Game resource processing method and related device

By displaying resource controls and resource quantity information in the game interface and allowing players to change the resource quantity through control display operations, the problem of excessive occupation of game resource processing interface in the existing technology is solved, efficient and non-interference resource processing is achieved, and the game experience is improved.

CN119896854APending Publication Date: 2025-04-29TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202311411739.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-10-27
Publication Date
2025-04-29

AI Technical Summary

Technical Problem

The existing game resource processing interface occupies a high display area of ​​the game interface, making it difficult for players to observe other information outside the game when processing game resources, affecting the game experience.

Method used

By displaying the target resource controls and resource quantity information in the game interface, and displaying the target resource processing controls when needed, players are allowed to change the resource quantity of game resources through the control display operation, realizing resource processing without loading a new interface.

Benefits of technology

It reduces the degree of occlusion of resource processing on the game interface, improves the efficiency and speed of resource processing, reduces the demand for device hardware performance, and improves the game experience of players.

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Abstract

The embodiment of the invention discloses a game resource processing method and a related device, and a player can trigger and display a resource processing control corresponding to a used game resource in a game interface displayed by a current game program through a control display operation. Through the resource processing control and the resource quantity information of the game resources displayed in the game interface, accurate resource quantity change of the game resources can be completed, a new interface does not need to be additionally loaded, and the loading control has small shielding on the game interface, so that the resource processing efficiency is improved, and meanwhile, the resource quantity of the game resources can be accurately changed. The interruption of the resource processing behavior on the game process of the player is reduced, the player can conveniently obtain related information in real time through the game interface during resource processing, and the game experience of the player can be improved.
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Description

Technical Field

[0001] The present application relates to the field of game interaction technology, and in particular to a game resource processing method and related devices. Background Art

[0002] With the continuous development of computer technology, playing games using game programs has become one of the important ways for people to entertain themselves. Game programs usually have a variety of game resources, which involve all aspects of game play. For example, game resources can include game prop resources, game skill resources, etc. Game prop resources determine the types and quantities of game props that players can use in game programs, and game skill resources determine the types and times of game skills that players can release when controlling game objects.

[0003] Players can open a game resource processing interface in the game program to process game resources, for example, they can purchase and sell game resources through the characteristic value resources in the game program. In the related art, the game resource processing interface will display various game resources, and players can process the game resources displayed in the game resource processing interface.

[0004] However, the game resource processing interface in the related technology occupies a large area of ​​the game interface display. When players process game resources, it is difficult to observe other game information outside the game resource processing interface, which greatly interferes with the use of the game program and makes it difficult to provide a high-quality gaming experience. Summary of the invention

[0005] In order to solve the above technical problems, the present application provides a game resource processing method, which provides players with an efficient game resource processing method with less interference to the game display effect, helping to improve the player's gaming experience.

[0006] The embodiments of the present application disclose the following technical solutions:

[0007] In a first aspect, an embodiment of the present application discloses a method for processing game resources, the method comprising:

[0008] Displaying a game interface corresponding to the game program, the game interface including a target resource control corresponding to a target game resource and resource quantity information corresponding to the target game resource, the target resource control being used to use the target game resource in the game program, and the resource quantity information being used to identify the resource quantity corresponding to the target game resource;

[0009] Based on the control display operation, displaying the target resource processing control corresponding to the target game resource in the game interface;

[0010] The resource quantity information is updated based on a first trigger operation for the target resource processing control, wherein the first trigger operation is used to change the resource quantity corresponding to the target game resource.

[0011] In a second aspect, an embodiment of the present application discloses a game resource processing device, the device comprising a first display unit, a second display unit and a first update unit:

[0012] The first display unit is used to display a game interface corresponding to the game program, the game interface including a target resource control corresponding to a target game resource and resource quantity information corresponding to the target game resource, the target resource control is used to use the target game resource in the game program, and the resource quantity information is used to identify the resource quantity corresponding to the target game resource;

[0013] The second display unit is used to display the target resource processing control corresponding to the target game resource in the game interface based on the control display operation;

[0014] The first updating unit is used to update the resource quantity information based on a first trigger operation for the target resource processing control, and the first trigger operation is used to change the resource quantity corresponding to the target game resource.

[0015] In one possible implementation, the game interface includes multiple resource controls, different resource controls correspond to different game resources, the target resource control is any one of the multiple resource controls, and the control display operation includes a mode switching operation and a selection operation for the target resource control. The mode switching operation is used to change the game interface to a resource processing mode. In the resource processing mode, the selection operation for the target resource control is used to trigger the display of the target resource processing control.

[0016] In one possible implementation, the selection operation for the target resource control includes a second trigger operation for the target resource control, and the mode switching operation is specifically used to change the game interface from a non-resource processing mode to the resource processing mode. When the game interface is in the non-resource processing mode, the second trigger operation is used to use the target game resources in the game program.

[0017] In a possible implementation, the device further includes a third display unit, a first hiding unit, and a second hiding unit:

[0018] The third display unit is used to display a first switching control through the game interface based on the game interface being in the non-resource processing mode, and the mode switching operation includes a triggering operation for the first switching control;

[0019] The first hiding unit is used to hide the first switching control from the game interface based on the mode switching operation, and display the second switching control through the game interface;

[0020] The second hiding unit is used to hide the target resource processing control and the second switching control from the game interface based on a third trigger operation on the second switching control, and to display the first switching control through the game interface, and the third trigger operation is used to change the game interface from the resource processing mode to the non-resource processing mode.

[0021] In a possible implementation, the game interface includes first display positions corresponding to the plurality of resource controls respectively, and the device further includes a fourth display unit:

[0022] The fourth display unit is used to display a resource processing control in the game interface based on the mode switching operation;

[0023] The selection operation for the target resource control includes a move operation for the resource processing control, wherein the move operation is used to move the resource processing control to a target first display position corresponding to the target resource control, wherein the target resource processing control is the resource processing control located at the target first display position, and the target first display position is used to represent that the target resource processing control is used to change the resource amount of the target game resource.

[0024] In a possible implementation, the device further includes a fifth display unit:

[0025] The fifth display unit is used to display the usage effect corresponding to the target game resource based on the fourth trigger operation for the target resource control when the game interface is in the resource processing state, the fourth trigger operation is used to use the target game resource in the game program, and the usage effect is the effect triggered by using the target game resource.

[0026] In a possible implementation, the device further includes a sixth display unit:

[0027] The sixth display unit is used to display first identification information on the target resource control based on a selection operation on the target resource control, wherein the first identification information is used to indicate that the target resource processing control is used to change the resource amount of the target game resource.

[0028] In a possible implementation, the game interface includes a plurality of controls, the plurality of controls include the target game resource control, and the device further includes a first changing unit:

[0029] The first changing unit is used to change the display effects corresponding to other controls among the multiple controls except the target game resource control based on the control display operation. The changed display effects are used to indicate that the corresponding controls do not correspond to game resources whose resource quantities can be changed.

[0030] In a possible implementation manner, the first changing unit is specifically configured to:

[0031] The transparency of the control icons corresponding to the other controls among the multiple controls except the target game resource control is increased.

[0032] In a possible implementation, the game interface is used to control a target game object in the game program, and the device further includes a seventh display unit:

[0033] The seventh display unit is used to display second identification information through the game interface based on the interactive behavior between the game object in the game program and the target game object, where the second identification information is used to identify the interactive behavior.

[0034] In a possible implementation, the target resource processing control includes a resource increase control and a resource reduction control, and the first updating unit is specifically configured to:

[0035] Based on the fifth trigger operation for the resource increase control, updating the resource quantity information so that the resource quantity identified by the resource quantity information increases by the first resource quantity corresponding to the fifth trigger operation;

[0036] Based on a sixth trigger operation for the resource reduction control, the resource quantity information is updated so that the resource quantity identified by the resource quantity information is reduced by a second resource quantity corresponding to the sixth trigger operation.

[0037] In a possible implementation, the target game resource has a corresponding upper limit and lower limit of the resource amount, and the device further includes a second changing unit and a third changing unit:

[0038] The second changing unit is used to change the display effect corresponding to the resource increase control from a first display effect to a second display effect based on the resource amount of the target game resource reaching the resource amount upper limit, wherein the first display effect is used to indicate that the resource increase control is in a triggerable state, and the second display effect is used to indicate that the resource increase control is in a non-triggerable state;

[0039] The third changing unit is used to change the display effect corresponding to the resource reduction control from the third display effect to the fourth display effect based on the resource amount of the target game resources reaching the lower limit of the resource amount, the third display effect is used to indicate that the resource reduction control is in a triggerable state, and the fourth display effect is used to indicate that the resource reduction control is in an untriggerable state.

[0040] In a possible implementation, the target game resource has a corresponding target feature value quantity, the target resource processing control is used to display the target feature value quantity, and the device further includes an eighth display unit, a second updating unit, and a third updating unit:

[0041] The eighth display unit is used to display the available feature value quantity information through the game interface, the available feature value quantity information is used to identify the available feature value quantity, and the available feature value is a feature value that supports the processing of game resources;

[0042] The second updating unit is used to update the usable feature value quantity information based on the fifth trigger operation, so that the usable feature value quantity is reduced by the feature value quantity corresponding to the first resource quantity, and the feature value quantity corresponding to the first resource quantity is determined based on the first resource quantity and the target feature value quantity;

[0043] The third updating unit is used to update the information on the number of usable characteristic values ​​based on the sixth trigger operation, so that the number of usable characteristic values ​​increases by the number of characteristic values ​​corresponding to the second resource amount, and the number of characteristic values ​​corresponding to the second resource amount is determined based on the second resource amount and the target characteristic value number.

[0044] In a possible implementation, the game interface includes multiple resource controls, different resource controls correspond to different game resources, the target resource control is any one of the multiple resource controls, the multiple resource controls respectively have corresponding second display positions in the game interface, different resource controls correspond to different second display positions, and the second display unit is specifically used to:

[0045] The target resource processing control is displayed at a target second display position corresponding to the target resource control in the game interface, and the target second display position is used to indicate that the target resource processing control is used to change the resource amount of the target game resource.

[0046] In a third aspect, an embodiment of the present application discloses a computer device, wherein the computer device includes a processor and a memory:

[0047] The memory is used to store a computer program and transmit the computer program to the processor;

[0048] The processor is used to execute the game resource processing method described in any one of the first aspects according to the instructions in the computer program;

[0049] In a fourth aspect, an embodiment of the present application discloses a computer-readable storage medium, wherein the computer-readable storage medium is used to store a computer program, and the computer program is used to execute the game resource processing method described in any one of the first aspects;

[0050] In a fifth aspect, an embodiment of the present application discloses a computer program product including a computer program, which, when executed on a computer device, enables the computer device to execute the game resource processing method described in any one of the first aspects.

[0051] As can be seen from the above technical scheme, the present application provides a method for processing game resources. Through the game interface, the target resource control and the resource quantity information corresponding to the target game resource can be displayed to the player. The target game resource can be used in the game program through the target resource control. The resource quantity information can be used to know the resource quantity of the target game resource that can be used, so as to understand the timing of resource processing for the target game resource. When resource processing is required, the control display operation can be performed. At this time, the target resource processing control corresponding to the target game resource will be displayed in the game interface. The resource quantity corresponding to the target game resource can be changed by triggering the target resource processing control, so that the player can complete various game behaviors based on the target game resource. At the same time, the resource quantity information can be updated in the game interface to let the player know the change of the resource quantity of the target game resource. Since the present application only needs to add the target resource processing control in the game interface when processing resources, the accurate processing of the target game resource can be completed in combination with the resource quantity information displayed in the game interface, and there is no need to load a new game interface for resource processing. Therefore, the amount of information required to be loaded is small, which reduces the processing resource consumption of the device running the game program to a certain extent, reduces the hardware processing performance requirements of the device, and improves the triggering speed of the resource processing function. At the same time, since only simple controls need to be loaded, the controls usually occupy a small area in the interface, so the occlusion effect on the content displayed in the game interface is small. Players can view the game behaviors occurring in the game through a relatively complete game interface while processing game resources. Therefore, the resource processing process is less disruptive to the player's game process, which helps to improve the player's gaming experience. In addition, during the resource processing process, since only the resource processing controls used to process the game resources involved in the game interface are displayed, there is no need to display information unrelated to the game resources involved in the game interface. Therefore, the interface display is more concise, and the guidance for players to perform resource processing operations is more direct, which reduces the probability of misguidance of player operations, helps players to process the game resources involved in the game interface more accurately, and reduces the difficulty of game resource processing operations. BRIEF DESCRIPTION OF THE DRAWINGS

[0052] In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.

[0053] Figure 1 A schematic diagram of a method for processing game resources in an actual application scenario provided by an embodiment of the present application;

[0054] Figure 2 A flowchart of a method for processing game resources provided in an embodiment of the present application;

[0055] Figure 3 A schematic diagram of a method for processing game resources provided in an embodiment of the present application;

[0056] Figure 4 A schematic diagram of a method for processing game resources provided in an embodiment of the present application;

[0057] Figure 5 A schematic diagram of a method for processing game resources provided in an embodiment of the present application;

[0058] Figure 6 A schematic diagram of a method for processing game resources provided in an embodiment of the present application;

[0059] Figure 7 A schematic diagram of a method for processing game resources provided in an embodiment of the present application;

[0060] Figure 8 A schematic diagram of a method for processing game resources provided in an embodiment of the present application;

[0061] Fig. 9 A schematic diagram of a method for processing game resources provided in an embodiment of the present application;

[0062] Fig.10 A schematic diagram of a method for processing game resources provided in an embodiment of the present application;

[0063] Fig.11 A schematic diagram of a method for processing game resources provided in an embodiment of the present application;

[0064] Fig.12 A schematic diagram of a method for processing game resources provided in an embodiment of the present application;

[0065] Fig.13 A flowchart of a method for processing game resources in an actual application scenario provided by an embodiment of the present application;

[0066] Fig.14 A structural block diagram of a game resource processing device provided in an embodiment of the present application;

[0067] Fig.15 A structural diagram of a terminal provided in an embodiment of the present application;

[0068] Fig.16 A structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION

[0069] The embodiments of the present application are described below in conjunction with the accompanying drawings.

[0070] During the game, processing game resources is one of the common game behaviors of players. Game resources refer to the resources in the game program that can be used by players. They can include many types, such as game props, character skills, etc. Game resource processing can include, for example, buying and selling game props, buying and selling the number of times a character skill can be used, etc.

[0071] In the related art, if game resource processing is required, the player needs to perform specific operations in the game interface where the current game activity is taking place to open the resource processing interface. Various game resources will be displayed in the resource processing interface, and the player can process the game resources he needs in the resource processing interface.

[0072] It can be seen that in the relevant technology, on the one hand, a new interface needs to be loaded, and the amount of information loaded is large, which leads to low efficiency of resource processing; on the other hand, the resource processing interface has a high degree of obstruction on the game interface, so that the player cannot receive the relevant information displayed on the game interface when performing resource processing, which has a great degree of interference with the player's game activities, giving the player a strong sense of game fragmentation, and thus seriously affecting the player's gaming experience.

[0073] In order to solve the above technical problems, the present application provides a game resource processing method, in which players can use control display operations to trigger the resource processing controls corresponding to the game resources used in the game interface displayed by the current game program. The resource quantity information of the game resources displayed in the resource processing controls and the game interface can be used to complete the precise resource quantity change of the game resources. There is no need to load a new interface additionally, and the loaded controls have little occlusion on the game interface. This improves the resource processing efficiency while reducing the interruption of the resource processing behavior to the player's game process, making it convenient for players to obtain relevant information in real time through the game interface during resource processing, which helps to improve the player's gaming experience.

[0074] It is understandable that the method can be applied to a computer device, which is a computer device capable of processing game resources, such as a terminal device or a server. The method can be independently executed by a terminal device, or can be applied to a network scenario in which a terminal device and a server communicate, and is executed in cooperation with a terminal device and a server. Among them, the terminal device can be a mobile phone, a tablet computer, a laptop computer, a desktop computer and other devices. The terminal device can also include a Eucommia virtual reality device, such as an augmented reality (Augmented Reality, referred to as AR) device, such as AR glasses, AR screens and other devices, and can include virtual reality technology (Virtual Reality, referred to as VR) equipment, such as head-mounted VR glasses and other devices. The server can be understood as an application server, or a Web server. In actual deployment, the server can be an independent server, or a cluster server, or a cloud server, etc.

[0075] In order to facilitate understanding of the technical solution provided by this application, the game resource processing method provided by this application will be introduced below in combination with an actual application scenario.

[0076] See also Figure 1 , Figure 1 A schematic diagram of a method for processing game resources in an actual application scenario provided for an embodiment of the present application. In this actual application scenario, the computer device may be a terminal device 101 for running a game program. The game program may be a shooting game program, a casual game program, a puzzle game program, or other types of game programs, etc. The game object controlled by the player can perform actions such as shooting and releasing skills in the game.

[0077] exist Figure 1 In the game interface shown, the game resources can be the skills corresponding to the game object. The game object has three skills: skill 1, skill 2, and skill 3. The resource control corresponding to each skill displays the number of skill usages corresponding to each skill. The number of skill usages is the amount of resources corresponding to the game resource. That is, through the resource control, the corresponding game skills can be used on the one hand, and the resource amount information corresponding to the skill can also be displayed. The skill can only be released when the skill usage number is reached. As shown in the figure, a counting mark is displayed on each resource control. One counting mark means that the skill can be released once. For example, there are two counting marks on the target resource control corresponding to skill 1, which means that skill 1 can be released twice; there are three counting marks on the resource control corresponding to skill 3, which means that skill 3 can be released three times.

[0078] The game interface includes a switch control, which is used to trigger the processing of game resources. For example, if the player wants to increase the number of times a skill is released, the switch control can be triggered, and the trigger operation is the control display operation. After obtaining the control display operation, the terminal device 101 will display the resource processing control corresponding to the skill in the game interface, for example, the resource processing control corresponding to skill 1 can be displayed. In this actual application scenario, the resource processing control may include a resource increase control and a resource reduction control. The resource increase control is used to increase or decrease the number of skill uses of skill 1, and the resource reduction control is used to decrease the number of skill uses of skill 1.

[0079] If the player wants to increase the number of times skill 1 is used, the player can trigger the resource increase control. At this time, the game server will increase the number of times skill 1 is used. For example, if the player triggers the resource increase control once, the number of times skill 1 is used will be increased. The terminal device 101 will also update the resource amount information corresponding to skill 1 on the game interface, such as Figure 1 As shown, after obtaining the trigger operation for the resource increase control, the terminal device 101 will add a counting mark to the target resource control corresponding to skill 1, so that the player will know that the number of times skill 1 is used has increased by 1 time.

[0080] Since the present application does not need to load a new interface for game resource processing, but only loads a relatively simple resource processing control, the resource processing function has a faster response speed and occupies less processing resources of the terminal device 101; at the same time, since the present application does not need to switch the game interface, and the resource processing control has less obstruction to the game interface, the player can still obtain sufficient game information through the game interface during the resource processing process. For example, the player can still see the game objects appearing in the game scene, as well as the interaction between other game objects and the game objects controlled by the player through the game interface. Therefore, the interruption to the player's game process is less, and the interference to the player's game experience is less, thereby optimizing the player's game experience while providing the resource processing function.

[0081] Next, the game resource processing method provided by this application will be introduced in conjunction with the accompanying drawings.

[0082] See also Figure 2 , Figure 2 A flowchart of a method for processing game resources provided in an embodiment of the present application. In this embodiment, the computer device may be any of the above-mentioned computer devices. The method includes:

[0083] S201: Displaying a game interface corresponding to the game program.

[0084] The game interface is an interface for conducting various game activities. For example, in a fighting game, the game interface may be an interface for conducting a game between players; in a shooting game, the game interface may be an interface for enabling players to control game objects to shoot and release skills, such as Figure 1 The game interface shown.

[0085] In order to enable players to use various game resources in the process of using the game program, the game interface may include resource controls corresponding to various game resources, and the resource controls are used to use the corresponding game resources in the game program. For example, when the game resource is a game skill, the game skill can be used in the game program through the resource control; when the game resource is a game prop, various game props can be used in the game program through the resource control.

[0086] In the present application, the game interface may include a target resource control corresponding to the target game resource and resource quantity information corresponding to the target game resource. The target game resource may be any game resource. The target resource control is used to use the target game resource in the game program. The resource quantity information is used to identify the resource quantity corresponding to the target game resource. The types of resource quantities corresponding to different game resources may be different. For example, the resource quantity corresponding to game props is the number of props, and the resource quantity corresponding to game skills is the number of times the skill is used, etc. The resource quantity can characterize the player's use of the target game resources. Normally, when the resource quantity is not empty, the player can use the target game resources through the target resource control; if the resource quantity is empty, it means that the player can no longer use the target game resource. Therefore, through the resource quantity information, the player can clearly understand the use of the target game resources, so that the player can reasonably use the target game resources to complete various game behaviors in the game program. For example, in Figure 1 In the game, through the number of skill usages displayed on the resource control, players can reasonably choose the time to release game skills to achieve the best release effect of game skills.

[0087] S202: Based on the control display operation, a target resource processing control corresponding to the target game resource is displayed in the game interface.

[0088] In the process of using the game program, players may have various needs for processing game resources. In this application, resource processing refers to changing the resource amount corresponding to the game resources. For example, when the number of skill uses of a skill is used up, the player needs to increase the number of skill uses before being able to use the skill again.

[0089] In order to solve the problems of slow function loading speed and strong interference with the player's game process when providing resource processing functions in related technologies, in the present application, the computer device does not need to display a new resource processing interface, but provides the resource processing function by displaying resource processing controls corresponding to resource controls with fast loading speed and less interference with the game interface.

[0090] If you want to process the target game resource, you can perform a control display operation, such as a specific operation performed in the game interface. The control display operation may include multiple types, which will be described in detail below. Based on obtaining the control display operation, the computer device may display the target resource processing control corresponding to the target game resource in the game interface, and the target resource processing control is used to process the target game resource. The resource processing control in this application may also include multiple types, such as Figure 1 Resource increase controls, resource reduction controls, etc. shown in .

[0091] S203: Based on the first trigger operation for the target resource processing control, update the resource quantity information.

[0092] Among them, the first trigger operation is used to change the amount of resources corresponding to the target game resources. If you want to change the amount of resources corresponding to the target game resources, you can perform the above-mentioned first trigger operation. The trigger operations mentioned in this application can include multiple operations, such as click operations, long press operations, sliding operations, etc. Through the first trigger operation, the amount of resources corresponding to the target game resources can be modified in the game background. At the same time, the computer device can update the resource amount information displayed through the game interface based on the change of the resource amount, so that the player can be the first to know the change of the resource amount of the target game resources. It can be seen that, combined with the resource amount information and resource processing controls displayed by the game interface, players can have a clear understanding of the current resource amount of the game resources, and can accurately change the resource amount so that it can accurately meet their own needs.

[0093] It should be emphasized that the concept of "executing B based on operation A" in this application can be that the computer device executes B based on obtaining operation A, or it can be triggered to execute B through other methods for operation A. The "obtaining operation" action mentioned in this application can refer to the computer device obtaining the operation through various channels, and after obtaining the operation, it can perform corresponding processing based on various operations. In addition, "executing B based on A" in this application means that A is a prerequisite for executing B, but it does not mean that B will be executed if A exists. It is also possible that A exists but B is not executed, which is not limited here.

[0094] It can be seen from the above technical scheme that, since the present application only needs to add the target resource processing control in the game interface when processing resources, the accurate processing of the target game resources can be completed in combination with the resource amount information displayed in the game interface, and there is no need to load a new game interface for resource processing. Therefore, the amount of information required to be loaded is small, which reduces the processing resource consumption of the device running the game program to a certain extent, reduces the hardware processing performance requirements of the device, and improves the triggering speed of the resource processing function. At the same time, since only simple controls need to be loaded, the controls usually occupy a small area in the interface, so the blocking effect on the content displayed in the game interface is small. Players can watch the game behavior occurring in the game through a relatively complete game interface while processing game resources. Therefore, the resource processing process is less interruptive to the player's game process, which helps to improve the player's game experience. In addition, during the resource processing process, since only the resource processing control for resource processing of the game resources involved in the game interface is displayed, there is no need to display information unrelated to the game resources involved in the game interface, so the interface display is more concise, and the guidance for the player to perform resource processing operations is more direct, which reduces the probability of misguidance of the player's operation, helps the player to process the game resources involved in the game interface more accurately, and reduces the difficulty of game resource processing operations.

[0095] Next, the various control display operations under various implementation methods will be introduced in detail.

[0096] It is understandable that multiple resource controls may be displayed simultaneously in the game interface so that the player can use multiple game resources to enrich the playability of the game program. At this time, in order to enable the player to accurately process the game resources he needs, the computer device can provide a selection operation for the resource control so that the player can select the game resources he needs.

[0097] In this implementation, the game interface may include multiple resource controls, different resource controls correspond to different game resources, and the target resource control may be any one of the multiple resource controls. The control display operation may include a mode switching operation and a selection operation for the target resource control, wherein the mode switching operation is used to change the game interface to the resource processing mode, and in the resource processing mode, the selection operation for the target resource control may be used to trigger the display of the target resource processing control, that is, if the player wants to perform resource processing on the target game resource, the mode switching operation may be performed first to make the game interface enter the resource processing mode, and then the selection operation may be performed on the target resource control, such as clicking the target resource control, etc., to trigger the display of the target resource processing control, and finally the target game resource may be processed through the target resource processing control.

[0098] The advantages of this operation method are: first, through mode switching operations, players can trigger the resource processing function for the target game resources at any time; second, by changing the different modes of the game interface, the operation can have corresponding functions, that is, the same function can have different functions in different modes, which can further simplify the player's operation types and improve the convenience of operation. For example, when the game interface is not in the resource processing mode, the selection operation of the target resource control can have other functions, such as the function of using the target game resources; third, through the selection operation of the resource control, targeted resource processing can be performed on the game resources required by the player, thereby improving the accuracy of the operation.

[0099] As mentioned above, the same operation can correspond to different functions in the game by switching the game interface mode. Next, the selection operation for the resource control will be introduced as an example. In one possible implementation, the selection operation for the target resource control may include a second trigger operation for the target resource control, and the mode switching operation is specifically used to change the game interface from a non-resource processing mode to a resource processing mode. When the game interface is in a non-resource processing mode, the second trigger operation can be used to use the target game resources in the game program. In combination with the above content, when the game interface is in a resource processing mode, the second trigger operation can be used to trigger the display of the target resource processing control. It can be seen that players only need to master one game operation to realize different functions in the game interface, thereby simplifying the types of operations required for players to use the game program and further improving the convenience of game operations.

[0100] like Figure 3 As shown, the mode switching operation can be a trigger operation for the switching control, through which the game interface can be changed to the resource processing mode. In this mode, the player can perform a trigger operation on the target resource control, for example, click the target resource control to trigger the display of the resource processing control corresponding to the target resource control, including the resource increase control and the resource reduction control. Figure 4 As shown in the figure, if the player does not trigger the switch control, the game interface is still in non-resource processing mode. At this time, if the player triggers the target resource control, skill 1 will be triggered. Figure 4 In the example above, if a trigger operation is performed on the target resource control once, skill 1 will be used once, and the corresponding count icon displayed on the target resource control will be reduced by 1 to indicate that the number of times skill 1 is used is reduced by 1.

[0101] In addition to the selection operation, the mode switching operation for the game interface may also include multiple types. In a possible implementation, the mode switching operation may be a trigger operation for a specific control.

[0102] Based on the game interface being in the non-resource processing mode, the computer device may display a first switching control through the game interface. The mode switching operation may include a triggering operation for the first switching control. For example, the first switching control may be Figure 1 The toggle control shown in .

[0103] It is understandable that, since the first switching control is used to change the game interface to the resource processing mode, the first switching control loses its function when the game interface is in the resource processing mode. At this time, for the simplicity of the interface, based on the mode switching operation, the computer device can hide the first switching control from the game interface and display the second switching control through the game interface. The second switching control is used to change the game interface from the resource processing mode to the non-resource processing mode. Thus, by hiding and changing the control, the game interface in the resource processing mode and the non-resource processing mode can be distinguished, so that the player can clearly know the mode of the current game interface.

[0104] If the player has completed the processing of the required game resources and wants to return the game interface to the non-resource processing mode to perform related game operations, such as using game resources through the trigger operation mentioned above, a third trigger operation can be performed on the second switch control. Based on the third trigger operation on the second switch control, the computer device can hide the target resource processing control and the second switch control from the game interface, and display the first switch control through the game interface, so that the player knows that the game interface has exited the resource processing mode and returned to the non-resource processing mode, that is, the third trigger operation can be used to change the game interface from the resource processing mode to the non-resource processing mode. Through this method, players can freely switch between different game interface modes to meet different game operation requirements.

[0105] like Figure 5 As shown, after obtaining the trigger operation for the first switching control, the computer device can hide the first switching control in the game interface and display the second switching control. At this time, the game interface is in the resource processing mode, and the player can trigger the display of the corresponding resource processing control by the trigger operation for the target resource control. Figure 6 As shown, after the game resources are processed, the player can trigger the second switch control. At this time, the computer device will display the game interface in non-resource processing mode, in which the second switch control and resource processing control are hidden, and the first switch control is redisplayed.

[0106] In addition to triggering the display of resource processing controls through the same operating methods as using game resources as mentioned above, in one possible implementation, in order to support players in using resources during the resource processing process, the computer device may also provide other operating methods that do not interfere with the use of game resources to trigger the display of resource processing controls.

[0107] For example, in this implementation, the game interface may include first display positions corresponding to a plurality of resource controls. Based on the mode switching operation, the computer device may first display the resource processing control in the game interface. When the resource processing control is in different display positions, the game resources used to change the resource amount will be different. For example, if the player wants to change the resource amount corresponding to the target game resource, the player may perform a move operation on the resource processing control to trigger the target resource processing control corresponding to the target resource control, that is, the selection operation on the target resource control includes a move operation on the resource processing control.

[0108] Among them, the moving operation is used to move the resource processing control to the target first display position corresponding to the target resource processing control, and the target resource processing control is the resource processing control at the target first display position, and the target first display position is used to characterize the resource amount of the target resource processing control used to change the target game resource. That is, the resource processing control located at the first display position corresponding to each resource control is used to change the game resources of the resource control, and the display position of the resource processing control can be changed by moving the operation to adjust different game resources. Since in this implementation, the selection operation for the target resource control does not need to trigger the target resource control itself, the trigger operation for the target resource control can still be used to use the target game resource, so that the target game resource can be used while processing the target game resource, further improving the freedom of game operation and enriching the game play. For example, players can use skills while replenishing the number of skill uses in this way, so as to achieve multiple and continuous release of skills.

[0109] like Figure 7 As shown, after the trigger operation is performed on the first switching control, the computer device may first display the resource processing control, and then Figure 7In the example, the first display position corresponding to each resource control is located directly below the resource control. When the resource control is first displayed, it is located directly below the resource control of skill 1, indicating that the resource control can be used to change the number of times skill 1 is used. If the player wants to change the number of times skill 2 is used, the resource control can be moved to the right to be displayed below the resource control of skill 2. At this time, the resource control can be used to change the number of times skill 2 is used. It can be seen that when triggering the display of the resource control corresponding to each skill, the player does not need to operate the resource control itself.

[0110] Since the above solution can trigger the display of the corresponding resource processing control without operating the resource control itself, the resource control itself is in an idle state during the resource processing process, and some game functions can be triggered by operating the resource control itself. For example, in a possible implementation, the player can use resources by triggering the resource control itself during the resource processing process.

[0111] When the game interface is in the resource processing state, if the player wants to use the target game resource, the fourth trigger operation can be performed on the target resource control, that is, the fourth trigger operation can be used to use the target game resource in the game program.

[0112] Based on the fourth trigger operation for the target resource control, the use of the target game resource will be triggered in the game program, and the computer device can display the corresponding use effect of the target game resource. The use effect is the effect triggered by using the target game resource. For example, when the target game resource is a smoke bomb resource, the computer device can display the smoke effect in the game interface; when the target game resource is a game skill resource, the computer device can display the effect produced by using the game skill, such as the effect of hitting other game objects.

[0113] In addition to providing a rich variety of options in terms of operation methods, this application can also further optimize the operating experience.

[0114] For example, in one possible implementation, in order to enable the player to more clearly know the game resources currently being adjusted, for the selection operation of the target resource control, the computer device can know that the game resources that the player wants to process are the target game resources. At this time, the computer device can display the first identification information on the target resource control, and the first identification information is used to characterize the target resource processing control for changing the resource amount of the target game resource. Thus, through the first identification information, the player can clearly know that he is currently processing the target game resource to achieve more accurate adjustment of the resource. At the same time, because the first identification information can make the player know the purpose of the target resource processing control, the display method of the target resource processing control is also relatively free, for example, it can be displayed at any position in the game interface, which is not limited here.

[0115] like Figure 8 As shown, after the acquisition mode switching operation and the triggering operation for the target resource control corresponding to skill 1, while displaying the resource increase control and resource reduction control below the target resource control, the computer device also adds the first identification information to the target resource control, and the first identification information can be a special effect information similar to flame as shown in the figure. Of course, the first identification information can also be other types of identification information, such as a relatively straightforward text prompt information, etc., which is not limited here.

[0116] It is understandable that, due to the richness of game operations, the game interface usually includes multiple controls, such as Fig. 9 The game interface shown may include various action controls, shooting controls, resource controls corresponding to skills, movement controls, etc., wherein the action controls can be used to control the game object to perform various actions, the shooting controls are used to control the game object to shoot, and the movement controls can control the game object to move. Among them, not every control is used to use game resources, for example, the shooting controls and the movement controls do not involve the use of game resources, so such controls are less useful in the resource processing process.

[0117] Based on this, in a possible implementation, in order to facilitate players to understand which game resources can be processed, the computer device can display resource controls corresponding to these game resources and other controls separately. In this implementation, the game interface may include multiple controls, including the target game resource control, and the target game resource corresponding to the target game resource control is a game resource that supports resource processing.

[0118] Based on the control display operation, the computer device can change the display effects corresponding to other controls except the target game resource control among the multiple controls while displaying the target resource processing control corresponding to the target resource control. Among them, the changed display effect is used to represent the game resources whose corresponding controls do not correspond to the changeable resource quantity. Therefore, through the differences between the display effects of different controls, players can understand which game resources can be changed in terms of resource quantity, thereby reducing the probability of players performing invalid operations on resources unrelated to resource processing during the resource processing process, and further improving the accuracy and efficiency of players in resource processing.

[0119] Among them, the computer device may include multiple ways to distinguish and display different controls. For example, in one possible implementation, when changing the display effect corresponding to other controls except the target game resource control among multiple controls, the computer device may increase the transparency of the control icons corresponding to other controls except the target game resource control among multiple controls, wherein the control icon is the display form of the control that the player can see through the game interface. By increasing the transparency of the control icon, the control can be made more transparent in the game interface, such as Fig. 9 As shown, after the trigger operation for the first switching control is obtained, except for the resource controls corresponding to skill 1, skill 2 and skill 3 respectively, the transparency corresponding to the control icons of other controls is improved.

[0120] On the one hand, through the difference in transparency, the computer device can highlight the display of resource controls corresponding to game resources with changeable resource quantities, and reduce the interference of other controls on the game interface; on the other hand, since the game interface is usually used to conduct various game activities and observe various game behaviors in the game, by reducing the transparency of the control icon, the obstruction of the game interface by the control is also reduced to a certain extent, so that players can obtain more game-related information from the game interface, such as more clearly knowing the various game behaviors occurring in the game scene, the game operations of other game objects, etc., while further reducing the interruption of the resource processing process to the player's game process, it helps the player to make various game operations in a timely manner, thereby improving the player's gaming experience.

[0121] It can be seen that whether the player can know the game behavior that occurs in the game during the resource processing is also one of the important factors that affect the player's gaming experience. For example, in a game, if the player cannot know whether other game objects attack the game object controlled by him during the resource processing, it may cause the player to lose the game, thus giving the player a bad gaming experience.

[0122] Based on this, in a possible implementation, the game interface can be used to control the target game object in the game program, and the target game object can be any game object in the game program that can be controlled by the player. Based on the interactive behavior between the game object and the target game object in the game program, the computer device can display the second identification information through the game interface, and the second identification information is used to identify the interactive behavior. Among them, the game object can be any game object in the game program, including but not limited to game objects controlled by other players, game objects not controlled by players in the game scene, etc., and the interactive behavior can be any interactive behavior that can be performed between game objects, such as attack behavior, team behavior, friend behavior, etc. Through the second identification information, the player can promptly know which game behavior has occurred in the current game during the resource processing process, so that he can quickly control his game object to respond to the game behavior, so that the player can control the game object more efficiently and accurately.

[0123] For example, Fig.10 As shown, during the resource processing process, if another player controls a game object to attack the game object controlled by the player, a dark special effect will be displayed around the edges of the game interface. The dark special effect is a type of information of the second identification information. Through the dark special effect, the player can promptly know that the game object controlled by the player is attacked, so that he can quickly respond. The second identification information can also have other information types, which are not limited here.

[0124] Specifically, the resource processing control may also include multiple types. For example, in a possible implementation, as shown in the above content, the target resource processing control may include a resource increase control and a resource reduction control. When executing step S203, the computer device may execute steps S2031-S2032 (not shown in the figure). Steps S2031-S2032 are a possible implementation of step S203, including:

[0125] S2031: Based on the fifth trigger operation on the resource increase control, update the resource quantity information so that the resource quantity identified by the resource quantity information is increased by the first resource quantity corresponding to the fifth trigger operation.

[0126] The resource increase control is used to increase the resource amount of the target game resource, and the fifth trigger operation is used to trigger the resource increase control, thereby increasing the resource amount of the target game resource. The resource amount increased by different trigger operations of the resource increase control may be different, for example, Figure 1In the example, if the resource increase control is triggered once, the skill 1 skill usage count will be increased by one time; if the resource increase control is triggered twice, the skill 1 skill usage count will be increased by two times. The first resource amount corresponding to the fifth trigger operation is the resource amount that can be increased by the fifth trigger operation. Thus, by updating the resource amount information, the player can accurately know the resource amount that he has increased through the trigger operation.

[0127] S2032: Based on the sixth trigger operation for the resource reduction control, update the resource quantity information so that the resource quantity identified by the resource quantity information is reduced by the second resource quantity corresponding to the sixth trigger operation.

[0128] The resource reduction control is used to reduce the amount of game resources. Similar to the resource increase control, the sixth trigger operation is used to trigger the resource reduction control, thereby reducing the amount of target game resources. The amount of resources reduced by different trigger operations of the resource reduction control may also be different. For example, Figure 1 In the example, different times of triggering the resource reduction control will reduce different skill usage times. The second resource amount corresponding to the sixth triggering operation is the resource amount that can be reduced by the sixth triggering operation. Thus, by updating the resource amount information, the player can accurately know the resource amount reduced by the triggering operation. The fifth triggering operation and the sixth triggering operation are both triggering operations that may be included in the first triggering operation.

[0129] By combining the resource increase control and resource reduction control, players can adjust the amount of game resources more freely, which helps players to perform more flexible game operations in the game. For example, when the total number of skill uses a player can have is fixed, if the player wants to release more skill 2, the number of skill uses of skill 1 can be reduced through the resource reduction control, and then the number of skill uses of skill 2 can be increased through the resource increase control.

[0130] It is understandable that in the game program, the amount of resources corresponding to the game resources may not be changed indefinitely. For example, game props may have a maximum number of holdings, and game skills may have a maximum number of skill uses. If the amount of game resources reaches the limit, even if the player triggers the resource processing control, the operation will fail because the limit is reached. Based on this, in a possible implementation, in order to avoid invalid operations by players and further improve the efficiency and accuracy of resource processing, the computer device can prompt whether the game resources can be adjusted.

[0131] In this implementation, the target game resource has a corresponding upper and lower resource amount limit, the upper resource amount limit refers to the maximum resource amount corresponding to the target game resource, and the lower resource amount limit refers to the minimum resource amount corresponding to the target game resource. The upper and lower resource amount limits corresponding to different game resources may be different.

[0132] The amount of resources based on the target game resources has reached the upper limit of the amount of resources, indicating that the amount of resources of the target game resources can no longer be increased. At this time, the computer device can change the display effect corresponding to the resource increase control from the first display effect to the second display effect. The first display effect is used to indicate that the resource increase control is in a triggerable state, and the second display effect is used to indicate that the resource increase control is in an untriggerable state. The triggerable state refers to a state in which the control can be effectively triggered, and the untriggerable state refers to a state in which the resource amount cannot be processed even if the control is triggered. Thus, by changing the display effect, the computer device can inform the player that the amount of resources corresponding to the target game resources can no longer be increased and the upper limit of the amount of resources has been reached.

[0133] Similarly, when the amount of resources of the target game resources reaches the lower limit of the amount of resources, it means that the amount of resources corresponding to the target game resources can no longer be reduced. The computer device can change the display effect corresponding to the resource reduction control from the third display effect to the fourth display effect. The third display effect is used to indicate that the resource reduction control is in a triggerable state, and the fourth display effect is used to indicate that the resource reduction control is in an untriggerable state. Thus, by changing the display effect, the computer device can inform the player that the amount of resources corresponding to the target game resources can no longer be reduced and the lower limit of the amount of resources has been reached.

[0134] like Fig.11 As shown, a count mark can be displayed on the resource control corresponding to skill 3 to indicate the number of times skill 3 has been used. In the initial state, the resource control has two count marks, indicating that the number of times skill 3 has been used is 2. Among them, skill 3 can have a maximum of 3 skill uses and a minimum of 0 skill uses. Therefore, when a count mark of 0 is displayed on the resource control, it means that skill 3 has reached the lower limit of the resource volume. At this time, the control icon of the resource reduction control will turn gray to indicate that the number of times skill 3 can no longer be reduced; when 3 count marks are displayed on the resource control, it means that skill 3 has reached the upper limit of the resource volume. At this time, the control icon of the resource increase / decrease control will turn gray to indicate that the number of times skill 3 can no longer be increased.

[0135] Among them, in some game programs, changes in the amount of game resources will bring about changes in other data. For example, in one possible implementation, the game program has a characteristic value, which refers to a specific value provided by the game program, such as game coins, gold coins, experience points obtained by game objects or other values ​​in the game program. The characteristic value can be used to perform various game behaviors in the game program, such as purchasing game props, upgrading game characters, etc. The target game resource has a corresponding target characteristic value number, which is the number of characteristic values ​​required to increase the unit resource amount of the target game resource, and the number of characteristic values ​​that can be obtained by reducing the unit resource amount of the target game resource. The unit resource amount refers to the smallest unit that can be changed when the resource amount of the target game resource is changed. For example, when changing the number of times a skill is used, 1 time is the unit resource amount.

[0136] In order to enable players to know how much resources they can increase and how many feature values ​​they can obtain by reducing the resources, in this implementation, the target resource processing control is also used to display the target feature value quantity. At the same time, the computer device can also display the available feature value quantity information through the game interface, and the available feature value quantity information is used to identify the available feature value quantity. The available feature value is a feature value that supports the processing of game resources, that is, a feature value that can be used to increase the amount of resources.

[0137] Based on the fifth trigger operation, it means that the player has increased the resource amount of the target game resource at this time, and thus has spent the corresponding number of feature values. At this time, the computer device can update the information on the number of available feature values, so that the above-mentioned number of available feature values ​​is reduced by the number of feature values ​​corresponding to the first resource amount, and the number of feature values ​​corresponding to the first resource amount is determined based on the first resource amount and the target number of feature values, that is, the number of feature values ​​can be calculated based on the number of unit resource amounts included in the first resource amount and the target number of feature values.

[0138] Similarly, based on obtaining the sixth trigger operation, it means that the player has reduced the amount of the target game resource at this time, so the corresponding number of feature values ​​can be obtained. The computer device can update the available feature value quantity information, so that the available feature value quantity increases the feature value quantity corresponding to the second resource quantity, and the feature value quantity corresponding to the second resource quantity is determined based on the second resource quantity and the target feature value quantity, that is, the feature value quantity can be calculated based on the unit resource quantity included in the second resource quantity and the target feature value quantity.

[0139] Through this display method, players can clearly know whether the number of feature values ​​they have can continue to increase the amount of resources, or how many feature values ​​they can obtain by reducing the amount of resources, so that players can better plan the use of feature values ​​in resource processing. Fig.12As shown in the figure, the target feature value number is 100, and the available feature value number is 9800, which means that increasing the skill usage of skill 1 by one time requires 100 feature values. If the player triggers the resource increase control once, the skill usage number corresponding to skill 1 will increase by one, and the available feature value number will decrease by 100.

[0140] As mentioned above, when the amount of resources reaches the upper or lower limit, the corresponding resource processing control will become untriggerable. Similarly, if the player's corresponding usable characteristic value does not support further increasing the amount of game resources per unit of resources, the resource increase control can also become untriggerable. If the player's corresponding usable characteristic value does not support further reducing the amount of game resources per unit of resources, the resource reduction control can also become untriggerable.

[0141] In the above content, the computer device can prompt the player of the game resource currently being processed by adding identification information. In another possible implementation, the computer device can also prompt the player of the game resource that each resource processing control is used to process by the relationship between the display position of the resource processing control and the resource control. In this implementation, the game interface includes multiple resource controls, different resource controls correspond to different game resources, the target resource control is any one of the multiple resource controls, and the multiple resource controls have corresponding second display positions in the game interface, and the second display positions corresponding to different resource controls are different, that is, the resource control and the second display position are in a one-to-one correspondence.

[0142] When executing step S202, the computer device may execute step S2021 (not shown in the figure), which is a possible implementation of step S202, including:

[0143] S2021: Display the target resource processing control at the target second display position corresponding to the target resource control in the game interface.

[0144] The target second display position is used to represent the resource amount of the target resource processing control used to change the target game resource. Therefore, based on displaying the corresponding resource processing control at the display position corresponding to each resource control, the player can distinguish the game resources used to process each resource processing control by the different display positions of different resource processing controls, and realize accurate processing of game resources.

[0145] In order to facilitate understanding of the technical solution provided by this application, the game resource processing method provided by this application will be introduced below in combination with an actual application scenario.

[0146] See also Fig.13 , Fig.13A flowchart of a method for processing game resources in an actual application scenario provided by an embodiment of the present application. In the actual application scenario, the game program is a shooting game program, and the game interface can be a battle interface for fighting with other game objects in the game program. The battle interface has various controls for fighting, such as Fig. 9 As shown, it may include movement controls, shooting controls, action controls, and resource controls corresponding to skills, etc., the characteristic value is the game currency in the game program, and the computer device may be a terminal device running the shooting game program. The method includes:

[0147] S1301: Perform a trigger operation on the first switching control in the battle interface.

[0148] This trigger operation can change the battle interface from non-resource processing mode to resource processing mode. At this time, the computer device will display the resource processing control corresponding to the default selected game skill through the battle interface, and the player can change the number of skill uses of the game skill through the resource processing control. By triggering different resource controls, the corresponding resource processing control can be triggered to display. At the same time, the transparency of other controls except resource controls and resource processing controls will rise to 50% to reduce the obstruction of these controls on the battle interface and provide players with more game information. In addition, in resource processing mode, the first switch control in the battle interface will be hidden, and the second switch control for returning to non-resource processing mode will be displayed.

[0149] S1302: Determine the number of times the skill has been used.

[0150] The computer device can determine the current skill usage count of the currently selected skill. If the skill usage count is 0, it means that the player needs to purchase the skill usage count with game coins before continuing to use the skill. At this time, the computer device will execute step S1303 to determine whether the game coins are sufficient. If the number of game coins is less than the number required to purchase 1 skill usage count, it means that the player cannot purchase the skill usage count of the game skill in step S1304. At this time, the resource increase control becomes gray to inform the player that the control cannot be triggered to purchase the skill usage count.

[0151] S1305: Purchase successful, increase the number of times the skill can be used.

[0152] If the number of game coins is not less than the number required to purchase one skill use, it means that the player can purchase at least one skill use. At this time, the player can trigger the resource increase control to increase the skill use by consuming game coins.

[0153] S1306: Determine whether to reduce the number of skill usages.

[0154] If the skill usage count of the currently selected game skill is not 0, the computer device can determine whether the player reduces the skill usage count, that is, whether to trigger an operation on a resource reduction control.

[0155] S1307: Does not reduce the number of times a skill can be used.

[0156] S1308: Determine whether the skill usage count is 0.

[0157] If the player wants to reduce the number of times the skill is used corresponding to the game skill, the computer device will determine in real time whether the number of times the skill is used is 0. If it is not 0, step S1309 will be executed, and the player can reduce the number of times the skill is used by triggering the resource reduction control. If the reduction is successful, the player can obtain the corresponding game coins. If it is 0, it means that the player does not have the number of times the skill can be reduced. At this time, step S1310 will be executed. The computer device determines that the number of times the skill can be used cannot be reduced, and the control icon corresponding to the resource reduction control will be turned gray to prompt the player that the number of times the skill can no longer be reduced.

[0158] S1311: Upload to server.

[0159] The computer device will synchronize data changes to the game server in real time, such as changes in the number of game coins, changes in the number of times a game skill is used, etc.

[0160] S1312: Perform a trigger operation on a second switching control in the game interface.

[0161] If the player confirms that the required game resources have been processed, the second switch control can be triggered. At this time, the battle interface will return to the non-resource processing mode, and the trigger operation on the resource control can be used to use game skills. The computer device will hide the resource processing control and the second switch control from the battle interface, and re-display the first switch control so that the player can process resources at any time during the battle.

[0162] It can be seen from the above practical application scenarios that this application has significant improvement effects in the following aspects:

[0163] In the first aspect, the present application can freely trigger the processing of game resources through the first switching control and the second switching control;

[0164] Secondly, the present application uses a relatively simple and compact resource processing control to replace a complex resource processing interface for resource processing, which speeds up the loading speed of the resource processing function while reducing the occlusion of the battle interface, so that players can obtain relevant interaction information between game objects in real time through the battle interface, which has little impact on the player's combat experience;

[0165] Thirdly, through the information of resource quantity and characteristic value quantity, players can make more reasonable and accurate decisions on resource processing methods;

[0166] Fourthly, by changing the control icons and other methods, players can be fully informed of the resource processing methods they can perform, reducing the probability of player errors and operation failures.

[0167] Based on the game resource processing method provided in the above embodiment, the present application also provides a game resource processing device, see Fig.14 , Fig.14 This is a structural block diagram of a game resource processing device 1400 provided in an embodiment of the present application, wherein the device includes a first display unit 1401, a second display unit 1402, and a first update unit 1403:

[0168] The first display unit 1401 is used to display a game interface corresponding to the game program, the game interface including a target resource control corresponding to a target game resource and resource quantity information corresponding to the target game resource, the target resource control is used to use the target game resource in the game program, and the resource quantity information is used to identify the resource quantity corresponding to the target game resource;

[0169] The second display unit 1402 is used to display the target resource processing control corresponding to the target game resource in the game interface based on the control display operation;

[0170] The first updating unit 1403 is used to update the resource quantity information based on a first trigger operation for the target resource processing control, where the first trigger operation is used to change the resource quantity corresponding to the target game resource.

[0171] In one possible implementation, the game interface includes multiple resource controls, different resource controls correspond to different game resources, the target resource control is any one of the multiple resource controls, and the control display operation includes a mode switching operation and a selection operation for the target resource control. The mode switching operation is used to change the game interface to a resource processing mode. In the resource processing mode, the selection operation for the target resource control is used to trigger the display of the target resource processing control.

[0172] In one possible implementation, the selection operation for the target resource control includes a second trigger operation for the target resource control, and the mode switching operation is specifically used to change the game interface from a non-resource processing mode to the resource processing mode. When the game interface is in the non-resource processing mode, the second trigger operation is used to use the target game resources in the game program.

[0173] In a possible implementation, the device further includes a third display unit, a first hiding unit, and a second hiding unit:

[0174] The third display unit is used to display a first switching control through the game interface based on the game interface being in the non-resource processing mode, and the mode switching operation includes a triggering operation for the first switching control;

[0175] The first hiding unit is used to hide the first switching control from the game interface based on the mode switching operation, and display the second switching control through the game interface;

[0176] The second hiding unit is used to hide the target resource processing control and the second switching control from the game interface based on a third trigger operation on the second switching control, and to display the first switching control through the game interface, and the third trigger operation is used to change the game interface from the resource processing mode to the non-resource processing mode.

[0177] In a possible implementation, the game interface includes first display positions corresponding to the plurality of resource controls respectively, and the device further includes a fourth display unit:

[0178] The fourth display unit is used to display a resource processing control in the game interface based on the mode switching operation;

[0179] The selection operation for the target resource control includes a move operation for the resource processing control, wherein the move operation is used to move the resource processing control to a target first display position corresponding to the target resource control, wherein the target resource processing control is the resource processing control located at the target first display position, and the target first display position is used to represent that the target resource processing control is used to change the resource amount of the target game resource.

[0180] In a possible implementation, the device further includes a fifth display unit:

[0181] The fifth display unit is used to display the usage effect corresponding to the target game resource based on the fourth trigger operation for the target resource control when the game interface is in the resource processing state, the fourth trigger operation is used to use the target game resource in the game program, and the usage effect is the effect triggered by using the target game resource.

[0182] In a possible implementation, the device further includes a sixth display unit:

[0183] The sixth display unit is used to display first identification information on the target resource control based on a selection operation on the target resource control, wherein the first identification information is used to indicate that the target resource processing control is used to change the resource amount of the target game resource.

[0184] In a possible implementation, the game interface includes a plurality of controls, the plurality of controls include the target game resource control, and the device further includes a first changing unit:

[0185] The first changing unit is used to change the display effects corresponding to other controls among the multiple controls except the target game resource control based on the control display operation. The changed display effects are used to indicate that the corresponding controls do not correspond to game resources whose resource quantities can be changed.

[0186] In a possible implementation manner, the first changing unit is specifically configured to:

[0187] The transparency of the control icons corresponding to the other controls among the multiple controls except the target game resource control is increased.

[0188] In a possible implementation, the game interface is used to control a target game object in the game program, and the device further includes a seventh display unit:

[0189] The seventh display unit is used to display second identification information through the game interface based on the interactive behavior between the game object in the game program and the target game object, where the second identification information is used to identify the interactive behavior.

[0190] In a possible implementation, the target resource processing control includes a resource increase control and a resource reduction control, and the first updating unit 1403 is specifically used to:

[0191] Based on the fifth trigger operation for the resource increase control, updating the resource quantity information so that the resource quantity identified by the resource quantity information increases by the first resource quantity corresponding to the fifth trigger operation;

[0192] Based on a sixth trigger operation for the resource reduction control, the resource quantity information is updated so that the resource quantity identified by the resource quantity information is reduced by a second resource quantity corresponding to the sixth trigger operation.

[0193] In a possible implementation, the target game resource has a corresponding upper limit and lower limit of the resource amount, and the device further includes a second changing unit and a third changing unit:

[0194] The second changing unit is used to change the display effect corresponding to the resource increase control from a first display effect to a second display effect based on the resource amount of the target game resource reaching the resource amount upper limit, wherein the first display effect is used to indicate that the resource increase control is in a triggerable state, and the second display effect is used to indicate that the resource increase control is in a non-triggerable state;

[0195] The third changing unit is used to change the display effect corresponding to the resource reduction control from the third display effect to the fourth display effect based on the resource amount of the target game resources reaching the lower limit of the resource amount, the third display effect is used to indicate that the resource reduction control is in a triggerable state, and the fourth display effect is used to indicate that the resource reduction control is in an untriggerable state.

[0196] In a possible implementation, the target game resource has a corresponding target feature value quantity, the target resource processing control is used to display the target feature value quantity, and the device further includes an eighth display unit, a second updating unit, and a third updating unit:

[0197] The eighth display unit is used to display the available feature value quantity information through the game interface, the available feature value quantity information is used to identify the available feature value quantity, and the available feature value is a feature value that supports the processing of game resources;

[0198] The second updating unit is used to update the usable feature value quantity information based on the fifth trigger operation, so that the usable feature value quantity is reduced by the feature value quantity corresponding to the first resource quantity, and the feature value quantity corresponding to the first resource quantity is determined based on the first resource quantity and the target feature value quantity;

[0199] The third updating unit is used to update the information on the number of usable characteristic values ​​based on the sixth trigger operation, so that the number of usable characteristic values ​​increases by the number of characteristic values ​​corresponding to the second resource amount, and the number of characteristic values ​​corresponding to the second resource amount is determined based on the second resource amount and the target characteristic value number.

[0200] In a possible implementation, the game interface includes multiple resource controls, different resource controls correspond to different game resources, the target resource control is any one of the multiple resource controls, the multiple resource controls respectively have corresponding second display positions in the game interface, different resource controls correspond to different second display positions, and the second display unit 1402 is specifically used to:

[0201] The target resource processing control is displayed at a target second display position corresponding to the target resource control in the game interface, and the target second display position is used to indicate that the target resource processing control is used to change the resource amount of the target game resource.

[0202] The present application also provides a computer device, see Fig.15 As shown, the computer device may be a terminal device, and a mobile phone is taken as an example:

[0203] Fig.15 FIG. 1 is a block diagram showing a partial structure of a mobile phone related to a terminal device provided in an embodiment of the present application. Fig.15 The mobile phone includes: a radio frequency (RF) circuit 710, a memory 720, an input unit 730, a display unit 740, a sensor 750, an audio circuit 760, a wireless fidelity (WiFi) module 770, a processor 780, and a power supply 790. Those skilled in the art will understand that Fig.15 The mobile phone structure shown in the figure does not constitute a limitation on the mobile phone, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0204] Combine the following Fig.15 A detailed introduction to the various components of the mobile phone:

[0205] The RF circuit 710 can be used for receiving and sending signals during the process of sending and receiving information or making calls. In particular, after receiving the downlink information of the base station, it is sent to the processor 780 for processing; in addition, the designed uplink data is sent to the base station. Usually, the RF circuit 710 includes but is not limited to an antenna, at least one amplifier, a transceiver, a coupler, a low noise amplifier (Low Noise Amplifier, referred to as LNA), a duplexer, etc. In addition, the RF circuit 710 can also communicate with the network and other devices through wireless communication. The above-mentioned wireless communication can use any communication standard or protocol, including but not limited to the Global System of Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.

[0206] The memory 720 can be used to store software programs and modules. The processor 780 executes various functional applications and data processing of the mobile phone by running the software programs and modules stored in the memory 720. The memory 720 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, an application required for at least one function (such as a sound playback function, an image playback function, etc.), etc.; the data storage area can store data created according to the use of the mobile phone (such as audio data, a phone book, etc.), etc. In addition, the memory 720 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.

[0207] The input unit 730 can be used to receive input digital or character information, and to generate key signal input related to the user settings and function control of the mobile phone. Specifically, the input unit 730 may include a touch panel 731 and other input devices 732. The touch panel 731, also known as a touch screen, can collect the user's touch operation on or near it (such as the user's operation on the touch panel 731 or near the touch panel 731 using any suitable object or accessory such as a finger, stylus, etc.), and drive the corresponding connection device according to a pre-set program. Optionally, the touch panel 731 may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and then sends it to the processor 780, and can receive and execute commands sent by the processor 780. In addition, the touch panel 731 can be implemented in various types such as resistive, capacitive, infrared, and surface acoustic waves. In addition to the touch panel 731, the input unit 730 may further include other input devices 732. Specifically, the other input devices 732 may include but are not limited to one or more of a physical keyboard, function keys (such as volume control keys, switch keys, etc.), a trackball, a mouse, a joystick, and the like.

[0208] The display unit 740 can be used to display information input by the user or information provided to the user and various menus of the mobile phone. The display unit 740 may include a display panel 741. Optionally, the display panel 741 may be configured in the form of a liquid crystal display (Liquid Crystal Display, LCD), an organic light-emitting diode (Organic Light-Emitting Diode, OLED), etc. Further, the touch panel 731 may cover the display panel 741. When the touch panel 731 detects a touch operation on or near it, it is transmitted to the processor 780 to determine the type of touch event. Subsequently, the processor 780 provides a corresponding visual output on the display panel 741 according to the type of touch event. Although in Fig.15 In the embodiment, the touch panel 731 and the display panel 741 are used as two independent components to realize the input and output functions of the mobile phone, but in some embodiments, the touch panel 731 and the display panel 741 can be integrated to realize the input and output functions of the mobile phone.

[0209] The mobile phone may also include at least one sensor 750, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor may adjust the brightness of the display panel 741 according to the brightness of the ambient light, and the proximity sensor may turn off the display panel 741 and / or the backlight when the mobile phone is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in all directions (generally three axes), and can detect the magnitude and direction of gravity when stationary. It can be used for applications that identify the posture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for other sensors that can be configured in the mobile phone, such as gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc., they will not be repeated here.

[0210] The audio circuit 760, the speaker 761, and the microphone 762 can provide an audio interface between the user and the mobile phone. The audio circuit 760 can transmit the received audio data to the speaker 761 after converting the received audio data into an electrical signal, which is converted into a sound signal for output; on the other hand, the microphone 762 converts the collected sound signal into an electrical signal, which is received by the audio circuit 760 and converted into audio data, and then the audio data is output to the processor 780 for processing, and then sent to another mobile phone through the RF circuit 710, or the audio data is output to the memory 720 for further processing.

[0211] WiFi is a short-range wireless transmission technology. The mobile phone can help users send and receive emails, browse web pages and access streaming media through the WiFi module 770. It provides users with wireless broadband Internet access. Fig.15 A WiFi module 770 is shown, but it is understandable that it is not an essential component of the mobile phone and can be omitted as needed without changing the essence of the invention.

[0212] The processor 780 is the control center of the mobile phone. It uses various interfaces and lines to connect various parts of the entire mobile phone. By running or executing software programs and / or modules stored in the memory 720, and calling data stored in the memory 720, it executes various functions of the mobile phone and processes data, thereby performing overall detection of the mobile phone. Optionally, the processor 780 may include one or more processing units; preferably, the processor 780 may integrate an application processor and a modem processor, wherein the application processor mainly processes the operating system, user interface, and application programs, and the modem processor mainly processes wireless communications. It is understandable that the above-mentioned modem processor may not be integrated into the processor 780.

[0213] The mobile phone also includes a power supply 790 (such as a battery) for supplying power to various components. Preferably, the power supply can be logically connected to the processor 780 through a power management system, so that the power management system can manage charging, discharging, power consumption and other functions.

[0214] Although not shown, the mobile phone may also include a camera, a Bluetooth module, etc., which will not be described in detail here.

[0215] In this embodiment, the processor 780 included in the terminal device also has the following functions:

[0216] Displaying a game interface corresponding to the game program, the game interface including a target resource control corresponding to a target game resource and resource quantity information corresponding to the target game resource, the target resource control being used to use the target game resource in the game program, and the resource quantity information being used to identify the resource quantity corresponding to the target game resource;

[0217] Based on the control display operation, displaying the target resource processing control corresponding to the target game resource in the game interface;

[0218] The resource quantity information is updated based on a first trigger operation for the target resource processing control, wherein the first trigger operation is used to change the resource quantity corresponding to the target game resource.

[0219] The present application also provides a server. Fig.16 As shown, Fig.16 The structural diagram of the server 800 provided in the embodiment of the present application, the server 800 may have relatively large differences due to different configurations or performances, and may include one or more central processing units (CPU) 822 (for example, one or more processors) and a memory 832, and one or more storage media 830 (for example, one or more mass storage devices) storing application programs 842 or data 844. Among them, the memory 832 and the storage medium 830 can be temporary storage or permanent storage. The program stored in the storage medium 830 may include one or more modules (not shown in the figure), and each module may include a series of instruction operations on the server. Furthermore, the central processing unit 822 can be configured to communicate with the storage medium 830 and execute a series of instruction operations in the storage medium 830 on the server 800.

[0220] The server 800 may also include one or more power supplies 826, one or more wired or wireless network interfaces 850, one or more input and output interfaces 858, and / or one or more operating systems 841, such as Windows Server 2000. TM, Mac OS X TM , Unix TM ,Linux TM , FreeBSD TM etc.

[0221] The steps performed by the server in the above embodiment can be based on Fig.16 The server structure shown.

[0222] The embodiment of the present application further provides a computer-readable storage medium for storing a computer program, wherein the computer program is used to execute any one of the object information display methods described in the aforementioned embodiments.

[0223] An embodiment of the present application further provides a computer program product including a computer program, which, when executed on a computer device, enables the computer device to execute the object information display method described in any one of the above embodiments.

[0224] It is understandable that in the specific implementation of the present application, related data such as user information (such as game interface, resource quantity information, feature value quantity information, etc.) are involved. When the above embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.

[0225] A person of ordinary skill in the art can understand that all or part of the steps of implementing the above-mentioned method embodiment can be completed by hardware related to program instructions, and the above-mentioned program can be stored in a computer-readable storage medium. When the program is executed, it executes the steps of the above-mentioned method embodiment; and the above-mentioned storage medium can be at least one of the following media: read-only memory (English: read-only memory, abbreviated: ROM), RAM, magnetic disk or optical disk, etc. Various media that can store program codes.

[0226] It should be noted that each embodiment in this specification is described in a progressive manner, and the same and similar parts between the embodiments can refer to each other, and each embodiment focuses on the differences from other embodiments. In particular, for the device and system embodiments, since they are basically similar to the method embodiments, the description is relatively simple, and the relevant parts can refer to the partial description of the method embodiments. The device and system embodiments described above are merely schematic, in which the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place, or they may be distributed on multiple network units. Some or all of the modules can be selected according to actual needs to achieve the purpose of the scheme of this embodiment. Ordinary technicians in this field can understand and implement it without paying creative work.

[0227] The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto. Any changes or substitutions that can be easily thought of by a person skilled in the art within the technical scope disclosed in the present application should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims

1. A method for processing game resources, characterized in that: The method comprises: Displaying a game interface corresponding to the game program, the game interface including a target resource control corresponding to a target game resource and resource quantity information corresponding to the target game resource, the target resource control being used to use the target game resource in the game program, and the resource quantity information being used to identify the resource quantity corresponding to the target game resource; Based on the control display operation, displaying the target resource processing control corresponding to the target game resource in the game interface; The resource quantity information is updated based on a first trigger operation for the target resource processing control, wherein the first trigger operation is used to change the resource quantity corresponding to the target game resource.

2. The method according to claim 1, characterized in that The game interface includes multiple resource controls, different resource controls correspond to different game resources, the target resource control is any one of the multiple resource controls, the control display operation includes a mode switching operation and a selection operation for the target resource control, the mode switching operation is used to change the game interface to a resource processing mode, and in the resource processing mode, the selection operation for the target resource control is used to trigger the display of the target resource processing control.

3. The method according to claim 2, characterized in that The selection operation for the target resource control includes a second trigger operation for the target resource control. The mode switching operation is specifically used to change the game interface from a non-resource processing mode to the resource processing mode. When the game interface is in the non-resource processing mode, the second trigger operation is used to use the target game resources in the game program.

4. The method according to claim 3, characterized in that The method further comprises: Based on the game interface being in the non-resource processing mode, displaying a first switching control through the game interface, the mode switching operation including a triggering operation for the first switching control; Based on the mode switching operation, hiding the first switching control from the game interface, and displaying the second switching control through the game interface; Based on a third trigger operation for the second switch control, the target resource processing control and the second switch control are hidden from the game interface, and the first switch control is displayed through the game interface, and the third trigger operation is used to change the game interface from the resource processing mode to the non-resource processing mode.

5. The method according to claim 2, characterized in that: The game interface includes first display positions corresponding to the plurality of resource controls respectively, and the method further includes: Based on the mode switching operation, displaying a resource processing control in the game interface; The selection operation for the target resource control includes a move operation for the resource processing control, wherein the move operation is used to move the resource processing control to a target first display position corresponding to the target resource control, wherein the target resource processing control is the resource processing control located at the target first display position, and the target first display position is used to represent that the target resource processing control is used to change the resource amount of the target game resource.

6. The method according to claim 5, characterized in that The method further comprises: When the game interface is in the resource processing state, based on the fourth trigger operation for the target resource control, the usage effect corresponding to the target game resource is displayed, and the fourth trigger operation is used to use the target game resource in the game program, and the usage effect is the effect triggered by using the target game resource.

7. The method according to claim 2, characterized in that The method further comprises: Based on a selection operation on the target resource control, first identification information is displayed on the target resource control, where the first identification information is used to indicate that the target resource processing control is used to change the resource amount of the target game resource.

8. The method according to claim 1, characterized in that The game interface includes a plurality of controls, wherein the plurality of controls include the target game resource control, and the method further includes: Based on the control display operation, the display effects corresponding to the other controls among the multiple controls except the target game resource control are changed. The changed display effects are used to indicate that the corresponding controls do not correspond to the game resources whose resource quantities can be changed.

9. The method according to claim 8, characterized in that The changing of the display effects corresponding to other controls among the multiple controls except the target game resource control includes: The transparency of the control icons corresponding to the other controls among the multiple controls except the target game resource control is increased.

10. The method according to claim 1, characterized in that The game interface is used to control the target game object in the game program, and the method further includes: Based on the existence of an interactive behavior between the game object in the game program and the target game object, second identification information is displayed through the game interface, and the second identification information is used to identify the interactive behavior.

11. The method according to claim 1, characterized in that: The target resource processing control includes a resource increase control and a resource reduction control, and the updating of the resource quantity information based on the first trigger operation on the target resource processing control includes: Based on the fifth trigger operation for the resource increase control, updating the resource quantity information so that the resource quantity identified by the resource quantity information increases by the first resource quantity corresponding to the fifth trigger operation; Based on a sixth trigger operation for the resource reduction control, the resource quantity information is updated so that the resource quantity identified by the resource quantity information is reduced by a second resource quantity corresponding to the sixth trigger operation.

12. The method according to claim 11, characterized in that The target game resource has a corresponding upper limit and lower limit of resource quantity, and the method further includes: Based on the resource amount of the target game resource reaching the resource amount upper limit, changing the display effect corresponding to the resource increase control from a first display effect to a second display effect, wherein the first display effect is used to indicate that the resource increase control is in a triggerable state, and the second display effect is used to indicate that the resource increase control is in a non-triggerable state; Based on the resource amount of the target game resources reaching the lower limit of the resource amount, the display effect corresponding to the resource reduction control is changed from the third display effect to the fourth display effect, the third display effect is used to indicate that the resource reduction control is in a triggerable state, and the fourth display effect is used to indicate that the resource reduction control is in an untriggerable state.

13. The method according to claim 11, characterized in that The target game resource has a corresponding target feature value quantity, and the target resource processing control is used to display the target feature value quantity. The method further includes: Displaying information on the number of available feature values ​​through the game interface, the information on the number of available feature values ​​being used to identify the number of available feature values, the available feature values ​​being feature values ​​that support processing of game resources; Based on the fifth trigger operation, updating the usable feature value quantity information, so that the usable feature value quantity is reduced by the feature value quantity corresponding to the first resource quantity, where the feature value quantity corresponding to the first resource quantity is determined based on the first resource quantity and the target feature value quantity; Based on obtaining the sixth trigger operation, the information on the number of usable characteristic values ​​is updated so that the number of usable characteristic values ​​is increased by the number of characteristic values ​​corresponding to the second resource amount, and the number of characteristic values ​​corresponding to the second resource amount is determined based on the second resource amount and the target characteristic value amount.

14. The method according to claim 1, characterized in that The game interface includes a plurality of resource controls, different resource controls correspond to different game resources, the target resource control is any one of the plurality of resource controls, the plurality of resource controls respectively have corresponding second display positions in the game interface, different resource controls correspond to different second display positions, and the target resource processing control corresponding to the target game resource is displayed in the game interface, including: The target resource processing control is displayed at a target second display position corresponding to the target resource control in the game interface, and the target second display position is used to indicate that the target resource processing control is used to change the resource amount of the target game resource.

15. A game resource processing device, characterized in that: The device comprises a first display unit, a second display unit and a first updating unit: The first display unit is used to display a game interface corresponding to the game program, the game interface including a target resource control corresponding to a target game resource and resource quantity information corresponding to the target game resource, the target resource control is used to use the target game resource in the game program, and the resource quantity information is used to identify the resource quantity corresponding to the target game resource; The second display unit is used to display the target resource processing control corresponding to the target game resource in the game interface based on the control display operation; The first updating unit is used to update the resource quantity information based on a first trigger operation for the target resource processing control, and the first trigger operation is used to change the resource quantity corresponding to the target game resource.

16. A computer device, characterized in that: The computer device comprises a processor and a memory: The memory is used to store a computer program and transmit the computer program to the processor; The processor is used to execute the game resource processing method described in any one of claims 1-14 according to the instructions in the computer program.

17. A computer-readable storage medium, characterized in that: The computer-readable storage medium is used to store a computer program, and the computer program is used to execute the game resource processing method described in any one of claims 1-14.

18. A computer program product comprising a computer program, which, when executed on a computer device, enables the computer device to execute the game resource processing method according to any one of claims 1 to 14.