Game prop obtaining method and device, electronic equipment and storage medium
By introducing graphical user interfaces and virtual scenes into the game, users can view the situation around game characters in real time in the game store, solving the problem that users cannot view the surrounding environment when purchasing game products, and improving the user experience.
Patent Information
- Application Number
- CN202510029275.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-08
- Publication Date
- 2025-04-25
- Estimated Expiration
- 2045-01-08
AI Technical Summary
In the game, users cannot view the environment around the game characters in real time when purchasing products in the game store, which makes them vulnerable to enemy attacks or other dangerous situations, affecting the user experience.
Provides a method of obtaining game props, displaying virtual scenes through a graphical user interface, including user-controlled game characters and target game objects. When the target game character and the target game object are in a specific position relationship, the object identity is displayed, and the game products in the target game object are displayed in response to the item pre-get event of the object identification. The user can select the game product and determine it as a pre-get object, and finally trade the object in the user's account.
When purchasing game products, users can more easily view the situation around the game characters, reduce the risk of being dangerous due to distraction, and improve the overall user experience.
Smart Images

Figure CN119868938A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a method, device, electronic device and storage medium for obtaining game props. Background Art
[0002] Under the wave of the Internet, the continuous development and evolution of hardware and software technologies have promoted the emergence of smart devices and software. At the same time, a large number of games of different themes have emerged to meet the needs of users. With the vigorous development of various technologies in the game industry, people pay more attention to the game experience.
[0003] Currently, after a user calls out to a game store during a game, he or she generally needs to spend a considerable amount of time on the corresponding interface of the game store to purchase game products. While purchasing game products, the user cannot view the environment surrounding the game character controlled by the user, making it easy for the user to be attacked by the enemy or face other dangerous situations, which may result in the user being eliminated, leading to a poor user experience. Summary of the invention
[0004] The embodiments of the present application provide a method, device, electronic device and storage medium for obtaining game props, which can enable users to more conveniently view the surrounding conditions of the game character controlled by the user during the process of purchasing game products, so as to improve the user experience.
[0005] In a first aspect, an embodiment of the present application provides a method for obtaining game props, providing a graphical user interface, wherein the graphical user interface displays at least a portion of a virtual scene, wherein the virtual scene includes a target game character and a target game object controlled by a current user account, wherein the target game object includes at least one first game commodity, and the method includes:
[0006] When the target game character and the target game object meet the first position relationship, an object identifier for the target game object is displayed on the graphical user interface;
[0007] In response to a commodity pre-acquisition event for the object identifier, displaying the first game commodity in the target game object on the graphical user interface;
[0008] In response to the selection operation of the first game product, determining the selected second game product as a pre-acquisition object;
[0009] In response to a commodity transaction event for the pre-acquired object, the pre-acquired object is traded to the current user account.
[0010] In a second aspect, an embodiment of the present application provides a device for obtaining game props, providing a graphical user interface, wherein the graphical user interface displays at least part of a virtual scene, wherein the virtual scene includes a target game character and a target game object controlled by a current user account, wherein the target game object includes at least one first game commodity, and the device includes:
[0011] an identification display module, configured to display an object identification for the target game object on the graphical user interface when the target game character and the target game object meet a first positional relationship;
[0012] A product display module, configured to display the first game product in the target game object on the graphical user interface in response to a product pre-acquisition event for the object identifier;
[0013] A product selection module, configured to, in response to a selection operation on the first game product, determine the selected second game product as a pre-acquisition object;
[0014] The object transaction module is used to trade the pre-acquired object to the current user account in response to a commodity transaction event for the pre-acquired object.
[0015] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; a processor loads instructions from the memory to execute the steps of any one of the game prop acquisition methods provided in the embodiments of the present application.
[0016] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, which stores a plurality of instructions suitable for loading by a processor to execute the steps of any one of the game prop acquisition methods provided in the embodiments of the present application.
[0017] In a fifth aspect, an embodiment of the present application further provides a computer program product, including a computer program or instructions, which, when executed by a processor, implements the steps in any one of the game prop acquisition methods provided in the embodiments of the present application.
[0018] By adopting the scheme of the embodiment of the present application, a graphical user interface can be provided, wherein the graphical user interface displays at least part of a virtual scene, wherein the virtual scene includes a target game character and a target game object controlled by a current user account, wherein the target game object includes at least one first game commodity, and when the target game character and the target game object meet a first positional relationship, an object identifier for the target game object is displayed on the graphical user interface, and then, in response to a commodity pre-acquisition event for the object identifier, the first game commodity in the target game object is displayed on the graphical user interface, and then, in response to a selection operation for the first game commodity, the selected second game commodity is determined as a pre-acquisition object, and finally, in response to a commodity transaction event for the pre-acquisition object, the pre-acquisition object is traded to the current user account, thereby enabling the user to control the target game character in the virtual scene while pre-acquiring the game commodity that the user wants to purchase, and directly trade the pre-acquisition object that the user wants to purchase after the user completes the selection, thereby enabling the user to more conveniently view the surrounding situation of the game character controlled by the user in the process of purchasing the game commodity, so as to improve the user experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0020] Figure 1 This is a flow chart of an embodiment of a method for obtaining game props provided in an embodiment of the present application;
[0021] Figure 2 is a schematic diagram of a store logo provided in an embodiment of the present application;
[0022] Figure 3 is a schematic diagram of a commodity pre-order control provided in an embodiment of the present application;
[0023] Figure 4 is a schematic diagram of a commodity display area provided in an embodiment of the present application;
[0024] Figure 5 is a schematic diagram of a regional control provided in an embodiment of the present application;
[0025] Figure 6 is a schematic diagram of a commodity sub-area in a selected state provided in an embodiment of the present application;
[0026] Figure 7 It is a progress indicator diagram provided in an embodiment of the present application;
[0027] Figure 8 is a schematic diagram of a secondary display area provided in an embodiment of the present application;
[0028] Fig. 9 It is a schematic diagram of a transaction control provided in an embodiment of the present application;
[0029] Fig.10 is a schematic diagram of the structure of a device for obtaining game props provided in an embodiment of the present application;
[0030] Fig.11 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0031] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, rather than all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application. At the same time, in the description of the embodiments of the present application, the terms "first", "second", etc. are only used to distinguish the descriptions and cannot be understood as indicating or implying relative importance. Thus, the features defined as "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present application, the meaning of "multiple" is two or more, unless otherwise clearly and specifically defined.
[0032] Before explaining the embodiments of the present application in detail, some terms involved in the embodiments of the present application are first explained.
[0033] Among them, the graphical user interface is obtained by executing a software application on a processor of a mobile terminal or other terminal and rendering it on a display, which can be a display screen interface of a terminal device. The graphical user interface may include a UI interface and a game screen for players to interact with. The UI interface may include game controls (such as skill controls, mobile controls, function controls, etc.), indicator signs (such as direction indicator signs, role indicator signs, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device. The game screen presents the entire virtual scene, or only presents a part of the virtual scene when the virtual scene is relatively large. The virtual scene includes multiple static virtual objects, specifically including ground, mountain, stone, vegetation, buildings, etc., and also includes multiple dynamic virtual objects, such as game characters, NPC characters, AI characters and other virtual objects that execute game logic in the virtual scene.
[0034] Among them, the virtual scene is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene can be a simulation environment of the real world, a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities, and the user can control the game character to move in the virtual scene.
[0035] In an optional implementation, the game screen is a display screen corresponding to a virtual scene displayed by a terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.
[0036] Among them, the game character refers to a dynamic object that can be controlled in a virtual scene. Optionally, the game character can be a virtual person, a virtual animal, a cartoon character, etc. The game character can be a virtual image in the virtual scene that is used to represent the user. The virtual scene can include at least one game character, each game character has its own shape and volume in the virtual scene, and occupies a part of the space in the virtual scene. In a possible implementation, the user can control the game character to move in the virtual scene, for example, control the game character to run, jump, crawl, etc., and can also control the game character to fight with other game characters using skills, virtual props, etc. provided by the application. In some embodiments, the game character can be a virtual character that competes in a virtual scene. In some embodiments, the number of game characters participating in the interaction in the virtual scene can be pre-set or dynamically determined according to the number of clients joining the interaction.
[0037] In this embodiment, the target game character may be a virtual character controlled by the current user account through operations on the client.
[0038] Embodiments of the present application provide a method, device, electronic device, and computer-readable storage medium for obtaining game props.
[0039] Specifically, this embodiment will be described from the perspective of a game prop acquisition device, which can be integrated in an electronic device, that is, the game prop acquisition method of the embodiment of the present application can be executed by an electronic device, and optionally, the electronic device can include: a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a game console, or a personal computer (PC) and other devices.
[0040] The game item acquisition method provided in the embodiment of the present application can be applied to, for example, a game commodity trading system. The game commodity trading system may include a player terminal device and a server, and the terminal may be a device including both receiving and transmitting hardware, that is, a device having receiving and transmitting hardware capable of performing two-way communication on a two-way communication link. The player terminal device and the server may perform two-way communication via a network.
[0041] Optionally, the server may be an independent server, or a server network or server cluster composed of servers, including but not limited to a computer, a network host, a single network server, a plurality of network server sets or a cloud server composed of multiple servers. The cloud server is composed of a large number of computers or network servers based on cloud computing.
[0042] In one embodiment of the present disclosure, the game prop acquisition method can be run on a local terminal device or a server. When the game interaction method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0043] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive methods in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0044] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0045] The following is a detailed description in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flowchart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.
[0046] The game item acquisition method of this embodiment can display the object identifier of the target game object on the graphical user interface when the target game character and the target game object conform to the first position relationship; in response to a commodity pre-acquisition event for the object identifier, display the first game commodity in the target game object on the graphical user interface; in response to a selection operation for the first game commodity, determine the selected second game commodity as a pre-acquisition object; in response to a commodity transaction event for the pre-acquisition object, trade the pre-acquisition object to the current user account, which can enable the user to more conveniently view the surrounding situation of the game character controlled by the user during the process of purchasing the game commodity of the target game object, so as to improve the user experience.
[0047] Please refer to Figure 1 Taking a terminal as an example, this embodiment provides a method for obtaining game props. The method provides a graphical user interface, and the graphical user interface displays at least part of a virtual scene. The virtual scene includes a target game character and a target game object controlled by a current user account. The target game object includes at least one first game commodity. The specific process of the method for obtaining game props can be as follows: Steps 101 to 104, wherein:
[0048] Step 101: When the target game character and the target game object meet a first position relationship, an object identifier for the target game object is displayed on the graphical user interface.
[0049] Among them, the above-mentioned first position relationship is used to limit the position relationship between the target game character and the target game object. The position relationship between the target game character and the target game object includes but is not limited to the distance and / or direction between the target game character and the target game object, which can be set according to needs and is not limited here.
[0050] Specifically, the target game character and the target game object meet a first positional relationship, including: the distance between the target game character and the target game object is less than a first preset distance; or, the direction between the target game character and the target game object meets the first preset direction.
[0051] In this embodiment, the user can control the target game character to execute corresponding game logic in the virtual scene, such as controlling the target game character to go to an expected position in the virtual scene. In order to facilitate the user to identify a specific building in the game scene, when the target game character and the target game object conform to a first position relationship, the terminal can display an object identifier for the target game object on the graphical user interface. The object identifier is used to indicate the target game object, so that the user can clearly identify the position of the target game object that has a first position relationship with the target game character in the virtual scene.
[0052] Among them, the above-mentioned target game objects can be game stores, merchant NPCs that provide item trading services to players, virtual resource packages (e.g., airdrop packages) and specific types of venues (e.g., mechanism holes used for commodity trading).
[0053] Accordingly, the object identifier of the target game object may be different depending on the target game object. For example, if the target game object is a game store, the object identifier of the target game object may be a store identifier.
[0054] The first game commodity is used to indicate a game commodity in a target game object. The target game object may include at least one first game commodity, and the first game commodity is used for trading so that a player can purchase the first game commodity.
[0055] Specifically, when the target game character and the target game object satisfy a first positional relationship, the object identification for the target game object is displayed on the graphical user interface, which may include: when the target game character and the target game object satisfy a first positional relationship, the terminal may obtain the position of the target game object, and display the object identification for the target game object on the graphical user interface based on the position of the target game object.
[0056] The terminal may determine a display position of an identifier that can indicate the position of the target game object on a graphical user interface based on the position of the target game object, and display the object identifier of the target game object at the identifier display position of the graphical user interface. For example, the position corresponding to the direction between the target game object and the target game character is used as the identifier display position.
[0057] For example, Figure 2 As shown, if the first preset distance is set to 50m, when the distance between the target game character and the game store is 34m, since 34m is less than 50m, it is necessary to Figure 2 The logo 201 displayed on the graphical user interface is the store logo, and the location shown in the logo 201 is used to indicate the location of the game store. Figure 2 The other information displayed in is the information that provides corresponding functions to the user in the graphical user interface, such as Figure 2 The lower map in the upper right corner is used to indicate the relative positions of the target game character and other virtual objects in the virtual scene.
[0058] Step 102: In response to a commodity pre-acquisition event for the object identifier, display the first game commodity in the target game object on the graphical user interface.
[0059] It is understandable that due to the calling out of the game store interface, the target game character may be in a sub-dangerous state. For example, the target game character may be attacked by the enemy, and the user may need to close the game store interface before responding to this situation, which often causes the user to fail to respond in time.
[0060] In this regard, in this embodiment, the terminal can set a product pre-acquisition event for the target game object, that is, the user can trigger the corresponding product pre-acquisition event by performing a specific operation on the object identifier, and display the first game product in the target game object on the graphical user interface, so that the first game product that the user expects to purchase can be added to the shopping cart in advance by performing operations on the first game product in the target game object in advance.
[0061] In some embodiments, the above-mentioned response to the commodity pre-acquisition event for the above-mentioned object identifier and displaying the above-mentioned first game commodity in the above-mentioned target game object on the above-mentioned graphical user interface may include: the terminal may display the above-mentioned first game commodity in the above-mentioned target game object on the above-mentioned graphical user interface in response to the trigger operation for the above-mentioned object identifier.
[0062] Among them, the triggering operation for the above-mentioned object identification includes but is not limited to a click operation, a press operation, a slide operation or a quick gesture operation, etc., which can be set according to specific needs and is not limited here.
[0063] In some embodiments, the above-mentioned displaying the above-mentioned first game product in the above-mentioned target game object on the above-mentioned graphical user interface in response to the product pre-acquisition event for the above-mentioned object identifier may include: the terminal may display the product pre-order control for the above-mentioned target game object on the above-mentioned graphical user interface in response to the trigger operation for the above-mentioned object identifier, and then the terminal may display the above-mentioned first game product in the above-mentioned target game object on the above-mentioned graphical user interface in response to the trigger operation for the above-mentioned object identifier.
[0064] The above-mentioned commodity pre-purchase control is used to indicate that the first game commodity in the target game object is displayed on the graphical user interface in advance, so that by operating the first game commodity, the first game commodity that the user is expected to purchase is determined in advance as a pre-acquisition object.
[0065] Specifically, a crosshair position mark may be displayed on the above-mentioned graphical user interface.
[0066] Accordingly, the above-mentioned display of the merchandise pre-order control for the target game object on the above-mentioned graphical user interface in response to the trigger operation for the above-mentioned object identifier may include: the terminal may adjust the display position of the crosshair position identifier in response to the position adjustment operation for the crosshair position identifier, and the terminal may determine the relative position relationship between the crosshair position identifier and the object identifier on the graphical user interface, and when the second position relationship is satisfied between the crosshair position identifier and the object identifier, the merchandise pre-order control for the target game object is displayed on the above-mentioned graphical user interface.
[0067] Among them, the above-mentioned second position relationship is used to limit the position relationship between the above-mentioned crosshair position mark and the above-mentioned object mark on the graphical user interface. The position relationship between the above-mentioned crosshair position mark and the above-mentioned object mark on the graphical user interface includes but is not limited to the distance, overlapping area and / or direction between the crosshair position mark and the above-mentioned object mark, which can be set according to specific needs and is not limited here.
[0068] For example, when the target game character holds a virtual prop, the crosshair position marker is used to indicate the prop release position of the virtual prop, and accordingly, adjusting the display position of the crosshair position marker in response to the position adjustment operation on the crosshair position marker may include: controlling the movement perspective of the virtual prop in response to the prop control operation on the virtual prop, thereby adjusting the prop release position of the virtual prop to update the display position of the crosshair position marker.
[0069] Among them, the above-mentioned virtual props include but are not limited to attack props, defense props, riding props, etc., which can be set according to specific needs and are not limited here.
[0070] It should be noted that different virtual props correspond to the prop release position. If the virtual prop is an attack prop, the prop release position is the attack position of the attack prop. If the virtual prop is a defense prop, the prop release position is the defense position of the defense prop. If the virtual prop is a riding prop, the prop release position is the riding position of the riding prop.
[0071] Specifically, the target game character and the target game object conform to a first position relationship, including: at least a portion of the identification area of the crosshair position mark and the object mark on the graphical user interface overlaps.
[0072] For example, Figure 3 As shown, if based on Figure 2 In the example provided, the virtual prop is set as a shooting prop. The terminal can respond to the prop control operation on the shooting prop by controlling the shooting prop to move the viewing angle, thereby adjusting the prop release position of the shooting prop to update the shooting prop. Figure 2 The display position of the game crosshair of the shooting prop in Figure 3 When the game crosshairs overlap with the object marker, you can Figure 3 The graphical user interface shown shows a control 301, which is a commodity pre-order control for a target game object.
[0073] In some embodiments, since the user may encounter dangerous situations such as enemy attacks during the process of selecting the first game product, in order to facilitate the user to respond in time, the terminal can display the first product in the target game object on the graphical user interface while the triggering operation of the product preset control continues, so that when facing a dangerous situation, the user can immediately end the triggering operation of the product preset control, so that the graphical user interface can display a virtual scene containing the dangerous situation in real time.
[0074] Specifically, after the pre-order control for the target game object is displayed on the graphical user interface, it also includes: the terminal can adjust the display position of the crosshair position identifier in response to the position adjustment operation of the crosshair position identifier, and when the crosshair position identifier and the object identifier do not conform to the second position relationship, the pre-order control for the target game object is cancelled on the graphical user interface. Since the pre-order control for the product has been cancelled, it means that the user has ended the triggering operation of the preset control for the product, thereby prompting the graphical user interface to display the virtual scene containing the dangerous situation in real time; alternatively, the terminal can also directly end the triggering operation of the pre-order control for the target game object, thereby prompting the graphical user interface to display the virtual scene containing the dangerous situation in real time.
[0075] In some embodiments, the above-mentioned displaying the above-mentioned first game product in the above-mentioned target game object on the above-mentioned graphical user interface may include: the terminal may display a product display area in the above-mentioned graphical user interface, the above-mentioned product display area includes at least one product sub-area, and the above-mentioned first game product is displayed in one of the above-mentioned product sub-areas.
[0076] The commodity display area may be divided on the graphical user interface in preset shapes such as circle, rectangle, etc.
[0077] For example, Figure 4 As shown, Figure 4 The wheel in the above is the display area for the above products. Figure 4 The roulette wheel in the game is divided into commodity sub-areas, and each commodity sub-area displays a game commodity and the resource value required for the game commodity, such as Figure 4 The number of gold coins required to be consumed, and the total value of resources held in the current user account is also displayed in the center area of the roulette wheel.
[0078] Step 103: In response to the selection operation of the first game product, the selected second game product is determined as a pre-acquisition object.
[0079] The second game product is the first game product that the current user account intends to purchase.
[0080] In this embodiment, the terminal can select the first game product displayed in the product display area, so as to determine the first game product that the current user account is expected to purchase as a pre-acquisition object before the target game character approaches the target game object. For example, when the target game object is a game store, the terminal can add the selected second game product to the shopping cart to determine the selected second game product as a pre-acquisition object, thereby avoiding the need to go to the target game object in the virtual scene and call out the interface corresponding to the target game object (such as a game store) every time to purchase each game product, so as to save the time required to select and purchase the corresponding game product. This solves many problems caused by calling out the interface corresponding to the target game object for game product selection and purchase. At the same time, by pre-determining the second game product as a pre-acquisition object, the user's product transaction efficiency is improved while taking into account the control operation of the target game character.
[0081] Among them, the above-mentioned selection operation can be a direct operation on the first game product, such as a click operation, a press operation, a slide operation, etc., and the above-mentioned rotation operation can also be an operation through a preset control to map the selection of the first game product. The specific setting can be based on needs and is not limited here.
[0082] In some embodiments, since a product display area is displayed in the graphical user interface, the product display area includes at least one product sub-area, and the first game product is displayed in the product sub-area. Therefore, the step of determining the selected second game product as the pre-acquisition object in response to the selection operation of the first game product may be a direct selection operation on the product sub-area, so as to continue subsequent steps based on the selection operation on the product sub-area.
[0083] Specifically, in response to the selection operation on the commodity sub-region, the terminal may determine the first game commodity corresponding to the selected commodity sub-region as the second game commodity, and then the terminal may determine the second game commodity as the pre-acquisition object.
[0084] Among them, the above selection operation can be directly performed on the product sub-area, such as clicking, pressing, sliding, etc., and the above rotation operation can also be performed through a preset control to map the selection of the product sub-area. The specific settings can be made according to needs and are not limited here.
[0085] Specifically, Figure 5 As shown, the above graphical user interface also includes a region control, namely Figure 5 In the control 501, the above-mentioned area control can be the same as the above-mentioned commodity pre-order control, or the above-mentioned area control can be different from the above-mentioned commodity pre-order control. The specific setting can be made according to the needs and is not limited here. Among them, if the above-mentioned area control is the same as the above-mentioned commodity pre-order control, then when the commodity display area is displayed, the display style of the commodity pre-order control can be updated, such as Figure 5 The control 501 shown uses the updated commodity pre-order control as a region control to indicate different functions of the control. Figure 5 The control 501 shown is the location triggered by the current user.
[0086] It can be understood that the above-mentioned area control is used to map the user's selection of the commodity sub-area, so the selected commodity sub-area is determined by the first trigger operation of different trigger parameters of the area control.
[0087] Specifically, in response to the selection operation on the above-mentioned commodity sub-region, determining the first game commodity corresponding to the selected commodity sub-region as the above-mentioned second game commodity may include: the terminal may obtain the first trigger position on the above-mentioned area control in response to the first trigger operation on the above-mentioned area control, and then the terminal may determine the commodity sub-region matching the above-mentioned first trigger position as the selected commodity sub-region, and finally, the terminal may determine the first game commodity corresponding to the selected commodity sub-region as the above-mentioned second game commodity.
[0088] Among them, the above-mentioned first trigger operation can be a direct trigger operation on the area control, such as a click operation, a sliding operation, a pressing operation, etc. The above-mentioned first trigger operation can also be a sliding operation on the control logo displayed on the area control, etc., which can be set specifically according to needs and is not limited here.
[0089] Exemplarily, if the above-mentioned first trigger operation is a sliding operation, the sliding position of the sliding operation, that is, the end position of the sliding operation, is used as the above-mentioned first trigger position; if the above-mentioned first trigger operation is a click operation, the position clicked by the click operation is the above-mentioned first trigger position.
[0090] In some embodiments, the above-mentioned commodity display area further includes a closing sub-area for closing the commodity display area, such as Figure 5 The central area of the roulette wheel in Figure 5 The area displayed by "19300" can be used as a closed sub-area. The above method may also include: the terminal may also cancel the display of the above commodity display area on the above graphical user interface in response to the selection operation of the above closed sub-area.
[0091] In some embodiments, the above-mentioned area control also includes closing information, such as Figure 5 The “×” icon is displayed in the center of the control 501 in the figure, and the display position of the above-mentioned closing information on the above-mentioned regional control matches the above-mentioned closing sub-region.
[0092] It is understandable that, after the product display area is canceled, the terminal can also trigger the product pre-order control to display the product display area again, so as to select and purchase other game products again.
[0093] In some embodiments, after acquiring the first trigger position on the above-mentioned area control, it may also include: the terminal may select the commodity sub-area matching the above-mentioned first trigger position.
[0094] Correspondingly, the determining the commodity sub-region matching the first trigger position as the selected commodity sub-region may include: the terminal may determine the commodity sub-region in a selected state as the selected commodity sub-region in response to an operation end event on the region control.
[0095] In this embodiment, by controlling the commodity sub-region to be in a selected state, the user can be prompted to know which commodity sub-region is currently selected.
[0096] The operation end event includes, but is not limited to, the user releasing the trigger of the area control, the area where the user triggers the closing information on the area control, etc., which can be set according to needs and is not limited here.
[0097] Among them, the display style of the product sub-area in the selected state is different from that of other product sub-areas that are not in the selected state. Among them, the distinction of display styles includes but is not limited to adding preset icons, adding preset special effects, or changing the display style of preset information, such as changing the background color of the area, changing the line of the area, etc.
[0098] For example, Figure 6 As shown, Figure 6 The product sub-area corresponding to the virtual item with a value of "5000" in the upper area is the selected product sub-area. Figure 6 As can be seen, a black circle icon is added to the selected product sub-area.
[0099] In some embodiments, the above-mentioned area control includes a control mark, such as Figure 5 The black circle mark on the 501 control in the above-mentioned response to the first trigger operation on the above-mentioned area control, obtaining the first trigger position on the above-mentioned area control, may include: the terminal may respond to the sliding operation on the above-mentioned control mark, obtain the sliding position of the above-mentioned control mark on the above-mentioned area control, and the sliding position may be the end position of the sliding operation, and the sliding position is used as the first trigger position.
[0100] Correspondingly, the above-mentioned response to the operation end event of the above-mentioned area control, determining the commodity sub-area in the selected state as the selected commodity sub-area, may include: the terminal may respond to the sliding end event of the above-mentioned control identifier, and determine the commodity sub-area that is in the selected state when the sliding of the above-mentioned control identifier ends as the selected commodity sub-area.
[0101] The terminal may select the commodity sub-region that matches the sliding position.
[0102] It should be noted that during the sliding operation, the terminal may select the product sub-region corresponding to the current position of the sliding operation, and deselect the product sub-region when the sliding operation leaves the product sub-region.
[0103] In some embodiments, since the user may need to add a certain number of game products to the shopping cart, the first game product corresponding to the above-mentioned product sub-area in the selected state is set as the third game product. After the area in the above-mentioned product display area that matches the above-mentioned first trigger position is in the selected state, it can also include: the terminal can determine whether a quantity selection trigger event of the third game product is triggered. If the quantity selection trigger event of the third game product is not triggered, then the above-mentioned determining the above-mentioned second game product as the above-mentioned pre-acquisition object may include: the terminal can determine a third game product as the above-mentioned pre-acquisition object.
[0104] Alternatively, when a quantity selection trigger event of the third game product is triggered, the terminal may respond to the quantity selection trigger event of the third game product, indicating that the user may need to add a certain number of third game products to the shopping cart, and the terminal may display the secondary display area of the above-mentioned product display area, and the above-mentioned secondary display area includes at least two quantity identifiers, and the above-mentioned quantity identifiers are used to indicate the quantity of the above-mentioned third game products. Then, the terminal may respond to the selection operation of the above-mentioned quantity identifier and determine the target quantity corresponding to the selected quantity identifier. Accordingly, the above-mentioned determination of the above-mentioned second game product as the above-mentioned pre-acquisition object includes: the terminal may determine the above-mentioned target quantity of the third game product as the above-mentioned pre-acquisition object.
[0105] Among them, in the step of displaying the secondary display area of the commodity display area in response to the quantity selection trigger event of the third game commodity, it is necessary to determine whether the quantity selection trigger event of the third game commodity is triggered. The terminal can determine whether the quantity selection trigger event of the third game commodity is triggered based on the quantity of the third game commodity available for trading in the target game object and / or user operation.
[0106] Specifically, if the number of the third game products available for trading in the target game object is at least two, a progress indicator is displayed in the product sub-area in the selected state to indicate that the quantity of the third game products is about to be selected. When the progress indicated by the progress indicator does not meet the preset progress condition, if the user performs an operation completion event on the area control, it means that the user currently does not want to choose to purchase multiple third game products, and the third game product quantity selection trigger event is not triggered; and when the progress indicated by the progress indicator meets the preset progress condition, it means that the user currently wants to choose to purchase multiple third game products, and the secondary display area of the product display area is displayed.
[0107] The above operation completion events include but are not limited to the user releasing the trigger of the area control, the user selecting to close the sub-area, etc., which can be set according to needs and are not limited here.
[0108] Among them, the above-mentioned preset progress conditions may include but are not limited to the progress indicated by the progress indicator reaching a preset progress threshold, such as 100%, or the progress countdown indicated by the progress indicator returning to zero, such as a progress countdown of 2 seconds, etc., which can be set specifically according to needs and are not limited here.
[0109] Specifically, the above-mentioned secondary display area includes at least two identification sub-areas, and the above-mentioned quantity identification is displayed in one of the above-mentioned identification sub-areas. Therefore, the above-mentioned step of determining the target quantity corresponding to the selected quantity identification in response to the selection operation of the above-mentioned quantity identification may be a direct selection operation on the identification sub-area to continue subsequent steps based on the selection operation on the identification sub-area.
[0110] Among them, the above-mentioned selection operation can be directly performed on the identification sub-area, such as a click operation, a press operation, a sliding operation, etc., and the above-mentioned rotation operation can also be performed through a preset control to map the selection of the identification sub-area. The specific setting can be made according to needs and is not limited here.
[0111] Specifically, the terminal may obtain a second trigger position on the area control in response to a second trigger operation on the area control, and then the terminal may determine a target quantity corresponding to a quantity identifier of an identification sub-area matching the second trigger position.
[0112] Among them, the above-mentioned second trigger operation can be a direct trigger operation on the area control, such as a click operation, a sliding operation, a pressing operation, etc. The above-mentioned second trigger operation can also be a sliding operation on the control logo displayed on the area control, etc., which can be set specifically according to needs and is not limited here.
[0113] Exemplarily, if the second trigger operation is a sliding operation, the sliding position of the sliding operation, that is, the end position of the sliding operation, is used as the second trigger position; if the second trigger operation is a click operation, the position clicked by the click operation is used as the second trigger position.
[0114] For example, Figure 7 and Figure 8 As shown, if Figure 7 The commodity sub-region corresponding to the virtual prop worth "300" in the bottom area of the roulette wheel is the commodity sub-region in the selected state, and there are at least two virtual props worth "300", then Figure 7 As can be seen in the figure, the progress indicator is displayed in the selected product sub-area, that is, Figure 7 The black circle on the circular logo is used to indicate the progress of the progress indicator.
[0115] Accordingly, when Figure 7 When the progress indicated by the circular mark in meets the preset progress condition, the terminal can display Figure 8 The secondary wheel of the wheel shown, from Figure 8It can be seen that different quantity identifiers of virtual props with a value of "300" and the resource value consumed by each quantity identifier are displayed in the secondary roulette. For example, the terminal can respond to the selection operation of the identification sub-area of the quantity "5" in the bottom area of the secondary roulette and determine 5 as the target quantity. Then, the terminal can determine 5 virtual props with a value of "300" as pre-acquisition objects.
[0116] In some embodiments, the secondary display area further includes a return sub-area for returning to the previous level product display area, such as Figure 8 The central area of the secondary roulette wheel in Figure 8 The area displayed by "19300" in the figure can be used as a return sub-area. The method may further include: the terminal may also return to the previous level on the graphical user interface in response to a selection operation on the return sub-area to display the product display area.
[0117] In some embodiments, the above-mentioned area control also includes return information, such as Figure 8 The return icon is displayed in the center of the control 801 in the figure, and the display position of the above return information on the above area control matches the above return sub-area.
[0118] In some embodiments, after acquiring the second trigger position on the above-mentioned area control, it may also include: the terminal may select the identification sub-area matching the above-mentioned second trigger position.
[0119] Correspondingly, the above-mentioned determination of the target number corresponding to the number identifiers of the identification sub-areas matching the above-mentioned second trigger position may include: the terminal may determine the target number corresponding to the number identifiers of the identification sub-areas in the selected state in response to an operation end event of the above-mentioned area control.
[0120] In this embodiment, by controlling the identification sub-area to be in a selected state, the user can be prompted to clearly know which quantity identification is currently selected.
[0121] The operation end event includes, but is not limited to, the user releasing the trigger of the area control, the area where the user triggers the return information on the area control, etc., which can be set according to needs and is not limited here.
[0122] Among them, the display style of the identification sub-area in the selected state is different from that of other identification sub-areas that are not in the selected state. Among them, the distinction of display styles includes but is not limited to adding preset icons, adding preset special effects, or changing the display style of preset information, such as changing the background color of the area, changing the line of the area, etc.
[0123] In some embodiments, since the above-mentioned area control may include a control identifier, the above-mentioned response to the second trigger operation on the above-mentioned area control to obtain the second trigger position on the above-mentioned area control may include: the terminal may respond to a sliding operation on the above-mentioned control identifier, obtain the sliding position of the above-mentioned control identifier on the above-mentioned area control, and the sliding position may be the end position of the sliding operation, and the sliding position is used as the second trigger position.
[0124] Correspondingly, the terminal can determine the target number corresponding to the number of identification sub-areas in the selected state in response to the operation end event of the area control, which may include: the terminal can determine the target number corresponding to the number of identification sub-areas in the selected state when the sliding of the control identifier is ended in response to the sliding end event of the control identifier.
[0125] The terminal may place the identification sub-region matching the sliding position in a selected state.
[0126] It should be noted that during the sliding operation, the terminal may select the identification sub-region corresponding to the current position of the sliding operation, and deselect the identification sub-region when the sliding operation leaves the identification sub-region.
[0127] Step 104: In response to a commodity transaction event for the pre-acquired object, trade the pre-acquired object to the current user account.
[0128] In this embodiment, after the user adds the game products he wants to buy to the shopping cart in advance, he can directly perform corresponding operations on the shopping cart to trigger a product transaction event for the pre-acquired object, thereby trading the pre-acquired object based on the virtual resources held by the current user account. For example, if the above-mentioned target game object is a game store, then the above-mentioned product transaction event for the pre-acquired object can be a shopping cart transaction operation for the shopping cart of the game store, so that after the transaction is completed, the second game product can be sent to the current user account, thereby avoiding the current behavior of directly entering the interface of the target game object to purchase game products. Since this purchase behavior is strongly bound to the behavioral interaction between the player and the store, the two cannot be separated, resulting in store purchases being energy-consuming and labor-intensive.
[0129] For example, in a first-person shooter (FPS) game, a user may be defeated by an enemy or encounter other dangerous situations during the purchase process, which directly affects the gaming experience of a game.
[0130] In some embodiments, in response to a commodity transaction event for the pre-acquired object, trading the pre-acquired object to the current user account may include: directly displaying a transaction control for the pre-acquired object on the graphical user interface, and then the user may trigger the transaction control so that the terminal may respond to the triggering operation of the transaction control and trade the pre-acquired object to the current user account, thereby completing the transaction of game commodities with one click.
[0131] Among them, the above-mentioned trigger operations include but are not limited to click operations, sliding operations, pressing operations, etc., which can be set specifically according to needs and are not limited here.
[0132] In some embodiments, the above-mentioned response to the commodity transaction event for the above-mentioned pre-acquired object and trading the above-mentioned pre-acquired object to the above-mentioned current user account may include: when the above-mentioned target game character and the above-mentioned target game object conform to the third position relationship, it means that the target game character is currently close to the game commodity, and the terminal can display the transaction control for the above-mentioned pre-acquired object on the above-mentioned graphical user interface, and then the user can trigger the transaction control, so that the terminal can respond to the triggering operation of the above-mentioned transaction control and trade the above-mentioned pre-acquired object to the above-mentioned current user account, thereby completing the transaction of game commodities with one click.
[0133] Among them, the above-mentioned third position relationship is used to limit the position relationship between the target game character and the target game object. The position relationship between the target game character and the target game object includes but is not limited to the distance and / or direction between the target game character and the target game object, which can be set according to needs and is not limited here.
[0134] Specifically, the target game character and the target game object conform to a third positional relationship, including: the distance between the target game character and the target game object is less than a second preset distance, and the second preset distance is less than or equal to the first preset distance; or, the direction between the target game character and the target game object conforms to the second preset direction.
[0135] Among them, the above-mentioned trigger operations include but are not limited to click operations, sliding operations, pressing operations, etc., which can be set specifically according to needs and are not limited here.
[0136] It is understandable that when a user adds the game items he or she intends to purchase to a shopping cart, and then when the target game character controlled by the user moves to a certain position relationship with the target game object, the transaction control for the shopping cart can be activated. Then, the user can operate the transaction control to purchase the game items in the shopping cart with one click, thus avoiding the current situation where the user encounters a dangerous situation when entering the interface of the target game object to purchase game items and fails to respond in time, which affects the user experience.
[0137] For example, Fig. 9 As shown, when in the dangerous area of "poison circle", that is, as time goes by, the area will gradually shrink, and the player needs to control the game character to leave the area. By adding game products to the shopping cart in advance, the player avoids the time spent on purchasing game products in the game store. When the player approaches the game store, the transaction control can be quickly called out to realize the transaction of game products in the shopping cart with one click.
[0138] in, Fig. 9 The control 901 in is a transaction control. Fig. 9 The control 902 in is a shopping cart view control, and the user can view the game products in the shopping cart by triggering the shopping cart view control, wherein the above-mentioned area control, product pre-order control, shopping cart view control and transaction control can be the same control, and the above-mentioned area control, product pre-order control, shopping cart view control and transaction control can also be at least two different controls, which can be set specifically according to needs and are not limited here. Among them, if at least two controls are the same, the display style of the control can be updated to indicate the different functions of the control.
[0139] As can be seen from the above content, a graphical user interface can be provided, wherein the graphical user interface displays at least part of a virtual scene, wherein the virtual scene includes a target game character and a target game object controlled by a current user account, wherein the target game object includes at least one first game commodity, and when the target game character and the target game object meet a first positional relationship, an object identifier for the target game object is displayed on the graphical user interface, and then, in response to a commodity pre-acquisition event for the object identifier, the first game commodity in the target game object is displayed on the graphical user interface, and then, in response to a selection operation for the first game commodity, the selected second game commodity is determined as a pre-acquisition object, and finally, in response to a commodity transaction event for the pre-acquisition object, the pre-acquisition object is traded to the current user account, thereby enabling the user to control the target game character in the virtual scene while pre-acquiring the game commodity that the user wants to purchase, and directly trade the pre-acquisition object that the user wants to purchase after the user completes the selection, thereby enabling the user to more conveniently view the surrounding situation of the game character controlled by the user in the process of purchasing the game commodity, so as to improve the user experience.
[0140] This embodiment also provides a device for obtaining game props, providing a graphical user interface, the graphical user interface displays at least part of a virtual scene, the virtual scene includes a target game character and a target game object controlled by the current user account, the target game object includes at least one first game commodity, and the device for obtaining game props can be specifically integrated in a terminal device. For example, Fig.10 As shown, the game props acquisition device may include:
[0141] The identification display module 1001 is used to display the object identification for the target game object on the graphical user interface when the target game character and the target game object meet the first position relationship;
[0142] A product display module 1002, configured to display the first game product in the target game object on the graphical user interface in response to a product pre-acquisition event for the object identifier;
[0143] A product selection module 1003, configured to, in response to a selection operation on the first game product, determine the selected second game product as a pre-acquisition object;
[0144] The object transaction module 1004 is used to trade the pre-acquired object to the current user account in response to a commodity transaction event for the pre-acquired object.
[0145] In some embodiments, the identification display module 1001 is specifically used for:
[0146] When the target game character and the target game object meet the first position relationship, obtaining the position of the target game object;
[0147] Based on the position of the target game object, an object identifier for the target game object is displayed on the graphical user interface.
[0148] In some embodiments, the commodity display module 1002 is specifically used for:
[0149] In response to a trigger operation on the object identifier, displaying a commodity pre-order control for the target game object on the graphical user interface;
[0150] In response to a triggering operation on the commodity pre-order control, the first game commodity in the target game object is displayed on the graphical user interface.
[0151] In some embodiments, a crosshair position mark is displayed on the graphical user interface, and the commodity display module 1002 is specifically used for:
[0152] In response to a position adjustment operation on the crosshair position mark, adjusting a display position of the crosshair position mark;
[0153] When the crosshair position mark and the object mark conform to a second positional relationship, a commodity pre-order control for the target game object is displayed on the graphical user interface.
[0154] In some embodiments, the commodity display module 1002 is specifically used for:
[0155] Displaying a commodity display area in the graphical user interface, the commodity display area including at least one commodity sub-area, and the first game commodity is displayed in the commodity sub-area;
[0156] The above-mentioned commodity selection module 1003 is specifically used for:
[0157] In response to a selection operation on the commodity sub-region, determining the first game commodity corresponding to the selected commodity sub-region as the second game commodity;
[0158] The second game product is determined as the pre-acquisition object.
[0159] In some embodiments, the graphical user interface further includes an area control, and the commodity selection module 1003 is specifically used to:
[0160] In response to a first trigger operation on the area control, obtaining a first trigger position on the area control;
[0161] Determine the commodity sub-region matching the first trigger position as the selected commodity sub-region;
[0162] The first game product corresponding to the selected product sub-region is determined as the second game product.
[0163] In some embodiments, the commodity display area further includes a closed sub-area, and the game props acquisition device further includes an area selection module, and the area selection module is specifically used to:
[0164] In response to a selection operation on the closed sub-area, the display of the commodity display area is canceled on the graphical user interface.
[0165] In some embodiments, the above-mentioned area control also includes closing information, and the display position of the above-mentioned closing information on the above-mentioned area control matches the above-mentioned closing sub-area.
[0166] In some embodiments, the game props acquisition device further includes a state determination module, and the state determination module is specifically used to:
[0167] The commodity sub-area matching the first trigger position is selected;
[0168] The above-mentioned commodity selection module 1003 is specifically used for:
[0169] In response to the operation end event of the above-mentioned area control, the commodity sub-area in the selected state is determined as the selected commodity sub-area.
[0170] In some embodiments, the above-mentioned area control includes a control mark, and the above-mentioned commodity selection module 1003 is specifically used for:
[0171] In response to a sliding operation on the control identifier, obtaining a sliding position of the control identifier on the regional control;
[0172] In response to the sliding end event of the control identifier, the commodity sub-region that is in a selected state when the sliding of the control identifier ends is determined as the selected commodity sub-region.
[0173] In some embodiments, the first game product corresponding to the selected product sub-region is a third game product, and the game item acquisition device further includes an identification display module, which is specifically used to:
[0174] In response to a trigger event for selecting the quantity of the third game product, displaying a secondary display area of the product display area, wherein the secondary display area includes at least two quantity identifiers, and the quantity identifiers are used to indicate the quantity of the third game product;
[0175] In response to the selection operation of the quantity identifier, determining the target quantity corresponding to the selected quantity identifier;
[0176] The above-mentioned commodity selection module 1003 is specifically used for:
[0177] The target number of third game products is determined as the pre-acquisition objects.
[0178] In some embodiments, the identification display module is specifically used for:
[0179] If the number of the third game commodity available for trading in the target game object is at least two, displaying a progress indicator in the commodity sub-area in the selected state;
[0180] When the progress indicated by the progress indicator meets a preset progress condition, the secondary display area of the commodity display area is displayed.
[0181] In some embodiments, the secondary display area includes at least two identification sub-areas, one of the quantity identifications is displayed in one of the identification sub-areas, and the identification display module is specifically used for:
[0182] In response to a second trigger operation on the area control, acquiring a second trigger position on the area control;
[0183] Determine the target quantity corresponding to the quantity identification of the identification sub-areas matching the second trigger position.
[0184] In some embodiments, the object transaction module 1004 is specifically used to:
[0185] When the target game character and the target game object meet a third position relationship, displaying a transaction control for the pre-acquired object on the graphical user interface;
[0186] In response to a triggering operation on the transaction control, the pre-acquired object is traded to the current user account.
[0187] In some embodiments, the target game character and the target game object meet a first position relationship, including: the distance between the target game character and the target game object is less than a first preset distance;
[0188] The target game character and the target game object conform to a third positional relationship, including: the distance between the target game character and the target game object is less than a second preset distance, and the second preset distance is less than or equal to the first preset distance.
[0189] As can be seen from the above content, a graphical user interface can be provided, wherein the graphical user interface displays at least part of a virtual scene, wherein the virtual scene includes a target game character and a target game object controlled by a current user account, wherein the target game object includes at least one first game commodity, and when the target game character and the target game object meet a first positional relationship, an object identifier for the target game object is displayed on the graphical user interface, and then, in response to a commodity pre-acquisition event for the object identifier, the first game commodity in the target game object is displayed on the graphical user interface, and then, in response to a selection operation for the first game commodity, the selected second game commodity is determined as a pre-acquisition object, and finally, in response to a commodity transaction event for the pre-acquisition object, the pre-acquisition object is traded to the current user account, thereby enabling the user to control the target game character in the virtual scene while pre-acquiring the game commodity that the user wants to purchase, and directly trade the pre-acquisition object that the user wants to purchase after the user completes the selection, thereby enabling the user to more conveniently view the surrounding situation of the game character controlled by the user in the process of purchasing the game commodity, so as to improve the user experience.
[0190] Accordingly, an embodiment of the present application further provides an electronic device, which may be a terminal, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA) and other terminal devices. Alternatively, the electronic device may be a server.
[0191] like Fig.11 As shown, Fig.11 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 1100 includes a processor 1101 having one or more processing cores, a memory 1102 having one or more computer-readable storage media, and a computer program stored in the memory 1102 and executable on the processor. The processor 1101 is electrically connected to the memory 1102. It will be understood by those skilled in the art that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0192] The processor 1101 is the control center of the electronic device 1100, and uses various interfaces and lines to connect various parts of the entire electronic device 1100. By running or loading software programs and / or units stored in the memory 1102, and calling data stored in the memory 1102, the processor 1101 executes various functions of the electronic device 1100 and processes data, thereby monitoring the electronic device 1100 as a whole. The processor 1101 can be a central processing unit CPU, a graphics processing unit GPU, a network processor (Network Processor, NP), etc., and can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present application.
[0193] In the embodiment of the present application, the processor 1101 in the electronic device 1100 will load instructions corresponding to the processes of one or more application programs into the memory 1102 according to the following steps, and the processor 1101 will run the application programs stored in the memory 1102 to implement various functions, such as:
[0194] When the target game character and the target game object meet the first position relationship, an object identifier for the target game object is displayed on the graphical user interface;
[0195] In response to a commodity pre-acquisition event for the object identifier, displaying the first game commodity in the target game object on the graphical user interface;
[0196] In response to the selection operation of the first game product, determining the selected second game product as a pre-acquisition object;
[0197] In response to a commodity transaction event for the pre-acquired object, the pre-acquired object is traded to the current user account.
[0198] In some embodiments, when the target game character and the target game object meet the first position relationship, displaying the object identifier for the target game object on the graphical user interface includes:
[0199] When the target game character and the target game object meet the first position relationship, obtaining the position of the target game object;
[0200] Based on the position of the target game object, an object identifier for the target game object is displayed on the graphical user interface.
[0201] In some embodiments, in response to the commodity pre-acquisition event for the object identifier, displaying the first game commodity in the target game object on the graphical user interface includes:
[0202] In response to a trigger operation on the object identifier, displaying a commodity pre-order control for the target game object on the graphical user interface;
[0203] In response to a triggering operation on the commodity pre-order control, the first game commodity in the target game object is displayed on the graphical user interface.
[0204] In some embodiments, a crosshair position mark is displayed on the above-mentioned graphical user interface;
[0205] The method of displaying a commodity pre-order control for the target game object on the graphical user interface in response to the trigger operation for the object identifier includes:
[0206] In response to a position adjustment operation on the crosshair position mark, adjusting a display position of the crosshair position mark;
[0207] When the crosshair position mark and the object mark conform to a second positional relationship, a commodity pre-order control for the target game object is displayed on the graphical user interface.
[0208] In some embodiments, displaying the first game commodity in the target game object on the graphical user interface includes:
[0209] Displaying a commodity display area in the graphical user interface, the commodity display area including at least one commodity sub-area, and the first game commodity is displayed in the commodity sub-area;
[0210] In response to the selection operation of the first game product, determining the selected second game product as a pre-acquisition object includes:
[0211] In response to a selection operation on the commodity sub-region, determining the first game commodity corresponding to the selected commodity sub-region as the second game commodity;
[0212] The second game product is determined as the pre-acquisition object.
[0213] In some embodiments, the graphical user interface further includes an area control, and in response to the selection operation on the commodity sub-area, determining the first game commodity corresponding to the selected commodity sub-area as the second game commodity includes:
[0214] In response to a first trigger operation on the area control, obtaining a first trigger position on the area control;
[0215] Determine the commodity sub-region matching the first trigger position as the selected commodity sub-region;
[0216] The first game product corresponding to the selected product sub-region is determined as the second game product.
[0217] In some embodiments, the above-mentioned commodity display area further includes a closed sub-area, and the above-mentioned method further includes:
[0218] In response to a selection operation on the closed sub-area, the display of the commodity display area is canceled on the graphical user interface.
[0219] In some embodiments, the above-mentioned area control also includes closing information, and the display position of the above-mentioned closing information on the above-mentioned area control matches the above-mentioned closing sub-area.
[0220] In some embodiments, after obtaining the first trigger position on the above-mentioned area control, it also includes:
[0221] The commodity sub-area matching the first trigger position is selected;
[0222] The step of determining the commodity sub-region matching the first trigger position as the selected commodity sub-region includes:
[0223] In response to the operation end event of the above-mentioned area control, the commodity sub-area in the selected state is determined as the selected commodity sub-area.
[0224] In some embodiments, the regional control includes a control identifier, and in response to a first trigger operation on the regional control, obtaining a first trigger position on the regional control includes:
[0225] In response to a sliding operation on the control identifier, obtaining a sliding position of the control identifier on the regional control;
[0226] The step of determining the commodity sub-region in the selected state as the selected commodity sub-region in response to the operation end event on the region control includes:
[0227] In response to the sliding end event of the control identifier, the commodity sub-region that is in a selected state when the sliding of the control identifier ends is determined as the selected commodity sub-region.
[0228] In some embodiments, the first game product corresponding to the selected product sub-region is a third game product, and after the region in the product display region matching the first trigger position is selected, the method further includes:
[0229] In response to a trigger event for selecting the quantity of the third game product, displaying a secondary display area of the product display area, wherein the secondary display area includes at least two quantity identifiers, and the quantity identifiers are used to indicate the quantity of the third game product;
[0230] In response to the selection operation of the quantity identifier, determining the target quantity corresponding to the selected quantity identifier;
[0231] The step of determining the second game product as the pre-acquisition object includes:
[0232] The target number of third game products is determined as the pre-acquisition objects.
[0233] In some embodiments, in response to the trigger event of selecting the quantity of the third game product, the secondary display area of the product display area is displayed, including:
[0234] If the number of the third game commodity available for trading in the target game object is at least two, a progress indicator is displayed in the commodity sub-area in the selected state;
[0235] When the progress indicated by the progress indicator satisfies a preset progress condition, the secondary display area of the commodity display area is displayed.
[0236] In some embodiments, the secondary display area includes at least two identification sub-areas, one of the quantity identifications is displayed in one of the identification sub-areas, and in response to a selection operation on the quantity identification, determining a target quantity corresponding to the selected quantity identification includes:
[0237] In response to a second trigger operation on the area control, acquiring a second trigger position on the area control;
[0238] Determine the target quantity corresponding to the quantity identification of the identification sub-areas matching the second trigger position.
[0239] In some embodiments, in response to the commodity transaction event for the pre-acquired object, trading the pre-acquired object to the current user account includes:
[0240] When the target game character and the target game object meet a third position relationship, displaying a transaction control for the pre-acquired object on the graphical user interface;
[0241] In response to a triggering operation on the transaction control, the pre-acquired object is traded to the current user account.
[0242] In some embodiments, the target game character and the target game object meet a first position relationship, including:
[0243] The distance between the target game character and the target game object is less than a first preset distance;
[0244] The target game character and the target game object meet the third position relationship, including:
[0245] The distance between the target game character and the target game object is less than a second preset distance, and the second preset distance is less than or equal to the first preset distance.
[0246] Therefore, the electronic device 1100 provided in this embodiment can bring the following technical effects: it enables the user to more conveniently view the surrounding situation of the game character controlled by the user during the process of purchasing the game merchandise of the target game object, so as to improve the user experience.
[0247] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0248] Optional, such as Fig.11 As shown, the electronic device 1100 further includes: a touch screen 1103, a radio frequency circuit 1104, an audio circuit 1105, an input unit 1106, and a power supply 1107. The processor 1101 is electrically connected to the touch screen 1103, the radio frequency circuit 1104, the audio circuit 1105, the input unit 1106, and the power supply 1107, respectively. Those skilled in the art can understand that Fig.11 The electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0249] The touch display screen 1103 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 1103 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light-emitting diode (OLED, Organic Light-EmittingDiode) and the like. The touch panel can be used to collect the user's touch operation on or near it (such as the user uses any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 1101, and can receive the command sent by the processor 1101 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 1101 to determine the type of touch event, and then the processor 1101 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 1103 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 1103 can also be used as a part of the input unit 1106 to realize the input function.
[0250] The radio frequency circuit 1104 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to send and receive signals with the network device or other electronic devices.
[0251] The audio circuit 1105 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 1105 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 1105 and converted into audio data, and then the audio data is output to the processor 1101 for processing, and then sent to another electronic device through the radio frequency circuit 1104, or the audio data is output to the memory 1102 for further processing. The audio circuit 1105 may also include an earplug jack to provide communication between an external headset and an electronic device.
[0252] The input unit 1106 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
[0253] The power supply 1107 is used to supply power to various components of the electronic device 1100. Optionally, the power supply 1107 can be logically connected to the processor 1101 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 1107 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0254] although Fig.11 Not shown, the electronic device 1100 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0255] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0256] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0257] To this end, an embodiment of the present application provides a computer-readable storage medium, in which a plurality of computer programs are stored, and the computer program can be loaded by a processor to execute any of the game prop acquisition methods provided in the embodiments of the present application. The computer program can execute the following steps of the game prop acquisition method:
[0258] When the target game character and the target game object meet the first position relationship, an object identifier for the target game object is displayed on the graphical user interface;
[0259] In response to a commodity pre-acquisition event for the object identifier, displaying the first game commodity in the target game object on the graphical user interface;
[0260] In response to the selection operation of the first game product, determining the selected second game product as a pre-acquisition object;
[0261] In response to a commodity transaction event for the pre-acquired object, the pre-acquired object is traded to the current user account.
[0262] It can be seen that the computer program can be loaded by the processor to execute any one of the game prop acquisition methods provided in the embodiments of the present application, thereby bringing the following technical effects: enabling users to more conveniently view the surrounding situation of the game character controlled by the user during the process of purchasing game products of the target game object, so as to enhance the user experience.
[0263] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0264] The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0265] Since the computer program stored in the computer-readable storage medium can execute any of the game prop acquisition methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any of the game prop acquisition methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0266] According to one aspect of the present application, a computer program product or a computer program is also provided, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the methods provided in various optional implementations of the above embodiments.
[0267] In the above-mentioned game prop acquisition device, computer-readable storage medium, electronic device, and computer program product embodiments, the description of each embodiment has its own emphasis. For parts not described in detail in a certain embodiment, reference can be made to the relevant description of other embodiments. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working process and beneficial effects of the game prop acquisition device, computer-readable storage medium, computer program product, electronic device and its corresponding units described above can refer to the description of the game prop acquisition method in the above embodiment, and will not be repeated here.
[0268] The above is a detailed introduction to a method, device, electronic device, computer-readable storage medium and computer program product for obtaining game props provided in the embodiments of the present application. Specific examples are used herein to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea. At the same time, for technical personnel in this field, according to the ideas of the present application, there will be changes in the specific implementation methods and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.
Claims
1. A method for obtaining game props, characterized in that: A graphical user interface is provided, wherein the graphical user interface displays at least a portion of a virtual scene, wherein the virtual scene includes a target game character and a target game object controlled by a current user account, wherein the target game object includes at least one first game commodity, and the method includes: When the target game character and the target game object meet a first positional relationship, displaying an object identifier for the target game object on the graphical user interface; In response to a commodity pre-acquisition event for the object identifier, displaying the first game commodity in the target game object on the graphical user interface; In response to a selection operation on the first game commodity, determining the selected second game commodity as a pre-acquisition object; In response to a commodity transaction event for the pre-acquired object, the pre-acquired object is traded to the current user account.
2. The method for obtaining game props according to claim 1, characterized in that: When the target game character and the target game object meet the first position relationship, displaying the object identifier for the target game object on the graphical user interface includes: When the target game character and the target game object meet a first position relationship, obtaining the position of the target game object; Based on the position of the target game object, an object identifier for the target game object is displayed on the graphical user interface.
3. The method for obtaining game props according to claim 1, characterized in that: The step of displaying the first game commodity in the target game object on the graphical user interface in response to the commodity pre-acquisition event for the object identifier comprises: In response to a trigger operation on the object identifier, displaying a commodity pre-order control for the target game object on the graphical user interface; In response to a trigger operation on the commodity pre-order control, the first game commodity in the target game object is displayed on the graphical user interface.
4. The method for obtaining game props according to claim 3, characterized in that: The graphical user interface displays a crosshair position mark; The method of displaying a commodity pre-order control for the target game object on the graphical user interface in response to a trigger operation for the object identifier comprises: In response to a position adjustment operation on the crosshair position mark, adjusting a display position of the crosshair position mark; When the crosshair position mark and the object mark conform to a second positional relationship, a commodity pre-order control for the target game object is displayed on the graphical user interface.
5. The method for obtaining game props according to claim 1, characterized in that: The step of displaying the first game commodity in the target game object on the graphical user interface comprises: Displaying a commodity display area in the graphical user interface, wherein the commodity display area includes at least one commodity sub-area, and the first game commodity is displayed in the commodity sub-area; In response to the selection operation of the first game commodity, determining the selected second game commodity as a pre-acquisition object includes: In response to a selection operation on the commodity sub-region, determining the first game commodity corresponding to the selected commodity sub-region as the second game commodity; The second game commodity is determined as the pre-acquisition object.
6. The method for obtaining game props according to claim 5, characterized in that: The graphical user interface further includes an area control, and in response to a selection operation on the commodity sub-area, determining the first game commodity corresponding to the selected commodity sub-area as the second game commodity, comprises: In response to a first trigger operation on the area control, acquiring a first trigger position on the area control; determining the commodity sub-region matching the first trigger position as a selected commodity sub-region; The first game commodity corresponding to the selected commodity sub-region is determined as the second game commodity.
7. The method for obtaining game props according to claim 6, characterized in that: The commodity display area further includes a closed sub-area, and the method further includes: In response to a selection operation on the closed sub-area, the display of the commodity display area on the graphical user interface is canceled.
8. The method for obtaining game props according to claim 7, characterized in that: The area control also includes closing information, and the display position of the closing information on the area control matches the closing sub-area.
9. The method for obtaining game props according to claim 6, characterized in that: After acquiring the first trigger position on the area control, the method further includes: The commodity sub-region matching the first trigger position is selected; The step of determining the commodity sub-region matching the first trigger position as the selected commodity sub-region includes: In response to an operation end event on the area control, the commodity sub-area in a selected state is determined as a selected commodity sub-area.
10. The method for obtaining game props according to claim 9, characterized in that: The area control includes a control identifier, and in response to a first trigger operation on the area control, obtaining a first trigger position on the area control includes: In response to a sliding operation on the control identifier, obtaining a sliding position of the control identifier on the area control; In response to the operation end event of the area control, determining the commodity sub-area in the selected state as the selected commodity sub-area includes: In response to a sliding end event of the control identifier, the commodity sub-region that is in a selected state when the sliding of the control identifier ends is determined as the selected commodity sub-region.
11. The method for obtaining game props according to claim 9, characterized in that: The first game commodity corresponding to the commodity sub-area in the selected state is the third game commodity. After the area in the commodity display area matching the first trigger position is in the selected state, the method further includes: In response to a trigger event for selecting the quantity of the third game commodity, a secondary display area of the commodity display area is displayed, wherein the secondary display area includes at least two quantity identifiers, and the quantity identifiers are used to indicate the quantity of the third game commodity; In response to a selection operation on the quantity identifier, determining a target quantity corresponding to the selected quantity identifier; The step of determining the second game commodity as the pre-acquisition object includes: The target number of third game commodities is determined as the pre-acquisition objects.
12. The method for obtaining game props according to claim 11, characterized in that: The secondary display area of the product display area is displayed in response to the trigger event of selecting the quantity of the third game product, including: If the number of the third game commodity available for trading in the target game object is at least two, displaying a progress indicator in the commodity sub-area in the selected state; When the progress indicated by the progress indicator meets a preset progress condition, the secondary display area of the commodity display area is displayed.
13. The method for obtaining game props according to claim 11, characterized in that: The secondary display area includes at least two identification sub-areas, one of the quantity identifications is displayed in the identification sub-area, and in response to a selection operation on the quantity identification, determining a target quantity corresponding to the selected quantity identification includes: In response to a second trigger operation on the area control, acquiring a second trigger position on the area control; Determine a target quantity corresponding to the quantity identifiers of the identification sub-areas matching the second trigger position.
14. The method for obtaining game props according to any one of claims 1 to 13, characterized in that: The step of trading the pre-acquired object to the current user account in response to the commodity trading event for the pre-acquired object includes: When the target game character and the target game object meet a third positional relationship, displaying a transaction control for the pre-acquired object on the graphical user interface; In response to a triggering operation on the transaction control, the pre-acquired object is traded to the current user account.
15. The method for obtaining game props according to claim 13, characterized in that: The target game character and the target game object meet a first position relationship, including: The distance between the target game character and the target game object is less than a first preset distance; The target game character and the target game object meet a third position relationship, including: The distance between the target game character and the target game object is less than a second preset distance, and the second preset distance is less than or equal to the first preset distance.
16. A device for obtaining game props, characterized in that: A graphical user interface is provided, wherein the graphical user interface displays at least a portion of a virtual scene, wherein the virtual scene includes a target game character and a target game object controlled by a current user account, wherein the target game object includes at least one first game commodity, and the device includes: An identification display module, configured to display an object identification for the target game object on the graphical user interface when the target game character and the target game object conform to a first positional relationship; a commodity display module, configured to display the first game commodity in the target game object on the graphical user interface in response to a commodity pre-acquisition event for the object identifier; a product selection module, configured to, in response to a selection operation on the first game product, determine the selected second game product as a pre-acquisition object; The object transaction module is used to trade the pre-acquired object to the current user account in response to a commodity transaction event for the pre-acquired object.
17. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps of the method for obtaining game props as claimed in any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps of the game prop acquisition method according to any one of claims 1 to 15.
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