respond to the movement control operation on the first virtual prop and control the first virtual prop to move within the game scene, wherein the first virtual prop is in a state to be placed.
[0014] The trigger module is used to adjust the second virtual item to a pending state in response to the triggering of the item association adjustment event when the first virtual item overlaps with the second virtual item already placed in the game scene, and to display the combination placement control in the graphical user interface.
[0015] The combination module is used to respond to a first trigger operation on the combination placement control to determine the first placement position and the first placement angle of the first virtual prop, and the second placement position and the second placement angle of the second virtual prop;
[0016] The placement module is used to place the first virtual prop according to the first placement position and the first placement angle, and the second virtual prop according to the second placement position and the second placement angle.
[0017] In another aspect of this application, a computer device is provided, including: a memory and a processor. The memory stores a computer program that can run on the processor. When the processor executes the computer program, it implements the steps of a method for processing virtual items.
[0018] In another aspect of this application, a computer-readable storage medium is provided, on which a computer program is stored, which, when executed by a processor, implements the steps of a method for processing virtual items.
[0019] The beneficial effects of the embodiments of this application include:
[0020] This application provides a method for processing virtual props. When a first virtual prop overlaps with a second virtual prop already placed in the game scene, in response to the triggering of an item association adjustment event, the second virtual prop is adjusted to a pending placement state, and a combination placement control is displayed in the graphical user interface. This allows for the determination of the first pending placement position and first pending placement angle of the first virtual prop, and the second pending placement position and second pending placement angle of the second virtual prop, in response to a first trigger operation on the combination placement control, and the placement of the first and second virtual props in a close-fitting manner. The method of responding to the triggering of the item association adjustment event allows for faster and more efficient display of the combination placement control, enabling faster and more accurate placement of the first and second virtual props. This reduces the number of operations required by the player when placing virtual props, saves operation time, improves the efficiency of virtual prop operation in the game, and also avoids the overlap of multiple virtual props in the game scene. Attached Figure Description
[0021] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0022] Figure 1 A schematic diagram of the graphical user interface provided in the embodiments of this application;
[0023] Figure 2 A flowchart illustrating the method for processing virtual props provided in this application embodiment;
[0024] Figure 3 Another flowchart illustrating the method for processing virtual props provided in the embodiments of this application;
[0025] Figure 4 Another flowchart illustrating the method for processing virtual props provided in the embodiments of this application;
[0026] Figure 5 Another flowchart illustrating the method for processing virtual props provided in the embodiments of this application;
[0027] Figure 6 Another flowchart illustrating the method for processing virtual props provided in the embodiments of this application;
[0028] Figure 7 Another flowchart illustrating the method for processing virtual props provided in the embodiments of this application;
[0029] Figure 8 Another flowchart illustrating the method for processing virtual props provided in the embodiments of this application;
[0030] Figure 9 A schematic diagram of the placement result displayed in the graphical user interface provided in the embodiments of this application;
[0031] Figure 10 This is a schematic diagram showing another placement result in the graphical user interface provided in the embodiments of this application;
[0032] Figure 11 Another schematic diagram of the graphical user interface provided in the embodiments of this application;
[0033] Figure 12 Another schematic diagram of the graphical user interface provided in the embodiments of this application;
[0034] Figure 13 A schematic diagram of the structure of the virtual prop processing device provided in the embodiments of this application;
[0035] Figure 14 A schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation
[0036] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0037] Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0038] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.
[0039] In the description of this application, it should be noted that the terms "first," "second," "third," etc., are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.
[0040] In one embodiment of this application, the method for processing virtual items can run on a terminal device or a server. The terminal device can be a local terminal device. When the game display method runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0041] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game display method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0042] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0043] In one possible implementation, the present invention provides a method for processing virtual items, which provides a graphical user interface through a first terminal device, wherein the first terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0044] The following is a detailed explanation of the specific content displayed in the graphical user interface provided in the embodiments of this application.
[0045] Figure 1 Please refer to the graphical user interface diagram provided in the embodiments of this application. Figure 1It provides a graphical user interface through a terminal device, which includes multiple virtual props.
[0046] Among them, many virtual props are movable and placeable. Each virtual prop occupies a certain space. Virtual props can be two-dimensional or three-dimensional models used to simulate things that exist in real life, such as tables, chairs, walls, chandeliers, or people, etc., without specific restrictions.
[0047] It should be noted that different virtual props can be placed in different types of locations, such as the ground, ceiling, and wall. The virtual prop processing method provided in this application embodiment is mainly for the same type of location, and can be taken as an example where all virtual props are placed on the ground.
[0048] For example, players can control the movement of any virtual item and place it on the ground.
[0049] Optionally, for any virtual prop, the space it occupies can be three-dimensional space, or it can only consider the area occupied by one face in three-dimensional space (i.e., two-dimensional space). Figure 1 Taking the two-dimensional space of the ground as an example, each virtual prop can occupy a certain area on the ground. The area occupied by the first virtual prop 110 and the second virtual prop 120 on the ground can be used as the corresponding area.
[0050] The following explains the specific implementation process of the virtual prop processing method provided in this application embodiment based on the above-mentioned display of virtual props.
[0051] Figure 2 Please refer to the flowchart illustrating the virtual item processing method provided in this application embodiment. Figure 2 The method includes:
[0052] S210: In response to a movement control operation on the first virtual prop, control the first virtual prop to move within the game scene.
[0053] The first virtual item is in a pending placement state.
[0054] Optionally, the first virtual prop can be any movable virtual prop in the game scene, such as a 3D model of any decoration such as a table or chair.
[0055] Mobile control operations can specifically be performed by the player. Depending on the operating device, the mobile control operations can take many forms. For example, if the terminal device is a touch screen device, the mobile control operation can be a dragging or clicking operation by the player on the screen; if the terminal device is connected to other operating devices such as a mouse, keyboard, or gamepad, the mobile control operation can also be related commands sent by the player to the terminal device based on the buttons of these operating devices.
[0056] It should be noted that movement control operations can have a movement direction. The movement can be based on the player's specific control of the movement direction and distance, or it can be based on pre-configured movement direction and distance, etc., to move from the current position in the game scene to the target position in the game scene.
[0057] S220: When the first virtual item overlaps with the second virtual item already placed in the game scene, in response to the triggering of the item association adjustment event, the second virtual item is adjusted to a pending state, and the combination placement control is displayed in the graphical user interface.
[0058] It should be noted that the second virtual prop can be a virtual prop that is placed in the game scene, while the first virtual prop can be a virtual prop that the player is moving. The distinction between the first and second virtual props is based solely on a single movement operation. For example, if the movement involves a chair in the game scene, then the chair is the first virtual prop, and all other placed virtual props in the game scene are the second virtual props.
[0059] In the game scene, each virtual item occupies a certain space. If the space occupied by the first virtual item and the space occupied by the second virtual item are in the same area, it can be determined that the first virtual item and the second virtual item overlap.
[0060] An item association adjustment event can be determined by player actions or by automatic program judgment. This event is used to indicate that the association of items in the scene needs to be adjusted.
[0061] Optionally, when a virtual item is in a pending state, the player can move the virtual item using the aforementioned movement control operation. When a virtual item is in a placed state, the player cannot move the virtual item. By adjusting a second virtual item to a pending state, the second virtual item can be moved.
[0062] Specifically, the combination placement control can be a control that is triggered by the user. It can be hidden in the initial state, and can be displayed after the item association adjustment event is triggered.
[0063] S230: In response to a first trigger operation on the combination placement control, determine the first placement position and the first placement angle of the first virtual prop, and the second placement position and the second placement angle of the second virtual prop.
[0064] Optionally, the first triggering operation may be, for example, a click operation or a selection operation on the above-mentioned combined placement controls.
[0065] The placement location can be a specific coordinate in the game scene, the coordinate of the center point of the virtual item, or the coordinate range of the entire area occupied by the virtual item, without any specific restrictions; the placement angle can be the specific orientation of the virtual item after placement. For example, for a chair, it can be placed facing forward or sideways, and the placement angle can be represented by a specific rotation angle.
[0066] The first placement position and first placement angle of the first virtual prop, and the second placement position and second placement angle of the second virtual prop can be determined respectively.
[0067] S240: Place the first virtual prop according to the first placement position and the first placement angle, and place the second virtual prop according to the second placement position and the second placement angle.
[0068] Optionally, after determining the placement position and angle, the virtual props can be placed based on the corresponding placement position and angle. During the placement process, the first and second virtual props can be placed simultaneously or sequentially. There are no specific restrictions here, and the settings can be made according to actual needs.
[0069] It should be noted that the first and second placement positions can be adjacent, allowing the first and second virtual props to be placed close together.
[0070] When the above method is applied to a specific implementation process, for example, when a chair is dragged and placed in area A, and a table is also placed in area A, the table and chair can be placed close together based on the first trigger operation of the combined placement control, thereby avoiding the occurrence of overlapping placement.
[0071] This application provides a method for processing virtual props. When a first virtual prop overlaps with a second virtual prop already placed in the game scene, in response to the triggering of an item association adjustment event, the second virtual prop is adjusted to a pending placement state, and a combination placement control is displayed in the graphical user interface. This allows for the determination of the first pending placement position and first pending placement angle of the first virtual prop, and the second pending placement position and second pending placement angle of the second virtual prop, in response to a first trigger operation on the combination placement control, and the placement of the first and second virtual props in a close-fitting manner. The method of responding to the triggering of the item association adjustment event allows for a faster and more efficient display of the combination placement control, enabling faster and more accurate placement of the first and second virtual props. This reduces the number of operations required by the player when placing virtual props, saves operation time, and improves the efficiency of operating virtual props in the game.
[0072] This application provides a method for processing virtual props. When a first virtual prop overlaps with a second virtual prop already placed in the game scene, in response to the triggering of an item association adjustment event, the second virtual prop is adjusted to a pending placement state, and a combination placement control is displayed in the graphical user interface. This allows for the determination of the first pending placement position and first pending placement angle of the first virtual prop, and the second pending placement position and second pending placement angle of the second virtual prop, in response to a first trigger operation on the combination placement control, and the placement of the first and second virtual props in a close-fitting manner. The method of responding to the triggering of the item association adjustment event allows for faster and more efficient display of the combination placement control, enabling faster and more accurate placement of the first and second virtual props. This reduces the number of operations required by the player when placing virtual props, saves operation time, improves the efficiency of virtual prop operation in the game, and also avoids the overlap of multiple virtual props in the game scene.
[0073] The following explains another specific implementation process of the virtual item processing method provided in the embodiments of this application.
[0074] Figure 3 For another flowchart illustrating the method for processing virtual items provided in this application embodiment, please refer to... Figure 3 Determining the first placement position and first placement angle of the first virtual prop, and the second placement position and second placement angle of the second virtual prop, including:
[0075] S310: Determine whether the first virtual item and the second virtual item are related items.
[0076] Optionally, the associated props can be pre-configured props with a relationship, such as tables and chairs, lamps and lamp stands, etc. Specifically, the relationship can be pre-configured or determined based on the attributes of the physical objects corresponding to the virtual props.
[0077] It should be noted that if the first virtual item and the second virtual item are related, they can be set with a mutual association identifier. The presence or absence of this identifier can be used to determine whether the first virtual item and the second virtual item are related items.
[0078] S320: If so, determine the first placement position and first placement angle of the first virtual prop, and the second placement position and second placement angle of the second virtual prop according to the pre-configured placement information.
[0079] The placement information includes the placement location and angle of related virtual props in the target area.
[0080] Optionally, after determining that the first virtual item and the second virtual item are related, they can be placed accordingly.
[0081] It should be noted that the pre-configured placement information can record the placement position and angle of the first virtual prop and the placement position and angle of the second virtual prop within a target area (such as a three-dimensional space or a plane within a three-dimensional space).
[0082] Specifically, a first placement position can be determined based on the placement position of a first virtual prop within the target area, a first placement angle can be determined based on the placement angle of the first virtual prop within the target area, a second placement position can be determined based on the placement position of a second virtual prop within the target area, and a second placement angle can be determined based on the placement angle of the second virtual prop within the target area.
[0083] This application provides a method for processing virtual props, which can determine whether a first virtual prop and a second virtual prop are associated props. If so, it determines the first placement position and first placement angle of the first virtual prop, and the second placement position and second placement angle of the second virtual prop, according to pre-configured placement information. Different steps for determining the placement position and angle can be performed by determining whether they are associated props. Furthermore, the pre-configured placement information allows for a faster and more intuitive determination of the first placement position and first placement angle of the first virtual prop, and the second placement position and second placement angle of the second virtual prop.
[0084] The following section will explain in detail the implementation process of determining the location of associated props in the virtual prop processing method provided in this application embodiment.
[0085] Figure 4 For another flowchart illustrating the method for processing virtual items provided in this application embodiment, please refer to... Figure 4 The first placement position and first placement angle of the first virtual prop, and the second placement position and second placement angle of the second virtual prop are determined according to the pre-configured placement information, including:
[0086] S410: Determine the positions of the areas to be placed for the first virtual prop and the second virtual prop.
[0087] Optionally, the location of the area to be placed can be the location in the game scene where it will be placed, for example, within a range corresponding to the original placement location of the second virtual item.
[0088] It should be noted that the size of the area to be placed can be determined based on the space occupied by the first and second virtual props, or it can be set according to actual needs. There are no specific restrictions here, as long as the location of the area to be placed can be determined.
[0089] S420: Determine the first placement position and the first placement angle of the first virtual prop based on the position of the area to be placed, the placement position of the first virtual prop in the target area, and the placement angle.
[0090] S430: Determine the second placement position and the second placement angle of the second virtual prop based on the position of the area to be placed, the placement position of the second virtual prop in the target area, and the placement angle.
[0091] Optionally, the location of the area to be placed can be represented by a coordinate range, the target area can also be represented by a coordinate range, and the placement positions of the first virtual item and the second virtual item in the target area can also be represented by a coordinate range.
[0092] For example, if the size of the area to be placed is the same as the size of the target area, the placement positions of the first virtual prop and the second virtual prop in the target area can be directly used as the first placement position of the first virtual prop and the second placement position of the second virtual prop.
[0093] If the size of the area to be placed is different from the size of the target area, the placement positions of the first virtual prop and the second virtual prop in the target area can be proportionally converted based on the ratio between the two sizes, and the converted position range can be used as the first placement position of the first virtual prop and the second placement position of the second virtual prop.
[0094] It should be noted that the first placement angle of the first virtual prop can be the same as the placement angle of the first virtual prop in the target area, and the second placement angle of the second virtual prop can be the same as the placement angle of the second virtual prop in the target area.
[0095] This application provides a method for processing virtual props, which can determine the positions of the areas to be placed for a first virtual prop and a second virtual prop; determine the first placement position and the first placement angle of the first virtual prop based on the position of the areas to be placed, the placement position of the first virtual prop in the target area, and the placement angle; and determine the second placement position and the second placement angle of the second virtual prop based on the position of the areas to be placed, the placement position of the second virtual prop in the target area, and the placement angle. By determining the position of the areas to be placed, the first placement position of the first virtual prop and the second placement position of the second virtual prop can be determined more quickly based on the position of the target area, thereby enabling faster placement of the virtual props.
[0096] The following explains the specific implementation process of the virtual item processing method provided in this application embodiment for non-associated items.
[0097] Figure 5 For another flowchart illustrating the method for processing virtual items provided in this application embodiment, please refer to... Figure 5 After determining whether the first virtual item and the second virtual item are related items, the method further includes:
[0098] S510: If not, display at least one candidate combination in the graphical user interface.
[0099] Each candidate combination is used to instruct the first and second virtual props to be combined and placed in different ways.
[0100] Optionally, if it is determined that the first virtual item and the second virtual item are not related items, the above candidate combinations can be displayed. The candidate combinations can be displayed in the graphical user interface in the form of a placement diagram, a text diagram, or a selection control, etc., without specific limitations.
[0101] Different candidate combinations can be used to place the first virtual prop and the second virtual prop in different ways, such as placing the first virtual prop to the left of the second virtual prop, placing the first virtual prop to the right of the second virtual prop, placing the first virtual prop on top of the second virtual prop, and so on.
[0102] S520: In response to the selection operation for the target candidate combination, determine the first placement position and first placement angle of the first virtual prop, and the second placement position and second placement angle of the second virtual prop according to the placement method corresponding to the target candidate combination.
[0103] Optionally, after displaying the candidate combinations, the placement of the first and second virtual items can be determined based on the user's selection of the target candidate combination.
[0104] It should be noted that each candidate combination has a default placement method, and the relevant placement parameters can be defined. For example, if the target candidate combination is placed with the first virtual item to the left of the second virtual item, the relative positions of the first and second virtual items can be determined. The exact distance to the left and whether there is any deviation in front or behind the position can be manually adjusted or selected based on several preset sub-options. No specific restrictions are imposed here.
[0105] This application provides a method for processing virtual props. When it is determined that a first virtual prop and a second virtual prop are not related props, at least one candidate combination is displayed in a graphical user interface. In response to a selection operation for a target candidate combination, a first placement position and a first placement angle for the first virtual prop, and a second placement position and a second placement angle for the second virtual prop are determined according to the placement method corresponding to the target candidate combination. By selecting a candidate combination, the placement positions of unrelated props can be determined more quickly, thereby improving the efficiency of virtual prop placement.
[0106] The following explains a specific implementation process of generating candidate combinations in the virtual prop processing method provided in the embodiments of this application.
[0107] Figure 6 For another flowchart illustrating the method for processing virtual items provided in this application embodiment, please refer to... Figure 6 Before displaying at least one candidate combination in the graphical user interface, the method further includes:
[0108] S610: In response to a movement operation of a first virtual prop and a second virtual prop in a combined designated space, control the first virtual prop and the second virtual prop to move to a target location.
[0109] It should be noted that the customizable space can be a three-dimensional space that matches the game scene. Players can place two unrelated virtual items in this customizable space. For example, the first virtual item can be placed in any opposite direction of the second virtual item, as long as it does not overlap with the second virtual item and is in close contact with it.
[0110] Specifically, both the first and second virtual props can be manipulated and moved, and the user can move them to a target location by dragging or dropping them within the customized space. The target location can be any location within the customized space.
[0111] S620: In response to a save operation for a target location, generate a candidate combination.
[0112] Optionally, a save control can be displayed to store the data, resulting in a candidate combination. The positional relationship between the first virtual item and the second virtual item in this candidate combination is the relationship at the target location.
[0113] This process can be repeated multiple times to obtain various candidate combinations. When selecting the target candidate combination, in addition to the preset candidate combinations, the player can also choose the candidate combinations saved by performing the above steps.
[0114] In a virtual prop processing method provided in this application embodiment, in response to a movement operation of a first virtual prop and a second virtual prop in a designated space, the first and second virtual props can be controlled to move to a target position; in response to a save operation of the target position, a candidate combination is generated. The above method allows for the setting of candidate combinations, thereby increasing the diversity of candidate combinations and obtaining target candidate combinations that better meet the requirements.
[0115] The following section will explain in detail the specific implementation process of triggering the associated adjustment event in the virtual prop processing method provided in the embodiments of this application.
[0116] Figure 7 For another flowchart illustrating the method for processing virtual items provided in this application embodiment, please refer to... Figure 7 In response to the triggering of item association adjustment events, including:
[0117] S710: Determine the first duration during which the first virtual prop overlaps with the second virtual prop already placed in the game scene.
[0118] Optionally, when the first virtual item and the second virtual item overlap, a timer can be started to record the overlap time between the first virtual item and the second virtual item.
[0119] The aforementioned overlapping time is the first duration of the record.
[0120] S720: If the first duration exceeds the preset duration, trigger the item association adjustment event.
[0121] Optionally, the preset duration can be a duration set according to actual needs, such as 5 seconds.
[0122] The first recorded duration can be compared with the preset duration. If the first duration does not exceed the preset duration, the timing can continue without triggering the item association adjustment event. If the first duration exceeds the preset duration, the item association adjustment event can be triggered.
[0123] In a method for processing virtual props provided in this application embodiment, a first duration can be determined for which a first virtual prop overlaps with a second virtual prop already placed in the game scene; if the first duration exceeds a preset duration, a prop association adjustment event is triggered. By setting a timer for the first duration, the association adjustment event can be automatically triggered, thereby reducing the amount of player input and improving the efficiency of placing virtual props.
[0124] The following is a detailed explanation of another specific implementation process for triggering the associated adjustment event in the virtual prop processing method provided in the embodiments of this application.
[0125] Figure 8 For another flowchart illustrating the method for processing virtual items provided in this application embodiment, please refer to... Figure 8 In response to the triggering of item association adjustment events, including:
[0126] S810: Displays movement controls for the first virtual item and the second virtual item in the graphical user interface.
[0127] Optionally, a movement control can be pre-set in the graphical user interface. The movement control can be hidden in the initial state. When the first virtual item and the second virtual item overlap, the movement control can be displayed in the graphical user interface and associated with the first virtual item and the second virtual item.
[0128] Alternatively, a movable control can also be a control that is always displayed in the graphical user interface. The specific display method can be set based on actual needs, and either of the above methods is acceptable.
[0129] S820: In response to a trigger operation on the movement control, triggers an item association adjustment event.
[0130] Optionally, players can trigger the movement control, such as by clicking or long-pressing, to trigger related adjustment events.
[0131] In a virtual item processing method provided in this application embodiment, movement controls for a first virtual item and a second virtual item can be displayed in a graphical user interface; in response to a trigger operation on the movement controls, an item association adjustment event is triggered. The movement controls allow for faster triggering of the association adjustment event, and triggering it through player clicks or similar methods avoids misjudgments.
[0132] Optionally, after placing the first virtual prop at a first placement position and a first placement angle, and the second virtual prop at a second placement position and a second placement angle, the method further includes: in response to a second trigger operation on the combination placement control, adjusting the direction of the target combination prop, wherein the target combination prop is a combination prop composed of the first virtual prop and the second virtual prop.
[0133] It should be noted that after the placement is completed in the above manner, the first and second virtual props can be obtained. The whole combination of the first and second virtual props can be used as the target combination prop. The direction of the target combination prop can be adjusted based on the player's second trigger operation on the combination placement control, such as clicking, dragging, or long-pressing.
[0134] When adjusting the direction of the target combination of props, you can rotate it according to the center position, and the specific rotation angle can be set according to actual needs.
[0135] To explain the processing method of the virtual props more clearly, the placement results displayed in the graphical user interface will be explained below.
[0136] Figure 9 Please refer to the schematic diagram of the placement result displayed in the graphical user interface provided in the embodiments of this application. Figure 9 , Figure 9 The second virtual prop 120 shown can be a table, which is fixedly placed in the upper left area of the entire virtual scene. The first virtual prop 110 can be a chair, which is moved to the right side of the second virtual prop by the player. The first virtual prop can be placed on one side of the second virtual prop according to the corresponding placement position and placement angle.
[0137] The following section will explain in detail another placement result of placing the first virtual prop based on the virtual prop processing method provided in the embodiments of this application.
[0138] Figure 10 For another placement result diagram displayed in the graphical user interface provided in this application embodiment, please refer to... Figure 10 , Figure 10 The second virtual prop 120 shown can be a table, which is fixedly placed in the left side of the entire virtual scene. The first virtual prop 110 can be a chair, which is moved to the top of the second virtual prop by the player. The first and second virtual props can be placed according to the position and angle indicated by the target association combination position.
[0139] To more clearly explain the embodiments of this application, the specific implementation process of the virtual item processing method will be explained below in conjunction with controls and other content displayed in the graphical user interface.
[0140] Figure 11 For another schematic diagram of the graphical user interface provided in the embodiments of this application, please refer to... Figure 11 The graphical user interface may include: a combination placement control 130, which may be a hidden control; if the first virtual prop 110 and the second virtual prop 120 overlap after placement, the combination placement control 130 may be displayed in the graphical user interface.
[0141] In response to a trigger operation on the combination placement control 130, the first virtual prop 110 and the second virtual prop 120 that cause overlap can be combined and placed, and moved to a suitable position to avoid overlap.
[0142] Figure 11 The left side of the image shows the interface for displaying the combined placement control 130 when overlap occurs. Figure 11 The right side shows the display content of the combined placement after the trigger operation of the combined placement control 130.
[0143] Figure 12 For another schematic diagram of the graphical user interface provided in the embodiments of this application, please refer to... Figure 12 The graphical user interface can also display a preview image 150, which can show a candidate combination of the first virtual item 110 and the second virtual item 120 that have an associated combination.
[0144] Figure 12 The example shown is a candidate combination, but in the actual selection process, multiple candidate combinations can be included.
[0145] Figure 12 The upper middle section shows the placement of the virtual props in the graphical user interface before the target candidate combination is adopted, that is, the first virtual prop 110 and the second virtual prop 120 are both in the state of waiting to be placed. Figure 12 The bottom center shows the placement after the target candidate combination has been determined and placed.
[0146] The following describes the apparatus, equipment, and storage medium corresponding to the processing method for virtual items provided in this application, and the specific implementation process and technical effects are described above, and will not be repeated below.
[0147] Figure 13 Please refer to the schematic diagram of the virtual prop processing device provided in the embodiments of this application. Figure 13 A virtual prop processing device provides a graphical user interface through a terminal device. The graphical user interface includes multiple virtual props. The device includes: a movement module 210, a trigger module 220, a combination module 230, and a placement module 240.
[0148] The movement module 210 is used to respond to a movement control operation on the first virtual prop and control the first virtual prop to move within the game scene, wherein the first virtual prop is in a state to be placed.
[0149] The trigger module 220 is used to adjust the second virtual prop to a pending state and display the combination placement control in the graphical user interface when the first virtual prop overlaps with the second virtual prop already placed in the game scene, in response to the triggering of the prop association adjustment event.
[0150] The combination module 230 is used to respond to a first trigger operation on the combination placement control to determine the first placement position and the first placement angle of the first virtual prop, and the second placement position and the second placement angle of the second virtual prop.
[0151] The placement module 240 is used to place the first virtual prop according to the first placement position and the first placement angle, and the second virtual prop according to the second placement position and the second placement angle.
[0152] Optionally, the combination module 230 is specifically used to determine whether the first virtual prop and the second virtual prop are related props; if so, it determines the first placement position and the first placement angle of the first virtual prop, and the second placement position and the second placement angle of the second virtual prop according to the pre-configured placement information. The placement information includes the placement position and placement angle of the related virtual props in the target area.
[0153] Optionally, the combination module 230 is specifically used to determine the position of the area to be placed corresponding to the first virtual prop and the second virtual prop; determine the first placement position and the first placement angle of the first virtual prop based on the position of the area to be placed, the placement position of the first virtual prop in the target area and the placement angle; and determine the second placement position and the second placement angle of the second virtual prop based on the position of the area to be placed, the placement position of the second virtual prop in the target area and the placement angle.
[0154] Optionally, the combination module 230 is further configured to, if not, display at least one candidate combination in the graphical user interface, each candidate combination indicating that the first virtual prop and the second virtual prop are combined and placed in different ways; in response to the selection operation for the target candidate combination, determine the first placement position and the first placement angle of the first virtual prop, and the second placement position and the second placement angle of the second virtual prop according to the placement method corresponding to the target candidate combination.
[0155] Optionally, the combination module 230 is further configured to, in response to a movement operation of a first virtual prop and a second virtual prop in a designated space for combination, control the first virtual prop and the second virtual prop to move to a target position; and in response to a save operation for the target position, generate a candidate combination.
[0156] Optionally, the trigger module 220 is specifically used to determine the first duration during which the first virtual prop overlaps with the second virtual prop already placed in the game scene; if the first duration exceeds the preset duration, the prop association adjustment event is triggered.
[0157] Optionally, the trigger module 220 is specifically used to display movement controls for the first virtual item and the second virtual item in the graphical user interface; and to trigger an item association adjustment event in response to a trigger operation on the movement controls.
[0158] Optionally, the placement module 240 is also configured to adjust the orientation of the target combination prop in response to a second trigger operation on the combination placement control, wherein the target combination prop is a combination prop composed of a first virtual prop and a second virtual prop.
[0159] This application provides a virtual item processing device that, when a first virtual item overlaps with a second virtual item already placed in the game scene, responds to the triggering of an item association adjustment event, adjusts the second virtual item to a pending placement state, and displays a combination placement control in the graphical user interface. This allows the device to determine the first pending placement position and first pending placement angle of the first virtual item, and the second pending placement position and second pending placement angle of the second virtual item, in response to a first trigger operation on the combination placement control, and then place the first and second virtual items in a symmetrical arrangement. The device responds to the triggering of the item association adjustment event, allowing for faster and more efficient display of the combination placement control. This, in turn, enables faster and more accurate placement of the first and second virtual items based on the triggering of the combination placement control, reducing the number of operations required by the player when placing virtual items, saving operation time, improving the efficiency of virtual item operation in the game, and preventing multiple virtual items from overlapping in the game scene.
[0160] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.
[0161] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).
[0162] Figure 14 Please refer to the schematic diagram of the computer device provided in the embodiments of this application. Figure 14 The computer device includes: a memory 310 and a processor 320. The memory 310 stores a computer program that can run on the processor 320. When the processor 320 executes the computer program, it implements the steps of the virtual item processing method.
[0163] The computer device can respond to a movement control operation on a first virtual prop, controlling the first virtual prop to move within a game scene, wherein the first virtual prop is in a place-awaited state; when the first virtual prop overlaps with a second virtual prop already placed in the game scene, in response to the triggering of an prop association adjustment event, the second virtual prop is adjusted to a place-awaited state, and a combination placement control is displayed in the graphical user interface; in response to a first trigger operation on the combination placement control, the first place-awaited position and first place-awaited angle of the first virtual prop, and the second place-awaited position and second place-awaited angle of the second virtual prop are determined; the first virtual prop is placed according to the first place-awaited position and first place-awaited angle, and the second virtual prop is placed according to the second place-awaited position and second place-awaited angle.
[0164] Optionally, the computer device can determine whether the first virtual item and the second virtual item are related items; if so, it determines the first placement position and the first placement angle of the first virtual item, and the second placement position and the second placement angle of the second virtual item according to the pre-configured placement information. The placement information includes the placement position and placement angle of the related virtual items in the target area.
[0165] Optionally, the computer device can determine the positions of the areas to be placed corresponding to the first virtual prop and the second virtual prop; determine the first placement position and the first placement angle of the first virtual prop based on the position of the area to be placed, the placement position of the first virtual prop in the target area, and the placement angle; and determine the second placement position and the second placement angle of the second virtual prop based on the position of the area to be placed, the placement position of the second virtual prop in the target area, and the placement angle.
[0166] Optionally, the computer device may, if not, display at least one candidate combination in a graphical user interface, each candidate combination indicating that the first virtual prop and the second virtual prop are arranged in different ways; in response to the selection operation for the target candidate combination, determine the first placement position and the first placement angle of the first virtual prop, and the second placement position and the second placement angle of the second virtual prop according to the placement method corresponding to the target candidate combination.
[0167] Optionally, the computer device can control the first and second virtual props to move to a target location in response to a movement operation of the first and second virtual props in the designated space for the combination; and generate a candidate combination in response to a save operation of the target location.
[0168] Optionally, the computer device can determine a first duration during which the first virtual item overlaps with the second virtual item already placed in the game scene; if the first duration exceeds a preset duration, an item association adjustment event is triggered.
[0169] Optionally, the computer device can display movement controls for the first virtual item and the second virtual item in a graphical user interface; and trigger an item association adjustment event in response to a triggering operation on the movement controls.
[0170] Optionally, the computer device can adjust the orientation of a target combination item in response to a second trigger operation on the combination placement control, wherein the target combination item is a combination item composed of a first virtual item and a second virtual item.
[0171] This application provides a computer device that, when a first virtual item overlaps with a second virtual item already placed in a game scene, responds to the triggering of an item association adjustment event, adjusts the second virtual item to a pending placement state, and displays a combination placement control in a graphical user interface. This allows the device to determine the first pending placement position and first pending placement angle of the first virtual item, and the second pending placement position and second pending placement angle of the second virtual item, in response to a first trigger operation on the combination placement control, and then place the first and second virtual items together. Responding to the triggering of the item association adjustment event allows for faster and more efficient display of the combination placement control, enabling faster and more accurate placement of the first and second virtual items. This reduces the number of operations required by the player when placing virtual items, saves operation time, improves the efficiency of operating virtual items in the game, and also prevents multiple virtual items from overlapping in the game scene.
[0172] In another aspect of the embodiments of this application, a computer-readable storage medium is provided, on which a computer program is stored, which, when executed by a processor, implements the steps of a method for processing virtual items.
[0173] A computer-readable storage medium can perform a movement control operation in response to a first virtual prop, controlling the first virtual prop to move within a game scene, wherein the first virtual prop is in a place-ahead state; when the first virtual prop overlaps with a second virtual prop already placed in the game scene, in response to the triggering of an prop association adjustment event, the second virtual prop is adjusted to a place-ahead state, and a combination placement control is displayed in a graphical user interface; in response to a first trigger operation on the combination placement control, a first place-ahead position and a first place-ahead angle of the first virtual prop, a second place-ahead position and a second place-ahead angle of the second virtual prop are determined; and the first virtual prop is placed according to the first place-ahead position and the first place-ahead angle, and the second virtual prop is placed according to the second place-ahead position and the second place-ahead angle.
[0174] Optionally, the computer-readable storage medium can perform the following actions: determine whether the first virtual item and the second virtual item are related items; if so, determine the first placement position and the first placement angle of the first virtual item, and the second placement position and the second placement angle of the second virtual item according to the pre-configured placement information, wherein the placement information includes the placement position and placement angle of the related virtual items in the target area.
[0175] Optionally, the computer-readable storage medium can perform the following operations: determining the position of the area to be placed corresponding to the first virtual prop and the second virtual prop; determining the first placement position and the first placement angle of the first virtual prop based on the position of the area to be placed, the placement position of the first virtual prop in the target area, and the placement angle; and determining the second placement position and the second placement angle of the second virtual prop based on the position of the area to be placed, the placement position of the second virtual prop in the target area, and the placement angle.
[0176] Optionally, the computer-readable storage medium may perform, if not, displaying at least one candidate combination in a graphical user interface, each candidate combination indicating that the first virtual prop and the second virtual prop are placed in different ways; in response to a selection operation for a target candidate combination, determining a first placement position and a first placement angle of the first virtual prop, and a second placement position and a second placement angle of the second virtual prop according to the placement method corresponding to the target candidate combination.
[0177] Optionally, the computer-readable storage medium can perform actions in response to a movement operation of a first virtual prop and a second virtual prop in a designated space for combining, controlling the first and second virtual props to move to a target location; and generating a candidate combination in response to a save operation for the target location.
[0178] Optionally, the computer-readable storage medium can perform the following: determine a first duration during which the first virtual item overlaps with a second virtual item already placed in the game scene; if the first duration exceeds a preset duration, trigger an item association adjustment event.
[0179] Optionally, the computer-readable storage medium can execute actions such as displaying movement controls for a first virtual item and a second virtual item in a graphical user interface; and triggering an item association adjustment event in response to a triggering operation on the movement controls.
[0180] Optionally, the computer-readable storage medium can perform an operation in response to a second triggering operation on the combination placement control to adjust the orientation of a target combination item, the target combination item being a combination item composed of a first virtual item and a second virtual item.
[0181] This application provides a computer-readable storage medium that, when a first virtual item overlaps with a second virtual item already placed in a game scene, responds to the triggering of an item association adjustment event, adjusts the second virtual item to a pending placement state, and displays a combination placement control in a graphical user interface. This allows for the determination of the first pending placement position and first pending placement angle of the first virtual item, and the second pending placement position and second pending placement angle of the second virtual item, in response to a first trigger operation on the combination placement control, and then aligns the first and second virtual items for placement. The response to the item association adjustment event allows for faster and more efficient display of the combination placement control, enabling faster and more accurate alignment of the first and second virtual items. This reduces the amount of manual operation required by the player when placing virtual items, saves time, improves the efficiency of virtual item operation in the game, and prevents multiple virtual items from overlapping in the game scene.
[0182] In the several embodiments provided by this invention, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.
[0183] The units described as separate components may or may not be physically separate. 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 network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0184] Furthermore, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in the form of hardware plus software functional units.
[0185] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute partial steps of the methods of the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0186] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
[0187] The above description is merely a preferred embodiment of this application and is not intended to limit this application. Various modifications and variations can be made to this application by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for processing virtual props, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI includes multiple virtual items, and the method comprises: In response to a movement control operation on a first virtual prop, the first virtual prop is controlled to move within the game scene, wherein the first virtual prop is in a state to be placed. When the first virtual prop overlaps with the second virtual prop already placed in the game scene, in response to the triggering of the prop association adjustment event, the second virtual prop is adjusted to a place-to-be-placed state, and the combination placement control is displayed in the graphical user interface; In response to a first trigger operation on the combined placement control, a first placement position and a first placement angle of the first virtual prop, and a second placement position and a second placement angle of the second virtual prop are determined. Place the first virtual prop according to the first placement position and the first placement angle, and place the second virtual prop according to the second placement position and the second placement angle. The step of determining the first placement position and first placement angle of the first virtual prop, and the second placement position and second placement angle of the second virtual prop, includes: Determine whether the first virtual item and the second virtual item are related items; If not, at least one candidate combination is displayed in the graphical user interface, each candidate combination being used to indicate that the first virtual prop and the second virtual prop are combined and placed in different ways; In response to the selection operation for the target candidate combination, the first placement position and first placement angle of the first virtual prop, and the second placement position and second placement angle of the second virtual prop are determined according to the placement method corresponding to the target candidate combination.
2. The method for processing virtual items as described in claim 1, characterized in that, After determining whether the first virtual item and the second virtual item are associated items, the method further includes: If so, the first placement position and first placement angle of the first virtual prop, and the second placement position and second placement angle of the second virtual prop are determined according to the pre-configured placement information. The placement information includes the placement position and placement angle of the related virtual props in the target area.
3. The method for processing virtual props as described in claim 2, characterized in that, Determining the first placement position and first placement angle of the first virtual prop, and the second placement position and second placement angle of the second virtual prop according to pre-configured placement information, includes: Determine the positions of the areas to be placed corresponding to the first virtual prop and the second virtual prop; The first placement position and the first placement angle of the first virtual prop are determined based on the location of the area to be placed, the placement position of the first virtual prop in the target area, and the placement angle. The second placement position and the second placement angle of the second virtual prop are determined based on the location of the area to be placed, the placement position of the second virtual prop in the target area, and the placement angle.
4. The method for processing virtual items as described in claim 1, characterized in that, Before displaying at least one candidate combination in the graphical user interface, the method further includes: In response to a movement operation of a first virtual prop and a second virtual prop in a combined space, control the first virtual prop and the second virtual prop to move to the target position; In response to the save operation for the target location, a candidate combination is generated.
5. The method for processing virtual props as described in claim 1, characterized in that, The response to the item association adjustment event includes: Determine the first duration during which the first virtual prop overlaps with the second virtual prop already placed in the game scene; If the first duration exceeds the preset duration, the item association adjustment event is triggered.
6. The method for processing virtual props as described in claim 1, characterized in that, The response to the item association adjustment event includes: The graphical user interface displays movement controls for the first virtual item and the second virtual item; In response to a triggering operation on the movement control, the item association adjustment event is triggered.
7. The method for processing virtual items as described in claim 1, characterized in that, After placing the first virtual prop according to the first placement position and the first placement angle, and the second virtual prop according to the second placement position and the second placement angle, the method further includes: In response to a second trigger operation on the combination placement control, the orientation of the target combination item is adjusted, wherein the target combination item is a combination item composed of the first virtual item and the second virtual item.
8. A processing device for virtual props, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface including multiple virtual props, and the device includes: a movement module, a trigger module, a combination module, and a placement module; The movement module is used to respond to a movement control operation on the first virtual item and control the first virtual item to move within the game scene, wherein the first virtual item is in a state to be placed. The triggering module is used to adjust the second virtual item to a pending state in response to the triggering of the item association adjustment event when the first virtual item overlaps with the second virtual item already placed in the game scene, and to display the combination placement control in the graphical user interface; The combination module is used to respond to a first trigger operation on the combination placement control to determine the first placement position and the first placement angle of the first virtual prop, and the second placement position and the second placement angle of the second virtual prop. The placement module is used to place the first virtual prop according to the first placement position and the first placement angle, and the second virtual prop according to the second placement position and the second placement angle. Wherein, when determining the first placement position and first placement angle of the first virtual prop, and the second placement position and second placement angle of the second virtual prop, the combination module is used to: Determine whether the first virtual item and the second virtual item are related items; If not, at least one candidate combination is displayed in the graphical user interface, each candidate combination being used to indicate that the first virtual prop and the second virtual prop are combined and placed in different ways; In response to the selection operation for the target candidate combination, the first placement position and first placement angle of the first virtual prop, and the second placement position and second placement angle of the second virtual prop are determined according to the placement method corresponding to the target candidate combination.
9. A computer device, characterized in that, include: A memory and a processor, wherein the memory stores a computer program that can run on the processor, and when the processor executes the computer program, it implements the steps of the method according to any one of claims 1 to 7.
10. A computer-readable storage medium, characterized in that, The storage medium stores a computer program that, when executed by a processor, implements the steps of the method according to any one of claims 1 to 7.