Material transfer method and device, electronic equipment and computer readable storage medium

By detecting and displaying the lack of marks and transfer marks in the game, the material transfer is automatically completed, which solves the problem of low material transfer efficiency in the existing technology, and improves the material transfer efficiency and game experience in the game.

CN119587991APending Publication Date: 2025-03-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411825046.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-11
Publication Date
2025-03-11

AI Technical Summary

Technical Problem

In the game, when the virtual character lacks supplies, it is necessary to send a material acquisition request to the teammates, a teammate throws the materials and picks up the virtual character, resulting in low efficiency in material transfer.

Method used

By detecting whether the second game character is short of supplies, and displaying the lack of materials and material transfer signs on the graphical user interface, the material transfer progress is intuitively displayed. If the progress meets the preset conditions, the target materials will be automatically transferred from the first game character to the second game character.

Benefits of technology

It improves the efficiency of material transfer, reduces the time for virtual characters to query teammates' materials, and enhances the game experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a material transfer method and device, electronic equipment and a computer readable storage medium. According to the embodiment of the invention, whether a second game role lacks at least one material or not is detected; in response to the detection that the second game role lacks at least one material, displaying a material lacking identifier of the second game role on the graphical user interface, the material lacking identifier being used for indicating the at least one material lacked by the second game role; in response to a trigger operation for the material lack identifier, displaying a material transfer identifier in the game scene, the material transfer identifier being used for indicating a progress of transferring a target material in the materials from the first game role to the second game role; and if the progress meets a preset progress condition, transferring the target material of the first game role to the second game role, so that the material transfer efficiency can be improved.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a material transfer method, device, electronic device and computer-readable storage medium. Background Art

[0002] During the game, the virtual character can pick up supplies scattered on the road and use the supplies to complete the game tasks.

[0003] Currently, when a virtual object is short of supplies, the virtual character can send a supply acquisition request to teammates who have supplies. The teammates who have supplies then drop the corresponding supplies on a road based on the supply acquisition request, and the virtual character then moves to the road to pick up the corresponding supplies.

[0004] However, under this method, not only may the virtual character not be able to find the discarded supplies, but it also needs to spend a lot of time to inquire about the supply status of each teammate, which is time-consuming and labor-intensive, resulting in low efficiency in supply transfer. Summary of the invention

[0005] The embodiments of the present application provide a material transfer method, device, electronic device and computer-readable storage medium, which can improve the efficiency of material transfer.

[0006] In a first aspect, an embodiment of the present application provides a material transfer method, wherein a game scene is displayed through a graphical user interface of a first terminal, the game scene includes a first game character and a second game character, the first game character is controlled by the first terminal, and the method includes:

[0007] Detecting whether the second game character lacks at least one material;

[0008] In response to detecting that the second game character lacks at least one material, displaying a material shortage mark of the second game character on the graphical user interface, wherein the material shortage mark is used to indicate the at least one material that the second game character lacks;

[0009] In response to a triggering operation of the material shortage indicator, a material transfer indicator is displayed in the game scene, the material transfer indicator is used to indicate the progress of transferring the target material in the materials from the first game character to the second game character;

[0010] If the progress meets the preset progress condition, the target material of the first game character is transferred to the second game character.

[0011] In a second aspect, an embodiment of the present application further provides a material transfer device, which displays a game scene through a graphical user interface of a first terminal, wherein the game scene includes a first game character and a second game character, and the first game character is controlled by the first terminal, and the device includes:

[0012] A material detection module, used to detect whether the second game character lacks at least one material;

[0013] A first display module, configured to display a material shortage mark of the second game character on the graphical user interface in response to detecting that the second game character lacks at least one material, wherein the material shortage mark is used to indicate the at least one material that the second game character lacks;

[0014] A second display module, in response to a triggering operation of the material shortage mark, displays a material transfer mark in the game scene, wherein the material transfer mark is used to indicate the progress of transferring the target material in the materials from the first game character to the second game character;

[0015] The material transfer module is used to transfer the target material of the first game character to the second game character if the progress meets the preset progress condition.

[0016] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; the above-mentioned processor loads instructions from the above-mentioned memory to execute any one of the material transfer methods provided in the embodiments of the present application.

[0017] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, wherein the computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for loading by a processor to execute any one of the material transfer methods provided in the embodiments of the present application.

[0018] In an embodiment of the present application, it is detected whether the second game character is short of at least one material. In response to detecting that the second game character is short of at least one material, a material shortage mark of the second game character is displayed on a graphical user interface, and the material shortage mark is used to indicate that the second game character is short of at least one material. In response to a triggering operation on the material shortage mark, a material transfer mark is displayed in the game scene, and the material transfer mark is used to indicate the progress of transferring a target material in the materials from the first game character to the second game character. If the progress meets a preset progress condition, the target material of the first game character is transferred to the second game character. When the second game character is short of at least one material and the progress meets the preset progress condition, the target material is directly transferred from the first game character to the second game character without discarding the target material on the road, thereby ensuring that the second game character can obtain the target material and improving the efficiency of material transfer. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.

[0020] Figure 1 It is a schematic diagram of a material transfer system provided in an embodiment of the present application;

[0021] Figure 2 This is a schematic diagram of an embodiment of the material transfer method provided in the embodiment of the present application;

[0022] Figure 3 is a schematic diagram of a graphical user interface of a first terminal provided in an embodiment of the present application;

[0023] Figure 4 is another schematic diagram of a graphical user interface of a first terminal provided in an embodiment of the present application;

[0024] Figure 5 is another schematic diagram of a graphical user interface of a first terminal provided in an embodiment of the present application;

[0025] Figure 6 is another schematic diagram of a graphical user interface of a first terminal provided in an embodiment of the present application;

[0026] Figure 7 is another schematic diagram of a graphical user interface of a first terminal provided in an embodiment of the present application;

[0027] Figure 8 is another schematic diagram of a graphical user interface of a first terminal provided in an embodiment of the present application;

[0028] Fig. 9 is another schematic diagram of a graphical user interface of a first terminal provided in an embodiment of the present application;

[0029] Fig.10 is another schematic diagram of a graphical user interface of a first terminal provided in an embodiment of the present application;

[0030] Fig.11 is a schematic diagram of a graphical user interface of a first terminal and a graphical user interface of a second terminal provided in an embodiment of the present application;

[0031] Fig.12 is a schematic diagram of a graphical user interface of a second terminal provided in an embodiment of the present application;

[0032] Fig.13is another schematic diagram of a graphical user interface of a second terminal provided in an embodiment of the present application;

[0033] Fig.14 is another schematic diagram of a graphical user interface of a first terminal provided in an embodiment of the present application;

[0034] Fig.15 This is another example flow chart of the material transfer method provided in the embodiment of the present application;

[0035] Fig.16 It is a structural schematic diagram of a material transfer device provided in an embodiment of the present application;

[0036] Fig.17 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0037] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.

[0038] Before explaining the embodiments of the present application in detail, some terms involved in the embodiments of the present application are first explained.

[0039] Among them, in the description of the embodiment of the present application, the terms "first", "second", etc. can be used in this article to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another concept. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices. "Multiple" refers to two or more.

[0040] The embodiments of the present application provide a material transfer method, device, electronic device, and computer-readable storage medium. Specifically, the material transfer method of the embodiments of the present application can be executed by an electronic device, wherein the electronic device can be a terminal or a server, and the terminal can include a first terminal and a second terminal.

[0041] The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc.

[0042] The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), as well as big data and artificial intelligence platforms.

[0043] For example, Figure 1 As shown, the electronic device is described by taking the first terminal 10 as an example. The first terminal 10 displays a game scene through a graphical user interface. The game scene includes a first game character and a second game character. The first game character is controlled by the first terminal 10, and the second game character is controlled by the second terminal 30. The first terminal 10 detects whether the second game character lacks at least one material. In response to detecting that the second game character lacks at least one material, a material shortage mark of the second game character is displayed on the graphical user interface. The material shortage mark is used to indicate that the second game character lacks at least one material. In response to the triggering operation of the material shortage mark, the first terminal 10 displays a material transfer mark in the game scene. The material transfer mark is used to indicate the progress of transferring the target material in the materials from the first game character to the second game character, and through the server 20, the material transfer mark is displayed in the game scene on the second terminal. If the progress meets the preset progress condition, the first terminal 10 sends a transfer completion instruction to the server 20, and the server 20 transfers the target material of the first game character to the second game character based on the transfer completion instruction.

[0044] The following is a detailed description of the embodiments in conjunction with the accompanying drawings. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flow chart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.

[0045] In this embodiment, a first terminal is used as an example for explanation. A game scene is displayed through a graphical user interface of the first terminal. The game scene includes a first game character and a second game character. The first game character is controlled by the first terminal. This embodiment provides a material transfer method, such as Figure 2As shown, the specific process of the material transfer method can be as follows:

[0046] 201. Detect whether the second game character lacks at least one kind of material.

[0047] The game scene is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene.

[0048] The game scene may include scene objects controlled by the user and scene objects not controlled by the user. Scene objects controlled by the user may include game characters and game props, and scene objects not controlled by the user may include buildings, trees, roads, and the sky.

[0049] The game characters may include a first game character and a second game character, the first game character is a game character controlled by the first terminal, the second game character is a game character controlled by the second terminal, and the second game character may include at least one. The first game character and the second game character may belong to the same game camp or to an alliance game camp.

[0050] Supplies refer to various resources used in the game scene to help complete game tasks. The situation of determining whether the second game character lacks at least one kind of supplies can be set according to the actual situation. For example, when the amount of a certain kind of supplies possessed by the second game character is less than a preset threshold, it is determined that the second game character lacks the kind of supplies, or, when the supplies are ammunition, if the ammunition possessed by the second game character is not enough to fill the upper limit of the main weapon, it is determined that the second game character lacks ammunition, or, when the supplies are medicines, if the medicines possessed by the second game character are not enough to fill the upper limit of a single blood volume (for example, a single blood volume is 100, there are 5 medicines, and each medicine replenishes 10 blood volume, then it is determined that the medicine is lacking), then it is determined that the second game character lacks the medicine, and this embodiment is not limited here.

[0051] In some embodiments, the method of triggering the detection of whether the second game character is lacking at least one material can be set according to actual conditions, and this embodiment does not limit this.

[0052] For example, the process of detecting whether the second game character lacks at least one material may be:

[0053] In response to the type of the first game character being a preset character type, a detection is triggered as to whether the second game character lacks at least one kind of material.

[0054] Among them, the preset role type can be set according to the actual situation. For example, the preset role type can be a captain or a doctor, which is not limited in this embodiment.

[0055] For another example, detecting whether the second game character lacks at least one material includes:

[0056] In response to the first game character and the second game character satisfying a preset position relationship, a detection is triggered to determine whether the second game character lacks at least one material.

[0057] Among them, the preset position relationship is a pre-set relationship used to indicate whether to trigger the detection of whether the second game character lacks at least one material. It can be set according to actual conditions. For example, the preset position relationship can be a distance less than 5 meters or 10 meters, which is not limited in this embodiment.

[0058] In this embodiment, in response to the first game character and the second game character satisfying a preset position relationship, a trigger is triggered to detect whether the second game character is short of at least one material, so that when the first game character and the second game character are in close distance, the trigger is again triggered to detect whether the second game character is short of at least one material, thereby achieving a balance between material transfer efficiency and game fairness and avoiding cheating.

[0059] 202. In response to detecting that the second game character lacks at least one kind of material, displaying a material shortage indicator of the second game character on a graphical user interface, where the material shortage indicator is used to indicate the at least one kind of material that the second game character lacks.

[0060] Among them, the material shortage mark is used to indicate that the second game character lacks at least one material. The type of the material shortage mark can be set according to actual conditions. For example, the material shortage mark can be at least one of text and image, which is not limited in this embodiment.

[0061] Optionally, the material shortage indicator is displayed as a control so that the material shortage indicator can be triggered.

[0062] In response to detecting that the second game character is short of at least one material, a material shortage mark for the second game character is displayed on a graphical user interface. This can be understood as the first terminal displaying the material shortage mark for the second game character on a graphical user interface when detecting that the second game character is short of at least one material. Alternatively, it can be understood as the server generating a material shortage mark for the second game character and sending it to the first terminal when detecting that the second game character is short of at least one material, and the first terminal then displaying the material shortage mark for the second game character on a graphical user interface.

[0063] In some embodiments, the material shortage indicator may also be used to indicate the quantity of at least one material possessed by the second game character.

[0064] For example, the missing material indicator on the GUI can be Figure 3 As shown, the shortage mark not only shows the medicine that the second game character lacks, but also shows that the number of the medicine that the second game character has is 5.

[0065] In some embodiments, the display position of the shortage mark on the graphical user interface can be set according to actual conditions. For example, the shortage mark can be displayed at any position in the graphical user interface, or the shortage mark of the second game character is displayed on the graphical user interface, including at least one of the following:

[0066] At the position of the second game character in the graphical user interface, a sign indicating that the second game character's supplies are missing is displayed;

[0067] A material shortage indicator of the second game character is displayed at the second game character indicator of the graphical user interface, wherein the second game character indicator is displayed in a preset area of ​​the graphical user interface.

[0068] The position of the second game character may refer to a position within a certain distance from the second game character. For example, the position of the second game character may refer to the head of the second game character. When a lack of supplies mark is displayed on the head of the second game character, it can be intuitively indicated that the second game character lacks at least one supply. At this time, the lack of supplies mark may be, for example, Figure 3 shown.

[0069] The preset area refers to an area in the graphical user interface for displaying game character identifiers. Its position on the graphical user interface can be set according to actual conditions. For example, the preset area can be located in the upper left corner of the graphical user interface. The second game character identifier is player 2. In this case, the graphical user interface can be as follows: Figure 3 shown.

[0070] A second game character identifier is displayed in the preset area, and a material shortage identifier of the second game character can be displayed at the second game character identifier to intuitively indicate that the second game character is short of at least one material.

[0071] In this embodiment, a supply shortage mark of the second game character is displayed at the position of the second game character in the graphical user interface, and a supply shortage mark of the second game character is displayed at the second game character mark in the graphical user interface, wherein the second game character mark is displayed in a preset area of ​​the graphical user interface, intuitively indicating that the second game character is short of at least one material.

[0072] In some embodiments, a UI interface may also be displayed through a graphical user interface. The UI interface may include, for example, game controls (game controls such as skill controls, movement controls, function controls, etc.), indicator marks (indicator marks such as direction indicator marks, role indicator marks, etc.), information display area (information displayed in the information display area such as the number of kills, game time, etc.), and game setting controls (game setting controls such as system settings, stores, gold coins, etc.).

[0073] 203. In response to a triggering operation on a material shortage indicator, a material transfer indicator is displayed in the game scene, where the material transfer indicator is used to indicate the progress of transferring a target material in the materials from the first game character to the second game character.

[0074] The trigger operation may include at least one. The type of the trigger operation may be set according to actual conditions, for example, the trigger operation may be a click operation or a long press operation, which is not limited in this embodiment.

[0075] The target material may be at least one material, or the target material may be some materials in the at least one material. When the target material is some materials in the at least one material, the first terminal may select the target material from the at least one material.

[0076] The material transfer mark can be represented in at least one of a graphic and text form. In some embodiments, in order to more intuitively represent the progress of transferring the target material in the material from the first game character to the second game character, the material transfer mark can be represented in the form of a graphic.

[0077] It can be understood that since the material transfer identifier is used to indicate the progress of transferring the target material in the materials from the first game character to the second game character, and the progress of transferring the target material from the first game character to the second game character will change with the change of time, therefore, with the change of time, the progress indicated by the material transfer identifier changes dynamically, that is, after the material transfer identifier is displayed, the progress indicated on the material transfer can be updated.

[0078] In this embodiment, in response to the trigger operation of the material shortage mark, only the transfer of the target material from the first game character to the second game character is triggered. The transfer of the target material takes a certain amount of time, and then the material transfer mark is displayed in the game scene. The progress of transferring the target material from the first game character to the second game character is indicated by the material transfer mark, rather than responding to the trigger operation of the material shortage mark and directly adding the target material to the backpack of the second game character, thereby achieving a balance between material transfer efficiency and game fairness and avoiding cheating.

[0079] In addition, the material transfer mark is displayed in the game scene so that players can intuitively understand the progress of transferring the target materials.

[0080] In some embodiments, in response to a trigger operation on a material shortage indicator, displaying a material transfer indicator in a game scene includes:

[0081] In response to a trigger operation on the lack of supplies indicator, displaying a supplies panel on the graphical user interface, wherein the supplies panel is configured to display at least one supply that the second game character lacks;

[0082] In response to a triggering operation on a target material in the material panel, a material transfer mark is displayed in the game scene.

[0083] Among them, the trigger operation of the material panel may include at least one, and the type of the trigger operation of the material panel can be set according to actual conditions. For example, the trigger operation of the material panel can be a click operation or an input operation, which is not limited in this embodiment.

[0084] The material panel is used to select target materials, or the material panel is used to select target materials and set the quantity of target materials. The material panel displays the materials and the quantity of the materials possessed by the first game character. For example, the material panel can be as follows: Figure 4 As shown, the first terminal can respond to a click operation on materials on the material panel, determine the materials selected by the click operation as target materials, respond to a click operation on the quantity of target materials, obtain the quantity of target materials as 3, respond to a click operation on the "Supply" control, start transferring the 3 target materials of the first game character to the second game character, and display the material transfer mark in the game scene.

[0085] In some embodiments, the second game characters include at least two, the material shortage marks include at least two, the trigger operation on the material shortage mark is a trigger operation on any material shortage mark, the material panel also includes the character mark of the second game character, and this embodiment also includes:

[0086] In response to a selection operation on at least one character identifier, a second game character corresponding to the character identifier corresponding to the selection operation is selected as a target second game character.

[0087] At this time, each second game character has a corresponding lack of supplies mark. The target supplies determined by the first terminal are the supplies transferred to the target second game character. For example, the second game characters include the second game character r1 and the second game character r2. The lack of supplies mark of the second game character r1 and the lack of supplies mark of the second game character r2 can be as follows: Figure 5 As shown, in response to a trigger operation for any material lacking an identification, the displayed material panel may be as follows Figure 6As shown, at this time, in response to the selection operation on r1, the second game character r1 is determined as the target second game character, in response to the click operation on the material m1 on the material panel, the material m1 selected by the click operation is determined as the target material, in response to the click operation on the quantity of the material m1, the quantity of the material m1 is obtained as 3, and the 3 materials m1 of the first game character are transferred to the second game character r1.

[0088] In this embodiment, the second game characters include at least two, the material shortage identification includes at least two, the triggering operation of the material shortage identification is the triggering operation of any material shortage identification, the material panel also includes the character identification of the second game character, and in response to the selection operation of at least one character identification, the second game character corresponding to the character identification corresponding to the selection operation is selected as the target second game character, so that the target material can be transferred to each second game character by triggering the display of the material panel of any material shortage identification, without triggering the display of the material panel of the material shortage identification of each second game character to start transferring the target material to each second game character, thereby further improving the material transfer efficiency.

[0089] In some embodiments, the target second game characters include multiple ones, the triggering operation on the target material in the material panel includes a first selection operation and a confirmation operation on the material panel, and in response to the triggering operation on the target material in the material panel, the material transfer mark is displayed in the game scene, including:

[0090] In response to a first selection operation on the material panel, determining the material corresponding to the first selection operation as a target material;

[0091] In response to the confirmation operation on the supply panel, the supply transfer mark of each target second game character is displayed.

[0092] The type of the confirmation operation may be set according to actual conditions. For example, the confirmation operation may be a click operation or a long press operation, which is not limited in this embodiment.

[0093] The material transfer identifier of each target second game character can be the same, or one target second game character can correspond to one material transfer identifier.

[0094] Optionally, in the process of displaying the material transfer mark, the transfer of the target materials of each target second game character to each target second game character can be triggered simultaneously, or the transfer of the target materials of one target second game character to the target second game character can be triggered first, and when the transfer is completed, the transfer of the target materials of the next target second game character can be triggered.

[0095] The target materials of each target second game character may be the same or different. When the target materials of each target second game character are different, for example, the second game characters include a second game character r1 and a second game character r2, and the material missing mark of the second game character r1 and the material missing mark of the second game character r2 can be as follows: Figure 5 As shown, in response to a trigger operation for any material lacking an identification, the displayed material panel may be as follows Figure 6 As shown, at this time, in response to the selection operation on r1, the second game character r1 is determined as the target second game character, in response to the click operation on the material m1 on the material panel, the material m1 selected by the click operation is determined as the target material, in response to the click operation on the quantity of the material m1, the quantity of the material m1 is obtained as 3, in response to the selection operation on r2, the second game character r2 is determined as the target second game character, in response to the click operation on the material m2 on the material panel, the material m2 selected by the click operation is determined as the target material, in response to the click operation on the quantity of the material m2, the quantity of the target material is obtained as 5, in response to the click operation on the "Supply" control, in response to the click operation on the "Supply" control, the material transfer mark is displayed, and the 3 materials m1 of the first game character are transferred to the second game character r1, and the 5 materials m2 of the first game character are transferred to the second game character r2.

[0096] When the target materials of each target second game character are the same, for example, the second game characters include a second game character r1 and a second game character r2, the material missing mark of the second game character r1 and the material missing mark of the second game character r2 can be as follows: Figure 5 As shown, in response to a trigger operation for any material lacking an identification, the displayed material panel may be as follows Figure 6 As shown, at this time, in response to the selection operation on r1, the second game character r1 is determined as the target second game character, in response to the selection operation on r2, the second game character r2 is determined as the target second game character, in response to the click operation on the material m1 on the material panel, the material m1 selected by the click operation is determined as the target material, in response to the click operation on the quantity of the material m1, the quantity of the material m1 is obtained as 3, and in response to the click operation on the "Supply" control, the 3 materials m1 of the first game character are transferred to the second game characters r1 and r2.

[0097] In this embodiment, in response to the first selection operation on the material panel, the material corresponding to the first selection operation is determined as the target material, and in response to the confirmation operation on the material panel, the material transfer mark of each target second game character is displayed. By implementing the confirmation operation on the material panel, the material transfer mark of each target second game character can be displayed, and the transfer of the target material to each target second game character can be triggered, thereby further improving the efficiency of material transfer.

[0098] In some embodiments, in response to the triggering operation of the lack of material mark, when the first terminal displays the material transfer mark in the game scene, it can also send a display instruction to the second terminal so that the material transfer mark is displayed in the game scene displayed on the second terminal. The second terminal is a terminal that controls the second game character, and the first terminal can directly send the display instruction to the second terminal, or first send the display instruction to the server, and the server then sends the display instruction to the second terminal.

[0099] In some embodiments, the material transfer indicator includes a progress bar area and a progress bar located in the progress bar area, and in response to a trigger operation of the material shortage indicator, the material transfer indicator is displayed in the game scene, including:

[0100] In response to a triggering operation of a lack of a material mark, determining a size corresponding to a progress bar area;

[0101] Based on the size, a progress bar area is displayed in the game scene, and a progress bar is displayed in the progress bar area.

[0102] The size corresponding to the progress bar area may refer to at least one of the length and width of the progress bar area. The size of the progress bar area may be a preset fixed size, or the size of the progress bar area may also be a size determined according to the real-time situation in the game scene, which is not limited in this embodiment.

[0103] The shape of the progress bar area can be set according to actual conditions. For example, the progress bar area can be a rectangular area, or the progress condition area can be a circular area. This embodiment does not limit this.

[0104] For example, when the progress bar area is a rectangular area, the progress bar area can be as follows Figure 7 As shown in 701, when the progress bar area is a circular area, the progress bar area can be as follows Figure 7 As shown in 702.

[0105] The display position of the progress bar area in the game scene can be any position in the game scene, or the progress bar area can be displayed on the transfer prompt area. Alternatively, the position of the progress bar area in the game scene can be determined according to the position of the first game character and / or the position of the second game character, so that the progress bar area, the first game character and the second game character are associated in the display, so that the player can more intuitively understand that the progress represented by the progress bar on the progress bar area is the progress of the material transfer between the first game character and the second game character.

[0106] When the position of the progress bar area in the game scene is determined based on the position of the first game character and / or the position of the second game character, the progress bar area can be displayed at the position of the head of the first game character, or at the position of the head of the second game character, or in the area surrounding the first game character and the second game character.

[0107] When the progress bar area is displayed at the head position of the second game character, the progress bar area can be as follows Figure 7 As shown in 701, when the progress bar area is displayed on the area surrounding the first game character and the second game character, the progress bar area can be as follows: Figure 7 As shown in 702.

[0108] In this embodiment, the material transfer mark includes a progress bar area and a progress bar located in the progress bar area. In response to a trigger operation of a material lack mark, the size corresponding to the progress bar area is determined, and based on the size, the progress bar area and the progress bar are generated. The progress bar area is displayed in the game scene, and the progress bar is displayed in the progress bar area, so that the player can intuitively understand the progress of the target material transfer through the progress bar displayed on the progress bar area.

[0109] In some embodiments, determining a size corresponding to the progress bar area includes:

[0110] Based on the distance between the first game character and the second game character, the size corresponding to the progress bar area is determined, and the greater the distance, the larger the size.

[0111] The longer the distance is, the larger the size of the progress bar area is, and the closer the distance is, the smaller the size of the progress bar area is.

[0112] For example, the size of the progress bar area is the length of the progress bar area. When the distance between the first game character and the second game character is close, the progress bar area can be as follows: Figure 8 801 or Fig. 9 As shown in 901 in FIG. 1 , when the distance between the first game character and the second game character is far, the progress bar area may be as shown in FIG. Figure 8 802 or Fig. 9 As shown in 902.

[0113] In this embodiment, since the update amplitude parameter of the progress bar is fixed, the larger the size, the longer the time required for the progress indicated by the progress bar on the progress bar area to meet the preset progress condition, and the smaller the size, the shorter the time required for the progress indicated by the progress bar on the progress bar area to meet the preset progress condition. Therefore, when determining the size corresponding to the progress bar area based on the distance between the first game character and the second game character, if the distance is larger, the size can be made larger, so that the time required for the progress indicated by the progress bar on the progress bar area to meet the preset progress condition is longer, and if the distance is closer, the size can be made smaller, so that the time required for the progress indicated by the progress bar on the progress bar area to meet the preset progress condition is shorter, further achieving a balance between material transfer efficiency and game fairness.

[0114] It is understandable that, after the progress bar area is displayed, if the distance between the first game character and the second game character changes, the progress bar area can be updated in real time according to the distance between the first game character and the second game character.

[0115] It can be understood that when, in response to the first game character and the second game character satisfying a preset position relationship, the detection of whether the second game character is missing at least one material is triggered, in the process of updating the progress bar area in real time according to the distance between the first game character and the second game character, if the distance between the first game character and the second game character increases to the point where the preset position relationship between the second game character and the first game character is no longer satisfied, the transmission of the target material is terminated.

[0116] In some embodiments, when a material transfer mark is displayed in a game scene in response to a trigger operation on a target material in a material panel, the size corresponding to a progress bar area may be determined in response to a trigger operation on a target material in the material panel, and based on the size, the progress bar area may be displayed in the game scene, and a progress bar may be displayed in the progress bar area.

[0117] In some embodiments, after displaying the material transfer mark in the game scene in response to the triggering operation of the material shortage mark, the method further includes:

[0118] Get the update amplitude parameters of the progress bar;

[0119] Update the progress bar based on the update amplitude parameter.

[0120] The update amplitude parameter is used to indicate the distance the progress bar advances per unit time. When the progress bar advances, it means that the progress bar becomes longer, which means that the progress indicated by the progress bar is closer to the progress that meets the preset progress condition. The update amplitude parameter can be a preset fixed parameter, or the update amplitude parameter can also be a parameter determined according to the real-time situation in the game scene, which is not limited in this embodiment.

[0121] When the update amplitude parameter is a parameter determined according to the real-time situation in the game scene, the update amplitude parameter of the progress bar is obtained, including:

[0122] The distance between the first game character and the second game character is mapped to obtain an update amplitude parameter of the progress bar, wherein the larger the distance is, the smaller the update amplitude parameter is.

[0123] When the size of the progress bar area is fixed, the smaller the update amplitude parameter is, the smaller the distance the progress bar advances in each unit time, which means that it takes more time for the progress indicated by the progress bar to meet the preset distance condition. The larger the update amplitude parameter is, the larger the distance the progress bar advances in each unit time, which means that it takes less time for the progress indicated by the progress bar to meet the preset distance condition. Therefore, when mapping the distance between the first game character and the second game character to obtain the update amplitude parameter of the progress bar, if the distance is greater, the update amplitude parameter can be made smaller, thereby making it take longer for the progress indicated by the progress bar on the progress bar area to meet the preset progress condition. If the distance is closer, the update amplitude parameter can be made larger, thereby making it take less time for the progress indicated by the progress bar on the progress bar area to meet the preset progress condition, thereby further achieving a balance between material transfer efficiency and game fairness.

[0124] It is understandable that, after the progress bar area is displayed, if the distance between the first game character and the second game character changes, the update amplitude parameter can be updated in real time according to the distance between the first game character and the second game character.

[0125] In some embodiments, the material transfer mark also includes a material interaction area, and the first game character and the second game character are located in the material interaction area.

[0126] The material interaction area refers to an area surrounding the first game character and the second game character. The size of the material interaction area can be a preset fixed size, for example, the material interaction area can be a circular area with the position of the first game character as the center and the distance in the preset distance condition as the radius, or the size of the material interaction area can be determined according to the distance between the first game character and the second game character, which is not limited in this embodiment.

[0127] Since the first game character and the second game character are located in the material interaction area, the material interaction area can be generated according to the position of the first game character and the position of the second game character.

[0128] In this embodiment, the material transfer mark displayed in the game scene also includes a material interaction area. The first game character and the second game character are located in the material interaction area. The first game character, the second game character and the progress bar area are associated through the material interaction area, so that the player can more intuitively understand that the progress represented by the progress bar on the progress bar area is the progress of the material transfer between the first game character and the second game character.

[0129] In some embodiments, the present embodiment further includes:

[0130] When it is detected that the first game character and / or the second game character moves out of the material interaction area, the transfer of the target material is ended.

[0131] In this embodiment, the material interaction area is used to trigger whether to end the transfer of target materials. When the first game character and / or the second game character is detected to move out of the material interaction area, the transfer of target materials is ended. When the first game character and / or the second game character is not detected to move out of the material interaction area, the transfer of target materials continues. This allows the transfer of target materials to be constrained by the material interaction area, further balancing the efficiency of material transfer and game fairness. In addition, the material transfer mark can be used not only to constrain the transfer of target materials, but also to indicate the progress of transferring the target materials from the first game character to the second game character.

[0132] In some embodiments, the progress bar area is distributed along the boundary of the material interaction area, and the size of the progress bar area is the boundary size of the material interaction area. At this time, since the size of the progress bar area is the boundary size of the material interaction area, in response to the triggering operation of the material lack mark, the size corresponding to the progress bar area is determined, and based on the size, the progress bar area is displayed in the game scene, and the progress bar is displayed on the progress bar area, including:

[0133] In response to a triggering operation of a lack of identification of a material, determining a boundary size of a material interaction area;

[0134] Based on the boundary size, a material interaction area is displayed in the game scene, a progress bar area is displayed on the boundary of the material interaction area, and a progress bar is displayed on the progress bar area.

[0135] When the size corresponding to the progress bar area is determined based on the distance between the first game character and the second game character, the larger the distance between the first game character and the second game character, the larger the boundary size of the material interaction area.

[0136] In this embodiment, the progress bar area is distributed along the boundary of the material interaction area, and the size of the progress bar area is the boundary size of the material interaction area, so that the material interaction area and the progress bar area are associated in display, so that the player can more intuitively understand that the progress represented by the progress bar on the progress bar area is the progress of the material transfer between the first game character and the second game character. For example, the progress bar area and the material interaction area can be as follows: Fig.10 shown.

[0137] In some embodiments, in response to the triggering operation of the lack of material mark, not only the material transfer mark can be displayed in the game scene, but also the first prompt information that the material is being transferred can be displayed. The first prompt information can be displayed on the graphical user interface, or on the transfer prompt area in the game scene. At this time, the second prompt information that the material is being transferred can also be displayed on the second terminal.

[0138] For example, when a material transfer mark is displayed in the game scene, a first prompt message that materials are being transferred is displayed in the transfer prompt area of ​​the first terminal, a second prompt message that materials are being transferred is displayed on the second terminal, and the material transfer mark includes a progress bar area, the graphical user interface of the first terminal may be as follows: Fig.11 As shown in 1101, the graphical user interface of the second terminal can be as follows Fig.11 As shown in 1102.

[0139] In some embodiments, after displaying the material transfer mark in the game scene in response to the triggering operation of the material shortage mark, the method further includes:

[0140] In response to the use event of the target material on the second terminal, the display style of the material transfer mark is updated.

[0141] The use event of the target material on the second terminal refers to an event generated based on the use operation of the target material triggered on the second terminal. The display style of the material transfer mark is used to indicate the visual effect of the material transfer mark. When the display style of the material transfer mark is updated, the visual effect of the updated material transfer mark changes.

[0142] The type of display style updated in the material transfer mark can be set according to actual conditions. For example, the display style can be color. In this case, the color of the material transfer mark is updated. For another example, the display style can be shape. In this case, the shape of the material transfer mark is updated. This embodiment does not limit this.

[0143] When the display style is color, before the display style of the material transfer identifier is updated in response to the use event of the target material on the second terminal, the material transfer identifier is, for example, yellow; after the display style of the material transfer identifier is updated in response to the use event of the target material on the second terminal, the material transfer identifier is, for example, green.

[0144] The second terminal can respond to the use operation of the target material by updating the display style of the material transfer mark on the second terminal, and generate a use event, and send the use event to the first terminal. The first terminal updates the display style of the material transfer mark on the first terminal based on the use event. Alternatively, the second terminal can respond to the use operation of the target material by generating a use event, and send the use event to the server. The server updates the display style of the material transfer mark in the game scene based on the use event to obtain an updated game scene, and sends the updated game scene to the first terminal and the second terminal. The first terminal and the second terminal both display the updated game scene, so as to update the display style of the material transfer mark on the first terminal and the second terminal.

[0145] The type of the use operation on the target material can be set according to the actual situation. For example, the use control can be displayed on the graphical user interface, and the use operation on the target material is a trigger operation on the use control.

[0146] The position of the control on the graphical user interface can be set according to the actual situation. For example, the control can be located on the second prompt information. In this case, the graphical user interface on the second terminal is as follows: Fig.12 shown.

[0147] After the second terminal updates the display of the material transfer mark, the second terminal can also display usage prompt information on the graphical user interface. The usage prompt information can be, for example, Fig.13 shown.

[0148] In this embodiment, in response to the use event of the target material on the second terminal, the display style of the material transfer mark is updated to indicate whether the target material is used through material transfer marks of different display styles, and the second terminal can trigger the use of the target material during the target material transfer process. When the target material transfer is completed, the second game character is directly controlled to use the target material. There is no need to trigger the use of the target material when the target material transfer is completed, thereby improving the use efficiency of the target material.

[0149] In some embodiments, the second terminal may update the display style of the material transfer logo on the second terminal in response to the use operation of the target material. At this time, the display style of the material transfer logo in the first terminal may not be updated.

[0150] 204. If the progress meets the preset progress condition, the target material of the first game character is transferred to the second game character.

[0151] The progress meeting the preset progress condition may mean that the progress reaches 100%. Specifically, when the progress reaches the upper limit, it means that the progress reaches 100%, or when the progress is indicated by the progress bar on the progress bar area, it may mean that the progress reaches 100%, which is not limited in this embodiment.

[0152] Transferring the target material of the first game character to the second game character may refer to deducting the target material from the backpack or game account of the first game character through the server, and adding the target material to the backpack or game account of the second game character.

[0153] In this embodiment, when the distance between the first game character and the second game character meets the preset distance condition, the target materials can be transferred from the first game character to the second game character without discarding the target materials on the road, thereby improving the efficiency of material transfer. In addition, it is set to take a certain amount of time to transfer the target materials from the first game character to the second game character so as to achieve a balance between material transfer efficiency and game fairness. In addition, the progress of the target material transfer is displayed through the material transfer mark so that the player can directly understand the progress of the target material transfer.

[0154] In some embodiments, when the second game character includes a plurality of second game characters and a target second game character is selected from the plurality of second game characters, if the progress satisfies a preset progress condition, transferring the target material of the first game character to the second game character includes:

[0155] If the progress meets the preset progress conditions, the target materials of the first game character are transferred to the target second game character.

[0156] In some embodiments, when the target material is successfully transferred to the second game character, the first terminal may display a transfer success prompt message on the graphical user interface so that the player can know that the material transfer is successful.

[0157] For example, the successful transfer prompt message can be as follows Fig.14 shown.

[0158] From the above content, it can be seen that in an embodiment of the present application, it is detected whether the second game character is short of at least one material. In response to detecting that the second game character is short of at least one material, a material shortage mark of the second game character is displayed on the graphical user interface, and the material shortage mark is used to indicate that the second game character is short of at least one material. In response to the triggering operation of the material shortage mark, a material transfer mark is displayed in the game scene, and the material transfer mark is used to indicate the progress of transferring the target material in the materials from the first game character to the second game character. If the progress meets the preset progress conditions, the target material of the first game character is transferred to the second game character, so that when the second game character is short of at least one material and the progress meets the preset progress conditions, the target material is directly transferred from the first game character to the second game character, without discarding the target material on the road, ensuring that the second game character can obtain the target material, thereby improving the efficiency of material transfer.

[0159] According to the following Fig.15 , the material transfer method provided in this application is further explained.

[0160] 1501. A first terminal displays a game scene through a graphical user interface and a second terminal displays a game scene through a graphical user interface. The game scene includes a first game character and a second game character. The first game character is controlled by the first terminal and the second game character is controlled by the second terminal.

[0161] 1502. In response to the first game character and the second game character satisfying a preset position relationship, the server detects whether the second game character lacks at least one kind of material.

[0162] 1503. If the server detects that the second game character lacks at least one kind of material, a material shortage mark of the second game character is generated based on the at least one material, where the material shortage mark is used to indicate the at least one material that the second game character lacks.

[0163] 1504. The server sends the material shortage mark to the first terminal, and the first terminal displays the material shortage mark of the second game character on the graphical user interface.

[0164] 1505. The first terminal displays a material panel on a graphical user interface in response to a trigger operation on a material lacking an identification mark, and sends a transfer request for the target material to a server in response to a trigger operation on the target material in the material panel.

[0165] Among them, when the second game characters include at least two, the material shortage marks include at least two, and the triggering operation of the material shortage mark is a triggering operation of any material shortage mark, the material panel also includes the character mark of the second game character, and this embodiment also includes:

[0166] In response to a selection operation on at least one character identifier, a second game character corresponding to the character identifier corresponding to the selection operation is selected as a target second game character.

[0167] 1506. The server obtains the position of the first game character, the position of the second game character, and the boundary size of the material interaction area based on the transfer request of the target material.

[0168] 1507. The server generates a material interaction area based on the position of the first game character, the position of the second game character, and the boundary size of the material interaction area, and generates a progress bar area on the material interaction area and a progress bar on the progress bar area.

[0169] Among them, the progress bar in the progress bar area is used to indicate the progress of transferring the target material in the materials from the first game character to the second game character. The first game character and the second game character are located in the material interaction area, and the progress bar area is distributed along the boundary of the material interaction area.

[0170] It can be understood that since the progress bar area is distributed along the boundary of the material interaction area, the boundary size of the material interaction area can be the size of the progress bar area. For example, when the material interaction area is a circular area, the circumference of the material interaction area is the length of the progress bar area.

[0171] 1508. The server generates a material transfer identifier based on the progress bar area, the progress bar, and the material interaction area, and sends the material transfer identifier to the first terminal and the second terminal.

[0172] 1509. The first terminal displays a material transfer mark in the game scene, and the second terminal displays a material transfer mark in the game scene.

[0173] 15010. The server updates the progress bar based on the update amplitude parameter of the progress bar, and sends the updated progress bar to the first terminal and the second terminal.

[0174] 15011. The first terminal displays an updated progress bar on the material transfer mark and the second terminal displays an updated progress bar on the material transfer mark.

[0175] 15012. The second terminal generates a usage event in response to the usage operation of the target material, and sends the usage event to the server.

[0176] 15013. The server updates the display style of the material transfer logo based on the usage event, and sends the updated material transfer logo to the first terminal and the second terminal.

[0177] 15014. The first terminal displays an updated material transfer logo in the game scene, and the second terminal displays an updated material transfer logo in the game scene.

[0178] 15015. When the server detects that the progress indicated by the progress bar meets the preset progress condition, the server transfers the target materials of the first game character to the target second game character.

[0179] 15016. When the server detects that the first game character and / or the second game character moves out of the material interaction area, the server ends the transfer of the target material and cancels the display of the material transfer mark in the first terminal and the second terminal.

[0180] If the first game character and / or the second game character moves in the material interaction area, it will not affect the transfer of the target material.

[0181] The specific implementation method and corresponding beneficial effects of this embodiment can be specifically referred to the above method embodiment, and this embodiment is not limited here.

[0182] In order to better implement the above method, the embodiment of the present application also provides a material transfer device, which can be specifically integrated into an electronic device, such as a computer device, which can be a terminal, a server, or other device.

[0183] Among them, the terminal can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a personal computer and other devices; the server can be a single server or a server cluster composed of multiple servers.

[0184] For example, in this embodiment, the material transfer device is specifically integrated in the terminal as an example to describe the method of the embodiment of the present application in detail. This embodiment provides a material transfer device, such as Fig.16 As shown, the material transfer device displays a game scene through a graphical user interface of a first terminal, the game scene includes a first game character and a second game character, the first game character is controlled by the first terminal, and the material transfer device may include:

[0185] The material detection module 1601 is used to detect whether the second game character lacks at least one material.

[0186] The first display module 1602 is used to display a material shortage mark of the second game character on the graphical user interface in response to detecting that the second game character lacks at least one material. The material shortage mark is used to indicate the at least one material that the second game character lacks.

[0187] The second display module 1603 is used to display a material transfer mark in the game scene in response to a trigger operation of the material shortage mark, and the material transfer mark is used to indicate the progress of transferring the target material in the materials from the first game character to the second game character.

[0188] The material transfer module 1604 is used to transfer the target material of the first game character to the second game character if the progress meets the preset progress condition.

[0189] In some embodiments, the material detection module 1601 is specifically used to perform:

[0190] In response to the first game character and the second game character satisfying a preset position relationship, a detection is triggered to determine whether the second game character lacks at least one material.

[0191] In some embodiments, the first display module 1602 is specifically configured to perform at least one of the following:

[0192] At the position of the second game character in the graphical user interface, a sign indicating that the second game character's supplies are missing is displayed;

[0193] A material shortage indicator of the second game character is displayed at the second game character indicator of the graphical user interface, wherein the second game character indicator is displayed in a preset area of ​​the graphical user interface.

[0194] In some embodiments, the material transfer indicator includes a progress bar area and a progress bar located in the progress bar area, and the second display module 1603 is specifically used to:

[0195] In response to a triggering operation of a lack of a material mark, determining a size corresponding to a progress bar area;

[0196] Based on the size, a progress bar area is displayed in the game scene, and a progress bar is displayed in the progress bar area.

[0197] In some embodiments, the second display module 1603 is specifically used for:

[0198] Based on the distance between the first game character and the second game character, the size corresponding to the progress bar area is determined, and the greater the distance, the larger the size.

[0199] In some embodiments, the second display module 1603 is further configured to execute:

[0200] Get the update amplitude parameters of the progress bar;

[0201] Update the progress bar based on the update amplitude parameter.

[0202] In some embodiments, the second display module 1603 is used to perform:

[0203] The distance between the first game character and the second game character is mapped to obtain an update amplitude parameter of the progress bar, wherein the larger the distance is, the smaller the update amplitude parameter is.

[0204] In some embodiments, the material transfer indicator includes a progress bar area and a material interaction area, the progress bar in the progress bar area is used to indicate the progress, and the first game character and the second game character are located in the material interaction area.

[0205] In some embodiments, the material transfer module 1604 is further configured to perform:

[0206] When it is detected that the first game character and / or the second game character moves out of the material interaction area, the transfer of the target material is ended.

[0207] In some embodiments, the progress bar area is distributed along the boundary of the material interaction area, and the size of the progress bar area is the boundary size of the material interaction area.

[0208] In some embodiments, the second display module 1603 is further configured to execute:

[0209] In response to the use event of the target material on the second terminal, the display style of the material transfer mark is updated.

[0210] In some embodiments, the second display module 1603 is used to perform:

[0211] In response to a trigger operation on the lack of supplies indicator, displaying a supplies panel on the graphical user interface, wherein the supplies panel is configured to display at least one supply that the second game character lacks;

[0212] In response to a triggering operation on a target material in the material panel, a material transfer mark is displayed in the game scene.

[0213] In some embodiments, the second game characters include at least two, the material shortage marks include at least two, the triggering operation on the material shortage mark is a triggering operation on any material shortage mark, the material panel also includes the character mark of the second game character, and the second display module 1603 is used to execute:

[0214] In response to a selection operation on at least one character identifier, a second game character corresponding to the character identifier corresponding to the selection operation is selected as a target second game character.

[0215] The material transfer module 1604 is used to perform:

[0216] If the progress meets the preset progress conditions, the target materials of the first game character are transferred to the target second game character.

[0217] In some embodiments, the target second game character includes multiple ones, and the triggering operation on the target material in the material panel includes a first selection operation and a confirmation operation on the material panel. The first display module 1602 is specifically used to perform:

[0218] In response to a first selection operation on the material panel, determining the material corresponding to the first selection operation as a target material;

[0219] In response to the confirmation operation on the supply panel, the supply transfer mark of each target second game character is displayed.

[0220] In specific implementation, the above modules can be implemented as independent entities, or can be arbitrarily combined and implemented as the same or several entities. The specific implementation methods and corresponding beneficial effects of the above modules can be found in the previous method embodiments, which will not be repeated here.

[0221] Accordingly, an embodiment of the present application further provides an electronic device, which may be a terminal, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), or other terminal devices. Fig.17 As shown, Fig.17 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 1700 includes a processor 1701 having one or more processing cores, a memory 1702 having one or more computer-readable storage media, and a computer program stored in the memory 1702 and executable on the processor. The processor 1701 is electrically connected to the memory 1702. It will be understood by those skilled in the art that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0222] Processor 1701 is the control center of electronic device 1700. It uses various interfaces and lines to connect various parts of the entire electronic device 1700, executes various functions of electronic device 1700 and processes data by running or loading software programs and / or modules stored in memory 1702, and calling data stored in memory 1702, thereby monitoring electronic device 1700 as a whole.

[0223] In the embodiment of the present application, the processor 1701 in the electronic device 1700 will load instructions corresponding to the processes of one or more application programs into the memory 1702 according to the following steps, and the processor 1701 will run the application programs stored in the memory 1702 to implement various functions, such as:

[0224] Detecting whether the second game character lacks at least one material;

[0225] In response to detecting that the second game character lacks at least one kind of material, displaying a material shortage mark of the second game character on the graphical user interface, wherein the material shortage mark is used to indicate the at least one kind of material that the second game character lacks;

[0226] In response to a trigger operation of the material shortage indicator, a material transfer indicator is displayed in the game scene, the material transfer indicator is used to indicate the progress of transferring the target material in the materials from the first game character to the second game character;

[0227] If the progress meets the preset progress conditions, the target materials of the first game character are transferred to the second game character.

[0228] The specific implementation methods and corresponding beneficial effects of the above operations can be found in the detailed description of the material transfer method above, which will not be elaborated here.

[0229] Optional, such as Fig.17 As shown, the electronic device 1700 further includes: a touch screen 1703, a radio frequency circuit 1704, an audio circuit 1705, an input unit 1706, and a power supply 1707. The processor 1701 is electrically connected to the touch screen 1703, the radio frequency circuit 1704, the audio circuit 1705, the input unit 1706, and the power supply 1707, respectively. Those skilled in the art can understand that Fig.17 The electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.

[0230] The touch display screen 1703 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 1703 may include a display panel and a touch panel. Among them, the display panel may be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light emitting diode (OLED, Organic Light-EmittingDiode) and the like. The touch panel may be used to collect the user's touch operation on or near it (such as the user using any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 1701, and can receive the command sent by the processor 1701 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 1701 to determine the type of touch event, and then the processor 1701 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 1703 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 1703 can also be used as a part of the input unit 1706 to realize the input function.

[0231] The radio frequency circuit 1704 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to send and receive signals between the network device or other electronic devices.

[0232] The audio circuit 1705 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 1705 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 1705 and converted into audio data, and then the audio data is output to the processor 1701 for processing, and then sent to another electronic device through the radio frequency circuit 1704, or the audio data is output to the memory 1702 for further processing. The audio circuit 1705 may also include an earplug jack to provide communication between an external headset and an electronic device.

[0233] The input unit 1706 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control.

[0234] The power supply 1707 is used to supply power to various components of the electronic device 1700. Optionally, the power supply 1707 can be logically connected to the processor 1701 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 1707 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0235] although Fig.17 Not shown, the electronic device 1700 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.

[0236] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0237] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.

[0238] To this end, an embodiment of the present application provides a computer-readable storage medium, in which a plurality of computer programs are stored, and the computer program can be loaded by a processor to execute any of the material transfer methods provided in the embodiments of the present application. For example, the computer program can execute the following steps:

[0239] Detecting whether the second game character lacks at least one material;

[0240] In response to detecting that the second game character lacks at least one kind of material, displaying a material shortage mark of the second game character on the graphical user interface, wherein the material shortage mark is used to indicate the at least one kind of material that the second game character lacks;

[0241] In response to a trigger operation of the material shortage indicator, a material transfer indicator is displayed in the game scene, the material transfer indicator is used to indicate the progress of transferring the target material in the materials from the first game character to the second game character;

[0242] If the progress meets the preset progress conditions, the target materials of the first game character are transferred to the second game character.

[0243] The specific implementation methods and corresponding beneficial effects of the above operations can be found in the detailed description of the material transfer method above, which will not be elaborated here.

[0244] The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0245] Since the computer program stored in the computer-readable storage medium can execute any of the material transfer methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any of the material transfer methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.

[0246] The above is a detailed introduction to a material transfer method, device, electronic device and computer-readable storage medium provided in the embodiments of the present application. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea; at the same time, for technical personnel in this field, according to the ideas of the present application, there will be changes in the specific implementation methods and application scopes. In summary, the content of this specification should not be understood as a limitation on the present application.

Claims

1. A material transfer method, characterized in that: A game scene is displayed through a graphical user interface of a first terminal, the game scene includes a first game character and a second game character, the first game character is controlled by the first terminal, and the method includes: Detecting whether the second game character lacks at least one material; In response to detecting that the second game character lacks at least one kind of material, displaying a material shortage mark of the second game character on the graphical user interface, wherein the material shortage mark is used to indicate the at least one kind of material that the second game character lacks; In response to a triggering operation on the material shortage indicator, displaying a material transfer indicator in the game scene, the material transfer indicator being used to indicate the progress of transferring a target material in the materials from the first game character to the second game character; If the progress meets a preset progress condition, the target material of the first game character is transferred to the second game character.

2. The material transfer method according to claim 1, characterized in that: The detecting whether the second game character lacks at least one material comprises: In response to the first game character and the second game character satisfying a preset position relationship, a detection is triggered to determine whether the second game character lacks at least one kind of material.

3. The material transfer method according to claim 1, characterized in that: Displaying a lack of supplies indicator of the second game character on the graphical user interface includes at least one of the following: Displaying a shortage indicator of the second game character at the position of the second game character in the graphical user interface; A supply shortage indicator of the second game character is displayed at the second game character indicator of the graphical user interface, wherein the second game character indicator is displayed in a preset area of ​​the graphical user interface.

4. The material transfer method according to claim 1, characterized in that: The material transfer mark includes a progress bar area and a progress bar, and the material transfer mark is displayed in the game scene in response to the triggering operation of the material shortage mark, including: In response to a triggering operation of the lack of the material mark, determining a size corresponding to the progress bar area; Based on the size, a progress bar area is displayed in the game scene, and the progress bar is displayed on the progress bar area.

5. The material transfer method according to claim 4, characterized in that: Determining the size corresponding to the progress bar area includes: Based on the distance between the first game character and the second game character, the size corresponding to the progress bar area is determined, and the greater the distance, the larger the size.

6. The material transfer method according to claim 4, characterized in that: After displaying the material transfer mark in the game scene in response to the triggering operation of the material shortage mark, the method further includes: Obtaining update amplitude parameters of the progress bar; The progress bar is updated based on the update amplitude parameter.

7. The material transfer method according to claim 6, characterized in that: The obtaining of the update amplitude parameter of the progress bar includes: A mapping process is performed on the distance between the first game character and the second game character to obtain an update amplitude parameter of the progress bar, wherein the larger the distance is, the smaller the update amplitude parameter is.

8. The material transfer method according to claim 4, characterized in that: The material transfer mark also includes a material interaction area, and the first game character and the second game character are located in the material interaction area.

9. The material transfer method according to claim 8, characterized in that: The method further comprises: When it is detected that the first game character and / or the second game character moves out of the material interaction area, the transfer of the target material is ended.

10. The material transfer method according to claim 8, characterized in that: The progress bar area is distributed along the boundary of the material interaction area, and the size of the progress bar area is the boundary size of the material interaction area.

11. The material transfer method according to claim 1, characterized in that: After displaying the material transfer mark in the game scene in response to the triggering operation of the material shortage mark, the method further includes: In response to the use event of the target material on the second terminal, the display style of the material transfer mark is updated.

12. The material transfer method according to claim 1, characterized in that: In response to the triggering operation of the material shortage mark, displaying the material transfer mark in the game scene includes: In response to a trigger operation on the lack of supplies indicator, displaying a supplies panel on the graphical user interface, wherein the supplies panel is configured to display at least one supply that the second game character lacks; In response to a triggering operation on a target material in the material panel, a material transfer mark is displayed in the game scene.

13. The material transfer method according to claim 12, characterized in that: The second game characters include at least two, the material shortage marks include at least two, the triggering operation on the material shortage marks is a triggering operation on any of the material shortage marks, the material panel also includes the character marks of the second game characters, and the method further includes: In response to a selection operation on the at least one character identifier, selecting a second game character corresponding to the character identifier corresponding to the selection operation as a target second game character; If the progress meets a preset progress condition, transferring the target material of the first game character to the second game character includes: If the progress meets a preset progress condition, the target material of the first game character is transferred to the target second game character.

14. The material transfer method according to claim 13, characterized in that: The target second game characters include a plurality of characters, the triggering operation on the target material in the material panel includes a first selection operation and a confirmation operation on the material panel, and the displaying of a material transfer mark in the game scene in response to the triggering operation on the target material in the material panel includes: In response to a first selection operation on the material panel, determining the material corresponding to the first selection operation as a target material; In response to a confirmation operation on the supply panel, a supply transfer identifier of each of the target second game characters is displayed.

15. A material transfer device, characterized in that: A game scene is displayed through a graphical user interface of a first terminal, the game scene includes a first game character and a second game character, the first game character is controlled by the first terminal, and the device includes: A material detection module, used to detect whether the second game character lacks at least one material; A first display module, configured to display a material shortage mark of the second game character on the graphical user interface in response to detecting that the second game character lacks at least one material, wherein the material shortage mark is used to indicate the at least one material that the second game character lacks; A second display module is used to display a material transfer mark in the game scene in response to a trigger operation of the material shortage mark, wherein the material transfer mark is used to indicate the progress of transferring a target material in the materials from the first game character to the second game character; The material transfer module is used to transfer the target material of the first game character to the second game character if the progress meets the preset progress condition.

16. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the material transfer method according to any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the material transfer method according to any one of claims 1 to 14.