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

By providing quick grid areas in the game interface and automatically switching virtual objects in response to player actions, the problem of low efficiency in quick grid switching is solved, enabling convenient and efficient virtual object replacement and improving screen utilization.

CN116764202BActive Publication Date: 2026-07-24NETEASE (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
2022-03-07
Publication Date
2026-07-24

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Abstract

The application provides a virtual object switching method and device, computer equipment and a storage medium, and belongs to the technical field of games. The method comprises the following steps: providing at least one shortcut position area on the graphical user interface, the shortcut position area being associated with at least two virtual objects in a virtual backpack, and a virtual object currently displayed by the shortcut position area being a first virtual object; in response to a first operation on the shortcut position area, switching the virtual object currently displayed by the shortcut position area from the first virtual object to a second virtual object according to the association relationship, the first virtual object and the second virtual object being virtual objects in the virtual backpack that are associated with the shortcut position area. The application can improve the efficiency and convenience of switching virtual objects in games.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method, apparatus, computer device, and storage medium for switching virtual objects. Background Technology

[0002] Many games have shortcut slots for virtual objects. These shortcut slots are usually displayed in the graphical user interface. Virtual objects in the game can be equipped in these shortcut slots, and the virtual characters controlled by the player can directly use the virtual objects in these shortcut slots.

[0003] In most existing games, players typically need to configure the virtual objects equipped in quick slots through a specific settings interface. For example, players can set virtual objects from inventory slots to quick slots in the inventory interface.

[0004] However, when players need to change the virtual object in the quick slot, they need to open the configuration interface again to make the settings, which makes switching the virtual object in the quick slot less convenient. Summary of the Invention

[0005] The purpose of this application is to provide a method, apparatus, computer device, and storage medium for switching virtual objects, which can conveniently and quickly switch virtual objects in games, thereby improving the efficiency and convenience of switching virtual objects in games.

[0006] The embodiments of this application are implemented as follows:

[0007] A first aspect of this application provides a virtual object switching method, which provides a graphical user interface via a computer device, the method comprising:

[0008] At least one quick slot area is provided on the graphical user interface, the quick slot area is associated with at least two virtual objects in the virtual backpack, and the virtual object currently displayed in the quick slot area is the first virtual object;

[0009] In response to a first operation on the quick slot area, the virtual object currently displayed in the quick slot area is switched from the first virtual object to the second virtual object according to the association relationship. The first virtual object and the second virtual object are virtual objects in the virtual backpack that have an association relationship with the quick slot area.

[0010] Optionally, in response to a first operation on the shortcut grid area, switching the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association includes:

[0011] In response to a directional operation on the shortcut grid area, the virtual object currently displayed in the shortcut grid area is switched from the first virtual object to the second virtual object according to the association relationship.

[0012] Optionally, switching the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association includes:

[0013] The second virtual object is determined based on the association and the relative positional relationship of each backpack slot in the virtual backpack; the relative positional relationship is used to indicate the positional relationship between each virtual object stored in each backpack slot;

[0014] Switch the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object.

[0015] Optionally, determining the second virtual object based on the association and the relative positions of the backpack slots in the virtual backpack includes:

[0016] The direction of the directional operation is determined, which is the direction from the starting touch point to the ending touch point of the directional operation.

[0017] The second virtual object is determined based on the association, the relative positions of the backpack slots in the virtual backpack, and the pointing direction.

[0018] Optionally, determining the second virtual object based on the association and the relative positions of the backpack slots in the virtual backpack includes:

[0019] Determine the pointing distance of the directional operation, wherein the pointing distance is the distance between the end touch point and the start touch point of the directional operation;

[0020] The second virtual object is determined based on the association, the relative positions of the backpack slots in the virtual backpack, and the pointing distance.

[0021] Optionally, the step of switching the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association relationship in response to the first operation on the shortcut grid area includes:

[0022] In response to a non-directional operation on the shortcut grid area, the virtual object currently displayed in the shortcut grid area is switched from the first virtual object to the second virtual object according to the association relationship.

[0023] Optionally, the step of switching the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association relationship in response to a non-directional operation on the shortcut grid area includes:

[0024] In response to a non-directional operation targeting the quick slot area, the second virtual object is determined based on the association and the relative positional relationship between each backpack slot in the virtual backpack; the relative positional relationship is used to indicate the positional relationship between each virtual object stored in each backpack slot.

[0025] Switch the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object.

[0026] Optionally, before switching the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association, the method further includes:

[0027] In response to the second operation targeting the quick slot area, the first virtual object currently displayed in the quick slot area is determined as the target virtual object, which is a virtual object in an assembled state for the virtual character to use.

[0028] Optionally, after switching the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association, the method further includes:

[0029] In response to the third operation targeting the quick slot area, the second virtual object currently displayed in the quick slot area is determined as the target virtual object, which is a virtual object in an assembled state for the virtual character to use.

[0030] Optionally, the method further includes:

[0031] In response to an equipment operation on any virtual object in the backpack area, the virtual object selected by the equipment operation is displayed in the shortcut slot corresponding to the backpack area, wherein the virtual backpack includes at least one of the backpack areas.

[0032] Optionally, the response, which is an equipping operation for any virtual object in the backpack area, equips the virtual object in the corresponding shortcut slot in the backpack area, including:

[0033] In response to the operation of sliding or dragging the second virtual object to the initial backpack slot where the first virtual object is currently located, the second virtual object is displayed in the initial backpack slot;

[0034] Switch the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object.

[0035] Optionally, the response, which is an equipping operation for any of the virtual objects in the backpack area, equips the virtual object in the corresponding shortcut slot in the backpack area, including:

[0036] In response to the operation of sliding or dragging the second virtual object to the shortcut grid area, the virtual object currently displayed in the shortcut grid area is switched from the first virtual object to the second virtual object.

[0037] Optionally, the attribute information of the first virtual object is the same as the attribute information of the second virtual object.

[0038] Optionally, the attribute information of the first virtual object is different from the attribute information of the second virtual object.

[0039] Optionally, the method further includes:

[0040] The graphical user interface displays the associated area of ​​each of the shortcut slot areas. The associated area is used to indicate the number of virtual objects stored in the backpack area corresponding to each of the shortcut slot areas, as well as the relative position information of the virtual object currently equipped by the virtual character among all virtual objects in the backpack area.

[0041] Optionally, the method further includes:

[0042] In response to a fourth operation on each of the virtual objects in the virtual backpack, the relative position information of each of the virtual objects in the virtual backpack is adjusted;

[0043] Based on the adjusted relative position information of each virtual object in the virtual backpack, the association between the quick slot area and each virtual object in the virtual backpack is determined.

[0044] Optionally, the method further includes:

[0045] Based on the attribute information of each virtual object, the association between the quick slot area and each virtual object in the virtual backpack is determined.

[0046] A second aspect of this application provides a virtual object switching device applied to a computer device, the computer device providing a graphical user interface, the device comprising:

[0047] The display module is used to provide at least one shortcut grid area on the graphical user interface, the shortcut grid area being associated with at least two virtual objects in the virtual backpack, and the virtual object currently displayed in the shortcut grid area being the first virtual object;

[0048] A switching module is used to respond to a first operation on the quick slot area and switch the currently displayed virtual object in the quick slot area from the first virtual object to the second virtual object according to the association relationship. The first virtual object and the second virtual object are virtual objects in the virtual backpack that have an association relationship with the quick slot area.

[0049] A third aspect of this application provides a computer device, the computer device including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the virtual object switching method described in the first aspect above.

[0050] A fourth aspect of this application provides a computer-readable storage medium storing a computer program that, when executed by a processor, implements the virtual object switching method described in the first aspect.

[0051] In this application, by providing at least one quick slot area on the graphical user interface, in response to a first operation on the quick slot area, the virtual object currently displayed in the quick slot area is switched from a first virtual object to a second virtual object according to the association relationship. Since at least one quick slot area is provided on the graphical user interface, players can display any virtual object associated with the quick slot area on the graphical user interface without opening or triggering the virtual inventory. Naturally, players can also directly use, equip, or switch these virtual objects displayed in the quick slot area without opening or triggering the virtual inventory.

[0052] In response to the first operation on the quick slot area, the currently displayed virtual object in the quick slot area is switched from the first virtual object to the second virtual object based on the association relationship. This allows for automatic switching of a virtual object currently displayed in the quick slot area to another virtual object among at least two available options, without opening the virtual inventory. This improves the convenience of switching between virtual objects in quick slots.

[0053] Furthermore, the virtual object switching method provided in this application only needs to determine the association between the virtual objects stored in the virtual inventory and the quick slot area to switch the virtual objects displayed in the quick slot area. It does not require displaying all virtual objects stored in the virtual inventory on the graphical user interface, nor does it require the player to open the virtual inventory in the game and operate on a specific virtual object. This reduces the display area occupied when switching virtual objects displayed in the quick slot area, thereby improving screen utilization. Attached Figure Description

[0054] 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.

[0055] Figure 1 A flowchart illustrating the first virtual object switching method provided in this application embodiment;

[0056] Figure 2 A schematic diagram of a first graphical user interface provided in an embodiment of this application;

[0057] Figure 3 A flowchart illustrating the second virtual object switching method provided in this application embodiment;

[0058] Figure 4 A flowchart illustrating the third virtual object switching method provided in this application embodiment;

[0059] Figure 5 A flowchart illustrating the fourth virtual object switching method provided in this application embodiment;

[0060] Figure 6 A flowchart illustrating the fifth virtual object switching method provided in this application embodiment;

[0061] Figure 7 A flowchart of the sixth virtual object switching method provided in the embodiments of this application;

[0062] Figure 8 A flowchart of the seventh virtual object switching method provided in the embodiments of this application;

[0063] Figure 9 A flowchart of the eighth virtual object switching method provided in the embodiments of this application;

[0064] Figure 10 A flowchart of the ninth virtual object switching method provided in the embodiments of this application;

[0065] Figure 11 A schematic diagram of a second graphical user interface provided in an embodiment of this application;

[0066] Figure 12 A flowchart of the tenth virtual object switching method provided in the embodiments of this application;

[0067] Figure 13 This is a schematic diagram of the structure of a virtual object switching device provided in an embodiment of this application;

[0068] Figure 14 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0069] 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. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0070] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. 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.

[0071] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0072] In many online games, such as massively multiplayer online role-playing games (MMOs), the graphical user interface (GUI) features shortcut slots for virtual objects. Players can directly use these objects in their character's shortcut slot. Players can also configure the shortcut slots through a settings interface to change the objects' positions and order. However, during gameplay, if a player needs to change a specific object in a shortcut slot, they must reopen the settings interface, making switching between shortcut objects inconvenient.

[0073] Another method for switching virtual objects in quick grids involves displaying all available candidate virtual objects on the graphical user interface. Based on an operation on a specific candidate virtual object, the virtual object in the quick grid is switched to that candidate object, thus achieving the purpose of switching the virtual object in the quick grid. However, this method requires displaying all available candidate virtual objects on the graphical user interface, which occupies a significant amount of display area and results in low screen utilization. Therefore, existing methods for switching virtual objects in quick grids suffer from technical problems of low convenience and low screen utilization.

[0074] To address this issue, this application provides a virtual object switching method. By providing at least one shortcut grid area on a graphical user interface, in response to a first operation on that shortcut grid area, the currently displayed virtual object in the shortcut grid area is switched from a first virtual object to a second virtual object according to the association relationship. This allows for convenient and quick switching of virtual objects in the game, thereby improving the efficiency and convenience of switching virtual objects in the game.

[0075] In one embodiment of this application, the virtual object switching method can run on a terminal device or a server. The terminal device can be a local terminal device. When the virtual object switching 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.

[0076] 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.

[0077] 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.

[0078] In one possible implementation, this application provides a virtual object switching method that provides a graphical user interface through a computer device, wherein the computer device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0079] This application uses a virtual object switching method applied in a game as an example for illustration. However, it does not mean that this application's embodiments can only be applied to virtual object switching in games.

[0080] Please see Figure 1 , Figure 1 This is a flowchart illustrating a virtual object switching method provided in an embodiment of this application. This method can be applied to a computer device, which may be the aforementioned terminal device or server. It should be noted that the virtual object switching method provided in this application is not based on... Figure 1The specific order described below is a limitation. It should be understood that in other embodiments, the order of some steps in the virtual object switching method provided in this application can be interchanged according to actual needs, or some steps can be omitted or deleted.

[0081] The game scene can be a three-dimensional scene or a two-dimensional scene, and the virtual objects can be virtual medicines, virtual props, virtual weapons, and other virtual items that may appear in the game. This application does not limit this aspect.

[0082] See Figure 1 This application provides a method for switching virtual objects, including:

[0083] Step 1001: Provide at least one shortcut grid area on the graphical user interface.

[0084] Optionally, the quick slot area can refer to the area on the graphical user interface used to display the aforementioned virtual objects. This quick slot area can be displayed in a position on the graphical user interface that does not interfere with the combat of the virtual character controlled by the player. Furthermore, the size of this quick slot area can be set to be relatively small.

[0085] Optionally, each shortcut slot area can be used to display different types of virtual objects. For example, a shortcut slot area can be provided specifically for displaying virtual weapons in the game, a shortcut slot area can be provided specifically for displaying virtual medicines in the game, and a shortcut slot area can be provided specifically for displaying other virtual items in the game. This application embodiment does not limit this.

[0086] Optionally, the position in the graphical user interface that does not affect the virtual character's combat can be an edge position of the graphical user interface, such as the lower left, upper left, upper right, or lower right corner. This application does not limit this aspect.

[0087] Furthermore, the number of quick-access grid areas can be set according to actual needs. For example, the number of quick-access grid areas can be set to 1, 3, or any possible number. This application embodiment does not limit this.

[0088] In addition, the virtual object can be actually stored in the virtual inventory in the game. Displaying the virtual object in this quick slot area can be for the purpose of quickly and conveniently displaying, using, equipping, or switching the various virtual objects actually stored in the virtual inventory.

[0089] Optionally, the quick slot area is associated with at least two virtual objects in the virtual backpack.

[0090] Therefore, the association can be determined based on information such as the type of virtual object that can be displayed in the quick slot area, the location of each virtual object in the virtual backpack, and / or the quality level of each virtual object.

[0091] For example, if any virtual object has the association with the quick slot area, it means that the virtual object can be displayed in the quick slot area so that the player can quickly and conveniently use or equip the virtual object when the quick slot area is triggered.

[0092] The virtual backpack can be a backpack used in the game to store virtual items, virtual weapons, and other virtual objects that may appear in the game. This application does not limit this.

[0093] Optionally, the virtual backpack may include at least one backpack area, each backpack area being used to store a virtual object.

[0094] For example, the virtual backpack may include a backpack area specifically for storing virtual weapons, a backpack area specifically for storing virtual medicines, and a backpack area specifically for storing other virtual items. This application does not limit this specific area.

[0095] See Figure 2 , Figure 2 A schematic diagram of a graphical user interface is provided. Figure 2 In the graphical user interface A1, backpack area B1, backpack area B2, quick slot area S1, quick slot area S2, quick slot area S3, and quick slot area S4 are displayed.

[0096] Among them, backpack area B1 can be a dedicated area for storing virtual medicines and virtual items, backpack area B2 can be a dedicated area for storing virtual weapons, quick slot area S1 can be a dedicated area for displaying virtual weapons, quick slot areas S2 and S3 can be dedicated areas for displaying virtual medicines, and quick slot area S4 can be a dedicated area for displaying other virtual items.

[0097] Depend on Figure 2 As can be seen, multiple virtual objects are stored in backpack area B1 and backpack area B2 respectively. The virtual objects stored in backpack area B1 are virtual medicines and virtual items, while the virtual objects stored in backpack area B2 are virtual weapons.

[0098] In the graphical user interface A1, quick slot area S1 displays a virtual weapon in backpack area B2, quick slot area S2 displays a virtual medicine in backpack area B1, quick slot area S3 displays another virtual medicine in backpack area B1, and quick slot area S4 displays a virtual item in backpack area B1.

[0099] So, by Figure 2 It can be seen that the virtual weapons stored in backpack area B2 are related to the quick slot area S2; the virtual medicines stored in the first row and first column and the first row and second column of backpack area B1 are related to the quick slot area S2; the virtual medicines stored in the first row and third column and the first row and fourth column of backpack area B1 are related to the quick slot area S3; and the virtual items stored in the first row and fifth column and the second row of backpack area B1 are related to the quick slot area S4.

[0100] It is understood that the association between this quick access slot area and each virtual object can be adjusted according to the actual virtual objects stored in the virtual inventory in the game. This application embodiment does not limit this.

[0101] Optionally, the virtual object currently displayed in this shortcut grid area is the first virtual object.

[0102] Optionally, the currently displayed virtual object can refer to at least one virtual object displayed in the shortcut grid area in a single frame of the game screen at the current time.

[0103] It's worth noting that since this quick slot area is associated with at least two virtual objects in the virtual inventory—meaning at least two virtual objects can be displayed in this quick slot area—players can display any virtual object associated with this quick slot area on the graphical user interface without opening or activating the virtual inventory. Consequently, players can directly use, equip, or switch between these virtual objects displayed in the quick slot area without opening or activating the virtual inventory. This significantly improves the convenience of switching between virtual objects in the quick slot.

[0104] Step 1002: In response to the first operation on the shortcut grid area, switch the currently displayed virtual object of the shortcut grid area from the first virtual object to the second virtual object according to the association.

[0105] Optionally, the first operation can be a single click, double click, repeated clicks, a swipe, or a drag. Of course, the specific first operation can be set according to actual needs. This application does not limit this.

[0106] Optionally, the first operation can be performed by the player touching the screen of the computer device, or by the player using peripherals connected to the computer device such as a mouse, keyboard, electronic stylus, electronic writing tablet, or game controller. This application does not limit this aspect.

[0107] Optionally, the first virtual object and the second virtual object can be virtual objects in the virtual backpack that are associated with the quick slot area.

[0108] For example, see [link to previous article] Figure 2 If the first virtual object is a virtual medicine stored in the first row and first column of backpack area B1 in the virtual backpack, then the second virtual object can be a virtual medicine stored in the first row and second column of backpack area B1. If the first virtual object is a virtual item stored in the first row and fifth column of backpack area B1 in the virtual backpack, then the second virtual object can be a virtual item stored in any column of the second row of backpack area B1.

[0109] It's worth noting that, since this quick access slot area is associated with at least two virtual objects in the virtual inventory, in response to the first operation, the virtual object currently displayed in the quick access slot area can be automatically switched to another virtual object from the at least two available options, without opening the virtual inventory. This improves the convenience of switching between virtual objects in the quick access slot.

[0110] Furthermore, when a player needs to switch the virtual object displayed in the quick slot area, it's not necessary to display all virtual objects stored in the virtual inventory on the graphical user interface, nor does the player need to open the virtual inventory in the game and interact with a specific virtual object. This reduces the display area occupied when switching virtual objects in the quick slot area, thereby improving screen utilization.

[0111] In this embodiment, by providing at least one shortcut slot area on the graphical user interface, in response to a first operation on the shortcut slot area, the virtual object currently displayed in the shortcut slot area is switched from the first virtual object to a second virtual object according to the association relationship. Since at least one shortcut slot area is provided on the graphical user interface, players can display any virtual object associated with the shortcut slot area on the graphical user interface without opening or triggering the virtual inventory. Naturally, players can also directly use, equip, or switch these virtual objects displayed in the shortcut slot area without opening or triggering the virtual inventory.

[0112] In response to a first operation on the quick slot area, the currently displayed virtual object in the quick slot area is switched from the first virtual object to the second virtual object according to the association. This allows for automatic switching of a virtual object currently displayed in the quick slot area to another virtual object among at least two available options, without opening the virtual inventory. This improves the convenience of switching virtual objects in quick slots.

[0113] Furthermore, the virtual object switching method provided in this application only needs to determine the association between the virtual objects stored in the virtual backpack and the quick access slot area to switch the virtual objects displayed in the quick access slot area. It does not require displaying all virtual objects stored in the virtual backpack on the graphical user interface, nor does it require the player to open the virtual backpack in the game and operate on a specific virtual object. This reduces the display area occupied when switching virtual objects displayed in the quick access slot area, thereby improving screen utilization.

[0114] Since the first operation can be a single click, double click, multiple clicks, a swipe, or a drag, that is to say, the first operation can be a variety of operation methods. Specifically, the first operation can be divided into directional operations and non-directional operations.

[0115] In one possible implementation, the first operation is a pointing operation. See also Figure 3 In response to a first operation on the shortcut grid area, the virtual object currently displayed in the shortcut grid area is switched from the first virtual object to the second virtual object according to the association, including:

[0116] Step 1003: In response to a directional operation on the shortcut grid area, switch the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association.

[0117] Optionally, the directional operation may refer to an operation performed by the user with a directional orientation and / or directional distance.

[0118] For example, the directional operation may include the swipe or drag operation described above.

[0119] In this way, the specific operation of switching the virtual objects displayed in the shortcut grid area can be implemented for this directional operation, thereby improving the flexibility of the virtual object switching method.

[0120] In one possible implementation, Figure 3 Based on this, see Figure 4 Based on this association, the virtual object currently displayed in the shortcut grid area is switched from the first virtual object to the second virtual object, including:

[0121] Step 1031: Determine the second virtual object based on the association relationship and the relative positional relationship of each backpack slot in the virtual backpack.

[0122] Optionally, the virtual backpack may include at least one backpack slot, and each backpack slot may store at least one virtual object with the same attribute information.

[0123] This attribute information may include the type and quality of the virtual object.

[0124] For example, the type of each virtual object can be used to indicate that each virtual object is a virtual weapon, or to indicate that each virtual object is a virtual medicine, or to indicate that each virtual object is a soul jade, or to indicate that each virtual object is a virtual cultivation technique in the game. This application does not limit this.

[0125] For example, the type of each virtual object can also be used to indicate which virtual weapon, virtual medicine, soul jade, or virtual cultivation technique each virtual object represents. Specifically, this can be set according to the game and actual needs. This application does not limit this aspect.

[0126] Furthermore, the quality of the virtual object can be used to indicate the level of each virtual object. For example, the levels of virtual objects can be divided into common quality, rare quality, high quality, and top quality. The specific settings can be configured according to actual circumstances. This application does not limit this aspect.

[0127] For example, the virtual backpack may include 5 backpack slots, which may respectively store 1 weapon, 2 identical virtual martial arts manuals, 10 virtual medicines for restoring the virtual character's health or HP, 5 virtual medicines for restoring the virtual character's armor, and 3 identical Soul Jade.

[0128] For example, see [link to previous article] Figure 2 , Figure 2 The backpack area B1 has 20 backpack slots. Among them, 9 backpack slots each store at least one virtual object with the same attribute information. The number of virtual objects stored in these 9 backpack slots can be one or more.

[0129] It should be noted that virtual objects stored in the same backpack slot have the same attribute information, such as type and quality. The maximum number of virtual objects with the same attribute information that can be stored in any backpack slot can be adjusted according to the attribute information of the virtual objects. This application embodiment does not limit this.

[0130] Optionally, this relative positional relationship can be used to indicate the positional relationship between virtual objects stored in each backpack slot, and can also be used to indicate the arrangement order of virtual objects stored in each backpack slot. Additionally, this arrangement order can be used to indicate the order in which virtual objects are displayed in the shortcut slot area.

[0131] Optionally, the positional relationship between virtual objects stored in each backpack slot can be represented by the orientation and distance relationships of each virtual object.

[0132] For example, the relative positional relationship can also be represented by the position or row / column information of each backpack cell where each virtual object is stored in the virtual backpack.

[0133] For example, the virtual backpack can include four backpack slots, located in the first row and first column, the first row and second column, the second row and first column, and the second row and second column, respectively. Assume these four backpack slots are ordered from left to right and from top to bottom.

[0134] Therefore, we can determine that the backpack compartment in the first row, first column is to the left of the backpack compartment in the first row, second column, and the backpack compartments in the first row, first column and first column are adjacent. The backpack compartment in the second row, first column is below the backpack compartment in the first row, first column, and the backpack compartment in the second row, first column is adjacent to the backpack compartment in the first row, first column. The backpack compartment in the second row, second column is to the lower right of the backpack compartment in the first row, first column, and the backpack compartment in the second row, second column is not adjacent to the backpack compartment in the first row, first column.

[0135] In addition, this determines the order in which virtual objects are displayed in the quick slot area. Specifically, it can be determined that virtual objects stored in the first row and first column of the virtual backpack are arranged before virtual objects stored in the first row and second column of the virtual backpack, virtual objects stored in the first row and second column of the virtual backpack are arranged before virtual objects stored in the second row and first column of the virtual backpack, and virtual objects stored in the second row and first column of the virtual backpack are arranged before virtual objects stored in the second row and second column of the virtual backpack.

[0136] Naturally, the virtual backpack can include any number of backpack slots, and the backpack slots in the virtual backpack can be sorted in any other possible order. This application does not limit this.

[0137] Step 1032: Switch the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object.

[0138] This allows you to switch between the virtual objects displayed in the shortcut grid area.

[0139] In one possible implementation, see [link to relevant documentation]. Figure 5 The second virtual object is determined based on the association and the relative positions of the various slots in the virtual backpack, including:

[0140] Step 1033: Determine the direction of the directional operation.

[0141] Optionally, the pointing direction of the directional operation is the direction from the starting touch point to the ending touch point. This pointing direction can point in any direction within the graphical user interface, and can be determined based on the player's operation.

[0142] Furthermore, the direction of the directional operation can be referenced by any straight line in the graphical user interface, and the direction of the directional operation can be clockwise or counterclockwise as the positive direction. This application does not limit this aspect.

[0143] Specifically, the starting touch point can refer to the touch point when the player initiates the directional operation, and the ending touch point refers to the touch point when the player completes the directional operation. When the player performs the directional operation, the starting touch point and the ending touch point can be a line segment or a curve. This application does not limit this aspect.

[0144] Step 1034: Determine the second virtual object based on the association, the relative positions of the backpack slots in the virtual backpack, and the pointing direction.

[0145] Specifically, step 1034 can be performed as follows:

[0146] Based on the pointing direction and the preset direction, the first switching result is obtained.

[0147] Optionally, the preset direction can be pre-set. Generally, the top, bottom, left, or right directions in the graphical user interface can be set to the preset direction. This application embodiment does not limit this.

[0148] Optionally, the first switching result is used to indicate the location of the virtual object to be displayed in the shortcut grid area within the virtual backpack and the orientation information of the location of the first virtual object within the virtual backpack. The first switching result can also be used to indicate which direction the currently displayed virtual object in the shortcut grid area needs to be switched to for the virtual object located in the first virtual object.

[0149] The second virtual object is determined based on the association, the relative positions of the backpack slots in the virtual backpack, and the first switching result.

[0150] For example, the operation to obtain the first switching result based on the pointing direction and the preset direction can be:

[0151] Taking the clockwise or counterclockwise direction as the positive direction, determine the angle between the pointing direction and the preset direction, and determine the first switching result based on the value of the angle.

[0152] The value of this included angle can be expressed as an angle range greater than or equal to -180° and less than or equal to 180°. Of course, the value of this included angle can also be expressed as an angle range greater than or equal to 0° and less than or equal to 360°.

[0153] For example, taking the clockwise direction as the positive direction, and the preset direction as the upward direction in the graphical user interface, the angle between the pointing direction and the upward direction is determined. If the angle is greater than or equal to 0° and less than 45°, and also greater than 315° and less than 360°, the determined first switching result can indicate that the virtual object currently displayed in the shortcut grid area needs to be switched to a virtual object located directly above the first virtual object.

[0154] If the included angle is greater than 45° and less than 135°, the determined first switching result can indicate that the virtual object currently displayed in the shortcut grid area needs to be switched to a virtual object located directly to the right of the first virtual object.

[0155] If the included angle is greater than 135° and less than 225°, the determined first switching result can indicate that the virtual object currently displayed in the shortcut grid area needs to be switched to a virtual object located directly below the first virtual object.

[0156] If the included angle is greater than 225° and less than 315°, the determined first switching result can indicate that the virtual object currently displayed in the shortcut grid area needs to be switched to a virtual object located directly to the left of the first virtual object.

[0157] Of course, the first switching result can also be determined through other methods to determine the second virtual object. The above scheme is merely one possible scheme for determining the second virtual object provided by the embodiments of this application, and does not mean that the embodiments of this application can only determine the second virtual object by the above scheme.

[0158] In this way, the second virtual object can be accurately determined based on the user's actions. This improves the flexibility and accuracy of determining the second virtual object, and consequently, improves the flexibility and accuracy of switching between virtual objects in shortcut slots.

[0159] In one possible implementation, see [link to relevant documentation]. Figure 6 The second virtual object is determined based on the association and the relative positions of the various slots in the virtual backpack, including:

[0160] Step 1035: Determine the pointing distance of the pointing operation.

[0161] Optionally, the pointing distance is the distance between the end touch point and the start touch point of the pointing operation.

[0162] Step 1036: Determine the second virtual object based on the association, the relative positional relationship of each backpack slot in the virtual backpack, and the pointing distance.

[0163] Specifically, step 1036 can be performed as follows:

[0164] Compare the pointing distance with the preset distance to obtain the second switching result.

[0165] The second virtual object is determined based on the association, the relative positions of the backpack slots in the virtual backpack, and the second switching result.

[0166] Optionally, the preset distance can be set to any possible distance as needed.

[0167] Optionally, the second switching result can be used to indicate which virtual object, currently displayed in the shortcut grid area, needs to be switched to after the first virtual object.

[0168] For example, if the pointing distance is less than the preset distance, it can be determined that the player's mistake does not require switching the currently displayed virtual object in the shortcut grid area. If the pointing distance is greater than or equal to the preset distance, but less than twice the preset distance, it can be determined that the currently displayed virtual object in the shortcut grid area needs to be switched to the first virtual object arranged after the first virtual object, and so on. If the pointing distance is greater than or equal to N times the preset distance, but less than N+1 times the preset distance, it can be determined that the currently displayed virtual object in the shortcut grid area needs to be switched to the Nth virtual object arranged after the first virtual object.

[0169] Where N is any integer greater than or equal to 2.

[0170] For example, assuming the virtual backpack has enough slots and virtual objects, the preset distance is 500 pixels, and the pointing distance is 300 pixels, then it can be determined that only the virtual object currently displayed in the shortcut slot area needs to be switched to the first virtual object arranged after the first virtual object. That is, the first virtual object arranged after the first virtual object is taken as the second virtual object.

[0171] In this way, the second virtual object can be accurately determined based on the user's actions. This improves the flexibility and accuracy of determining the second virtual object, and consequently, improves the flexibility and accuracy of switching between virtual objects in shortcut slots.

[0172] In one possible approach, steps 1033 and 1035 can be executed simultaneously, or steps 1033 can be executed first and then step 1035, or steps 1035 can be executed first and then step 1033. This determines the pointing distance and direction of the directional operation.

[0173] After determining both the pointing distance and the pointing direction of the directional operation, the following operations can also be performed:

[0174] The second virtual object is determined based on the association, the relative positions of the backpack slots in the virtual backpack, the pointing direction, and the pointing distance.

[0175] In this way, the second virtual object can be accurately determined based on the user's actions. This improves the flexibility and accuracy of determining the second virtual object, and consequently, improves the flexibility and accuracy of switching between virtual objects in shortcut slots.

[0176] In one possible implementation, see [link to relevant documentation]. Figure 7In response to a first operation on the shortcut grid area, the virtual object currently displayed in the shortcut grid area is switched from the first virtual object to the second virtual object according to the association, including:

[0177] Step 1004: In response to a non-directional operation on the shortcut grid area, switch the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association.

[0178] Optionally, the non-directional operation can refer to an operation performed by the user that does not specify the direction or distance of the direction.

[0179] For example, the non-directional operation may include the click operation, double click operation, or triple click operation described above.

[0180] In this way, the specific operation of switching the virtual objects displayed in the shortcut grid area can be implemented for this non-directional operation, thereby improving the flexibility of the virtual object switching method.

[0181] In one possible implementation, Figure 7 Based on this, see Figure 8 In response to a non-directional operation on the shortcut grid area, the virtual object currently displayed in the shortcut grid area is switched from the first virtual object to the second virtual object according to the association, including:

[0182] Step 1041: In response to a non-directional operation targeting the quick slot area, determine the second virtual object based on the association and the relative positional relationship between the slots in the virtual backpack.

[0183] Optionally, this relative positional relationship is used to indicate the positional relationship between virtual objects stored in each backpack slot.

[0184] Specifically, in response to a non-directional operation targeting the shortcut slot area, a virtual object in a backpack slot adjacent to the currently displayed virtual object in the virtual backpack, which is associated with the shortcut slot area, can be selected as the second virtual object based on the relative positional relationship. This application does not limit this aspect.

[0185] Step 1042: Switch the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object.

[0186] This allows you to switch between the virtual objects displayed in the shortcut grid area.

[0187] In one possible implementation, see [link to relevant documentation]. Figure 9Before switching the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association, the method further includes:

[0188] Step 1005: In response to the second operation for the shortcut grid area, determine the first virtual object currently displayed in the shortcut grid area as the target virtual object.

[0189] Optionally, the target virtual object is a virtual object in an assembled state, which is currently used by the virtual character.

[0190] In this context, the first virtual object and the target virtual object can be virtual objects that can be equipped to the aforementioned virtual character. For example, the first virtual object and the target virtual object can be virtual weapons, virtual cultivation techniques, or soul jade. Alternatively, the first virtual object and the target virtual object can be virtual objects that the virtual character can use or consume. For example, the first virtual object and the target virtual object can be virtual medicines used to restore the virtual character's health or HP, or virtual medicines used to restore the virtual character's armor.

[0191] By using a second action on the quick slot area, the player can determine whether they need to use or equip the first virtual object currently displayed in that area. In other words, in this situation, there's no need to switch the currently displayed virtual object; the first virtual object can be directly designated as the target. This allows players to quickly use or equip the first virtual object that hasn't been switched by triggering the quick slot area. This improves the efficiency of using or equipping the target virtual object, thereby enhancing the player's gaming experience.

[0192] In one possible implementation, see [link to previous section] Figure 9 After switching the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association, the method further includes:

[0193] Step 1006: In response to the third operation for the shortcut grid area, determine the second virtual object currently displayed in the shortcut grid area as the target virtual object.

[0194] Optionally, the target virtual object is a virtual object in an assembled state, which is currently used by the virtual character.

[0195] By triggering a third action on the quick slot area, the player can determine whether they need to use or equip the second virtual object currently displayed in that area. In this case, the currently displayed second virtual object can be identified as the target virtual object. This allows the player to quickly use or equip the switched second virtual object by activating the quick slot area. This improves the efficiency of using or equipping the target virtual object, thereby enhancing the player's gaming experience.

[0196] In one possible implementation, the method further includes:

[0197] In response to an equipment operation on any virtual object in the backpack area, the selected virtual object is displayed in the corresponding shortcut slot in the backpack area.

[0198] Optionally, if any virtual object is a virtual object that can be equipped to the aforementioned virtual character, then the equipment operation may refer to the operation of equipping the virtual object to the virtual character.

[0199] If any virtual object is a virtual object that can be used or consumed by the virtual character, then the equipment operation can refer to the operation of using any virtual object to restore the virtual character's state or to provide a bonus to the virtual character.

[0200] Optionally, the virtual backpack includes at least one backpack area.

[0201] By observing a player's actions on any virtual object in their inventory, it becomes clear whether the player needs to use that virtual object to restore the virtual character's status, provide a buff, or equip it. This further confirms whether the selected virtual object is one the player intends to use on the virtual character or one of the character's most recently equipped items. In this case, the selected virtual object is displayed in the corresponding quick access slot in the inventory. This ensures the timeliness and accuracy of the virtual object displayed in the quick access slot.

[0202] In one possible implementation, in response to an equipping operation on any virtual object in the backpack area, equipping the virtual object in the corresponding shortcut slot in the backpack area includes:

[0203] In response to the operation of sliding or dragging the second virtual object to the initial backpack slot where the first virtual object is currently located, the second virtual object is displayed in the initial backpack slot.

[0204] Optionally, the initial backpack slot may refer to the backpack slot in which the first virtual object currently displayed in the shortcut slot area is located in the virtual backpack.

[0205] Additionally, when a player triggers the action of displaying the virtual backpack on the graphical user interface, an indicator can be displayed around the initial backpack slot. This indicator is used to indicate that the virtual object currently displayed in the quick slot area is stored in the initial backpack slot.

[0206] It's important to note that after a player slides or drags the second virtual object to the initial inventory slot where the first virtual object was located, the second virtual object will occupy that initial slot. This changes the arrangement and / or relative positions of the virtual objects in the inventory. Naturally, after the second virtual object is slid or dragged to the initial inventory slot where the first virtual object was located, the second virtual object will replace the first virtual object in its previous position, and the arrangement and / or relative positions of the second virtual object will become those of the first virtual object.

[0207] Switch the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object.

[0208] It's worth noting that after the second virtual object is slid or dragged to the initial backpack slot where the first virtual object currently resides, the second virtual object replaces the first virtual object's position before it was moved. The arrangement order and / or relative position of the second virtual object then change to that of the first virtual object. Therefore, it's necessary to display the second virtual object in the quick access slot area. This ensures the timeliness and accuracy of the virtual objects displayed in the quick access slot.

[0209] In one possible implementation, in response to an equipping operation on any of the virtual objects in the backpack area, equipping the virtual object in the corresponding shortcut slot in the backpack area includes:

[0210] In response to the operation of sliding or dragging the second virtual object to the shortcut grid area, the virtual object currently displayed in the shortcut grid area is switched from the first virtual object to the second virtual object.

[0211] After a player slides or drags the second virtual object to the quick access slot area, it indicates that the player currently needs or may need to use or equip the second virtual object for their virtual character. Therefore, the second virtual object needs to be displayed in the quick access slot area so that the player can quickly use or equip it for their virtual character. This timely and accurate display of virtual objects in the quick access slot can also improve the player's gaming experience.

[0212] In one possible implementation, the method further includes:

[0213] The associated areas of each shortcut grid area are displayed on this graphical user interface.

[0214] Optionally, the associated area can be used to indicate the quantity of the virtual object stored in the backpack area corresponding to each shortcut slot area.

[0215] Optionally, the associated area can also be used to indicate the relative position information of the virtual object currently equipped by the virtual character among all virtual objects in the backpack area, and can also be used to indicate the position of the virtual object displayed in each of the current quick slot areas among virtual objects with the same attribute information as those displayed in each of the current quick slot areas.

[0216] The associated area can display numerical or textual information indicating the quantity of the virtual object stored in the backpack area corresponding to each shortcut slot area. It can also display a prompt indicating the position of the currently equipped virtual object among virtual objects with the same attribute information displayed in the current shortcut slot areas. This application embodiment does not limit this aspect.

[0217] See also Figure 2 The graphical user interface A1 also displays associated areas G1, G2, G3, and G4. It can be seen that each associated area in the graphical user interface A1 is displayed above the shortcut grid areas S1, S2, S3, and S4, respectively.

[0218] In the associated area G1, three indicator points are displayed to show the relative position of the virtual weapon currently equipped by the virtual character J among all virtual weapons in the inventory area B2. These three indicator points indicate that there are 3 virtual weapons in the inventory area B2. In addition, the second indicator point is marked with a special color, indicating that the virtual weapon currently equipped by the virtual character J is the second virtual weapon among all virtual weapons in the inventory area B2.

[0219] Depend on Figure 2It is evident that the weapon equipped by the virtual character J is indeed the same as the second virtual weapon among all virtual weapons in backpack area B2.

[0220] In the associated areas G2 and G3, numerical information indicating the quantity of virtual objects stored in the backpack area B1 is displayed. As you can see, the left side of associated area G2 displays "5," indicating that there are a total of 5 virtual medicines in backpack area B1 displayed in quick access slot area S2. The left side of associated area G3 displays "3," indicating that there are a total of 3 virtual medicines in backpack area B1 displayed in quick access slot area S3.

[0221] Furthermore, in the associated areas G2 and G3, the relative positions of the virtual objects displayed in the quick slot areas S2 and S3 are shown respectively, indicating the relative positions of the virtual medicines with the same attribute information as those stored in the backpack area B1.

[0222] For example, two prompts are displayed in the associated area G2. These two prompts indicate that the virtual medicine with the same attribute information as the virtual medicine currently displayed in the shortcut area S2 is stored in two backpack slots in the backpack area B1. The first of these two prompts is marked with a special color. In this way, it can be indicated that the virtual medicine currently displayed in the shortcut area S2 is the virtual medicine in the first backpack slot of the two backpack slots in the backpack area B2 that contain the virtual medicine with the same attribute information as the virtual medicine currently displayed in the shortcut area S2.

[0223] exist Figure 2 Based on the above descriptions of associated regions G1 and G2, the significance of associated regions G3 and G4 can be derived, which will not be elaborated here.

[0224] Optionally, the aforementioned prompts and numerical information can be displayed simultaneously in each associated area, or only the prompts or only the numerical information can be displayed. This can be configured according to actual needs. This application embodiment does not limit this.

[0225] Furthermore, this associated area can be located anywhere around each quick slot area, such as above, below, to the left, or to the right of each quick slot area. Generally, this associated area can be located relatively close to each quick slot area, allowing players to intuitively and clearly view the associated areas of each quick slot area, providing intuitive and effective assistance.

[0226] In one possible implementation, see [link to relevant documentation]. Figure 10 The method also includes:

[0227] Step 1007: In response to the fourth operation on each virtual object in the virtual backpack, adjust the relative position information of each virtual object in the virtual backpack.

[0228] Step 1008: Based on the adjusted relative position information of each virtual object in the virtual backpack, determine the association between the quick slot area and each virtual object in the virtual backpack.

[0229] In one possible implementation, when the player triggers the first operation, the fourth operation, the equipment operation, the operation of sliding or dragging the second virtual object to the shortcut slot area, the operation of sliding or dragging the second virtual object to the initial inventory slot where the first virtual object is currently located, and / or other possible operations, it is necessary to switch the virtual object currently displayed in the shortcut slot area. In this case, in response to the operation triggered by the player, the steps in the above-described embodiments are executed to obtain the graphical user interface A2. See also Figure 11 The graphical user interface A2 is the graphical user interface displayed on the computer device after switching the virtual objects displayed in the various shortcut grid areas in the graphical user interface A1.

[0230] Depend on Figure 2 and Figure 11 As can be seen, the virtual objects displayed in quick grid areas S1, S2, and S3 have been switched.

[0231] Specifically, from Figure 2 As you can see, the virtual character J is currently equipped with the virtual weapon in the second row of inventory area B2. Players can trigger an equip operation on the virtual weapon in the first row of inventory area B2, so the shortcut slot area S1 corresponding to inventory area B2 needs to display the virtual weapon in the first row of inventory area B2. In the graphical user interface A2, it is visible that the virtual object displayed in shortcut slot area S1 has switched to the virtual weapon in the first row of inventory area B2.

[0232] Additionally, since the player triggers the equip operation for the virtual weapon in the first row of the backpack area B2, it is also necessary to equip the virtual weapon in the first row of the backpack area B2 to the virtual character J. In the graphical user interface A2, it can be seen that the virtual weapon equipped by the virtual character J has also been switched to the virtual weapon in the first row of the backpack area B2.

[0233] For example, a player can trigger an operation to slide or drag the virtual medicine in the first row and first column of the backpack area B1 to the shortcut slot area S3 corresponding to the backpack area B1. Then, the shortcut slot area S2 needs to display the virtual medicine in the first row and first column of the backpack area B1.

[0234] Additionally, players can trigger an action to slide or drag the virtual medicine in the first row and second column of backpack area B1 to the initial backpack slot where the virtual medicine in the first row and first column of backpack area B1 is currently located. In this case, the quick slot area S3 needs to display the virtual medicine in the first row and second column of backpack area B1 in the graphical user interface A1.

[0235] As seen in the graphical user interface A2, the virtual object displayed in the shortcut grid area S3 has changed from the virtual medicine located in the first row and fourth column of the backpack area B1 in the graphical user interface A1 to the virtual medicine located in the first row and second column of the backpack area B1 in the graphical user interface A1. Furthermore, the information displayed in the associated area G3, which is linked to the shortcut grid area S3, has also changed to the numerical information and prompts corresponding to the virtual object currently displayed in the shortcut grid area S3.

[0236] For example, players can also trigger an operation to slide or drag the virtual medicine in the first row and third column of the backpack area B1 to the initial backpack slot where the virtual medicine in the first row and fourth column of the backpack area B1 is currently located. In that case, the quick slot area S3 needs to display the virtual medicine in the first row and third column of the backpack area B1 in the graphical user interface A1.

[0237] Next, the player can slide or drag the virtual medicine currently stored in the initial backpack slot to the shortcut slot area S2 corresponding to backpack area B1. Then, shortcut slot area S2 needs to display the virtual medicine located in the first row and first column of backpack area B1 in the graphical user interface A1. Furthermore, the information displayed in the associated area G2, which is linked to shortcut slot area S2, will also switch to the numerical information and tooltips corresponding to the virtual object currently displayed in shortcut slot area S2.

[0238] As seen in the graphical user interface A2, the virtual object displayed in the quick slot area S3 has changed from the virtual medicine in the first row and fourth column of the backpack area B1 to the virtual medicine in the first row and second column of the backpack area B1. Furthermore, the information displayed in the associated area G3, which is linked to the quick slot area S3, has also changed to the numerical information and prompts corresponding to the virtual object currently displayed in the quick slot area S3.

[0239] In one possible implementation, see [link to relevant documentation]. Figure 12 The method also includes:

[0240] Step 1009: Based on the attribute information of each virtual object, determine the association between the shortcut slot area and each virtual object in the virtual backpack.

[0241] Since this attribute information can include the type of virtual object—for example, it can indicate that each virtual object is a virtual weapon, a virtual medicine, a soul jade, or a virtual cultivation technique in the game—the association between each virtual object and its corresponding quick slot area can be determined based on the type of each virtual object.

[0242] For example, see [link to previous article] Figure 2 and Figure 11 The quick slot area S1 for displaying virtual weapons is associated with the three virtual weapons stored in the backpack area B2 of the virtual backpack. The quick slot areas S2 and S3 for displaying virtual medicines are associated with each virtual medicine stored in the backpack area B1 of the virtual backpack. The quick slot area S1 for displaying virtual items is associated with each virtual item stored in the backpack area B2 of the virtual backpack.

[0243] This allows for the accurate display of corresponding virtual objects in the quick access slots, meaning different types of virtual objects can be displayed in separate quick access slots. This improves the usability of switching between virtual objects, thereby enhancing the player's gaming experience.

[0244] In one possible implementation, the method further includes:

[0245] When a player triggers the action of displaying the virtual backpack on the graphical user interface, indicator marks will be displayed around the backpack slots where the virtual objects currently displayed in each quick slot area are stored.

[0246] Optionally, the indicator symbol is used to indicate that the virtual object currently displayed in the shortcut slot area is stored in the initial backpack slot.

[0247] Optionally, the indicator can be of various forms. For example, the indicator can be a specific icon, the edge of the corresponding backpack compartment can be displayed in a specific color, or the area within the edge of the corresponding backpack compartment can be displayed in a specific color. This application does not limit this.

[0248] In one possible implementation, when the player triggers the aforementioned first operation, the aforementioned fourth operation, the aforementioned equipment operation, the operation of sliding or dragging the second virtual object to the quick slot area, the operation of sliding or dragging the second virtual object to the initial backpack slot where the first virtual object is currently located, and / or other possible operations, that is, when it is necessary to switch the virtual object currently displayed in the quick slot area.

[0249] Optionally, the attribute information of the first virtual object currently displayed in the shortcut grid area can be the same as the attribute information of the second virtual object.

[0250] Naturally, the attribute information of the first virtual object currently displayed in the shortcut grid area can also be different from the attribute information of the second virtual object.

[0251] In other words, a second virtual object of the same type as the first virtual object can be switched to the shortcut grid area, or a second virtual object of a different type from the first virtual object can be switched to the shortcut grid area. This application does not limit this aspect.

[0252] For example, if the attribute information of the first virtual object currently displayed in the quick slot area indicates that the currently displayed first virtual object is a virtual medicine used to restore the health or HP of the aforementioned virtual character, and the attribute information of the second virtual object to be switched to indicates that the second virtual object is a virtual medicine used to restore the armor value of the virtual character, then the second virtual object can also be directly switched to the quick slot area.

[0253] Additionally, if the attribute information of the first virtual object currently displayed in the quick slot area indicates that the quality of the first virtual object is rare, while the attribute information of the second virtual object to be switched to indicates that the quality of the second virtual object is high, then the second virtual object can also be directly switched to the quick slot area.

[0254] This improves the flexibility and accuracy of switching the second virtual object, and consequently enhances the flexibility of the virtual object switching method.

[0255] Figure 13 This is a schematic diagram of a virtual object switching device provided in an embodiment of this application, applied to the aforementioned computer equipment. See also... Figure 13 The device includes:

[0256] Display module 201 is used to provide at least one shortcut grid area on the graphical user interface, the shortcut grid area being associated with at least two virtual objects in the virtual backpack, and the virtual object currently displayed in the shortcut grid area being the first virtual object.

[0257] The switching module 202 is used to respond to a first operation on the quick slot area and switch the currently displayed virtual object in the quick slot area from the first virtual object to the second virtual object according to the association relationship. The first virtual object and the second virtual object are virtual objects in the virtual backpack that have an association relationship with the quick slot area.

[0258] 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.

[0259] 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 digital signal processors (DSPs), 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).

[0260] The modules described above can be connected or communicate with each other via wired or wireless connections. Wired connections can include metal cables, optical fibers, hybrid cables, or any combination thereof. Wireless connections can include connections via LAN, WAN, Bluetooth, ZigBee, or NFC, or any combination thereof. Two or more modules can be combined into a single module, and any module can be divided into two or more units. Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the method embodiments, and will not be repeated here.

[0261] It should be noted that 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 Digital Signal Processors (DSPs), or one or more Field Programmable Gate Arrays (FPGAs). Furthermore, 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. Additionally, these modules can be integrated together to form a System-on-a-Chip (SOC).

[0262] Figure 14 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. See also... Figure 12 The computer device 300 includes a memory 301 and a processor 302. The memory 301 stores a computer program that can run on the processor 302. When the processor 302 executes the computer program, it implements the steps in any of the above method embodiments.

[0263] This application provides a computer-readable storage medium storing a computer program that, when executed by a processor, performs the steps of the method provided in the foregoing embodiments.

[0264] Optionally, this application also provides a program product, such as a computer-readable storage medium, including a program that, when executed by a processor, performs any of the above-described virtual object switching method embodiments.

[0265] In the several embodiments provided in this application, 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.

[0266] 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.

[0267] Furthermore, the functional units in the various embodiments of this application 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 a combination of hardware and software functional units.

[0268] 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 some steps of the methods described in the various embodiments of this application. 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.

Claims

1. A method for switching virtual objects, characterized in that, The method of providing a graphical user interface via a computer device includes: At least one quick slot area is provided on the graphical user interface, the quick slot area is associated with at least two virtual objects in the virtual backpack, and the virtual object currently displayed in the quick slot area is the first virtual object; In response to a first operation on the quick slot area, the virtual object currently displayed in the quick slot area is switched from the first virtual object to the second virtual object according to the association relationship. The first virtual object and the second virtual object are virtual objects in the virtual backpack that have an association relationship with the quick slot area. The step of responding to a first operation on the shortcut grid area by switching the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association relationship includes: In response to a directional operation on the shortcut grid area, the virtual object currently displayed in the shortcut grid area is switched from the first virtual object to the second virtual object according to the association relationship. The directional operation refers to an operation performed by the user with a pointing direction and / or pointing distance. The step of switching the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association relationship includes: The second virtual object is determined based on the association and the relative positional relationship of each backpack slot in the virtual backpack; the relative positional relationship is used to indicate the positional relationship between each virtual object stored in each backpack slot; Switch the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object; Determining the second virtual object based on the association and the relative positional relationship of each backpack slot in the virtual backpack includes: determining the second virtual object based on the association, the relative positional relationship of each backpack slot in the virtual backpack, and the pointing direction and / or the pointing distance.

2. The method according to claim 1, characterized in that, Determining the second virtual object based on the association and the relative positions of the backpack slots in the virtual backpack includes: The direction of the directional operation is determined, which is the direction from the starting touch point to the ending touch point of the directional operation. The second virtual object is determined based on the association, the relative positions of the backpack slots in the virtual backpack, and the pointing direction.

3. The method according to claim 1, characterized in that, Determining the second virtual object based on the association and the relative positions of the backpack slots in the virtual backpack includes: Determine the pointing distance of the directional operation, wherein the pointing distance is the distance between the end touch point and the start touch point of the directional operation; The second virtual object is determined based on the association, the relative positions of the backpack slots in the virtual backpack, and the pointing distance.

4. The method according to claim 1, characterized in that, The step of responding to a first operation on the shortcut grid area by switching the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association relationship includes: In response to a non-directional operation on the shortcut grid area, the virtual object currently displayed in the shortcut grid area is switched from the first virtual object to the second virtual object according to the association relationship.

5. The method according to claim 4, characterized in that, The step of switching the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association relationship in response to a non-directional operation on the shortcut grid area includes: In response to a non-directional operation targeting the quick slot area, the second virtual object is determined based on the association and the relative positional relationship between each backpack slot in the virtual backpack; the relative positional relationship is used to indicate the positional relationship between each virtual object stored in each backpack slot. Switch the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object.

6. The method according to claim 1, characterized in that, Before switching the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association relationship, the method further includes: In response to the second operation targeting the quick slot area, the first virtual object currently displayed in the quick slot area is determined as the target virtual object, which is a virtual object in an assembled state for the virtual character to use.

7. The method according to claim 1, characterized in that, After switching the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association relationship, the method further includes: In response to the third operation targeting the quick slot area, the second virtual object currently displayed in the quick slot area is determined as the target virtual object, which is a virtual object in an assembled state for the virtual character to use.

8. The method according to claim 1, characterized in that, The method further includes: In response to an equipment operation on any virtual object in the backpack area, the virtual object selected by the equipment operation is displayed in the shortcut slot corresponding to the backpack area, wherein the virtual backpack includes at least one of the backpack areas.

9. The method according to claim 8, characterized in that, The response is an equipping operation for any virtual object in the backpack area, equipping the virtual object in the corresponding shortcut slot in the backpack area, including: In response to the operation of sliding or dragging the second virtual object to the initial backpack slot where the first virtual object is currently located, the second virtual object is displayed in the initial backpack slot; Switch the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object.

10. The method according to claim 8, characterized in that, The response is an equipping operation for any of the virtual objects in the backpack area, equipping the virtual object in the corresponding shortcut slot in the backpack area, including: In response to the operation of sliding or dragging the second virtual object to the shortcut grid area, the virtual object currently displayed in the shortcut grid area is switched from the first virtual object to the second virtual object.

11. The method according to any one of claims 1-10, characterized in that, The attribute information of the first virtual object is the same as that of the second virtual object.

12. The method according to any one of claims 1-10, characterized in that, The attribute information of the first virtual object is different from that of the second virtual object.

13. The method according to any one of claims 1-10, characterized in that, The method further includes: The graphical user interface displays the associated area of ​​each of the shortcut slot areas. The associated area is used to indicate the number of virtual objects stored in the backpack area corresponding to each of the shortcut slot areas, as well as the relative position information of the virtual object currently equipped by the virtual character among all virtual objects in the backpack area.

14. The method according to any one of claims 1-10, characterized in that, The method further includes: In response to a fourth operation on each of the virtual objects in the virtual backpack, the relative position information of each of the virtual objects in the virtual backpack is adjusted; Based on the adjusted relative position information of each virtual object in the virtual backpack, the association between the quick slot area and each virtual object in the virtual backpack is determined.

15. The method according to any one of claims 1-10, characterized in that, The method further includes: Based on the attribute information of each virtual object, the association between the quick slot area and each virtual object in the virtual backpack is determined.

16. A virtual object switching device, characterized in that, Applied to a computer device, the computer device providing a graphical user interface, the device comprising: The display module is used to provide at least one shortcut grid area on the graphical user interface, the shortcut grid area being associated with at least two virtual objects in the virtual backpack, and the virtual object currently displayed in the shortcut grid area being the first virtual object; A switching module is used to respond to a first operation on the quick slot area and switch the currently displayed virtual object in the quick slot area from the first virtual object to the second virtual object according to the association relationship. The first virtual object and the second virtual object are virtual objects in the virtual backpack that have an association relationship with the quick slot area. The switching module is specifically used to: in response to a directional operation on the shortcut grid area, switch the currently displayed virtual object in the shortcut grid area from the first virtual object to the second virtual object according to the association relationship. The directional operation refers to an operation performed by the user with a pointing direction and / or pointing distance. The switching module is specifically used to: determine the second virtual object based on the association relationship and the relative positional relationship of each backpack slot in the virtual backpack; the relative positional relationship is used to indicate the positional relationship between each virtual object stored in each backpack slot; and switch the virtual object currently displayed in the shortcut slot area from the first virtual object to the second virtual object; The switching module is specifically used to: determine the second virtual object based on the association, the relative positional relationship of each backpack slot in the virtual backpack, and the pointing direction and / or the pointing distance.

17. 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 15.

18. A computer-readable storage medium, characterized in that, The computer-readable 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 15.