Object operation method in game, electronic device and readable storage medium
By displaying the operation controls associated with the overlapping areas in the game interface and sorting them according to hierarchical priority, the problem of players being unable to directly select virtual objects at lower levels is solved, the operation steps are simplified, and the gaming experience and efficiency are improved.
Patent Information
- Application Number
- CN202411889843.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-02-10
- Publication Date
- 2025-10-21
- Estimated Expiration
- 2042-02-10
AI Technical Summary
In the prior art, when a player needs to select a virtual object at a lower level in a game, the operation steps are complicated and the player cannot directly select the object, which reduces the gaming experience.
By displaying the operation controls associated with the overlapping area in the graphical user interface and arranging them in order of the hierarchical priority of the target virtual objects, players are allowed to directly select and operate virtual objects at a lower level, thereby simplifying the operation steps.
It simplifies the player's operation process of virtual objects, improves the gaming experience and operation efficiency, and increases the accuracy and freedom of selecting target virtual objects.
Smart Images

Figure CN119587962B_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a method for operating objects in a game, an electronic device, and a readable storage medium. Background Art
[0002] In some game scenes, there may be multiple virtual objects with overlapping display effects under the current perspective. Players sometimes need to select a virtual object among the overlapping virtual objects. For example, in a home layout scene, overlapping furniture is a common situation. The virtual furniture that players often need to select may be virtual furniture in the second or third level, or even virtual furniture in a deeper level, among the virtual furniture with overlapping placement. Related technologies usually only support the selection of virtual furniture at the highest level, that is, only virtual furniture at the first level can be selected. If overlapping virtual furniture at other levels needs to be selected, it is necessary to first select the virtual furniture at a higher level and move it away, and then select virtual furniture at other levels. Finally, the moved virtual furniture needs to be moved back to its original position. The operation steps of this method are relatively complicated, which reduces the player's gaming experience. Summary of the Invention
[0003] The present disclosure aims to provide a method, device and electronic device for operating objects in a game, so as to simplify the operation steps and enhance the gaming experience of players.
[0004] The present disclosure provides a method for operating objects in a game, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes multiple virtual objects; the method includes: responding to a trigger operation on a first area in the graphical user interface, displaying operation controls for multiple target virtual objects associated with the first area; wherein there are overlapping areas between the display areas of the multiple target virtual objects; and responding to a trigger operation on a first operation control among the operation controls for the multiple target virtual objects, performing a specified operation on the target virtual object corresponding to the first operation control.
[0005] Furthermore, the first area is an overlapping area of display areas of multiple virtual objects in the graphical user interface; the step of displaying operation controls of multiple target virtual objects associated with the first area in response to a trigger operation on the first area in the graphical user interface includes: displaying operation controls of multiple target virtual objects associated with the overlapping area in response to a trigger operation on the overlapping area in the graphical user interface, and the multiple target virtual objects are virtual objects corresponding to the multiple display areas constituting the overlapping area.
[0006] Furthermore, at different viewing angles, the overlapping areas of the display areas of multiple virtual objects in the graphical user interface are different.
[0007] Furthermore, in response to a trigger operation on the overlapping area in the graphical user interface, the step of displaying operation controls of multiple target virtual objects associated with the overlapping area includes: in response to a trigger operation on the overlapping area in the graphical user interface, displaying operation controls of multiple target virtual objects in order of the hierarchical priority of each target virtual object in the multiple target virtual objects from high to low.
[0008] Furthermore, the first area is a non-overlapping area of the display area of the first target virtual object among the multiple target virtual objects; the step of displaying the operation controls of the multiple target virtual objects associated with the first area in response to the trigger operation on the first area in the graphical user interface includes: displaying the operation controls of the multiple target virtual objects in response to the trigger operation on the non-overlapping area of the display area of the first target virtual object in the graphical user interface; the multiple target virtual objects are virtual objects corresponding to the multiple display areas constituting the first overlapping area; wherein the first overlapping area is the overlapping area of the display area of the first target virtual object.
[0009] Furthermore, in response to the triggering operation of the first operation control among the operation controls for multiple target virtual objects, the step of performing a specified operation on the target virtual object corresponding to the first operation control includes: in response to the triggering operation of the first operation control among the operation controls for multiple target virtual objects, selecting the target virtual object corresponding to the first operation control.
[0010] Furthermore, after the step of selecting the target virtual object corresponding to the first operation control, the method further includes: in response to the selection operation on the target virtual object corresponding to the first operation control, canceling the display of the operation controls of the multiple target virtual objects associated with the first area.
[0011] Furthermore, after the step of selecting the target virtual object corresponding to the first operation control, the method also includes: in response to the selection operation of the target virtual object corresponding to the first operation control, displaying the operable control for the target virtual object corresponding to the first operation control; wherein the operable control is used to: indicate the executable operation acting on the target virtual object corresponding to the first operation control.
[0012] Furthermore, each operation control includes a hidden button; in response to the triggering operation of the first operation control among the operation controls for multiple target virtual objects, the step of performing a specified operation on the target virtual object corresponding to the first operation control includes: in response to the triggering operation of the hidden button of the first operation control among the operation controls for multiple target virtual objects, displaying the target virtual object corresponding to the first operation control in a first display format; and canceling the display of the operation controls for multiple target virtual objects associated with the first area.
[0013] Furthermore, the operation controls of multiple target virtual objects are arranged and displayed in descending order according to the hierarchical priority of each target virtual object; in response to the triggering operation of the first operation control among the operation controls of the multiple target virtual objects, the step of performing a specified operation on the target virtual object corresponding to the first operation control includes: in response to the triggering movement operation of the first operation control among the operation controls of the multiple target virtual objects, moving the first operation control to the display position of the second operation control; and swapping the display positions of the first operation control and the second operation control.
[0014] Furthermore, after the step of swapping the display positions of the first operation control and the second operation control, the method also includes: in response to swapping the display positions of the first operation control and the second operation control, canceling the display of the operation controls of multiple target virtual objects associated with the first area; if the swapped first operation control is the operation control with the highest hierarchical priority, adjusting the target virtual object corresponding to the second operation control displayed in the overlapping area to the target virtual object corresponding to the first operation control.
[0015] The present disclosure provides an object operation device in a game, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes multiple virtual objects; the device includes: a display module for responding to a trigger operation on a first area in the graphical user interface, and displaying operation controls for multiple target virtual objects associated with the first area; wherein there is an overlapping area between the display areas of the multiple target virtual objects; and an execution module for responding to a trigger operation on a first operation control among the operation controls for the multiple target virtual objects, and performing a specified operation on the target virtual object corresponding to the first operation control.
[0016] The present disclosure provides an electronic device including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement any of the above-mentioned object operation methods in the game.
[0017] The present disclosure provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement any of the above-mentioned object operation methods in the game.
[0018] The present disclosure provides a method, device, and electronic device for manipulating objects in a game. The method first responds to a trigger operation on a first area in a graphical user interface, displaying operation controls for multiple target virtual objects associated with the first area; wherein the display areas of the multiple target virtual objects overlap; and then responds to a trigger operation on a first operation control among the operation controls for the multiple target virtual objects, performing a specified operation on the target virtual object corresponding to the first operation control. In this method, after the first area is triggered and the operation controls for the multiple target virtual objects associated with the first area are displayed, the player can trigger any of the multiple operation controls to directly perform a specified operation on the target virtual object corresponding to the operation control. This method simplifies the operation steps and can enhance the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0020] Figure 1 A schematic diagram of a game scene provided for one embodiment of the present disclosure;
[0021] Figure 2 A flowchart of a method for operating an object in a game provided by one embodiment of the present disclosure;
[0022] Figure 3 A schematic diagram of object operation interaction in a game provided by one embodiment of the present disclosure;
[0023] Figure 4 A schematic diagram of object operation interaction in a game provided by one embodiment of the present disclosure;
[0024] Figure 5 A schematic diagram of object operation interaction in a game provided by one embodiment of the present disclosure;
[0025] Figure 6 A schematic diagram of object operation interaction in a game provided by one embodiment of the present disclosure;
[0026] Figure 7 A schematic diagram of object operation interaction in a game provided by one embodiment of the present disclosure;
[0027] Figure 8 A schematic diagram of object operation interaction in a game provided by one embodiment of the present disclosure;
[0028] Figure 9 A schematic diagram of object operation interaction in a game provided by one embodiment of the present disclosure;
[0029] Figure 10 A schematic structural diagram of an object operating device in a game provided by one embodiment of the present disclosure;
[0030] Figure 11 A schematic structural diagram of an electronic device provided in accordance with one embodiment of the present disclosure. DETAILED DESCRIPTION
[0031] The following will clearly and completely describe the technical solutions of the present disclosure in conjunction with the embodiments. Obviously, the embodiments described are only a part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making any creative efforts are within the scope of protection of the present disclosure.
[0032] Currently, in some game scenes, multiple objects may overlap in their display effects under the current viewing angle. Players sometimes need to select one of the overlapping objects. For example, in home layout scenes, overlapping furniture is a common situation. In most games, only the virtual furniture at the highest level can be selected. If you need to select overlapping virtual furniture at other levels, you need to move the virtual furniture at the higher level first, then select the virtual furniture at other levels, and then repeat the operation of restoring. For example, see Figure 1 A schematic diagram of a game scene is shown, including virtual furniture 1, virtual furniture 2, virtual furniture 3, and virtual furniture 4. Among them, virtual furniture 1 has the highest hierarchical priority, while virtual furniture 2, virtual furniture 3, and virtual furniture 4 have lower hierarchical priorities. Therefore, the player can only select virtual furniture 1. If virtual furniture 2, virtual furniture 3, or virtual furniture 4 is to be selected, virtual furniture 1 must be moved first. After selecting the desired virtual furniture and performing the relevant operations, virtual furniture 1 must be moved back to its original position. Although this method is relatively simple to implement and the operation steps are relatively easy to understand, it does not truly solve the problem of how to enable the player to select the furniture they want when virtual furniture overlaps. In addition, the operation steps are relatively complicated, which reduces the player's gaming experience.
[0033] Based on this, the embodiments of the present disclosure provide a method, device, and electronic device for operating objects in a game. This technology can be applied to scenarios where operations need to be performed on virtual objects with overlapping relationships.
[0034] In one embodiment of the present disclosure, the object manipulation method in a game can be executed on a terminal device or a server. The terminal device can be a local terminal device. When the object manipulation method in the game is executed on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and a client device.
[0035] In an optional embodiment, various cloud applications, such as cloud gaming, can be 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 operation mode, the operating body of the game program and the main body presenting the game screen are separated. The storage and operation of the object operation methods in the game are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the terminal device performing information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0036] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in various ways, for example, it can be rendered and displayed on the terminal display, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface including the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0037] For ease of understanding, a method for operating objects in a game disclosed in one embodiment of the present disclosure is first described in detail. In this method, a graphical user interface is provided by a terminal device, and the graphical user interface includes multiple virtual objects. The terminal device can be a mobile terminal, a television, a computer, a handheld computer, etc. The graphical user interface can be understood as an operation user interface displayed in a graphical manner, for realizing interaction between the terminal device and the player operating the terminal device. The virtual objects can be virtual furniture, virtual items, etc. in the game scene. The graphical user interface usually includes multiple virtual objects; such as Figure 2As shown, the method includes the following steps:
[0038] Step S202 : In response to a trigger operation on a first area in a graphical user interface, operation controls of multiple target virtual objects associated with the first area are displayed; wherein there are overlapping areas between the display areas of the multiple target virtual objects.
[0039] The first area is typically a designated location in the display area of a virtual object with an overlapping area. For example, the first area may be the overlapping area, or a non-overlapping area of the display area of the virtual object with an overlapping area. The trigger operation is typically performed by a player operating a terminal device, and the trigger operation may be a click operation on the first area. The operation control may be in any form, such as a circle or a rectangle. The operation control corresponding to each target virtual object typically displays identification information of the target virtual object, such as the name of the target virtual object. In actual implementation, a player may trigger the first area in a graphical user interface, and operation controls for multiple target virtual objects associated with the first area may typically be displayed in the graphical user interface. For example, in a home layout scene, the graphical user interface includes virtual furniture 1, virtual furniture 2, and virtual furniture 3, wherein there is an overlapping area between the display areas of virtual furniture 1 and virtual furniture 2. Triggering the overlapping area may display the operation controls for virtual furniture 1 and virtual furniture 2 associated with the overlapping area.
[0040] Step S204 : In response to a triggering operation of a first operation control among the operation controls for multiple target virtual objects, a specified operation is performed on the target virtual object corresponding to the first operation control.
[0041] The first operation control may be any one of the operation controls for a plurality of target virtual objects. The trigger operation is typically performed by a player operating a terminal device, and the trigger operation may be a click operation on the first operation control. The designated operation may be an operation such as selecting, hiding, or adjusting the hierarchical priority of the target virtual object corresponding to the first operation control. The specific operation may be set according to actual needs and is not limited here. In actual implementation, after the operation controls for a plurality of target virtual objects associated with the first area are displayed in the graphical user interface, the player may select the target virtual object for the designated operation as needed. By selecting the first operation control corresponding to the target virtual object from the displayed plurality of operation controls and triggering the first operation control, the designated operation such as selecting, hiding, or adjusting the hierarchical priority of the target virtual object corresponding to the first operation control may be performed on the target virtual object corresponding to the first operation control. For example, if the graphical user interface displays operation controls for virtual furniture 1 and virtual furniture 2, if the player triggers the operation control for virtual furniture 1, the designated operation may be performed on virtual furniture 1. If the player triggers the operation control for virtual furniture 2, the designated operation may be performed on virtual furniture 2.
[0042] The object manipulation method in the aforementioned game first responds to a triggering operation on a first area of a graphical user interface, displaying manipulation controls for multiple target virtual objects associated with the first area; wherein the display areas of the multiple target virtual objects overlap; then, in response to a triggering operation on a first manipulation control among the manipulation controls for the multiple target virtual objects, performing a designated manipulation on the target virtual object corresponding to the first manipulation control. In this method, after the first area is triggered and the manipulation controls for the multiple target virtual objects associated with the first area are displayed, the player can trigger any of the multiple manipulation controls to directly perform a designated manipulation on the target virtual object corresponding to that manipulation control. This method simplifies the steps and can enhance the player's gaming experience.
[0043] The following describes a specific implementation method for displaying operation controls for multiple target virtual objects associated with a first area. In this method, the first area is an overlapping area of display areas of multiple virtual objects in a graphical user interface. In response to a triggering operation on the overlapping area in the graphical user interface, operation controls for multiple target virtual objects associated with the overlapping area are displayed. The multiple target virtual objects are virtual objects corresponding to the multiple display areas that constitute the overlapping area. In actual implementation, the virtual objects corresponding to the multiple display areas that constitute the overlapping area can be determined as the multiple target virtual objects. When a player needs to perform a specified operation such as selecting or hiding a target virtual object among the multiple target virtual objects, the overlapping area can be directly triggered. At this time, operation controls for the multiple target virtual objects associated with the overlapping area can be displayed in the graphical user interface. The multiple operation controls can be displayed in a list or other form. For example, taking a home layout scene as an example, there may be multiple virtual furniture pieces in the home layout scene. The area covered by the pattern of the virtual furniture can be considered a clickable hot zone for the virtual furniture. If two virtual furniture pieces have overlapping areas on the hot zone, i.e., the overlapping area is greater than 0, then the overlapping area is considered an overlapping hot zone. The overlapping hot zone is the overlapping area.
[0044] For easier understanding, see Figure 3 A schematic diagram of object operation interaction in a game shown, and Figure 4 The following diagram illustrates an in-game object manipulation interaction diagram. The graphical user interface includes virtual furniture 1, virtual furniture 2, and virtual furniture 3. There is an overlapping region 1 between virtual furniture 2 and virtual furniture 3, and an overlapping region 2 between virtual furniture 1 and virtual furniture 3. When a player triggers overlapping region 2, the graphical user interface displays the manipulation controls for virtual furniture 1 and virtual furniture 3 associated with overlapping region 2 in a list format. This method allows the player to directly trigger the overlapping region to display manipulation controls for multiple target virtual objects associated with that region. This simplified operation process enhances the player's gaming experience.
[0045] Furthermore, under different viewing angles, the overlapping areas of the display areas of multiple virtual objects in the graphical user interface are different. Figure 3For example, when the virtual camera is located at a first position, at the corresponding first perspective, there is an overlapping area 1 between virtual furniture 2 and virtual furniture 3, and an overlapping area 2 between virtual furniture 1 and virtual furniture 3. When the position of the virtual camera is moved from the first position to the second position, at the corresponding second perspective, the size of the overlapping area 1 between virtual furniture 2 and virtual furniture 3 will usually change, and the size of the overlapping area 2 between virtual furniture 1 and virtual furniture 3 will usually also change. In one possible case, there may not be an overlapping area between virtual furniture 2 and virtual furniture 3, and there may not be an overlapping area between virtual furniture 1 and virtual furniture 3. That is, in a graphical user interface, the positions of the overlapping areas of multiple virtual objects will change with the perspective and are not fixed.
[0046] Furthermore, in response to the triggering operation for the overlapping area in the graphical user interface, the operation controls of multiple target virtual objects are displayed in the order of the hierarchical priority of each target virtual object in the multiple target virtual objects from high to low. The hierarchical priority can be understood as the display priority of the target virtual object in the graphical user interface. The hierarchical priorities of multiple target virtual objects are usually not the same. Some target virtual objects have higher hierarchical priorities, while some target virtual objects have lower hierarchical priorities. When the overlapping area is triggered, the corresponding operation controls of each target virtual object can be displayed in the order of the hierarchical priority from high to low. For example, if multiple operation controls are displayed in a list, the operation control corresponding to the target virtual object with the highest hierarchical priority can be displayed at the first position of the list. The operation controls of multiple target virtual objects are arranged in order of the hierarchical priority from high to low. The target virtual object arranged at the end of the list has the lowest hierarchical priority. Figure 4 As shown, virtual furniture 3 has a higher priority than virtual furniture 1. This method displays the corresponding control controls for each target virtual object in descending order of priority, making it easier for players to intuitively see the priority of each target virtual object and further enhancing their gaming experience.
[0047] The following describes another specific implementation method for displaying operation controls for multiple target virtual objects associated with a first area, where the first area is a non-overlapping area of the display area of the first target virtual object among the multiple target virtual objects; in response to a trigger operation on the non-overlapping area of the display area of the first target virtual object in the graphical user interface, the operation controls for the multiple target virtual objects are displayed; the multiple target virtual objects are virtual objects corresponding to the multiple display areas that constitute the first overlapping area; wherein the first overlapping area is an overlapping area of the display area of the first target virtual object. The first target virtual object can be any target virtual object among the multiple target virtual objects. Since the multiple target virtual objects associated with the first area usually have different hierarchical priorities, the first target virtual object can be a virtual object of any hierarchical priority. Preferably, the first target virtual object can be any target virtual object except the target virtual object with the highest hierarchical priority. More preferably, the first target virtual object can be the target virtual object that the player wants to operate.
[0048] In actual implementation, the overlapping area of the display area of the first target virtual object can be determined as the first overlapping area, and the virtual objects corresponding to the multiple display areas constituting the first overlapping area can be determined as the multiple target virtual objects. When it is necessary to display the operation controls of the multiple target virtual objects, the player can directly trigger the non-overlapping area of the display area of the first target virtual object among the multiple target virtual objects, so that the operation controls of the multiple target virtual objects can be displayed in the graphical user interface; for example, see Figure 5 The diagram of object operation interaction in a game is shown. In a home layout scene, the graphical user interface includes virtual furniture 1, virtual furniture 2, and virtual furniture 3. There is an overlapping area 1 between virtual furniture 2 and virtual furniture 3, and there is also an overlapping area 2 between virtual furniture 1 and virtual furniture 3. The hierarchical priority of virtual furniture 3 is higher than the hierarchical priority of virtual furniture 1. If the player wants to operate virtual furniture 1, he can directly trigger the non-overlapping area in the display area of virtual furniture 1, and the following will be displayed: Figure 4 The operation controls for virtual furniture 1 and virtual furniture 3 are shown. In this method, when a player triggers a non-overlapping area of the display area of the first target virtual object among multiple target virtual objects, the operation controls for the multiple associated target virtual objects can be displayed. This makes the operation method more flexible and diverse, and can increase the player's freedom of operation on overlapping target virtual objects, further enhancing the player's gaming experience.
[0049] Another optional implementation is described below. When the player wants to select the first target virtual object, the non-overlapping area of the display area of the first target virtual object can be directly triggered. At this time, the first target virtual object can be directly selected without displaying the operation controls containing other target virtual objects. For example, Figure 5 For example, if the player wants to operate virtual furniture 1, the non-overlapping area in the display area of virtual furniture 1 can be directly triggered. At this time, the virtual furniture 1 can be directly selected. Subsequently, the virtual furniture 1 can be deleted, rotated, added, and other operations can be performed on the virtual furniture 1 according to actual needs. Since the first target virtual object can be directly selected, there is no need to display the operation control first and then select the first target virtual object from the operation control, which can further simplify the operation process. This selection method is simpler and faster, and can further improve the efficiency of the player's game operation.
[0050] The following describes another specific application scenario applicable to this embodiment, in which a first operation control among operation controls for multiple target virtual objects is triggered to select the target virtual object corresponding to the first operation control. In actual implementation, after the operation controls for multiple target virtual objects associated with the first area are displayed in the graphical user interface, the player can select the first operation control corresponding to the target virtual object they actually want to select from the multiple displayed operation controls. By triggering the first operation control, the corresponding target virtual object can be directly selected without being affected by the hierarchical priority of the multiple target virtual objects. Even hidden virtual objects with lower hierarchical priority can be directly selected. In this method, after triggering the first operation control among the operation controls for multiple target virtual objects, the target virtual object corresponding to the first operation control can be directly selected. The operation steps are simple. Moreover, this method of selecting the corresponding target virtual object by triggering the first operation control can avoid the situation where the player cannot select the target virtual object with lower hierarchical priority, as well as the accidental touch of overlapping target virtual objects, thereby improving the efficiency and accuracy of selecting the target virtual object and enhancing the player's interactive experience in selecting the target virtual object.
[0051] For easier understanding, see Figure 6 In the diagram of object operation interaction in a game, the operation controls of virtual furniture 1 and virtual furniture 3 are displayed in a list format, and the hierarchical priority of virtual furniture 3 is higher than that of virtual furniture 1. If a player wants to operate virtual furniture 1, the operation control of virtual furniture 1 can be triggered, and virtual furniture 1 can be selected, so that virtual furniture 1 becomes selected; if a player wants to operate virtual furniture 3, the operation control of virtual furniture 3 can be triggered, and virtual furniture 3 can be selected, so that virtual furniture 3 becomes selected.
[0052] Furthermore, in response to a selection operation on the target virtual object corresponding to the first operation control, the operation controls for the multiple target virtual objects associated with the first area are removed. In actual implementation, when the player triggers the first operation control and selects the target virtual object corresponding to the first operation control, the operation controls for the multiple target virtual objects displayed are usually automatically closed, further simplifying the operation process and improving the player's gaming experience.
[0053] Furthermore, in response to the selection operation of the target virtual object corresponding to the first operation control, an operable control for the target virtual object corresponding to the first operation control is displayed; wherein the operable control is used to indicate the executable operation acting on the target virtual object corresponding to the first operation control. In actual implementation, after the target virtual object corresponding to the first operation control is selected, the operable control for the target virtual object will usually be displayed in the graphical user interface. For example, the operable control can be displayed in an area close to the target virtual object. There can be multiple operable controls, and each operable control can correspond to an executable operation for the target virtual object, such as a deletion operation, a rotation operation, a new operation, and an operation to confirm the current state of the target virtual object. By clicking or selecting a certain operable control, the operable control can be triggered to perform the corresponding operation on the target virtual object. In this way, after the target virtual object corresponding to the first operation control is selected, the operable control for the target virtual object can be automatically displayed for the player's operation. The operation process is simple and can enhance the player's gaming experience.
[0054] For easier understanding, see Figure 7 As shown in the diagram of object operation interaction in a game, after the player selects virtual furniture 1, an operation icon for indicating deletion of virtual furniture 1, an operation icon for indicating confirmation of the current status of virtual furniture 1, an operation icon for indicating rotation of virtual furniture 1, and an operation icon for indicating adding new virtual furniture 1 can be displayed in the area near the virtual furniture 1.
[0055] The following describes another specific application scenario applicable to this embodiment, in which each operation control includes a hidden button; in response to the triggering operation of the hidden button of the first operation control in the operation controls for multiple target virtual objects, the target virtual object corresponding to the first operation control is displayed in a first display format; and the operation controls for the multiple target virtual objects associated with the first area are canceled. The position of the above-mentioned hidden button can be indicated in a special format in the operation control. For example, if the operation control is in the shape of a rectangle, a button with an "eye" pattern can be displayed near the left side of the rectangular operation control, which is the hidden button; the above-mentioned first operation control can be any operation control among the operation controls for multiple target virtual objects. The first operation control is usually the operation control corresponding to the target virtual object that the player wants to hide; the above-mentioned first display format can be a display format with a specified transparency, such as 50% transparency, etc.
[0056] In actual implementation, when a player needs to hide a target virtual object among multiple target virtual objects, the player can trigger the hide button in the first operation control corresponding to the target virtual object to hide the target virtual object. For example, the transparency of the hidden target virtual object becomes 50%, etc. For example, see Figure 8 A schematic diagram of object operation interaction in a game is shown. Figure 8 In (1), the player triggers the button with the “eye” pattern in the operation control of the virtual furniture 1 to hide the virtual furniture 1. After hiding, the transparency of the virtual furniture 1 becomes 50%, as shown in the following example. Figure 8 (2) As shown; after hiding the target virtual object, the operation controls of the multiple target virtual objects displayed are usually automatically closed. This method can directly hide the corresponding target virtual object by triggering the hide button in the operation control. The operation method is simple and fast, which can improve the efficiency of players in operating the game.
[0057] The following describes another specific application scenario applicable to this embodiment. The operation controls of multiple target virtual objects are displayed in descending order according to the hierarchical priority of each target virtual object; in response to a trigger movement operation of a first operation control in the operation controls for the multiple target virtual objects, the first operation control is moved to the display position of the second operation control; and the display positions of the first operation control and the second operation control are swapped. The person who performs the above-mentioned trigger movement operation is usually the player operating the terminal device; the above-mentioned second operation control can be any operation control other than the first operation control among the operation controls of the multiple target virtual objects displayed; in actual implementation, the operation controls of the multiple target virtual objects displayed in the graphical user interface are usually displayed in descending order according to the hierarchical priority of each target virtual object. Players can directly judge the relative relationship of the hierarchical priority of each target virtual object through the display positions of the multiple operation controls.
[0058] If the player wants to swap the hierarchical priorities of the target virtual object corresponding to the first operation control with the target virtual object corresponding to the second operation control, the player can trigger the movement operation on the first operation control and move the first operation control to the display position of the second operation control. In this way, the display position of the first operation control and the display position of the second operation control can be swapped, thereby achieving the swap of the hierarchical priorities of the target virtual object corresponding to the first operation control and the target virtual object corresponding to the second operation control. In specific implementation, the player can long press the first operation control of the target virtual object to make the first operation control of the target virtual object become a slidable state, and drag the first operation control to the position of the second operation control to be swapped, so as to complete the swap of the hierarchical priorities of the two target virtual objects. This method can achieve the adjustment and swap of the hierarchical priorities of the target virtual objects corresponding to the two operation controls by swapping the display positions of the first operation control and the second operation control. The operation method is simple, which can improve the player's freedom and flexibility in operating the game, and further enhance the player's gaming experience.
[0059] Furthermore, in response to swapping the display positions of the first and second operating controls, the operating controls for the multiple target virtual objects associated with the first area are canceled; if the swapped first operating control is the highest priority operating control in the hierarchy, the target virtual object corresponding to the second operating control displayed in the overlapping area is adjusted to the target virtual object corresponding to the first operating control. In actual implementation, after swapping the display positions of the first and second operating controls, the operating controls for the multiple target virtual objects are typically automatically closed. Since the overlapping area of the display areas of multiple target virtual objects can only display the display area corresponding to one of the target virtual objects in the overlapping area, and the display area corresponding to the target virtual object with the highest hierarchical priority is usually displayed, if the first operation control after the swap is the control with the highest hierarchical priority, it can be understood that the second operation control before the swap is the control with the highest hierarchical priority, and the target virtual object corresponding to the second operation control is displayed in the overlapping area. Therefore, after swapping the display positions of the first operation control and the second operation control, the first operation control is swapped to the operation control with the highest hierarchical priority. At this time, the target virtual object corresponding to the second operation control originally displayed in the overlapping area will be adjusted to the target virtual object corresponding to the first operation control.
[0060] After swapping the display positions of the first operation control and the second operation control, the above method can automatically close the operation controls of multiple target virtual objects displayed, simplifying the operation process, and automatically displaying the control with the highest hierarchical priority in the overlapping area. This method increases the player's freedom to operate the game and can further enhance the player's gaming experience.
[0061] For easier understanding, see Figure 9 A schematic diagram of object operation interaction in a game is shown. Figure 9 In (1), the operation controls of virtual furniture 1 and virtual furniture 3 are displayed in a list format. The first position in the list is the operation control of virtual furniture 3, and the second position is the operation control of virtual furniture 1. It can be seen that the hierarchical priority of virtual furniture 3 is higher than that of virtual furniture 1. Figure 9 (2) If the player wants to swap the hierarchical priorities of virtual furniture 1 and virtual furniture 3, he can long press the operation control of virtual furniture 1 to make the operation control in a sliding state, and drag the operation control of virtual furniture 1 to the position of the operation control of virtual furniture 3. This will complete the swap of the display positions of the two operation controls and automatically close the list of the operation controls, such as Figure 9 As shown in (3), after the display positions of the two operation controls are interchanged, since the hierarchical priority of virtual furniture 1 is higher than that of virtual furniture 3, the relevant area of virtual furniture 1 is displayed in the overlapping area 2.
[0062] Corresponding to the above method embodiment, see Figure 10 The structure diagram of an object operation device in a game is shown, in which a graphical user interface is provided through a terminal device, and the graphical user interface includes multiple virtual objects; the device includes: a display module 100, which is used to respond to a trigger operation on a first area in the graphical user interface and display operation controls of multiple target virtual objects associated with the first area; wherein there is an overlapping area between the display areas of the multiple target virtual objects; an execution module 101, which is used to respond to a trigger operation on a first operation control among the operation controls of the multiple target virtual objects and perform a specified operation on the target virtual object corresponding to the first operation control.
[0063] The object manipulation device in the aforementioned game first responds to a triggering operation on a first area of a graphical user interface, displaying manipulation controls for multiple target virtual objects associated with the first area; wherein the display areas of the multiple target virtual objects overlap; then, in response to a triggering operation on a first manipulation control among the manipulation controls for the multiple target virtual objects, performs a designated operation on the target virtual object corresponding to the first manipulation control. In this device, after the first area is triggered and the manipulation controls for the multiple target virtual objects associated with the first area are displayed, the player can trigger any of the multiple manipulation controls to directly perform a designated operation on the target virtual object corresponding to that manipulation control. This method simplifies the operation steps and can enhance the player's gaming experience.
[0064] In an optional embodiment, the first area is an overlapping area of the display areas of multiple virtual objects in the graphical user interface; the display module is also used to: respond to a trigger operation on the overlapping area in the graphical user interface, display operation controls of multiple target virtual objects associated with the overlapping area, and the multiple target virtual objects are virtual objects corresponding to the multiple display areas constituting the overlapping area.
[0065] In an optional embodiment, at different viewing angles, overlapping areas of display areas of multiple virtual objects in the graphical user interface are different.
[0066] In an optional embodiment, the display module is also used to: respond to a trigger operation on the overlapping area in the graphical user interface, and display the operation controls of multiple target virtual objects in order of the hierarchical priority of each target virtual object in the multiple target virtual objects from high to low.
[0067] In an optional embodiment, the first area is a non-overlapping area of the display area of the first target virtual object among the multiple target virtual objects; the display module is also used to: respond to a trigger operation on the non-overlapping area of the display area of the first target virtual object in the graphical user interface, and display operation controls of the multiple target virtual objects; the multiple target virtual objects are virtual objects corresponding to the multiple display areas constituting the first overlapping area; wherein the first overlapping area is an overlapping area of the display area of the first target virtual object.
[0068] In an optional embodiment, the execution module is further configured to: respond to a triggering operation of a first operation control among operation controls for multiple target virtual objects, and select the target virtual object corresponding to the first operation control.
[0069] In an optional embodiment, the execution module is further configured to: in response to a selection operation on a target virtual object corresponding to the first operation control, cancel display of the operation controls of the multiple target virtual objects associated with the first area.
[0070] In an optional embodiment, the execution module is also used to: respond to a selection operation on the target virtual object corresponding to the first operation control, and display an operable control for the target virtual object corresponding to the first operation control; wherein the operable control is used to: indicate an executable operation acting on the target virtual object corresponding to the first operation control.
[0071] In an optional embodiment, each operation control includes a hidden button; the execution module is also used to: respond to the triggering operation of the hidden button of the first operation control in the operation controls for multiple target virtual objects, display the target virtual object corresponding to the first operation control in a first display format; and cancel the display of the operation controls for multiple target virtual objects associated with the first area.
[0072] In an optional embodiment, the operation controls of multiple target virtual objects are arranged and displayed in descending order according to the hierarchical priority of each target virtual object; the execution module is also used to: respond to the triggering movement operation of the first operation control among the operation controls of the multiple target virtual objects, move the first operation control to the display position of the second operation control; and swap the display positions of the first operation control and the second operation control.
[0073] In an optional embodiment, the execution module is also used to: in response to swapping the display positions of the first operation control and the second operation control, cancel the display of the operation controls of multiple target virtual objects associated with the first area; if the swapped first operation control is the operation control with the highest hierarchical priority, adjust the target virtual object corresponding to the second operation control displayed in the overlapping area to the target virtual object corresponding to the first operation control.
[0074] The object operation device in the game provided by the embodiment of the present disclosure has the same implementation principle and technical effects as those in the aforementioned object operation method embodiment in the game. For the sake of brief description, for matters not mentioned in the embodiment of the object operation device in the game, reference may be made to the corresponding content in the aforementioned object operation method embodiment in the game.
[0075] The present disclosure also provides an electronic device. Figure 11 As shown, the electronic device includes a processor 130 and a memory 131 , wherein the memory 131 stores machine executable instructions that can be executed by the processor 130 , and the processor 130 executes the machine executable instructions to implement the object operation method in the above-mentioned game.
[0076] Furthermore, Figure 11 The electronic device shown further includes a bus 132 and a communication interface 133 , and the processor 130 , the communication interface 133 and the memory 131 are connected via the bus 132 .
[0077] The memory 131 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 133 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 132 may be an ISA bus, a PCI bus, or an EISA bus. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 11 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0078] The processor 130 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 130. The above-mentioned processor 130 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, etc. The storage medium is located in memory 131, and processor 130 reads information in memory 131 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0079] The embodiment of the present disclosure also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions prompt the processor to implement the object operation method in the above-mentioned game. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0080] The computer program product of the object operation method, device and electronic device in the game provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments and will not be repeated here.
[0081] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0082] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present disclosure, rather than to limit them. Although the present disclosure has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or replace some or all of the technical features therein with equivalents. However, these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present disclosure.
Claims
1. A method for operating an object in a game, characterized in that: Displaying a game scene through a graphical user interface, wherein the game scene includes a plurality of virtual objects; the method includes: When a virtual camera located in the game scene is located at a first position, the game scene corresponding to a first perspective is displayed in the graphical interface, wherein at the first perspective, there is no overlapping area between the multiple virtual objects in the game scene, and the first perspective is the perspective corresponding to the virtual camera when it is in the first position; In response to a viewing angle control operation, controlling the virtual camera to move from the first position to a second position; When the virtual camera is located at a second position, a game scene corresponding to a second perspective is displayed in the graphical interface, wherein at the second perspective, at least some of the multiple virtual objects in the game scene have overlapping areas, and the second perspective is the perspective corresponding to the virtual camera being in the second position; In response to a first trigger operation on the overlapping area, displaying operation controls of a plurality of target virtual objects associated with the overlapping area; wherein the plurality of target virtual objects are virtual objects constituting the overlapping area among the plurality of virtual objects; In response to a triggering operation of a first operation control among the operation controls for the multiple target virtual objects, a specified operation is performed on the target virtual object corresponding to the first operation control; wherein the specified operation includes at least one of the following: selecting, hiding, and adjusting the hierarchical priority operations performed on the target virtual object corresponding to the first operation control.
2. The method according to claim 1, characterized in that The step of displaying the operation controls corresponding to the multiple target virtual objects is: A list interface is displayed, wherein the list interface includes a plurality of operation controls arranged in a preset manner.
3. The method according to claim 1, characterized in that Under different viewing angles, the positions of the overlapping areas formed by the multiple target virtual objects are different.
4. The method according to claim 1, wherein The operation controls are arranged according to the display priority of the target virtual object in the graphical user interface.
5. The method according to claim 4, characterized in that Along the acquisition direction of the virtual camera, the display priority of the first virtual object close to the virtual camera is greater than the display priority of the second virtual object far away from the virtual camera, wherein the area constituting the overlapping area of the first target virtual object is close to the virtual camera, and the area constituting the overlapping area of the second target virtual object is far away from the virtual camera.
6. The method according to claim 1, characterized in that The method further comprises: In response to a triggering operation on the non-overlapping area of the target virtual objects, a first target virtual object is selected.
7. The method according to claim 1, characterized in that The method further comprises: When the target virtual object is selected, the operation controls corresponding to the multiple target virtual objects are controlled to be canceled from being displayed.
8. The method according to claim 1 or 6, wherein: The method further comprises: When the target virtual object is selected, the operable controls corresponding to the target virtual object are controlled to be displayed, wherein the operable controls include at least one of the following: a delete control, a select control, a new add control, and a confirm control.
9. The method according to claim 1, characterized in that Each of the operation controls includes a hidden button; and the step of responding to a triggering operation of a first operation control among the operation controls for the multiple target virtual objects and performing a specified operation on the target virtual object corresponding to the first operation control includes: In response to a triggering operation of a hiding button of a first operation control among the operation controls for the multiple target virtual objects, the target virtual object corresponding to the first operation control is displayed in a first display format.
10. The method according to claim 4, characterized in that The step of responding to a triggering operation of a first operation control among the operation controls for the multiple target virtual objects and performing a specified operation on the target virtual object corresponding to the first operation control includes: In response to a trigger movement operation of the first operation control among the operation controls for the multiple target virtual objects, moving the first operation control to a display position of a second operation control; The display positions of the first operation control and the second operation control are swapped.
11. The method according to claim 10, characterized in that After the step of swapping the display positions of the first operation control and the second operation control, the method further includes: If the first operation control after the swap is the operation control with the highest hierarchical priority, the target virtual object corresponding to the second operation control displayed in the overlapping area is adjusted to be displayed as the target virtual object corresponding to the first operation control.
12. A method for operating an object in a game, characterized in that: Displaying a game scene through a graphical user interface, wherein the game scene includes a plurality of virtual objects; the method includes: According to the perspective control operation, controlling the movement of a virtual camera located in the game scene so that the graphical user interface displays the display positions of the multiple virtual objects at different perspectives; Receive trigger operations on the graphical user interface; Under the current viewing angle, when the trigger position of the trigger operation corresponds to an area forming an overlapping area of multiple target virtual objects, displaying operation controls corresponding to the multiple target virtual objects; In response to a triggering operation of a first operation control among the operation controls for the multiple target virtual objects, a specified operation is performed on the target virtual object corresponding to the first operation control; wherein the specified operation includes at least one of the following: selecting, hiding, and adjusting the hierarchical priority operations performed on the target virtual object corresponding to the first operation control.
13. The method according to claim 12, characterized in that When the virtual camera is controlled to move, the position of the overlapping area formed by the multiple target virtual objects changes with the movement of the virtual camera.
14. An electronic device, characterized in that: The invention comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the object operation method in the game according to any one of claims 1 to 13.
15. A machine-readable storage medium, characterized in that The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the object operation method in the game according to any one of claims 1 to 13.
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