A game prop acquisition method and device, electronic equipment and storage medium

By displaying the identifier of the target game object on the game interface and allowing users to pre-acquire game items, the problem of users not being able to view their surroundings during the purchase process is solved, thus improving user experience and security.

CN119868938BActive Publication Date: 2026-02-06NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510029275.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-01-08
Publication Date
2026-02-06
Estimated Expiration
2045-01-08

AI Technical Summary

Technical Problem

When users purchase in-game items, they cannot see the surrounding environment of the game character they control, making them vulnerable to enemy attacks or other dangerous situations, thus affecting the user experience.

Method used

A method for obtaining game items is provided, which displays the object identifier of the target game object on the graphical user interface. When the target game character and the object meet the positional relationship, the user can obtain the game item in advance and view the surrounding situation when purchasing.

Benefits of technology

It improves the convenience and security of users when purchasing game items, reduces dangerous situations caused by viewing items, and enhances the user experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a game prop acquisition method and device, electronic equipment and a computer readable storage medium. When a first position relationship is met between a target game character and a target game object, an object identifier of the target game object is displayed on a graphical user interface. 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. In response to a selection operation on the first game commodity, a second game commodity selected is determined as a pre-acquisition object. In response to a commodity transaction event for the pre-acquisition object, the pre-acquisition object is traded to the current user account. The application can facilitate the user to view the surrounding situation of the game character controlled by the user more conveniently during the purchase of the game commodity, thereby improving the user experience.
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Description

TECHNICAL FIELD

[0001] The present disclosure relates to the technical field of games, in particular to a game prop acquisition method and device, electronic equipment and a storage medium. BACKGROUND

[0002] With the tide of the Internet, the continuous development and evolution of hardware and software technology promote the emergence of intelligent devices and software. At the same time, a large number of games of different themes emerge to meet the needs of users, and with the vigorous development of various technologies in the game industry, people pay more attention to game experience.

[0003] At present, after a user calls out a game store in a game, the user generally needs to spend a lot of time staying in the interface corresponding to the game store to select and purchase game goods, and when selecting and purchasing game goods, the user cannot view the environment around the game character controlled by the user, so as to be easily attacked by the enemy or other dangerous situations, resulting in the user being eliminated, and causing poor user experience. SUMMARY

[0004] The embodiments of the present application provide a game prop acquisition method and device, electronic equipment and a storage medium, which can enable the user to more conveniently view the situation around the game character controlled by the user during the purchase of game goods, so as to improve the user experience.

[0005] In a first aspect, the embodiments of the present application provide a game prop acquisition method, 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 controlled by a current user account and a target game object, the target game object includes at least one first game good, and the method comprises:

[0006] 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;

[0007] In response to a good pre-acquisition event for the object identifier, the first game good in the target game object is displayed on the graphical user interface;

[0008] In response to a selection operation on the first game good, a second game good selected is determined as a pre-acquisition object;

[0009] In response to a good transaction event for the pre-acquisition object, the pre-acquisition object is traded to the current user account.

[0010] In a second aspect, the embodiments of the present application provide a game prop obtaining apparatus, which provides a graphical user interface, the graphical user interface displays at least a part of a virtual scene, the virtual scene includes a target game character controlled by a current user account and a target game object, the target game object includes at least a first game commodity, and the apparatus includes:

[0011] an object identification display module, configured to display an object identification of the target game object on the graphical user interface when the target game character and the target game object meet the first positional relationship;

[0012] 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-obtaining event for the object identification;

[0013] a commodity selection module, configured to determine a second game commodity selected by a selection operation as a pre-obtaining object in response to the selection operation on the first game commodity;

[0014] an object transaction module, configured to transact the pre-obtaining object to the current user account in response to a commodity transaction event for the pre-obtaining object.

[0015] In a third aspect, the embodiments of the present application also provide an electronic device, which includes a memory storing a plurality of instructions, and a processor loading the instructions from the memory to perform the steps of any game prop obtaining method provided by the embodiments of the present application.

[0016] In a fourth aspect, the embodiments of the present application also provide a computer readable storage medium, which stores a plurality of instructions, and the instructions are adapted to be loaded by a processor to perform the steps of any game prop obtaining method provided by the embodiments of the present application.

[0017] In a fifth aspect, the embodiments of the present application also provide a computer program product, which includes a computer program or instructions, and the computer program or instructions are executed by a processor to implement the steps in any game prop obtaining method provided by the embodiments of the present application.

[0018] The scheme of the embodiment of the application can provide a graphical user interface, the graphical user interface displays at least part of a virtual scene, the virtual scene includes a target game character controlled by a current user account and a target game object, the target game object includes at least one first game commodity, and when a first position relationship is met between the target game character and the target game object, an object identifier for the target game object is displayed on the graphical user interface, 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, then, in response to a selection operation on the first game commodity, a second game commodity selected by the user 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, so that the user can pre-acquire a game commodity that the user wants to purchase while controlling a target game character in a virtual scene, and after the user finishes selecting, the pre-acquisition object that the user wants to purchase is directly traded, and then the user can more conveniently view the surrounding situation of the game character controlled by the user in the process of purchasing a game commodity, so as to improve the user experience. BRIEF DESCRIPTION OF DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the embodiments of the application, the drawings needed in the embodiment description will be briefly introduced. Obviously, the drawings in the following description are only some embodiments of the application, and other drawings can be obtained by those skilled in the art without creative effort.

[0020] Figure 1 FIG. 1 is an embodiment flow diagram of a game prop acquisition method provided in the embodiments of the application;

[0021] Figure 2 FIG. 4 is a schematic diagram of a shop identifier provided in the embodiments of the application;

[0022] Figure 3 FIG. 5 is a schematic diagram of a commodity pre-purchase control provided in the embodiments of the application;

[0023] Figure 4 FIG. 6 is a schematic diagram of a commodity display area provided in the embodiments of the application;

[0024] Figure 5 FIG. 7 is a schematic diagram of a region control provided in the embodiments of the application;

[0025] Figure 6 FIG. 8 is a schematic diagram of a selected state commodity sub-area provided in the embodiments of the application;

[0026] Figure 7 FIG. 9 is a schematic diagram of a progress identifier provided in the embodiments of the application;

[0027] Figure 8 is a schematic diagram of a secondary display area provided in an embodiment of the present application;

[0028] Figure 9 is a schematic diagram of a transaction control provided in an embodiment of the present application;

[0029] Figure 10 is a schematic diagram of a structure of a game prop acquisition device provided in an embodiment of the present application;

[0030] Figure 11 is a schematic diagram of a structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0031] The technical solutions in the embodiments of the present application will be described clearly and completely below with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only some of the embodiments of the present application, but not all the embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work fall within the scope of protection of the present application. Meanwhile, in the description of the embodiments of the present application, the terms “first”, “second”, etc. are only used for differentiation and description, and cannot be understood as indicating or implying relative importance. Therefore, the features with “first” and “second” can 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 specifically limited.

[0032] Before the embodiments of the present application are explained in detail, some terms related to the embodiments of the present application are explained.

[0033] The graphical user interface is obtained by executing a software application on a processor of a mobile terminal or other terminal and rendering on a display, which can be a display screen interface of the terminal device. The graphical user interface can include a UI interface and a game picture for the player to interact, the UI interface can include game controls (such as skill controls, movement controls, function controls, etc.), indication marks (such as direction indication marks, character indication marks, etc.), information display areas (such as kill numbers, game times, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional implementation, the game picture is a display picture corresponding to a virtual scene displayed by the terminal device, the game picture presents the whole virtual scene, or can only present a part of the virtual scene when the virtual scene is relatively large. The virtual scene includes a plurality of static virtual objects, specifically including ground, mountains, stone bodies, vegetation, buildings, etc., and a plurality of dynamic virtual objects, such as game characters, NPC characters, AI characters, etc. virtual objects performing game logic in the virtual scene.

[0034] The virtual scene is a virtual scene displayed (or provided) by the application when running on the terminal or the server. Optionally, the virtual scene can be a simulation environment of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictional 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, and the embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene can include a sky, a land, an ocean, and the like, and the land can include desert, city, and the like. The user can control a game character to move in the virtual scene.

[0035] In an optional embodiment, the game picture is a display picture corresponding to the display of the virtual scene by the terminal device. The game picture can include virtual objects such as a game character, an NPC character, and an AI character performing game logic in the virtual scene.

[0036] The game character is a dynamic object that can be controlled in the virtual scene. Optionally, the game character can be a virtual person, a virtual animal, an animation character, or the like. The game character can be a virtual image in the virtual scene representing the user. The virtual scene can include at least one game character, and 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, to control the game character to run, jump, crawl, and the like, and can also control the game character to use skills, virtual props, and the like provided by the application to fight with other game characters. In some embodiments, the game character can be a virtual person participating in a competition in the 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 participating in the interaction.

[0037] In this embodiment, the target game character can be a virtual character controlled by the current user account through the operation on the client.

[0038] The embodiments of the present application provide a game prop acquisition method and device, an electronic device, and a computer readable storage medium.

[0039] Specifically, the embodiments 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 embodiments of the present application can be executed by the electronic device. 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 notebook computer, a game console, or a personal computer (PC), and the like.

[0040] The game prop obtaining method provided by the embodiments of the present application can be applied to a game commodity transaction system. The game commodity transaction system can include a player terminal device and a server. The terminal device can be a device including receiving and transmitting hardware, i.e., a device having receiving and transmitting hardware capable of performing bidirectional communication on a bidirectional communication link. The player terminal device and the server can perform bidirectional communication through a network.

[0041] Optionally, the server can be a stand-alone server, a server network or a 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 a plurality of servers. The cloud server is composed of a large number of computers or network servers based on cloud computing.

[0042] The game prop obtaining method in one of the embodiments of the present application can run on a local terminal device or a server. When the game interaction method runs on the 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 embodiment, various cloud applications, such as cloud games, can run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of the game program and the presentation subject of the game picture are separated. The storage and running of the interaction method in the game are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud game server in the cloud end performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.

[0044] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is configured to present a game picture. The local terminal device is configured to interact with a player through a graphical user interface, i.e., a conventional game program is downloaded and installed through an electronic device and is run. The local terminal device can provide the graphical user interface to the player in various ways, for example, the graphical user interface can be rendered and displayed on a display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen configured to present a graphical user interface including a game picture, and a processor configured to run the game, generate the graphical user interface, and control display of the graphical user interface on the display screen.

[0045] The embodiments are described in detail below with reference to the accompanying drawings. In the embodiments, the execution subject is taken as an example of a terminal device. It should be noted that the sequence of the embodiments described below is not intended to limit the preferred sequence of the embodiments. Although a logical sequence is shown in the flowcharts, in some cases, the steps shown or described can be performed in a sequence different from that shown in the accompanying drawings.

[0046] The game prop acquisition method of the embodiments can display an object identifier for the target game object on the graphical user interface when the target game character and the target game object satisfy the first positional relationship; display the first game item in the target game object on the graphical user interface in response to a pre-acquisition event of the object identifier; determine a second game item selected as a pre-acquisition object in response to a selection operation on the first game item; and trade the pre-acquisition object to the current user account in response to a game item transaction event of the pre-acquisition object. This can enable the user to more conveniently view the surrounding situation of the game character controlled by the user during the purchase of the game item of the target game object, thereby improving the user experience.

[0047] Reference is made to Figure 1 Taking a terminal as an example, the embodiments provide a game prop acquisition method. The method provides a graphical user interface, the graphical user interface displays at least part of a virtual scene, the virtual scene includes a target game character controlled by a current user account and a target game object, the target game object includes at least one first game item, and the specific process of the game prop acquisition method can include the following steps 101-104.

[0048] Step 101: When the target game character and the target game object satisfy the first positional relationship, display an object identifier for the target game object on the graphical user interface.

[0049] The first position relationship is used to define a position relationship between the target game character and the target game object, and the position relationship between the target game character and the target game object includes, but is not limited to, a distance and / or a direction between the target game character and the target game object, and the like, which can be set according to requirements, and is not limited herein.

[0050] Specifically, the first position relationship between the target game character and the target game object includes that a distance between the target game character and the target game object is less than a first preset distance, or a direction between the target game character and the target game object meets a first preset direction.

[0051] In this embodiment, the user can control the target game character to perform corresponding game logic in the virtual scene, such as controlling the target game character to go to an expected position in the virtual scene, and in order to facilitate the user to clearly identify a specific building in the game scene, when the target game character and the target game object meet the first position relationship, the terminal can display an object identifier of 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 in the virtual scene which has the first position relationship with the target game character.

[0052] The target game object can be a game store, a merchant NPC providing an item transaction service for players, a virtual resource package (for example, an airdrop package), and a specific type of site (for example, a guild cave for commodity transaction).

[0053] Correspondingly, the object identifier of the target game object can be different according to different target game objects, for example, if the target game object is a game store, the object identifier of the target game object can be a store identifier.

[0054] The first game item is used to indicate a game item in the target game object, and the target game object can include at least one first game item, and the first game item is used for transaction, so that the player can purchase the first game item.

[0055] Specifically, when the target game character and the target game object meet the first position relationship, displaying the object identifier of the target game object on the graphical user interface can include that when the target game character and the target game object meet the first position relationship, the terminal can obtain a position of the target game object, and display the object identifier of the target game object on the graphical user interface based on the position of the target game object.

[0056] The terminal can determine a display position of an identifier on the graphical user interface that can indicate the position of the target game object based on the position of the target game object, and display an object identifier of the target game object at the display position of the identifier on the graphical user interface. For example, the position corresponding to the direction between the target game object and the target game character is taken as the display position of the identifier.

[0057] As shown in the example, Figure 2 If the first preset distance is set to 50 m, and the distance between the target game character and the game store is 34 m, since 34 m is less than 50 m, the identifier 201 displayed on the graphical user interface shown in Figure 2 The identifier 201 displayed on the graphical user interface shown in Figure 2 The other information displayed in the upper right corner of the map is information that provides corresponding functions to the user in the graphical user interface, such as Figure 2 the relative position of the target game character and other virtual objects in the virtual scene.

[0058] Step 102, in response to a pre-acquisition event of the object identifier, displaying the first game item in the target game object on the graphical user interface.

[0059] It can be understood that the call of the interface of the game store will cause the target game character to be in a sub-dangerous state, for example, the target game character is attacked by the enemy, and the user needs to close the interface of the game store before he can respond to this situation, which often causes the user to be not timely.

[0060] To this end, in the embodiment, the terminal can set a pre-acquisition event for the target game object, that is, the user can trigger the corresponding pre-acquisition event of the object identifier by implementing a specific operation on the object identifier, and display the first game item in the target game object on the graphical user interface, so as to pre-add the first game item that the user expects to purchase into the shopping cart by pre-operating on the first game item in the target game object.

[0061] In some embodiments, the above-mentioned displaying the first game item in the target game object on the graphical user interface in response to the pre-acquisition event of the object identifier can include: the terminal can display the first game item in the target game object on the graphical user interface in response to a trigger operation on the object identifier.

[0062] The trigger operation on the object identifier includes but is not limited to a click operation, a press operation, a sliding operation, or a shortcut gesture operation, and can be set according to requirements, which is not limited here.

[0063] In some embodiments, the displaying, in response to the pre-purchase event of the object, the first game item in the target game object on the graphical user interface can include: the terminal can display, in response to a triggering operation of the object, a pre-purchase control for the target game object on the graphical user interface, and then the terminal can display, in response to a triggering operation of the pre-purchase control, the first game item in the target game object on the graphical user interface.

[0064] The pre-purchase control is used to indicate that the first game item in the target game object is displayed on the graphical user interface in advance, so that the first game item is determined as a pre-purchase object by operating the first game item.

[0065] Specifically, the graphical user interface can display a center position identifier.

[0066] Correspondingly, the displaying, in response to the triggering operation of the object, the pre-purchase control for the target game object on the graphical user interface can include: the terminal can adjust the display position of the center position identifier in response to a position adjustment operation of the center position identifier, and the terminal can determine the relative position relationship between the center position identifier and the object on the graphical user interface, and when the center position identifier and the object satisfy a second position relationship, the terminal displays the pre-purchase control for the target game object on the graphical user interface.

[0067] The second position relationship is used to limit the position relationship between the center position identifier and the object on the graphical user interface, and the position relationship between the center position identifier and the object on the graphical user interface includes but is not limited to the distance between the center position identifier and the object, the overlapping area, and / or the direction, etc., which can be set according to requirements and is not limited herein.

[0068] For example, when the target game character holds a virtual prop, the center position identifier is used to indicate the prop release position of the virtual prop, and correspondingly, the adjusting the display position of the center position identifier in response to the position adjustment operation of the center position identifier can include: in response to a prop control operation of the virtual prop, the virtual prop is controlled to move the perspective, so as to adjust the prop release position of the virtual prop, and the display position of the center position identifier is updated.

[0069] The virtual prop includes but is not limited to an attack prop, a defense prop, a riding prop, etc., which can be set according to requirements and is not limited herein.

[0070] It should be noted that the prop release position corresponding to different virtual props, 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, and if the virtual prop is a riding prop, the prop release position is the riding position of the riding prop.

[0071] Specifically, the first position relationship between the target game character and the target game object includes that the reticle position identifier and the object identifier at least partially overlap in the identification area on the graphical user interface.

[0072] For example, as shown in FIG. 3, if the virtual prop is set as a shooting prop based on the example provided in FIG. 2, the terminal can respond to the prop control operation for the shooting prop to control the shooting prop to move the view angle, thereby adjusting the prop release position of the shooting prop to update the display position of the game reticle of the shooting prop in FIG. 3, and when the game reticle overlaps with the object identifier in FIG. 4, the terminal can display the control 301, which is a pre-order control for the target game object, on the graphical user interface as shown in FIG. 5. Figure 3 Figure 2 Figure 2 Figure 3 Figure 3

[0073] In some embodiments, since the user may receive a dangerous situation such as enemy attack during the selection of the first game item, in order to enable the user to respond in time, the terminal can display the first item in the target game object on the graphical user interface during the triggering operation of the item preset control, so that when facing a dangerous situation, the user can immediately end the triggering operation of the item preset control to prompt the graphical user interface to display the virtual scene containing the dangerous situation in real time.

[0074] Specifically, after displaying the pre-order control for the target game object on the graphical user interface, the terminal can respond to the position adjustment operation for the reticle position identifier to adjust the display position of the reticle position identifier, and when the reticle position identifier and the object identifier do not meet the second position relationship, the pre-order control for the target game object is not displayed on the graphical user interface. Since the pre-order control has been cancelled, it indicates that the user has ended the triggering operation of the item preset control, thereby prompting the graphical user interface to display the virtual scene containing the dangerous situation in real time; or the terminal can 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 displaying the first game item in the target game object on the graphical user interface can include: the terminal can display a product display area in the graphical user interface, the product display area includes at least one product sub-area, and the first game item is displayed in the product sub-area.

[0076] The product display area can be divided in a preset shape such as a circle or a rectangle on the graphical user interface.

[0077] For example, as shown in FIG. 1A, the roulette in the game interface is the product display area, and the product sub-areas are divided around the roulette. Figure 4 As shown in FIG. 1A, the roulette in the game interface is the product display area, and the product sub-areas are divided around the roulette. Figure 4 As shown in FIG. 1A, the roulette in the game interface is the product display area, and the product sub-areas are divided around the roulette. Figure 4 As shown in FIG. 1A, the roulette in the game interface is the product display area, and the product sub-areas are divided around the roulette. Figure 4 As shown in FIG. 1A, the roulette in the game interface is the product display area, and the product sub-areas are divided around the roulette.

[0078] Step 103: In response to the selection operation on the first game item, the selected second game item is determined as a pre-acquisition object.

[0079] The second game item is the first game item that the current user account intends to purchase.

[0080] In this embodiment, the terminal can select the first game item displayed in the product display area to determine the first game item that the current user account intends 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 item to the shopping cart to determine the selected second game item as a pre-acquisition object, thereby avoiding the need to go to the target game object in the virtual scene and call the interface corresponding to the target game object (such as a game store) to select and purchase the game item every time the user wants to purchase a game item. The time required to call the interface corresponding to the target game object for game item selection and purchase solves many problems caused by calling the interface corresponding to the target game object for game item selection and purchase, and improves the efficiency of the user's product transaction while taking into account the control operation on the target game character.

[0081] The selection operation can be a direct operation on the first game item, such as a click operation, a press operation, a sliding operation, etc. The rotation operation can also be an operation through a preset control to map the selection of the first game item. The specific operation can be set according to the requirements, which is not limited herein.

[0082] In some embodiments, as the commodity display area is displayed in the above-mentioned graphical user interface, the commodity display area includes at least one commodity sub-area, and the first game commodity is displayed in the commodity sub-area, so that, in response to the selection operation on the first game commodity, the selected second game commodity is determined as the pre-acquisition object, which can be a selection operation directly on the commodity sub-area to continue the subsequent steps based on the selection operation on the commodity sub-area.

[0083] Specifically, the terminal can determine the first game commodity corresponding to the selected commodity sub-area as the second game commodity in response to the selection operation on the commodity sub-area, and then the terminal can determine the second game commodity as the pre-acquisition object.

[0084] The selection operation can be an operation directly on the commodity sub-area, such as a click operation, a press operation, a sliding operation, etc., and the rotation operation can also be an operation through a preset control to map the selection of the commodity sub-area. The specific setting can be made according to the requirements, which is not limited here.

[0085] Specifically, as shown in Figure 5 The graphical user interface further includes a region control, i.e., the control 501 in Figure 5 The region control can be the same as the commodity pre-purchase control, or can be different from the commodity pre-purchase control. The specific setting can be made according to the requirements, which is not limited here. If the region control is the same as the commodity pre-purchase control, the display style of the commodity pre-purchase control can be updated while the commodity display area is displayed, such as the control 501 shown in Figure 5 The updated commodity pre-purchase control is used as the region control to indicate different functions of the control, and the control 501 shown in Figure 5 is the position triggered by the current user.

[0086] It can be understood that the region control is used to map the selection of the commodity sub-area by the user, so that the selected commodity sub-area is determined through the first trigger operation of the region control with different trigger parameters.

[0087] Specifically, in response to the selection operation on the commodity sub-area, the first game commodity corresponding to the selected commodity sub-area is determined as the second game commodity, which can include that the terminal can obtain the first trigger position on the region control in response to the first trigger operation on the region control, then the terminal can determine the commodity sub-area matched with the first trigger position as the selected commodity sub-area, and finally the terminal can determine the first game commodity corresponding to the selected commodity sub-area as the second game commodity.

[0088] The first trigger operation can be a direct trigger operation on the region control, such as a click operation, a sliding operation, a pressing operation, or the like. The first trigger operation can also be a sliding operation on a control identifier displayed on the region control, and the like. The specific operation can be set according to requirements, and is not limited herein.

[0089] For example, if the first trigger operation is a sliding operation, the sliding position of the sliding operation, that is, the end position of the sliding operation, is the first trigger position. If the first trigger operation is a click operation, the position clicked by the click operation is the first trigger position.

[0090] In some embodiments, the product display region further includes a closing sub-region for closing the product display region, such as Figure 5 the center region of the roulette in Figure 5 the region displayed by "19300" in The method can further include that the terminal can cancel the display of the product display region on the graphical user interface in response to a selection operation on the closing sub-region.

[0091] In some embodiments, the region control further includes closing information, such as Figure 5 the "X" icon displayed in the center of the control 501 in The display position of the closing information on the region control matches the closing sub-region.

[0092] It can be understood that when the product display region is canceled, the terminal can display the product display region again by triggering the product pre-purchase control, so as to select other game products again.

[0093] In some embodiments, after obtaining the first trigger position on the region control, the terminal can further include that the terminal can determine the product sub-region matched with the first trigger position to be in a selected state.

[0094] Correspondingly, the determination of the product sub-region matched with the first trigger position as the selected product sub-region can include that the terminal can determine the product sub-region in the selected state as the selected product sub-region in response to an operation end event of the region control.

[0095] In this embodiment, by controlling the product sub-region to be in the selected state, the user can be prompted to clearly know which product sub-region is currently selected.

[0096] The operation end event includes, but is not limited to, the user releasing the trigger on the region control, the user triggering the region where the closing information on the region control is located, and the like. The specific operation can be set according to requirements, and is not limited herein.

[0097] The display style of the selected product sub-area is different from that of other unselected product sub-areas. The distinction in display style includes, but is not limited to, adding preset icons, adding preset effects, or changing the display style of preset information, such as changing the background color of the area or changing the lines of the area.

[0098] For example, such as 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 has been added to the selected product sub-area.

[0099] In some embodiments, the aforementioned area control includes a control identifier, such as... Figure 5 The black circle marker on the 501 control, in response to the first trigger operation on the aforementioned area control, can include obtaining the first trigger position on the aforementioned area control. This can include: the terminal can respond to a sliding operation on the control marker, obtain the sliding position of the control marker on the aforementioned area control, where the sliding position can be the end position of the sliding operation, and use the sliding position as the first trigger position.

[0100] Accordingly, the above-mentioned response to the end event of the operation on the above-mentioned area control, determining the selected product sub-area as the selected product sub-area, may include: the terminal may respond to the end event of the sliding of the above-mentioned control identifier, determining the selected product sub-area as the selected product sub-area when the sliding of the above-mentioned control identifier ends.

[0101] The terminal can select a product sub-area that matches the sliding position.

[0102] It should be noted that the terminal can select the product sub-area corresponding to the current position of the swipe operation during the swipe operation, and deselect the product sub-area when the swipe operation leaves the product sub-area.

[0103] In some embodiments, since users may need to add a certain number of game items to their shopping cart, the first game item corresponding to the selected item sub-area is set as the third game item. After the area in the product display area that matches the first trigger position is selected, the method may further include: the terminal can determine whether the quantity selection trigger event of the third game item is triggered. If the quantity selection trigger event of the third game item is not triggered, the method of determining the second game item as the pre-acquisition object may include: the terminal can determine a third game item as the pre-acquisition object.

[0104] Alternatively, when the quantity selection trigger event of the third game item is triggered, the terminal can display a secondary display area of the item display area in response to the quantity selection trigger event of the third game item, the secondary display area including at least two quantity identifiers, the quantity identifiers being used to indicate the quantity of the third game item. Then, the terminal can determine the target quantity corresponding to the selected quantity identifier in response to the selection operation on the quantity identifier. Accordingly, the determination of the second game item as the pre-acquisition object includes that the terminal can determine the third game item of the target quantity as the pre-acquisition object.

[0105] In the step of displaying the secondary display area of the item display area in response to the quantity selection trigger event of the third game item, the terminal can determine whether the quantity selection trigger event of the third game item is triggered according to the quantity of the third game item available for trading in the target game object and / or the user operation.

[0106] Specifically, if the quantity of the third game item available for trading in the target game object is at least two, the progress identifier is displayed in the selected item sub-area to indicate that the selection of the quantity of the third game item is about to be performed. When the progress indicated by the progress identifier does not meet the preset progress condition, if the user implements the operation completion event on the area control, it indicates that the user currently does not want to select multiple third game items for purchase, and the quantity selection trigger event of the third game item is not triggered. When the progress indicated by the progress identifier meets the preset progress condition, it indicates that the user currently wants to select multiple third game items for purchase, and the secondary display area of the item display area is displayed.

[0107] The operation completion event includes but is not limited to the user releasing the trigger on the area control, the user's selection operation on the closing sub-area, and the like, which can be set according to requirements and is not limited herein.

[0108] The preset progress condition can include but is not limited to that the progress indicated by the progress identifier reaches a preset progress threshold, such as 100%, or the progress indicated by the progress identifier is counted down to zero, such as 2 seconds of progress countdown, and the like, which can be set according to requirements and is not limited herein.

[0109] Specifically, the aforementioned secondary display area includes at least two identifier sub-areas, and one of the aforementioned quantity identifiers is displayed in one of the aforementioned identifier sub-areas. Therefore, the step of determining the target quantity corresponding to the selected quantity identifier in response to the selection operation of the aforementioned quantity identifier can be a direct selection operation of the identifier sub-area, so as to continue subsequent steps based on the selection operation of the identifier sub-area.

[0110] The selection operation can be performed directly on the sub-region of the label, such as clicking, pressing, or sliding. The rotation operation can also be performed through a preset control to map the selection of the sub-region of the label. The specific settings can be configured according to the requirements and are not limited here.

[0111] Specifically, in response to a second trigger operation on the aforementioned area control, the terminal can obtain a second trigger position on the aforementioned area control, and then the terminal can determine the target quantity corresponding to the quantity identifier of the identifier sub-area that matches the aforementioned second trigger position.

[0112] The second triggering operation can be a direct triggering operation on the area control, such as a click operation, a swipe operation, a press operation, etc. The second triggering operation can also be a swipe operation on the control icon displayed on the area control, etc. The specific operation can be set according to the requirements and is not limited here.

[0113] For example, if the second triggering operation is a sliding operation, the sliding position of the sliding operation, that is, the end position of the sliding operation, is the second triggering position; if the second triggering operation is a clicking operation, the position clicked by the clicking operation is the second triggering position.

[0114] For example, such as Figure 7 and Figure 8 As shown, if Figure 7 In the roulette wheel, the sub-area corresponding to the virtual item with a value of "300" at the bottom is the selected sub-area, and there are at least two of these virtual items with a value of "300". Therefore, from... Figure 7 As can be seen, a progress indicator is displayed in the selected product sub-area, i.e. Figure 7 The circular marker in the middle, and the black circle on the circular marker is used to indicate the progress of the progress marker.

[0115] Accordingly, when Figure 7 When the progress indicated by the circular marker in the image meets the preset progress conditions, the terminal can display... Figure 8 The second-level roulette wheel shown is from... Figure 8It can be seen that the secondary wheel disc displays different quantity identifiers of the virtual prop of value "300", and the resource value consumed by each quantity identifier, for example, the terminal can determine 5 as the target quantity in response to the selection operation of the quantity "5" identifier sub-region in the bottom region of the secondary wheel disc, and then the terminal can determine 5 virtual props of value "300" as the pre-acquisition object.

[0116] In some embodiments, the above-mentioned secondary display region further includes a return sub-region for returning to the upper-level commodity display region, such as Figure 8 the central region of the secondary wheel disc in Figure 8 the region displayed by "19300" in may serve as the return sub-region, and the above-mentioned method can further include that the terminal can return to the upper level on the above-mentioned graphical user interface to display the commodity display region in response to the selection operation on the return sub-region.

[0117] In some embodiments, the above-mentioned region control further includes return information, such as Figure 8 the return icon displayed in the center of the control 801 in , and the display position of the above-mentioned return information on the above-mentioned region control matches the above-mentioned return sub-region.

[0118] In some embodiments, after acquiring the second trigger position on the above-mentioned region control, the terminal can further include that the terminal can put the identifier sub-region matched with the above-mentioned second trigger position in the selected state.

[0119] Correspondingly, the above-mentioned determination of the target quantity corresponding to the quantity identifier of the identifier sub-region matched with the above-mentioned second trigger position can include that the terminal can determine the target quantity corresponding to the quantity identifier of the identifier sub-region in the selected state in response to the operation end event of the above-mentioned region control.

[0120] In the present embodiment, by controlling the identifier sub-region to be in the selected state, the user can be prompted to explicitly know which quantity identifier is currently selected.

[0121] The operation end event includes but is not limited to the user releasing the trigger on the region control, the user triggering the region where the return information on the region control is located, and the like, which can be set according to requirements and is not limited herein.

[0122] The display style of the identifier sub-region in the selected state is different from that of the identifier sub-region not in the selected state, and the display style differentiation includes but is not limited to adding a preset icon, adding a preset special effect, or changing the display style of a preset information, such as changing the region background color, changing the region line, and the like.

[0123] In some embodiments, since the control identifier can be included on the region control, the terminal can obtain the second trigger position on the region control in response to the second trigger operation on the region control, which can include that the terminal can obtain the sliding position of the control identifier on the region control in response to the sliding operation on the control identifier, the sliding position can be the end position of the sliding operation, and the sliding position can be taken as the second trigger position.

[0124] Correspondingly, the terminal can determine the target quantity corresponding to the number of selected sub-regions in response to the operation end event of the region control, which can include that the terminal can determine the target quantity corresponding to the number of selected sub-regions in response to the sliding end event of the control identifier.

[0125] Wherein, the terminal can put the sub-region corresponding to the sliding position in the selected state.

[0126] It should be noted that the terminal can put the sub-region corresponding to the position currently experienced by the sliding operation in the selected state during the sliding process of the sliding operation, and put the sub-region in the unselected state when the sliding operation leaves the sub-region.

[0127] Step 104, in response to the commodity transaction event of the pre-acquisition object, the pre-acquisition object is traded to the current user account.

[0128] In this embodiment, after the user adds the game commodity to be purchased to the shopping cart in advance, the user can directly perform corresponding operation on the shopping cart to trigger the commodity transaction event of the pre-acquisition object, so as to trade the pre-acquisition object based on the virtual resource held by the current user account, for example, if the target game object is a game store, the commodity transaction event of the pre-acquisition object can be a shopping cart transaction operation on the shopping cart of the game store, so as to send the second game commodity to the current user account after the transaction is completed, thereby avoiding the current game commodity selection and purchase behavior in the interface of the target game object, since the selection and purchase behavior is strongly bound to the behavior interaction of the player and the store, and the two cannot be separated, resulting in the consumption of time and energy of the store purchase.

[0129] For example, in a first-person shooter (FPS) game, the user can be defeated by the enemy or encounter other dangerous situations during the purchase, which directly affects the game experience of a round.

[0130] In some embodiments, the response to the transaction event of the game item to the pre-acquired object includes: displaying a transaction control for the pre-acquired object on the graphical user interface, and then the user can trigger the transaction control to make the terminal respond to the triggering operation of the transaction control and complete the transaction of the game item to the current user account.

[0131] The triggering operation includes but is not limited to a click operation, a sliding operation, a pressing operation, etc., and can be set according to requirements.

[0132] In some embodiments, the response to the transaction event of the game item to the pre-acquired object includes: when the target game character and the target game object meet a third positional relationship, it means that the target game character is close to the game item, the terminal displays a transaction control for the pre-acquired object on the graphical user interface, and then the user can trigger the transaction control to make the terminal respond to the triggering operation of the transaction control and complete the transaction of the game item to the current user account.

[0133] The third positional relationship is used to limit the positional relationship between the target game character and the target game object, and the positional 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, and can be set according to requirements.

[0134] Specifically, the target game character and the target game object meet the 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 meets a second preset direction.

[0135] The triggering operation includes but is not limited to a click operation, a sliding operation, a pressing operation, etc., and can be set according to requirements.

[0136] It can be understood that when the user adds the game commodity intended to be purchased into the shopping cart, and then the target game character controlled by the user moves to a certain positional relationship with the target game object, the transaction control for the shopping cart can be activated, and then the user can operate the transaction control to realize one-key purchase of the game commodities in the shopping cart, avoiding the current situation that when the user enters the interface of the target game object to select and purchase game commodities, the user cannot respond in time in case of danger, which affects the user experience.

[0137] For example, as shown in FIG. 9, when the player is in the dangerous area of the "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, and by adding the game commodity into the shopping cart in advance, the time spent by the player in selecting and purchasing game commodities in the game store is avoided, and the player can quickly call out the transaction control when approaching the game store, to realize one-key transaction of the game commodities in the shopping cart. Figure 9 As shown in FIG. 9, when the player is in the dangerous area of the "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, and by adding the game commodity into the shopping cart in advance, the time spent by the player in selecting and purchasing game commodities in the game store is avoided, and the player can quickly call out the transaction control when approaching the game store, to realize one-key transaction of the game commodities in the shopping cart.

[0138] Among them, Figure 9 The control 901 in FIG. 9 is a transaction control, Figure 9 The control 902 in FIG. 9 is a shopping cart viewing control, and the user can trigger the shopping cart viewing control to view the game commodities in the shopping cart, wherein the above area control, commodity pre-purchase control, shopping cart viewing control and transaction control can be the same control, or at least two different controls, which can be set according to requirements, and is not limited herein, and if the at least two controls are the same, the display style of the control can be updated to indicate different functions of the control.

[0139] It can be seen from the above that a graphical user interface can be provided, the graphical user interface displays at least part of a virtual scene, the virtual scene includes a target game character controlled by a current user account and a target game object, the target game object includes at least one first game item, and when a first positional relationship is met between the target game character and the target game object, an object identifier for the target game object is displayed on the graphical user interface. Then, in response to a game item pre-acquisition event for the object identifier, the first game item in the target game object is displayed on the graphical user interface. Then, in response to a selection operation on the first game item, a second game item selected by the user is determined as a pre-acquisition object. Finally, in response to a game item transaction event for the pre-acquisition object, the pre-acquisition object is traded to the current user account, so that the user can pre-acquire a game item that the user wants to purchase while controlling a target game character in a virtual scene. After the user finishes selecting, the pre-acquisition object that the user wants to purchase is directly traded, and the user can view the surrounding situation of the game character controlled by the user more conveniently during the process of purchasing a game item, so as to improve the user experience.

[0140] The embodiment also provides a game prop acquisition device, which provides a graphical user interface, the graphical user interface displays at least part of a virtual scene, the virtual scene includes a target game character controlled by a current user account and a target game object, the target game object includes at least one first game item, and the game prop acquisition device can be integrated in a terminal device. For example, as shown in the figure, the game prop acquisition device can include: Figure 10

[0141] An identifier display module 1001 is configured to display an object identifier for the target game object on the graphical user interface when a first positional relationship is met between the target game character and the target game object.

[0142] A game item display module 1002 is configured to display the first game item in the target game object on the graphical user interface in response to a game item pre-acquisition event for the object identifier.

[0143] A game item selection module 1003 is configured to determine a second game item selected by the user as a pre-acquisition object in response to a selection operation on the first game item.

[0144] An object transaction module 1004 is configured to trade the pre-acquisition object to the current user account in response to a game item transaction event for the pre-acquisition object.

[0145] In some embodiments, the identifier display module 1001 is specifically configured to: ​

[0146] When the first positional relationship is met between the target game character and the target game object, a position of the target game object is acquired;

[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 configured to:

[0149] In response to a triggering operation on the object identifier, a commodity pre-purchase control for the target game object is displayed on the graphical user interface;

[0150] In response to a triggering operation on the commodity pre-purchase control, the first game commodity in the target game object is displayed on the graphical user interface.

[0151] In some embodiments, the graphical user interface displays a center position identifier, and the commodity display module 1002 is specifically configured to:

[0152] In response to a position adjustment operation on the center position identifier, a display position of the center position identifier is adjusted;

[0153] When the second positional relationship is met between the center position identifier and the object identifier, a commodity pre-purchase control for the target game object is displayed on the graphical user interface.

[0154] In some embodiments, the commodity display module 1002 is specifically configured to:

[0155] A commodity display area is displayed in the graphical user interface, the commodity display area includes at least one commodity sub-area, and the first game commodity is displayed in the commodity sub-area;

[0156] The commodity selection module 1003 is specifically configured to:

[0157] In response to a selection operation on the commodity sub-area, a first game commodity corresponding to the selected commodity sub-area is determined as the second game commodity;

[0158] The second game commodity is determined as the pre-acquisition object.

[0159] In some embodiments, the graphical user interface further includes a region control, and the commodity selection module 1003 is specifically configured to:

[0160] In response to a first triggering operation on the region control, a first triggering position on the region control is acquired;

[0161] The sub-region of the commodity matched with the first trigger position is determined as the selected sub-region of the commodity.

[0162] The first game commodity corresponding to the selected sub-region of the commodity is determined as the second game commodity.

[0163] In some embodiments, the commodity display region further includes a close sub-region, and the game prop acquisition apparatus further includes a region selection module, and the region selection module is specifically used for:

[0164] In response to a selection operation on the close sub-region, the display of the commodity display region on the graphical user interface is cancelled.

[0165] In some embodiments, the region control further includes close information, and a display position of the close information on the region control matches the close sub-region.

[0166] In some embodiments, the game prop acquisition apparatus further includes a state determination module, and the state determination module is specifically used for:

[0167] The sub-region of the commodity matched with the first trigger position is determined as the selected sub-region of the commodity.

[0168] The commodity selection module 1003 is specifically used for:

[0169] In response to an operation end event of the region control, the sub-region of the commodity in the selected state is determined as the selected sub-region of the commodity.

[0170] In some embodiments, the region control includes a control identifier, and the commodity selection module 1003 is specifically used for:

[0171] In response to a sliding operation on the control identifier, a sliding position of the control identifier on the region control is acquired.

[0172] In response to a sliding end event of the control identifier, the sub-region of the commodity in the selected state when the control identifier is slid is determined as the selected sub-region of the commodity.

[0173] In some embodiments, the first game commodity corresponding to the sub-region of the commodity in the selected state is a third game commodity, and the game prop acquisition apparatus further includes an identifier display module, and the identifier display module is specifically used for:

[0174] In response to a quantity selection trigger event of the third game commodity, a secondary display region of the commodity display region is displayed, and the secondary display region includes at least two quantity identifiers, and the quantity identifiers are used to indicate the quantity of the third game commodity.

[0175] In response to the selection operation on the quantity identifier, a target quantity corresponding to the selected quantity identifier is determined.

[0176] The commodity selection module 1003 is specifically configured to:

[0177] The third game commodity of the target quantity is determined as the pre-acquisition object.

[0178] In some embodiments, the identifier display module is specifically configured to:

[0179] If the third game commodity has at least two quantities available for trading in the target game object, a progress identifier is displayed in the commodity sub-region in the selected state.

[0180] When the progress indicated by the progress identifier meets a preset progress condition, a secondary display region of the commodity display region is displayed.

[0181] In some embodiments, the secondary display region includes at least two identifier sub-regions, and the quantity identifier is displayed in an identifier sub-region. The identifier display module is specifically configured to:

[0182] In response to a second triggering operation on the region control, a second triggering position on the region control is obtained.

[0183] A target quantity corresponding to the quantity identifier of the identifier sub-region matched with the second triggering position is determined.

[0184] In some embodiments, the object transaction module 1004 is specifically configured to:

[0185] When the target game character and the target game object meet a third positional relationship, a transaction control for the pre-acquisition object is displayed on the graphical user interface.

[0186] In response to a triggering operation on the transaction control, the pre-acquisition object is traded to the current user account.

[0187] In some embodiments, the target game character and the target game object meet the first positional relationship, including that 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 meet the third positional relationship, including that 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, a graphical user interface (GUI) can be provided, which displays at least a portion 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 item. 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 GUI. Then, in response to a pre-acquisition event for the object identifier, the first game item in the target game object is displayed on the GUI. In response to a selection operation for the first game item, the selected second game item is identified as a pre-acquisition object. Finally, in response to a transaction event for the pre-acquisition object, the pre-acquisition object is traded to the current user account. This allows the user to pre-acquire game items they want to buy while controlling the target game character in the virtual scene. After the user completes their selection, they can directly trade the pre-acquisition object they want to buy. This also allows the user to more conveniently view the surroundings of their controlled game character during the game item purchase process, thus improving the user experience.

[0190] Accordingly, this application also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.

[0191] like Figure 11 As shown, Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 1100 includes a processor 1101 with one or more processing cores, a memory 1102 with one or more computer-readable storage media, and a computer program stored on the memory 1102 and executable on the processor. The processor 1101 and the memory 1102 are electrically connected. Those skilled in the art will understand 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, or combine certain components, or have different component arrangements.

[0192] The processor 1101 is the control center of the electronic device 1100, connects all parts of the electronic device 1100 through various interfaces and lines, executes various functions of the electronic device 1100 and processes data by running or loading software programs and / or units stored in the memory 1102 and calling data stored in the memory 1102, thereby overall monitoring the electronic device 1100. The processor 1101 can be a central processing unit CPU, a graphics processing unit GPU, a network processor NP, etc., and can implement or execute various methods, steps and logic block diagrams disclosed in the embodiments of the present application.

[0193] In the embodiments of the present application, the processor 1101 in the electronic device 1100 will load the instructions corresponding to the processes of one or more application programs into the memory 1102, and run the application programs stored in the memory 1102 by the processor 1101, thereby realizing various functions, for example:

[0194] When the target game character and the target game object meet the first positional relationship, displaying an object identifier for the target game object 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 a selection operation on the first game commodity, determining the selected second game commodity as a pre-acquisition object;

[0197] In response to a commodity transaction event for the pre-acquisition object, trading the pre-acquisition object to the current user account.

[0198] In some embodiments, when the target game character and the target game object meet the first positional relationship, displaying an object identifier for the target game object on the graphical user interface, comprises:

[0199] When the target game character and the target game object meet the first positional relationship, obtaining the position of the target game object;

[0200] Based on the position of the target game object, displaying an object identifier for the target game object on the graphical user interface.

[0201] In some embodiments, 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, comprises:

[0202] In response to a triggering operation on the object identifier, a pre-purchase control for the target game object is displayed on the graphical user interface.

[0203] In response to a triggering operation on the pre-purchase control, the first game item in the target game object is displayed on the graphical user interface.

[0204] In some embodiments, the graphical user interface displays a center position identifier.

[0205] The response to the triggering operation on the object identifier to display the pre-purchase control for the target game object on the graphical user interface includes:

[0206] In response to a position adjustment operation on the center position identifier, the display position of the center position identifier is adjusted.

[0207] When the center position identifier and the object identifier meet a second position relationship, the pre-purchase control for the target game object is displayed on the graphical user interface.

[0208] In some embodiments, the display of the first game item in the target game object on the graphical user interface includes:

[0209] A product display area is displayed on the graphical user interface, the product display area includes at least one product sub-area, and the first game item is displayed in a product sub-area.

[0210] The response to the selection operation on the first game item to determine the selected second game item as a pre-acquisition object includes:

[0211] In response to a selection operation on the product sub-area, the first game item corresponding to the selected product sub-area is determined as the second game item.

[0212] The second game item is determined as the pre-acquisition object.

[0213] In some embodiments, the graphical user interface further includes a region control, and the response to the selection operation on the product sub-area to determine the first game item corresponding to the selected product sub-area as the second game item includes:

[0214] In response to a first triggering operation on the region control, a first triggering position on the region control is obtained.

[0215] The product sub-area matching the first triggering position is determined as the selected product sub-area.

[0216] The first game item corresponding to the selected sub-region of the commodity is determined as the second game item.

[0217] In some embodiments, the commodity display region further comprises a close sub-region, and the method further comprises:

[0218] In response to a selection operation on the close sub-region, the display of the commodity display region on the graphical user interface is cancelled.

[0219] In some embodiments, the region control further comprises close information, and a display position of the close information on the region control matches the close sub-region.

[0220] In some embodiments, after the first trigger position on the region control is obtained, the method further comprises:

[0221] The sub-region of the commodity matching the first trigger position is in a selected state.

[0222] The sub-region of the commodity matching the first trigger position is determined as the selected sub-region of the commodity, comprising:

[0223] In response to an operation end event of the region control, the sub-region of the commodity in the selected state is determined as the selected sub-region of the commodity.

[0224] In some embodiments, the region control comprises a control identifier, and the first trigger position on the region control is obtained in response to a first trigger operation on the region control, comprising:

[0225] In response to a sliding operation on the control identifier, a sliding position of the control identifier on the region control is obtained.

[0226] In response to an operation end event of the region control, the sub-region of the commodity in the selected state is determined as the selected sub-region of the commodity, comprising:

[0227] In response to a sliding end event of the control identifier, the sub-region of the commodity in the selected state when the control identifier is slid is determined as the selected sub-region of the commodity.

[0228] In some embodiments, the first game item corresponding to the sub-region of the commodity in the selected state is a third game item, and after the region of the commodity display region matching the first trigger position is in the selected state, the method further comprises:

[0229] In response to a quantity selection trigger event of the third game item, a secondary display region of the commodity display region is displayed, and the secondary display region comprises at least two quantity identifiers, and the quantity identifiers are used to indicate the quantity of the third game item.

[0230] In response to a selection operation on the quantity identifier, a target quantity corresponding to the selected quantity identifier is determined.

[0231] The second game item is determined as the pre-acquisition object.

[0232] The third game item of the target quantity is determined as the pre-acquisition object.

[0233] In some embodiments, in response to a quantity selection trigger event on the third game item, a secondary display area of the item display area is displayed, including:

[0234] If the number of the third game item available for trading in the target game object is at least two, a progress identifier is displayed in the item sub-area in the selected state.

[0235] When the progress indicated by the progress identifier meets a preset progress condition, a secondary display area of the item display area is displayed.

[0236] In some embodiments, the secondary display area includes at least two identifier sub-areas, and the quantity identifier is displayed in the identifier sub-area. In response to a selection operation on the quantity identifier, the target quantity corresponding to the selected quantity identifier is determined, including:

[0237] In response to a second trigger operation on the area control, a second trigger position on the area control is obtained.

[0238] The target quantity corresponding to the quantity identifier of the identifier sub-area matching the second trigger position is determined.

[0239] In some embodiments, in response to a game transaction event for the pre-acquisition object, the pre-acquisition object is traded to the current user account, including:

[0240] When the target game character and the target game object meet a third positional relationship, a transaction control for the pre-acquisition object is displayed on the graphical user interface.

[0241] In response to a trigger operation on the transaction control, the pre-acquisition object is traded to the current user account.

[0242] In some embodiments, the target game character and the target game object meet the first positional relationship, including:

[0243] The distance between the target game character and the target game object is less than a first preset distance.

[0244] The third positional relationship between the target game character and the target game object includes:

[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: the user can more conveniently view the surrounding situation of the game character controlled by the user in the process of purchasing the game product of the target game object, so as to improve the user experience.

[0247] The specific implementation of each operation can refer to the foregoing embodiments, which will not be described here.

[0248] Optionally, as shown in Figure 11 The electronic device 1100 further includes a touch display 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 with the touch display 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 Figure 11 The electronic device structure shown in the foregoing embodiments does not constitute a limitation on the electronic device, and can include more or fewer components than those shown in the figure, or combine certain components, or different component arrangements.

[0249] The touch display screen 1103 can be used to display a graphical user interface and receive operation instructions generated by user acting on the graphical user interface. The touch display screen 1103 can include a display panel and a touch panel. 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, which can be composed of graphics, text, icons, video and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can be used to collect touch operations (such as user operations on or near the touch panel using a finger, a stylus or any suitable object or accessory) of the user thereon or therearound, and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel can include two parts of a touch detection device and a touch controller. The touch detection device detects the touch position of the user and detects the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, and converts it into touch coordinates, and then sends it to the processor 1101, and can receive commands from the processor 1101 and execute them. The touch panel can cover the display panel, and when the touch panel detects a touch operation thereon or therearound, it transmits to the processor 1101 to determine the type of touch event, and then the processor 1101 provides corresponding visual output on the display panel according to the type of touch event. In the embodiments 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 realize the input and output functions as two independent components. That is, the touch display screen 1103 can also realize the input function as part of the input unit 1106.

[0250] The radio frequency circuit 1104 can be used to transceive radio frequency signals to establish wireless communication with network devices or other electronic devices, and transceive signals between network devices or other electronic devices.

[0251] The audio circuit 1105 can be used to provide an audio interface between a user and the electronic device through a speaker and a microphone. The audio circuit 1105 can convert received audio data into an electrical signal and transmit the electrical signal to the speaker for conversion into a sound signal and output; on the other hand, the microphone collects a sound signal and converts the sound signal into an electrical signal, which is received by the audio circuit 1105 and converted into audio data, and then output to the processor 1101 for processing, and then transmitted to another electronic device through the radio frequency circuit 1104, or output to the memory 1102 for further processing. The audio circuit 1105 can also include a headphone jack to provide communication between an external device and the electronic device.

[0252] The input unit 1106 can be used to receive input digital, character information or user feature information (such as fingerprint, iris, face 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 realize functions such as management of charging, discharging and power consumption management. The power supply 1107 can also include one or more direct current or alternating current power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and any other components.

[0254] Although Figure 11 The electronic device 1100 can also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which are not described here in detail.

[0255] In the above embodiments, the description of each embodiment has its own focus, and the parts not described in detail in a certain embodiment can be referred to the related description of other embodiments.

[0256] Those of ordinary skill in the art can understand that all or part of the steps of the various methods in the above embodiments can be completed by instructions, or by instructions controlling related hardware, which can 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, which stores a plurality of computer programs capable of being loaded by a processor to execute any one of the game prop acquisition methods provided by the embodiments of the present application. The computer program can execute the steps of the following game prop acquisition method:

[0258] When the target game character and the target game object meet the first positional relationship, an object identifier for the target game object is displayed on the graphical user interface.

[0259] In response to a product pre-fetching event for the aforementioned object identifier, the aforementioned first game product from the target game object is displayed on the aforementioned graphical user interface;

[0260] In response to the selection operation of the first game item mentioned above, the selected second game item is identified as the pre-acquisition target;

[0261] In response to a transaction event involving the aforementioned pre-acquired object, the pre-acquired object will be transferred to the aforementioned current user account.

[0262] As can be seen, the computer program can be loaded by the processor to execute any of the game item acquisition methods provided in the embodiments of this application, thereby bringing the following technical effects: enabling users to more conveniently view the surroundings of the game character they control during the process of purchasing game items of the target game object, so as to improve the user experience.

[0263] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0264] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0265] Since the computer program stored in the computer-readable storage medium can execute any of the game item acquisition methods provided in the embodiments of this application, it can achieve the beneficial effects that any of the game item acquisition methods provided in the embodiments of this application can achieve, as detailed in the preceding embodiments, and will not be repeated here.

[0266] According to one aspect of this application, a computer program product or computer program is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.

[0267] In the game prop obtaining device, the computer readable storage medium, the electronic device, and the computer program product, the description of each embodiment has its own focus, and the part not described in detail in a certain embodiment can be referred to the relevant description of other embodiments. The skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the game prop obtaining device, the computer readable storage medium, the computer program product, the electronic device and the corresponding unit thereof and the beneficial effects brought by the above description can be referred to the description of the game prop obtaining method in the above embodiments, and will not be described here in detail.

[0268] The game prop obtaining method, device, electronic device, computer readable storage medium and computer program product provided by the embodiments of the present application are described in detail above, the principle and implementation manner of the present application are described by applying specific examples, the above embodiment is only used to help understand the method and core idea of the present application; meanwhile, for the skilled in the art, according to the idea of the present application, the specific implementation manner and application range will be changed, and the above description should not be understood as the limitation of the present application.

Claims

1. A game prop acquisition method, characterized by, Providing a graphical user interface, the graphical user interface displays at least a partial virtual scene and a center position mark, 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 a first game item, the method includes: When a first positional relationship is met between the target game character and the target game object, displaying an object mark for the target game object on the graphical user interface; In response to a positional adjustment operation for the center position mark, adjusting a display position of the center position mark; When a second positional relationship is met between the center position mark and the object mark, displaying an item pre-purchase control for the target game object on the graphical user interface; In response to a triggering operation for the item pre-purchase control, displaying the first game item in the target game object on the graphical user interface; In response to a selection operation for the first game item, determining a second game item selected as a pre-acquisition object; In response to an item transaction event for the pre-acquisition object, trading the pre-acquisition object to the current user account.

2. The game prop acquisition method according to claim 1, wherein The when a first positional relationship is met between the target game character and the target game object, displaying an object mark for the target game object on the graphical user interface, includes: When a first positional relationship is met between the target game character and the target game object, obtaining a position of the target game object; Based on the position of the target game object, displaying an object mark for the target game object on the graphical user interface.

3. The game prop acquisition method of claim 1, wherein The displaying the first game item in the target game object on the graphical user interface, includes: Displaying an item display area in the graphical user interface, the item display area includes at least one item sub-area, a first game item is displayed in an item sub-area; The in response to a selection operation for the first game item, determining a second game item selected as a pre-acquisition object, includes: In response to a selection operation for the item sub-area, determining a first game item corresponding to the selected item sub-area as the second game item; Determining the second game item as the pre-acquisition object.

4. The game prop acquisition method according to claim 3, wherein The graphical user interface further includes a region control, the in response to a selection operation for the item sub-area, determining a first game item corresponding to the selected item sub-area as the second game item, includes: In response to a first triggering operation on the region control, obtaining a first triggering position on the region control; Determining an item sub-area matching the first triggering position as the selected item sub-area; Determining a first game item corresponding to the selected item sub-area as the second game item.

5. The game prop acquisition method according to claim 4, wherein The item display area further includes a closing sub-area, the method further includes: In response to a selection operation for the closing sub-area, canceling the display of the item display area on the graphical user interface.

6. The game prop acquisition method according to claim 5, wherein The area control further comprises closing information, and a display position of the closing information on the area control matches the closing sub-area.

7. The game prop acquisition method according to claim 4, wherein After obtaining the first trigger position on the area control, the method further comprises: determining a product sub-area matching the first trigger position as a selected product sub-area; The method further comprises: in response to an operation end event of the area control, determining the product sub-area in the selected state as the selected product sub-area. 8.The game prop acquisition method of claim 7, wherein, The area control comprises a control identifier, and the method further comprises: in response to a first trigger operation on the area control, obtaining a first trigger position on the area control; in response to a sliding operation on the control identifier, obtaining a sliding position of the control identifier on the area control; The method further comprises:

9. The game prop acquisition method according to claim 7, wherein in response to a sliding end event of the control identifier, determining a product sub-area in the selected state when the control identifier ends sliding as the selected product sub-area. The first game product corresponding to the product sub-area in the selected state is a third game product, and after the area in the product display area matching the first trigger position is in the selected state, the method further comprises: in response to a quantity selection trigger event of the third game product, displaying a secondary display area of the product display area, the secondary display area comprising at least two quantity identifiers, the quantity identifiers being used to indicate a quantity of the third game product; in response to a selection operation on the quantity identifiers, determining a target quantity corresponding to a selected quantity identifier; The method further comprises:

10. The game prop acquisition method according to claim 9, wherein determining the target quantity of the third game product as the pre-acquisition object. The method further comprises: if the third game product has at least two tradable quantities in the target game object, displaying a progress identifier in the product sub-area in the selected state; 11. The game prop acquisition method according to claim 9, wherein when a progress indicated by the progress identifier meets a preset progress condition, displaying the secondary display area of the product display area. The secondary display area comprises at least two identifier sub-areas, and a quantity identifier is displayed in an identifier sub-area, and the method further comprises: in response to a second trigger operation on the area control, obtaining a second trigger position on the area control; 12. The game prop acquisition method according to any one of claims 1 to 11, wherein determining a target quantity corresponding to a quantity identifier of an identifier sub-area matching the second trigger position. The method further comprises: when a third positional relationship between the target game character and the target game object is met, displaying a transaction control for the pre-acquisition object on the graphical user interface; In response to a triggering operation on the transaction control, the pre-acquisition object is traded to the current user account.

13. The game prop acquisition method according to claim 12, wherein 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; The target game character and the target game object meet a third positional relationship, including: The distance between the target game character and the target game object is less than a second preset distance, which is less than or equal to the first preset distance.

14. A game prop acquisition device, characterized by, A graphical user interface is provided, which displays at least a virtual scene and a center position mark, the virtual scene including a target game character controlled by a current user account and a target game object, the target game object including at least one first game commodity, and the device includes: An object mark display module is configured to display an object mark 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; A commodity display module is 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 mark; A commodity selection module is configured to determine a selected second game commodity as a pre-acquisition object in response to a selection operation on the first game commodity; An object transaction module is configured to trade the pre-acquisition object to the current user account in response to a commodity transaction event for the pre-acquisition object; The commodity display module is configured to adjust the display position of the center position mark in response to a position adjustment operation for the center position mark, display a commodity pre-purchase control for the target game object on the graphical user interface when the center position mark meets a second positional relationship with the object mark, and display the first game commodity in the target game object on the graphical user interface in response to a triggering operation on the commodity pre-purchase control.

15. An electronic device, comprising: A processor and a memory are included, and the memory stores a plurality of instructions; the processor loads the instructions from the memory to execute the steps of the game prop acquisition method according to any one of claims 1-13.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions, which are suitable for being loaded by a processor to execute the steps of the game prop acquisition method according to any one of claims 1-13.

Citation Information

Patent Citations

  • Virtual prop obtaining method and device, equipment and medium

    CN112675544A