A game processing method and device, electronic equipment and storage medium

CN117085326BActive Publication Date: 2026-08-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311147703.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-09-06
Publication Date
2026-08-18
Estimated Expiration
2043-09-06

AI Technical Summary

Technical Problem

[0004]有鉴于此,本申请的目的在于提供一种游戏处理方法、装置、电子设备及存储介质,能够解决现有技术中存在的重新调配场景地图中的虚拟对象的操作较为繁琐的问题,达到提高操作效率的效果

Benefits of technology

[0013] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the game processing method described above. The game processing method, apparatus, electronic device, and storage medium provided in this application, by providing an information overview control, wherein the information overview control includes multiple resource information controls of different resource types, and the resource information controls include resource type controls and object control controls corresponding to the resource type, allows users to directly perform interactive operations between virtual objects in the scene map and resource points under various resource types on the information overview control. This provides users with a quick way to allocate virtual objects performing virtual game behaviors in the scene map, eliminating the need to repeatedly perform interactive operations on virtual objects and resource points in the scene map to achieve virtual object reallocation, thereby solving the problem of cumbersome operations for reallocating virtual objects in the scene map in the prior art, and achieving the effect of improving operational efficiency.

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Abstract

The application provides a game processing method and device, electronic equipment and storage medium, which provide an information overview control on a graphical user interface, the information overview control includes resource information controls of multiple different resource types, the resource information control includes a resource type control and an object control corresponding to the resource type, the object control is used to represent a virtual object performing a virtual game behavior in a resource point of the resource type, in response to an object deployment operation performed on the information overview control, a target object control and a target resource type control are determined, and the target virtual object corresponding to the target object control is controlled to perform a virtual game behavior in a target resource point of a target resource type corresponding to the target resource type control. The application can solve the problem that the operation of redeploying a virtual object in a scene map is relatively cumbersome in the prior art, and improve the operation efficiency.
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Description

Technical Field

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

[0002] In multiplayer online games, resource points of various resource types are distributed on the scene map. Users can control virtual objects to perform virtual game behaviors at resource points of the same or different resource types, such as collecting virtual resources at resource points of different resource types to build bases, training troops, or attacking other virtual objects that are collecting virtual resources at resource points.

[0003] In the existing technology, in the process of controlling virtual objects in the scene map to perform the above-mentioned virtual game behavior, it is necessary to repeatedly perform interactive operations on virtual objects and resource points in the scene map to realize the reallocation of virtual objects. This process is relatively cumbersome and easily leads to low operation efficiency. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide a game processing method, device, electronic device and storage medium that can solve the problem of the cumbersome operation of reconfiguring virtual objects in the scene map in the prior art, thereby improving the operation efficiency.

[0005] In a first aspect, embodiments of this application provide a game processing method that provides a graphical user interface (GUI) through a terminal device. The GUI displays content including at least a portion of a scene map, and the scene map includes resource points of multiple resource types. The method includes:

[0006] The graphical user interface provides an information overview control, which includes multiple resource information controls of different resource types. The resource information controls include resource type controls and object control controls corresponding to the resource type. The object control controls are used to represent virtual objects that perform virtual game behaviors in resource points of the resource type. The virtual objects include virtual object units or virtual object formations.

[0007] In response to an object allocation operation performed on the information overview control, determine the target object control and the target resource type control;

[0008] The target virtual object corresponding to the target object control control performs virtual game behavior at the target resource base under the target resource type corresponding to the target resource type control.

[0009] Secondly, embodiments of this application also provide a game processing device that provides a graphical user interface (GUI) via a terminal device. The GUI displays content including at least a portion of a scene map, and the scene map includes resource points of multiple resource types. The device includes:

[0010] A control providing module is used to provide an information overview control on the graphical user interface. The information overview control includes multiple resource information controls of different resource types. The resource information controls include resource type controls and object control controls corresponding to the resource type. The object control controls are used to represent virtual objects that perform virtual game behaviors in resource points of that resource type. The virtual objects include virtual object units or virtual object formations. An object allocation module is used to respond to object allocation operations performed on the information overview control and determine the target object control control and the target resource type control.

[0011] The behavior execution module is used to control the target virtual object corresponding to the target object control control to perform virtual game behavior at the target resource base under the target resource type corresponding to the target resource type control.

[0012] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, the steps of the game processing method described above are performed.

[0013] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the game processing method described above. The game processing method, apparatus, electronic device, and storage medium provided in this application, by providing an information overview control, wherein the information overview control includes multiple resource information controls of different resource types, and the resource information controls include resource type controls and object control controls corresponding to the resource type, allows users to directly perform interactive operations between virtual objects in the scene map and resource points under various resource types on the information overview control. This provides users with a quick way to allocate virtual objects performing virtual game behaviors in the scene map, eliminating the need to repeatedly perform interactive operations on virtual objects and resource points in the scene map to achieve virtual object reallocation, thereby solving the problem of cumbersome operations for reallocating virtual objects in the scene map in the prior art, and achieving the effect of improving operational efficiency.

[0014] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0015] 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.

[0016] Figure 1 A flowchart illustrating a game processing method provided in an embodiment of this application;

[0017] Figure 2 One of the schematic diagrams of a graphical user interface provided in the embodiments of this application;

[0018] Figure 3 A second schematic diagram of a graphical user interface provided in an embodiment of this application;

[0019] Figure 4 A third schematic diagram of a graphical user interface provided in an embodiment of this application;

[0020] Figure 5 A fourth schematic diagram of a graphical user interface provided in an embodiment of this application;

[0021] Figure 6 Fifth of a graphical user interface provided as an embodiment of this application;

[0022] Figure 7 A sixth schematic diagram of a graphical user interface provided for an embodiment of this application;

[0023] Figure 8 A schematic diagram of a graphical user interface provided for an embodiment of this application;

[0024] Figure 9 Eighth schematic diagram of a graphical user interface provided for an embodiment of this application;

[0025] Figure 10 A ninth schematic diagram of a graphical user interface provided for an embodiment of this application;

[0026] Figure 11 This is the tenth schematic diagram of a graphical user interface provided in the embodiments of this application;

[0027] Figure 12 This is eleventh of a schematic diagram of a graphical user interface provided as an embodiment of this application;

[0028] Figure 13 This is a schematic diagram of the structure of a game processing device provided in an embodiment of this application;

[0029] Figure 14 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0030] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. 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 represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.

[0031] The terms “a,” “one,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markers and are not a limitation on the number of objects.

[0032] 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. First, the names involved in the embodiments of this application will be introduced.

[0033] (1) Terminal Device: In this embodiment, the terminal device mainly refers to an intelligent device used to provide game graphics (e.g., the game's settings / configuration interface, the interface for presenting game scenes) and to control virtual objects. The terminal device may include, but is not limited to, any of the following devices: smartphone, tablet computer, portable computer, desktop computer, game console, personal digital assistant (PDA), e-book reader, MP4 (Moving Picture Experts Group Audio Layer IV) player, etc. The terminal device has an application installed and running that supports game scenes, such as an application that supports three-dimensional game scenes. This application may include, but is not limited to, any of the following: virtual reality application, three-dimensional map application, military simulation application, MOBA game (Multiplayer Online Battle Arena), multiplayer shooting survival game, and third-person shooter (TPS) game. Optionally, the application may be a standalone application, such as a standalone 3D (Three Dimensions) game application, or a network-connected application.

[0034] (2) Graphical User Interface: A display format for human-computer communication, which allows users to manipulate icons, logos or menu options on the screen using input devices such as mouse, keyboard and / or game controller. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.

[0035] A graphical user interface (GUI) provides or displays the application's corresponding interface, which is a screen corresponding to at least one observation method for observing the game scene. Here, at least one observation method may include, but is not limited to: observation perspective, observation configuration (e.g., whether night vision is enabled), observation center, and observation angle. For example, the interface may refer to a screen obtained by observing the game scene from an observation perspective centered on a virtual object or a coordinate position within the game scene and at a certain camera height. For example, the GUI may include virtual objects such as game characters executing game logic, NPC characters (non-player characters), and AI (Artificial Intelligence) characters.

[0036] The graphical user interface includes any visible controls or elements, such as game controls (e.g., skill controls, movement controls, function controls, etc.), indicators (e.g., direction indicators, character indicators, etc.), information display areas (e.g., number of defeats, match time, etc.), or game settings controls (e.g., system settings, shop, coins, etc.). It may also include controls such as images, input boxes, and text boxes, some of which respond to user actions.

[0037] (3) Virtual Scene: This is a virtual environment displayed (or provided) by the application when it runs on a terminal device or server. Optionally, the virtual scene is a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment, and can include elements such as sky, land, and ocean. The virtual scene is a scenario where the user controls the complete game logic of virtual objects. Optionally, the virtual scene is also used for virtual environment battles between at least two virtual objects, and it contains virtual resources available for use by at least two virtual objects.

[0038] (4) Virtual Objects: These can be virtual objects manipulated by the user in a virtual environment, including but not limited to at least one of virtual characters, virtual animals, anime characters, virtual warships, virtual vehicles, virtual airplanes, and virtual ships. They can also be virtual objects (NPCs) not manipulated by the user. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual objects can be three-dimensional virtual models. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space within it. Optionally, the virtual objects can be three-dimensional characters constructed based on three-dimensional human skeleton technology, or three-dimensional objects constructed based on three-dimensional technology. These virtual objects achieve different external appearances by being given different skins. In some implementations, virtual objects can also be implemented using 2.5D or 2D models; this application does not limit this.

[0039] (5) Resource Outposts: Map points used to provide virtual resources. For example, resource outposts can be map points such as virtual metal mines, virtual crystal mines, virtual deuterium mines, and virtual special mines. Optionally, several resource outposts are distributed in the virtual scene, and correspondingly, several identifiers are provided in the virtual map corresponding to the several resource outposts distributed in the virtual scene (since the identifiers in the virtual map are scaled-down versions of resource outposts, they are uniformly described as resource outposts in the virtual map throughout the text), enabling users to collect virtual resources at resource outposts to upgrade and develop their own created building objects. Resource outposts in the virtual scene can be refreshed, usually by refreshing each resource outpost in the virtual scene at predetermined time intervals, allowing users to collect virtual resources at resource outposts by dispatching controlled virtual objects on building objects at regular intervals. Optionally, building objects are map points used to create, garrison, and / or train controlled virtual objects, for example, building objects are "bases".

[0040] (6) Virtual Resources: In this embodiment, the virtual resources of each resource outpost may include, but are not limited to, metals, crystals, deuterium, special ore bodies, wood, stone, food, and land. For each virtual resource, it may include multiple resource levels. For example, taking metal as an example, the metal levels may include: Level 1 metal, Level 2 metal, and Level 3 metal. Among them, Level 1 metal has the lowest level and its corresponding defensive capability is weak, while Level 3 metal has the highest level and its corresponding defensive capability is strong. In actual game scenarios, mining ships constructed with Level 3 metal will have better stability and stronger defensive capability than mining ships constructed with Level 1 metal. Optionally, the virtual resources on each resource outpost correspond to one or more resource levels. The resource levels of virtual resources on different resource outposts may be the same or different. This embodiment does not specifically limit this. The resource parameters of the virtual resources include at least one of the following: the category of the virtual resource, the quantity of the resource, and the resource level.

[0041] The game processing method provided in this application can run on a local terminal device or a server. When the game processing method runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0042] 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 game processing methods 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 game control is performed by the cloud gaming server in the cloud. When playing the game, the user 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.

[0043] In an optional implementation, 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 user 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 user in various ways, such as rendering it on the terminal's display screen or providing it to the user 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.

[0044] Currently, in multiplayer online games, resource points of various resource types are distributed across the scene map. Users can control virtual objects to perform virtual game actions at resource points of the same or different resource types, such as collecting virtual resources at resource points of different resource types to build bases, train troops, or attack other virtual objects that are collecting virtual resources at resource points. However, in the process of controlling virtual objects in the scene map to perform the above-mentioned virtual game actions, it is necessary to repeatedly perform interactive operations on virtual objects and resource points in the scene map to achieve the reallocation of virtual objects. This process is relatively cumbersome and can easily lead to low operational efficiency.

[0045] In related technologies, users can collect virtual resources within a pre-established planning circle, and then assign different types of ships to corresponding resource outposts to mine virtual resources of different resource levels. Users can plan the location and scope of their desired planning circle. If a user wants to control virtual objects to collect virtual resources, attack, or besiege, they can only issue commands to the virtual objects within the planning circle, such as attacking, besieging, or collecting resources. For example, in related games, resource types are divided into gold, purple, and blue. The higher the resource level of the virtual resources corresponding to the resource outposts under each resource type, the higher the resource collection efficiency. Higher-level virtual objects also have higher resource collection efficiency. Users often establish multiple planning circles to control multiple virtual objects to collect virtual resources from resource outposts of different resource types.

[0046] Because the scene map contains numerous planning zones, each containing different types of virtual objects used to collect virtual resources of varying levels and / or types, the existing planning zone format makes it difficult to quickly and intuitively determine the collection status within each zone. For example, if a user urgently needs purple ore, they would need to click on each planning zone individually to check the collection status of the corresponding virtual objects and then reallocate them one by one. This repetitive process is tedious and extremely time-consuming, resulting in a poor gaming experience, reduced operational efficiency, and consequently, lower efficiency in virtual object allocation within the game. If a user needs to move a virtual object from Plan A to Plan B to perform a virtual game action, they must first select the virtual object in Plan A and send it back to the base. After the virtual object in Plan A returns to the base, they must manually select a resource point in Plan B and assign the virtual object that returned to the base in Plan A to the selected resource point in Plan B to perform the virtual game action. Since the continuous interactive operation is quite cumbersome, if multiple virtual objects need to be moved, it will consume a lot of the user's energy and time, reduce the user's operating efficiency, and thus reduce the efficiency of virtual object movement in the game.

[0047] In addition, since the planned area includes resource points of different resource types and resource levels, users need to click on each resource point one by one to view the resource type, resource level, and remaining amount of the virtual resources on the resource point. Overall, the unclear resource information corresponding to the resource points leads to excessive manpower costs, reduces the user experience, and consequently reduces interaction efficiency.

[0048] Based on this, embodiments of this application propose a game processing method, apparatus, electronic device, and storage medium to solve at least one of the aforementioned problems.

[0049] In one possible implementation, this application provides a game processing method that provides a graphical user interface (GUI) through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI displays at least a portion of a scene map. Accordingly, the scene map corresponding to the virtual scene can be a two-dimensional map and / or a three-dimensional map, including but not limited to virtual reality maps and military simulation maps. The scene map includes resource points of multiple resource types. Each resource point under each resource type includes multiple virtual resources of different resource levels. The higher the resource level, the higher the corresponding resource collection efficiency. Furthermore, virtual objects can collect virtual resources at resource points.

[0050] To facilitate understanding of this application, the game processing method, apparatus, electronic device, and storage medium provided in the embodiments of this application will be described in detail below.

[0051] Please see Figure 1 , Figure 1 This is a flowchart illustrating a game processing method provided in an embodiment of this application. Figure 1 As shown in the embodiments of this application, the game processing method includes:

[0052] S101: Provide an information overview control on the graphical user interface. The information overview control includes multiple resource information controls of different resource types. The resource information controls include resource type controls and object control controls corresponding to the resource type. The object control controls are used to represent virtual objects that perform virtual game behaviors in resource strongholds of the resource type. Virtual objects include virtual object units or virtual object formations.

[0053] S102: In response to an object allocation operation performed on the information overview control, determine the target object control and the target resource type control.

[0054] S103: The target virtual object corresponding to the control control performs virtual game behavior at the target resource point under the target resource type corresponding to the target resource type control.

[0055] In step S101, an information overview control is provided on the graphical user interface. This control displays information about the virtual objects performing virtual game actions within the resource base, as well as information about the resource base itself. For example, information about the virtual objects includes, but is not limited to, the virtual object type, the virtual object's resource acquisition level, and the virtual object's acquisition time; information about the resource base includes, but is not limited to, the resource ratio of different resource types, the resource level, and the remaining resource quantity.

[0056] For example, virtual object types include low-level, medium-level, and high-level. The higher the level of a virtual object, the larger its resource storage capacity and the higher its resource acquisition level. In related games, virtual objects can be categorized into low-level mining ships, medium-level mining ships, and high-level mining ships. The resource acquisition level of a low-level mining ship is lower than that of a medium-level mining ship, and vice versa. Furthermore, the resource storage capacity of a low-level mining ship is smaller than that of a medium-level mining ship, and vice versa. A higher resource acquisition level means a virtual object can acquire higher-level virtual resources. For instance, a low-level mining ship with a resource acquisition level of 2 can acquire virtual resources of levels 1 to 2; a medium-level mining ship with a resource acquisition level of 5 can acquire virtual resources of levels 1 to 5, and so on. The resource ratio for different resource types refers to the proportion of resources held by resource outposts of different resource types within the target resource area. Here, each resource type includes resource outposts of multiple resource levels within that resource type. Resource level is a level assigned to virtual resources of different resource types during game settings; the higher the resource level, the stronger the virtual resource's resilience and stability. Remaining resource quantity refers to the amount of resources a resource outpost can still hold after being mined by virtual objects. Thus, the information overview control visually displays the above resource gathering-related information, helping users quickly assess the current resource gathering situation in the game and make rapid decisions regarding the allocation of virtual objects, thereby improving the efficiency of virtual object allocation within the game.

[0057] Optionally, the information overview control includes multiple resource information controls for different resource types, with one resource information control corresponding to each resource type. Specifically, the resource information control includes a resource type control and an object control corresponding to that resource type. The object control is used to represent virtual objects that perform virtual game actions at resource outposts of that resource type. Virtual objects include virtual object units or virtual object formations. For example, virtual objects in the relevant game may include a mining ship or a fleet, and a fleet may include multiple mining ships. The resource type control is used to represent the resource type. For example, resource types in the relevant game are divided into three types: gold, purple, and blue. The above-mentioned division of the information overview control into multiple resource information controls for different resource types makes it easier for users to quickly distinguish the resource collection status of resource outposts of different resource types. In addition, the resource information controls for different resource types include resource type controls and object control corresponding to that resource type, which makes it easier for users to allocate virtual objects that perform virtual game actions at virtual outposts of different resource types, thereby improving game operation efficiency.

[0058] In one optional embodiment, the information overview control can be permanently displayed in the interface after the target resource area is created, or it can be displayed after the user triggers it in the settings interface after the target resource area is created. For example, if the user needs to view the mining ship's mining status in the planning circle, they can click the detailed display button in the settings interface to trigger the display of the information overview control.

[0059] Specifically, the scene map includes at least one pre-created target resource area. This target resource area includes resource outposts of multiple resource types and virtual objects deployed to the target resource area to perform virtual game actions. For example, in the relevant game, the target resource area represents a planning zone; that is, if a user wants to control virtual objects to collect / manage virtual resources, attack, or besiege, they can only issue various commands to the virtual objects within the target resource area, such as attacking, besieging, collecting / managing resources, etc.

[0060] Optionally, multiple pre-created target resource areas can correspond to an information overview control. Here, as target resource areas are created one by one, information overview sub-controls corresponding to each target resource area can be gradually added to the information overview control. The number of target resource areas created is positively correlated with the number of information overview sub-controls. Optionally, each target resource area corresponds to one information overview control, and the number of target resource areas created is positively correlated with the number of controls in the information overview control. Since there may be many target resource areas in the scene map, and the graphical user interface can only display a portion of the scene map, to avoid excessive occlusion of the graphical user interface, this embodiment adopts a scheme where each target resource area corresponds to one information overview control.

[0061] Furthermore, step S101 includes: in response to creating a target resource area in the scene map, displaying an information overview control in the graphical user interface, wherein the information overview control is generated based on resource points and virtual objects in the target resource area.

[0062] Here, once a target resource area is created, an information overview control is immediately generated based on the resource points and virtual objects within that area and displayed in the graphical user interface. This overview control remains displayed until the target resource area is cancelled. This allows users to observe changes in resource points and virtual objects within the target resource area in real time, thereby improving game operation efficiency.

[0063] Alternatively, step S101 includes: after creating the target resource region, displaying an information overview control in a graphical user interface in response to a viewing operation of the target resource region.

[0064] Here, the information overview control is only displayed after the viewing operation is triggered. That is, the information overview control is not permanently displayed on the graphical user interface. Its display timing is controlled by the user, which can prevent the user from accidentally triggering the information overview control when viewing the target resource area in the scene map.

[0065] As an example, viewing operations include, but are not limited to, clicking on the area display control, special gesture commands, and specific voice commands. By issuing the above-mentioned exemplary viewing operations to the target resource area, an information overview control can be displayed in the graphical user interface. The operation is simple and allows users to control the display of the information overview control in real time during the game, which not only improves the user's gaming experience but also enhances the efficiency of game operations.

[0066] In related technologies, there are mineral resources in the center of the planning circle. Fleets in the center of the planning circle will display a thumbnail icon, such as a white triangle for friendly fleets, a red triangle for enemy fleets, and a blue triangle for allied fleets. If a red triangle appears in the center of the planning circle, it indicates that an enemy fleet is mining resources within our planning circle. To facilitate users' viewing of resource distribution information within the planning circle, such as which fleet is mining virtual resources and whether there are enemy fleets within our planning circle, it is necessary to ensure that the information overview control does not obscure the resource distribution information within the planning circle.

[0067] Based on the above concept, in one optional embodiment, the shape of the information overview control is consistent with the shape of the target resource area, but a preset transparency is set in the middle area of ​​the information overview control to prevent the information overview control from obscuring the resource distribution information in the planning circle.

[0068] In another optional embodiment, the information overview control is displayed around the target resource area to surround it, wherein the shape of the information overview control is adapted to the shape of the target resource area. For example, when the target resource area is circular, the shape of the information overview control can be an annular or circular; when the target resource area is square, the shape of the information overview control is an annular or square.

[0069] Specifically, the information overview control is positioned around the target resource area to prevent it from obscuring resource information within the target area. For example, resource information includes, but is not limited to, resource outpost identifiers, virtual object controls of resources being mined, and enemy virtual object controls. Simultaneously, the information overview control surrounds the target resource area. By restricting the positional relationship between the information overview control and the target resource area, the target resource area can be accurately associated with its corresponding information overview control, making it intuitive and clear, reducing the probability of user errors, and improving user efficiency.

[0070] For example, the information overview control is circular in shape. The circular area of ​​the information overview control is composed of multiple resource type controls corresponding to multiple resource types. The size of the resource type control is positively correlated with the proportion of the resource points of the corresponding resource type in the target resource area.

[0071] For example, such as Figure 2 As shown, in the relevant game, the target resource area 201 is displayed on the graphical user interface 200. Here, the target resource area 201 is circular, so the information overview control 202 is circular in shape. The information overview control 202 displays the resource distribution information in a circular form without obscuring the center of the target resource area 201. For example, the current resource distribution information includes our fleet 2011, enemy fleet 2012, friendly fleet 2013, and resource stronghold 2014. Specifically, the circular area of ​​the information overview control 202 is composed of multiple resource type controls (2021, 2022, 2023) corresponding to multiple resource types. Figure 2 Different resource type controls within the overview control use different shaded areas to delineate their respective resource types. The size of a resource type control is positively correlated with the proportion of its corresponding resource type's resource points within the target resource area. Here, the size of the resource type control refers to its area proportion on the overall information view control. Figure 2 It can be seen that the area ratio of resource type control 2022 is greater than that of resource type control 2021. Therefore, the resource quantity ratio of resource points under the resource type represented by resource type control 2022 in the target resource area is greater than that of resource points under the resource type represented by resource type control 2021 in the target resource area.

[0072] For example, at the initial moment of generating the information overview control, the area proportion of resource type controls on the information overview control is allocated according to the resource quantity proportion of resource points under different resource types in the target resource area. In other words, there is a one-to-one correspondence between the resource quantity proportion of resource points under different resource types in the target resource area and the area proportion of resource type controls on the information overview control. Here, as the resource quantity of resource points under different resource types in the target resource area changes, the area proportion of resource type controls on the information overview control remains unchanged.

[0073] Because the information overview control is circular in shape, it avoids obscuring resource information within the target resource area on the scene map, making it easier for users to view information about resource outposts within the target resource area. Since the size of the resource type control reflects the proportion of resources of the corresponding resource type's outposts in the target resource area, the display format of the information overview control provides a clear understanding of the proportion of resources of different resource types in the target resource area, helping users quickly decide which virtual resources to mine, thereby improving game interaction efficiency. In this embodiment, a progress bar is introduced to display the changes in resource quantity of resource outposts under different resource types in the target resource area. Specifically, each resource type control has a corresponding progress bar, and the progress of the progress bar is negatively correlated with the remaining resource quantity of the resource outposts under the corresponding resource type. When the progress bar reaches its maximum value, the remaining resource quantity is 0.

[0074] like Figure 2 As shown, a progress bar is set inside the information overview control 202. Each resource type control has its own progress bar (2021a, 2022a, 2023a). The progress change of each resource type control's progress bar indicates the resource extraction volume of the resource base under the corresponding resource type. Figure 2 As shown, taking progress bar 2021a as an example, since the progress change of progress bar 2021a is negatively correlated with the remaining amount of resources of resource bases under the resource type corresponding to resource type control 2021, as the amount of resources mined increases, the progress of progress bar 2021a gradually increases, and thus the remaining amount of resources gradually decreases.

[0075] Introducing a progress bar can visually display the changes in resource quantity of resource points under different resource types in the target resource area, making it easier for users to view and improving interaction efficiency.

[0076] Furthermore, since resource outposts under different resource types have different resource levels, a sub-progress bar can be set for resource outposts of different resource levels under different resource types. The sub-progress bar is used to represent the resource mining volume of virtual resources of different resource levels under each resource type. The progress change of the sub-progress bar is negatively correlated with the remaining amount of virtual resources under that resource level, so as to more intuitively display the remaining amount of resources of each resource outpost corresponding to each resource level under each resource type, making it easier for users to view and thus improving interaction efficiency.

[0077] For example, in the relevant game, gold mines, blue mines, and purple mines include resource strongholds of different resource levels. For instance, a blue mine might include one level 3 blue mine, one level 4 blue mine, and one level 6 blue mine. The resource type control corresponding to the blue mine is divided into three types of resource sub-controls according to the proportion of level 3, 4, and 6 blue mines in the planning circle: Type 1 resource sub-control, Type 2 resource sub-control, and Type 3 resource sub-control. Each type of resource sub-control corresponds to a progress bar. For example, the progress change of the sub-progress bar corresponding to Type 1 resource sub-control is negatively correlated with the remaining amount of virtual resources under the level 3 blue mine. Displaying them separately will be more intuitive, thus making it easier for users to clearly understand the remaining amount of resources at different resource levels under each resource type.

[0078] In one optional embodiment, the object control is set within a preset range of the corresponding resource type control, or overlaid on the corresponding resource type control.

[0079] Optionally, if the number of object control controls is large or the area of ​​resource type controls is small, the object control controls can be set within the associated area of ​​the corresponding resource type control. The associated area is within the preset range of the corresponding resource type control to avoid excessive stacking of object control controls, which would increase the user's error rate and thus improve the user's operating efficiency.

[0080] Optionally, if the number of objects in the control is small or the area of ​​the resource type control is large enough, the objects in the control can be directly overlaid on the corresponding resource type control to save space and prevent the objects in the control from obscuring the graphical user interface.

[0081] For example, when an object control is set within a preset range of a corresponding resource type control, it can be represented by a guide box and a guide line. Specifically, the object control includes a guide box and a guide line. The guide box includes a virtual object control, and the guide line connects the virtual object control in the guide box to the resource type control.

[0082] Here, the guide box establishes a relationship with the resource type control through guide lines. The virtual object control included in the guide box refers to the virtual object performing virtual game behavior in the resource stronghold scene under the resource type corresponding to the resource type control. Optionally, the area of ​​the guide box can be adjusted according to the actual needs of the game to ensure that the user can accurately select the virtual object control in the guide box. Optionally, the length of the guide line can be set according to the size of the information overview control to ensure that it does not affect the user's touch operation on the graphical user interface.

[0083] like Figure 2As shown, in the relevant game, the object control control 203 includes a guide box 2031 and a guide line 2032. The guide box 2031 displays a virtual object control 203a, a virtual object type 203b, and a virtual object acquisition time 203c.

[0084] In this embodiment, the object control control is represented by a combination of guide boxes and guide lines. The positional relationship between the object control control and the information overview control can be adjusted by adjusting the length of the guide lines or the area of ​​the guide boxes. This provides greater operational flexibility, facilitates object allocation operations for users, and improves operational efficiency.

[0085] The guidance box also displays at least one of the following items: virtual object type, virtual object resource collection level, and virtual object collection time.

[0086] Here, information related to the virtual object is displayed in the guide box. Since the virtual object control is also displayed in the guide box, displaying both the virtual object control and related information in the guide box at the same time makes it easier for users to view, more intuitive, and thus improves interaction efficiency.

[0087] In one optional embodiment, the resource level corresponding to the resource point under that resource type is displayed in the associated area of ​​each resource type control. The associated area of ​​the resource type control can be an area within a preset distance range from the resource type control, such as an area located inside the target resource area and within a preset distance range from the edge of the information overview control. Figure 2 As shown, the resource level of the resource base under the resource type is displayed inside the information overview control 202. For example, the resource level of the resource base under the resource type corresponding to the resource type of resource type control 2021 is level 6, the resource level of the resource base under the resource type corresponding to the resource type of resource type control 2022 is level 2, and the resource level of the resource base under the resource type corresponding to the resource type of resource type control 2023 is level 4.

[0088] Here, the resource level corresponding to the resource point under the resource type displayed in the associated area of ​​each resource type control only indicates that the resource point under the resource type has multiple resource levels, and does not explicitly stipulate that the display position of the resource level corresponds strictly to the position of the resource point.

[0089] This system displays the resource levels corresponding to resource outposts under different resource types, reminding users of the resource level of the resource outposts under the current resource type. This allows users to intuitively and clearly understand the resource level of resource outposts under each resource type, thus helping them to rationally allocate virtual objects and improve human-computer interaction efficiency. For example, in a related game, when a planning circle is established at a mineral resource point, the resource type ratio of the mineral resources covered under that planning circle will be presented in the form of a visually appealing multi-petaled color value circle. Blue ore, purple ore, and gold ore are distinguished by color, and the resource level of the mineral resources is also displayed. The multi-petaled color value circle represents the resource type of different mineral resources, and the color value ratio of the multi-petaled color value circle corresponds to the amount of mineral resources. Optionally, the numerical ratio of the multi-petaled color value circle can be directly displayed near the planning circle to represent the ratio of resource amounts. Optionally, a progress bar corresponding to each mineral resource represents the resource extraction amount; a full progress bar indicates that the mineral resource has been depleted. Optionally, each multi-petaled color value circle displays the corresponding mining ship units, as well as the mining ship level and the current continuous mining time. The above-mentioned solutions solve the problem that users cannot intuitively identify the resource level, resource type, and resource mining status of mineral resources within multiple planning circles. By displaying the resource quantity proportion and resource level of the covered mineral resources within the planning circle, users can intuitively see the distribution of mineral resources within the current planning circle. The display of ship unit types on the planning circle allows for macroscopic control of the overall ship unit allocation ratio, and provides a direct and effective understanding of the current resource collection status of the ship units.

[0090] In step S102: In response to the object allocation operation performed on the information overview control, the target object control and the target resource type control are determined.

[0091] In this step, the object allocation operation can be a continuous swipe operation or independent click operations. The initial position of the object allocation operation is located within the object control, and the ending position is located within the response area of ​​the resource type control or other object control controls. Here, the response area includes the control area and its surrounding area. For example, the object allocation operation includes an initial operation and an ending operation, which can be a continuous swipe operation or independent click operations; the initial operation is located within the object control; and the ending operation is located within the response area of ​​the resource type control or other object control controls.

[0092] Optionally, when the object allocation operation is a continuous sliding operation, the starting position of the sliding operation is located at the object control control in response to the start of the sliding operation; the ending position of the sliding operation is located at the response area of ​​the resource type control or other object control controls in response to the end of the sliding operation. Through the above continuous sliding operation, the target object control control and the target resource type control can be identified. The sliding operation is simple and smooth, helping to improve user efficiency. Optionally, when the object allocation operation is an independent click operation, the first click operation targeting the object control control identifies the target object control control; the second click operation targeting the resource type control or the object control control identifies the target resource type control or other object control control. Through two independent click operations, the object control control and the resource type control can be selected more accurately, and the two click operations are independent of each other, making the operation simple and helping to improve user efficiency.

[0093] In this embodiment, the initial operation in response to the object allocation operation is located in the object control control, and the target object control control is determined; the end operation in response to the object allocation operation is located in the response area of ​​the resource type control, and the target resource type control is determined; or, the end operation in response to the object allocation operation is located in other object control controls, and the resource type control corresponding to the other object control control is determined as the target resource type control.

[0094] In one embodiment, step S102 includes:

[0095] Step 1021a: Respond to the object allocation operation performed on the information overview control, determine the target object control control from the object control control according to the initial position of the object allocation operation, and determine the target resource type control from the resource type control according to the end position of the object allocation operation.

[0096] Here, in response to the initial position of the object allocation operation being located in an object control control, the object control control where the initial position of the object allocation operation is located is determined to be the target object control control; in response to the end position of the object allocation operation being located in a resource type control, the resource type control where the end position of the object allocation operation is located is determined to be the target resource type control. In another embodiment, step S102 includes:

[0097] Step 1021b: In response to an object selection operation performed on the information overview control, determine the target object control from the object control controls;

[0098] Step 1022b: Respond to the exchange operation between the target object control and other object controls, determine the object control to be exchanged from the other object controls, and determine the resource type control corresponding to the object control to be exchanged as the target resource type control.

[0099] In steps 1021b to 1022b, the object allocation operation includes an object selection operation and a swap operation. The object selection operation is used to determine the target object control, and the swap operation is used to determine the target resource type control. Here, the object selection and swap operations can be continuous sliding operations, such as the beginning of the sliding operation being the object selection operation and the end of the sliding operation being the swap operation. Alternatively, the object selection and swap operations can be independent click operations, such as the first click being the object selection operation and the second click being the swap operation. In related technologies, it is considered that if the resource acquisition level of a virtual object is lower than the resource level corresponding to a resource point, the virtual object will be unable to acquire virtual resources on that resource point. Therefore, when swapping the positions of two virtual objects, it is necessary to consider whether the swapped virtual object can continue to acquire virtual resources on the swapped resource point to improve resource acquisition efficiency.

[0100] Based on this, step 1022b specifically includes: responding to the exchange operation between the target object control control and other object control controls; if it is determined that the resource acquisition level of the other virtual object corresponding to the other object control control selected according to the exchange operation is not less than the resource level corresponding to the resource base where the target virtual object is currently located, and the resource acquisition level of the target virtual object is not less than the resource level corresponding to the resource base where the other virtual object is currently located, then the selected other object control control is determined as the object control control to be exchanged.

[0101] The above methods can ensure the effectiveness of virtual object allocation, avoid the problem of mismatch between the resource acquisition level of the target virtual object or other virtual objects and the resource level corresponding to the resource base due to the target virtual object exchanging positions with other virtual objects, prevent virtual objects with low resource acquisition levels from being idle, and help improve the resource acquisition efficiency of virtual objects.

[0102] Otherwise, the control swap operation is ineffective, allowing the target virtual object to continue performing virtual game behaviors at the resource point where the swap operation was performed. In this case, after the swap operation ends, the target virtual object and the object to be swapped do not exchange positions.

[0103] Here, if it is determined that the resource acquisition level of other virtual objects selected according to the exchange operation is lower than the resource level corresponding to the resource base where the target virtual object is currently located and / or the resource acquisition level of the target virtual object is lower than the resource level corresponding to the resource base where other virtual objects are currently located, then the exchange operation is not effective, and thus it is impossible to determine the object to be interacted with and exchange positions with the target virtual object, that is, the target virtual object continues to maintain its original virtual game behavior.

[0104] The above method avoids the problem of low virtual resource collection efficiency caused by the inability to continue collecting virtual resources after the target virtual object or the object to be interacted with is swapped, thus improving interaction efficiency. Specifically, a reminder message is displayed on the graphical user interface to indicate that the swap operation has not taken effect. For example, the reminder message may be presented in forms including, but not limited to, graphic icons, text icons, symbol icons, and pictographic icons.

[0105] Here, the reminder message is used to indicate that the current swap operation has not taken effect, which helps users to discover problems with the current swap operation in a timely manner so that they can make adjustments as soon as possible, thereby improving the efficiency of game operation.

[0106] In step S103, the target virtual object corresponding to the target object control control performs virtual game behavior at the target resource base under the target resource type corresponding to the target resource type control.

[0107] Here, after the object allocation operation in step S102 is completed, step S103 can be executed automatically. The virtual game behaviors include, but are not limited to, virtual acquisition, scheduling, attack, and siege behaviors. In this step, it is necessary to first determine the target resource stronghold under the target resource type corresponding to the target resource type control. The determination of the target resource stronghold includes two examples: first, automatically determined according to pre-defined game rules; second, automatically determined according to the end position of the object allocation operation. The following provides illustrative examples of these two methods:

[0108] Firstly, based on step 1021a, step S103 includes:

[0109] Step 1031a: Obtain the resource acquisition level of the target virtual object corresponding to the target object control control and the resource level of each resource point under the target resource type corresponding to the target resource type control;

[0110] Step 1032a: Determine the target resource base based on the resource acquisition level of the target virtual object and the resource levels of each resource base; wherein the resource level of the target resource base is not greater than the resource acquisition level of the target virtual object. In steps 1031a to 1032a, the target resource base is determined starting from the minimum difference between the resource acquisition level of the target virtual object and the resource levels of each resource base. For example, the minimum difference is selected from the differences between the resource acquisition level of the target virtual object and the resource levels of each resource base, and the resource base corresponding to the minimum difference is taken as the target resource base. The resource level of the target resource base is not greater than the resource acquisition level of the target virtual object. Here, since the higher the resource level of a resource base, the higher its resource acquisition efficiency, the virtual object can achieve rapid resource acquisition when acquiring resources from resource bases with higher resource acquisition efficiency.

[0111] Specifically, the target resource point is determined by starting with the minimum difference between the resource acquisition level of the target virtual object and the resource level of each resource point. This allows the target resource point to be automatically determined from multiple resource points under the target resource type corresponding to the target resource type control.

[0112] Furthermore, after identifying the target resource location, step S103 also includes:

[0113] Step 1033a: Control the target virtual object corresponding to the target object control control to leave the current resource point, redeploy the withdrawn target virtual object to the target resource point, and control the target virtual object to perform virtual acquisition behavior at the target resource point.

[0114] In this embodiment, after the object allocation operation is completed, the target virtual object corresponding to the target object control control can be automatically controlled to leave the current resource point. After leaving, the target virtual object is redeployed to the target resource point, and the target virtual object is controlled to perform virtual collection behavior at the target resource point. The above process is automatically executed after the object allocation operation is completed, without the need for repeated user operation, making the operation more convenient and easier to control, thus improving the operation efficiency of the game. Secondly, based on step 1022b, step S103 includes:

[0115] Step 1031b: Determine the first resource point where the virtual game behavior of the object to be exchanged, corresponding to the control control of the object to be exchanged, is currently being executed as the target resource point;

[0116] Step 1032b: Control the target virtual object corresponding to the target object control control to perform virtual game behavior on the target resource point and control the object to be exchanged to perform virtual game behavior on the second resource point. The second resource point is the resource point where the target virtual object performs virtual game behavior before the exchange operation.

[0117] In steps 1031b to 1032b, the resource point where the target virtual object performed virtual game behavior before the exchange operation is determined as the second resource point of the object to be exchanged, and the first resource point where the object to be exchanged is currently performing virtual game behavior is determined as the target resource point of the target virtual object. Through the above steps, the exchange of resource points can be realized, thereby enabling the target virtual object and the object to be exchanged to perform virtual game behavior at the exchanged resource point. Further, after determining the resource point to be exchanged between the target virtual object and the object to be exchanged, step S103 also includes:

[0118] Step 1033b: Control the target virtual object to evacuate from the second resource base and control the object to be exchanged to evacuate from the target resource base, redeploy the evacuated target virtual object to the target resource base to perform virtual game behavior, and redeploy the evacuated object to be exchanged to the second resource base to perform virtual game behavior.

[0119] In this embodiment, after the object allocation operation is completed, the target virtual object can be automatically withdrawn from the second resource base and the object to be exchanged can be controlled to withdraw from the target resource base. The withdrawn target virtual object is then redeployed to the target resource base to perform virtual game behavior, and the withdrawn object to be exchanged is redeployed to the second resource base to perform virtual game behavior. All of the above processes are executed automatically after the object allocation operation is completed, without the need for repeated user operations. The operation is more convenient and easier to control, thus improving the efficiency of game operation.

[0120] Furthermore, the embodiments of this application can also achieve the purpose of exchanging positions for virtual objects that perform virtual game behaviors at resource sites of different resource levels under the same resource type.

[0121] For example, object allocation operations can be performed on the same information overview control or on different information overview controls. The following demonstrates... Figures 3 to 10 Please provide a detailed explanation:

[0122] When the object navigation operation is performed on the same information overview control, the following example illustrates the operation as a continuous sliding motion:

[0123] like Figure 3 As shown, when a user presses and holds virtual object control 203a1, and slides their finger to virtual object control 203a2 without leaving the graphical user interface 200, the positions of the intermediate mining ship 1 represented by virtual object control 203a1 and the advanced mining ship 2 represented by virtual object control 203a2 are swapped. The result after the position swap is as follows. Figure 4As shown, the intermediate mining ship 1, represented by virtual object control 203a1, performs virtual mining behavior at the target resource point under the target resource type corresponding to resource type control 2023. Similarly, the advanced mining ship 2, represented by virtual object control 203a2, performs virtual mining behavior at the target resource point under the target resource type corresponding to resource type control 2021. The mining time for both the advanced mining ship 2 and the intermediate mining ship 1 after their positions are swapped starts from 0.

[0124] like Figure 5 As shown, when a user presses and holds the virtual object control 203a3, and slides their finger to the response area of ​​the resource type control 2022 without leaving the graphical user interface 200, the intermediate mining ship 1 represented by the virtual object control 203a3 will perform virtual mining behavior at the target resource point under the target resource type corresponding to the target resource type control 2022. The result is as follows. Figure 6 As shown, the mining time of the intermediate mining ship 1 after the area is swapped starts from 0.

[0125] In this way, object control controls are displayed around the information overview control corresponding to each target resource area. It supports sliding the target object control control within a target resource area. When the finger slides to the target resource type control, it can realize the allocation of virtual objects with higher resource acquisition levels from acquiring the first virtual resource to acquiring the second virtual resource. The first virtual resource and the second virtual resource have different resource levels. It also controls the target virtual object corresponding to the target object control control to perform virtual mining behavior at the target resource point under the target resource type corresponding to the target resource type control. It also supports the sliding of the target object control control within a target resource area to perform position swapping operations with another object control control, so as to reasonably allocate the resource mining rate and quickly allocate target virtual objects for centralized resource acquisition according to the virtual resources urgently needed by the user.

[0126] When the object navigation operation is performed on different information overview controls, the following example illustrates the object navigation operation as a continuous sliding operation:

[0127] like Figure 7 As shown, when a user long-presses the virtual object control 203a4 on the information overview control 202a, and slides their finger to the virtual object control 203a5 on the information overview control 202b without leaving the graphical user interface 200, the positions of the intermediate mining ship 1 represented by the virtual object control 203a4 and the low-level mining ship 1 represented by the virtual object control 203a5 will be swapped. The result of the position swap is as follows. Figure 8As shown, the intermediate mining ship 1, represented by virtual object control 203a4, performs virtual mining behavior at the target resource point under the target resource type corresponding to resource type control 2023b. Similarly, the low-level mining ship 1, represented by virtual object control 203a5, performs virtual mining behavior at the target resource point under the target resource type corresponding to resource type control 2021a. The mining time for both the low-level and intermediate mining ships 1 after the position swap starts from 0. Figure 9 As shown, when a user presses and holds the virtual object control 203a6, and slides their finger to the response area of ​​the resource type control 2022b without leaving the graphical user interface 200, the user's finger will move away from the graphical user interface 200. When the user's finger leaves the graphical user interface 200, the advanced mining ship 1 represented by the virtual object control 203a6 will perform virtual mining behavior at the target resource point under the target resource type corresponding to the target resource type control 2022b. The result is as follows. Figure 10 As shown, the mining time of Advanced Mining Ship 1 after the area swap starts from 0.

[0128] In this way, the above scheme supports the mining and allocation or location exchange of different virtual objects across target resource areas.

[0129] In related technologies, if the distance between two planning circles in a scene map is too great for them to be displayed simultaneously on the current graphical user interface, it will prevent users from easily exchanging mining ship units between the planning circles. To solve the above technical problem, step S102 in this embodiment of the application specifically includes: step 1021c, the initial position of the response object allocation operation is located in the first information overview control, and the target object control control is determined from the object control control of the first information overview control;

[0130] Step 1022c: When the target object control of the first information overview control is selected, respond to the view adjustment operation performed on the graphical user interface and control the display of the second information overview control on the graphical user interface; wherein, the first information overview control and the second information overview control correspond to different target resource areas; Step 1023c: When the end position of the object allocation operation is located in the second information overview control, determine the target resource type control from the resource type controls in the second information overview control.

[0131] Specifically, step 1023c may include steps 1021a and 1021b to 1022b as described above, which will not be repeated here.

[0132] The above method overcomes the limitation that users cannot easily allocate virtual objects between target resource areas when two information overview controls cannot be displayed on the graphical user interface. By adjusting the viewpoint to display a second information overview control on the graphical user interface, and then determining the target resource type control from the resource type controls within the second information overview control, the ease of operation is improved.

[0133] In one optional embodiment, step 1022c specifically includes:

[0134] Step 1022c1: In response to a first sliding operation from the target object control of the first information overview control to the edge area of ​​the graphical user interface, control the viewpoint used to display the scene map to be panned so that the graphical user interface displays the scene map screen after the viewpoint has been panned.

[0135] Step 1022c2: In response to the second sliding operation from the edge area to the non-edge area, stop controlling the panning of the viewpoint so that the graphical user interface displays the second information overview control, where the non-edge area is the area in the graphical user interface other than the edge area.

[0136] For example, since the game's planning circles do not support moving closer, but allow dragging mining ship units from planning circle A to another planning circle B, if the two planning circles are not displayed on the same screen, you need to select the target object control in the first information overview control of planning circle A and slide it to the edge of the screen to activate map view panning. At this time, the map view pans in the specified direction according to the screen position dragged to, which is displayed as the map continuously scrolling in the interface. When the view moves into the area of ​​planning circle B, the user performs a second swipe operation from the edge area to the non-edge area. At this time, the map view stops panning. The user can continue to swipe to make the end position of the second swipe operation be located in the second information overview control of planning circle B, thus completing the virtual character swap. If you release your finger outside the planning circle, it is considered to cancel the swap.

[0137] In another optional embodiment, step 1022c specifically includes:

[0138] Step 1022c11: Provide an operation control area on the graphical user interface. The operation control area includes multiple area identifiers corresponding to all target resource areas in the scene map.

[0139] Step 1022c22: In response to the third sliding operation from the target object control of the first information overview control to the target area identifier, the control view jumps to the target resource area to be jumped to corresponding to the target area identifier; the target resource area to be jumped to corresponds to the second information overview control.

[0140] Here, a region display control can be displayed on the graphical user interface, which can be used to open the operation control area. The region display control can be displayed at the edge of the graphical user interface. When the region display control is not activated, it can be semi-transparent; clicking the region display control activates it and displays the operation control area on the graphical user interface.

[0141] The operation control area includes multiple area identifiers corresponding to all target resource areas in the scene map; here, each target resource area corresponds to an information overview control. For example, the area identifier can be a label corresponding to the target resource area.

[0142] For example, long-pressing the area display control will show an operation control area on the graphical user interface. Sliding from the target object control of the first information overview control to the target area identifier will switch the view to the target resource area corresponding to the target area identifier; the target resource area corresponds to the second information overview control. The user can then continue sliding to the second information overview control to complete the allocation of the virtual character. If the swipe is not performed with the target object control selected, the position of the target object control remains unchanged and the view returns to its original position.

[0143] The above method allows for convenient viewing angle adjustment, thereby improving user operating efficiency. In one optional embodiment, this application further includes:

[0144] Step 104: Respond to the object evacuation operation for the target object control control, and control the target virtual object corresponding to the target object control control to evacuate from the current resource point based on the object evacuation operation.

[0145] The object evacuation operation includes, but is not limited to: swiping from the target object control to an area outside the information overview control, specified gesture commands, and special voice commands. Target virtual objects evacuated from their current resource outpost will cease resource acquisition and immediately return to the base.

[0146] For example, step 104 includes: responding to a fourth swipe operation from the target object control to a specified area outside the information overview control, controlling the target virtual object corresponding to the target object control to evacuate from the current resource point.

[0147] Optionally, a ring-shaped area can be set around the information overview control as a designated area. The function of this designated area is to send the target virtual object back to the base. Optionally, if the target object control is superimposed on the corresponding resource type control, the minimum area of ​​the designated area can be the area of ​​the information overview control; if the target object control is set within the preset range of the corresponding resource type control, the area of ​​the designated area can be larger than the area corresponding to the preset range of the resource type control, ensuring that the target object control is displayed within the designated area. In this way, responding to the fourth sliding operation from the target object control to the designated area outside the information overview control, the target virtual object corresponding to the target object control can be more accurately controlled to evacuate from the current resource base.

[0148] Optionally, the specified area outside the information overview control may not be restricted, as long as it is not within the response area of ​​the information overview control. However, it is necessary to ensure that the specified area outside the information overview control does not contain other functional controls that can be triggered.

[0149] like Figure 11 As shown, when a user presses and holds down the virtual object control 203a7, and then slides their finger to a designated area 204 outside the information overview control 202 without leaving the graphical user interface 200, this fourth swipe operation controls the target virtual object represented by the virtual object control 203a7 to evacuate from its current resource point. Simultaneously, the information overview control 202 no longer displays information related to the target virtual object represented by the virtual object control 203a7, such as... Figure 12 As shown.

[0150] The above method enables the rapid evacuation of the target virtual object corresponding to the target object control control from its current resource point. It is convenient, easy to implement, and helps improve game operation efficiency. In an optional embodiment, this application further includes:

[0151] Step 105: Respond to the locking operation performed on the information overview control, and control the information overview control to be in a locked state; while the information overview control is in a locked state, stop responding to object allocation operations.

[0152] Here, once the information overview control is locked, all object control controls on the information overview control no longer support swiping operations. This is to prevent users from accidentally touching an object control control while swiping the scene map, which could lead to misallocation or swapping.

[0153] The default state of the information overview control is unlocked. Since the target resource area needs to be deployed initially, if it's locked, it needs to be unlocked before deployment, and then locked again after deployment, a cumbersome process. Furthermore, if the default state is locked, the number of unlocking and locking operations increases. For example, moving ship B from plan circle A to area D in plan circle C requires unlocking both plan circles A and C separately, adding extra steps and making the operation more cumbersome. Therefore, the default state of the information overview control in this embodiment is unlocked.

[0154] like Figure 2 As shown, a lock control 205 is displayed on the graphical user interface 200. Here, a single lock control 205 can be displayed on the graphical user interface, or a lock control 205 can be displayed within each planning circle. Step 105 specifically includes: responding to a click operation on the lock control, controlling the information overview control to be in a locked state; and / or, in this embodiment, it further includes: while the information overview control is in a locked state, responding to another click operation on the lock control, controlling the information overview control to switch from a locked state to an operable state.

[0155] Here, the default state of the information overview control is unlocked. Clicking the lock control once locks the information overview control, which cannot respond to object allocation operations in the locked state. Clicking the lock control again (clicking the lock control twice) switches the information overview control from the locked state to the operable state. In the operable state, object allocation operations can be responded to.

[0156] By using the above methods, we can prevent users from accidentally touching a control of an object while swiping the scene map, which could lead to misallocation or swapping, thereby improving the efficiency of game operation.

[0157] The game processing method provided in this application provides an information overview control, which includes multiple resource information controls of different resource types. Each resource information control includes a resource type control and an object control control corresponding to that resource type. This allows users to directly perform interactive operations between virtual objects in the scene map and resource points under various resource types on the information overview control. This provides users with a quick way to allocate virtual objects performing virtual game behaviors in the scene map, eliminating the need to repeatedly perform interactive operations between virtual objects and resource points in the scene map to reallocate virtual objects. This solves the problem of cumbersome operations for reallocating virtual objects in the scene map in existing technologies, thus improving operational efficiency. Based on the same inventive concept, this application also provides a game processing device corresponding to the game processing method. Since the principle of the device in this application is similar to the game processing method described above, the implementation of the device can refer to the implementation of the method, and repeated details will not be elaborated further.

[0158] Please see Figure 13 , Figure 13 This is a schematic diagram of the structure of a game processing device provided in an embodiment of this application. Figure 13 As shown, the device 1300 includes:

[0159] The control providing module 1301 is used to provide an information overview control on the graphical user interface. The information overview control includes multiple resource information controls of different resource types. The resource information controls include resource type controls and object control controls corresponding to the resource type. The object control controls are used to represent virtual objects that perform virtual game behaviors in resource points of the resource type. The virtual objects include virtual object units or virtual object formations. The object allocation module 1302 is used to respond to the object allocation operation performed on the information overview control and determine the target object control control and the target resource type control.

[0160] The behavior execution module 1303 is used to control the target virtual object corresponding to the target object control control to perform virtual game behavior at the target resource base under the target resource type corresponding to the target resource type control.

[0161] In one optional embodiment, the scene map includes at least one pre-created target resource area, the target resource area including resource outposts of multiple resource types and virtual objects deployed to the target resource area to perform virtual game behaviors; the control providing module 1301 is specifically used for:

[0162] In response to the creation of a target resource area in the scene map, the information overview control is displayed in the graphical user interface, wherein the information overview control is generated based on resource points and virtual objects in the target resource area;

[0163] or,

[0164] After the target resource region is created, in response to a viewing operation of the target resource region, the information overview control is displayed in the graphical user interface.

[0165] In one optional embodiment, the object allocation module 1302 is configured to: respond to an object allocation operation performed on the information overview control, determine a target object control control from the object control control based on the initial position of the object allocation operation, and determine a target resource type control from the resource type control based on the end position of the object allocation operation.

[0166] In one optional embodiment, the virtual game behavior includes virtual data collection behavior; the behavior execution module 1303 is specifically used for:

[0167] Obtain the resource acquisition level of the target virtual object corresponding to the target object control control, and the resource level of each resource point under the target resource type corresponding to the target resource type control;

[0168] The target resource base is determined based on the resource acquisition level of the target virtual object and the resource level of each resource base; wherein the resource level of the target resource base is not greater than the resource acquisition level of the target virtual object.

[0169] In one optional embodiment, the behavior execution module 1303 is specifically used for:

[0170] The system controls the target virtual object corresponding to the target object control control to evacuate from its current resource location, redeploys the evacuated target virtual object to the target resource location, and controls the target virtual object to perform virtual acquisition behavior at the target resource location.

[0171] In one optional embodiment, the object allocation module 1302 is further configured to:

[0172] In response to an object selection operation performed on the information overview control, a target object control is determined from the object control control;

[0173] In response to an exchange operation between the target object control and other object controls, the object control to be exchanged is determined from the other object controls, and the resource type control corresponding to the object control to be exchanged is determined as the target resource type control.

[0174] In one optional embodiment, the behavior execution module 1303 is specifically used for:

[0175] The first resource point where the virtual game behavior of the object to be exchanged, corresponding to the control control of the object to be exchanged, is currently executed is determined as the target resource point;

[0176] The system controls the target virtual object corresponding to the target object control control to perform virtual game behavior on the target resource point and controls the object to be exchanged to perform virtual game behavior on a second resource point, wherein the second resource point is the resource point where the target virtual object performed virtual game behavior before the exchange operation. In an optional embodiment, the behavior execution module 1303 is further configured to:

[0177] The system controls the evacuation of the target virtual object from the second resource stronghold and the evacuation of the object to be exchanged from the target resource stronghold, then redeploys the evacuated target virtual object to the target resource stronghold to perform virtual game behavior and redeploys the evacuated object to be exchanged to the second resource stronghold to perform virtual game behavior. In an optional embodiment, the object allocation module 1302 is further configured to:

[0178] In response to an exchange operation between the target object control and other object control, if it is determined that the resource acquisition level of the other virtual object corresponding to the other object control selected according to the exchange operation is not less than the resource level corresponding to the resource base where the target virtual object is currently located, and the resource acquisition level of the target virtual object is not less than the resource level corresponding to the resource base where the other virtual object is currently located, then the selected other object control is determined as the object control to be exchanged.

[0179] Otherwise, the exchange operation is not controlled to take effect, so that the target virtual object continues to perform virtual game behavior at the resource base before the exchange operation.

[0180] In one alternative embodiment, a reminder message is displayed on the graphical user interface to indicate that the exchange operation has not taken effect.

[0181] In one optional embodiment, the object allocation operation includes an initial operation and an end operation, wherein the initial operation and the end operation are either consecutive swipe operations or independent click operations.

[0182] The initial operation is located in the object control control;

[0183] The termination operation is located in the response area of ​​the resource type control or other object control controls.

[0184] In one optional embodiment, the virtual game behavior includes virtual data collection behavior; the information overview control is used to display at least one of the following:

[0185] Resource proportions, resource levels, remaining resource quantities, virtual object types, resource collection levels of virtual objects, and collection times of virtual objects for different resource types.

[0186] In one optional embodiment, the object control is set within a preset range of the corresponding resource type control, or is overlaid on the corresponding resource type control.

[0187] In one optional embodiment, the scene map includes at least one pre-created target resource area, which includes resource points of multiple resource types; each target resource area corresponds to an information overview control; the object allocation operation is an operation performed on the same information overview control, or an operation performed on different information overview controls.

[0188] In one optional embodiment, the information overview control is displayed around the target resource area to surround it; the shape of the information overview control is adapted to the shape of the target resource area. In another optional embodiment, the information overview control is ring-shaped; wherein the ring-shaped area of ​​the information overview control is composed of multiple resource type controls corresponding to different resource types, and the size of each resource type control is positively correlated with the proportion of resources in the target resource area corresponding to its resource type. In another optional embodiment, each resource type control has a corresponding progress bar, and the progress of the progress bar is negatively correlated with the remaining resources of the resource points in the resource type corresponding to that resource type control. In another optional embodiment, the object control includes a guide box and a guide line; the guide box includes a virtual object control, and the guide line connects the virtual object control in the guide box to the resource type control. In yet another optional embodiment, the guide box also displays at least one of the following: virtual object type, virtual object resource acquisition level, and virtual object acquisition time.

[0189] In one optional embodiment, the resource level corresponding to the resource point under that resource type is displayed in the associated area of ​​each resource type control.

[0190] In one optional embodiment, the object allocation module 1302 is further configured to:

[0191] The initial position of the object allocation operation is located in the first information overview control, and the target object control is determined from the object control control of the first information overview control;

[0192] When the target object control of the first information overview control is selected, in response to the view adjustment operation performed on the graphical user interface, the second information overview control is displayed on the graphical user interface; wherein, the first information overview control and the second information overview control correspond to different target resource areas; in response to the end position of the object allocation operation being located in the second information overview control, the target resource type control is determined from the resource type controls in the second information overview control.

[0193] In one optional embodiment, the object allocation module 1302 is further configured to:

[0194] In response to a first sliding operation from the target object control of the first information overview control to the edge area of ​​the graphical user interface, the viewpoint used to display the scene map is controlled to be panned so that the graphical user interface displays the scene map after the viewpoint has been panned.

[0195] In response to a second sliding operation from the edge region to the non-edge region, the control of panning the viewpoint is stopped so that the graphical user interface displays a second information overview control, wherein the non-edge region is the region in the graphical user interface other than the edge region;

[0196] Alternatively, an operation control area may be provided on the graphical user interface, the operation control area including multiple area identifiers corresponding to all target resource areas in the scene map;

[0197] In response to a third sliding operation from the target object control of the first information overview control to the target area identifier, the control view jumps to the target resource area to be jumped to corresponding to the target area identifier; the target resource area to be jumped to corresponds to the second information overview control.

[0198] In an optional embodiment, the device 1300 further includes an object removal module (not shown in the figure), the object removal module being used for:

[0199] In response to an object evacuation operation for the target object control control, the target virtual object corresponding to the target object control control is evacuated from its current resource location based on the object evacuation operation.

[0200] In one optional embodiment, the object evacuation module is specifically used for:

[0201] In response to a fourth swipe operation from the target object control to a specified area outside the information overview control, the target virtual object corresponding to the target object control is controlled to evacuate from its current resource point. In an optional embodiment, the device 1300 further includes a locking module (not shown in the figure), the locking module being used for:

[0202] In response to a locking operation performed on the information overview control, the information overview control is locked; while the information overview control is locked, the response to the object allocation operation is stopped.

[0203] In one optional embodiment, a lock control is displayed on the graphical user interface, and the lock module is specifically used to: respond to a click operation on the lock control to control the information overview control to be in a locked state; and / or, the device 1300 further includes an unlock module (not shown in the figure), the unlock module being used to:

[0204] When the information overview control is in a locked state, in response to a click operation on the locked control again, the information overview control is controlled to switch from the locked state to the operable state.

[0205] The game processing device provided in this application embodiment offers an information overview control. This control includes multiple resource information controls of different resource types, each containing a resource type control and a corresponding object control. This allows users to directly perform interactive operations between virtual objects in the scene map and resource points of various resource types on the information overview control. This provides a quick way to allocate virtual objects performing virtual game actions in the scene map, eliminating the need for repeated interactive operations between virtual objects and resource points to reallocate virtual objects. This solves the problem of cumbersome reallocation of virtual objects in the scene map in existing technologies, thus improving operational efficiency. Please refer to [link to previous document]. Figure 14 , Figure 14 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 14 As shown, the electronic device 1400 includes a processor 1401, a memory 1402, and a bus 1403. The memory 1402 stores machine-readable instructions executable by the processor 1401. When the electronic device 1400 is running, the processor 1401 communicates with the memory 1402 via the bus 1403. The memory 1402 stores machine-readable instructions executable by the processor 1401. When the electronic device 1400 is running, the processor 1401 communicates with the memory 1402 via the bus 1403, causing the processor 1401 to execute the following instructions during operation:

[0206] The graphical user interface provides an information overview control, which includes multiple resource information controls of different resource types. The resource information controls include resource type controls and object control controls corresponding to the resource type. The object control controls are used to represent virtual objects that perform virtual game behaviors in resource points of the resource type. The virtual objects include virtual object units or virtual object formations.

[0207] In response to an object allocation operation performed on the information overview control, determine the target object control and the target resource type control;

[0208] The target virtual object corresponding to the target object control control performs virtual game behavior at the target resource base under the target resource type corresponding to the target resource type control.

[0209] In one optional embodiment, the scene map includes at least one pre-created target resource area, the target resource area including resource outposts of multiple resource types and virtual objects allocated to the target resource area to perform virtual game behaviors;

[0210] In the instructions executed by processor 1401, providing an information overview control on the graphical user interface includes: in response to creating a target resource area in the scene map, displaying the information overview control on the graphical user interface, wherein the information overview control is generated based on resource points and virtual objects in the target resource area;

[0211] or,

[0212] After the target resource region is created, in response to a viewing operation of the target resource region, the information overview control is displayed in the graphical user interface.

[0213] In one optional embodiment, the instructions executed by the processor 1401, wherein the response to an object allocation operation performed on the information overview control, determining a target object control control and a target resource type control, includes: responding to an object allocation operation performed on the information overview control, determining a target object control control from the object control control based on the initial position of the object allocation operation, and determining a target resource type control from the resource type control based on the end position of the object allocation operation.

[0214] In an optional embodiment, the virtual game behavior includes virtual acquisition behavior; in the instructions executed by the processor 1401, the target resource point under the target resource type corresponding to the target resource type control is determined in the following manner:

[0215] Obtain the resource acquisition level of the target virtual object corresponding to the target object control control, and the resource level of each resource point under the target resource type corresponding to the target resource type control;

[0216] The target resource base is determined based on the resource acquisition level of the target virtual object and the resource level of each resource base; wherein the resource level of the target resource base is not greater than the resource acquisition level of the target virtual object.

[0217] In an optional embodiment, the instructions executed by the processor 1401, wherein controlling the target virtual object corresponding to the target object control control to perform virtual game behavior at the target resource stronghold under the target resource type corresponding to the target resource type control, includes:

[0218] The system controls the target virtual object corresponding to the target object control control to evacuate from its current resource location, redeploys the evacuated target virtual object to the target resource location, and controls the target virtual object to perform virtual acquisition behavior at the target resource location.

[0219] In one optional embodiment, the instructions executed by the processor 1401, wherein the response to an object allocation operation performed on the information overview control, determining a target object control control and a target resource type control, includes: responding to an object selection operation performed on the information overview control, determining a target object control control from the object control controls;

[0220] In response to an exchange operation between the target object control and other object controls, the object control to be exchanged is determined from the other object controls, and the resource type control corresponding to the object control to be exchanged is determined as the target resource type control.

[0221] In an optional embodiment, the target resource point under the target resource type corresponding to the target resource type control is determined in the following manner in the instructions executed by the processor 1401:

[0222] The first resource point where the virtual game behavior of the object to be exchanged, corresponding to the control control of the object to be exchanged, is currently executed is determined as the target resource point;

[0223] The instructions executed by processor 1401, which involve controlling the target virtual object corresponding to the target object control control to perform virtual game behavior at the target resource base under the target resource type corresponding to the target resource type control, include:

[0224] The system controls the target virtual object corresponding to the target object control control to perform virtual game behavior on the target resource point and controls the object to be exchanged to perform virtual game behavior on the second resource point, wherein the second resource point is the resource point where the target virtual object performs virtual game behavior before the exchange operation.

[0225] In an optional embodiment, the instructions executed by the processor 1401, which include controlling the target virtual object corresponding to the target object control control to perform virtual game behavior on the target resource point and controlling the object to be exchanged to perform virtual game behavior on the second resource point, include:

[0226] The system controls the evacuation of the target virtual object from the second resource point and the evacuation of the object to be exchanged from the target resource point. It then redeploys the evacuated target virtual object back to the target resource point to perform virtual game actions and redeploys the evacuated object to be exchanged back to the second resource point to perform virtual game actions. In an optional embodiment, the instructions executed by the processor 1401, specifically the response to an exchange operation between the target object control and other object control controls, and the determination of the object control to be exchanged from the other object control controls, include:

[0227] In response to an exchange operation between the target object control and other object control, if it is determined that the resource acquisition level of the other virtual object corresponding to the other object control selected according to the exchange operation is not less than the resource level corresponding to the resource base where the target virtual object is currently located, and the resource acquisition level of the target virtual object is not less than the resource level corresponding to the resource base where the other virtual object is currently located, then the selected other object control is determined as the object control to be exchanged.

[0228] Otherwise, the exchange operation is not controlled to take effect, so that the target virtual object continues to perform virtual game behavior at the resource base before the exchange operation.

[0229] In one alternative embodiment, a reminder message is displayed on the graphical user interface to indicate that the exchange operation has not taken effect.

[0230] In one optional embodiment, the object allocation operation includes an initial operation and an end operation, wherein the initial operation and the end operation are either consecutive swipe operations or independent click operations.

[0231] The initial operation is located in the object control control;

[0232] The termination operation is located in the response area of ​​the resource type control or other object control controls.

[0233] In one optional embodiment, the virtual game behavior includes virtual data collection behavior; the information overview control is used to display at least one of the following:

[0234] Resource proportions, resource levels, remaining resource quantities, virtual object types, resource collection levels of virtual objects, and collection times of virtual objects for different resource types.

[0235] In one optional embodiment, the object control is set within a preset range of the corresponding resource type control, or is overlaid on the corresponding resource type control.

[0236] In one optional embodiment, the scene map includes at least one pre-created target resource area, which includes resource points of multiple resource types; each target resource area corresponds to an information overview control; the object allocation operation is an operation performed on the same information overview control, or an operation performed on different information overview controls.

[0237] In one optional embodiment, the information overview control is displayed around the target resource area to surround it; the shape of the information overview control is adapted to the shape of the target resource area. In another optional embodiment, the information overview control is ring-shaped.

[0238] The circular area of ​​the information overview control is composed of multiple resource type controls corresponding to resource types. The size of the resource type control is positively correlated with the proportion of resources of the resource points under the corresponding resource type in the target resource area.

[0239] In one optional embodiment, each resource type control has a corresponding progress bar, and the progress of the progress bar is negatively correlated with the remaining resource quantity of the resource point under the resource type corresponding to that resource type control. In another optional embodiment, the object control includes a guide box and a guide line. The guide box includes a virtual object control, and the guide line connects the virtual object control in the guide box to the resource type control. In yet another optional embodiment, the guide box further displays at least one of the following: virtual object type, virtual object resource collection level, and virtual object collection time.

[0240] In one optional embodiment, the resource level corresponding to the resource point under that resource type is displayed in the associated area of ​​each resource type control.

[0241] In one optional embodiment, the instructions executed by the processor 1401, wherein the response to the object allocation operation performed on the information overview control, determining the target object control control and the target resource type control, includes: the initial position of the response to the object allocation operation is located in the first information overview control, and determining the target object control control from the object control controls of the first information overview control;

[0242] When the target object control of the first information overview control is selected, in response to the view adjustment operation performed on the graphical user interface, the second information overview control is displayed on the graphical user interface; wherein, the first information overview control and the second information overview control correspond to different target resource areas; in response to the end position of the object allocation operation being located in the second information overview control, the target resource type control is determined from the resource type controls in the second information overview control.

[0243] In an optional embodiment, the instructions executed by the processor 1401, wherein the second information overview control is displayed on the graphical user interface in response to a view adjustment operation performed on the graphical user interface when the target object control control of the first information overview control is selected, include:

[0244] In response to a first sliding operation from the target object control of the first information overview control to the edge area of ​​the graphical user interface, the viewpoint used to display the scene map is controlled to be panned so that the graphical user interface displays the scene map after the viewpoint has been panned.

[0245] In response to a second sliding operation from the edge region to the non-edge region, the control of panning the viewpoint is stopped so that the graphical user interface displays a second information overview control, wherein the non-edge region is the region in the graphical user interface other than the edge region;

[0246] Alternatively, an operation control area may be provided on the graphical user interface, the operation control area including multiple area identifiers corresponding to all target resource areas in the scene map;

[0247] In response to a third sliding operation from the target object control of the first information overview control to the target area identifier, the control view jumps to the target resource area to be jumped to corresponding to the target area identifier; the target resource area to be jumped to corresponds to the second information overview control.

[0248] In an optional embodiment, the method further includes the following instructions executed by the processor 1401:

[0249] In response to an object evacuation operation for the target object control control, the target virtual object corresponding to the target object control control is evacuated from its current resource location based on the object evacuation operation.

[0250] In an optional embodiment, the instructions executed by the processor 1401, wherein the response to the object evacuation operation of the target object control control, and the control of the target virtual object corresponding to the target object control control to evacuate from the current resource point based on the object evacuation operation, include:

[0251] In response to a fourth swipe operation from the target object control to a specified area outside the information overview control, the target virtual object corresponding to the target object control is controlled to evacuate from its current resource stronghold. In an optional embodiment, the method further includes the instructions executed by the processor 1401 as follows:

[0252] In response to a locking operation performed on the information overview control, the information overview control is locked; while the information overview control is locked, the response to the object allocation operation is stopped.

[0253] In one optional embodiment, a lock control is displayed on the graphical user interface; the instructions executed by the processor 1401, which respond to the locking operation performed on the information overview control and control the information overview control to be in a locked state, include:

[0254] In response to a click operation on the locked control, the information overview control is locked; and / or, in the instructions executed by the processor 1401, the method further includes:

[0255] When the information overview control is in a locked state, in response to a click operation on the locked control again, the information overview control is controlled to switch from the locked state to the operable state.

[0256] This application provides an information overview control, which includes multiple resource information controls of different resource types. Each resource information control includes a resource type control and a corresponding object control control. This allows users to directly perform interactive operations between virtual objects in the scene map and resource points under various resource types on the information overview control. This provides users with a quick way to allocate virtual objects performing virtual game behaviors in the scene map, eliminating the need to repeatedly perform interactive operations between virtual objects and resource points in the scene map to reallocate virtual objects. This solves the problem of cumbersome operations in existing technologies for reallocating virtual objects in the scene map, thereby improving operational efficiency.

[0257] This application embodiment also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions:

[0258] The graphical user interface provides an information overview control, which includes multiple resource information controls of different resource types. The resource information controls include resource type controls and object control controls corresponding to the resource type. The object control controls are used to represent virtual objects that perform virtual game behaviors in resource points of the resource type. The virtual objects include virtual object units or virtual object formations.

[0259] In response to an object allocation operation performed on the information overview control, determine the target object control and the target resource type control;

[0260] The target virtual object corresponding to the target object control control performs virtual game behavior at the target resource base under the target resource type corresponding to the target resource type control.

[0261] In one optional embodiment, the scene map includes at least one pre-created target resource area, the target resource area including resource outposts of multiple resource types and virtual objects allocated to the target resource area to perform virtual game behaviors;

[0262] In the instructions executable by the computer-readable storage medium, the provision of an information overview control on the graphical user interface includes:

[0263] In response to the creation of a target resource area in the scene map, the information overview control is displayed in the graphical user interface, wherein the information overview control is generated based on resource points and virtual objects in the target resource area;

[0264] or,

[0265] After the target resource region is created, in response to a viewing operation of the target resource region, the information overview control is displayed in the graphical user interface.

[0266] In one optional embodiment, the instructions executed by the computer-readable storage medium, wherein the step of determining a target object control control and a target resource type control in response to an object allocation operation performed on the information overview control, includes: in response to an object allocation operation performed on the information overview control, determining a target object control control from the object control control based on the initial position of the object allocation operation, and determining a target resource type control from the resource type control based on the end position of the object allocation operation.

[0267] In one optional embodiment, the virtual game behavior includes virtual acquisition behavior; in the instructions executed by the computer-readable storage medium, the target resource point under the target resource type corresponding to the target resource type control is determined in the following manner:

[0268] Obtain the resource acquisition level of the target virtual object corresponding to the target object control control, and the resource level of each resource point under the target resource type corresponding to the target resource type control;

[0269] The target resource base is determined based on the resource acquisition level of the target virtual object and the resource level of each resource base; wherein the resource level of the target resource base is not greater than the resource acquisition level of the target virtual object.

[0270] In one optional embodiment, the instructions executed by the computer-readable storage medium, wherein controlling the target virtual object corresponding to the target object control control to perform virtual game behavior at the target resource base under the target resource type corresponding to the target resource type control, includes:

[0271] The system controls the target virtual object corresponding to the target object control control to evacuate from its current resource location, redeploys the evacuated target virtual object to the target resource location, and controls the target virtual object to perform virtual acquisition behavior at the target resource location.

[0272] In one optional embodiment, the instructions executed by the computer-readable storage medium, wherein the response to an object allocation operation performed on the information overview control, determining a target object control control and a target resource type control, includes: in response to an object selection operation performed on the information overview control, determining a target object control control from the object control controls;

[0273] In response to an exchange operation between the target object control and other object controls, the object control to be exchanged is determined from the other object controls, and the resource type control corresponding to the object control to be exchanged is determined as the target resource type control.

[0274] In an optional embodiment, in the instructions executed by the computer-readable storage medium, the target resource point under the target resource type corresponding to the target resource type control is determined in the following manner:

[0275] The first resource point where the virtual game behavior of the object to be exchanged, corresponding to the control control of the object to be exchanged, is currently executed is determined as the target resource point;

[0276] In the instructions executable by a computer-readable storage medium, the step of controlling the target virtual object corresponding to the target object control control to perform virtual game behavior at the target resource base under the target resource type corresponding to the target resource type control includes:

[0277] The system controls the target virtual object corresponding to the target object control control to perform virtual game behavior on the target resource point and controls the object to be exchanged to perform virtual game behavior on the second resource point, wherein the second resource point is the resource point where the target virtual object performs virtual game behavior before the exchange operation.

[0278] In an optional embodiment, the instructions executed by the computer-readable storage medium, which include controlling the target virtual object corresponding to the target object control control to perform virtual game behavior on the target resource point and controlling the object to be exchanged to perform virtual game behavior on the second resource point, include:

[0279] The instructions control the evacuation of the target virtual object from the second resource point and the evacuation of the object to be exchanged from the target resource point, then redeploy the evacuated target virtual object to the target resource point to perform virtual game behavior and redeploy the evacuated object to be exchanged to the second resource point to perform virtual game behavior. In an optional embodiment, in the instructions executable by a computer-readable storage medium, the response to an exchange operation between the target object control and other object control controls, determining the object control to be exchanged from the other object control controls, includes:

[0280] In response to an exchange operation between the target object control and other object control, if it is determined that the resource acquisition level of the other virtual object corresponding to the other object control selected according to the exchange operation is not less than the resource level corresponding to the resource base where the target virtual object is currently located, and the resource acquisition level of the target virtual object is not less than the resource level corresponding to the resource base where the other virtual object is currently located, then the selected other object control is determined as the object control to be exchanged.

[0281] Otherwise, the exchange operation is not controlled to take effect, so that the target virtual object continues to perform virtual game behavior at the resource base before the exchange operation.

[0282] In one alternative embodiment, a reminder message is displayed on the graphical user interface to indicate that the exchange operation has not taken effect.

[0283] In one optional embodiment, the object allocation operation includes an initial operation and an end operation, wherein the initial operation and the end operation are either consecutive swipe operations or independent click operations.

[0284] The initial operation is located in the object control control;

[0285] The termination operation is located in the response area of ​​the resource type control or other object control controls.

[0286] In one optional embodiment, the virtual game behavior includes virtual data collection behavior; the information overview control is used to display at least one of the following:

[0287] Resource proportions, resource levels, remaining resource quantities, virtual object types, resource collection levels of virtual objects, and collection times of virtual objects for different resource types.

[0288] In one optional embodiment, the object control is set within a preset range of the corresponding resource type control, or is overlaid on the corresponding resource type control.

[0289] In one optional embodiment, the scene map includes at least one pre-created target resource area, which includes resource points of multiple resource types; each target resource area corresponds to an information overview control; the object allocation operation is an operation performed on the same information overview control, or an operation performed on different information overview controls.

[0290] In one optional embodiment, the information overview control is displayed around the target resource area to surround it; the shape of the information overview control is adapted to the shape of the target resource area. In another optional embodiment, the information overview control is ring-shaped.

[0291] The circular area of ​​the information overview control is composed of multiple resource type controls corresponding to resource types. The size of the resource type control is positively correlated with the proportion of resources of the resource points under the corresponding resource type in the target resource area.

[0292] In one optional embodiment, each resource type control has a corresponding progress bar, and the progress of the progress bar is negatively correlated with the remaining resource quantity of the resource point under the resource type corresponding to that resource type control. In another optional embodiment, the object control includes a guide box and a guide line. The guide box includes a virtual object control, and the guide line connects the virtual object control in the guide box to the resource type control. In yet another optional embodiment, the guide box further displays at least one of the following: virtual object type, virtual object resource collection level, and virtual object collection time.

[0293] In one optional embodiment, the resource level corresponding to the resource point under that resource type is displayed in the associated area of ​​each resource type control.

[0294] In one optional embodiment, in the instructions executed by the computer-readable storage medium, the response to an object allocation operation performed on the information overview control, determining a target object control control and a target resource type control, includes: the initial position of the response to the object allocation operation is located in the first information overview control, and determining the target object control control from the object control controls of the first information overview control;

[0295] When the target object control of the first information overview control is selected, in response to the view adjustment operation performed on the graphical user interface, the second information overview control is displayed on the graphical user interface; wherein, the first information overview control and the second information overview control correspond to different target resource areas; in response to the end position of the object allocation operation being located in the second information overview control, the target resource type control is determined from the resource type controls in the second information overview control.

[0296] In one optional embodiment, the instructions executed by the computer-readable storage medium, wherein the step of controlling the display of a second information overview control on the graphical user interface in response to a view adjustment operation performed on the graphical user interface when the target object control control of the first information overview control is selected, includes:

[0297] In response to a first sliding operation from the target object control of the first information overview control to the edge area of ​​the graphical user interface, the viewpoint used to display the scene map is controlled to be panned so that the graphical user interface displays the scene map after the viewpoint has been panned.

[0298] In response to a second sliding operation from the edge region to the non-edge region, the control of panning the viewpoint is stopped so that the graphical user interface displays a second information overview control, wherein the non-edge region is the region in the graphical user interface other than the edge region;

[0299] Alternatively, an operation control area may be provided on the graphical user interface, the operation control area including multiple area identifiers corresponding to all target resource areas in the scene map;

[0300] In response to a third sliding operation from the target object control of the first information overview control to the target area identifier, the control view jumps to the target resource area to be jumped to corresponding to the target area identifier; the target resource area to be jumped to corresponds to the second information overview control.

[0301] In one optional embodiment, the method further includes, in the instructions executed by the computer-readable storage medium, responding to an object evacuation operation for the target object control control, controlling the target virtual object corresponding to the target object control control to evacuate from its current resource location based on the object evacuation operation.

[0302] In one optional embodiment, the instructions executable by the computer-readable storage medium, wherein the response to an object evacuation operation of the target object control control, and the control of the target virtual object corresponding to the target object control control to evacuate from its current resource location based on the object evacuation operation, include:

[0303] In response to a fourth swipe operation from the target object control to a specified area outside the information overview control, the method controls the target virtual object corresponding to the target object control to evacuate from its current resource location. In an optional embodiment, the method further includes, in the instructions executed by the computer-readable storage medium, controlling the information overview control to be in a locked state in response to a locking operation performed on the information overview control; and stopping the response to the object allocation operation while the information overview control is in the locked state.

[0304] In one optional embodiment, a lock control is displayed on the graphical user interface; the instructions executed by the computer-readable storage medium, which respond to the locking operation performed on the information overview control and control the information overview control to be in a locked state, include:

[0305] In response to a click operation on the locked control, the information overview control is locked; and / or, in instructions executable by a computer-readable storage medium, the method further includes:

[0306] When the information overview control is in a locked state, in response to a click operation on the locked control again, the information overview control is controlled to switch from the locked state to the operable state.

[0307] This application provides an information overview control, which includes multiple resource information controls of different resource types. Each resource information control includes a resource type control and a corresponding object control control. This allows users to directly perform interactive operations between virtual objects in the scene map and resource points under various resource types on the information overview control. This provides users with a quick way to allocate virtual objects performing virtual game behaviors in the scene map, eliminating the need to repeatedly perform interactive operations between virtual objects and resource points in the scene map to reallocate virtual objects. This solves the problem of cumbersome operations in existing technologies for reallocating virtual objects in the scene map, thereby improving operational efficiency.

[0308] Those skilled in the art will readily understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is only a logical functional division; in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings or direct couplings or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0309] 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.

[0310] In addition, 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.

[0311] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the 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.

[0312] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A game processing method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays content including at least a portion of a scene map, and the scene map includes resource points of multiple resource types. The graphical user interface provides an information overview control, which includes multiple resource information controls of different resource types. The resource information controls include resource type controls and object control controls corresponding to the resource type. The object control controls are used to represent virtual objects that perform virtual game behaviors in resource points of the resource type. The virtual objects include virtual object units or virtual object formations. In response to an object allocation operation performed on the information overview control, determine the target object control and the target resource type control; The target virtual object corresponding to the target object control control executes virtual game behavior at the target resource base under the target resource type corresponding to the target resource type control; The scene map includes at least one pre-created target resource area, which includes resource points of multiple resource types; each target resource area corresponds to an information overview control; the object allocation operation is an operation performed on the same information overview control or on different information overview controls; The response to the object allocation operation performed on the information overview control, determining the target object control and the target resource type control, includes: The initial position of the object allocation operation is located in the first information overview control, and the target object control is determined from the object control control of the first information overview control; When the target object control of the first information overview control is selected, in response to the view adjustment operation performed on the graphical user interface, the second information overview control is displayed on the graphical user interface; wherein, the first information overview control and the second information overview control correspond to different target resource areas; The response to the end position of the object allocation operation is located in the second information overview control, and the target resource type control is determined from the resource type control of the second information overview control; Wherein, when the target object control of the first information overview control is selected, in response to a view adjustment operation performed on the graphical user interface, the second information overview control is displayed on the graphical user interface, including: In response to a first sliding operation from the target object control of the first information overview control to the edge area of ​​the graphical user interface, the viewpoint used to display the scene map is panned so that the graphical user interface displays the scene map after the viewpoint has been panned; in response to a second sliding operation from the edge area to a non-edge area, the panning of the viewpoint is stopped so that the graphical user interface displays the second information overview control, wherein the non-edge area is the area in the graphical user interface other than the edge area; Alternatively, an operation control area may be provided on the graphical user interface, the operation control area including multiple area identifiers corresponding to all target resource areas in the scene map; in response to a third sliding operation from the target object control of the first information overview control to the target area identifier, the control view jumps to the target resource area to be jumped to corresponding to the target area identifier; the target resource area to be jumped to corresponds to the second information overview control.

2. The method according to claim 1, characterized in that, The scene map includes at least one pre-created target resource area, which includes resource outposts of multiple resource types and virtual objects deployed to the target resource area to perform virtual game behaviors; The provision of an information overview control on the graphical user interface includes: In response to the creation of a target resource area in the scene map, the information overview control is displayed in the graphical user interface, wherein the information overview control is generated based on resource points and virtual objects in the target resource area; or, After the target resource region is created, in response to a viewing operation of the target resource region, the information overview control is displayed in the graphical user interface.

3. The method according to claim 1, characterized in that, The response to the object allocation operation performed on the information overview control determines the target object control and the target resource type control, including: In response to an object allocation operation performed on the information overview control, a target object control control is determined from the object control controls based on the initial position of the object allocation operation, and a target resource type control is determined from the resource type controls based on the end position of the object allocation operation.

4. The method according to claim 3, characterized in that, The virtual game behavior includes virtual resource acquisition behavior; the target resource base under the target resource type corresponding to the target resource type control is determined in the following way: Obtain the resource acquisition level of the target virtual object corresponding to the target object control control, and the resource level of each resource point under the target resource type corresponding to the target resource type control; The target resource base is determined based on the resource acquisition level of the target virtual object and the resource level of each resource base; wherein the resource level of the target resource base is not greater than the resource acquisition level of the target virtual object.

5. The method according to claim 4, characterized in that, The control of the target virtual object corresponding to the target object control control to perform virtual game behavior at the target resource base under the target resource type corresponding to the target resource type control includes: The system controls the target virtual object corresponding to the target object control control to evacuate from its current resource location, redeploys the evacuated target virtual object to the target resource location, and controls the target virtual object to perform virtual acquisition behavior at the target resource location.

6. The method according to claim 1, characterized in that, The response to the object allocation operation performed on the information overview control determines the target object control and the target resource type control, including: In response to an object selection operation performed on the information overview control, a target object control is determined from the object control control; In response to an exchange operation between the target object control and other object controls, the object control to be exchanged is determined from the other object controls, and the resource type control corresponding to the object control to be exchanged is determined as the target resource type control.

7. The method according to claim 6, characterized in that, The target resource point under the target resource type corresponding to the target resource type control is determined in the following way: The first resource point where the virtual game behavior of the object to be exchanged, corresponding to the control control of the object to be exchanged, is currently executed is determined as the target resource point; The control of the target virtual object corresponding to the target object control control to perform virtual game behavior at the target resource base under the target resource type corresponding to the target resource type control includes: The system controls the target virtual object corresponding to the target object control control to perform virtual game behavior on the target resource point and controls the object to be exchanged to perform virtual game behavior on the second resource point, wherein the second resource point is the resource point where the target virtual object performs virtual game behavior before the exchange operation.

8. The method according to claim 7, characterized in that, The control of the target virtual object corresponding to the target object control control to perform virtual game behavior on the target resource point and the control of the object to be exchanged to perform virtual game behavior on the second resource point include: Controlling the target virtual object to evacuate from the second resource base and controlling the object to be exchanged to evacuate from the target resource base, redeploying the evacuated target virtual object to the target resource base to perform virtual game behavior and redeploying the evacuated object to be exchanged to the second resource base to perform virtual game behavior.

9. The method according to claim 6, characterized in that, The response to the exchange operation between the target object control and other object controls, including determining the object control to be exchanged from the other object controls, includes: In response to an exchange operation between the target object control and other object control, if it is determined that the resource acquisition level of the other virtual object corresponding to the other object control selected according to the exchange operation is not less than the resource level corresponding to the resource base where the target virtual object is currently located, and the resource acquisition level of the target virtual object is not less than the resource level corresponding to the resource base where the other virtual object is currently located, then the selected other object control is determined as the object control to be exchanged. Otherwise, the exchange operation is not controlled to take effect, so that the target virtual object continues to perform virtual game behavior at the resource base before the exchange operation.

10. The method according to claim 9, characterized in that, A reminder message is displayed on the graphical user interface to indicate that the exchange operation has not taken effect.

11. The method according to any one of claims 1 to 10, characterized in that, The object allocation operation includes an initial operation and an end operation, wherein the initial operation and the end operation are either consecutive sliding operations or independent click operations. The initial operation is located in the object control control; The termination operation is located in the response area of ​​the resource type control or other object control controls.

12. The method according to claim 1, characterized in that, The virtual game behavior includes virtual data collection behavior; the information overview control is used to display at least one of the following: Resource proportions, resource levels, remaining resource quantities, virtual object types, resource collection levels of virtual objects, and collection times of virtual objects for different resource types.

13. The method according to claim 1, characterized in that, The object control is set within the preset range of the corresponding resource type control, or is overlaid on the corresponding resource type control.

14. The method according to claim 1, characterized in that, The information overview control is displayed around the target resource area to surround the target resource area; The shape of the information overview control is adapted to the shape of the target resource area.

15. The method according to claim 14, characterized in that, The information overview control is circular in shape; The circular area of ​​the information overview control is composed of multiple resource type controls corresponding to resource types. The size of the resource type control is positively correlated with the proportion of resources of the resource points under the corresponding resource type in the target resource area.

16. The method according to claim 15, characterized in that, Each resource type control has a corresponding progress bar, and the progress of the progress bar is negatively correlated with the remaining amount of resources in the resource base under the resource type corresponding to that resource type control.

17. The method according to claim 1, characterized in that, The object control includes a guide box and a guide line. The guide box includes a virtual object control, and the guide line is used to connect the virtual object control in the guide box with the resource type control.

18. The method according to claim 17, characterized in that, The guidance box also displays at least one of the following items: virtual object type, virtual object resource collection level, and virtual object collection time.

19. The method according to claim 1, characterized in that, The associated area of ​​each resource type control displays the resource level corresponding to the resource point under that resource type.

20. The method according to claim 1, characterized in that, The method further includes: In response to an object evacuation operation for the target object control control, the target virtual object corresponding to the target object control control is evacuated from its current resource location based on the object evacuation operation.

21. The method according to claim 20, characterized in that, The response is for the object evacuation operation of the target object control control, and based on the object evacuation operation, controls the target virtual object corresponding to the target object control control to evacuate from the current resource point, including: In response to a fourth swipe operation from the target object control control to a specified area outside the information overview control, the target virtual object corresponding to the target object control control is controlled to evacuate from its current resource point.

22. The method according to claim 1, characterized in that, The method further includes: In response to a locking operation performed on the information overview control, the information overview control is locked; while the information overview control is locked, the response to the object allocation operation is stopped.

23. The method according to claim 22, characterized in that, A lock control is displayed on the graphical user interface; The response to the locking operation performed on the information overview control, controlling the information overview control to be in a locked state, includes: In response to a click operation on the locked control, the information overview control is locked. And / or, the method further includes: When the information overview control is in a locked state, in response to a click operation on the locked control again, the information overview control is controlled to switch from the locked state to the operable state.

24. A game processing device, characterized in that, A graphical user interface is provided via a terminal device, the content displayed by the graphical user interface including at least a portion of a scene map, the scene map including resource points of multiple resource types, the device comprising: A control providing module is used to provide an information overview control on the graphical user interface. The information overview control includes multiple resource information controls of different resource types. The resource information control includes a resource type control and an object control control corresponding to the resource type. The object control control is used to represent a virtual object that performs virtual game behavior in a resource point of that resource type. The virtual object includes a virtual object unit or a virtual object formation. The object allocation module is used to respond to object allocation operations performed on the information overview control and to determine the target object control and the target resource type control. The behavior execution module is used to control the target virtual object corresponding to the target object control control to perform virtual game behavior at the target resource base under the target resource type corresponding to the target resource type control; The scene map includes at least one pre-created target resource area, which includes resource points of multiple resource types; each target resource area corresponds to an information overview control; the object allocation operation is an operation performed on the same information overview control or on different information overview controls; The object allocation module is specifically used to determine the target object control control from the object control control of the first information overview control when the initial position of the object allocation operation is located in the first information overview control; When the target object control of the first information overview control is selected, in response to the view adjustment operation performed on the graphical user interface, the second information overview control is displayed on the graphical user interface; wherein, the first information overview control and the second information overview control correspond to different target resource areas; The response to the end position of the object allocation operation is located in the second information overview control, and the target resource type control is determined from the resource type control of the second information overview control; The object allocation module is further configured to: in response to a first sliding operation from the target object control of the first information overview control to the edge area of ​​the graphical user interface, control the viewpoint used to display the scene map to be panned, so that the graphical user interface displays the scene map screen after the viewpoint has been panned; in response to a second sliding operation from the edge area to a non-edge area, stop controlling the panning of the viewpoint, so that the graphical user interface displays the second information overview control, wherein the non-edge area is the area in the graphical user interface other than the edge area; Alternatively, an operation control area may be provided on the graphical user interface, the operation control area including multiple area identifiers corresponding to all target resource areas in the scene map; in response to a third sliding operation from the target object control of the first information overview control to the target area identifier, the control view jumps to the target resource area to be jumped to corresponding to the target area identifier; the target resource area to be jumped to corresponds to the second information overview control.

25. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is in operation, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the method as described in any one of claims 1 to 23.

26. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the method as described in any one of claims 1 to 23.

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