Object adjustment method in game and related equipment
By providing a graphical user interface and multiple upgrade areas in the game, the problem of difficulty in upgrading a specific level in the object adjustment method in the prior art is solved, flexible level adjustment and more reasonable resource allocation are achieved, and the game experience is enhanced.
Patent Information
- Application Number
- CN202411784238.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-05
- Publication Date
- 2025-03-28
- Estimated Expiration
- 2044-12-05
AI Technical Summary
In the existing game technology, the object adjustment method can only achieve a single click upgrade or directly upgrade to the current stage upper limit, which lacks compromise operations, resulting in higher difficulty in upgrading to a specific level.
The terminal device provides a graphical user interface to display multiple virtual objects in the game scene, determine an appropriate amount of game resources from the target game resources according to the player's operations, display and adjust parameters to show the degree of improvement after consuming resources, and provide multiple improvement areas on the interface to achieve flexible level adjustment.
It realizes flexible adjustments to the virtual object level, reduces the difficulty of upgrading to a specific level, enhances the gaming experience, and helps players make more reasonable resource allocation decisions under limited game resources.
Smart Images

Figure CN119701362A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a method for adjusting objects in a game and related equipment. Background Art
[0002] With the continuous development of Internet technology, electronic games have gradually developed rapidly. In order to improve the user's gaming experience, users can often upgrade the level of virtual objects in the game by consuming game resources (eg, experience points).
[0003] Based on the above situation, the object adjustment method in the game in the prior art can only achieve a single click upgrade or directly upgrade to the current upper limit of the stage that can be reached. There is no compromise operation, and it is difficult to upgrade to a specific level. Summary of the invention
[0004] In view of this, the purpose of this application is to propose a method for adjusting objects in a game and related equipment to solve or partially solve the above technical problems.
[0005] Based on the above purpose, the first aspect of the present application provides an object adjustment method in a game, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least part of a game scene, wherein the game scene includes multiple virtual objects controlled by a first game account, wherein the first game account is equipped with a target game resource, and the target game resource can be used to at least enhance a first virtual object and a second virtual object of the multiple virtual objects, wherein the method includes:
[0006] In response to a first operation of promoting the first virtual object, determining a first game resource from the target game resources according to the first operation, wherein the first game resource is at least a part of the target game resource;
[0007] A first adjustment parameter determined based on the first game resource and a second adjustment parameter determined based on the second game resource are displayed in the graphical user interface, wherein the first adjustment parameter is used to indicate a first degree of improvement that can be produced on the first virtual object by consuming the first game resource, and the second adjustment parameter is used to indicate a second degree of improvement that can be produced on the second virtual object by consuming the second game resource, and the second game resource is a game resource in the target game resource other than the first game resource.
[0008] Based on the same inventive concept, the second aspect of the present application provides an object adjustment device in a game, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least part of a game scene, wherein the game scene includes a plurality of virtual objects controlled by a first game account, wherein the first game account is equipped with a target game resource, and wherein the target game resource can be used to at least enhance a first virtual object and a second virtual object of the plurality of virtual objects, wherein the device includes:
[0009] a lifting operation module, configured to, in response to a first operation of lifting the first virtual object, determine a first game resource from the target game resources according to the first operation, wherein the first game resource is at least a part of the target game resource;
[0010] An adjustment parameter display module is configured to display a first adjustment parameter determined based on the first game resource and a second adjustment parameter determined based on the second game resource in the graphical user interface, wherein the first adjustment parameter is used to indicate a first degree of improvement that can be produced on the first virtual object by consuming the first game resource, and the second adjustment parameter is used to indicate a second degree of improvement that can be produced on the second virtual object by consuming the second game resource, and the second game resource is a game resource in the target game resource other than the first game resource.
[0011] Based on the same inventive concept, the third aspect of the present application provides an electronic device, comprising a memory, a processor, and a computer program stored in the memory and running on the processor, wherein the processor implements the method described in the first aspect above when executing the computer program.
[0012] Based on the same inventive concept, the fourth aspect of the present application provides a non-transitory computer-readable storage medium, which stores computer instructions, and the computer instructions are used to enable a computer to execute the method described in the first aspect above.
[0013] Based on the same inventive concept, the fifth aspect of the present application provides a computer program product, including computer program instructions, which, when executed on a computer, enable the computer to execute the method described in the first aspect.
[0014] As can be seen from the above, the object adjustment method and related devices provided by the present application, through the first operation of the player user to upgrade the first virtual object, determine the first game resource from the target game resources in response to the first operation, and then clearly display the degree of improvement of the first virtual object by the first game resource to be consumed in the graphical user interface, so that the player user can see at a glance the improvement effect of the first virtual object after consuming the first game resource, thereby making the operation of upgrading to a specific level easier. And when there are many virtual objects controlled by the player user and the target game resources are limited, the graphical user interface can also intuitively display the impact on other virtual objects after the player user upgrades a single virtual object, which can assist the player user to make more reasonable game resource allocation decisions under limited game resources, balance the development of each virtual object, and thus enhance the overall game experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] In order to more clearly illustrate the technical solutions in the present application or related technologies, the drawings required for use in the embodiments or related technical descriptions are briefly introduced below. Obviously, the drawings described below are only embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0016] Figure 1 A flowchart of a method for adjusting objects in a game according to an embodiment of the present application;
[0017] Figure 2A A first schematic diagram of an exemplary page of an embodiment of the present application;
[0018] Figure 2B A second schematic diagram of an exemplary page of an embodiment of the present application;
[0019] Figure 2C A third schematic diagram of an exemplary page of an embodiment of the present application;
[0020] Figure 2D A fourth schematic diagram of an exemplary page of an embodiment of the present application;
[0021] Figure 2E A fifth schematic diagram of an exemplary page of an embodiment of the present application;
[0022] Figure 2F A sixth schematic diagram of an exemplary page of an embodiment of the present application;
[0023] Figure 2G A seventh schematic diagram of an exemplary page of an embodiment of the present application;
[0024] Figure 2HAn eighth schematic diagram of an exemplary page of an embodiment of the present application;
[0025] Fig.2I A ninth schematic diagram of an exemplary page of an embodiment of the present application;
[0026] Figure 2J The tenth schematic diagram is an exemplary page of an embodiment of the present application;
[0027] Figure 2K This is an eleventh schematic diagram of an exemplary page of an embodiment of the present application;
[0028] Figure 2L It is a twelfth schematic diagram of an exemplary page of an embodiment of the present application;
[0029] Figure 2M The thirteenth schematic diagram of an exemplary page of an embodiment of the present application;
[0030] Figure 3 This is a structural block diagram of a device for adjusting objects in a game according to an embodiment of the present application;
[0031] Figure 4 A schematic diagram of an electronic device according to an embodiment of the present application. DETAILED DESCRIPTION
[0032] In order to make the objectives, technical solutions and advantages of the present application more clearly understood, the present application is further described in detail below in combination with specific embodiments and with reference to the accompanying drawings.
[0033] It should be noted that, unless otherwise defined, the technical terms or scientific terms used in the embodiments of the present application should be the usual meanings understood by people with ordinary skills in the field to which the present application belongs. The "first", "second" and similar words used in the embodiments of the present application do not represent any order, quantity or importance, but are only used to distinguish different components. "Including" or "comprising" and similar words mean that the elements or objects appearing in front of the word cover the elements or objects listed after the word and their equivalents, without excluding other elements or objects. "Connect" or "connected" and similar words are not limited to physical or mechanical connections, but can include electrical connections, whether direct or indirect. "Up", "down", "left", "right" and the like are only used to indicate relative positional relationships. When the absolute position of the described object changes, the relative positional relationship may also change accordingly.
[0034] It is understandable that before using the technical solutions of each embodiment of the present application, the type, scope of use, usage scenarios, etc. of the personal information involved will be informed to the user in an appropriate manner, and the user's authorization will be obtained.
[0035] For example, in response to receiving an active request from a user, a prompt message is sent to the user to clearly remind the user that the operation requested to be performed will require obtaining and using the user's personal information. Thus, the user can independently choose whether to provide personal information to the electronic device, application, server, storage medium or other software or hardware that performs the operation of the technical solution of the present application according to the prompt message.
[0036] As an optional but non-limiting implementation, in response to receiving the user's active request, the prompt information may be sent to the user in the form of a pop-up window, in which the prompt information may be presented in text form. In addition, the pop-up window may also carry a selection control for the user to choose "agree" or "disagree" to provide personal information to the electronic device.
[0037] It is understandable that the above notification and the process of obtaining user authorization are merely illustrative and do not constitute a limitation on the implementation method of this application. Other methods that meet relevant laws and regulations may also be applied to the implementation method of this application.
[0038] With the continuous development of Internet technology, electronic games have gradually developed rapidly. In order to improve the user's gaming experience, users can often upgrade the level of virtual objects in the game by consuming game resources (eg, experience points).
[0039] For example, the game resource consumption is the number of experience props, and the basic operation is to click the experience props once or multiple times to consume the experience value corresponding to the props. Then click OK; the corresponding quick operation is to click Auto Add (automatically deduct all props to reach the upper limit of this stage), and then click OK.
[0040] However, this approach has the following problems:
[0041] 1. You can only upgrade with a single click or directly upgrade to the current upper limit of the stage. There is no such operation;
[0042] 2. Experience will overflow;
[0043] 3. Experience: There is no intuitive concept of virtual object improvement before operation;
[0044] 4. There is no mechanism for allocating experience reasonably;
[0045] 5. There are many types of props, which increases the cost of user selection and thinking;
[0046] 6. It is more difficult to upgrade to a certain level.
[0047] Or, for example, the basic operation is to click on the experience item to consume the experience value corresponding to the item; the quick operation is to long press the experience item to consume the experience value corresponding to the item.
[0048] However, this approach has the following problems:
[0049] 1. You can only upgrade with a single click or directly upgrade to the current upper limit of the stage. There is no such operation;
[0050] 2. It is more difficult to upgrade to a certain level;
[0051] 3. Experience: There is no intuitive concept of virtual object improvement before operation;
[0052] 4. There is no mechanism for allocating experience reasonably;
[0053] 5. There is no secondary confirmation mechanism;
[0054] 6. Experience points will overflow.
[0055] Or, for example, by filling the experience pool, the basic operation is to click the upgrade button, and each click upgrades one level; the quick operation is to long-press the upgrade button to quickly upgrade to the current upper limit, and another quick operation is to add a single-click upgrade button of 10 levels or a full level.
[0056] However, this approach has the following problems:
[0057] 1. You can only upgrade with a single click or directly upgrade to the current upper limit of the stage, and there is no operation to upgrade to a specific level in the middle;
[0058] 2. It is more difficult to upgrade to a certain level;
[0059] 3. Experience: There is no intuitive concept of virtual object improvement before operation;
[0060] 4. There is no mechanism for allocating experience reasonably;
[0061] 5. There is no secondary confirmation mechanism.
[0062] An embodiment of the present application provides an object adjustment method in a game, wherein a graphical user interface (GUI) is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes multiple virtual objects controlled by a first game account, wherein the first game account is equipped with target game resources, and wherein the target game resources can be used to enhance at least a first virtual object and a second virtual object of the multiple virtual objects, and wherein the graphical user interface is obtained by executing an application on a processor of the terminal device and rendering it on a touch display screen of the terminal device.
[0063] Among them, virtual objects include but are not limited to: characters, pets, followers, weapons, props, etc.
[0064] In the embodiment of the present application, the application executed on the processor of the terminal device may be an application that needs to be downloaded and installed, or an application that can be used immediately after clicking, and the embodiment of the present application does not limit this. The terminal device may be a desktop computer, a smart phone, a tablet computer, a game console, an e-book reader, a multimedia player, a wearable device, or other electronic device capable of realizing the above functions.
[0065] In the embodiment of the present application, the above-mentioned application may be any application that can provide a virtual environment for a user to enter and operate a virtual object to perform activities in the virtual environment.
[0066] The embodiments of the present application provide a method for adjusting objects in a game, and the functions achieved are as follows:
[0067] 1) It can be upgraded quickly and accurately;
[0068] 2) During the upgrade process, you can observe the growth of experience gained by virtual objects, so as to distribute experience reasonably;
[0069] 3) You can quickly jump to certain systems that are linked to the control virtual object and the current virtual object and level.
[0070] like Figure 1 As shown, the method of this embodiment includes:
[0071] The method comprises:
[0072] Step 101: In response to a first operation of promoting the first virtual object, determine a first game resource from the target game resources according to the first operation, wherein the first game resource is at least a part of the target game resource.
[0073] In this step, the first virtual object refers to a character existing in the virtual environment of the game, which can be a character controlled by a player, a non-player controlled character (NPC), a pet, a follower, a weapon, a prop, an item, a building, or any other object that can be identified and operated in the virtual environment, and is the virtual object currently to be promoted among multiple virtual objects controlled by the game player.
[0074] The first operation of lifting the first virtual object may include clicking, dragging, using a specific key or a combination of keys, etc.
[0075] Target game resources refer to the total amount of resources available to users in a game or application. Target game resources are, for example, items or currencies that game players can obtain, accumulate, and use to upgrade virtual objects (such as characters, equipment, skills, etc.) in the game, which have some value for the progress of the game or the user's experience.
[0076] When the user performs a first operation to upgrade the first virtual object, in response to the upgrade operation, in order to achieve a specific upgrade level corresponding to the first operation, a specific game resource that needs to be consumed, ie, the first game resource, is determined.
[0077] Step 102, displaying in the graphical user interface a first adjustment parameter determined based on the first game resource and a second adjustment parameter determined based on the second game resource, wherein the first adjustment parameter is used to indicate a first degree of improvement that can be produced on the first virtual object by consuming the first game resource, and the second adjustment parameter is used to indicate a second degree of improvement that can be produced on the second virtual object by consuming the second game resource, and the second game resource is a game resource in the target game resource other than the first game resource.
[0078] In this step, the first adjustment parameter is a parameter determined based on the first game resource, and is used to indicate the degree of improvement that can be produced on the first virtual object by consuming the first game resource. For example, if the first game resource is experience points, and the first virtual object is a character, then the first adjustment parameter may indicate how much the level, star rating, attack power or defense power of the first virtual object character can be improved by consuming a certain amount of experience points.
[0079] In addition, the first adjustment parameter may be +X (for example, +3), where X refers to the number of levels increased from the original level (for example, 32+3); at the same time, this first adjustment parameter may also be directly the target level after the increase, such as 35.
[0080] The second adjustment parameter is a parameter determined based on the second game resource, which is used to indicate the degree of improvement that can be produced on the second virtual object by consuming the second game resource. The second game resource is the remaining game resource after deducting the first game resource from the total target game resource. For example, if the target game resource is 10,000 experience points, and it takes 3,000 experience points (i.e., the first game resource) to upgrade the first virtual object to a specific level, then the second game resource is 7,000 experience points, then the second adjustment parameter indicates how much the remaining 7,000 experience points can be used to improve the level, star rating, attack power or defense power of the second virtual object character.
[0081] In the graphical user interface, these two adjustment parameters will be displayed so that gamers can intuitively understand
[0082] In order to achieve a specific upgrade level corresponding to the first operation, the first game resources required can produce a specific upgrade effect on the first virtual object. When the player user controls more virtual objects and the target game resources are limited, the graphical user interface can also intuitively display the impact on other virtual objects after the player user upgrades a single virtual object. This can assist the player user in making more reasonable game resource allocation decisions under limited game resources and balance the development of various virtual objects, thereby enhancing the overall game experience.
[0083] Through the above scheme, through the first operation of the player user to upgrade the first virtual object, the first game resource is determined from the target game resources in response to the first operation, and then the degree of upgrading the first virtual object by the first game resource to be consumed is clearly displayed in the graphical user interface, so that the player user can see at a glance the upgrading effect of the first virtual object after consuming the first game resource, thereby making the operation of upgrading to a specific level easier. And when there are many virtual objects controlled by the player user and the target game resources are limited, the graphical user interface can also intuitively display the impact on other virtual objects after the player user upgrades a single virtual object, which can assist the player user to make more reasonable game resource allocation decisions under limited game resources, balance the development of each virtual object, and thus enhance the overall game experience.
[0084] In some embodiments, the plurality of virtual objects are in the same game camp controlled by the first game player through the first game account.
[0085] The method further comprises:
[0086] In response to the game match starting, the first game player controls multiple virtual objects in the same game camp to play against enemy virtual objects in the game scene.
[0087] In the above scheme, there are multiple virtual objects in the game scene. These virtual objects may be characters, units or other entities in the game that can fight or operate on behalf of the game player.
[0088] These virtual objects are classified into the same game camp, representing a team or organization with a common goal or position in the game. The above multiple virtual objects are representatives or forces of the first game player in the game, and are uniformly commanded and operated by the game player.
[0089] When the game starts, the first game player needs to control multiple virtual objects in the same game camp through the first game account to fight or compete with enemy virtual objects. The enemy virtual objects represent opposing camps or forces and form a confrontational relationship with the virtual objects controlled by the first game player.
[0090] In some embodiments, in step 101, the first operation of lifting the first virtual object includes:
[0091] Step A1, in response to a selection operation on the first virtual object, controlling the graphical user interface to display a boost control having adjustment sub-controls corresponding to the first virtual object, wherein the boost control is generated based on the number of the target game resources, and includes a plurality of different boost areas.
[0092] Step A2, responding to the position selection operation of the adjustment sub-control in multiple different lifting areas.
[0093] In the above scheme, after the first virtual object is selected, the graphical user interface is controlled to display an enhancement control with adjustment sub-controls corresponding to the first virtual object, wherein the enhancement control is an interface element in the graphical user interface for game players to enhance the level of the virtual object.
[0094] Inside the lifting control, there is an adjustment sub-control, which is a small control or element used to perform specific operations or adjustments in these lifting areas. The adjustment sub-control can be in the form of a button, a slider, a selection box, etc.
[0095] like Figure 2A As shown, the enhancement control 200 having the adjustment sub-control 201 is divided into a plurality of different enhancement areas 202, which are generated based on the number of target game resources. The user can select one of these enhancement areas by clicking, dragging or other interactive methods to adjust the level of the first virtual object to the corresponding level.
[0096] This makes it easy for game players to intuitively adjust the level of the first virtual object through the graphical user interface by selecting different boost areas on the boost control. This design improves the user experience and makes level adjustment simple and intuitive.
[0097] In addition, by introducing boost controls and multiple different boost areas, users can intuitively see each level option, which not only simplifies the operation steps, but also greatly improves the friendliness and interactivity of the user interface.
[0098] In some embodiments, after step A2, the method further comprises:
[0099] Step B1, displaying a plurality of different boost levels in the plurality of different boost areas, wherein the highest level among the plurality of different boost levels is the upper limit of the boost level that can be generated for the first virtual object by consuming all target game resources, and the lowest level among the plurality of different boost levels is the current level of the first virtual object;
[0100] Step B2, determining a target enhancement area from a plurality of different enhancement areas according to the position selection operation, displaying the enhancement level corresponding to the target enhancement area in the enhancement control, and displaying the avatar of the second virtual object, the current level of the second virtual object and the upper limit of the enhancement level that the second game resource can generate for the second virtual object at a first preset position relative to the enhancement control.
[0101] In the above scheme, after performing the position selection operation of the adjustment sub-control in multiple different enhancement areas, different enhancement levels are displayed in each enhancement area, the highest level is the upper limit of the enhancement level that can be generated for the first virtual object by consuming all target game resources, and the lowest level is the current level of the first virtual object without enhancement.
[0102] Then, based on the target enhancement area determined by the position selection operation, the enhancement level corresponding to the target enhancement area is displayed in the middle of the enhancement control, the avatar of the second virtual object, the current level of the second virtual object, and the highest level to which the second virtual object can be enhanced by the remaining game resources (i.e., the second game resources) are displayed around the enhancement control.
[0103] The second virtual object may be another object associated with or used for comparison with the first virtual object, for example, a character with the highest combat power.
[0104] The second virtual object can be a character or an item. This is related to the object corresponding to the upgrade interface. The number and object used for comparison can be manually selected by the player, such as the character interface is set as the second virtual object. It can be the system default configuration, such as the character with the highest combat power.
[0105] For example, Figure 2B As shown, a comparison switch 203 is set in the graphical user interface. After the comparison switch 203 is turned on, as shown in FIG. Figure 2C As shown, at least one second virtual object 204 is displayed in the graphical user interface.
[0106] Based on this, when there are many virtual objects controlled by the player user and the target game resources are limited, the graphical user interface can also intuitively display the impact on other virtual objects after the player user upgrades a single virtual object. This can assist the player user in making more reasonable game resource allocation decisions under limited game resources, balance the development of various virtual objects, and thus enhance the overall game experience.
[0107] For example, Figure 2C He Ru Figure 2D As shown, as the first virtual object is upgraded, the position of the second virtual object 204 in the graphical user interface also changes to reflect its new level status. The upgrade level upper limit of the second virtual object 204 is updated to the new upgrade level upper limit to accurately reflect its status in the graphical user interface, so that the user can intuitively understand the highest level that the second virtual object 204 can reach under the level of the first virtual object, thereby facilitating the reasonable allocation of game resources (e.g., experience points).
[0108] For example, a control switch is set in the graphical user interface. After the control switch is turned on, the graphical user interface displays at least one avatar of a second virtual object, the current level of the second virtual object, and the upper limit of the level increase that the second game resource can generate for the second virtual object.
[0109] The dotted line behind the second virtual object in the graphical user interface is the highest level that the current second game resources can make the second virtual object reach. Generally, there is only one second virtual object. If multiple situations are presented, the current second game resources required by each second virtual object are not equally divided, but the structure after the current second game resources are exclusively used.
[0110] In some embodiments, in step B2, after determining the target lifting area from a plurality of different lifting areas according to the position selection operation, the method further includes:
[0111] Step C1, determining the end position of the position selection operation in the lifting control.
[0112] Step C2: in response to the end position being in a preset area relative to the lifting control, controlling the terminal device to terminate lifting of the first virtual object.
[0113] In the above scheme, when the game player completes the position selection operation (for example, releases the clicked mouse button or ends the touch), the end position of the operation is recorded, and the end position is the final point of the user's interaction with the graphical user interface.
[0114] The preset area can be a "Cancel" button or a specific border area.
[0115] For example, Figure 2E As shown, if the end position is indeed located within the preset area 205, the promotion process for the first virtual object will be terminated immediately and restored to the original level state.
[0116] In some embodiments, after step C1, the method further comprises:
[0117] Step D1, in response to the end position not being in a preset area relative to the lifting control, displaying a confirmation control and a cancel control.
[0118] Step D2, in response to the triggering operation of the cancel control, controlling the terminal device to terminate the promotion of the first virtual object.
[0119] Step D3, in response to the triggering operation of the confirmation control, setting the target promotion area to an upgraded state.
[0120] In the above scheme, when the game player completes the position selection operation (for example, releases the clicked mouse button or ends the touch), the end position of the operation is recorded, and the end position is the final point of the user's interaction with the graphical user interface.
[0121] The preset area can be a "Cancel" button or a specific border area.
[0122] For example, Figure 2E He Ru Figure 2F As shown, if the end position is not within the preset area 205, two controls will be displayed: a confirmation control 206 and a cancel control 207, wherein the confirmation control 206 is used for the game player to confirm the current selection, and the cancel control 207 is used for the game player to cancel the current selection and terminate the current promotion process for the first virtual object.
[0123] If the game player triggers the cancel control 207, the current promotion process for the first virtual object will be terminated. This means that the game player's choice is cancelled, and the level of the first virtual object will not change, and it will be restored to the state of the original level.
[0124] If the game player triggers the confirmation control 206, the target improvement area is set to an upgraded state, wherein the upgraded state may be expressed in a highlight, a shadow, or set to a corresponding display color, etc.
[0125] In some embodiments, the method further comprises:
[0126] Step E1, in response to a selection operation on the second virtual object, switching the lifting control with adjustment sub-controls corresponding to the first virtual object displayed on the graphical user interface to the lifting control with adjustment sub-controls corresponding to the second virtual object.
[0127] Step E2: taking the first virtual object as a new second virtual object, and taking the second virtual object as a new first virtual object.
[0128] In the above scheme, when the game player selects (eg, by clicking, touching or other interactive means) the second virtual object, the graphical user interface responds.
[0129] This response is to switch the lifting control with adjustment sub-controls corresponding to the first virtual object displayed on the graphical user interface to the lifting control with adjustment sub-controls corresponding to the second virtual object, indicating that the game player can view or operate different interfaces or contents related to the second virtual object by selecting the second virtual object.
[0130] After completing the above switching, the original first virtual object will become a new second virtual object as a control object, and the original second virtual object will become a new first virtual object as a target object for level improvement.
[0131] This role swapping allows game players to flexibly switch between different virtual objects and continuously explore or operate different interfaces and contents related to these objects.
[0132] It allows gamers to quickly switch between different virtual objects according to their needs or interests, making the graphical user interface more flexible and user-friendly.
[0133] For example, Figure 2B As shown, a comparison switch 203 is set in the graphical user interface. After the comparison switch 203 is turned on, as shown in FIG. Figure 2C As shown, at least one second virtual object 204 is displayed in the graphical user interface.
[0134] By clicking on the second virtual object in the graphical user interface, you can quickly jump to the graphical user interface of the corresponding object to upgrade it.
[0135] In some embodiments, in step A2, the position selection operation of the adjustment subcontrol in a plurality of different lifting areas includes:
[0136] In response to a pressing operation on the adjustment sub-control in a plurality of different lifting areas, a sliding operation is performed on the adjustment sub-control in a clockwise direction of an upgrading direction in a plurality of different lifting areas.
[0137] In the above scheme, the pressing action refers to the initial action of the game player to adjust the sub-control by touching. This action may be a prerequisite for triggering the sliding action, which means that after pressing, the game player can slide.
[0138] The upgrade direction pre-sets the direction, such as up, right, etc., while the clockwise direction further clarifies that the sliding path is in a clockwise direction along a circular, straight or arc-shaped path.
[0139] After pressing, the gamer needs to slide the adjustment sub-control in a clockwise direction between multiple upgrade areas to achieve more intuitive and targeted level adjustment. This not only improves the accuracy of the operation, but also significantly improves the gamer's experience, making the operation of upgrading to a specific level simpler, faster and more efficient.
[0140] In addition, the adjustment sub-control can be in the form of an outer ring, which will always be adsorbed on the range of interactive touches during the sliding process. The upgrade sub-control can be a combination of an inner ring dotted circle and an upgradeable circle, and the inner ring dotted circle is always adsorbed on the upgradeable circle. At this time, in the interactive upgrade area, it will be based on the circle in a straight line. When sliding to the upgrade area of the non-upgradeable state and the upgrade area of the upgraded state. The outer ring still follows the interactive touch and moves. The inner ring dotted circle will stay on the upgradeable line closest to the outer ring.
[0141] In some embodiments, each promotion region includes a plurality of control nodes;
[0142] The method further comprises:
[0143] In response to a sliding operation of the adjustment sub-control in a clockwise direction along the upgrade direction in multiple different upgrading areas, and the control node between two adjacent upgrading areas when the adjustment sub-control slides is a boundary node, the terminal device is controlled to vibrate to prompt that the level of the first virtual object has changed.
[0144] In the above solution, when the adjustment subcontrol slides to a specific control node between two adjacent lifting areas, this node is called a junction node. The junction node is a boundary point between two lifting areas.
[0145] When the adjustment sub-control reaches the boundary node, the terminal device will vibrate. This vibration is used to remind the game player that the level of the first virtual object is about to change.
[0146] After the vibration feedback, according to the further operation of the game player (which may be continued sliding, clicking to confirm, etc.), the level of the first virtual object will actually change.
[0147] This transformation may be an upgrade from the current level to the next level, or a transfer from one functional area to another, thereby improving the intuitiveness and interactivity of the game player's operation and enabling the game player to more clearly understand the impact of the current operation on the first virtual object.
[0148] In some embodiments, each promotion region includes a plurality of control nodes;
[0149] The method further comprises:
[0150] In response to a sliding operation of the adjustment subcontrol in a clockwise direction along an upgrade direction in a plurality of different promotion areas, and the adjustment subcontrol sliding to a control node adjacent to a junction node between two adjacent promotion areas, the adjustment subcontrol is controlled to slide to the junction node.
[0151] In the above scheme, the user can drag the adjustment sub-control clockwise along the upgrade direction on the interface, sliding from one upgrade area to another. This operation allows the user to switch and adjust between different settings or parameters.
[0152] When the adjustment sub-control slides to the boundary of two adjacent promotion areas, a special node will be encountered, namely the junction node. This node is a bridge connecting two different promotion areas, and game players can use it to smoothly transition from one sub-area to another.
[0153] When the game player slides the adjustment sub-control in a clockwise direction until it approaches or almost reaches the intersection node between two enhancement areas, the adjustment sub-control will be automatically positioned at the intersection node according to the game player's operation intention, thereby improving the smoothness and accuracy of the game player's interaction and ensuring that the game player can easily switch between different enhancement areas.
[0154] For example, Fig.2I As shown, a magnetic switch 209 is set in the graphical user interface. When the magnetic switch 209 is turned on, when the sub-control is slid and adjusted, it will be slightly adsorbed when reaching the intersection node.
[0155] In addition, when the virtual object reaches the boundary node where the level changes, there will be a slight adsorption. Regardless of whether the magnetic switch is turned on or not, there will be a single weak vibration as a prompt when reaching any boundary node where the level changes.
[0156] In addition, if Figure 2B , Figure 2G and Fig.2I As shown, the control switch 203, the display mode switch 208 and the magnetic switch 209 can exist at the same time, and respectively control the execution of corresponding functions.
[0157] In some embodiments, in step A2, the position selection operation of the adjustment subcontrol in a plurality of different lifting areas includes:
[0158] In response to receiving a position selection instruction of the adjustment sub-control in a plurality of different lifting areas, the adjustment sub-control is slidably operated in a clockwise direction of the upgrading direction in the plurality of different lifting areas.
[0159] In the above solution, the user can press the positions in multiple different lifting areas directly to achieve the function of quick positioning instead of tapping and sliding the adjustment sub-control from the default position. However, if there is an overlap of the interactive areas, other interactive functions will be responded to first.
[0160] The position selection instruction may be triggered by a variety of input methods, such as a touch event on a touch screen, a mouse click, or a keyboard input.
[0161] Based on the position selection instruction, the adjustment subcontrol can be quickly slid in the clockwise direction of the upgrade direction to the position corresponding to the position selection instruction, which provides flexibility and intuitiveness, allowing game players to quickly complete the position adjustment of the adjustment subcontrol as needed.
[0162] In some embodiments, the level function control is displayed at a second preset position relative to the boost control;
[0163] The method further comprises:
[0164] In response to a selection operation on the level function control, the lifting control with adjustment sub-controls corresponding to the first virtual object displayed on the graphical user interface is switched to a level function interface corresponding to the level function control.
[0165] In the above solution, at least one level function control is set in the graphical user interface, and the level function control is used to process or display information or functions related to "level". This control may be a button, a drop-down menu, a slider or any other interface element that the user can interact with.
[0166] For example, Figure 2J As shown, the level function control 209 is a skill control, and it will jump to the skill interface. Here, the level function control 209 can be any function interface linked to the upgrade value.
[0167] By triggering the level function control 209, the currently displayed interface related to the first virtual object is switched to a new level function interface. The new level function interface is specifically used to display or process information or functions related to the level.
[0168] Gamers will see a new page, a new view, or some elements on the current page changed to display level-related information (such as level progress, level rewards, upgrade conditions, etc.), allowing users to more easily view and manage level status.
[0169] As an optional embodiment, the level adjustment controls can be varied to meet the needs of different types of games that cannot be typeset, for example, Figure 2K As shown, it is a straight line shape.
[0170] In some embodiments, as the total available game resources decrease with sliding, or the total available game resources (i.e., target game resources) are very few, the display position of the second virtual object in the graphical user interface is too close to the position that can be upgraded to the highest experience (i.e., the upper limit of the level), resulting in overlap.
[0171] For example, Figure 2L As shown, the current level of the second virtual object is 36. As the total game resources available for sliding decrease, the upper limit of the level is gradually changed from 38 to 37. At this time, an overlap occurs, and the +1 form is adopted. Finally, when the upper limit of the level is 36, the +1 form is not displayed, and there is a dotted outer circle.
[0172] As an optional embodiment, when the total game resources are sufficient and the second virtual object can reach a maximum level that exceeds the range of the upgrade levels corresponding to multiple different upgrade areas currently being upgraded, the display position of the second virtual object in the graphical user interface can be adjusted to the out-of-range area in the upgrade control.
[0173] For example, Figure 2M As shown, the range of the upgrade levels corresponding to the multiple different upgrade areas currently upgraded is 31-38. When the total game resources are sufficient, the second control virtual object can reach the highest level (that is, the upper limit of the upgrade level is 40, and the display position of the second virtual object in the graphical user interface is adjusted to the out-of-range area 210 in the upgrade control.
[0174] In some embodiments, the method further comprises:
[0175] Step F1, in response to controlling the terminal device to be in a preset display mode, obtaining the upgrade status of each upgrade area.
[0176] Step F2, based on the upgrade status of each upgrade area, determining the upgrade area whose upgrade status is upgradeable from the multiple upgrade areas, and other upgrade areas whose upgrade status is not upgradeable.
[0177] Step F3, controlling the promotion control to display the promotion area whose upgrade status is the upgradeable status, and hiding the other promotion areas.
[0178] In the above scheme, if Figure 2G As shown, a corresponding display mode switch 208 is pre-set in the graphical user interface, and in response to a selection operation of the display mode switch 208, the terminal device is controlled to be in a preset display mode.
[0179] When the terminal device is in this preset display mode, it starts to collect or obtain the upgrade status of each upgrade area.
[0180] Each upgrade area has its own upgrade status, such as "Upgraded", "Upgradeable", "Not Upgradeable", etc.
[0181] According to the collected upgrade status information, multiple upgrade areas are divided into two categories: one category is the upgrade areas whose upgrade status is "upgradeable status", that is, these areas currently have available upgrades; the other category is other upgrade areas except "upgradeable status".
[0182] According to the above classification results, the display content on the promotion control is dynamically adjusted. Specifically, the promotion control (which may be a button, an icon or a text prompt) is controlled to only display those promotion areas whose upgrade status is "upgradeable" and hide other promotion areas.
[0183] The idea is to allow gamers to see at a glance which parts can be upgraded and take action accordingly (such as clicking an upgrade button).
[0184] By intelligently managing the upgrade information display of terminal devices, the convenience and efficiency of the gamer experience are improved. Gamers do not need to check the upgrade status of each upgrade area one by one, but can directly see which parts need to be upgraded and quickly perform the upgrade operation.
[0185] For example, Figure 2G As shown, the precision mode switch 208 is set in the graphical user interface, such as Figure 2H As shown, after being turned on, the control terminal device is in a preset display mode, and at this time, the upgrade control 200 only displays the upgrade area whose upgrade status is the upgradeable status.
[0186] The significance of precision mode is that it is very difficult to manipulate game resources (such as experience points) in a very small range. Now you can enlarge this operable area.
[0187] In some embodiments, each promotion region includes a plurality of control nodes, and the promotion status of the other promotion regions includes an upgraded status.
[0188] Step F2 comprises:
[0189] Step G1, determining a control node whose upgrade status is an upgraded status.
[0190] Step G2, in response to the control node whose upgrade state is the upgraded state is not a boundary node, each upgrading area adjacent to the upgrading area where the control node is currently located in the clockwise direction of the upgrading direction is used as the upgrading area in the upgradeable state, and each upgrading area adjacent to the upgrading area where the control node is currently located in the counterclockwise direction of the upgrading direction is used as other upgrading areas.
[0191] In the above scheme, the upgrade status describes whether the upgrade area or control node is in the selected state.
[0192] Determine whether the upgraded control node is a boundary node (i.e., a control node located at the boundary of two promotion areas). If the upgraded control node is not a boundary node, mark each adjacent promotion area in the clockwise direction of the upgrade direction as a promotion area in the upgradeable state.
[0193] At the same time, each upgrade area adjacent to the upgrade area where the upgraded control node is currently located in the counterclockwise direction of the upgrade direction is marked as other upgrade areas. These upgrade areas may not be included in the current upgrade plan, or need to wait for further instructions or conditions to be met before they can be upgraded.
[0194] By identifying upgraded nodes and their locations (especially whether they are boundary nodes), it is intelligently determined which upgraded areas should be set to an upgradeable state next and displayed in a preset display mode, and which should be set to an upgraded state and hidden in a preset display mode.
[0195] For example, the upgraded state part will be rounded down, such as the current experience level 32.5 will take the control node of level 32. The non-upgradeable state part will be rounded up, such as the non-upgradeable state part starting from level 38.2 will take level 39. Then the node range will be evenly divided again to upgrade the control.
[0196] In some embodiments, each promotion region includes a plurality of control nodes, and the promotion status of the other promotion regions includes a non-upgradeable status.
[0197] Step F2 comprises:
[0198] Step H1, determining a control node whose upgrade status is a non-upgradeable status.
[0199] Step H2, in response to the control node whose upgrade status is a non-upgradeable status and is not a boundary node, each upgrading area adjacent to the upgrading area where the control node is currently located in the counterclockwise direction of the upgrading direction is used as an upgrading area in the upgradeable state, and each upgrading area adjacent to the upgrading area where the control node is currently located in the clockwise direction of the upgrading direction is used as other upgrading areas.
[0200] In the above scheme, the promotion area can be in different promotion states, one of which is a non-upgradeable state.
[0201] Based on the upgrade status of each upgraded area, determine from multiple upgraded areas which upgraded areas are set to an upgraded state and which are not, so that based on this, the upgraded areas in the upgradeable state are displayed in the preset display mode, while those set to a non-upgradeable state should be hidden in the preset display mode.
[0202] First, all control nodes whose upgrade status is non-upgradeable are identified. For a control node in non-upgradeable state, it is checked whether the node is a boundary node (ie, a control node located at the boundary of two upgrade areas).
[0203] If the control node in the non-upgradable state is not a boundary node, each upgrading area adjacent to the upgrading area where the control node is currently located in the counterclockwise direction of the upgrading direction is regarded as an upgrading area in the upgradeable state.
[0204] Each promotion area that is adjacent to the promotion area where the control node is currently located in the clockwise direction of the promotion direction is regarded as other promotion areas (that is, these promotion areas are not regarded as upgradeable in the current situation).
[0205] This method is used to determine which upgrade areas can be used for game players to choose during the upgrade process and which cannot be used for the upgrade process.
[0206] For example, the upgraded state part will be rounded down, such as the current experience level 32.5 will take the control node of level 32. The non-upgradeable state part will be rounded up, such as the non-upgradeable state part starting from level 38.2 will take level 39. Then the node range will be evenly divided again to upgrade the control.
[0207] It should be noted that the method of the embodiment of the present application can be performed by a single device, such as a computer or server. The method of this embodiment can also be applied to a distributed scenario and completed by multiple devices cooperating with each other. In the case of such a distributed scenario, one of the multiple devices can only perform one or more steps in the method of the embodiment of the present application, and the multiple devices will interact with each other to complete the described method.
[0208] It should be noted that the above describes some embodiments of the present application. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the above embodiments and still achieve the desired results. In addition, the processes depicted in the accompanying drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
[0209] Based on the same inventive concept, corresponding to any of the above-mentioned embodiment methods, the present application also provides an object adjustment device in a game.
[0210] refer to Figure 3 The object adjustment device in the game provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a part of a game scene, wherein the game scene includes a plurality of virtual objects controlled by a first game account, wherein the first game account is equipped with a target game resource, and the target game resource can be used to at least enhance a first virtual object and a second virtual object of the plurality of virtual objects, wherein the device includes:
[0211] A lifting operation module 301 is configured to, in response to a first operation of lifting the first virtual object, determine a first game resource from the target game resources according to the first operation, wherein the first game resource is at least part of the target game resource;
[0212] The adjustment parameter display module 302 is configured to display a first adjustment parameter determined based on the first game resource and a second adjustment parameter determined based on the second game resource in the graphical user interface, wherein the first adjustment parameter is used to indicate a first degree of improvement that can be produced on the first virtual object by consuming the first game resource, and the second adjustment parameter is used to indicate a second degree of improvement that can be produced on the second virtual object by consuming the second game resource, and the second game resource is a game resource in the target game resource other than the first game resource.
[0213] In some embodiments, the plurality of virtual objects are in the same game camp controlled by the first game player through the first game account;
[0214] The object adjustment device in the game further includes a game module, and the game module is specifically configured as follows:
[0215] In response to the game match starting, the first game player controls multiple virtual objects in the same game camp to play against enemy virtual objects in the game scene.
[0216] In some embodiments, the lifting operation module 301 is specifically configured as follows:
[0217] a boost control display unit, configured to control the graphical user interface to display a boost control having adjustment sub-controls corresponding to the first virtual object in response to a selection operation on the first virtual object, wherein the boost control is generated based on the number of the target game resources and includes a plurality of different boost areas;
[0218] The position selection unit is configured to respond to the position selection operation of the adjustment sub-control in a plurality of different lifting areas.
[0219] In some embodiments, the object adjustment device in the game further includes a display module. In response to the position selection operation of the adjustment sub-control in a plurality of different lifting areas, the display module is specifically configured to:
[0220] Displaying a plurality of different promotion levels in the plurality of different promotion areas, wherein the highest level among the plurality of different promotion levels is the upper limit of the promotion level that can be generated for the first virtual object by consuming all target game resources, and the lowest level among the plurality of different promotion levels is the current level of the first virtual object;
[0221] A target boost area is determined from a plurality of different boost areas according to the position selection operation, a boost level corresponding to the target boost area is displayed in the boost control, and an avatar of the second virtual object, a current level of the second virtual object, and an upper limit of the boost level that can be generated by the second game resource on the second virtual object are displayed at a first preset position relative to the boost control.
[0222] In some embodiments, the object adjustment device in the game further includes a termination adjustment module. After determining the target lifting area from a plurality of different lifting areas according to the position selection operation, the termination adjustment module is specifically configured to:
[0223] determining an end position of the position selection operation in the lifting control;
[0224] In response to the end position being in a preset area relative to the lifting control, the terminal device is controlled to terminate the lifting of the first virtual object.
[0225] In some embodiments, the object adjustment device in the game further includes a confirmation module. After determining the end position of the position selection operation in the lifting control, the confirmation module is specifically configured to:
[0226] In response to the end position not being in a preset area relative to the lifting control, displaying a confirmation control and a cancel control;
[0227] In response to a triggering operation on the cancel control, controlling the terminal device to terminate the promotion of the first virtual object;
[0228] In response to a triggering operation on the confirmation control, the target promotion area is set to an upgraded state.
[0229] In some embodiments, the object adjustment device in the game further includes an object switching module, and the object switching module is specifically configured to:
[0230] In response to a selection operation on the second virtual object, switching the lifting control with an adjustment sub-control corresponding to the first virtual object displayed on the graphical user interface to the lifting control with an adjustment sub-control corresponding to the second virtual object;
[0231] The first virtual object is used as a new second virtual object, and the second virtual object is used as a new first virtual object.
[0232] In some embodiments, the position selection unit is specifically configured to:
[0233] In response to a pressing operation on the adjustment sub-control in a plurality of different lifting areas, a sliding operation is performed on the adjustment sub-control in a clockwise direction of an upgrading direction in a plurality of different lifting areas.
[0234] In some embodiments, each promotion region includes a plurality of control nodes;
[0235] The object adjustment device in the game further includes a vibration module, and the vibration module is specifically configured as follows:
[0236] In response to a sliding operation of the adjustment sub-control in a clockwise direction along the upgrade direction in multiple different upgrading areas, and the control node between two adjacent upgrading areas when the adjustment sub-control slides is a boundary node, the terminal device is controlled to vibrate to prompt that the level of the first virtual object has changed.
[0237] In some embodiments, each promotion region includes a plurality of control nodes;
[0238] The object adjustment device in the game further includes a sliding module, and the sliding module is specifically configured as follows:
[0239] In response to a sliding operation of the adjustment subcontrol in a clockwise direction along an upgrade direction in a plurality of different promotion areas, and the adjustment subcontrol sliding to a control node adjacent to a junction node between two adjacent promotion areas, the adjustment subcontrol is controlled to slide to the junction node.
[0240] In some embodiments, the position selection unit is specifically configured to:
[0241] In response to receiving a position selection instruction of the adjustment sub-control in a plurality of different lifting areas, the adjustment sub-control is slidably operated in a clockwise direction of the upgrading direction in the plurality of different lifting areas.
[0242] In some embodiments, the level function control is displayed at a second preset position relative to the boost control;
[0243] The object adjustment device in the game further includes an interface switching module, and the interface switching module is specifically configured as follows:
[0244] In response to a selection operation on the level function control, the lifting control with adjustment sub-controls corresponding to the first virtual object displayed on the graphical user interface is switched to a level function interface corresponding to the level function control.
[0245] In some embodiments, the object adjustment device in the game further includes a display adjustment module, and the display adjustment module includes:
[0246] an acquisition unit, configured to acquire an upgrade status of each upgrade area in response to controlling the terminal device to be in a preset display mode;
[0247] a determining unit configured to determine, from among the plurality of boosting regions, a boosting region whose upgrade status is an upgradeable state and other boosting regions whose upgrade status is not an upgradeable state based on the upgrade status of each boosting region;
[0248] The display unit is configured to control the promotion control to display the promotion area whose upgrade state is the upgradeable state, and hide the other promotion areas.
[0249] In some embodiments, each promotion region includes a plurality of control nodes, and the promotion status of the other promotion regions includes an upgraded status;
[0250] The determining unit is specifically configured to:
[0251] Determine the control node whose upgrade status is upgraded;
[0252] In response to the control node whose upgrade state is the upgraded state is not a boundary node, each upgrading area adjacent to the upgrading area where the control node is currently located in the clockwise direction of the upgrading direction is used as an upgrading area in the upgradeable state, and each upgrading area adjacent to the upgrading area where the control node is currently located in the counterclockwise direction of the upgrading direction is used as other upgrading areas.
[0253] In some embodiments, each promotion region includes a plurality of control nodes, and the promotion status of the other promotion regions includes a non-upgradeable status;
[0254] The determining unit is specifically configured to:
[0255] Determine the control node whose upgrade status is not upgradeable;
[0256] In response to the control node whose upgrade status is a non-upgradeable state and is not a boundary node, each upgrading area adjacent to the upgrading area where the control node is currently located in the counterclockwise direction of the upgrading direction is used as an upgrading area in the upgradeable state, and each upgrading area adjacent to the upgrading area where the control node is currently located in the clockwise direction of the upgrading direction is used as other upgrading areas.
[0257] For the convenience of description, the above device is described in terms of functions divided into various modules. Of course, when implementing the present application, the functions of each module can be implemented in the same or multiple software and / or hardware.
[0258] The device of the above embodiment is used to implement the object adjustment method in the corresponding game in any of the above embodiments, and has the beneficial effects of the corresponding method embodiment, which will not be repeated here.
[0259] Based on the same inventive concept, corresponding to any of the above-mentioned embodiments, the present application also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein when the processor executes the program, the object adjustment method in the game described in any of the above-mentioned embodiments is implemented.
[0260] Figure 4 A more specific schematic diagram of the hardware structure of an electronic device provided in this embodiment is shown, and the device may include: a processor 401, a memory 402, an input / output interface 403, a communication interface 404, and a bus 405. The processor 401, the memory 402, the input / output interface 403, and the communication interface 404 are connected to each other in communication within the device through the bus 405.
[0261] The processor 401 can be implemented by a general-purpose CPU (Central Processing Unit), a microprocessor, an application-specific integrated circuit (ASIC), or one or more integrated circuits, and is used to execute relevant programs to implement the technical solutions provided in the embodiments of this specification.
[0262] The memory 402 can be implemented in the form of ROM (Read Only Memory), RAM (Random Access Memory), static storage device, dynamic storage device, etc. The memory 402 can store an operating system and other application programs. When the technical solutions provided in the embodiments of this specification are implemented by software or firmware, the relevant program codes are stored in the memory 402 and called and executed by the processor 401.
[0263] The input / output interface 403 is used to connect the input / output module to realize information input and output. The input / output module can be configured in the device as a component (not shown in the figure), or it can be externally connected to the device to provide corresponding functions. The input device may include a keyboard, a mouse, a touch screen, a microphone, various sensors, etc., and the output device may include a display, a speaker, a vibrator, an indicator light, etc.
[0264] The communication interface 404 is used to connect a communication module (not shown) to realize communication interaction between the device and other devices. The communication module can realize communication through a wired mode (such as USB, network cable, etc.) or a wireless mode (such as mobile network, WIFI, Bluetooth, etc.).
[0265] The bus 405 comprises a pathway for transmitting information between the various components of the device (eg, the processor 401 , the memory 402 , the input / output interface 403 , and the communication interface 404 ).
[0266] It should be noted that, although the above device only shows the processor 401, the memory 402, the input / output interface 403, the communication interface 404 and the bus 405, in the specific implementation process, the device may also include other components necessary for normal operation. In addition, it can be understood by those skilled in the art that the above device may also only include the components necessary for implementing the embodiments of the present specification, and does not necessarily include all the components shown in the figure.
[0267] The electronic device of the above embodiment is used to implement the object adjustment method in the corresponding game in any of the above embodiments, and has the beneficial effects of the corresponding method embodiment, which will not be repeated here.
[0268] Based on the same inventive concept, corresponding to any of the above-mentioned embodiment methods, the present application also provides a non-transitory computer-readable storage medium, wherein the non-transitory computer-readable storage medium stores computer instructions, and the computer instructions are used to enable the computer to execute the object adjustment method in the game as described in any of the above embodiments.
[0269] The computer-readable medium of this embodiment includes permanent and non-permanent, removable and non-removable media, and information storage can be implemented by any method or technology. Information can be computer-readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, read-only compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device.
[0270] The computer instructions stored in the storage medium of the above embodiments are used to enable the computer to execute the object adjustment method in the game as described in any of the above embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be repeated here.
[0271] Based on the same inventive concept, corresponding to any of the above-mentioned embodiment methods, the present application also provides a computer program product, including computer program instructions. When the computer program instructions are run on a computer, the computer executes the method described in any of the above embodiments, which has the beneficial effects of the corresponding method embodiments and will not be repeated here.
[0272] A person skilled in the art should understand that the discussion of any of the above embodiments is merely illustrative and is not intended to imply that the scope of the present application is limited to these examples. In line with the concept of the present application, the technical features in the above embodiments or different embodiments may be combined, the steps may be implemented in any order, and there are many other variations of the different aspects of the embodiments of the present application as described above, which are not provided in detail for the sake of simplicity.
[0273] In addition, to simplify the description and discussion, and in order not to make the embodiments of the present application difficult to understand, the known power supply / ground connection with the integrated circuit (IC) chip and other components may or may not be shown in the provided drawings. In addition, the device can be shown in the form of a block diagram to avoid making the embodiments of the present application difficult to understand, and this also takes into account the fact that the details of the implementation of these block diagram devices are highly dependent on the platform to be implemented in the embodiments of the present application (that is, these details should be fully within the scope of understanding of those skilled in the art). In the case of elaborating specific details (e.g., circuits) to describe exemplary embodiments of the present application, it is obvious to those skilled in the art that the embodiments of the present application can be implemented without these specific details or when these specific details are changed. Therefore, these descriptions should be considered to be illustrative rather than restrictive.
[0274] Although the present application has been described in conjunction with specific embodiments of the present application, many replacements, modifications and variations of these embodiments will be apparent to those skilled in the art from the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) may use the embodiments discussed.
[0275] The embodiments of the present application are intended to cover all such substitutions, modifications and variations that fall within the broad scope of the present application. Therefore, any omissions, modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the embodiments of the present application should be included in the protection scope of the present application.
Claims
1. A method for adjusting objects in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein at least a part of a game scene is displayed in the graphical user interface, wherein the game scene includes a plurality of virtual objects controlled by a first game account, wherein the first game account is equipped with a target game resource, and the target game resource can be used to at least enhance a first virtual object and a second virtual object of the plurality of virtual objects, wherein the method includes: In response to a first operation of promoting the first virtual object, determining a first game resource from the target game resources according to the first operation, wherein the first game resource is at least a part of the target game resource; A first adjustment parameter determined based on the first game resource and a second adjustment parameter determined based on the second game resource are displayed in the graphical user interface, wherein the first adjustment parameter is used to indicate a first degree of improvement that can be produced on the first virtual object by consuming the first game resource, and the second adjustment parameter is used to indicate a second degree of improvement that can be produced on the second virtual object by consuming the second game resource, and the second game resource is a game resource in the target game resource other than the first game resource.
2. The method according to claim 1, characterized in that: The multiple virtual objects are in the same game camp controlled by the first game player through the first game account; The method further comprises: In response to the game match starting, the first game player controls multiple virtual objects in the same game camp to play against enemy virtual objects in the game scene.
3. The method according to claim 1, characterized in that The first operation of lifting the first virtual object includes: In response to a selection operation on the first virtual object, controlling the graphical user interface to display a boost control having adjustment sub-controls corresponding to the first virtual object, wherein the boost control is generated based on the quantity of the target game resource and includes a plurality of different boost areas; In response to position selection operations for the adjustment sub-control in a plurality of different lift areas.
4. The method according to claim 3, characterized in that In response to selecting the position of the adjustment subcontrol in a plurality of different lifting areas, the method further includes: Displaying a plurality of different promotion levels in the plurality of different promotion areas, wherein the highest level among the plurality of different promotion levels is the upper limit of the promotion level that can be generated for the first virtual object by consuming all target game resources, and the lowest level among the plurality of different promotion levels is the current level of the first virtual object; A target boost area is determined from a plurality of different boost areas according to the position selection operation, a boost level corresponding to the target boost area is displayed in the boost control, and an avatar of the second virtual object, a current level of the second virtual object, and an upper limit of the boost level that can be generated by the second game resource on the second virtual object are displayed at a first preset position relative to the boost control.
5. The method according to claim 4, characterized in that After determining the target lifting area from a plurality of different lifting areas according to the position selection operation, the method further includes: determining an end position of the position selection operation in the lifting control; In response to the end position being in a preset area relative to the lifting control, the terminal device is controlled to terminate the lifting of the first virtual object.
6. The method according to claim 5, characterized in that After determining the end position of the position selection operation in the lifting control, the method further includes: In response to the end position not being in a preset area relative to the lifting control, displaying a confirmation control and a cancel control; In response to a triggering operation on the cancel control, controlling the terminal device to terminate the promotion of the first virtual object; In response to a triggering operation on the confirmation control, the target promotion area is set to an upgraded state.
7. The method according to claim 3, characterized in that The method further comprises: In response to a selection operation on the second virtual object, switching the lifting control with an adjustment sub-control corresponding to the first virtual object displayed on the graphical user interface to the lifting control with an adjustment sub-control corresponding to the second virtual object; The first virtual object is used as a new second virtual object, and the second virtual object is used as a new first virtual object.
8. The method according to claim 3, characterized in that The operation of selecting the position of the adjustment subcontrol in a plurality of different lifting areas includes: In response to a pressing operation on the adjustment sub-control in a plurality of different lifting areas, a sliding operation is performed on the adjustment sub-control in a clockwise direction of an upgrading direction in a plurality of different lifting areas.
9. The method according to claim 8, characterized in that Each promotion area includes a plurality of control nodes; the method further includes: In response to a sliding operation of the adjustment sub-control in a clockwise direction along the upgrade direction in multiple different upgrading areas, and the control node between two adjacent upgrading areas when the adjustment sub-control slides is a boundary node, the terminal device is controlled to vibrate to prompt that the level of the first virtual object has changed.
10. The method according to claim 8, characterized in that Each promotion area includes a plurality of control nodes; the method further includes: In response to a sliding operation of the adjustment subcontrol in a clockwise direction along an upgrade direction in a plurality of different promotion areas, and the adjustment subcontrol sliding to a control node adjacent to a junction node between two adjacent promotion areas, the adjustment subcontrol is controlled to slide to the junction node.
11. The method according to claim 3, characterized in that The operation of selecting the position of the adjustment subcontrol in a plurality of different lifting areas includes: In response to receiving a position selection instruction of the adjustment sub-control in a plurality of different lifting areas, the adjustment sub-control is slidably operated in a clockwise direction of the upgrading direction in the plurality of different lifting areas.
12. The method according to claim 3, characterized in that displaying a level function control at a second predetermined position relative to the boost control; The method further comprises: In response to a selection operation on the level function control, the lifting control with adjustment sub-controls corresponding to the first virtual object displayed on the graphical user interface is switched to a level function interface corresponding to the level function control.
13. The method according to claim 3, characterized in that The method further comprises: In response to controlling the terminal device to be in a preset display mode, obtaining an upgrade status of each upgrade area; Determining, from the plurality of upgrading areas, a upgrading area whose upgrading state is an upgradeable state and other upgrading areas whose upgrading state is not an upgradeable state based on the upgrading state of each upgrading area; The promotion control is controlled to display the promotion area whose upgrade status is the upgradeable status, and hide the other promotion areas.
14. The method according to claim 13, characterized in that Each promotion area includes a plurality of control nodes, and the promotion status of the other promotion areas includes an upgraded status; The step of determining, based on the upgrade status of each upgrade area, the upgrade area whose upgrade status is an upgradeable state and other upgrade areas whose upgrade status is an upgradeable state from the multiple upgrade areas includes: Determine the control node whose upgrade status is upgraded; In response to the control node whose upgrade state is the upgraded state is not a boundary node, each upgrading area adjacent to the upgrading area where the control node is currently located in the clockwise direction of the upgrading direction is used as an upgrading area in the upgradeable state, and each upgrading area adjacent to the upgrading area where the control node is currently located in the counterclockwise direction of the upgrading direction is used as other upgrading areas.
15. The method according to claim 13, characterized in that Each promotion area includes a plurality of control nodes, and the promotion status of the other promotion areas includes a non-upgradeable status; The step of determining, based on the upgrade status of each upgrade area, the upgrade area whose upgrade status is an upgradeable state and other upgrade areas whose upgrade status is an upgradeable state from the multiple upgrade areas includes: Determine the control node whose upgrade status is not upgradeable; In response to the control node whose upgrade status is a non-upgradeable state and is not a boundary node, each upgrading area adjacent to the upgrading area where the control node is currently located in the counterclockwise direction of the upgrading direction is used as an upgrading area in the upgradeable state, and each upgrading area adjacent to the upgrading area where the control node is currently located in the clockwise direction of the upgrading direction is used as other upgrading areas.
16. An object adjustment device in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein at least a part of a game scene is displayed in the graphical user interface, wherein the game scene includes a plurality of virtual objects controlled by a first game account, wherein the first game account is equipped with a target game resource, and the target game resource can be used to at least enhance a first virtual object and a second virtual object of the plurality of virtual objects, wherein the apparatus comprises: a lifting operation module, configured to, in response to a first operation of lifting the first virtual object, determine a first game resource from the target game resources according to the first operation, wherein the first game resource is at least a part of the target game resource; An adjustment parameter display module is configured to display a first adjustment parameter determined based on the first game resource and a second adjustment parameter determined based on the second game resource in the graphical user interface, wherein the first adjustment parameter is used to indicate a first degree of improvement that can be produced on the first virtual object by consuming the first game resource, and the second adjustment parameter is used to indicate a second degree of improvement that can be produced on the second virtual object by consuming the second game resource, and the second game resource is a game resource in the target game resource other than the first game resource.
17. An electronic device comprising a memory, a processor, and a computer program stored in the memory and running on the processor, characterized in that: When the processor executes the program, the method according to any one of claims 1 to 15 is implemented.
18. A non-transitory computer-readable storage medium storing computer instructions, characterized in that: The computer instructions are used to enable a computer to execute the method according to any one of claims 1 to 15.
19. A computer program product, comprising computer program instructions, which, when executed on a computer, cause the computer to execute the method according to any one of claims 1 to 15.
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