Object adjustment method in game and related device

By displaying upgrade controls and adjustment parameters for virtual objects in the graphical user interface of the terminal device, the problem of limited adjustment methods and unreasonable resource allocation in existing technologies is solved, enabling flexible resource allocation and simplified upgrade operations, thus improving the gaming experience.

CN119701362BActive Publication Date: 2026-01-09NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411784238.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-12-05
Publication Date
2026-01-09
Estimated Expiration
2044-12-05

AI Technical Summary

Technical Problem

Existing technologies only allow for single-click upgrades or direct upgrades to the current stage's maximum level, lacking a compromise mechanism. This results in high difficulty in reaching specific levels, experience point overflow, unreasonable distribution, and a poor user experience.

Method used

The terminal device provides a graphical user interface that displays upgrade controls and adjustment parameters for multiple virtual objects, allowing players to intuitively select and allocate game resources, and showing the upgrade levels of the first and second virtual objects, thus assisting players in rationally allocating resources with limited resources.

Benefits of technology

The upgrade process has been simplified, allowing players to clearly see the improvement effects after resource consumption, helping them to allocate resources reasonably among multiple virtual objects and improve the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides an object adjustment method in a game and related equipment. Through a first operation of a player user for promoting a first virtual object, a first game resource is determined from target game resources in response to the first operation, and then the promotion degree of the first virtual object to be consumed first game resources is clearly displayed in a graphical user interface, so that the player user can clearly see the promotion effect of the first virtual object after consuming the first game resources, thereby making the operation of rising to a specific level more simple. Moreover, when the player user controls more virtual objects and the target game resources are limited, the graphical user interface can also intuitively display the influence on other virtual objects after the player user promotes a single virtual object, which can assist the player user to make a more reasonable allocation decision of game resources under the limited game resources, balance the development of each virtual object, and thereby enhance the overall game experience.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of games, and particularly relates to a method for adjusting objects in a game and related equipment. BACKGROUND

[0002] With the continuous development of Internet technology, the rapid development of electronic games is gradually promoted. In order to improve the game experience of users, users can often consume game resources (for example, experience value) to improve the level of virtual objects in the game.

[0003] Based on the above situation, the existing object adjustment method in the game can only realize single-click upgrade or direct upgrade to the upper limit of the current reachable stage, and there is no compromise operation. It is difficult to operate to upgrade to a specific level. SUMMARY

[0004] Therefore, the purpose of the present application is to provide a method for adjusting objects in a game and related equipment to solve or partially solve the above technical problems.

[0005] To achieve the above purpose, the first aspect of the present application provides a method for adjusting objects in a game. A terminal device provides a graphical user interface, and at least part of a game scene is displayed in the graphical user interface. The game scene includes a plurality of virtual objects controlled by a first game account. The first game account is equipped with target game resources. The target game resources can be used to improve at least a first virtual object and a second virtual object of the plurality of virtual objects. The method comprises the following steps:

[0006] In response to a first operation of improving the first virtual object, a first game resource is determined from the target game resources according to the first operation. The first game resource is at least part of the target game resources.

[0007] A first adjustment parameter determined based on the first game resource and a second adjustment parameter determined based on a second game resource are displayed in the graphical user interface. The first adjustment parameter is used to indicate a first improvement degree of the first virtual object caused by consumption of the first game resource. The second adjustment parameter is used to indicate a second improvement degree of the second virtual object caused by consumption of the second game resource. The second game resource is a game resource in the target game resources except the first game resource.

[0008] Based on the same inventive concept, a second aspect of the present application provides an object adjusting device in a game, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of a game scene, the game scene includes a plurality of virtual objects controlled by a first game account, the first game account is equipped with target game resources, the target game resources can be used at least for promoting a first virtual object and a second virtual object of the plurality of virtual objects, and the device includes:

[0009] a promotion operation module configured to determine a first game resource from the target game resources according to a first operation for promoting the first virtual object, wherein the first game resource is at least part of the target game resources;

[0010] an adjustment parameter display module configured to display a first adjustment parameter determined based on the first game resource and a second adjustment parameter determined based on a second game resource in the graphical user interface, wherein the first adjustment parameter is used to indicate a first promotion degree of the first virtual object caused by consuming the first game resource, and the second adjustment parameter is used to indicate a second promotion degree of the second virtual object caused by consuming the second game resource, and the second game resource is a game resource other than the first game resource in the target game resources.

[0011] Based on the same inventive concept, a third aspect of the present application provides an electronic device, which includes a memory, a processor, and a computer program stored in the memory and running on the processor, and the processor implements the method of the first aspect when executing the computer program.

[0012] Based on the same inventive concept, a fourth aspect of the present application provides a non-transitory computer readable storage medium, which stores computer instructions for causing a computer to execute the method of the first aspect.

[0013] Based on the same inventive concept, a fifth aspect of the present application provides a computer program product, which includes computer program instructions, and when the computer program instructions run on a computer, the computer program instructions cause the computer to execute the method of the first aspect.

[0014] It can be seen from the above that the object adjustment method in a game and the related device provided in the application, through the first operation of the player user on the first virtual object, the first game resource is determined from the target game resource in response to the first operation, and then the first game resource to be consumed is clearly displayed in the graphical user interface to show the degree of promotion of the first virtual object, so that the player user can clearly see the promotion effect of the first virtual object after consuming the first game resource, so that the operation of rising to a specific level becomes simpler. And when the player user controls more virtual objects and the target game resource is limited, the graphical user interface can also intuitively show the influence of other virtual objects after the player user promotes a single virtual object, which can assist the player user to make more reasonable allocation decisions of game resources under the limited game resources, balance the development of each virtual object, and thus enhance the overall game experience. BRIEF DESCRIPTION OF DRAWINGS

[0015] In order to more clearly illustrate the technical solutions in the application or related art, the following will briefly introduce the drawings needed to be used in the embodiments or related art description. Obviously, the drawings in the following description are only embodiments of the application, and for those skilled in the art, other drawings can also be obtained without creative labor.

[0016] Figure 1 The flowchart of the object adjustment method in a game of the embodiments of the application;

[0017] Figure 2A The first schematic diagram of the exemplary page of the embodiments of the application;

[0018] Figure 2B The second schematic diagram of the exemplary page of the embodiments of the application;

[0019] Figure 2C The third schematic diagram of the exemplary page of the embodiments of the application;

[0020] Figure 2D The fourth schematic diagram of the exemplary page of the embodiments of the application;

[0021] Figure 2E The fifth schematic diagram of the exemplary page of the embodiments of the application;

[0022] Figure 2F The sixth schematic diagram of the exemplary page of the embodiments of the application;

[0023] Figure 2G The seventh schematic diagram of the exemplary page of the embodiments of the application;

[0024] Figure 2HThe eighth schematic view of an exemplary page of an embodiment of the present application;

[0025] Figure 2I The ninth schematic view of an exemplary page of an embodiment of the present application;

[0026] Figure 2J The tenth schematic view of an exemplary page of an embodiment of the present application;

[0027] Figure 2K The eleventh schematic view of an exemplary page of an embodiment of the present application;

[0028] Figure 2L The twelfth schematic view of an exemplary page of an embodiment of the present application;

[0029] Figure 2M The thirteenth schematic view of an exemplary page of an embodiment of the present application;

[0030] Figure 3 The structure block diagram of an object adjustment device in a game of an embodiment of the present application;

[0031] Figure 4 The schematic view of an electronic device of an embodiment of the present application. DETAILED DESCRIPTION

[0032] In order to make the objectives, technical solutions and advantages of the present application clearer, the present application will be further described in detail below with reference to the accompanying drawings and specific embodiments.

[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 understood as the common meanings understood by those with ordinary skills in the art to which the present application belongs. The terms "first", "second" and similar terms used in the embodiments of the present application do not represent any order, number or importance, but are only used to distinguish different components. The terms "include", "contain" and similar terms mean that the components or objects before the terms cover the components or objects listed after the terms and their equivalents, and do not exclude other components or objects. The terms "connect" or "connected" and similar terms are not limited to physical or mechanical connections, but can include electrical connections, whether direct or indirect. The terms "upper", "lower", "left", "right" and the like are only used to represent relative positional relationships, and when the absolute positions of the described objects change, the relative positional relationships may also change accordingly.

[0034] It can be understood that, before using the technical solutions of the various embodiments of the present application, the user will be informed of the type of personal information involved, the scope of use, the use scenario, etc. by appropriate means, and the user's authorization will be obtained.

[0035] For example, in response to receiving an active request of a user, a prompt information is sent to the user to explicitly prompt the user that the operation requested to be performed will require obtaining and using personal information of the user. Thus, the user can autonomously select whether to provide personal information to the software or hardware, such as an electronic device, an application program, a server or a storage medium, performing the operation of the technical solution of the application according to the prompt information.

[0036] As an optional but non-limiting implementation, in response to receiving an active request of a user, the prompt information can be sent to the user in the form of a pop-up window, and the prompt information can be presented in the form of text in the pop-up window. In addition, the pop-up window can also carry selection controls for the user to select "agree" or "disagree" to provide personal information to the electronic device.

[0037] It can be understood that the above notification and obtaining of user authorization process is only illustrative and does not limit the implementation of the application, and other ways that meet the relevant laws and regulations can also be applied to the implementation of the application.

[0038] With the continuous development of Internet technology, the rapid development of electronic games has also been gradually promoted. In order to improve the game experience of users, users can often consume game resources (such as experience values) to improve the level of virtual objects in the game.

[0039] In the related art, for example, the game resource consumed is the number of experience props, the basic operation is to click the experience prop once or multiple times, and the experience value corresponding to the prop is consumed. Then click OK; the corresponding quick operation is to click automatic placement (automatically deduct all props to reach the upper limit of the current stage), and then click OK.

[0040] However, this approach has the following problems:

[0041] 1. Only single-click upgrade or direct upgrade to the upper limit of the current stage can be achieved, and there is no such operation;

[0042] 2. Experience will overflow;

[0043] 3. There is no intuitive concept of experience for virtual object improvement before operation;

[0044] 4. There is no mechanism for reasonable allocation of experience;

[0045] 5. There are many types of props, increasing the user's selection and thinking cost;

[0046] 6. The operation difficulty for upgrading to a specific level is high.

[0047] Alternatively, for example, the basic operation is to click the experience prop, and the experience value corresponding to the prop is consumed; the quick operation is to long press the experience prop, and the experience value corresponding to the prop is consumed.

[0048] However, this way has the following problems:

[0049] 1. Only single-click upgrade or direct upgrade to the current upper limit of the stage can be achieved, and there is no such operation.

[0050] 2. The operation of upgrading to a specific level is difficult.

[0051] 3. Experience has no intuitive concept for virtual object promotion before operation.

[0052] 4. There is no reasonable experience allocation mechanism.

[0053] 5. There is no secondary confirmation mechanism.

[0054] 6. Experience value will overflow.

[0055] Alternatively, for example, by filling the experience pool, the basic operation is to click the upgrade button, and each click will upgrade one level; the fast operation is to long-press the upgrade button to quickly upgrade to the current upper limit, and another fast operation is to increase the single-click upgrade by 10 levels or the full-level button.

[0056] However, this way has the following problems:

[0057] 1. Only single-click upgrade or direct upgrade to the current upper limit of the stage can be achieved, and there is no operation to upgrade to a specific level.

[0058] 2. The operation of upgrading to a specific level is difficult.

[0059] 3. Experience has no intuitive concept for virtual object promotion before operation.

[0060] 4. There is no reasonable experience allocation mechanism.

[0061] 5. There is no secondary confirmation mechanism.

[0062] Embodiments of the present application provide an object adjustment method in a game, which provides a graphical user interface (GUI) through a terminal device, at least part of a game scene is displayed in the graphical user interface, the game scene includes a plurality of virtual objects controlled by a first game account, the first game account is equipped with target game resources, the target game resources can be used at least for promoting a first virtual object and a second virtual object of the plurality of virtual objects, the graphical user interface is obtained by executing an application program on a processor of the terminal device and rendering on a touch display screen of the terminal device.

[0063] Among them, the virtual object includes but is not limited to: role, pet, follower, weapon, prop, etc.

[0064] In this embodiment, the application running on the processor of the terminal device can be an application that needs to be downloaded and installed, or an application that can be used immediately upon clicking; this embodiment does not limit the scope of the application. The terminal device can be a desktop computer, smartphone, tablet computer, game console, e-book reader, multimedia playback device, wearable device, or other electronic device capable of performing the above functions.

[0065] In this application embodiment, the above-mentioned application can be any application that can provide a virtual environment for users to immerse and manipulate virtual objects that perform activities in that virtual environment.

[0066] The embodiments of this application provide a method for adjusting objects in a game, which achieves the following functions:

[0067] 1) It can upgrade quickly and accurately;

[0068] 2) During the upgrade process, you can observe the increase in experience with virtual objects, thus allowing you to allocate experience reasonably;

[0069] 3) It can quickly jump to the corresponding virtual object and certain systems that are linked to the current virtual object and level.

[0070] like Figure 1 As shown, the method in this embodiment includes:

[0071] The method includes:

[0072] Step 101: In response to a first operation of promoting the first virtual object, a first game resource is determined from the target game resources according to the first operation, wherein the first game resource is at least a portion of the target game resources.

[0073] In this step, the first virtual object refers to a character existing in the game's virtual environment. It can be a player-controlled character, 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 manipulated in this virtual environment. It is the virtual object to be promoted among the multiple virtual objects controlled by the game player.

[0074] The first operation to elevate the first virtual object may include clicking, dragging, using a specific key or key combination, etc.

[0075] Target game resources refer to the total amount of resources available for users to acquire or use within a game or application. Target game resources include items or currency that players can acquire, accumulate, and use to upgrade virtual objects within the game (such as characters, equipment, skills, etc.), and these resources have some value to the game's progress or the user's experience.

[0076] When the user performs the first operation of promoting the first virtual object, in response to the promotion operation, a specific game resource, i.e., the first game resource, needed to be consumed is determined in order to reach a specific promotion level corresponding to the first operation.

[0077] Step 102, displaying in the graphic user interface a first adjustment parameter determined based on the first game resource and a second adjustment parameter determined based on a second game resource, wherein the first adjustment parameter is used to indicate a first promotion degree that the first virtual object can be promoted by consuming the first game resource, and the second adjustment parameter is used to indicate a second promotion degree that the second virtual object can be promoted by consuming the second game resource, the second game resource being a game resource other than the first game resource in the target 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 a promotion degree that the first virtual object can be promoted by consuming the first game resource. For example, if the first game resource is experience value, and the first virtual object is a role, the first adjustment parameter can represent how many levels, stars, attack power or defense power of the role of the first virtual object can be promoted by consuming a certain amount of experience value.

[0079] In addition, the first adjustment parameter can be +X (e.g., +3), wherein X refers to the number of levels promoted on the original level (e.g., 32+3); meanwhile, the first adjustment parameter can also be directly the target level after promotion, such as 35.

[0080] The second adjustment parameter is a parameter determined based on the second game resource, and is used to indicate a promotion degree that the second virtual object can be promoted by consuming the second game resource. The second game resource is the remaining game resource excluding the first game resource from the total target game resource. For example, the target game resource is 10000 experience values, and the first virtual object needs to consume 3000 experience values (i.e., the first game resource) to be promoted to a specific level, then the second game resource is 7000 experience values, and the second adjustment parameter represents how many levels, stars, attack power or defense power of the role of the second virtual object can be promoted by consuming the remaining 7000 experience values.

[0081] In the graphic user interface, the two adjustment parameters are displayed so that the game player can intuitively understand

[0082] The first game resource required to reach the specific promotion level corresponding to the first operation can have a specific promotion effect on the first virtual object, and when there are many virtual objects controlled by the player user and the target game resource is limited, the influence on other virtual objects after the player user promotes a single virtual object can be intuitively displayed in the graphical user interface, which can assist the player user in making more reasonable allocation decisions of game resources under limited game resources, balancing the development of each virtual object, thereby enhancing the overall game experience.

[0083] Through the above scheme, through the first operation of the player user promoting the first virtual object, the first game resource is determined from the target game resource in response to the first operation, and then the promotion degree of the first game resource to be consumed on the first virtual object is clearly displayed in the graphical user interface, so that the player user can see the promotion effect of the first virtual object after consuming the first game resource at a glance, thereby making the operation of promoting to a specific level more simple. And when there are many virtual objects controlled by the player user and the target game resource is limited, the influence on other virtual objects after the player user promotes a single virtual object can be intuitively displayed in the graphical user interface, which can assist the player user in making more reasonable allocation decisions of game resources under limited game resources, balancing the development of each virtual object, thereby enhancing 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 includes:

[0086] In response to the start of the game match, the first game player controls the plurality of virtual objects in the same game camp to play the match with the enemy virtual object in the game scene.

[0087] In the above scheme, in the game scene, there are a plurality of virtual objects, which can be characters, units or other entities that can represent game players to fight or operate in the game.

[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 plurality of virtual objects are all representatives or forces of the first game player in the game, which are uniformly commanded and operated by the game player.

[0089] Once the game begins, the first player controls multiple virtual entities belonging to the same game faction through their first game account, competing against or opposing virtual entities. These opposing virtual entities represent opposing factions or forces, forming a antagonistic relationship with the virtual entities controlled by the first player.

[0090] In some embodiments, step 101, the first operation of promoting the first virtual object, includes:

[0091] Step A1: In response to the selection operation of the first virtual object, control the graphical user interface to display an enhancement control with adjustment sub-controls corresponding to the first virtual object, wherein the enhancement control is generated based on the quantity of the target game resources, and the enhancement control includes multiple different enhancement areas.

[0092] Step A2 is in response to a 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 upgrade control with adjustment sub-controls corresponding to the first virtual object. The upgrade control is an interface element in the graphical user interface that allows the game player to upgrade the level of the virtual object.

[0094] Inside the raised control, there are adjustment sub-controls. Adjustment sub-controls are small controls or elements used to perform specific operations or adjustments within these raised areas. These adjustment sub-controls can be in the form of buttons, sliders, checkboxes, etc.

[0095] like Figure 2A As shown, the boost control 200, which has an adjustment sub-control 201, is divided into multiple different boost areas 202. The division is generated based on the number of target game resources. Users can select one of these boost areas by clicking, dragging, or other interactive methods to adjust the level of the first virtual object to the corresponding level.

[0096] This allows gamers to intuitively adjust the level of the primary virtual object through a graphical user interface, by selecting different upgrade areas on the upgrade controls. This design improves the user experience, making level adjustment simple and intuitive.

[0097] In addition, by introducing boost controls and multiple different boost areas, users can intuitively see the options for each level, which not only simplifies the operation steps but also greatly improves the user interface's friendliness and interactivity.

[0098] In some embodiments, after step A2, the method further includes:

[0099] Step B1, display a plurality of different promotion levels in the plurality of different promotion areas, the highest level of the plurality of different promotion levels being an upper limit of promotion levels that can be generated on the first virtual object by consuming all target game resources, and the lowest level of the plurality of different promotion levels being a current level of the first virtual object;

[0100] Step B2, determine a target promotion area from the plurality of different promotion areas according to the position selection operation, display promotion levels corresponding to the target promotion area in the promotion control, and display the avatar of the second virtual object, the current level of the second virtual object, and the upper limit of promotion levels that can be generated on the second virtual object by the second game resources in the first preset position relative to the promotion control.

[0101] In the above scheme, after performing the position selection operation of the adjustment sub-control in the plurality of different promotion areas, different promotion levels are displayed in each promotion area, the highest level being an upper limit of promotion levels that can be generated on the first virtual object by consuming all target game resources, and the lowest level being a current level of the first virtual object without promotion.

[0102] Then, according to the target promotion area determined by the position selection operation, display the promotion levels corresponding to the target promotion area in the promotion control, display the avatar of the second virtual object, the current level of the second virtual object, and the highest level that the second virtual object can be promoted to by the remaining game resources (i.e., the second game resources) around the promotion control.

[0103] The second virtual object can be another object associated with or used for comparison with the first virtual object, for example, a highest combat power character.

[0104] The second virtual object can be a character or an object 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 setting the second virtual object in the character interface. It can be a system default configuration such as the highest combat power character.

[0105] For example, as shown in Figure 2B Fig. 3, a comparison switch 203 is set in the graphical user interface. When the comparison switch 203 is turned on, as shown in Figure 2C Fig. 4, at least one second virtual object 204 is displayed in the graphical user interface.

[0106] Based on this, when there are many player-controlled virtual objects and the target game resources are limited, the influence on other virtual objects after the player user promotes a single virtual object can be intuitively displayed in the graphical user interface, which can assist the player user in making more reasonable allocation decisions of game resources under the limited game resources, balance the development of virtual objects, and thus enhance the overall game experience.

[0107] For example, as shown in FIG. 2A, the first virtual object 202 is at a first level, and the second virtual object 204 is at a second level. The second virtual object 204 is at a lower level than the first virtual object 202. The second virtual object 204 is at a lower level than the first virtual object 202. Figure 2C As shown in FIG. 2B, as the first virtual object is promoted, the second virtual object 204 also changes its position in the graphical user interface to reflect its new level state. The upper limit of the promotion level of the second virtual object 204 is updated to a new upper limit of the promotion level to accurately reflect its state 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 the use of game resources (for example, experience value). Figure 2D As shown in FIG. 2B, as the first virtual object is promoted, the second virtual object 204 also changes its position in the graphical user interface to reflect its new level state. The upper limit of the promotion level of the second virtual object 204 is updated to a new upper limit of the promotion level to accurately reflect its state 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 the use of game resources (for example, experience value).

[0108] For example, a toggle switch is provided in the graphical user interface. When the toggle switch is turned on, the avatar of at least one second virtual object, the current level of the second virtual object, and the upper limit of the promotion level of the second virtual object that can be generated by the second game resource are displayed in the graphical user interface.

[0109] In the graphical user interface, the dashed line behind the second virtual object is the highest level that the second virtual object can reach with the current second game resource. Generally, there is only one second virtual object. If multiple situations are represented, the current second game resource required by each second virtual object is not equally divided, but is the structure after each second virtual object enjoys the current second game resource.

[0110] In some embodiments, after determining the target promotion area from the plurality of different promotion areas according to the position selection operation in step B2, the method further includes:

[0111] Step C1, determining the end position of the position selection operation in the promotion control.

[0112] Step C2, in response to the end position being in a preset area relative to the promotion control, controlling the terminal device to terminate the promotion 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, which 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 boundary area.

[0115] For example, as shown in Figure 2E If the end position is indeed within the preset area 205, the promotion process for the first virtual object will be immediately terminated, and the original level of the first virtual object will be restored.

[0116] In some embodiments, after step C1, the method further comprises:

[0117] Step D1, in response to the end position not being within the preset area relative to the promotion control, displaying a confirmation control and a cancel control.

[0118] Step D2, in response to a triggering operation on the cancel control, controlling the terminal device to terminate the promotion of the first virtual object.

[0119] Step D3, in response to a triggering operation on 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 (e.g., releases the clicked mouse button or ends the touch), the end position of the operation is recorded, which 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 boundary area.

[0122] For example, as shown in Figure 2E and as shown in Figure 2F 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, where the confirmation control 206 is used by the game player to confirm the current selection, and the cancel control 207 is used by 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 selection is revoked, and the level of the first virtual object will not change and will be restored to the original level.

[0124] If the game player triggers the confirmation control 206, the target promotion area will be set to an upgraded state, where the upgraded state can be represented by highlighting, shading, or setting 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 graphical user interface display of the promotion control with the adjustment sub-control corresponding to the first virtual object to the promotion control with the adjustment sub-control corresponding to the second virtual object.

[0127] Step E2, the first virtual object as a new second virtual object, and the second virtual object as a new first virtual object.

[0128] In the above scheme, when the game player selects (for example, by clicking, touching or other interaction) the second virtual object, the graphical user interface responds.

[0129] This response is to switch the graphical user interface display of the promotion control with the adjustment sub-control corresponding to the first virtual object to the promotion control with the adjustment sub-control corresponding to the second virtual object, indicating that the game player can view or operate different interfaces or content related to the object by selecting the second virtual object.

[0130] After completing the above switching, the original first virtual object becomes a new second virtual object as a contrast object, and the original second virtual object becomes a new first virtual object as a target object for level promotion.

[0131] This role exchange allows the game player to flexibly switch between different virtual objects and can continuously explore or operate different interfaces and content related to the objects.

[0132] It allows the game player to quickly switch between different virtual objects according to his own needs or interests, making the graphical user interface more flexible and user-friendly.

[0133] For example, as shown in Figure 2B , the graphical user interface is provided with a contrast switch 203. When the contrast switch 203 is turned on, as shown in Figure 2C , at least one second virtual object 204 is displayed in the graphical user interface.

[0134] Clicking the second virtual object in the graphical user interface can quickly jump to the graphical user interface corresponding to the object for upgrading.

[0135] In some embodiments, in step A2, the position selection operation of the adjustment sub-control in multiple different promotion areas includes:

[0136] In response to the pressing operation of the adjustment sub-control in multiple different promotion areas, the sliding operation of the adjustment sub-control in the clockwise direction along the upgrading direction in multiple different promotion areas.

[0137] In the above scheme, the pressing operation refers to the initial action of the game player adjusting the sub-control by touch. This action can be a prerequisite for triggering the sliding operation, meaning that after pressing, the game player can slide.

[0138] The upgrade direction is pre-set in a direction, such as up, right, etc., and the clockwise direction further specifies that the sliding path is in a clockwise direction along a circular, straight, or arc path.

[0139] After the game player performs the pressing operation, the game player needs to slide the adjustment sub-control between multiple promotion areas in the clockwise direction, thereby realizing more intuitive and targeted level adjustment. This not only improves the accuracy of the operation, but also significantly improves the experience of the game player, making the operation of upgrading to a specific level more simple, fast, and efficient.

[0140] In addition, the adjustment sub-control can be in the form of an outer ring, which will always be attracted to the range of the interactive point touch during sliding. The upgrade sub-control can be in the form of a combination of an inner ring point installation circle and an upgradable ring, and the inner ring point installation circle is always attracted to the upgradable ring. At this time, in the interactive promotion area, the circle will be based on a straight line. When sliding to the promotion area in the non-upgradable state and the promotion area in the upgraded state, the outer ring will then follow the movement of the interactive point touch. The inner ring point installation circle will stay on the upgradable line closest to the outer ring.

[0141] In some embodiments, each promotion area includes a plurality of control nodes;

[0142] The method further includes:

[0143] In response to the sliding operation of the adjustment sub-control in the clockwise direction of the upgrade direction in multiple different promotion areas, and the control node between the adjacent two promotion areas to which the adjustment sub-control slides is a boundary node, the terminal device is controlled to generate vibration to prompt the level of the first virtual object to change.

[0144] In the above scheme, when the adjustment sub-control slides to a certain specific control node between adjacent two promotion areas, this node is called a boundary node. The boundary node is the boundary point between the two promotion areas.

[0145] When the adjustment sub-control reaches the boundary node, the terminal device will vibrate. This vibration is used to prompt 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 can be continuous sliding, clicking confirmation, etc.), the level of the first virtual object will actually change.

[0147] This transformation could 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 player's operation and enabling the player to more clearly understand the impact of the current operation on the first virtual object.

[0148] In some embodiments, each lift region includes multiple control nodes;

[0149] The method further includes:

[0150] In response to a sliding operation of the adjustment sub-control in a clockwise direction along the upgrade direction in multiple different upgrade regions, and the adjustment sub-control sliding to a control node adjacent to the boundary node between two adjacent upgrade regions, the adjustment sub-control is controlled to slide to the boundary node.

[0151] In the above scheme, users can drag the adjustment sub-controls clockwise along the upgrade direction on the interface, sliding from one upgrade area to another. This operation allows users to switch and adjust between different settings or parameters.

[0152] When a sub-control is slid to the boundary between two adjacent raised areas, it will encounter a special node called the boundary node. This node acts as a bridge connecting two different raised areas, allowing players to smoothly transition from one sub-area to another.

[0153] When a player slides the adjustment sub-control clockwise until it approaches or almost reaches the boundary node between two enhancement zones, the adjustment sub-control will be automatically positioned on that boundary node according to the player's intention, improving the smoothness and accuracy of the player's interaction and ensuring that the player can easily switch between different enhancement zones.

[0154] For example, such as Figure 2I As shown, a magnetic switch 209 is set in the graphical user interface. When the magnetic switch 209 is turned on, when the sliding adjustment sub-control reaches the boundary node, it will slightly attract to it.

[0155] In addition, a slight attraction will occur when the virtual object reaches the boundary node that causes a level change. Regardless of whether the magnetic switch is on or off, a single, very weak vibration will be emitted as a notification when any level change boundary node is reached.

[0156] In addition, such as Figure 2B , Figure 2G and Figure 2I As shown, the reference switch 203, the display mode switch 208, and the magnetic switch 209 can coexist and control the execution of their respective functions.

[0157] In some embodiments, in step A2, the position selection operation of the adjustment sub-control in multiple different promotion areas includes:

[0158] In response to receiving the position selection instruction of the adjustment sub-control in multiple different promotion areas, the sliding operation of the adjustment sub-control in the clockwise direction of the promotion direction in multiple different promotion areas.

[0159] In the above scheme, the user can not start the point-and-slip operation of the adjustment sub-control from the default position, but can directly press the position in multiple different promotion areas to achieve the function of rapid positioning. However, the overlapping of the interaction areas will give priority to other interaction functions.

[0160] Among them, the position selection instruction can be triggered by various input methods, such as touch events on the touch screen, mouse clicks, or keyboard inputs.

[0161] Based on the position selection instruction, the adjustment sub-control can be quickly slid in the clockwise direction of the promotion direction to the position corresponding to the position selection instruction. Flexibility and intuitiveness are provided, allowing game players to quickly complete the position adjustment of the adjustment sub-control as needed.

[0162] In some embodiments, the level function control is displayed relative to the second preset position of the promotion control;

[0163] The method further includes:

[0164] In response to the selection operation of the level function control, the promotion control provided with the adjustment sub-control corresponding to the first virtual object in the graphical user interface is switched to the level function interface corresponding to the level function control.

[0165] In the above scheme, at least one level function control is provided in the graphical user interface, which is used to process or display information or functions related to "level". This control can be a button, a drop-down menu, a slider, or any other interface element that users can interact with.

[0166] For example, as shown in Figure 2J The level function control 209 is a skill control, and the skill interface is jumped to. Here, the level function control 209 can be any function interface related to the promotion 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. This new level function interface is specially used to display or process information or functions related to the level.

[0168] The game player can see a new page, a new view or some elements on the current page changed to show the level-related information (such as level progress, level rewards, promotion conditions, etc.), allowing the user to more conveniently view and manage the level status.

[0169] As an optional embodiment, the level adjustment control can be various to meet different types of games that cannot be typeset, for example, as shown in Figure 2K which is in a straight line form.

[0170] In some embodiments, as the total game resources available for sliding decrease, or the total game resources available (i.e., target game resources) are very small, the display position of the second virtual object in the graphical user interface and the position that can be promoted to the highest experience (i.e., the promotion level cap) are too close, resulting in an overlapping situation.

[0171] For example, as shown in Figure 2L , the current level of the second virtual object is 36, and as the total game resources available for sliding decrease, the promotion level cap gradually changes from 38 to 37, resulting in an overlapping situation in the form of +1. When the promotion level cap finally changes to 36, the +1 form is not displayed, and there is a dashed outer circle.

[0172] As an optional embodiment, when the total game resources are sufficient, the second virtual object can reach a highest level that exceeds the range of promotion levels corresponding to the currently promoted multiple different promotion regions, the display position of the second virtual object in the graphical user interface can be adjusted to the out-of-range region in the promotion control.

[0173] For example, as shown in Figure 2M , the range of promotion levels corresponding to the currently promoted multiple different promotion regions is 31-38, and when the total game resources are sufficient, the second virtual object can reach a highest level (i.e., the promotion level cap is 40), and the display position of the second virtual object in the graphical user interface is adjusted to the out-of-range region 210 in the promotion 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 promotion state of each promotion region.

[0176] Step F2, based on the promotion state of each promotion region, determining from the multiple promotion regions the promotion region whose promotion state is upgradeable, and other promotion regions other than the promotion region whose promotion state is upgradeable.

[0177] Step F3, control the promotion control to display the promotion area with the upgradeable state and hide the other promotion areas.

[0178] In the above scheme, as shown in Figure 2G The corresponding display mode switch 208 is pre-set in the graphical user interface, and the terminal device is controlled to be in the preset display mode in response to the selection operation of the display mode switch 208.

[0179] When the terminal device is in this preset display mode, the upgrade states of the promotion areas are collected or obtained.

[0180] Each promotion area has its own upgrade state, such as “upgraded”, “upgradeable”, “unupgradeable”, etc.

[0181] According to the collected upgrade state information, the plurality of promotion areas are divided into two categories: one category is the promotion area with the upgradeable state, that is, these areas currently have available upgrades; the other category is the promotion area other than the upgradeable state.

[0182] According to the above classification result, the display content on the promotion control is dynamically adjusted. Specifically, the promotion control (which can be a button, an icon, or a text prompt) is controlled to display only the promotion areas with the upgradeable state and hide the other promotion areas.

[0183] The purpose of this is to enable the game player to see at a glance which parts can be upgraded and take corresponding actions (such as clicking the upgrade button).

[0184] By intelligently managing the upgrade information display of the terminal device, the convenience and efficiency of the game player experience are improved. The game player does not need to check the upgrade state of each promotion area one by one, but can directly see which parts need to be upgraded and quickly perform the upgrade operation.

[0185] For example, as shown in Figure 2G The precision mode switch 208 is set in the graphical user interface, as shown in Figure 2H After being turned on, the terminal device is controlled to be in the preset display mode, and at this time the promotion control 200 only displays the promotion areas with the upgradeable state.

[0186] The significance of the precision mode is that it is difficult to manipulate game resources (such as experience points) in a very small interval. Now this operable area can be enlarged.

[0187] In some embodiments, each promotion area includes a plurality of control nodes, and the upgrade state of the other promotion area includes the upgraded state.

[0188] Step F2, includes:

[0189] Step G1, determining the control node whose upgrade status is upgraded status.

[0190] Step G2, in response to the control node whose upgrade status is upgraded status is not a boundary node, then each promotion area adjacent to the promotion area where the control node is currently located in the clockwise direction along the upgrade direction is marked as a promotion area in upgradeable status, and each promotion area adjacent to the promotion area where the control node is currently located in the counterclockwise direction along the upgrade direction is marked as other promotion area.

[0191] In the above scheme, the upgrade status describes whether the promotion area or the control node is in the selected state.

[0192] Determine whether the control node in upgraded status is a boundary node (i.e., a control node located at the boundary of two promotion areas). If the control node in upgraded status is not a boundary node, each promotion area adjacent in the clockwise direction along the upgrade direction is marked as a promotion area in upgradeable status.

[0193] At the same time, each promotion area adjacent to the promotion area where the control node in upgraded status is currently located in the counterclockwise direction along the upgrade direction is marked as other promotion area. These promotion areas may not be in the current upgrade plan, or need to wait for further instructions or conditions to be met before upgrading.

[0194] By identifying the upgraded nodes and their positions (especially whether they are boundary nodes), it is intelligently determined which promotion areas should be set to upgradeable status next, displayed in the preset display mode, and which are set to upgraded status, hidden in the preset display mode.

[0195] For example, the upgraded status part is rounded down, such as the current experience is 32.5 levels, which takes 32 levels of this control node. The non-upgradeable status part is rounded up, such as the non-upgradeable status part starts from 38.2 levels and takes 39 levels. Then the node range is re-averaged to promote the control.

[0196] In some embodiments, each promotion area includes a plurality of control nodes, and the upgrade status of the other promotion area includes non-upgradeable status.

[0197] Step F2 includes:

[0198] Step H1, determining the control node whose upgrade status is non-upgradeable status.

[0199] Step H2, in response to the control node whose upgrade state is the non-upgradable state not being a boundary node, each promotion area adjacent to the promotion area where the control node is currently located in the counterclockwise direction along the upgrade direction is regarded as an upgradable promotion area, and each promotion area adjacent to the promotion area where the control node is currently located in the clockwise direction along the upgrade direction is regarded as another promotion area.

[0200] In the above scheme, the promotion areas can be in different upgrade states, one of which is the non-upgradable state.

[0201] Based on the upgrade state of each promotion area, it is determined which promotion areas are set to be in the upgraded state and which are not from the plurality of promotion areas, so that the promotion areas in the upgradable state are displayed in the preset display mode based on this, and those set to be in the non-upgradable state should be hidden in the preset display mode.

[0202] First, all control nodes whose upgrade state is the non-upgradable state are identified, and for the control node in the non-upgradable state, it is checked whether the node is a boundary node (i.e., a control node located on the boundary of two promotion areas).

[0203] If the control node in the non-upgradable state is not a boundary node, each promotion area adjacent to the promotion area where the control node is currently located in the counterclockwise direction along the upgrade direction is regarded as an upgradable promotion area.

[0204] Each promotion area adjacent to the promotion area where the control node is currently located in the clockwise direction along the upgrade direction is regarded as another promotion area (i.e., these promotion areas are not regarded as upgradable in the current situation).

[0205] In this way, it is determined which promotion areas can be used for game player selection in the upgrade process and which cannot be used for selection in the upgrade process.

[0206] For example, the upgraded state part is rounded down, such as the current experience of 32.5 levels taking the control node of 32 levels. The non-upgradable state part is rounded up, such as the non-upgradable state part taking 39 levels from 38.2 levels. Then the node range is evenly divided again.

[0207] It should be noted that the method of the embodiments of the present application can be executed by a single device, such as a computer or a server, etc. The method of the embodiments of the present application can also be applied to a distributed scenario, and completed by multiple devices cooperating with each other. In this distributed scenario, one of the multiple devices can only execute one or more steps in the method of the embodiments of the present application, and the multiple devices interact with each other to complete the method.

[0208] It is to be understood that the foregoing description is directed to embodiments of the application. Various embodiments are described herein, including the best mode of the inventors. It will be apparent, however, to those skilled in the art having the benefit of this disclosure, that variations and / or modifications of these embodiments can be made without departing from the spirit and scope of the application. Accordingly, it is intended that such variations and / or modifications be included within the scope of the application. It is the intent of the inventors that all such variations and / or modifications be considered as possible embodiments of the application. To elucidate, specific terms are defined herein.

[0209] Based on the same inventive concept, the application also provides a game object adjustment device corresponding to any of the above-mentioned embodiment methods.

[0210] Reference Figure 3 The game object adjustment device provides a graphical user interface through a terminal device, at least part of a game scene is displayed in the graphical user interface, the game scene includes a plurality of virtual objects controlled by a first game account, the first game account is equipped with target game resources, the target game resources can be used at least for promoting a first virtual object and a second virtual object of the plurality of virtual objects, and the device comprises:

[0211] The promotion operation module 301 is configured to determine a first game resource from the target game resources according to a first operation for promoting the first virtual object, wherein the first game resource is at least part of the target game resources.

[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 a second game resource in the graphical user interface, wherein the first adjustment parameter is used to indicate a first promotion degree that the first virtual object can produce by consuming the first game resource, and the second adjustment parameter is used to indicate a second promotion degree that the second virtual object can produce by consuming the second game resource, and the second game resource is a game resource in the target game resources 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 game object adjustment device further comprises a game module, and the game module is specifically configured to:

[0215] In response to the start of the game, the first game player controls the plurality of virtual objects in the same game camp to play against enemy virtual objects in the game scene.

[0216] In some embodiments, the promotion operation module 301 is specifically configured to:

[0217] The promotion control display unit is configured to, in response to the selection operation on the first virtual object, control the graphical user interface to display a promotion control with an adjustment sub-control corresponding to the first virtual object, wherein the promotion control is generated based on the quantity of the target game resource, and the promotion control includes a plurality of different promotion areas.

[0218] The position selection unit is configured to, in response to a position selection operation on the adjustment sub-control in the plurality of different promotion areas.

[0219] In some embodiments, the object adjustment apparatus in the game further includes a display module, which is specifically configured to:

[0220] display a plurality of different promotion levels in the plurality of different promotion areas, wherein the highest level in the plurality of different promotion levels is an upper limit of promotion levels that can be generated on the first virtual object by consuming all target game resources, and the lowest level in the plurality of different promotion levels is the current level of the first virtual object.

[0221] determine a target promotion area from the plurality of different promotion areas according to the position selection operation, display a promotion level corresponding to the target promotion area in the promotion control, and display, in a first preset position relative to the promotion control, an avatar of the second virtual object, the current level of the second virtual object, and an upper limit of promotion levels that can be generated on the second virtual object by the second game resource.

[0222] In some embodiments, the object adjustment apparatus in the game further includes a termination adjustment module, which is specifically configured to:

[0223] determine an end position of the position selection operation in the promotion control.

[0224] in response to the end position being in a preset area relative to the promotion control, control the terminal device to terminate the promotion of the first virtual object.

[0225] In some embodiments, the object adjustment apparatus in the game further includes a confirmation module, which is specifically configured to:

[0226] display a confirmation control and a cancel control in response to the end position not being in a preset region relative to the lifting control;

[0227] control the terminal device to terminate the lifting of the first virtual object in response to a triggering operation on the cancel control;

[0228] set the target lifting region to an upgraded state in response to a triggering operation on the confirmation control.

[0229] In some embodiments, the object adjusting apparatus in the game further comprises an object switching module, which is specifically configured to:

[0230] switch the lifting control with the adjustment sub-control corresponding to the first virtual object displayed by the graphical user interface to the lifting control with the adjustment sub-control corresponding to the second virtual object in response to a selection operation on the second virtual object;

[0231] take the first virtual object as a new second virtual object and take the second virtual object as a new first virtual object.

[0232] In some embodiments, the position selecting unit is specifically configured to:

[0233] in response to a pressing operation on the adjustment sub-control in multiple different lifting regions, a sliding operation of the adjustment sub-control in a clockwise direction along an upgrading direction in the multiple different lifting regions.

[0234] In some embodiments, each lifting region comprises multiple control nodes;

[0235] The object adjusting apparatus in the game further comprises a vibration module, which is specifically configured to:

[0236] in response to the sliding operation of the adjustment sub-control in a clockwise direction along an upgrading direction in multiple different lifting regions, and the control node between the adjacent two lifting regions being a boundary node, control the terminal device to vibrate to prompt a level change of the first virtual object.

[0237] In some embodiments, each lifting region comprises multiple control nodes;

[0238] The object adjusting apparatus in the game further comprises a sliding module, which is specifically configured to:

[0239] In response to a sliding operation of the adjustment sub-control in a clockwise direction along an upgrade direction in a plurality of different promotion areas, and the adjustment sub-control sliding to a control node adjacent to a junction node between two adjacent promotion areas, the adjustment sub-control 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 promotion areas, a sliding operation of the adjustment sub-control in a clockwise direction along an upgrade direction in a plurality of different promotion areas.

[0242] In some embodiments, the level function control is displayed at a second preset position relative to the promotion control.

[0243] The object adjustment apparatus in the game further includes an interface switching module, which is specifically configured to:

[0244] In response to a selection operation of the level function control, the promotion control with the adjustment sub-control corresponding to the first virtual object displayed in the graphical user interface is switched to a level function interface corresponding to the level function control.

[0245] In some embodiments, the object adjustment apparatus in the game further includes a display adjustment module, which includes:

[0246] The acquisition unit is configured to acquire the upgrade state of each promotion area in response to the terminal device being controlled to be in a preset display mode.

[0247] The determination unit is configured to determine, from the plurality of promotion areas, a promotion area with an upgrade state of upgradable state and other promotion areas other than the upgrade state of upgradable state, based on the upgrade state of each promotion area.

[0248] The display unit is configured to control the promotion control to display the promotion area with the upgrade state of upgradable state, and hide the other promotion areas.

[0249] In some embodiments, each promotion area includes a plurality of control nodes, and the upgrade state of the other promotion area includes an upgraded state.

[0250] The determination unit is specifically configured to:

[0251] Determine the control node with the upgrade state of upgraded state.

[0252] In response to the control node whose upgrade state is the upgraded state not being the border node, each promotion area adjacent to the promotion area in which the control node is currently located in a clockwise direction along the upgrade direction is taken as a promotion area in the upgradable state, and each promotion area adjacent to the promotion area in which the control node is currently located in an anticlockwise direction along the upgrade direction is taken as the other promotion area.

[0253] In some embodiments, each promotion area includes a plurality of control nodes, and the upgrade state of the other promotion area includes an unupgradeable state.

[0254] The determining unit is specifically configured to:

[0255] determine the control node whose upgrade state is the unupgradeable state.

[0256] In response to the control node whose upgrade state is the unupgradeable state not being the border node, each promotion area adjacent to the promotion area in which the control node is currently located in an anticlockwise direction along the upgrade direction is taken as a promotion area in the upgradable state, and each promotion area adjacent to the promotion area in which the control node is currently located in a clockwise direction along the upgrade direction is taken as the other promotion area.

[0257] For the convenience of description, the above apparatus is described in various modules in terms of functions. Of course, the functions of the modules can be implemented in one or more software and / or hardware in the implementation of the present application.

[0258] The apparatuses of the above embodiments are used to implement the object adjustment method in the game in any of the above embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be described here.

[0259] Based on the same inventive concept, corresponding to the method of any of the above 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 the processor implements the object adjustment method in the game according to any of the above embodiments when executing the program.

[0260] Figure 4 A more specific hardware structure of an electronic device is shown in the embodiment, which can 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 through the bus 405 for communication within the device.

[0261] The processor 401 can be implemented by a general-purpose CPU (Central Processing Unit), a microprocessor, an ASIC (Application Specific Integrated Circuit), or one or more integrated circuits, etc., for executing relevant programs to implement the technical solutions provided by the embodiments of the present specification.

[0262] The memory 402 can be implemented by a ROM (Read Only Memory), a RAM (Random Access Memory), a static storage device, a dynamic storage device, etc. The memory 402 can store an operating system and other application programs, and when the technical solutions provided by the embodiments of the present 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 configured to connect input / output modules to realize information input and output. The input / output modules can be configured as components in the device (not shown in the figure) or externally connected to the device to provide corresponding functions. The input devices can include a keyboard, a mouse, a touch screen, a microphone, various sensors, etc., and the output devices can include a display, a speaker, a vibrator, an indicator light, etc.

[0264] The communication interface 404 is configured to connect a communication module (not shown in the figure) to realize the communication interaction between the device and other devices. The communication module can realize communication through a wired manner (such as USB, network cable, etc.) or a wireless manner (such as mobile network, WIFI, Bluetooth, etc.).

[0265] The bus 405 includes a path for transmitting information between various components (such as the processor 401, the memory 402, the input / output interface 403, and the communication interface 404) of the device.

[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 can also include other components necessary for normal operation. In addition, those skilled in the art can understand that the above device can also only include the components necessary to implement the solutions of the embodiments of the present specification, and does not have to include all the components shown in the figure.

[0267] The electronic device of the above embodiments 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 embodiments, which are not described here again.

[0268] Based on the same inventive concept, the application also provides a non-transitory computer readable storage medium storing computer instructions for causing a computer to perform the object adjustment method in a game according to any of the above embodiments.

[0269] The computer readable medium of the embodiments can include permanent and non-permanent, removable and non-removable media, which can be realized by any method or technology to store information. The information can be computer readable instructions, data structures, program modules 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 technologies, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassette, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other non-transmission medium that can be used to store information accessible by a computing device.

[0270] The computer instructions stored in the storage medium of the above embodiments are used to cause the computer to perform the object adjustment method in a game according to 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, the application also provides a computer program product comprising computer program instructions for causing a computer to perform the method according to any of the above embodiments when the computer program instructions are run on the computer, having the beneficial effects of the corresponding method embodiments, which will not be repeated here.

[0272] Those skilled in the art should understand that the above discussion of any of the embodiments is only exemplary and is not intended to imply that the scope of the application is limited to these examples; under the idea of the application, the above embodiments or technical features in different embodiments can also be combined, the steps can be implemented in any order, and there are many other changes of different aspects of the embodiments of the application as described above. In order to be brief, they are not provided in details.

[0273] Additionally, to simplify the description and discussion, and so as not to obscure the embodiments of the application being presented, the well-known functions or constructions of integrated circuit (IC) chips and other components can or can not be shown in the figures and will be omitted as not to unnecessarily obscure the embodiments of the application being presented. Moreover, the devices can be shown in block diagram form in order to avoid obscuring the embodiments of the application, and this also acknowledges the fact that the details in regards to the implementation of such block devices are highly dependent on the platform upon which the embodiments of the application are being implemented (i.e., these details should be well within the purview of one of ordinary skill in the art). Where specific details are set forth in order to describe an illustrative embodiment of the application, it will be apparent to one of ordinary skill in the art that the embodiments of the application can be practiced without, or with variation of, these specific details. Thus, the description is to be considered as illustrative and not restrictive, and the scope of the application should be determined not with reference to the above description, but should be given to the appended claims.

[0274] While the application has been described in connection with specific embodiments thereof, many alternatives, modifications and variations will be apparent to those skilled in the art in light of the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) can use the embodiments discussed.

[0275] Embodiments of the application are intended to cover all such alternatives, modifications and variations as falling within the scope of the application. Accordingly, any omission, modification, equivalent replacement, improvement, etc. made within the spirit and principle of the embodiments of the application should be included in the scope of protection of the application.

Claims

1. An object adjustment method in a game, characterized by, A terminal device provides a graphical user interface, in which at least part of a game scene is displayed, the game scene including a plurality of virtual objects controlled by a first game account, the first game account being equipped with target game resources, the target game resources being used at least for promoting a first virtual object and a second virtual object of the plurality of virtual objects, and the method comprises: 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 part of the target game resources; 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 a second game resource, wherein the first adjustment parameter is used to indicate a first promotion degree of the first virtual object caused by consuming the first game resource, and the second adjustment parameter is used to indicate a second promotion degree of the second virtual object caused by consuming the second game resource, the second game resource being a game resource other than the first game resource in the target game resources; The method further comprises: In response to a selection operation of the first virtual object, controlling the graphical user interface to display a promotion control corresponding to the first virtual object and provided with an adjustment sub-control, wherein the promotion control is generated based on the number of target game resources, and the promotion control includes a plurality of different promotion areas; The first operation of promoting the first virtual object includes a position selection operation of the adjustment sub-control in the plurality of different promotion areas.

2. The method of claim 1, wherein, The plurality of virtual objects are in the same game camp controlled by a first game player through the first game account; The method further comprises: In response to the start of a game match, the first game player controls the plurality of virtual objects in the same game camp to play against an enemy virtual object in the game scene.

3. The method of claim 1, wherein, In response to the position selection operation of the adjustment sub-control in the plurality of different promotion areas, the method further comprises: Displaying a plurality of different promotion levels in the plurality of different promotion areas, the highest level of the plurality of different promotion levels being an upper limit of a promotion level of the first virtual object caused by consuming all target game resources, and the lowest level of the plurality of different promotion levels being a current level of the first virtual object; Determining a target promotion area from the plurality of different promotion areas according to the position selection operation, displaying a promotion level corresponding to the target promotion area in the promotion control, and displaying an avatar of the second virtual object, a current level of the second virtual object, and an upper limit of a promotion level of the second virtual object caused by the second game resource relative to a first preset position of the promotion control.

4. The method of claim 3, wherein, After determining the target promotion area from the plurality of different promotion areas according to the position selection operation, the method further comprises: Determining an end position of the position selection operation in the promotion control; In response to the end position being in a preset region relative to the lifting control, the terminal device is controlled to terminate the lifting of the first virtual object.

5. The method of claim 4, wherein, After determining that the end position of the position selection operation is in the lifting control, the method further includes: In response to the end position not being in the preset region relative to the lifting control, a confirmation control and a cancel control are displayed; In response to a triggering operation on the cancel control, the terminal device is controlled to terminate the lifting of the first virtual object; In response to a triggering operation on the confirmation control, the target lifting region is set to an upgraded state.

6. The method of claim 1, wherein, The method further includes: In response to a selection operation on the second virtual object, the lifting control with the adjustment sub-control corresponding to the first virtual object displayed in the graphical user interface is switched to a lifting control with the adjustment sub-control corresponding to the second virtual object; The first virtual object is taken as a new second virtual object, and the second virtual object is taken as a new first virtual object.

7. The method of claim 1, wherein, The position selection operation on the adjustment sub-control in multiple different lifting regions includes: In response to a pressing operation on the adjustment sub-control in multiple different lifting regions, a sliding operation of the adjustment sub-control in a clockwise direction in an upgrading direction in multiple different lifting regions.

8. The method of claim 7, wherein, Each lifting region includes multiple control nodes; the method further includes: In response to the sliding operation of the adjustment sub-control in the clockwise direction in the upgrading direction in multiple different lifting regions, and the control node adjacent to the adjustment sub-control sliding to an interface node between adjacent two lifting regions, the terminal device is controlled to generate a vibration to prompt a level change of the first virtual object.

9. The method of claim 7, wherein, Each lifting region includes multiple control nodes; the method further includes: In response to the sliding operation of the adjustment sub-control in the clockwise direction in the upgrading direction in multiple different lifting regions, and the control node adjacent to the adjustment sub-control sliding to the interface node between adjacent two lifting regions, the adjustment sub-control is controlled to slide to the interface node.

10. The method of claim 1, wherein, The position selection operation on the adjustment sub-control in multiple different lifting regions includes: In response to a position selection instruction of the adjustment sub-control being received in multiple different lifting regions, a sliding operation of the adjustment sub-control in a clockwise direction in an upgrading direction in multiple different lifting regions.

11. The method of claim 1, wherein, A level function control is displayed at a second preset position relative to the lifting control; The method further includes: In response to a selection operation on the level function control, the lifting control with the adjustment sub-control corresponding to the first virtual object displayed in the graphical user interface is switched to a level function interface corresponding to the level function control.

12. The method of claim 1, wherein, The method further includes: In response to the terminal device being controlled to be in a preset display mode, an upgrading state of each lifting region is acquired; Based on the upgrading state of each lifting region, a lifting region with an upgrading state being upgradable is determined from multiple lifting regions, and other lifting regions except the lifting region with the upgrading state being upgradable; The control of the promotion control is displayed in a promotion area in an upgradable state, and the other promotion areas are hidden.

13. The method of claim 12, wherein, Each promotion area includes a plurality of control nodes, and the upgrade state of the other promotion area includes an upgraded state; The upgrade state of each promotion area is determined from a plurality of promotion areas to determine a promotion area in an upgradable state and other promotion areas other than the promotion area in an upgradable state, including: Determine the control node in the upgraded state; In response to the control node in the upgraded state being a boundary node, the promotion area adjacent to the promotion area where the control node is currently located in the clockwise direction along the upgrade direction is determined as the promotion area in the upgradable state, and the promotion area adjacent to the promotion area where the control node is currently located in the counterclockwise direction along the upgrade direction is determined as the other promotion area.

14. The method of claim 12, wherein, Each promotion area includes a plurality of control nodes, and the upgrade state of the other promotion area includes an upgraded state; The upgrade state of each promotion area is determined from a plurality of promotion areas to determine a promotion area in an upgradable state and other promotion areas other than the promotion area in an upgradable state, including: Determine the control node in the upgraded state; In response to the control node in the upgraded state being a boundary node, the promotion area adjacent to the promotion area where the control node is currently located in the clockwise direction along the upgrade direction is determined as the promotion area in the upgradable state, and the promotion area adjacent to the promotion area where the control node is currently located in the counterclockwise direction along the upgrade direction is determined as the other promotion area.

15. An object adjustment device in a game, characterized by comprising: A graphical user interface is provided by a terminal device, and at least part of a game scene is displayed in the graphical user interface. The game scene includes a plurality of virtual objects controlled by a first game account. The first game account is equipped with target game resources. The target game resources are used at least for promoting a first virtual object and a second virtual object of the plurality of virtual objects. The device includes: A promotion operation module configured to determine a first game resource from the target game resources in response to a first operation of promoting the first virtual object, wherein the first game resource is at least part of the target game resources; An adjustment parameter display module configured to display a first adjustment parameter determined based on the first game resource and a second adjustment parameter determined based on a second game resource in the graphical user interface, wherein the first adjustment parameter is used to indicate a first promotion degree of the first virtual object generated by consuming the first game resource, and the second adjustment parameter is used to indicate a second promotion degree of the second virtual object generated by consuming the second game resource, and the second game resource is a game resource other than the first game resource in the target game resources; The device is further configured to: In response to a selection operation on the first virtual object, the graphical user interface is controlled to display a promotion control provided with an adjustment sub-control corresponding to the first virtual object, wherein the promotion control is generated based on the quantity of the target game resource, and the promotion control includes a plurality of different promotion areas; The first operation of promoting the first virtual object includes a position selection operation of the adjustment sub-control in the plurality of different promotion areas.

16. An electronic device comprising a memory, a processor, and a computer program stored on the memory and running on the processor, characterized in that, The processor implements the method of any one of claims 1-14 when executing the program.

17. A non-transitory computer-readable storage medium storing computer instructions, wherein, The computer instructions are used to make the computer execute the method of any one of claims 1-14.

18. A computer program product comprising computer program instructions which, when run on a computer, cause the computer to perform the method of any one of claims 1-14.

Citation Information

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