Virtual item processing method and device, terminal, medium and program product

By introducing the drag and drop operation of target identifiers in game applications, players are allowed to batch select and process virtual props, solving the problem of inefficient interaction in the existing technology and achieving more efficient virtual prop operations.

CN120114833APending Publication Date: 2025-06-10TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510444518.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2022-04-08
Publication Date
2025-06-10

AI Technical Summary

Technical Problem

In existing game applications, gamers need to operate virtual props one by one, resulting in inefficient interactions and the inability to batch operations of multiple virtual props.

Method used

By displaying virtual scenes, virtual prop lists and operation areas, players are allowed to batch select and process virtual props by selecting and dragging the target logo, realizing one-time operation of multiple props.

Benefits of technology

It improves the operation efficiency of virtual props, simplifies players' selection and processing of multiple virtual props, and improves the interactive experience of gamers.

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Abstract

The embodiment of the invention discloses a virtual item processing method and device, a terminal, a medium and a program product. The method comprises the steps that a virtual scene, a virtual item list and a first area are displayed; in response to a selection operation on the first virtual prop, displaying a target identifier; in response to a second virtual item selection operation in which the target identifier is dragged to be overlapped with the second virtual item, updating the target identifier; and in response to an operation of dragging the updated target identifier to the first area, displaying a virtual item represented by the target identifier in the virtual scene. By adopting the embodiment of the invention, batch operation processing on the virtual props can be realized, and the operation efficiency is improved.
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Description

Technical Field

[0001] This application relates to the field of computer technology. Specifically, it relates to a method, apparatus, terminal, medium, and program product for processing virtual items. Background Art

[0002] In game applications, game players can operate on the virtual items they hold by controlling virtual objects in a virtual scene. For example, in combat game applications, game players are supported to perform operations such as discarding the picked-up virtual items.

[0003] Studies have shown that existing game applications provide a one-to-one operation processing mode for game players. For example, when a game player needs to discard virtual item A and virtual item B, they need to perform: first hold virtual item A and drag it to the deletion area to discard virtual item A, and then hold virtual item B and drag it to the deletion area to discard virtual item B. This makes it so that when game players have the need to operate on multiple virtual items, they can only perform the same operation on each virtual item in sequence, thus increasing the frequency of human-computer interaction and resulting in low interaction efficiency. Summary of the Invention

[0004] Embodiments of this application provide a method, apparatus, terminal, medium, and program product for processing virtual items, which can achieve batch operation processing of virtual items and improve the operation efficiency of virtual items.

[0005] On the one hand, embodiments of this application provide a method for processing virtual items. The method includes:

[0006] Display a virtual scene, a virtual item list, and a first area; the virtual item list includes multiple virtual items;

[0007] In response to a selection operation on a first virtual item, display a target identifier; the first virtual item is one of the multiple virtual items;

[0008] In response to a second virtual item selection operation where the dragged target identifier overlaps with a second virtual item, update the target identifier; the second virtual item is any one of the multiple virtual items other than the first virtual item; the target identifier is used to represent the selected virtual item;

[0009] In response to an operation of dragging the updated target identifier to the first area, display the virtual item represented by the target identifier in the virtual scene.

[0010] On the other hand, embodiments of this application provide a game processing apparatus. The apparatus includes:

[0011] A display unit for displaying a virtual scene, a virtual prop list, and a first area; the virtual prop list includes a plurality of virtual props;

[0012] A processing unit for displaying a target identifier in response to a selection operation on a first virtual prop; the first virtual prop is one of the plurality of virtual props;

[0013] The processing unit is further configured to update the target identifier in response to a second virtual prop selection operation in which the dragged target identifier overlaps with a second virtual prop; the second virtual prop is any one of the plurality of virtual props other than the first virtual prop; the target identifier is used to represent the selected virtual prop;

[0014] The processing unit is further configured to display the virtual prop represented by the target identifier in the virtual scene in response to an operation of dragging the updated target identifier to the first area.

[0015] In one implementation, when the processing unit is configured to display a target identifier in response to a selection operation on a first virtual prop, it is specifically configured to:

[0016] Display a target identifier in response to a long press operation on the first virtual prop, and the target identifier is used to indicate that the first virtual prop has been selected.

[0017] In one implementation, when the processing unit is configured to update the target identifier in response to a second virtual prop selection operation in which the dragged target identifier overlaps with a second virtual prop, it is specifically configured to:

[0018] In response to a drag operation on the target identifier, overlap the target identifier with the second virtual prop;

[0019] Update the target identifier in response to a long press operation when the target identifier overlaps with the second virtual prop.

[0020] In one implementation, the processing unit is further configured to:

[0021] Update the updated target identifier in response to a third virtual prop selection operation in which the dragged updated target identifier overlaps with a third virtual prop; the third virtual prop is any one of the plurality of virtual props other than the first virtual prop and the second virtual prop.

[0022] In one implementation, the target identifier includes: icons of at least one selected virtual prop; when the processing unit is configured to update the target identifier, it is specifically configured to:

[0023] Combined display of the icons of at least one selected virtual prop,

[0024] wherein the combined display includes: superimposing, juxtaposing, arranging side by side, in a circular pattern, or arranging in a diagonal positional relationship.

[0025] In one implementation, the processing unit is further configured to:

[0026] In response to a long press operation on a virtual item, display a dynamic icon;

[0027] wherein the dynamic icon is used to represent the remaining duration of the currently selected virtual item.

[0028] In one implementation, the target identifier includes: the number of types of virtual items that have been selected; the processing unit is further configured to:

[0029] During the process of selecting a virtual item in the virtual item list, display the number of types of items, and the number of types of items is used to represent: the number of types of virtual items that have been selected in the virtual item list.

[0030] In one implementation, when the processing unit is configured to display the virtual item represented by the target identifier in the virtual scene in response to an operation of dragging the updated target identifier to the first area, it is specifically configured to:

[0031] In response to a drag release operation of dragging the updated target identifier to the first area, update the virtual item list; and,

[0032] Display the virtual item represented by the target identifier in the virtual scene.

[0033] In one implementation, the virtual items in the virtual item list belong to a first virtual object, and the processing unit is further configured to:

[0034] Display a second area;

[0035] In response to an operation of dragging the updated target identifier to the second area, transfer the virtual item represented by the updated target identifier to the target virtual object, and,

[0036] Update the virtual item list.

[0037] In one implementation, the second area includes at least one second virtual object identifier; when the processing unit is configured to transfer the virtual item represented by the updated target identifier to the target virtual object in response to an operation of dragging the updated target identifier to the second area, it is specifically configured to:

[0038] In response to a drag release operation of dragging the updated target identifier to the target virtual object identifier, transfer the virtual item represented by the updated target identifier to the target virtual object corresponding to the target virtual object identifier.

[0039] In one implementation, when the processing unit is used to transfer the virtual item represented by the updated target identifier to the target virtual object in response to an operation of dragging the updated target identifier to the second area, it is specifically used for:

[0040] In response to an operation of dragging the updated target identifier to the second area, display a target window;

[0041] Display at least one second virtual object identifier in the target window;

[0042] In response to a drag-and-drop release operation of dragging the updated target identifier to the target virtual object identifier, transfer the virtual item represented by the updated target identifier to the target virtual object corresponding to the target virtual object identifier.

[0043] In one implementation, when the processing unit is used to transfer the virtual item represented by the updated target identifier to the target virtual object in response to an operation of dragging the updated target identifier to the second area, it is specifically used for:

[0044] In response to an operation of dragging the updated target identifier to the second area, display at least one second virtual object model area in the virtual scene;

[0045] In response to a drag-and-drop release operation of dragging the updated target identifier to the target virtual object model area, transfer the virtual item represented by the updated target identifier to the target virtual object corresponding to the target virtual object model area.

[0046] On the other hand, an embodiment of the present application provides a computer-readable storage medium storing computer instructions, and the computer program is adapted to be loaded and executed by a processor to perform the method for processing virtual items as described above.

[0047] On the other hand, an embodiment of the present application provides a computer program product or a computer program, the computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to enable the terminal to perform the method for processing virtual items as described above.

[0048] In the embodiments of the present application, in response to an operation of selecting a first virtual item, a target identifier may be displayed to indicate that the first virtual item has been selected; then, the target identifier may be dragged to overlap with a second virtual item to select the second virtual item, and the target identifier is updated. The updated target identifier is used to indicate that both the first virtual item and the second virtual item have been selected, thereby achieving batch selection of multiple virtual items in the virtual item list. Then, the updated target identifier may be dragged into a first area to perform the discard function indicated by the first area on the multiple virtual items represented by the updated target identifier. In the above solution, it is supported that a game player can batch-select multiple virtual items in the virtual item list during a round of item selection, so as to implement one-step operation processing on the batch-selected multiple virtual items. For example, dragging the target identifier into the first area can discard multiple virtual items, simplifying the operation of selecting multiple virtual items, improving the human-computer interaction efficiency in the virtual scene, and enhancing the game experience of the game player. BRIEF DESCRIPTION OF THE DRAWINGS

[0049] In order to more clearly illustrate the technical solutions in the embodiments of the present application or the prior art, the following will briefly introduce the drawings required for use in the description of the embodiments or the prior art. Obviously, the drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other drawings can be obtained based on these drawings.

[0050] Figure 1 FIG. 9 shows a schematic structural diagram of a game processing system provided by an exemplary embodiment of the present application;

[0051] Figure 2 FIG. 13 shows a schematic flowchart of a method for processing virtual items provided by an exemplary embodiment of the present application;

[0052] Figure 3a FIG. 17 shows a schematic flowchart of a process for triggering the display of a prop window from a scene interface provided by an exemplary embodiment of the present application;

[0053] Figure 3b FIG. 21 shows a schematic diagram of the display position relationship between a scene interface and a prop window provided by an exemplary embodiment of the present application;

[0054] Figure 4a FIG. 25 shows a schematic diagram of a prop window provided by an exemplary embodiment of the present application;

[0055] Figure 4b FIG. 29 shows a schematic diagram of a virtual item list provided by an exemplary embodiment of the present application;

[0056] Figure 5Shows a schematic diagram of displaying a target identifier provided by an exemplary embodiment of the present application;

[0057] Figure 6 Shows a schematic diagram of displaying a target identifier provided by an exemplary embodiment of the present application;

[0058] Figure 7 Shows a schematic diagram of selecting a second virtual item provided by an exemplary embodiment of the present application;

[0059] Figure 8a Shows a schematic diagram of combined display provided by an exemplary embodiment of the present application;

[0060] Figure 8b Shows a schematic diagram of the display style of a virtual item provided by an exemplary embodiment of the present application;

[0061] Figure 8c Shows a schematic diagram of the display style of a virtual item provided by an exemplary embodiment of the present application;

[0062] Figure 9a Shows a schematic diagram of discarding a virtual item provided by an exemplary embodiment of the present application;

[0063] Figure 9b Shows a schematic diagram of discarding a virtual item provided by an exemplary embodiment of the present application;

[0064] Figure 10 Shows a schematic flowchart of a method for processing a virtual item provided by an exemplary embodiment of the present application;

[0065] Figure 11a Shows a schematic diagram of a dynamic icon provided by an exemplary embodiment of the present application;

[0066] Figure 11b Shows a schematic diagram of a dynamic icon provided by an exemplary embodiment of the present application;

[0067] Figure 11c Shows a schematic diagram of a dynamic icon provided by an exemplary embodiment of the present application;

[0068] Figure 12 Shows a schematic diagram of displaying the quantity of item types provided by an exemplary embodiment of the present application;

[0069] Figure 13a Shows a schematic diagram of a prop window including a virtual item list, a first area, and a second area provided by an exemplary embodiment of the present application;

[0070] Figure 13bShows a schematic diagram of a prop window provided by an exemplary embodiment of the present application, which includes a virtual prop list, a first area, and a second area;

[0071] Figure 14 Shows a schematic diagram of a second area provided by an exemplary embodiment of the present application, which includes at least one second virtual object identifier;

[0072] Figure 15 Shows a schematic diagram of determining a target virtual object in a target window provided by an exemplary embodiment of the present application;

[0073] Figure 16 Shows a schematic diagram of determining a target virtual object in a virtual scene provided by an exemplary embodiment of the present application;

[0074] Figure 17 Shows a schematic diagram of the background technical process of a processing method for virtual props provided by an exemplary embodiment of the present application;

[0075] Figure 18 Shows a schematic diagram of the structure of a processing device for virtual props provided by an exemplary embodiment of the present application;

[0076] Figure 19 Shows a schematic diagram of the structure of a terminal provided by an exemplary embodiment of the present application. Detailed implementation manners

[0077] Next, the technical solutions in the embodiments of the present application will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present application without making creative efforts belong to the scope of protection of the present application.

[0078] Before further elaborating on the embodiments of the present application, the nouns and terms involved in the embodiments of the present application will be explained first. The nouns and terms involved in the embodiments of the present application are applicable to the following explanations.

[0079] 1) In response to, which is used to represent the conditions or states on which the executed operations depend; when the dependent conditions or states are met, one or more executed operations can be real-time or have a set delay; without special instructions, there is no limitation on the execution order of the multiple executed operations.

[0080] 2) Shooting games, including first-person shooting games (FPS), third-person shooting games (TPS), or multiplayer online battle arena games (MOBA), etc. Among them, a first-person shooting game refers to a shooting game in which the game player can play from the first-person perspective, and the picture of the virtual scene in the game is the picture of observing the virtual scene from the perspective of the first virtual object. A third-person shooting game refers to a shooting game in which the game player plays from the third-person perspective, and the picture of the virtual scene in the game is the picture of observing the virtual scene from the third-person perspective. A multiplayer online battle arena game refers to a competitive game in which multiple game players can form the same game group or game camp online to conduct competitions.

[0081] 3) An application program, or simply an application, refers to a computer program for completing one or more specific tasks. Depending on the type of shooting game, the application program involved in this application is different; for example: when the shooting game is FPS, the application program is the FPS application program that provides the FPS game; another example: when the shooting game is TPS, the application program is the TPS application program that provides the TPS game. Among them, classified according to the running mode of the application program, the application program can include but is not limited to: ① Client. The so-called client (also known as the application client, APP client) refers to an application program installed and running on the terminal; such as the FPS client or the TPS client. ② The application program can also refer to an application program that does not require installation, that is, an application program that can be used without downloading and installation. This type of application program is commonly known as a small program, and it usually runs as a subprogram in the client; such as the FPS small program that supports the FPS game. ③ The application program can also refer to a web application program opened through a browser; such as the web end that supports the FPS game; and so on. The specific types of the application program in the embodiments of this application are not limited.

[0082] 4) A virtual scene, also known as a virtual environment, is a virtual scene displayed (or provided) when an application runs on a terminal device, or can also be a virtual scene displayed through audio and video information sent by a cloud server for an application running on its own. This virtual scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene. The embodiments of the present application do not limit the dimension of the virtual scene. For example, in a first-person shooter (FPS) game provided by an FPS client, the virtual scene can include a virtual sky, a virtual land, a virtual ocean, etc. The virtual land can include environmental elements such as a virtual desert and a virtual city. Game players can control virtual objects to move, run, jump, etc. in this virtual scene. The virtual scene is constructed from scene data, and the scene data is used to represent the characteristic data of the virtual scene; the scene data can include the area of the construction area in the virtual scene, the architectural style in which the virtual scene is currently located, etc.; it can also include the position of a virtual building in the virtual scene and the floor area of the virtual building, etc.; it can also include the interaction data in the virtual scene, such as the attack situation.

[0083] 5) A virtual object is the image of various virtual humans and virtual objects that can interact in a virtual scene, or a movable object in the virtual scene. Among them, the movable object can be a virtual character, a virtual animal, an anime character, etc.; for example, virtual characters and virtual animals displayed in the virtual scene. The virtual object can be a virtual image in the virtual scene that represents a game player; any operation that a game player wants to perform in the virtual scene can be achieved by controlling this virtual object. The virtual scene can include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.

[0084] 6) A virtual prop is a prop that a virtual object can use in a virtual scene, and this prop refers to a virtual object used to achieve interaction in the virtual scene. For example, virtual props can include virtual resources such as virtual equipment and virtual decorations of virtual objects. Again, in a shooting game, virtual props can include virtual attack equipment, such as a frying pan, a scope, bullets, etc. controlled by a game player. These virtual props can change the attribute values of the virtual object controlled by the game player or other virtual objects in the same virtual environment as the virtual object controlled by the game player.

[0085] The above introduced the nouns and terms involved in the embodiments of the present application. Next, the game processing system involved in the embodiments of the present application will be introduced; the game processing system provided by the embodiments of the present application can be as Figure 1As shown in the figure; the game processing system may include a terminal 101 and a server 102. The embodiments of the present application do not limit the number of terminals 101 and servers 102 included in the game processing system. Among them: ① Each terminal (or referred to as a terminal device) included in the game processing system may refer to: intelligent devices used by each game player participating in the same game; for example, multiple game players can respectively control their own virtual objects to perform operations in a virtual scene to participate in the game (such as a first-person shooter game). The terminal includes but is not limited to: smart phones (such as Android phones, iOS phones, etc.), tablet computers, portable personal computers, mobile Internet devices (abbreviated as MID), smart TVs, in-vehicle devices, head-mounted devices, and other intelligent devices that can perform touch screen operations. An application program (such as the aforementioned first-person shooter client) can run on the terminal. ② The server can be the background server of the application program, used to interact with the terminal running the application program to provide computing and application service support for any one of the applications. The server may include but is not limited to: data processing servers, web servers, application servers, cloud servers (or simply referred to as cloud servers), etc., devices with complex computing capabilities. The server can be an independent physical server or a server cluster or distributed system composed of multiple physical servers. The terminal and the server can be directly or indirectly communicatively connected by wired or wireless means. The embodiments of the present application do not limit the connection method between the terminal and the server.

[0086] Based on Figure 1 the game processing system shown, the embodiments of the present application propose a processing solution for virtual items. This processing solution supports game players to batch select and process the virtual items they hold, so as to improve the efficiency of game players in selecting virtual items, and further improve the human-computer interaction efficiency between game players and the terminal. Among them, the processing solution for virtual items provided by the embodiments of the present application can be executed by Figure 1 the target terminal (such as any terminal) in the game processing system shown; specifically, it is executed by the application program (such as the first-person shooter client) running on the target terminal. For the convenience of description, the embodiments of the present application take the target terminal executing the processing solution for virtual items as an example to introduce the processing solution.

[0087] In a specific implementation, the general principle of the virtual item processing solution provided by the embodiments of the present application may include: when a game player has a need to batch process virtual items, the player can first select a first virtual item in the virtual item list. At this time, a target identifier indicating that the first virtual item has been selected can be displayed. Then, the game player drags the target identifier to continue selecting a second virtual item in the virtual item list. When the second virtual item is selected, the target identifier is updated. The updated target identifier is used to indicate that both the first virtual item and the second virtual item have been selected. Then, by dragging the updated target identifier into the first area, the corresponding function indicated by the first area can be implemented for the multiple virtual items represented by the updated target identifier, such as discarding the multiple virtual items represented by the updated target identifier in the virtual scene.

[0088] It can be seen that the embodiments of the present application support a game player to batch select multiple virtual items in the virtual item list during a round of item selection, and use the target identifier to prompt the game player which virtual items in the virtual item list have been selected, facilitating the game player to understand the selection status of virtual items in real time. Moreover, it also supports performing a one-step operation on the multiple batch-selected virtual items by dragging the target identifier, such as discarding multiple virtual items. Compared with the related technology where only one virtual item is selected for corresponding operation processing (such as discarding) each time, the operation of selecting and processing multiple virtual items is simplified. Especially in a battle game, it can effectively shorten the processing time of virtual items by the game player, thereby improving the human-computer interaction efficiency in the virtual scene and enhancing the game experience of the game player.

[0089] It should be noted that when the embodiments of the present application are applied to a specific product or technology, such as when a game player logs in to an application program using a game account, the permission or consent of the game player needs to be obtained; and the collection, use, and processing of relevant data need to comply with relevant laws, regulations, and standards. For example, the function settings of virtual items need to follow relevant laws, regulations, and standards.

[0090] Based on the above-described virtual item processing solution, the embodiments of the present application propose a more detailed virtual item processing method. The following will introduce the virtual item processing method proposed by the embodiments of the present application in detail with reference to the accompanying drawings.

[0091] Figure 2 FIG. shows a schematic flowchart of a virtual item processing method provided by an exemplary embodiment of the present application; this virtual item processing method can be executed by a target terminal, and the virtual item processing method may include but is not limited to steps S201 - S204:

[0092] S201: Display a virtual scene, a virtual item list, and a first area.

[0093] Specifically, the virtual scene can be displayed in a scene interface, which is a user interface (UI) and can be used to describe the virtual scene where the first virtual character is located in the game. For example, the scene interface includes environmental elements such as a virtual city and a virtual river to indicate to the game player that the current virtual scene is an urban scene. The virtual item list and the first area can be displayed in an item window, which can be triggered and displayed from the scene interface. In a specific implementation, the process of triggering and displaying the item window from the scene interface may include: if the game player has a need to operate on virtual items in the virtual scene, the game player can trigger a backpack option (or key, button, or control) in the virtual scene to trigger the display of the item window; specifically, the item window is triggered and displayed in the scene interface corresponding to the virtual scene, and the item window includes a virtual item list and the first area.

[0094] An exemplary schematic diagram of the process of triggering and displaying the item window from the scene interface can be seen in Figure 3a , such as Figure 3a As shown, when the game player plays the game, a scene interface 302 of the virtual scene where the first virtual object 301 controlled by the game player is located is displayed on the terminal screen of the target terminal. The scene interface 302 includes: the first virtual object 301, and second virtual objects 303 controlled by other game players who are online with the game player in the same game group (or called game camp). The scene interface 302 also includes a backpack option 304. When the game player triggers the backpack option 304, it means that the game player has a need to view or operate on the virtual items held, and then the item window 305 is triggered and displayed. The item window 305 includes a plurality of virtual items owned by the first virtual object.

[0095] It should be noted that the above is only an exemplary description of the implementation process of triggering and displaying the item interface; according to different types of games or different virtual scenes where the virtual object controlled by the game player is located, the specific implementation process of triggering and displaying the item interface may change adaptively, and the embodiments of the present application do not list them all. For example, the item window can be displayed on the scene interface in the form of a mask as shown in Figure 3a . By displaying the item window in this mask form, it can be prompted to the game player that the backpack of the first virtual object has been opened; the so-called mask refers to a view with a certain transparency and located above the scene interface, and the transparency of the mask can be set according to actual business needs. For the convenience of description, subsequent descriptions will be based on the example of the item window being a mask interface with a transparency of 0. Another example is that in Figure 3a , the display area of the item window is half of the scene interface. In actual applications, the display area of the item window can also be the same as the display area of the scene interface (such asFigure 3b as shown in the figure); the embodiments of the present application do not limit the display relationship between the item window and the scene interface.

[0096] The above process of triggering the display of the item window including the virtual item list and the first area has been described with relevant interfaces. Next, the virtual item list and the first area included in the item window will be introduced in detail with reference to the accompanying drawings. A schematic diagram of an exemplary item window can be seen Figure 4a , such as Figure 4a shown, taking the target terminal as a smart phone and the smart phone displaying the item window in landscape mode as an example; in this item window 401, a virtual item list 402 and a first area 403 are included. Among them: ① The virtual item list 402 includes a plurality of virtual items owned by the first virtual object, and the virtual items are displayed in the item window in the form of item identifiers; specifically, one virtual item in the virtual item list 402 corresponds to one display area, so that the item identifier of the virtual item can be displayed in the corresponding display area. For example, the virtual item list 402 includes: display area 4021, display area 4022, display area 4023 and display area 4024; among them, the display area 4021 includes the icon 40211 of virtual item 1 "grenade", the icon 40221 of virtual item 2 "shield", the icon 40231 of virtual item 3 "bullet" and the icon 40241 of virtual item 4 "painkiller". ② The first area 403 is an area for discarding multiple selected virtual items in the virtual item list 402. Among them, the process of discarding the selected virtual items may refer to the process of transferring the selected virtual items from the backpack of the first virtual object to the virtual scene; after any virtual item is discarded, the first virtual object no longer has the permission to use that virtual item.

[0097] It should be noted that Figure 4aIn addition to displaying the icon of any virtual item within the display area of the virtual item, other content can also be displayed. For example: within the display area of the virtual item, the name of the virtual item can be displayed. For instance, within the display area 4021 of virtual item 1 "grenade", the icon 40211 of virtual item 1 "grenade" and the item name 40212 are displayed. Another example: when the number of virtual items of the same type is at least two, the display area of the virtual item can also include the quantity of the virtual item. For example, if the quantity of virtual item 1 "grenade" is 3, then the display area of virtual item 1 "grenade" can also display the resource quantity 3, indicating that the first virtual object has 3 "grenades" and can use the function of the "grenade" 3 times. The embodiments of the present application do not limit the specific content included in the display area corresponding to the virtual item. Further, if the quantity of any virtual item in the virtual item list is greater than 1, such as N, where M is an integer greater than 1, the embodiments of the present application also support directly displaying N of such virtual items in the virtual item list, such as Figure 4b As shown, the first virtual object has 3 virtual items of virtual item 1 "grenade", then 3 "grenades" can be sequentially expanded in the virtual item category; this not only helps game players intuitively know the quantity of virtual items that can be operatively processed, but also facilitates game players to select some virtual items from the same virtual item for operative processing.

[0098] ③ Of course, in addition to supporting directly displaying N identical types of virtual items in the virtual item list, the embodiments of the present application also support first folding and displaying N identical types of virtual items. When a expansion operation for the virtual item is detected, such as a trigger operation for the expansion option 403 within the display area of the virtual item, then the N virtual items are sequentially expanded and displayed in the virtual item list. Further, it also supports folding the expanded N virtual items (such as a trigger operation for the folding option 404 within the display area of the virtual item). When the folding process is performed, the N virtual items are folded up, and only an exemplary virtual item of this type is displayed in the virtual item list to prompt the game player that they have this virtual item. ④ Considering that the display area of the display screen of the target terminal (or referred to as the terminal screen) is limited, it may not be possible to display all the virtual items held by the first virtual object in the virtual item list at one time; therefore, the embodiments of the present application also support updating the virtual items in the virtual item list in response to the sliding operation of the game player in the virtual item list to achieve the display of virtual items that have not been shown. The specific implementation process of the sliding display is related to the distribution pattern of the virtual items in the virtual item list and will not be described in detail here.

[0099] S202: In response to the selection operation of the first virtual item, display the target identifier.

[0100] S203: In response to a second virtual item selection operation in which the drag target identifier overlaps with a second virtual item, update the target identifier. Here, the second virtual item selection operation refers to an operation in which the target identifier overlaps with the second virtual item and the second virtual item is long-pressed.

[0101] In steps S202 - S203, the virtual item list includes multiple virtual items held by the first virtual object. Embodiments of this application support a game player to select two or more virtual items in the virtual item list; when multiple virtual items in the virtual item list have been selected, it is determined that the multiple virtual items are in an adsorption state. The multiple virtual items being in an adsorption state can be simply understood as: the multiple virtual items are bundled, which makes the object of any subsequent operation processing the bundled multiple virtual items.

[0102] Taking the selection of the first virtual item and the second virtual item from the virtual item list in sequence as an example, the implementation process of selecting multiple virtual items from the virtual item list will be elaborated in detail below. The specific implementation includes steps s11 - s14:

[0103] s11: When a game player triggers the display of the virtual item list through a target terminal, detect whether there is a selection operation in the virtual item list, specifically, detect whether there is a selection operation within the display area of any virtual item in the virtual item list. The selection operation here can refer to a long-press operation. The so-called long-press operation refers to an operation of pressing any display position within the display area of the any virtual item and the pressing duration being greater than a preset duration (such as 3 seconds). This long-press operation can be input by the game player directly touching the terminal screen of the target terminal with a finger, or can be input by the game player through an external device (such as a mouse, keyboard key) of the target terminal. Specifically, when the target terminal detects a trigger signal within the display area of any virtual item in the virtual item list, start counting the duration of the trigger signal staying on the corresponding display area; when the counted duration is greater than the duration threshold, it is determined that there is a long-press operation in the display area, indicating that the game player wants to select the virtual item in the display area. For the convenience of elaboration, the item identifier in the corresponding display area is called the first virtual item, that is, the first virtual item selected first in the virtual item list is called the first virtual item, and the first virtual item is one of the multiple virtual items in the virtual item list.

[0104] s12: In response to the selection operation on the first virtual item, it is determined that the first virtual item is selected, and at this time, the first virtual item is set to the adsorption state; to facilitate the game player to intuitively feel that the first virtual item is in the adsorption state, that is, the first virtual item is selected, in the embodiment of the present application, when it is determined that the first virtual item is selected, a target identifier is displayed, and the target identifier includes the icon of the first virtual item, which is used to indicate that the first virtual item has been selected. Specifically, the target identifier can be displayed at the operation position of the long-press operation; the operation position here can refer to the position of the contact focus (or called the input focus) between the long-press operation and the terminal screen, or all directions (such as the left side) of this position. Of course, in addition to displaying the target identifier at the position of the input focus, the embodiment of the present application also supports the game player to determine the display position of the target identifier, which enables the game player to customize the display position of the target identifier according to their own operation habits, improving the interactivity between the game player and the game and meeting the needs of the game player to customize the display position of the target identifier. For example, if during the process of dragging the target identifier to move in the virtual item list, the target identifier covers one or two virtual items, resulting in the occlusion of the one or two virtual items and affecting the game player's view of the virtual items; or when the target identifier is blocked by a finger during the process of dragging the target identifier with a finger; the game player can adjust the display position of the target identifier through multi-finger touch (such as two fingers or three fingers) so that the adjusted target identifier does not block the virtual items, thereby facilitating the game player to view the virtual items and improving the game player's gaming experience.

[0105] As described above, in response to the long-press operation on the first virtual item, the displayed target identifier includes the icon of the first virtual item; since the icon can intuitively represent the type of the virtual item, therefore, the way provided in the embodiment of the present application to use the icon of the selected virtual item as the content included in the target identifier is beneficial for the game player to understand the quantity and type of the selected virtual items in the virtual item list in real time according to the displayed target identifier. For example, if the selected first virtual item is a "grenade", the target identifier at this time is presented in the form of a "grenade", which helps the game player quickly understand that the "grenade" in the virtual item list has been selected. An exemplary schematic diagram of displaying the target identifier when the residence duration exceeds the residence duration threshold can be seen in Figure 5 ; as Figure 5 shown, if a long-press operation is detected in the display area 501, the target identifier 502 is displayed at the operation position of the long-press operation, and the target identifier 502 includes the icon of the first virtual item (such as the form of a "grenade") in the display area 501.

[0106] s13: Continue to detect whether there is a drag operation on the target identifier currently being displayed. The target identifier currently being displayed here refers to the target identifier generated when the first virtual item is selected, and this target identifier includes the icon of the first virtual item. If there is, control the movement of the currently displayed target identifier within the display areas corresponding to each virtual item according to the drag operation on the currently displayed target identifier; as Figure 6 shown, when the first virtual item 601 in the virtual item list is selected, it is possible to control the movement of the target identifier 602 generated according to the icon of the first virtual item up or down in the display area. Further, in response to the drag operation on the currently displayed target identifier, when the currently displayed target identifier overlaps with any virtual item, specifically when it overlaps with any position within the display area of the any virtual item, the any virtual item is referred to as the second virtual item.

[0107] Then, count the duration of the overlap between the target identifier and the second virtual item; when the counted duration is greater than the residence duration threshold, it is determined that there is a long press operation on the second virtual item. Continuing to refer to 6, during the process of controlling the currently displayed target identifier to move down, if the residence duration of the currently displayed target identifier in the display area 603 is less than the residence duration threshold, it is determined that the virtual item in the display area 603 is not selected; if the currently displayed target identifier slides past the display area 603 and into the target display area 604, and there is a long press operation when the currently displayed target identifier overlaps with any display position in the target display area 604, it is determined that the virtual item in the target display area 604 is selected, and the virtual item in the target display area 604 is determined as the second virtual item.

[0108] s14: When a long - press operation is performed in response to the target identifier overlapping with the second virtual item, the display of the target identifier can be updated. Specifically, when the second virtual item in the virtual item list is selected, it is determined that the second virtual item is also set to the adsorption state, that is, at this time both the first virtual item and the second virtual item are in the adsorption state. Then, the icons of at least one selected virtual item can be combined and displayed to update the target identifier. Specifically, the icon of the selected second virtual item is added to the currently displayed target identifier to update the currently displayed target identifier. The updated target identifier includes: the icons of at least one selected virtual item, such as the icon of the first virtual item and the icon of the second virtual item. By this way of adding the icon of the newly selected second virtual item to the currently displayed target identifier, through the visual effect of the change of the icons in the target identifier, it can intuitively prompt the game player that the second virtual item has been selected, that is, the second virtual item is set to the adsorption state. Among them, when the first virtual item and the second virtual item are selected, the icons of at least one selected virtual item here include: the icon of the first virtual item and the icon of the second virtual item.

[0109] As Figure 7 shown, if the target identifier 701 is moved to the target display area 702 and the residence duration is greater than the residence duration threshold, it is determined that the virtual item in the target display area is set as the second virtual item. At this time, it can be determined that both the first virtual item and the second virtual item are in the adsorption state. Then, according to the icon of the second virtual item and the currently displayed target identifier 701, they are combined and displayed to obtain the combined - displayed target identifier 703. Among them, the combined display can include: superposition (such as superposing the icon of the newly selected virtual item above or below the icons included in the currently displayed target identifier, such as superposing the icon of the second virtual item above or below the icon of the first virtual item), juxtaposition, side - by - side, circular or arranged in a diagonal positional relationship. The schematic diagrams of the target identifiers obtained by combining the icon of the first virtual item and the icon of the second virtual item according to the above several combination processes can be seen in Figure 8a ; It can be understood that Figure 8a only several exemplary combination processes are given, and the specific implementation process of the combined display in the embodiments of the present application is not limited.

[0110] As can be seen from the specific implementation process shown in S11 - S14, in the embodiment of the present application, the process of long - pressing the first virtual prop → dragging the target identifier to overlap with the second virtual prop → long - pressing the second virtual prop is a continuous and uninterrupted coherent action. Through such a coherent action, multiple virtual props in the virtual prop list are selected, which is conducive to game players relatively quickly achieving batch selection of virtual props, saving the time for game players to select virtual props, and thus improving the game operation efficiency and enhancing the game experience. It should be noted that if, during the process of selecting virtual props in the virtual prop list, this coherent action is interrupted, such as when the game player cancels the pressing operation on the virtual prop list, indicating that the game player does not want to operate on the selected virtual props, then it is determined that all the selected virtual props are released. Further, the embodiment of the present application also supports deselecting some of the selected virtual props among multiple selected virtual props; specifically, in response to the selection operation of the first virtual prop, a target identifier is displayed; in response to the selection operation of the second virtual prop where the dragged target identifier overlaps with the second virtual prop identifier, the target identifier is updated, and the updated target identifier indicates that both the first virtual prop and the second virtual prop are selected; if a deselection operation of the first virtual prop is detected where the dragged updated target identifier overlaps with the first virtual prop (such as overlapping and long - pressing), then it is determined to cancel the selection of the first virtual prop and update the target identifier. At this time, the updated target identifier indicates that the first virtual prop is deselected and the second virtual prop remains in the selected state. Of course, the above only gives an exemplary implementation manner for deselecting the selected virtual props, and the embodiment of the present application does not limit the specific implementation manner for deselecting the selected virtual props.

[0111] It should be noted that during the process of selecting multiple virtual props through the above - described coherent action, in addition to selecting a virtual prop by long - pressing the virtual prop, the embodiment of the present application also supports determining the selected virtual props in the virtual prop list through pressure detection, trajectory detection, etc.

[0112] Optionally, pressure detection is used to determine whether a virtual prop is selected. For example: when it is detected that the pressure intensity borne by the virtual prop is greater than the intensity threshold, it indicates that the game player wants to select this virtual prop, then this virtual prop is determined as the first virtual prop and a target identifier is displayed; then, if the dragged target identifier overlaps with any virtual prop other than the first virtual prop and the pressure intensity of this any virtual prop during the overlap is greater than the intensity threshold, then this any virtual prop is determined as the second virtual prop. Another example: when it is detected that the virtual prop is long - pressed, then this virtual prop is determined as the first virtual prop and a target identifier is displayed; then, if the dragged target identifier overlaps with any virtual prop other than the first virtual prop and the pressure intensity during the overlap is greater than the intensity threshold, then this any virtual prop is determined as the second virtual prop.

[0113] Optionally, it is determined whether a virtual item is selected through trajectory detection. Here, the trajectory may refer to the trajectory generated when a finger moves on the terminal screen; the trajectory may include: a horizontal trajectory along the horizontal direction, or a preset trajectory such as an "S" shape or an "L" shape. Taking the estimation of the "S" shape trajectory as an example, if there is a trajectory presenting an "S" shape within the display area of the virtual item, then the virtual item is determined as the first virtual item, and the target identifier is displayed; subsequently, if the dragged target identifier overlaps with any virtual item other than the first virtual item in the virtual item list, and there is a moving trajectory presenting an "S" shape during the overlap, then the any virtual item is determined as the second virtual item.

[0114] The above only gives three exemplary implementation processes for batch selecting virtual items in the virtual item list; it will not limit the embodiments of the present application, and this is hereby stated.

[0115] It should also be noted that the above related descriptions are all described by taking the control of the target identifier moving in the virtual item list as an example. However, in actual applications, game players actually control the input focus to move in the virtual item list to select virtual items, and the target identifier just moves following the movement of the input focus; for the convenience of understanding, the embodiments of the present application are described by taking the control of the target identifier moving as an example, and this is hereby stated. In addition, the embodiments of the present application also support displaying the selected virtual items and unselected virtual items in different display styles in the virtual item list; that is to say, the display styles of the selected virtual items and unselected virtual items in the virtual item list are different; it is beneficial for game players to clearly understand the selection status of each virtual item in the virtual item list, facilitating game players to continue to select virtual items from the unselected virtual items and enhancing the game experience of game players. Among them, the display style of the virtual item may include but is not limited to: color, transparency, or display area, etc.; for example, the transparency of the selected virtual items in the virtual item list is greater than that of the unselected virtual items (as Figure 8b shown); again, for example, the color depth of the selected virtual items in the virtual item list is less than that of the unselected virtual items (as Figure 8c shown); and so on.

[0116] S204: In response to the operation of dragging the updated target identifier to the first area, display the virtual item represented by the target identifier in the virtual scene.

[0117] Based on the foregoing description, it can be known that the embodiments of the present application support batch selection of multiple virtual items in the virtual item list, such as the first virtual item and the second virtual item; and when the second virtual item is selected, the target identifier currently displayed can also be updated according to the icon of the second virtual item. Specifically, the icons of the first virtual item and the second virtual item are combined and displayed to obtain the updated target identifier, which is used to represent the selected virtual items, such as the selected first virtual item and the second virtual item. Then, when the target terminal detects that the updated target identifier is dragged to the first area, it means that the game player wants to perform the discard process indicated by the first area on the multiple virtual items represented by the updated target identifier, so as to achieve batch discarding of the selected multiple virtual items; this can greatly improve the item operation efficiency in the virtual scene, help the game player save the processing time of virtual items, and thus improve the game experience of the game player.

[0118] The so-called discard process may refer to the process of deleting all or part of the selected virtual items from the virtual item list and displaying the selected virtual items in the virtual scene. In a specific implementation, when the game player does not want to continue to hold the selected virtual items, the selected virtual items can be discarded. The process of discarding virtual items may include: in response to the drag-and-drop release operation of dragging the updated target identifier to the first area, determining that the game player wants to perform the discard process on the selected multiple virtual items, and then displaying the virtual items represented by the target identifier in the virtual scene to indicate the discard of the selected multiple virtual items. The above-mentioned drag-and-drop release operation for the updated target identifier may refer to the process of continuously pressing and dragging the updated target identifier into the first area and then canceling the pressing of the updated target identifier.

[0119] To simulate the process of discarding an object in a real environment and improve the authenticity of discarding virtual items, after the selected multiple virtual items are discarded, the embodiments of the present application support displaying the multiple virtual items in the target area adjacent to the first virtual object in the virtual scene. For example, if the first virtual object stands on the ground and there are no other objects around, the discarded virtual objects can be displayed in the target area at the feet of the first virtual object. Another example is that if the first virtual object stands facing a table, the discarded virtual objects can be displayed in the target area where the table is located that the first virtual object is facing, such as on the tabletop; and so on. A schematic diagram of discarding the selected virtual items in the display area at the feet of the first virtual object can be seen Figure 9a , such as Figure 9aAs shown, the adjacent area 902 of the foot position of the first virtual object 901 can be determined as the target area. More specifically, a schematic diagram of discarding virtual props within the target area in a virtual scene can be seen in Figure 9b ; as Figure 9b shown, assuming that the first virtual object 901 stands on the stone area 903, then the stone area 903 can be determined as the target area for displaying the discarded virtual props; in response to the operation of releasing the drag target identifier after it is dragged to the first area, multiple selected virtual props are displayed at the stone area 903 in the virtual scene. By displaying the selected virtual props in the target area in the virtual scene where the first virtual object is located, it is possible to simulate the scenario of a game player discarding an object in a real environment, improve the authenticity of the virtual scene, and thereby enhance the game experience of the game player.

[0120] In the embodiments of the present application, it is supported that during a round of prop selection by a game player, multiple virtual props in the virtual prop list can be selected in batches, so as to achieve one-step operation processing of the multiple virtual props selected in batches. For example, dragging the target identifier to the first area can achieve the discarding of multiple virtual props, which not only simplifies the operation of selecting virtual props, but also improves the human-computer interaction efficiency in the virtual scene.

[0121] Figure 10 shows a schematic flowchart of a method for processing virtual props provided by an exemplary embodiment of the present application; this method for processing virtual props can be executed by a target terminal, and this method for processing virtual props may include but is not limited to steps S1001 - S1005:

[0122] S1001: Display a virtual scene, a virtual prop list, and a first area.

[0123] S1002: In response to the operation of selecting the first virtual prop, display a target identifier.

[0124] S1003: In response to the operation of selecting the second virtual prop where the drag target identifier overlaps with the second virtual prop, update the target identifier.

[0125] It should be noted that for the specific implementation processes shown in steps S1001 - S1003, reference can be made to the relevant descriptions of the specific implementation processes shown in steps S201 - S203 in the foregoing Figure 2 shown embodiments, which will not be elaborated here.

[0126] As described above, the embodiments of the present application support selecting the first virtual item and the second virtual item in the virtual item list by dragging the target identifier and setting the dwell time threshold. However, the embodiments of the present application do not limit the number of virtual items selected in one round of item selection; for example, on the basis that the first virtual item and the second virtual item have been selected, the embodiments of the present application also support continuing to select the third virtual item, the fourth virtual item, and so on. Taking the example of continuing to select the third virtual item on the basis that the first virtual item and the second virtual item have been selected, the specific implementation process may include: responding to the third virtual item selection operation (such as the operation of overlapping and long-pressing the updated target identifier with the third virtual item) in which the updated target identifier (used to indicate that the first virtual item and the second virtual item have been selected) overlaps with the third virtual item, updating the updated target identifier to obtain the target identifier updated this time, and the target identifier updated this time is used to indicate that the first virtual item, the second virtual item, and the third virtual item have all been selected. Among them, the third virtual item is any one of the multiple virtual items in the virtual item list except the first virtual item and the second virtual item. By analogy, for the specific implementation process of continuing to select the fourth virtual item, the fifth virtual item,... in the virtual item list, reference may be made to the above description and will not be elaborated here.

[0127] It can be understood that the number of a virtual item owned by the first virtual object can be two or more. For example, the number of the virtual item "grenade" owned by the first virtual object is 5. In this case, the embodiments of the present application also support selecting some virtual items from multiple virtual items of the same type owned by the first virtual object for operation processing (such as discarding), so as to meet the needs of game players for operating on some virtual items, improve the authenticity of processing virtual items in the virtual scene, and enhance the experience of game players. Specifically, the embodiments of the present application support determining the number of virtual items selected by the length of time the virtual item is long-pressed. Taking the example of selecting a virtual item by long-pressing operation described above, when the number of any virtual item in the virtual item list is two or more, the longer the any virtual item is long-pressed, the more the number of the any virtual item selected. For example, the residence time threshold is 0.3 seconds, and when the virtual item is long-pressed for 0.3 seconds and then continues to be long-pressed, each additional 0.1 second of long-pressing time can correspondingly increase the number of virtual items selected by 1. If the long-pressing time of any virtual item is 0.5 seconds, it is determined that the number of the any virtual item selected is 3. Of course, the number of different types of virtual items held by the first virtual object is different. For example, the virtual item "bullet" is a consumable, so the first virtual object may hold a relatively large number of virtual items "bullet" (such as 200), while the virtual item "grenade" is a non-consumable, so the first virtual object may hold a relatively small number of virtual items "grenade" (such as 10). Therefore, the embodiments of the present application also support different numbers of virtual items being correspondingly increased for different types of virtual items when the long-pressing time is equal to the residence time threshold and each additional 0.1 second of long-pressing time. For example, when the virtual item is "bullet", each additional 0.1 second of long-pressing time can correspondingly increase the number of 10 virtual items "bullet" selected. The numbers in the above examples are for illustrative purposes only.

[0128] In addition, the embodiments of the present application also support displaying a dynamic icon in response to a long-pressing operation on a virtual item, and the dynamic icon is used to indicate the remaining time for selecting the current virtual item. In other words, during the process of a game player performing a selection operation (such as a long-pressing operation) on any virtual item in the virtual item list, a dynamic icon can also be displayed to prompt the game player of the remaining time for continuously pressing to select the any virtual item, which is beneficial for the game player to control the time of pressing the virtual item and enhances the game experience of the game player. Among them, the display time or playing time of the dynamic icon on the interface is equal to or less than the residence time threshold mentioned above.

[0129] In one implementation, when the display duration of the dynamic icon is equal to the stay duration threshold, the implementation process of displaying the dynamic icon in response to a long - press operation may include: If any virtual item in the virtual item list is long - pressed, when it is first detected that the any virtual item is triggered (such as pressed), the dynamic icon can be displayed to prompt the game player that the long - press duration statistics have started. Then, during the process of long - pressing the any virtual item, the dynamic icon can be continuously displayed to prompt the game player that they are in the long - press state of the any virtual item. If the counted long - press duration is equal to the stay duration threshold, it is determined that the any virtual item is selected, and when the long - press duration is equal to the stay duration threshold, the display of the dynamic icon can be cancelled to prompt the game player that the any virtual item has been selected; conversely, if the counted long - press duration is less than the stay duration threshold, it is determined that the any virtual item is not selected, and then the display of the dynamic icon can be cancelled when the long - press operation is cancelled to prompt the game player that the any virtual item is not selected.

[0130] For example, assume that the stay duration threshold is 0.3 seconds; when any virtual item is triggered, start counting the duration of pressing the any virtual item and display the dynamic icon. If the counted long - press duration of the any virtual item is 0.2 seconds, which is less than the stay duration threshold of 0.3 seconds, it is determined that the any virtual item is not selected, and the display of the dynamic icon can be cancelled when the long - press operation is cancelled. If the counted long - press duration of the any virtual item is 0.4 seconds, which is greater than the stay duration threshold of 0.3 seconds, it is determined that the any virtual item is selected, and the display of the dynamic icon can be cancelled when the long - press duration is 0.3 seconds, and the display target identifier can be updated to prompt the game player that they have completed the selection of the any virtual item and can continue to select other virtual items or perform operation processing on the selected virtual item.

[0131] In other implementation manners, if the display duration of the dynamic icon is less than the residence duration threshold, then in response to a long-press operation, the implementation process of displaying the dynamic icon may include: If any virtual item in the virtual item list is long-pressed, when it is first detected that the virtual item is triggered (such as pressed), the long-press duration of the pressed virtual item is started to be counted; and when the long-press duration is equal to the preset duration, the dynamic icon is started to be displayed. Then, during the process of continuously long-pressing the virtual item, the dynamic icon can be continuously displayed to prompt the game player that the game player is in the long-press state of the virtual item. If the counted long-press duration is equal to the residence duration threshold, it is determined that the virtual item is selected, and when the long-press duration is equal to the residence duration threshold, the display of the dynamic icon can be cancelled to prompt the game player that the virtual item has been selected; conversely, if the counted long-press duration is less than the residence duration threshold, it is determined that the virtual item is not selected, then when the long-press operation is cancelled, the display of the dynamic icon can be cancelled to prompt the game player that the virtual item is not selected when the counted long-press duration is equal to the residence duration threshold.

[0132] For example, assume that the residence duration threshold is 0.3 seconds and the preset duration is 0.1 seconds; when any virtual item is triggered, the duration of the pressed virtual item is started to be counted; when the counted press duration is 0.1 seconds, the dynamic icon is started to be displayed to prompt the game player of the remaining duration for which the virtual item is selected. If the counted press duration of the virtual item is 0.4 seconds, which is greater than the residence duration threshold of 0.3 seconds, it is determined that the virtual item is selected, and the display of the dynamic icon can be cancelled at 0.3 seconds to promptly inform the game player that the virtual item has been selected. If it is counted that the duration is 0.2 seconds and the pressing of the virtual item is cancelled, it is determined that the virtual item is not selected, and the display of the dynamic icon can be cancelled at 0.2 seconds to promptly inform the game player that the virtual item is not selected.

[0133] The interface presentation form of the dynamic icon provided by the embodiments of the present application can be set according to business requirements. The following gives several exemplary presentation forms of the dynamic icon, where:

[0134] Optionally, the dynamic icon can be an animation of counting down in a clock icon; see Figure 11a, when the virtual item 1101 in the virtual item list is long - pressed, a dynamic animation 1102 is displayed. The dynamic icon 1102 includes a pointer rotating clockwise. When the pointer rotates clockwise for one full circle, if the virtual item 1101 is still in the long - pressed state at this time, then it is determined that the virtual item 1101 is selected, and the virtual item 1101 is determined as the second virtual item; and the icon of the virtual item 1101 is used to be combined with the currently displayed target identifier for display, so as to update the currently displayed target identifier; the updated target identifier includes: the icon of the first virtual item and the icon of the second virtual item.

[0135] Optionally, the dynamic icon can also be an animation of digital change for countdown; see Figure 11b , when the virtual item 1101 in the virtual item list is long - pressed, a dynamic animation 1102 is displayed. The dynamic icon 1102 contains a target number, and the target number is used to indicate the remaining time for selecting the virtual item 1101. When the target number changes to 0, if the virtual item 1101 is still in the long - pressed state at this time, then it is determined that the virtual item 1101 is selected, and the virtual item 1101 is determined as the second virtual item; and the icon of the virtual item 1101 is used to be combined with the currently displayed target identifier for display, so as to update the currently displayed target identifier.

[0136] Optionally, the dynamic icon can also be an animation of gray - scale change rotating clockwise or counter - clockwise; see Figure 11c , when the virtual item 1101 in the virtual item list is long - pressed, a dynamic animation 1102 is displayed. The dynamic icon 1102 includes a gray - scale area that changes with time. When the area of the gray - scale area changes to be equal to the area of the entire circle, if the virtual item 1101 is still in the long - pressed state at this time, then it is determined that the virtual item 1101 is selected, and the virtual item 1101 is determined as the second virtual item; and the icon of the virtual item 1101 is used to be combined with the currently displayed target identifier for display, so as to update the currently displayed target identifier.

[0137] Through the implementation processes of the above - described several exemplary display dynamic icons, it is beneficial for game players to timely understand the remaining time for a virtual item to be selected during the process of selecting virtual items in the virtual item list, improving the game experience of game players. And the above are just schematic diagrams of several exemplary dynamic icons given in the embodiments of this application, which will not limit the embodiments of this application. It is hereby stated.

[0138] In addition, to facilitate game players in promptly understanding the types of virtual items they have selected, the embodiments of the present application also support displaying the number of item type categories during the process of game players selecting virtual items in the virtual item list. The number of item type categories is used to represent: the number of types of virtual items selected in the virtual item list; wherein, this number of item type categories can be included in the target identifier, that is to say, the target identifier includes: the number of types of virtual items selected; this enables that when any virtual item is selected, the update process of the target identifier includes: updating the icon and updating the number of item type categories.

[0139] A schematic diagram showing the number of item type categories can be seen Figure 12 , if the first virtual item 1201 in the virtual item list is selected, the number of item type categories 1202 is displayed, and the specific value of this number of item type categories 1202 is 1, indicating that the number of virtual items selected in the virtual item list is 1. Then, in response to a long-press operation when the drag target identifier 1203 overlaps with the second virtual item 1204, the second virtual item 1204 can be selected. Then, update the currently displayed target identifier 1203 and update the number of item type categories 1203; the updated target identifier indicates that both the first virtual item 1201 and the second virtual item 1204 are selected, and the updated number of item type categories is 2, indicating that the number of types of virtual items selected is 2 types.

[0140] Continue to refer to Figure 12 , considering that when the first virtual item (such as the first virtual item) in the virtual item list is first selected, game players can remember the number of types of virtual items selected; therefore, the embodiments of the present application also support not displaying the number of item type categories when the first virtual item is selected, but only starting to display the number of item type categories when the second virtual item is selected, and at this time the number of item type categories is 2 types. In addition, in Figure 12 the number of item type categories is displayed at an adjacent position of the target identifier; however, in practical applications, the number of item type categories can also be displayed at other positions, and the embodiments of the present application do not limit the display position and display style of the number of item type categories, and this is hereby stated.

[0141] S1004: In response to an operation of dragging the updated target identifier to the first area, display the virtual item represented by the target identifier in the virtual scene.

[0142] S1005: Display the second area, and in response to an operation of dragging the updated target identifier to the second area, transfer the virtual item represented by the updated target identifier to the target virtual object.

[0143] It should be noted that only one of step S1004 and step S1005 can be executed. Moreover, for the relevant description of the specific implementation process shown in step S1004, reference can be made to Figure 2 the relevant description of the specific implementation process shown in step S204 in the illustrated embodiment, which will not be elaborated here.

[0144] As described above, the prop window includes a virtual prop list and a first area, and the virtual prop list includes a plurality of virtual props held by a first virtual object. The first area is an area for performing a discard operation on the selected virtual props in the virtual prop list. The embodiment of the present application also supports displaying a second area in the prop window, and this second area can be used to perform a transfer process on the selected virtual props in the virtual prop list. For a schematic diagram of an exemplary prop window including a virtual prop list, a first area, and a second area, reference can be made to Figure 13a ; as Figure 13a shown, the prop window 1301 includes a virtual prop list 1302, a first area 1303, and a second area 1304. Among them, the virtual prop list 1302 includes at least two virtual props, and when there is a target identifier, the target identifier is also displayed in the virtual prop list 1302. It is not difficult to understand that Figure 13a the display position relationship among the virtual prop list 1302, the first area 1303, and the second area 1304 in Figure 13b is not fixed. For example, the display position relationship among the virtual prop list 1302, the first area 1303, and the second area 1304 can also be as

[0145] The so-called transfer process may refer to: when a game player has the need to share each selected virtual item, the game player can batch-transfer each selected virtual item to a target virtual object in the same game group, where the target virtual object may refer to a second virtual object belonging to the same game group as the first virtual object; for example, in a shooting game, the first virtual object and three second virtual objects can form a game group, and there is a cooperative relationship among the virtual objects belonging to this game group, and they can jointly fight against the enemies in the virtual scene. In a specific implementation, in response to an operation of dragging the updated target identifier to the second area, such as pressing the updated target identifier and moving it from the position where the second virtual item is located to within the second area, when the pressing operation is released, it indicates that the game player wants to perform a transfer process on the virtual item represented by the updated target identifier, and then the virtual item represented by the updated target identifier is transferred to the target virtual object; after the virtual item transfer is successful, the virtual item transferred by the first virtual object is newly added to the virtual item list corresponding to the target virtual object, so as to realize transferring the selected virtual item to the "backpack" of the target virtual object.

[0146] It should be noted that whether it is a discard process or a transfer process for the selected virtual item, the embodiments of the present application support updating the virtual item list after operating on the selected virtual item, so as to prompt the game player that the corresponding operation on the selected virtual item has been successfully performed. Further, according to the foregoing description, when the number of virtual items of the same type is two or more, the game player is supported to select some virtual items of the same type; therefore, according to whether all or some of the virtual items of the same type in the virtual item list are selected, the implementation manner of updating the virtual item list is different. Optionally, if any virtual item in the virtual item list is fully selected, then after performing a discard operation (or transfer) on the fully selected virtual item, updating the virtual item list includes: deleting the virtual item from the virtual item list to prompt the game player that they no longer have the virtual item. Optionally, if any virtual item in the virtual item list is partially selected, then after performing a discard operation (or transfer) on the partially selected virtual item, updating the virtual item list includes: still displaying the virtual item in the virtual item list, but the quantity of the virtual item is the difference between the original quantity and the discarded quantity, to prompt the game player that the virtual item has been partially discarded.

[0147] Among them, the target virtual object can be determined according to the role selection rule. The role selection rule may include: a random rule (such as determining any game character in at least one second virtual object as the target virtual object), a distance rule (such as determining the second virtual object with the shortest distance from the first virtual object in the virtual scene as the target virtual object); this way of determining the target virtual object to receive the virtual item by the target application according to the role selection rule increases the fun of the game. Or, the target virtual object can also be custom-selected by the game player, which meets the need of the game player to custom-select the target virtual object and enriches the operation permissions of the game player.

[0148] Further, the target virtual object determined to receive the virtual item can be determined from at least one second virtual object belonging to the same game group as the first virtual object; it can also be determined from some of the second virtual objects whose distance information from the first virtual object is less than the distance threshold. For example, assume that the game group includes the first virtual object, the second virtual object 1, the second virtual object 2, and the second virtual object 3; and the distance information between the second virtual object 1 and the first virtual object is 2 meters, the distance information between the second virtual object 2 and the first virtual object is 1 meter, the distance information between the second virtual object 3 and the first virtual object is 5 meters, and the distance threshold is 3 meters; then the determined second virtual objects with the receiving permission include: the second virtual object 1 and the second virtual object 2, so the target virtual object can only be determined from the second virtual object 1 and the second virtual object 2. Among them, the distance information between any two virtual objects in the virtual scene can be determined according to the spatial coordinate information of each virtual object, which will not be described in detail here.

[0149] The following introduces the implementation process of the game player custom-selecting the target virtual object to receive the virtual item and realizing the transfer of the virtual item, where:

[0150] In one implementation, a target virtual object is selected in the second region, and the selected virtual items are batch-transferred to the target virtual object. Specifically, in the second region, there is at least one second virtual object identifier, and any second virtual object identifier represents a corresponding second virtual object. Here, the second virtual object can be any second virtual object other than the first virtual object in the game group, or any one of the second virtual objects whose distance information from the first virtual object in the game group is less than the distance threshold. In response to the drag-and-drop release operation of the updated target identifier moving from the virtual item list to the second region, the target virtual object identifier is determined from the second region according to the end point of the movement trajectory of the updated target identifier. Then, the second virtual object corresponding to the target virtual object identifier is determined as the target virtual object, and the virtual item represented by the updated target identifier is batch-transferred to the target virtual object. By directly dragging the target identifier from the virtual item to the target virtual object identifier in the second region, the operation of sharing virtual items is simplified, and the game operation efficiency is improved.

[0151] Figure 14 FIG. shows a schematic diagram of a second region including at least one second virtual object identifier provided by an exemplary embodiment of the present application; as Figure 14 shown, it is assumed that the game group includes a first virtual object, a second virtual object 1, a second virtual object 2, and a second virtual object 3. Then, each second virtual object identifier can be included in the second region 1401, and the second virtual object identifier can include information such as the account nickname and avatar of the second virtual object that can be used to refer to the second virtual object. If the game player drags the target identifier 1402 and moves it onto the second virtual object identifier of the second virtual object 2, and cancels the pressing operation on the target identifier, that is, it is determined that the end point of the movement trajectory of the target identifier 1402 is located on the second virtual object identifier of the second virtual object 2, then the virtual item represented by the updated target identifier is batch-transferred to the second virtual object 2.

[0152] Further, to facilitate game players to see which second virtual object identifier the end point of the movement trajectory of the target identifier 1402 is located on after dragging the target identifier 1402 to the second area 1401, the embodiments of the present application also support: when the movement trajectory of the target identifier 1402 is located on any second virtual object identifier, visually highlighting the any second virtual object identifier to prompt the game player that if the target identifier is released at the current second virtual object identifier, the virtual item will be transferred to the second virtual object corresponding to the current second virtual object identifier. Among them, the methods for highlighting the character identifier may include, but are not limited to: increasing the display area of the second virtual object identifier; or, deepening the display color or brightness of the second virtual object identifier; and so on.

[0153] In another implementation, a target virtual object is selected in the target window, and the selected virtual items are transferred to the target virtual object in batches. In the specific implementation, first, in response to the operation of dragging the updated target identifier to the second area, the target window is displayed, and at least one second virtual object identifier is displayed in the target window; then, the updated target identifier is continuously controlled to move in the target window, and in response to the drag-and-release operation of dragging the updated target identifier to the target virtual object identifier, the virtual item represented by the updated target identifier is transferred to the target virtual object corresponding to the target virtual object identifier. In this implementation, the process of determining the target virtual object from the target window may include: the target virtual object identifier may be determined from the target window according to the position where the updated target identifier is located when the pressing is cancelled; then, the second virtual object corresponding to the target virtual object identifier is determined as the target virtual object.

[0154] Figure 15 FIG. shows a schematic diagram of determining a target virtual object in a target window provided by an exemplary embodiment of the present application; as Figure 15As shown, it is assumed that the game group includes a first virtual object, a second virtual object 1, a second virtual object 2, and a second virtual object 3. In response to the operation of dragging the target identifier 1501 to the second area, a target window 1502 is displayed. The target window 1502 can be a secondary menu belonging to the second area, and the target window 1502 can be displayed in a fan shape or other shape above the second area. Among them, the second virtual object identifier of the second virtual object 2, the second virtual object identifier of the second virtual object 3, and the second virtual object identifier of the second virtual object 3 are included in the target window 1502. In response to the drag and release operation of dragging the updated target identifier to the target virtual object identifier, the second virtual object 3 corresponding to the second virtual object identifier at the position where the target identifier 1501 is released is used as the target virtual object, and the step of transferring the selected virtual item to the second virtual object 3 is triggered. Further, after determining the target virtual object, it also supports canceling the display of the target window 1502, so that the game player can continue to select virtual items to be transferred or discarded in the virtual item list.

[0155] In other implementation manners, a target virtual object is selected in the virtual scene, and the selected virtual items are transferred to the target virtual object in batches. In a specific implementation, first, in response to the operation of dragging the updated target identifier to the second area, at least one second virtual object model area is displayed in the virtual scene; then, the updated target identifier is controlled to move towards at least one second virtual object model; in response to the drag and release operation of dragging the updated target identifier to the target virtual object model area, the virtual item represented by the updated target identifier is transferred to the target virtual object corresponding to the target virtual object model area. Among them, in the virtual scene, the positional relationship between the target virtual object model area and the position where the target identifier is released may include: the position where the target identifier is released is within the target virtual object model area, or the distance between the position where the target identifier is released and the target virtual object model area is shorter than the distance between the position where the target identifier is released and other virtual object model areas.

[0156] Among them, the second virtual object model area displayed in the virtual scene can be determined according to the spatial position of the second virtual object in the virtual scene. For example, taking the position of the first virtual object in the virtual scene as the coordinate origin, calculate the distance and azimuth between the positions of each second virtual object and the coordinate origin; and mark the virtual display position of the second virtual object in the virtual scene according to the distance and azimuth, and the area where the virtual display position is located is the second virtual object model area of the second virtual object. It should be noted that whether the virtual scene contains the second virtual object does not affect the calculation of the distance and azimuth between the second virtual object and the first virtual object; for example, the virtual scene includes a house, a first virtual object, and a second virtual object, and the first virtual object is located outside the house, while the second virtual object is located inside the house, then the second virtual object cannot be directly seen from the perspective of the first virtual object, that is, the second virtual object is not displayed in the virtual scene; but when it is detected that the updated target identifier is moved to the second area, the second virtual object model area of the second virtual object is still displayed in the virtual scene to inform the game player of the azimuth and approximate distance of the teammate (for example, the farther the distance, the smaller the display area occupied by the second virtual object model area in the virtual scene).

[0157] Figure 16 shows a schematic diagram of determining a target virtual object provided by an exemplary embodiment of the present application; as Figure 16 shown, it is assumed that the game group includes a first virtual object, a second virtual object 1, a second virtual object 2, and a second virtual object 3. In response to the operation of dragging the updated target identifier to the second area, the prop window is closed, and the virtual scene is displayed. At this time, at least one second virtual object model area is displayed in the virtual scene, such as the second object model area 1602 of the second virtual object 1, the object model area of the second virtual object 2, and the object model area of the second virtual object 3. When the target identifier 1601 is released within any second virtual object model area in the virtual scene, it is determined that the second virtual object indicated by the any second virtual object model area is the target virtual object, and the step of transferring the selected virtual prop to the target virtual object is triggered and executed.

[0158] It should be noted that in addition to supporting the detection of whether a target identifier is released within the second virtual object model area to determine the target virtual object, the embodiments of the present application also support determining the target virtual object based on the position where the target identifier is released in the virtual scene and the distances between the positions and the respective second virtual object model areas. For example, if the distance between the position where the target identifier is released and the second virtual object model area 1 is the smallest, it is determined that the second virtual object indicated by the second virtual object model area 1 is the target virtual object. In addition, the embodiments of the present application do not limit the display style of the second virtual object model area. For example, the second virtual object model area may be the contour area of the specific image of the second virtual object in the virtual scene. For another example, the second virtual object model area may also be a square, a circle, or other shaped areas with a fixed display area.

[0159] Through the above-given several exemplary implementation processes of transferring virtual props, it is possible to achieve a one-step operation of batch discarding and batch transferring of multiple virtual props, which can improve the game operation efficiency and thus enhance the game experience of game players.

[0160] In the embodiments of the present application, in response to a selection operation on the first virtual prop, a target identifier may be displayed to indicate that the first virtual prop has been selected; then, the second virtual prop may be selected by continuing to drag the target identifier to overlap with the second virtual prop, and the target identifier is updated. The updated target identifier is used to indicate that both the first virtual prop and the second virtual prop have been selected, thereby achieving batch selection of multiple virtual props in the virtual prop list. In addition, it also supports batch discarding of the selected virtual props by dragging the updated target identifier to the first area, or batch transferring the selected virtual props to the target virtual object by dragging the updated target identifier to the second area; this way of directly dragging the updated target identifier to any area to perform the operation indicated by that area on the selected virtual props simplifies the processing process of virtual props by game players, effectively shortens the processing time of virtual props, improves the game operation efficiency, and thus enhances the game experience of game players.

[0161] The above Figure 2 and Figure 10 The embodiments shown mainly introduce the interface implementation process of the method for processing virtual props proposed in the embodiments of the present application. Next, in combination with the attached Figure 17 , and taking dragging the target identifier, setting a residence duration threshold, the selected virtual props including the first virtual prop and the second virtual prop, and the operation processing including discard processing and transfer processing as examples, the background technical implementation of the method for processing virtual props is given. Figure 17 FIG. shows a schematic diagram of the background technical process of a method for processing virtual props provided by an exemplary embodiment of the present application; asFigure 17 As shown, the background implementation logic of the virtual item processing method may include:

[0162] First, if a virtual item list is displayed on the terminal screen of the target terminal, detect whether there is a trigger operation in the virtual item list; if there is a trigger operation in display area 1, count the duration of the trigger operation staying in display area 1. If the duration exceeds the duration threshold, it is determined that a long press operation is performed on this display area 1, indicating that the game player wants to select the virtual item in this display area 1, and the virtual item in this display area 1 is determined as the first virtual item; then, output a target identifier generated according to the icon of the first virtual item in the virtual item list; at this time, this target identifier indicates that the first virtual item has been selected.

[0163] Second, continue to detect whether there is a movement operation to control the currently displayed target identifier to move to display area 2; if there is, count the duration of the trigger operation staying in display area 2. If the duration exceeds the duration threshold, it is determined that the virtual item in display area 2 is also selected, and the virtual item in this display area 2 is determined as the second virtual item; and update the currently displayed target identifier according to the currently displayed target identifier and the icon of the second virtual item, and the updated target identifier is used to indicate that both the first virtual item and the second virtual item have been selected. In addition, when the counted number of the selected second virtual items is greater than 1, the number of item types is also displayed in the adjacent area of the target identifier to real-time prompt the game player of the number of types of the selected virtual items.

[0164] Finally, if it is detected that the updated target identifier is controlled to move into the first area and the updated target identifier is released from being pressed in the first area, it is determined that the selected virtual item represented by the updated target identifier is to be discarded, and the virtual item list is updated. Similarly, if it is detected that the updated target identifier is controlled to move to the second area and is released from being pressed at any second virtual object identifier in the second area, it is determined that the selected virtual item represented by the updated target identifier is to be transferred; specifically, the selected virtual item is transferred to the second virtual object indicated by the position where the target identifier is released from being pressed. Similarly, if it is detected that the updated target identifier is released from being pressed within the virtual item list, indicating that the game player wants to give up the selection of the virtual item, release the selected virtual item and delete the target identifier.

[0165] In summary, the embodiments of the present application support batch selection of virtual items in the virtual item list, improving the human-computer interaction efficiency. By dragging the target identifier to the first area or the second area, corresponding operations can be performed on the selected virtual items, realizing batch discarding or transferring of the selected virtual items, simplifying the processing process of virtual items by game players, effectively shortening the processing time of virtual items, improving the game operation efficiency, and thus enhancing the game experience of game players.

[0166] The method of the embodiments of the present application is described in detail above. To facilitate better implementation of the above method of the embodiments of the present application, correspondingly, the device of the embodiments of the present application is provided below.

[0167] Figure 18 The structural schematic diagram of a virtual item processing device provided by an exemplary embodiment of the present application is shown. The virtual item processing device may be a computer program (including program code) running on a target terminal; the virtual item processing device may be used to execute Figure 2 、 Figure 10 and Figure 17 Some or all of the steps in the method embodiments shown; the device includes the following units:

[0168] The display unit 1801 is used to display a virtual scene, a virtual item list, and a first area; the virtual item list includes a plurality of virtual items;

[0169] The processing unit 1802 is used to display a target identifier in response to a selection operation on a first virtual item; the first virtual item is one of the plurality of virtual items;

[0170] The processing unit 1802 is further used to update the target identifier in response to a second virtual item selection operation in which the dragged target identifier overlaps with a second virtual item; the second virtual item is any one of the plurality of virtual items other than the first virtual item; the target identifier is used to represent the selected virtual item;

[0171] The processing unit 1802 is further used to display the virtual item represented by the target identifier in the virtual scene in response to an operation of dragging the updated target identifier to the first area.

[0172] In one implementation, when the processing unit 1802 is used to display the target identifier in response to a selection operation on the first virtual item, it is specifically used for:

[0173] Display the target identifier in response to a long press operation on the first virtual item, and the target identifier is used to indicate that the first virtual item has been selected.

[0174] In one implementation, when the processing unit 1802 is used to update the target identifier in response to a second virtual prop selection operation in which the dragged target identifier overlaps with a second virtual prop, it is specifically configured to:

[0175] In response to a drag operation on the target identifier, cause the target identifier to overlap with the second virtual prop;

[0176] In response to a long press operation when the target identifier overlaps with the second virtual prop, update the target identifier.

[0177] In one implementation, the processing unit 1802 is further configured to:

[0178] In response to a third virtual prop selection operation in which the dragged and updated target identifier overlaps with a third virtual prop, update the updated target identifier; the third virtual prop is any one of the multiple virtual props other than the first virtual prop and the second virtual prop.

[0179] In one implementation, the target identifier includes: icons of at least one selected virtual prop; when the processing unit 1802 is used to update the target identifier, it is specifically configured to:

[0180] Combined display of the icons of at least one selected virtual prop,

[0181] wherein the combined display includes: superimposing, juxtaposing, arranging side by side, in a circular pattern, or arranging in a diagonal positional relationship.

[0182] In one implementation, the processing unit 1802 is further configured to:

[0183] In response to a long press operation on a virtual prop, display a dynamic icon;

[0184] wherein the dynamic icon is used to indicate the remaining duration of selecting the current virtual prop.

[0185] In one implementation, the target identifier includes: the number of types of props of the selected virtual prop; the processing unit 1802 is further configured to:

[0186] During the process of selecting a virtual prop in the virtual prop list, display the number of types of props, and the number of types of props is used to indicate: the number of types of the selected virtual props in the virtual prop list.

[0187] In one implementation, when the processing unit 1802 is used to display the virtual prop represented by the target identifier in the virtual scene in response to an operation of dragging the updated target identifier to the first area, it is specifically configured to:

[0188] In response to a drag release operation of dragging the updated target identifier to the first area, update the virtual prop list; and,

[0189] Display the virtual prop represented by the target identifier in the virtual scene.

[0190] In one implementation, the virtual props in the virtual prop list belong to the first virtual object. The processing unit 1802 is further configured to:

[0191] Display a second area;

[0192] In response to an operation of dragging the updated target identifier to the second area, transfer the virtual prop represented by the updated target identifier to the target virtual object, and

[0193] Update the virtual prop list.

[0194] In one implementation, the second area includes at least one second virtual object identifier. When the processing unit 1802 is configured to transfer the virtual prop represented by the updated target identifier to the target virtual object in response to an operation of dragging the updated target identifier to the second area, it is specifically configured to:

[0195] In response to a drag release operation of dragging the updated target identifier to the target virtual object identifier, transfer the virtual prop represented by the updated target identifier to the target virtual object corresponding to the target virtual object identifier.

[0196] In one implementation, when the processing unit 1802 is configured to transfer the virtual prop represented by the updated target identifier to the target virtual object in response to an operation of dragging the updated target identifier to the second area, it is specifically configured to:

[0197] In response to an operation of dragging the updated target identifier to the second area, display a target window;

[0198] Display at least one second virtual object identifier in the target window;

[0199] In response to a drag release operation of dragging the updated target identifier to the target virtual object identifier, transfer the virtual prop represented by the updated target identifier to the target virtual object corresponding to the target virtual object identifier.

[0200] In one implementation, when the processing unit 1802 is configured to transfer the virtual prop represented by the updated target identifier to the target virtual object in response to an operation of dragging the updated target identifier to the second area, it is specifically configured to:

[0201] In response to an operation of dragging the updated target identifier to the second area, display at least one second virtual object model area in the virtual scene;

[0202] In response to a drag-and-drop release operation of updating the target identifier to the target virtual object model area, the virtual item represented by the updated target identifier is passed to the target virtual object corresponding to the target virtual object model area.

[0203] According to an embodiment of the present application, Figure 17 Each unit in the processing device of the virtual item shown can be separately or entirely combined into one or several other units to form, or a certain one (or some) of the units can be further split into multiple smaller units in terms of function to form, which can achieve the same operation without affecting the realization of the technical effects of the embodiments of the present application. The above units are divided based on logical functions. In actual applications, the function of one unit can also be realized by multiple units, or the functions of multiple units can be realized by one unit. In other embodiments of the present application, the processing device of the virtual item can also include other units. In actual applications, these functions can also be assisted by other units and can be realized through the cooperation of multiple units. According to another embodiment of the present application, it can be achieved by running a computer program (including program code) capable of executing the steps involved in the corresponding methods shown in Figure 2 , Figure 10 and Figure 17 on a general computing device such as a computer including processing elements and storage elements such as a central processing unit (CPU), a random access storage medium (RAM), and a read-only storage medium (ROM), to construct the processing device of the virtual item shown in Figure 17 and to implement the processing method of the virtual item in the embodiments of the present application. The computer program can be recorded on, for example, a computer-readable recording medium, loaded into the above computing device through the computer-readable recording medium, and run therein.

[0204] Based on the same inventive concept, the processing device of the virtual item provided in the embodiments of the present application has the same principle and beneficial effects in solving problems as the processing method of the virtual item in the method embodiments of the present application. For the principle and beneficial effects of the method implementation, reference can be made, and for the sake of brevity of description, it will not be elaborated here.

[0205] Figure 19 The structural schematic diagram of a terminal provided by an exemplary embodiment of the present application is shown. Please refer to Figure 19, the terminal includes a processor 1901, a communication interface 1902, and a computer-readable storage medium 1903. Among them, the processor 1901, the communication interface 1902, and the computer-readable storage medium 1903 can be connected through a bus or other means. Among them, the communication interface 1902 is used to receive and send data. The computer-readable storage medium 1903 can be stored in the memory of the terminal. The computer-readable storage medium 1903 is used to store a computer program, and the computer program includes program instructions. The processor 1901 is used to execute the program instructions stored in the computer-readable storage medium 1903. The processor 1901 (or CPU (Central Processing Unit, central processor)) is the computing core and control core of the terminal, and is suitable for implementing one or more instructions. Specifically, it is suitable for loading and executing one or more instructions to implement the corresponding method flow or corresponding function.

[0206] An embodiment of the present application further provides a computer-readable storage medium (Memory). The computer-readable storage medium is a memory device in the terminal and is used to store programs and data. It can be understood that the computer-readable storage medium here can include both the built-in storage medium in the terminal and, of course, the extended storage medium supported by the terminal. The computer-readable storage medium provides a storage space, and this storage space stores the processing system of the terminal. And, one or more instructions suitable for being loaded and executed by the processor 1901 are also stored in this storage space. These instructions can be one or more computer programs (including program codes). It should be noted that the computer-readable storage medium here can be a high-speed RAM memory or a non-volatile memory, such as at least one disk memory; optionally, it can also be at least one computer-readable storage medium located far from the aforementioned processor.

[0207] In one embodiment, one or more instructions are stored in the computer-readable storage medium; the processor 1901 loads and executes one or more instructions stored in the computer-readable storage medium to implement the corresponding steps in the embodiment of the above-mentioned virtual prop processing method; specifically, one or more instructions in the computer-readable storage medium are loaded and executed by the processor 1901 as follows:

[0208] Display a virtual scene, a virtual prop list, and a first area; the virtual prop list includes multiple virtual props;

[0209] In response to a selection operation on the first virtual prop, display a target identifier; the first virtual prop is one of the multiple virtual props;

[0210] In response to a second virtual item selection operation in which a drag target identifier overlaps with a second virtual item, update the target identifier; the second virtual item is any one of the multiple virtual items other than the first virtual item; the target identifier is used to represent the selected virtual item.

[0211] In response to an operation of dragging the updated target identifier to the first area, display the virtual item represented by the target identifier in the virtual scene.

[0212] In one implementation, when one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and executed to display the target identifier in response to a selection operation on the first virtual item, the following steps are specifically executed:

[0213] In response to a long-press operation on the first virtual item, display the target identifier, where the target identifier is used to indicate that the first virtual item has been selected.

[0214] In one implementation, when one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and executed to update the target identifier in response to a second virtual item selection operation in which the dragged target identifier overlaps with the second virtual item, the following steps are specifically executed:

[0215] In response to a drag operation on the target identifier, overlap the target identifier with the second virtual item;

[0216] In response to a long-press operation when the target identifier overlaps with the second virtual item, update the target identifier.

[0217] In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and further execute the following steps:

[0218] In response to a third virtual item selection operation in which the dragged updated target identifier overlaps with a third virtual item, update the updated target identifier; the third virtual item is any one of the multiple virtual items other than the first virtual item and the second virtual item.

[0219] In one implementation, the target identifier includes: icons of at least one selected virtual item; when one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and executed to update the target identifier, the following steps are specifically executed:

[0220] Combined display of the icons of at least one selected virtual item,

[0221] where the combined display includes: superimposing, juxtaposing, arranging side by side, in a circular pattern, or arranging in a diagonal positional relationship.

[0222] In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and further perform the following steps:

[0223] In response to a long press operation on a virtual item, display a dynamic icon;

[0224] Wherein, the dynamic icon is used to represent the remaining duration of the currently selected virtual item.

[0225] In one implementation, the target identifier includes: the number of types of items of the selected virtual item; one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and further perform the following steps:

[0226] During the process of selecting a virtual item in the virtual item list, display the number of item types, and the number of item types is used to represent: the number of types of the selected virtual items in the virtual item list.

[0227] In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and when performing an operation in response to dragging the updated target identifier to the first area and displaying the virtual item represented by the target identifier in the virtual scene, specifically perform the following steps:

[0228] In response to the drag and release operation of dragging the updated target identifier to the first area, update the virtual item list; and,

[0229] Display the virtual item represented by the target identifier in the virtual scene.

[0230] In one implementation, the virtual items in the virtual item list belong to the first virtual object, and one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and further perform the following steps:

[0231] Display a second area;

[0232] In response to the operation of dragging the updated target identifier to the second area, transfer the virtual item represented by the updated target identifier to the target virtual object, and,

[0233] Update the virtual item list.

[0234] In one implementation, the second area includes at least one second virtual object identifier; one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and when performing an operation in response to dragging the updated target identifier to the second area and transferring the virtual item represented by the updated target identifier to the target virtual object, specifically perform the following steps:

[0235] In response to a drag-and-drop release operation of dragging the updated target identifier to the target virtual object identifier, transfer the virtual item represented by the updated target identifier to the target virtual object corresponding to the target virtual object identifier.

[0236] In one implementation, when one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and, in response to an operation of dragging the updated target identifier to the second area, transfer the virtual item represented by the updated target identifier to the target virtual object, the following steps are specifically executed:

[0237] In response to an operation of dragging the updated target identifier to the second area, display a target window;

[0238] Display at least one second virtual object identifier in the target window;

[0239] In response to a drag-and-drop release operation of dragging the updated target identifier to the target virtual object identifier, transfer the virtual item represented by the updated target identifier to the target virtual object corresponding to the target virtual object identifier.

[0240] In one implementation, when one or more instructions in the computer-readable storage medium are loaded by the processor 1901 and, in response to an operation of dragging the updated target identifier to the second area, transfer the virtual item represented by the updated target identifier to the target virtual object, the following steps are specifically executed:

[0241] In response to an operation of dragging the updated target identifier to the second area, display at least one second virtual object model area in the virtual scene;

[0242] In response to a drag-and-drop release operation of dragging the updated target identifier to the target virtual object model area, transfer the virtual item represented by the updated target identifier to the target virtual object corresponding to the target virtual object model area.

[0243] Based on the same inventive concept, the principle of problem-solving and the beneficial effects of the terminal provided in the embodiments of the present application are similar to the principle of problem-solving and the beneficial effects of the method for processing virtual items in the method embodiments of the present application. The principle and beneficial effects of the method implementation can be referred to. For the sake of brevity, they will not be elaborated here.

[0244] The embodiments of the present application further provide a computer program product or a computer program. The computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the terminal executes the above method for processing virtual items.

[0245] Those of ordinary skill in the art can realize that the units and algorithm steps of each example described in combination with the embodiments disclosed in this application can be implemented by electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are executed in a hardware or software manner depends on the specific application and design constraints of the technical solution. Professional technicians can use different methods to implement the described functions for each specific application, but such implementation should not be considered to exceed the scope of this application.

[0246] In the above embodiments, it can be implemented in whole or in part by software, hardware, firmware, or any combination thereof. When implemented using software, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the processes or functions described in the embodiments of this application are generated in whole or in part. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable devices. The computer instructions can be stored in a computer-readable storage medium or transmitted through a computer-readable storage medium. The computer instructions can be transmitted from one website, computer, server, or data center to another website, computer, server, or data center in a wired manner (such as coaxial cable, optical fiber, digital subscriber line (DSL)) or wirelessly (such as infrared, wireless, microwave, etc.). The computer-readable storage medium can be any available medium that the computer can access or a data processing device such as a server or data center that includes one or more integrated available media. The available medium can be a magnetic medium (such as a floppy disk, hard disk, magnetic tape), an optical medium (such as a DVD), or a semiconductor medium (such as a solid state disk (SSD)), etc.

[0247] As described above, the above are only the specific implementation manners of this application, but the protection scope of this application is not limited thereto. Any technician familiar with the technical field of this application can easily think of changes or substitutions within the technical scope disclosed in this application, and all should be covered by the protection scope of this application. Therefore, the protection scope of this application should be subject to the protection scope of the claims.

Claims

1. A method for processing virtual items, characterized in that, the method includes: displaying a virtual scene, a virtual item list, and a second area; the virtual item list includes multiple virtual items; the second area is used for performing transfer processing on the selected virtual items in the virtual item list; in response to a selection operation on a first virtual item, displaying a target identifier; the first virtual item is one of the multiple virtual items; in response to a second virtual item selection operation of dragging the target identifier to overlap with a second virtual item, updating the display of the target identifier; the second virtual item is any one of the multiple virtual items other than the first virtual item; the target identifier is used to represent the selected virtual item in the virtual item list; in response to an operation of dragging the updated target identifier to the second area, transferring the virtual item represented by the updated target identifier to a target virtual object.

2. The method according to claim 1, characterized in that, the displaying a target identifier in response to a selection operation on a first virtual item includes: displaying a target identifier in response to a long press operation on the first virtual item, the target identifier being used to represent that the first virtual item is selected.

3. The method according to claim 2, characterized in that, the updating the display of the target identifier in response to a second virtual item selection operation of dragging the target identifier to overlap with a second virtual item includes: receiving a drag operation of dragging the target identifier to overlap with a second virtual item; in response to a long press operation when the target identifier overlaps with the second virtual item, updating the display of the target identifier.

4. The method according to claim 1, characterized in that, before the operation of dragging the updated target identifier to the second area, it further includes: in response to a third virtual item selection operation of dragging the updated target identifier to overlap with a third virtual item, updating the display of the updated target identifier; the third virtual item is any one of the multiple virtual items other than the first virtual item and the second virtual item.

5. The method according to claim 1, characterized in that, the target identifier includes: icons of at least one selected virtual item; the updating the display of the target identifier includes: displaying the icons of at least one selected virtual item in combination, wherein, the combined display includes: arranging in an overlapping, juxtaposed, side-by-side, circular or diagonal positional relationship.

6. The method according to any one of claims 2-5, characterized in that, the method further includes: displaying a dynamic icon in response to a long press operation on a virtual item; wherein, the dynamic icon is used to represent the remaining duration required to select the current virtual item.

7. The method according to claim 1, characterized in that, the target identifier includes: the number of types of virtual items of the selected virtual item; the method further includes: during the process of selecting a virtual item in the virtual item list, displaying the number of types of virtual items, the number of types of virtual items being used to represent: the number of types of selected virtual items in the virtual item list.

8. The method according to claim 1, wherein, the virtual items in the virtual item list belong to a first virtual object, and the first virtual object and the target virtual object belong to the same game group; the method further includes: updating and displaying the virtual item list; wherein, the manner of determining the target virtual object from the game group includes: selecting the target virtual object from at least one second virtual object included in the game group according to a character selection rule, or the first virtual object selects the target virtual object from at least one second virtual object included in the game group; the character selection rule includes a random rule and a distance rule.

9. The method according to claim 1, wherein, the second area includes at least one second virtual object identifier; the operation of responding to dragging the updated target identifier to the second area and transferring the virtual item represented by the updated target identifier to the target virtual object includes: responding to the drag - release operation of dragging the updated target identifier to the target virtual object identifier in the second area, and transferring the virtual item represented by the updated target identifier to the target virtual object corresponding to the target virtual object identifier.

10. The method according to claim 1, wherein, the operation of responding to dragging the updated target identifier to the second area and transferring the virtual item represented by the updated target identifier to the target virtual object includes: responding to the operation of dragging the updated target identifier to the second area, and displaying a target window; displaying at least one second virtual object identifier in the target window; responding to the drag - release operation of dragging the updated target identifier to the target virtual object identifier in the target window, and transferring the virtual item represented by the updated target identifier to the target virtual object corresponding to the target virtual object identifier.

11. The method according to claim 1, wherein, the operation of responding to dragging the updated target identifier to the second area and transferring the virtual item represented by the updated target identifier to the target virtual object includes: responding to the operation of dragging the updated target identifier to the second area, and displaying at least one second virtual object model area in the virtual scene; responding to the drag - release operation of dragging the updated target identifier to the target virtual object model area in the virtual scene, and transferring the virtual item represented by the updated target identifier to the target virtual object corresponding to the target virtual object model area.

12. A processing device for virtual items, wherein, comprising: a display unit for displaying a virtual scene, a virtual item list, and a second area; the virtual item list includes a plurality of virtual items; the second area is used for performing transfer processing on the selected virtual items in the virtual item list; a processing unit for displaying a target identifier in response to a selection operation on a first virtual item; the first virtual item is one of the plurality of virtual items; The processing unit is further configured to update the display of the target identifier in response to a second virtual prop selection operation of dragging the target identifier to overlap with a second virtual prop; the second virtual prop is any one of the multiple virtual props other than the first virtual prop; the target identifier is used to represent the virtual prop selected in the virtual prop list. The processing unit is further configured to, in response to an operation of dragging the updated target identifier to the second area, transfer the virtual prop represented by the updated target identifier to a target virtual object.

13. A terminal Characterized in that It includes: A processor adapted to execute a computer program; A computer-readable storage medium storing a computer program, which when executed by the processor, implements the virtual prop processing method according to any one of claims 1-11.

14. A computer-readable storage medium Characterized in that The computer-readable storage medium stores a computer program, and the computer program is adapted to be loaded and executed by a processor to implement the virtual prop processing method according to any one of claims 1-11.

15. A computer program product Characterized in that The computer program product includes computer instructions, which when executed by a processor, implement the virtual prop processing method according to any one of claims 1-11.