Virtual object display method and device, storage medium and electronic equipment
By displaying the virtual object transfer process between accounts in the game, the problem of low virtual object processing efficiency caused by complex communication between accounts is solved, and a more efficient virtual object management and improved game experience is achieved.
Patent Information
- Application Number
- CN202311730134.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-14
- Publication Date
- 2025-06-17
AI Technical Summary
Due to the complex communication methods between accounts, the processing efficiency of virtual objects is low after some virtual objects are transferred between different accounts.
By displaying the game scene of the first account in the current game, in response to the interaction of the first account, the game scene and virtual objects of the second account are displayed, and a virtual object is displayed in the target area to indicate that the second account has the virtual object.
It improves the processing efficiency of virtual objects after transferring between different accounts, reduces the decision-making pressure on receiving accounts, simplifies the operation process of virtual objects in the game, and improves the game experience.
Smart Images

Figure CN120154894A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computers, and in particular, to a method and device for displaying virtual objects, a storage medium, and an electronic device. Background Art
[0002] Currently, there is a scenario where multiple accounts participate in the same game session. In this scenario, the multiple accounts can exchange the virtual objects they own through methods such as gift-giving or trading. In the related art, when a virtual object is transferred from a sending account to a receiving account, only the game scene of the sending account can be obtained from the game perspective of the sending account. When the virtual object is transferred from the sending account's game scene to the receiving account, and the game perspective of the receiving account is different from that of the sending account, whenever a virtual object is transferred from the sending account to the receiving account, the receiving account cannot directly use the virtual object and still needs to configure the virtual object, resulting in poor cooperation efficiency between the sending account and the receiving account. Furthermore, this leads to the technical problem of low processing efficiency of the virtual object after it is transferred between the sending account and the receiving account.
[0003] In response to the above problem, no effective solution has been proposed yet. Summary of the Invention
[0004] Embodiments of this application provide a method and device for displaying virtual objects, a storage medium, and an electronic device to at least solve the technical problem of low processing efficiency of virtual objects after they are transferred between different accounts due to the complex communication method between accounts.
[0005] According to one aspect of the embodiments of this application, a method for displaying virtual objects is provided, including: displaying a first game scene corresponding to a first account in the current game session, where the accounts participating in the current game session include a group of accounts, the group of accounts includes the first account, and a group of virtual objects owned by the first account are displayed in the first game scene; in response to a first interaction operation performed by the first account in the first game scene, displaying a second game scene corresponding to a second account and a first virtual object, where the first interaction operation is used to control the first account to determine the first virtual object from the group of virtual objects and determine the second account from the group of accounts; in response to a second interaction operation performed by the first account in the second game scene, displaying the first virtual object in a target area, where the second interaction operation is used to control the first account to determine the target area from the second game scene, and the display of the first virtual object in the target area indicates that the second account owns the first virtual object.
[0006] According to another aspect of the embodiments of the present application, there is also provided a display device for virtual objects, including: a first display module, configured to display a first game scene corresponding to a first account in a current game session, where the accounts participating in the current game session include a group of accounts, the group of accounts includes the first account, and the first game scene displays a group of virtual objects owned by the first account; a second display module, configured to display a second game scene corresponding to a second account and a first virtual object in response to a first interaction operation performed by the first account in the first game scene, where the first interaction operation is used to control the first account to determine the first virtual object from the group of virtual objects and determine the second account from the group of accounts; a third display module, configured to display the first virtual object in a target area in response to a second interaction operation performed by the first account in the second game scene, where the second interaction operation is used to control the first account to determine the target area from the second game scene, and the first virtual object being displayed in the target area indicates that the second account owns the first virtual object.
[0007] Optionally, the device is configured to display the first virtual object in the target area in the following manner in response to the second interaction operation performed by the first account in the second game scene: in response to the first account controlling the first virtual object to move to a first area in the second game scene and the number of virtual objects already deployed in the first area not reaching a first upper limit, display the first virtual object in the first area, where the first area is used to deploy virtual objects that the second account needs to use in the next round of the current game session; in response to the first account controlling the first virtual object to move to a second area in the second game scene and the number of virtual objects already deployed in the second area not reaching a second upper limit, display the first virtual object in the second area, where the second area is used to deploy virtual objects that the second account does not need to use in the next round of the current game session and that the second account owns.
[0008] Optionally, the device is configured to control the first virtual object to move to the first area in response to the first account, and when the number of virtual objects deployed in the first area reaches the first upper limit, display a first virtual object identifier in the first area, where the first virtual object identifier is used to indicate that the first account has transferred the first virtual object to the second account, and the number of virtual objects deployed in the first area reaches the first upper limit; in response to the first account controlling the first virtual object to move to the first area, the number of virtual objects deployed in the first area reaches the first upper limit, and the number of virtual objects deployed in the second area does not reach the second upper limit, display the first virtual object in the second area; in response to the first account controlling the first virtual object to move to the first area, and when the number of virtual objects deployed in the first area reaches the first upper limit, cancel the display of the second game scene and display the first game scene.
[0009] Optionally, the device is further configured to: in response to the first account controlling the first virtual object to move to the second area, and when the number of virtual objects deployed in the second area reaches the second upper limit, display a second virtual object identifier in the first area, where the second virtual object identifier is used to indicate that the first account has transferred the first virtual object to the second account, and the number of virtual objects deployed in the second area reaches the second upper limit; in response to the first account controlling the first virtual object to move to the second area, the number of virtual objects deployed in the second area reaches the second upper limit, and the number of virtual objects deployed in the first area does not reach the first upper limit, display the first virtual object in the first area; in response to the first account controlling the first virtual object to move to the second area, and when the number of virtual objects deployed in the second area reaches the second upper limit, cancel the display of the second game scene and display the first game scene.
[0010] Optionally, the device is further configured to: when the first virtual object is controlled by the first account to move to the second area and the second virtual object is displayed in the second area, display a third virtual object in the second area and cancel the display of the second virtual object, where the second virtual object is allowed to be merged with the first virtual object into the third virtual object; when the first virtual object is controlled by the first account to move to the first area and the second virtual object is displayed in the first area, display the third virtual object in the first area and cancel the display of the second virtual object; when the first virtual object is controlled by the first account to move to the first area and the second virtual object is displayed in the second area, display the third virtual object in the first area or the second area and cancel the display of the second virtual object; when the first virtual object is controlled by the first account to move to the second area and the second virtual object is displayed in the first area, display the third virtual object in the first area or the second area and cancel the display of the second virtual object.
[0011] Optionally, when the first virtual object is controlled by the first account to move to the first area and the second virtual object is displayed in the second area, the device is configured to display the third virtual object in the first area or the second area and cancel the display of the second virtual object in the following manner: when the first virtual object is controlled by the first account to move to the first area, the second virtual object is displayed in the second area, and the number of virtual objects deployed in the first area reaches the first upper limit, display the third virtual object in the second area and cancel the display of the second virtual object; when the first virtual object is controlled by the first account to move to the first area, the second virtual object is displayed in the second area, and the number of virtual objects deployed in the first area does not reach the first upper limit, display the third virtual object in the first area and cancel the display of the second virtual object.
[0012] The device is further configured to: in response to the first account controlling the first virtual object to move to a third area in the second game scene, cancel the display of the second game scene and display the first game scene, where the first game scene includes the first virtual object, and the movement of the first virtual object to the third area indicates that the first account cancels the transfer of the first virtual object to the second account; in response to the first account controlling the first virtual object to move to a fourth area in the second game scene, display the first virtual object in the fourth area, where the movement of the first virtual object to the fourth area indicates that the first account allows the second account to use the first virtual object transferred from the first account to the second account in the next round of the current game session.
[0013] Optionally, the device is configured to, in response to a first interaction operation performed by the first account in the first game scene, display the second game scene corresponding to the second account and the first virtual object in the following manner: in response to the first interaction operation, determine the first virtual object from the group of virtual objects and display a target virtual object identifier, where the target virtual object identifier is controllable to move and is used to indicate the first virtual object; in response to an account identifier interaction operation, determine a target account identifier from a group of account identifiers, where the group of accounts corresponds to the group of account identifiers and the target account identifier corresponds to the second account; in response to the determination of the target account identifier, display the second game scene and display the target virtual object identifier in the second game scene.
[0014] Optionally, the device is configured to, in response to the first interaction operation, determine the first virtual object from the group of virtual objects and display the target virtual object identifier in the following manner: in response to a first trigger operation performed on the first virtual object, determine the first virtual object from the group of virtual objects and display the target virtual object identifier; or in response to a second trigger operation performed on a target virtual item, use the target virtual item, and in the case where the target virtual item is in a used state, in response to a third trigger operation performed on the first virtual object, determine the first virtual object from the group of virtual objects and display the target virtual object identifier, where the target virtual item is used to transfer virtual characters between different accounts.
[0015] Optionally, the device is configured to determine a target account identifier from a set of account identifiers in response to an account identifier interaction operation in the following manner: when the target virtual object identifier is displayed in the first game scene, in response to the account identifier interaction operation, control the target virtual object identifier to move to the display area corresponding to the set of account identifiers; when the residence duration of the target virtual object identifier on the target account identifier meets a preset duration condition, determine the target account identifier from the set of account identifiers.
[0016] Optionally, the device is further configured to: when the target virtual object identifier is displayed in the first game scene, in response to the account identifier interaction operation, control the target virtual object identifier to move to the display area, wherein each time the target virtual object identifier moves to a display sub - area corresponding to an account identifier, highlight the corresponding account identifier and timer; when the target account identifier is highlighted and the target timer corresponding to the target account identifier indicates that the residence duration of the target virtual object identifier on the target account identifier meets the preset duration condition, display the second game scene corresponding to the target account identifier and display the target virtual object identifier in the second game scene; when the target account identifier is highlighted and the target timer corresponding to the target account identifier indicates that the residence duration of the target virtual object identifier on the target account identifier has not yet met the preset duration condition, in response to the target virtual object identifier leaving the target display sub - area corresponding to the target account identifier, cancel highlighting the target account identifier and cancel displaying the target timer.
[0017] According to another aspect of the embodiments of the present application, there is also provided a computer - readable storage medium storing a computer program, wherein the computer program is configured to execute the above - mentioned virtual object display method when running.
[0018] According to another aspect of the embodiments of the present application, there is provided a computer program product or a computer program, the computer program product or the computer program including computer instructions stored in a computer - readable storage medium. The processor of the computer device reads the computer instructions from the computer - readable storage medium, and the processor executes the computer instructions, causing the computer device to execute the virtual object display method as described above.
[0019] According to another aspect of the embodiments of the present application, there is also provided an electronic device including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to execute the above - mentioned virtual object display method through the computer program.
[0020] In the embodiment of the present application, the first game scene corresponding to the first account in the current game is displayed. Among them, the accounts participating in the current game include a group of accounts, and the group of accounts includes the first account. The first game scene displays a group of virtual objects owned by the first account; in response to the first interaction operation performed by the first account in the first game scene, the second game scene corresponding to the second account and the first virtual object are displayed. Among them, the first interaction operation is used to control the first account to determine the first virtual object from a group of virtual objects and determine the second account from a group of accounts; in response to the second interaction operation performed by the first account in the second game scene, the first virtual object is displayed in the target area. Among them, the second interaction operation is used to control the first account to determine the target area from the second game scene. The first virtual object is displayed in the target area, indicating that the second account owns the first virtual object. By performing the first interaction operation by the first account, a virtual object among the virtual objects owned by the first account can be determined as the first virtual object in the first game scene, and the second game scene corresponding to the second account can be displayed through the first interaction operation. By performing the second interaction operation by the first account, the first virtual object can be displayed in the second game scene, so that the first account can assist the second account in operating and processing the virtual object given by the first account to the second account. Furthermore, the technical effect of improving the processing efficiency of virtual objects is achieved. Further, the technical problem that the processing efficiency of virtual objects is relatively low after some virtual objects are transferred between different accounts due to the complex communication method between accounts is solved.
[0021] In addition, the first account can quickly determine the target area through the second interaction operation in the second game scene. After determining the target area, the first virtual object can be automatically placed in the target area, realizing that the first account assists the second account in processing the first virtual object. In other words, using the virtual object display method proposed in the present application can reduce the decision-making pressure on the second account when receiving the first virtual object, and achieve the purpose of improving the game experience by simplifying the operation process of virtual objects in the game. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation to the present application. In the drawings:
[0023] Figure 1 is a schematic diagram of the application environment of an optional virtual object display method according to an embodiment of the present application;
[0024] Figure 2 is a schematic flow diagram of an optional virtual object display method according to an embodiment of the present application;
[0025] Figure 3 It is a schematic diagram of an optional method for displaying a virtual object according to an embodiment of the present application;
[0026] Figure 4 It is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;
[0027] Figure 5 It is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;
[0028] Figure 6 It is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;
[0029] Figure 7 It is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;
[0030] Figure 8 It is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;
[0031] Figure 9 It is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;
[0032] Figure 10 It is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;
[0033] Figure 11 It is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;
[0034] Figure 12 It is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;
[0035] Figure 13 It is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;
[0036] Figure 14 It is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;
[0037] Figure 15 It is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;
[0038] Figure 16 It is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;
[0039] Figure 17It is a schematic structural diagram of an optional display device for virtual objects according to an embodiment of the present application;
[0040] Figure 18 It is a schematic structural diagram of an optional display product for virtual objects according to an embodiment of the present application;
[0041] Figure 19 It is a schematic structural diagram of an optional electronic device according to an embodiment of the present application. Detailed implementation manners
[0042] In order to enable those skilled in the art to better understand the solution of the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to 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. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present application.
[0043] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and do not necessarily need to be used to describe a specific order or sequence. It should be understood that such data can be interchanged under appropriate circumstances so that the embodiments of the present application described here can be implemented in an order different from those illustrated or described here. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device including a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.
[0044] First, some nouns or terms that appear in the process of describing the embodiments of the present application are applicable to the following explanations:
[0045] Auto chess: A type of tactical strategy electronic game, usually having elements similar to chess, and can be regarded as a war chess game in a sense. When the player is in the preparation stage, the virtual objects are placed on a battlefield in a grid shape, and then the virtual objects will automatically fight each other, usually without further input operations from the player. The player builds an in-game economic system and uses the virtual objects to fight. During the game battle process, the virtual objects automatically fight each other.
[0046] The present application will be described below with reference to the embodiments:
[0047] According to one aspect of the embodiments of the present application, a method for displaying a virtual object is provided. Optionally, in this embodiment, the method for displaying the virtual object can be applied to a hardware environment composed of a server 101 and a terminal device 103 as shown in Figure 1 the figure. As shown in Figure 1 the figure, the server 101 is connected to the terminal device 103 through a network and can be used to provide services for the terminal device or an application installed on the terminal device. The application can be a video application, an instant messaging application, a browser application, an educational application, a game application, etc. A database 105 can be set on the server or independently of the server to provide data storage services for the server 101. For example, a game data storage server. The above network can include, but is not limited to: a wired network, a wireless network. Among them, the wired network includes: a local area network, a metropolitan area network, and a wide area network. The wireless network includes: Bluetooth, WIFI, and other networks that implement wireless communication. The terminal device 103 can be a terminal configured with an application and can include, but is not limited to, at least one of the following: a mobile phone (such as an Android mobile phone, an iOS mobile phone, etc.), a laptop computer, a tablet computer, a handheld computer, a MID (Mobile Internet Devices), a PAD, a desktop computer, a smart TV, a smart voice interaction device, a smart home appliance, a vehicle-mounted terminal, an aircraft, a virtual reality (VR) terminal, an augmented reality (AR) terminal, a mixed reality (MR) terminal, and other computer devices. The above server can be a single server, a server cluster composed of multiple servers, or a cloud server.
[0048] Combined with Figure 1 the figure, the method for displaying the virtual object can be executed by an electronic device. The electronic device can be a terminal device or a server. The method for displaying the virtual object can be implemented by the terminal device or the server respectively, or jointly implemented by the terminal device and the server.
[0049] The above is only an example, and this embodiment does not make specific limitations.
[0050] Optionally, as an alternative implementation, as shown in Figure 2 the figure, the method for displaying the virtual object includes:
[0051] S202, display a first game scene corresponding to a first account in the current game session. Among them, the accounts participating in the current game session include a group of accounts, and the group of accounts includes the first account. The first game scene displays a group of virtual objects owned by the first account;
[0052] Optionally, in this embodiment, the above-mentioned one game session may include, but is not limited to, in a MOBA game. MOBA (full English name: Multiplayer Online Battle Arena, abbreviation: MOBA, Chinese translation: Multiplayer Online Tactical Arena Game), also known as Action Real-Time Strategy (abbreviation: Action RTS, ARTS) Action Real-Time Strategy Game. The above-mentioned MOBA game can be run on a terminal device (such as a mobile phone terminal, a PC). One can log in to the game using the first account in a set of accounts. For example, in an auto chess game application, the above-mentioned first account can be a registered game account, an account of a third-party application, etc. The above-mentioned one game session may include, but is not limited to, running in a game application program, and may also include, but is not limited to, running in a mini-program or a web page associated with other application scenarios.
[0053] It should be noted that when the above-mentioned first account enters the above-mentioned one game session, there are multiple accounts in this game session. That is, multiple accounts in one game session can play the game simultaneously. For example, multiple accounts can operate the virtual objects they own to fight, communicate, etc. That is, the above-mentioned set of accounts includes multiple accounts, and the first account is one of the accounts in this set of accounts.
[0054] Furthermore, a player can use the first account on the terminal device to enter the above-mentioned one game session through the terminal device. The first game scene corresponding to the first account is displayed on the display interface of the terminal device. The first game scene may include, but is not limited to, virtual objects, etc. Virtual objects may include, but are not limited to, game characters, virtual equipment, virtual pets, digital artworks, virtual real estate, items in a virtual reality world, etc. For example, the first account can use the game character to fight in the game application, or add virtual equipment to the game character in the game application. That is, through the above-mentioned first game scene, one can know the virtual objects owned by the above-mentioned first account, etc.
[0055] Exemplarily, Figure 3 is a schematic diagram of an optional method for displaying virtual objects according to an embodiment of the present application. Taking an auto chess game application as an example, as Figure 3 shown, the first game scene 304 is displayed on the terminal display interface. Among them, the first account owns virtual objects 306 and virtual object 308. The first account can perform corresponding actions on virtual object 306 and virtual object 308. For example, give virtual object 306 to other accounts in the game, or directly discard virtual object 308, etc.
[0056] S204, in response to a first interaction operation performed by a first account in a first game scenario, display a second game scenario corresponding to a second account and a first virtual object, where the first interaction operation is used to control the first account to determine the first virtual object from a group of virtual objects and determine the second account from a group of accounts;
[0057] Optionally, in the embodiments of the present application, the second account may be a registered game account, an account of a third-party application, etc., and the first interaction operation may include, but is not limited to, a touch operation implemented for a touch screen, or a touch operation performed by an input device such as a mouse, a keyboard, or a stylus.
[0058] Exemplarily, the first account and the second account enter the above-mentioned current game at the same time, and the display interface of the terminal device of the second account displays the second game scenario corresponding to the second account. The second game scenario may include, but is not limited to, virtual objects, etc. The virtual objects may include, but are not limited to, game characters, virtual equipment, etc. For example, the second account may use the game character to fight in the game, or add virtual equipment to the game character in the game. That is, through the above-mentioned second game scenario, it is possible to know the virtual objects owned by the second account, etc.
[0059] In an exemplary embodiment, Figure 4 It is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present invention. As Figure 4 shown, if multiple accounts enter the above-mentioned current game at the same time to start a game battle, these multiple accounts include a first account 402 and a second account 404. The first account 402 and the second account 404 may include, but are not limited to, dialogue communication, sharing of blood volume, and may also send virtual resources to each other. For example, when the first account 402 defeats any one of the multiple accounts other than the first account 402 and the second account 404, and the second account 404 is still in the battle, the remaining virtual resources of the first account 402 can be automatically transferred to the second account 404 to help the second account 404 fight. Among them, the game battle may include, but is not limited to, a two-sided battle (for example, a red-blue side battle), or may also be a multi-sided battle (for example, one person in a group, or multiple people in a group, for a battle with more than two sides). Each battle side may have one virtual operation object, or may have multiple virtual operation objects. The above-mentioned game may be divided into, but is not limited to, a preparation stage and a battle stage. In different game stages, the perspective of the game camera may include, but is not limited to, separate configuration or unified configuration.
[0060] Specifically, the above-mentioned first account performs a first interaction operation in the first game scenario. That is, the first account selects a virtual object from the virtual objects associated with the first account through touch screen or other means as the above-mentioned first virtual object, and determines a second account among the multiple accounts participating in the game in the above-mentioned game round.
[0061] Exemplarily, Figure 5 is a schematic diagram of another optional virtual object display method according to an embodiment of the present invention. As Figure 5 shown, taking the operation of the above-mentioned game round in the game application as an example, the first interaction operation can be implemented through the following steps: Enter a game round using the first account on the terminal device. In the first game scenario 502 corresponding to the first account, there are the identifier 504 of the first account, the identifier 506 of the second account, virtual objects 508, and virtual objects 510. Among them, the above-mentioned first game scenario 502 is the game area corresponding to the first account in the game application, and the virtual objects 508 and 510 are virtual objects owned by the first account. At this time, select the virtual object 508 as the first virtual object by touching the screen with a finger, and drag the virtual object 508 to the area of the identifier 506 of the second account. The identifier 506 of the second account will be highlighted, indicating that the first virtual object needs to be transferred to the second account.
[0062] It should be noted that in this application, the above-mentioned first account and the above-mentioned second account are both accounts in the above-mentioned group of accounts, participating in the same game round. And the first account and the second account can be in a teammate relationship with each other, or the first account and the second account are not teammates. At this time, the first account can still determine the second account by performing the first interaction operation in the first game scenario. The second account can obtain the above-mentioned first virtual object by transferring virtual resources to the first account. The virtual resources here can include but are not limited to virtual coins, etc. For example, in a game round, the first account is in team A, and the second account is in team B. The first account posts a message in the game public chat channel, indicating that there are extra first virtual objects for sale. At this time, since the second account needs the first virtual object, it can communicate with the first account, including but not limited to communicating in the game public chat channel, or sending a chat request to the first account, communicating with the first account, indicating that it needs the first virtual object. At this time, the first account can set the selling price of the first virtual object to 5 gold coins. If the second account indicates that the price is too high, after the first account and the second account communicate, the price can be adjusted. When both parties reach an agreement on the price, the second account transfers the corresponding amount of gold coins to the first account. The first account determines the second account through the first interaction operation, facilitating the subsequent transfer of the first virtual object to the second account.
[0063] S206. In response to a second interaction operation performed by the first account in the second game scenario, a first virtual object is displayed in the target area, where the second interaction operation is used to control the first account to determine the target area from the second game scenario, and the display of the first virtual object in the target area indicates that the second account owns the first virtual object.
[0064] Optionally, in the embodiments of the present application, the second interaction operation may include, but is not limited to, a touch operation implemented for a touch screen, or a touch operation performed through an input device such as a mouse, a keyboard, or a stylus. The target area may be any area in the second game scenario.
[0065] Exemplarily, after the first account performs a first interaction operation in the first game scenario, the second game scenario may be displayed. In other words, when entering the game using the first account, after performing the first interaction operation, the content displayed on the terminal display interface will change. That is, the first game scenario was originally on the terminal display interface, and the virtual objects owned by the first account could be known in the first game scenario. At this time, the first virtual object does not exist in the second game scenario. After the first account finishes performing the first interaction operation, the terminal display interface will display the second game scenario, and the virtual objects owned by the second account can be known in the second game scenario. At this time, the first virtual object is included in the second game scenario. It can be understood that through the first interaction operation performed by the first account in the first game scenario, the first virtual object is allowed to appear in the second game scenario.
[0066] It should be noted that after the first account enters the second game scenario, the second interaction operation may be performed in the second game scenario. That is to say, actions performed on the first virtual object in the second game scenario may include, but are not limited to, clicking on the first virtual object, double - clicking on the first virtual object, long - pressing on the first virtual object, dragging the first virtual object with a finger, etc. The first account performs a second interaction action in the second game scenario to determine the target area, which is the area in the second game scenario where the first virtual object is placed. At this time, the first virtual object is included in the second game scenario. That is, the second account can operate on the first virtual account, which means the second account owns the first virtual object, and the second account is associated with the first virtual object.
[0067] Exemplarily, Figure 6 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present invention. As Figure 6 shown, taking the operation of a game session in a game application as an example, the second interaction operation can be implemented through the following steps:
[0068] Using the first account on the terminal device to enter the second game scene 604 by performing a first interaction operation in the first game scene 602. The second game scene 604 includes the identifier 606 of the first account, the identifier 608 of the second account, virtual objects 610, and virtual objects 612. After the first account enters the second game scene 604, the first virtual object 614 will be displayed in the second game scene 604. Among them, the above-mentioned second game scene 604 is the game area corresponding to the second account in the game application. The virtual objects 610 and 612 are virtual objects owned by the second account. The virtual objects 610 and 612 controlled by the second account are displayed on the second game scene 604. At this time, object A drags the virtual object 614 to the target area 616 with a finger, indicating that the first virtual object is one of the virtual objects owned by the second account at this time.
[0069] Specifically, taking the auto chess game application as an example, the target area in the second game scene can be determined in the following ways, including but not limited to:
[0070] S1, Figure 7 is a schematic diagram of another optional method for displaying virtual objects according to an embodiment of the present invention. As Figure 7 shown, an object uses the first account to drag the first virtual object 702 to an area in the chess board battle area 704 of the second game scene corresponding to the second account. If the number of virtual objects on the chess board battle area 704 of the second account does not reach the upper limit of the number of virtual objects, at this time, the first virtual object 702 will be placed as a chess piece in an area 706 of the chess board battle area 704. Among them, the virtual objects in the chess board battle area 704 can participate in the current battle. That is, there is still an idle area in the chess board battle area 704 of the second account where a chess piece can be placed. The first account drags the first virtual object 702 to an area in the chess board battle area 704 of the second account. After the object releases the hand, the first virtual object 702 will automatically be in the idle area of the chess board battle area 704 of the second account and enter the current battle as a virtual object of the second account. That is, the target area is determined as an area 706 in the chess board battle area 704;
[0071] Among them, the upper limit of the number of virtual objects on the chess board battle area 708 of the second account 706 can include but not be limited to being associated with the account level of the second account 706. For example, the higher the account level of the second account 706, the more virtual objects can be placed on the chess board battle area 708 in a game.
[0072] S2, Figure 8 is a schematic diagram of another optional method for displaying virtual objects according to an embodiment of the present invention. As Figure 8As shown in the figure, assume that an object uses the first account to drag the first virtual object 802 to an area 806 in the board battle area 804 of the second game scene corresponding to the second account. If the number of virtual objects in the board battle area 804 has reached the upper limit of the number of virtual objects, at this time, the first virtual object 802 will automatically change its own form, which may include but is not limited to that the first virtual object 802 was originally in the form of a chess piece and could enter this battle, but now it will transform into a trophy 808 and be in the board battle area 804 of the second account without entering this battle. The second account can pick up the first virtual object 802 in the board battle area 804 in the following ways, including but not limited to long pressing the first virtual object 802, clicking the first virtual object 802, double clicking the first virtual object 802, etc. That is to say, since the number of virtual objects in the board battle area 804 of the second account has reached the upper limit of the number of virtual objects and there is no free area to place the first virtual object 802, when the first account drags the virtual object 802 to an area 806 in the board battle area 804 of the second account and then releases the hand, at this time, the virtual object 802 will automatically change its own form, and the second account will pick up the trophy 808, that is, the target area is determined to be an area 806 in the board battle area 804;
[0073] S3, Figure 9 is a schematic diagram of another optional virtual object display method according to an embodiment of the present invention. As Figure 9 shown in the figure, assume that an object uses the first account to drag the first virtual object 902 to the board preparation area 904 of the second game scene corresponding to the second account. Among them, the board preparation area 904 of the second account may include but is not limited to multiple virtual objects. The virtual objects in the board preparation area 904 of the second account do not participate in this battle. Only when the second account issues an instruction for the virtual object to participate in the battle, this virtual object will enter the board battle area 906 to fight. And the virtual objects in the board preparation area 904 of the second account can be upgraded, which may include but is not limited to that when a virtual object wins in a battle, it usually obtains experience points. When a certain amount of experience points is accumulated, the virtual object will be upgraded to improve its own attributes and abilities, using specific virtual items to directly improve the level of the virtual object, or when the virtual object is in a specific area of the board, it will be upgraded, or when there are a specified number of virtual objects of the same type, multiple low-level virtual objects will be merged and upgraded to obtain a high-level virtual object. For example, two low-level virtual objects of the same type can be combined into a high-level virtual object;
[0074] S4. In the above step S3, Figure 10 is a schematic diagram of another optional virtual object display method according to an embodiment of the present invention. AsFigure 10 As shown, the first virtual object 1002 is the Figure 9 first virtual object 902 shown in. The first virtual object 1002 will be placed in the board preparation area 1004 in the second game scene corresponding to the second account. If the first virtual object 1002 cannot be upgraded in the board preparation area 1004 of the second account, the first virtual object 1002 will be placed as a prepared virtual object in the board preparation area 1004 of the second account. Only when the second account issues an instruction for the first virtual object 1002 to participate in the battle, the first virtual object 1002 will move to the board battle area 1006 to fight. Or, when the first virtual object 1002 meets the upgrade conditions, an upgrade operation will be performed on the first virtual object 1002. For example, when the second account obtains another virtual object of the same type and the same level as the first virtual object 1002, at this time, this virtual object can be merged and upgraded with the first virtual object 1002 to obtain a higher-level first virtual object 1002, that is, the target area is determined to be an area in the board battle area 1004;
[0075] S5. In the above step S3, Figure 11 is a schematic diagram of another optional method for displaying virtual objects according to an embodiment of the present invention. As Figure 11 shown, the first virtual object 1102 is the Figure 9 first virtual object 902 shown in. The first virtual object 1102 will be placed in an area 1106 of the board preparation area 1104 in the second game scene corresponding to the second account. When the first virtual object 1102 meets the upgrade conditions, an upgrade operation will be performed on the first virtual object 1102 to obtain a higher-level virtual object 1108, and the virtual object 1108 will be placed in the area 1106, that is, the target area is determined to be the area 1106;
[0076] S6. After the above step S5, Figure 12 is a schematic diagram of another optional method for displaying virtual objects according to an embodiment of the present invention. As Figure 12 shown, at this time, the number of virtual objects in the board preparation area 1202 in the second game scene corresponding to the second account has reached the upper limit, that is, a new virtual object cannot be placed in the board preparation area 1202 of the second account. Then the first virtual object 1204 will automatically change its form to become a trophy 1206 and be placed in an area 1210 in the board battle area 1208. The second account will pick up the trophy 1206. At this time, an area 1210 in the board battle area 1208 is the above-mentioned target area;
[0077] Among them, the upper limit of the number of virtual objects on the chessboard preparation area 1202 of the second account may include, but is not limited to, being associated with the account level of the second account. For example, the higher the account level of the second account, the more virtual objects can be placed on the chessboard preparation area 1202 in a game. Or, regardless of the account level, the number of virtual objects that can be accommodated in the chessboard preparation areas of multiple accounts is the same in a game.
[0078] In an exemplary embodiment, Figure 13 is a schematic diagram of another optional method for displaying virtual objects according to an embodiment of the present invention. The method for displaying virtual objects proposed in this application can be applied to an auto chess game application. The display interface of the auto chess game application can be as Figure 13 shown. An object enters the auto chess game application using a first account, can choose to team up with a second account operated by another object, and play the game in the two-player mode of the game. Specifically, Figure 14 is a schematic diagram of another optional method for displaying virtual objects according to an embodiment of the present invention. As Figure 14 shown, it includes, but is not limited to:
[0079] S1402. An object enters the auto chess game application using a first account, starts a game, and displays a first game scene on the terminal display interface. The first virtual object can be selected in the first game scene in the following ways, including but not limited to long-pressing the first virtual object, clicking the first virtual object, double-clicking the first virtual object, etc.;
[0080] S1404. When the first virtual object is selected, the first virtual object can be moved to a specified area on the terminal display interface in the following ways, including but not limited to dragging the first virtual object to the specified area with a finger, or issuing an instruction by means of voice, special gestures, etc., so that the virtual object moves to the specified area;
[0081] S1406. When the account identification area of the second account is highlighted and the second account enters the preparation state, a countdown progress bar is displayed in a specified area on the terminal display interface of the first account, and the countdown starts. Among them, the specified area may include, but is not limited to, the right side, the left side, etc. of the terminal display interface. The reading time of the countdown progress bar can be set flexibly, and this application does not make any limitations in this regard;
[0082] S1408, The first account keeps the action of moving the first virtual object to the account identification area of the second account on the terminal display interface. That is, after moving the first virtual object to the account identification area of the second account, no further action is taken. For example, after dragging the first virtual object to the account identification area of the second account with a finger, the first account does not release the finger and waits for the countdown progress bar to end. For example, waiting for 1 second. At this time, the first account enters the chessboard of the second account. That is, the first account can see the chessboard of the second account and the information displayed on the terminal display interface of the second account;
[0083] S1410, The first account enters the chessboard of the second account and displays the second game scene on the terminal display interface, which may include but is not limited to continuing to perform actions on the first virtual object. For example, giving the first virtual object to the second account. The first account selects the first virtual object on its own terminal display interface through touch screen or other means and drags it in the chessboard of the second account. At this time, the first account drags the first virtual object to an area in the combat area of the second account's chessboard. If the number of virtual objects on the combat area of the second account's chessboard has not reached the upper limit of the number of virtual objects, at this time, the first virtual object will be placed as a chess piece in an area of the combat area of the chessboard. Among them, the virtual objects in the combat area of the chessboard can participate in this game. That is, there is still an idle area in the combat area of the second account's chessboard where a chess piece can be placed. The first account drags the first virtual object to an area in the combat area of the second account's chessboard. After the first account releases the finger, the first virtual object will automatically be in the idle area of the combat area of the second account's chessboard and enter this game as a virtual object of the second account;
[0084] S1412, Suppose the first account drags the first virtual object to an area in the combat area of the second account's chessboard. If the number of virtual objects in the combat area of the second account's chessboard has reached the upper limit of the number of virtual objects, at this time, the first virtual object will automatically change its own form, which may include but is not limited to that the first virtual object was originally in the form of a chess piece and could enter this game. At this time, it will change to the form of a trophy and be in the combat area of the second account's chessboard and will not enter this game. The second account can pick up the first virtual object in the combat area of the chessboard in the following ways, including but not limited to long pressing the first virtual object, clicking the first virtual object, double clicking the first virtual object, etc. That is, because the number of virtual objects in the combat area of the second account's chessboard has reached the upper limit of the number of virtual objects and there is no idle area to place the first virtual object, the first account drags the first virtual object to an area in the combat area of the second account's chessboard. After the first account releases the finger, at this time, the first virtual object will automatically change its own form and be picked up by the second account;
[0085] S1414. The first account drags the first virtual object to the preparation area on the second account's chessboard. The preparation area on the second account's chessboard may include, but is not limited to, multiple virtual objects. The virtual objects in the preparation area on the second account's chessboard do not participate in the current battle. Only when the second account issues an instruction for a virtual object to participate in the battle, will that virtual object enter the battle area on the chessboard to fight. Moreover, the virtual objects in the preparation area on the second account's chessboard can be upgraded. This may include, but is not limited to, when a virtual object wins in a battle, it usually obtains experience points. When a certain amount of experience points is accumulated, the virtual object will be upgraded to improve its own attributes and abilities, using specific virtual items to directly increase the level of the virtual object, or when the virtual object is in a specific area of the chessboard, it will be upgraded, or when there are a specified number of virtual objects of the same type, multiple low-level virtual objects will be merged and upgraded to obtain a high-level virtual object. For example, two low-level virtual objects of the same type can be combined into a high-level virtual object;
[0086] S1416. In step S1414, assume that the first virtual object is to be placed in the preparation area on the second account's chessboard. If the first virtual object cannot be upgraded in the preparation area on the second account's chessboard, the first virtual object will be placed in the preparation area on the second account's chessboard as a virtual object for preparation. Only when the second account issues an instruction for the first virtual object to participate in the battle, will the first virtual object move to the battle area on the chessboard to fight. Or, when the first virtual object meets the upgrade conditions, an upgrade operation will be performed on the first virtual object. For example, the second account obtains another virtual object of the same type and the same level as the first virtual object. At this time, this virtual object can be merged and upgraded with the first virtual object to obtain a higher-level first virtual object;
[0087] S1418. In step S1414, assume that the first virtual object is to be placed in the preparation area on the second account's chessboard. If the first virtual object meets the upgrade conditions at this time, an upgrade operation will be performed on the first virtual object to obtain a higher-level virtual object, and this virtual object will be placed in the preparation area on the second account's chessboard;
[0088] S1420. In step S1414, assume that the number of virtual objects in the preparation area on the second account's chessboard has reached the limit, that is, no new virtual object can be placed in the preparation area on the second account's chessboard. Then the first virtual object will automatically change its form and be placed in the battle area on the chessboard for the second account to pick up;
[0089] S1422, if the first account enters the second account's chessboard, it can also return to the first account's chessboard in the following way. The game scene is displayed again on the terminal display interface, including but not limited to dragging the first virtual object to the cancel button on the terminal display interface and then releasing the hand, that is, canceling the action of giving the first virtual object to the second account and returning to one's own chessboard.
[0090] In yet another exemplary embodiment, as Figure 14 shown, the virtual object display method proposed in this application can also be applied to a network disk program, including but not limited to:
[0091] S1, an object uses the first account to enter the network disk program, selects to transfer a file to the second account, and the first network disk scene is displayed on the terminal display interface. The file can be selected in the first network disk scene in the following ways, including but not limited to long-pressing the file, clicking the file, double-clicking the file, etc. In the case of selecting the file, the file can be moved to the specified area on the terminal display interface in the following ways, including but not limited to dragging the file to the specified area with a finger, or issuing an instruction through voice, special gestures, etc. to make the file move to the specified area;
[0092] S2, when the account identification area of the second account is highlighted and the second account enters the preparatory state, a countdown progress bar is displayed in the specified area on the terminal display interface of the first account, and the countdown starts. The specified area can include but not limited to the right side, left side, etc. of the terminal display interface. The time of the countdown progress bar can be set flexibly, and this application does not make a limitation on this;
[0093] S3, the first account keeps the action of moving the file to the account identification area of the second account on the terminal display interface, that is, does not perform the next action after moving the file to the account identification area of the second account. For example, after the first account drags the file to the account identification area of the second account with a finger, it does not release the hand and waits for the countdown progress bar to end. For example, wait for 1 second. At this time, the first account enters the display interface of the second account, that is, the first account can see the network disk storage space of the second account and the information displayed on the terminal display interface of the second account;
[0094] S4. The first account enters the cloud storage space of the second account, and the second cloud storage scenario is displayed on the terminal display interface, which may include but is not limited to continuing to perform actions on the file. For example, transferring a file to the second account. The first account selects the file on its own terminal display interface through touch screen or other means and drags it in the cloud storage space of the second account. At this time, the first account drags the file to an area in the local storage space area of the second account. If the number of files in the local storage space area of the second account has not reached the upper limit of the number of files, at this time, the file will be placed in an area of the local storage space area, that is, there is still an idle area in the local storage space area of the second account where the file can be placed. After the first account releases the hand, the file will automatically be in the idle area of the local storage space area of the second account and serve as a file stored locally by the second account.
[0095] S5. Assume that the first account drags the file to an area in the local storage space area of the second account. If the number of files in the local storage space area of the second account has reached the upper limit of the number of files, at this time, the file will automatically change its own form, which may include but is not limited to that the file was originally in voice form and will be transformed into text form and be in the local storage space area of the second account. The second account can obtain the file in the local storage space area in the following ways, including but not limited to long pressing the file, clicking the file, double clicking the file, etc. That is, because the number of files in the local storage space area of the second account has reached the upper limit of the number of files and there is no idle area to place the file, after the first account drags the file to an area in the local storage space area of the second account and releases the hand, at this time, the file will automatically change its own form and be sorted out in the local storage space by the second account after obtaining it.
[0096] S6. The first account drags the file to the cloud storage space area of the second account. Among them, the cloud storage space area of the second account may include but is not limited to multiple files. Assume that the types of the files are the same, that is, when multiple small files can be combined into a large file, a merge and upgrade operation can be performed on the files.
[0097] S7. In step S6, assume that the file will be placed in the cloud storage space area of the second account. If the file cannot be upgraded in the cloud storage space area of the second account, the file will be placed in the cloud storage space area of the second account as a backup file. Only when the second account needs to use the file, the file will be moved to the local storage space area, or, when the file meets the upgrade conditions, an upgrade operation will be performed on the file. For example, the second account obtains another file of the same type as the file, and at this time, the file can be merged and upgraded to obtain a new file.
[0098] S8. In step S6, it is assumed that the file will be placed in the cloud storage space area of the second account. If the file meets the upgrade conditions at this time, an upgrade operation will be performed on the file to obtain a file D of a higher level, and the file D will be placed in the cloud storage space area of the second account;
[0099] S9. In step S6, it is assumed that the number of files in the cloud storage space area of the second account has reached the upper limit, that is, no new files can be placed in the cloud storage space area of the second account. Then the file will automatically change its form and be placed in the local storage space area for the second account to obtain;
[0100] S10. If the first account enters the network disk storage space of the second account, it can also return to the network disk storage space of the first account in the following way. The first network disk scenario is displayed again on the terminal display interface, including but not limited to dragging the file to the cancel button on the terminal display interface and releasing it, that is, canceling the action of transferring the file to the second account and returning to the first network disk scenario.
[0101] Through the embodiments of the present application, the first game scenario corresponding to the first account in the current game is displayed, where the accounts participating in the current game include a group of accounts, and the group of accounts includes the first account. The first game scenario displays a group of virtual objects owned by the first account; in response to the first interaction operation performed by the first account in the first game scenario, the second game scenario corresponding to the second account and the first virtual object are displayed, where the first interaction operation is used to control the first account to determine the first virtual object from the group of virtual objects and determine the second account from the group of accounts; in response to the second interaction operation performed by the first account in the second game scenario, the first virtual object is displayed in the target area, where the second interaction operation is used to control the first account to determine the target area from the second game scenario. The display of the first virtual object in the target area indicates that the second account owns the first virtual object. By performing the first interaction operation by the first account, the virtual object in the virtual objects owned by the first account can be determined as the first virtual object in the first game scenario, and the second game scenario corresponding to the second account can be displayed through the first interaction operation. By performing the second interaction operation by the first account, the first virtual object can be displayed in the second game scenario, enabling the first account to assist the second account in operating and processing the virtual object given by the first account to the second account. Furthermore, the technical effect of improving the processing efficiency of virtual objects is achieved. Further, the technical problem that due to the complex communication method between accounts, the processing efficiency of some virtual objects is relatively low after the virtual objects are transferred between different accounts is solved.
[0102] In addition, in the second game scenario, the first account can quickly determine the target area through the second interaction operation. After determining the target area, the first virtual object can be automatically placed in the target area, realizing that the first account assists the second account in processing the first virtual object. In other words, by using the virtual object display method proposed in this application, the decision-making pressure on the second account when receiving the first virtual object can be reduced, and the purpose of enhancing the game experience is achieved by simplifying the operation process of virtual objects in the game.
[0103] As an optional solution, the above-mentioned displaying the first virtual object in the target area in response to the second interaction operation performed by the first account in the second game scenario includes: in response to the first account controlling the first virtual object to move to the first area in the second game scenario, and when the number of virtual objects deployed in the first area has not reached the first upper limit, displaying the first virtual object in the first area, where the first area is used to deploy the virtual objects that the second account needs to use in the next round of the current game; in response to the first account controlling the first virtual object to move to the second area in the second game scenario, and when the number of virtual objects deployed in the second area has not reached the second upper limit, displaying the first virtual object in the second area, where the second area is used to deploy the virtual objects that the second account does not need to use in the next round of the current game and that the second account owns.
[0104] Optionally, in the embodiments of this application, the first area and the second area can be understood as two different areas in the second game scenario. The first area and the second area can both include but are not limited to virtual objects. The virtual objects in the first area can be used as the virtual objects that can play in the next round of the game after the current game. The virtual objects in the second area are the virtual objects that the second account already owns and may not play in the next round of the game after the current game. In other words, they can be understood as backup virtual objects. In other words, after the second account selects a virtual object in the second area and issues an indication that the virtual object can play, the virtual object is placed in the first area.
[0105] Exemplarily, when the first virtual object is moved by the first account to the first area in the second game scene in the following ways, including but not limited to touch screen, voice, etc., at this time, assuming that the number of virtual objects in the first area is N, and the above-mentioned first quantity limit is determined to be M according to factors such as game restrictions or the level limit of the second account, both N and M are positive integers, and the first quantity limit represents the maximum number of virtual objects that the first area can accommodate. If N is less than M, that is, the first area can accommodate new virtual objects, which means that at this time, the first virtual object can be placed in the first area as the virtual object to be used by the second account in the next round.
[0106] For another example, when the first virtual object is moved by the first account to the second area in the second game scene in the following ways, including but not limited to touch screen, voice, etc., at this time, assuming that the number of virtual objects in the second area is P, and the above-mentioned second quantity limit is determined to be Q according to factors such as game restrictions or the level limit of the second account, both P and Q are positive integers, and the second quantity limit represents the maximum number of virtual objects that the second area can accommodate. If P is less than Q, that is, the second area can accommodate new virtual objects, which means that at this time, the first virtual object can be placed in the second area as the virtual object already owned by the second account in the current game. When receiving an instruction from the second account to enter the field, it enters the first area. For example, the second account drags the first virtual object in the second area to the first area by means of finger dragging, etc.
[0107] Through the embodiments of the present application, in the second game scene, the first account moves the first virtual object to the first area or the second area, determines whether the first area can accommodate the first virtual object according to the first quantity limit, and determines whether the second area can accommodate the first virtual object according to the second quantity limit. By having the first account place the first virtual object in the corresponding area, the purpose of the first account assisting the second account in managing virtual objects is achieved. Furthermore, the technical effect of shortening the time for processing the first virtual object in the second game scene is achieved.
[0108] As an alternative solution, the above method further includes: in response to the above first account controlling the above first virtual object to move to the above first area, and when the number of virtual objects already deployed in the above first area reaches the above first upper limit, displaying a first virtual object identifier in the above first area, where the above first virtual object identifier is used to indicate that the above first account has transferred the above first virtual object to the above second account, and the number of virtual objects already deployed in the above first area reaches the above first upper limit; in response to the above first account controlling the above first virtual object to move to the above first area, the number of virtual objects already deployed in the above first area reaches the above first upper limit, and the number of virtual objects already deployed in the above second area does not reach the above second upper limit, displaying the above first virtual object in the above second area; in response to the above first account controlling the above first virtual object to move to the above first area, and when the number of virtual objects already deployed in the above first area reaches the above first upper limit, canceling the display of the above second game scene and displaying the above first game scene.
[0109] Optionally, in the embodiments of the present application, the above first virtual object identifier can be understood as another manifestation form of the above first virtual object in the above second game scene. When the first virtual object is moved by the first account to the first area in the second game scene and the first area cannot accommodate new virtual objects, the first virtual object identifier is displayed in the first game scene instead of the first virtual object. For example, if the first virtual object is a game character, at this time, the first virtual object identifier can be the loot form of the game character.
[0110] Exemplarily, when the above first virtual object is moved by the first account to the first area in the second game scene in the following manner, the above first upper limit is equal to the number of virtual objects already existing in the current first area, that is, the first area cannot accommodate new virtual objects. At this time, the first virtual object can automatically transform into a loot form, such as Figure 8 the first virtual object 802 shown in becomes the loot 808, and the loot 808 is still displayed in the above first area and can be obtained by the second account.
[0111] Furthermore, when the first area cannot accommodate new virtual objects, at this time, the above second upper limit is less than the number of virtual objects already existing in the current second area, that is, the second area can accommodate new virtual objects. The first virtual object can also be displayed in the second area. In other words, when the first account places the first virtual object in the first area that can no longer accommodate new virtual objects, the first virtual object will automatically be displayed in the second area.
[0112] In addition, in the case where the first area cannot accommodate a new virtual object, the second game scene can also be canceled from display and the first game scene can be displayed. At this time, the first virtual object will no longer be displayed in the second game scene, and this virtual object will appear in the first game scene. For example, when the first account discovers that the first area cannot accommodate a new virtual object, the first virtual object is dragged to the cancel button in the second game scene displayed on the terminal display interface by means of touch screen or the like, indicating the cancellation of the display of the second game scene. At this time, the second game scene will no longer be displayed on the terminal display interface, and instead the first game scene will be displayed.
[0113] Through the embodiments of the present application, in the case where the number of virtual objects included in the first area reaches the corresponding first upper limit, three different display methods are provided for the first virtual object: displaying the first virtual object identifier in the first area, displaying the first virtual object in the second area, or canceling the display of the first virtual object in the second game scene and displaying the first virtual object in the first game scene, achieving the purpose of expanding the display method of the first virtual object, and further improving the quality of the game play and interaction experience.
[0114] As an optional solution, the above method further includes: in response to the first account controlling the first virtual object to move to the second area and the number of virtual objects already deployed in the second area reaching the second upper limit, displaying a second virtual object identifier in the first area, where the second virtual object identifier is used to indicate that the first account has transferred the first virtual object to the second account and the number of virtual objects already deployed in the second area reaches the second upper limit; in response to the first account controlling the first virtual object to move to the second area, the number of virtual objects already deployed in the second area reaching the second upper limit, and the number of virtual objects already deployed in the first area not reaching the first upper limit, displaying the first virtual object in the first area; in response to the first account controlling the first virtual object to move to the second area and the number of virtual objects already deployed in the second area reaching the second upper limit, canceling the display of the second game scene and displaying the first game scene.
[0115] Optionally, in the embodiments of the present application, the second virtual object identifier can be understood as another manifestation form of the second virtual object in the second game scene. When the second virtual object is moved by the first account to the second area in the second game scene and the second area cannot accommodate a new virtual object, the second virtual object identifier is displayed in the second game scene instead of the second virtual object. For example, if the second virtual object is a game character, at this time, the second virtual object identifier can be the loot form of this game character.
[0116] Exemplarily, when the above-mentioned first virtual object is moved by the first account to the second area in the second game scene, the above-mentioned second quantity limit is equal to the number of virtual objects already existing in the current second area, that is, the second area cannot accommodate new virtual objects. At this time, the first virtual object can automatically transform its form into a trophy form. For example, Figure 12 the first virtual object 1204 shown in becomes the trophy 1206, and the trophy 1206 is displayed in the above-mentioned first area.
[0117] Furthermore, when the second area cannot accommodate new virtual objects, at this time, the above-mentioned first quantity limit is less than the number of virtual objects already existing in the current first area, that is, the first area can accommodate new virtual objects. The second virtual object can also be displayed in the first area. In other words, when the second account places the second virtual object in the second area that can no longer accommodate new virtual objects, the second virtual object will be automatically displayed in the first area.
[0118] In addition, when the second area cannot accommodate new virtual objects, the display of the second game scene can also be cancelled and the first game scene can be displayed. At this time, the first virtual object will no longer be displayed in the second game scene, and the virtual object appears in the first game scene. For example, when the first account finds that the second area cannot accommodate new virtual objects, at this time, the first virtual object is dragged to the cancel button in the second game scene displayed on the terminal display interface by means of touch screen or the like, indicating the cancellation of the display of the second game scene. At this time, the second game scene will no longer be displayed on the terminal display interface, and instead, the first game scene will be displayed.
[0119] Through the embodiments of the present application, when the number of virtual objects included in the second area reaches the corresponding first quantity limit, three different display methods are provided for the first virtual object: displaying the first virtual object identifier in the first area, displaying the first virtual object in the first area, or cancelling the display of the first virtual object in the second game scene and displaying the first virtual object in the first game scene, achieving the purpose of expanding the display method of the first virtual object, thereby enhancing the visual performance of the game.
[0120] As an alternative, the above method further includes: when the first virtual object is controlled by the first account to move to the second area and the second virtual object is displayed in the second area, a third virtual object is displayed in the second area and the display of the second virtual object is cancelled, where the second virtual object is allowed to be merged with the first virtual object into the third virtual object; when the first virtual object is controlled by the first account to move to the first area and the second virtual object is displayed in the first area, the third virtual object is displayed in the first area and the display of the second virtual object is cancelled; when the first virtual object is controlled by the first account to move to the first area and the second virtual object is displayed in the second area, the third virtual object is displayed in the first area or the second area and the display of the second virtual object is cancelled; when the first virtual object is controlled by the first account to move to the second area and the second virtual object is displayed in the first area, the third virtual object is displayed in the first area or the second area and the display of the second virtual object is cancelled.
[0121] Exemplarily, the second virtual object can be understood as the virtual object in the second game scene before the first account moves the first virtual object to the second game scene, that is, the virtual object already owned by the second account in the current game. The second virtual object can have the same type, level and other information as the first virtual object, and the second virtual object can include one or more virtual objects. The third virtual object can be understood as a virtual object obtained by performing a merge operation on the first virtual object and other virtual objects.
[0122] For example, the first virtual object is a game character. Before the first account moves the first virtual object to the second area, there are already 2 game characters of the same type and the same level as the first virtual object in the second area, that is, the second virtual object. At this time, a merge operation can be performed on the second virtual object and the first virtual object to obtain the third virtual object, which is also a game character of the same type as the first virtual object. The level of the third virtual object can be higher than the levels of the first virtual object and the second virtual object. After the merge operation on the second virtual object and the first virtual object, the second virtual object will no longer be displayed in the second area, and the third virtual object will be displayed.
[0123] For another example, the first virtual object is a game character. Before the first account moves the first virtual object to the first area, there is already 1 game character of the same type and the same level as the first virtual object in the first area, that is, the second virtual object. At this time, a merge operation can be performed on the second virtual object and the first virtual object to obtain a third virtual object. The third virtual object is also a game character of the same type as the first virtual object. The level of the third virtual object can be higher than the levels of the first virtual object and the second virtual object. After performing the merge operation on the second virtual object and the first virtual object, the second virtual object will no longer be displayed in the first area, and the third virtual object will be displayed.
[0124] Further, if there are already 3 game characters of the same type and the same level as the first virtual object, that is, the second virtual object, in the second area before the first account moves the first virtual object to the first area, at this time, a merge operation can be performed on the second virtual object and the first virtual object to obtain a third virtual object. After performing the merge operation on the second virtual object and the first virtual object, the second virtual object will no longer be displayed in the first area, and the third virtual object will be displayed. Similarly, if there are already 4 game characters of the same type and the same level as the first virtual object, that is, the second virtual object, in the first area before the first account moves the first virtual object to the second area, at this time, a merge operation can be performed on the second virtual object and the first virtual object to obtain a third virtual object. After performing the merge operation on the second virtual object and the first virtual object, the second virtual object will no longer be displayed in the second area, and the third virtual object will be displayed.
[0125] Exemplarily, when the first account moves the first virtual object to the first area, the second virtual object in the first area or the second area can be merged with the first virtual object to obtain a third virtual object. While the third virtual object is displayed in the first area, the display of the second virtual object is cancelled. When the first account moves the first virtual object to the second area, the second virtual object in the first area or the second area can be merged with the first virtual object to obtain a third virtual object. While the third virtual object is displayed in the second area, the display of the second virtual object is cancelled. Moreover, in the embodiments of the present application, the area sizes occupied by each virtual object can be different. For example, the area occupied by the first virtual object can be smaller than the area occupied by the third virtual object. Assume that the third virtual object obtained by merging the first virtual object and the second virtual object needs to occupy an area of A, while both the first virtual object and the second virtual object need to occupy an area of B, and the area of B is smaller than the area of A. At this time, if the area of the first area that can currently accommodate virtual objects is the area of B, and the area of the second area that can currently accommodate virtual objects is the area of C, and the area of C is greater than or equal to the area of A, that is to say, the first area cannot accommodate the third virtual object, and the second area can accommodate the third virtual object, then the third virtual object will be displayed in the second area.
[0126] Through the embodiments of the present application, in the case where there is a second virtual object in the second game scenario, a merge operation can be performed on the second virtual object and the first virtual object to obtain a third virtual object. The third virtual object can be displayed in the first area and can also be displayed in the second area, realizing the rapid merge of the first virtual object to obtain a third virtual object of the same type as the first virtual object and with a higher level. Thus, a richer gaming experience is provided for the second account. Moreover, the second virtual object and the first virtual object are automatically merged, achieving the purpose of improving the rate at which the second account obtains the third virtual object.
[0127] As an alternative solution, when the above-mentioned first account controls the above-mentioned first virtual object to move to the above-mentioned first area and the above-mentioned second virtual object is displayed in the above-mentioned second area, displaying the above-mentioned third virtual object in the above-mentioned first area or the above-mentioned second area and canceling the display of the above-mentioned second virtual object includes: when the first account controls the first virtual object to move to the first area, the second virtual object is displayed in the second area, and the number of virtual objects already deployed in the first area reaches the above-mentioned first upper limit, displaying the third virtual object in the second area and canceling the display of the second virtual object; when the first account controls the first virtual object to move to the first area, the second virtual object is displayed in the second area, and the number of virtual objects already deployed in the first area does not reach the above-mentioned first upper limit, displaying the third virtual object in the first area and canceling the display of the second virtual object.
[0128] Exemplarily, when the first account moves the first virtual object to the first area and the number of virtual objects in the first area has reached the first upper limit, that is, when the first area cannot accommodate new virtual objects, at this time, the third virtual object generated by the merger of the first virtual object and the second virtual object in the second area can be displayed in the second area, and the second virtual object will no longer be displayed in the second area.
[0129] Further, when the first account moves the first virtual object to the first area and the number of virtual objects in the first area does not reach the first upper limit, that is, when the first area can accommodate new virtual objects, at this time, the third virtual object generated by the merger of the first virtual object and the second virtual object in the second area can be displayed in the first area, and the second virtual object will no longer be displayed in the first area.
[0130] As an alternative solution, the above method further includes: when the first account controls the first virtual object to move to the third area in the second game scene, canceling the display of the second game scene and displaying the first game scene, where the first game scene includes the first virtual object, and the movement of the first virtual object to the third area means that the first account cancels the transfer of the first virtual object to the second account; when the first account controls the first virtual object to move to the fourth area in the second game scene, displaying the first virtual object in the fourth area, where the movement of the first virtual object to the fourth area means that the first account allows the second account to use the first virtual object transferred from the first account to the second account in the next round of the current game.
[0131] Optionally, in the embodiments of the present application, the above-mentioned third region may be understood as a region in the above-mentioned second game scenario, and the above-mentioned fourth region may be understood as a region in the above-mentioned second game scenario. The third region and the fourth region may overlap with the first region and the second region. The present application does not limit the positional relationship among the first region, the second region, the third region, and the fourth region.
[0132] Exemplarily, Figure 15 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application. As Figure 15 shown, if the first account moves the first virtual object to the third region 1504 in the second game scenario 1502, and the cancel button is included in the third region 1504, at this time, the terminal display interface of the first account will no longer display the second game scenario 1502, but instead display the first game scenario 1506 associated with the first account. That is, when the first virtual object is displayed in the third region 1504, it means switching the game screen on the terminal display interface of the first account and changing the second game scenario 1502 to the first game scenario 1506. In addition, if the first account moves the first virtual object to the fourth region in the second game scenario, at this time, the first virtual object may not be used in the current round of the current game, and the first virtual object will be used in the next round of the current game. In other words, when the first virtual object is displayed in the fourth region, it means that the first virtual object is one of the virtual objects owned by the second account in the next game of the current game.
[0133] Through the embodiments of the present application, when it is necessary to cancel the display of the first virtual object in the second game scenario, the first virtual object will be displayed in the third region, or when the first virtual object will be used in the next game of the current game, the first virtual object will be displayed in the fourth region, thus achieving the purpose of expanding the display method of the first virtual object and improving the quality of the game play and the interactive experience of the game.
[0134] As an alternative solution, the above-mentioned display of the second game scene and the first virtual object in response to the first interaction operation performed by the first account in the first game scene includes: in response to the first interaction operation, determining the first virtual object from the above-mentioned group of virtual objects, and displaying a target virtual object identifier, where the target virtual object identifier is allowed to be controlled to move, and the target virtual object identifier is used to indicate the first virtual object; in response to an account identifier interaction operation, determining a target account identifier from a group of account identifiers, where the above-mentioned group of accounts corresponds to the above-mentioned group of account identifiers, and the target account identifier corresponds to the second account; in response to the determination of the target account identifier, displaying the second game scene, and displaying the target virtual object identifier in the second game scene.
[0135] Optionally, in the embodiments of the present application, the target virtual object identifier can be used to represent the first virtual object. In other words, the first account can move the target virtual object identifier by means of touch screen, etc. The movement of the target virtual object identifier represents the change in the area where the first virtual object is located. The first account can determine the first virtual object from a group of virtual objects and use the target virtual object identifier to represent the first virtual object in the first game scene and the second game scene. The above-mentioned group of account identifiers can include the account identifiers of the above-mentioned group of accounts participating in the game in the current game session. The target account identifier can be used to represent the second account.
[0136] Specifically, the first account can move the target virtual object identifier to the display area of an account identifier in a group of account identifiers by means of touch screen, etc., indicating that the account identifier is determined as the target account identifier. That is, the second account is determined through the target account identifier. After the second account is determined, the terminal display interface of the first account will no longer display the first game scene, but instead display the second game scene. At this time, the target virtual object identifier will appear in the second game scene.
[0137] Through the embodiments of the present application, the target virtual object identifier is used to refer to the first virtual object, and by moving the target virtual object identifier to the target account identifier to determine the second account corresponding to the target account identifier, the purpose of quickly determining the second account is achieved, thereby achieving the technical effect of improving the display efficiency of the second game scene.
[0138] As an alternative solution, in response to the above first interaction operation, determining the first virtual object from the above group of virtual objects and displaying the target virtual object identifier includes: in response to a first trigger operation performed on the first virtual object, determining the first virtual object from the above group of virtual objects and displaying the target virtual object identifier; or in response to a second trigger operation performed on a target virtual item, using the target virtual item, and in the case where the target virtual item is in a used state, in response to a third trigger operation performed on the first virtual object, determining the first virtual object from the above group of virtual objects and displaying the target virtual object identifier, where the target virtual item is used to transfer virtual characters between different accounts.
[0139] Optionally, in the embodiments of the present application, the first trigger operation, the second trigger operation, and the third trigger operation may include, but are not limited to, touch operations implemented for a touch screen, or touch operations performed through input devices such as a mouse, a keyboard, a stylus, etc. The target virtual item can be understood as virtual resources owned by the first account, and the target virtual item can transfer the virtual character of one account to another account. For example, rune items, etc. The target virtual item can be used to enhance the attributes of virtual objects. It can be understood that a virtual object equipped with the target virtual item is more capable than a virtual object not equipped with the target virtual item. Assuming the virtual object is a warrior, the movement speed of a virtual object equipped with the target virtual item can be faster than that of a virtual object not equipped with the target virtual item.
[0140] For example, after the first account performs a first trigger operation on a virtual object in the above group of virtual objects, the virtual object is determined as the first virtual object. At this time, the target virtual object identifier corresponding to the first virtual object will be displayed in the first game scene. For another example, Figure 16 is a schematic diagram of another alternative method for displaying virtual objects according to the embodiments of the present application. As Figure 16 shown, perform a second trigger operation on the target virtual item 1602. For example, after selecting the target virtual item 1602 by touching the screen, drag the target virtual item 1602 to the area where a virtual object 1604 in the above group of virtual objects is located, equip the virtual object 1604 with the target virtual item 1602, and after performing a third trigger operation on the virtual object 1604, it means that the virtual object 1604 is determined as the first virtual object.
[0141] As an alternative solution, determining the target account identifier from a group of account identifiers in response to the account identifier interaction operation includes: when the target virtual object identifier is displayed in the first game scenario, in response to the account identifier interaction operation, controlling the target virtual object identifier to move to the display area corresponding to the group of account identifiers; when the residence duration of the target virtual object identifier on the target account identifier meets the preset duration condition, determining the target account identifier from the group of account identifiers.
[0142] Exemplarily, the account identifier interaction operation may include, but is not limited to, a touch operation implemented for a touch screen, or a touch operation performed through an input device such as a mouse, a keyboard, or a stylus. For example, by means of touching the screen, moving the target virtual object identifier to the display area corresponding to one of the account identifiers in the group of account identifiers, and this account identifier is the target account identifier.
[0143] It should be noted that after moving the target virtual object identifier to the display area of the target account identifier by dragging with a finger, it can stay in this area for a period of time. The preset duration condition can be understood as the preset residence duration of the target virtual object identifier. For example, when the residence duration of the target virtual object identifier in the display area of an account identifier is greater than or equal to 1 second, it is considered that the residence duration of the target virtual object identifier on the target account identifier meets the preset duration condition, and this account identifier is determined as the target account identifier. If the residence duration of the target virtual object identifier in the display area of an account identifier is less than 1 second, it is considered that the residence duration of the target virtual object identifier on the target account identifier does not meet the preset duration condition.
[0144] As an alternative solution, the above method further includes: when the above target virtual object identifier is displayed in the above first game scene, in response to the above account identifier interaction operation, controlling the above target virtual object identifier to move to the above display area. Wherein, each time the above target virtual object identifier moves to a display sub-area corresponding to an account identifier, the corresponding account identifier and timer are highlighted; when the above target account identifier is highlighted and the target timer corresponding to the above target account identifier indicates that the duration of the above target virtual object identifier staying on the above target account identifier meets the above preset duration condition, the above second game scene corresponding to the above target account identifier is displayed, and the above target virtual object identifier is displayed in the above second game scene; when the above target account identifier is highlighted and the above target timer corresponding to the above target account identifier indicates that the duration of the above target virtual object identifier staying on the above target account identifier has not yet met the above preset duration condition, in response to the above target virtual object identifier leaving the target display sub-area corresponding to the above target account identifier, the highlighting of the above target account identifier is cancelled, and the display of the above target timer is cancelled. The target timer can be used to prompt the duration of the target virtual object identifier staying on the target account identifier.
[0145] It should be noted that the display area corresponding to the above group of account identifiers includes display sub-areas. One account identifier in a group of account identifiers is in one display sub-area. When the target virtual object identifier moves to a display sub-area, the account identifier in this display sub-area will be highlighted, and a timer will be displayed in the game screen. If the target virtual object identifier moves to the display sub-area corresponding to the target account identifier, at this time, the target account identifier is highlighted, and the displayed timer is the target timer. When the duration of the target virtual object identifier staying on the target account identifier meets the preset duration condition, the game screen displayed on the terminal of the first account will no longer display the first game scene, but will display the second game scene, and the target virtual object identifier will be displayed in the second game scene.
[0146] Furthermore, if the target virtual object identifier moves to the display sub-area corresponding to the target account identifier, the target account identifier is highlighted. However, if the duration of the target virtual object identifier staying on the target account identifier does not meet the preset duration condition, it can be understood that at this time, the first account controls the target virtual object identifier to move again, and the target virtual object identifier is no longer in the display sub-area corresponding to the target account identifier. The highlighting of the target account identifier and the target timer will be cancelled.
[0147] Through the embodiments of the present application, when the virtual object of the moving target is identified to the display sub-region corresponding to the target account identifier, the target account identifier is highlighted, and a target timer is used to reflect the staying duration of the virtual object identifier of the target on the target account identifier. When the staying duration of the virtual object identifier of the target on the target account identifier meets the preset duration condition, the target account identifier is determined. Otherwise, the target account identifier cannot be determined, so as to achieve the purpose of quickly identifying and positioning the second account. Furthermore, the technical effect of improving the game account experience and operation efficiency is achieved.
[0148] In an exemplary embodiment, taking a tactical strategy electronic game as an example, the present application can be applied to the teammate cooperation application scenario of an auto chess game. Among them, two accounts form a team. The above two accounts generate interaction data during the game, which may include but is not limited to giving virtual resources, etc. For example, one account gives a virtual object to another account, enabling the other account to achieve a game achievement, and synthesizing low-level virtual objects into high-level virtual objects. In the related art, since the chess pieces are unidirectionally given between accounts, in the case where the sending account and the receiving account do not communicate in real time, if the receiving account operates in a hurry and cannot pick up the chess pieces in time, the receiving account cannot use the chess pieces in the game. And the sending account can only give the chess pieces to the receiving account and cannot help the receiving account use the chess pieces. When the sending account and the receiving account enter the game using the two-player gameplay, the number of decisions and operation costs of the accounts in the same round time period are increased. The related technical solutions cannot conveniently implement the transfer of chess pieces between the sending party and the receiving party, making the two-player gameplay more difficult than the ordinary gameplay. That is, when the sending account and the receiving account cannot communicate face to face or by voice chat, due to the information error and insufficient communication problems in the current communication method between the two parties, the difficulty of the two-player gameplay is increased.
[0149] Exemplarily, the display method of the virtual object proposed by the present application can be applied to the teammate cooperation application scenario of an auto chess game in the following way. Assume that there is a first account and a second account that form a team to play the game:
[0150] S1. The first account selects the first virtual object on the terminal display interface in the following ways, which may include but are not limited to long - pressing the first virtual object, clicking the first virtual object, double - clicking the first virtual object, etc. When the first virtual object is selected, the first virtual object can be moved to a specified area of the terminal display interface by means of finger dragging, etc., which may include but are not limited to the right edge of the terminal display interface, the left edge of the terminal display interface, the area of the teammate avatar in the right - hand account list on the terminal display interface, the area of the account identifier of the second account in the left - hand account list on the terminal display interface. Among them, the account list may include but is not limited to the account identifier of the first account, the account identifier of the second account, and the account identifiers of other accounts in the team that battles with the first account and the second account;
[0151] S2. When the area of the account identifier of the second account shows a highlight and the second account enters the preparatory state, a countdown progress bar is displayed in a specified area of the terminal display interface of the first account, and the countdown starts. Among them, the specified area may include but is not limited to the right side, left side, etc. of the terminal display interface. The time of the countdown progress bar can be set flexibly, and this application does not make any limitations in this regard;
[0152] S3. The first account keeps the action of moving the first virtual object to the area of the account identifier of the second account on the terminal display interface, that is, after moving the first virtual object to the area of the account identifier of the second account, no further action is taken. For example, after the first account drags the first virtual object to the area of the account identifier of the second account with a finger, it does not let go and waits for the countdown progress bar to end. For example, waiting for 1 second. At this time, the first account enters the chessboard of the second account, that is, the first account can see the chessboard of the second account and the information displayed on the terminal display interface of the second account;
[0153] S4. The first account enters the chessboard of the second account, which may include but is not limited to continuing to perform actions on the first virtual object. For example, giving the first virtual object to the second account. The first account selects the first virtual object on its own terminal display interface and drags it in the chessboard of the second account through touch - screen, etc. At this time, the first account drags the first virtual object to an area in the combat area of the second account's chessboard. If the number of virtual objects on the combat area of the second account's chessboard has not reached the upper limit of the number of virtual objects, at this time, the first virtual object will be placed as a chess piece in an area of the combat area of the chessboard. Among them, the virtual objects in the combat area of the chessboard can participate in this game of battle, that is, there is still an idle area where a chess piece can be placed in the combat area of the second account's chessboard. After the first account drags the first virtual object to an area in the combat area of the second account's chessboard and then lets go, the first virtual object will automatically be in the idle area in the combat area of the second account's chessboard and enter this game of battle as a virtual object of the second account;
[0154] S5. If, in step S4, it is assumed that the first account drags the first virtual object to an area in the chessboard battle area of the second account, and if the number of virtual objects in the chessboard battle area of the second account has reached the upper limit of the number of virtual objects, at this time, the first virtual object will automatically change its own form, which may include but is not limited to that the first virtual object was originally in the form of a chess piece and could enter the battle in this game, but at this time it will change into the form of a trophy and be in the chessboard battle area of the second account without entering the battle in this game. The second account can pick up the first virtual object in the chessboard battle area in the following ways, including but not limited to long-pressing the first virtual object, clicking the first virtual object, double-clicking the first virtual object, etc. That is to say, since the number of virtual objects in the chessboard battle area of the second account has reached the upper limit of the number of virtual objects and there is no idle area to place the first virtual object, when the first account drags the first virtual object to an area in the chessboard battle area of the second account and then releases the hand, at this time, the first virtual object will automatically change its own form and be picked up by the second account;
[0155] S6. The first account drags the first virtual object to the chessboard preparation area of the second account. Among them, the chessboard preparation area of the second account may include but is not limited to multiple virtual objects. The virtual objects in the chessboard preparation area of the second account do not participate in the battle in this game. Only when the second account issues an instruction for the virtual object to participate in the battle, will this virtual object enter the chessboard battle area to fight. And the virtual objects in the chessboard preparation area of the second account can be upgraded, which may include but is not limited to that when a virtual object wins in the battle, it usually obtains experience points. When the accumulated experience points reach a certain amount, the virtual object will be upgraded to improve its own attributes and abilities, using specific virtual items to directly increase the level of the virtual object, or when the virtual object is in a specific area of the chessboard, it will be upgraded, or when there are a specified number of virtual objects of the same type, multiple low-level virtual objects will be merged and upgraded to obtain a high-level virtual object. For example, two low-level virtual objects of the same type can be combined into a high-level virtual object;
[0156] S7-1. In step S6, assume that the first account releases the hold. At this time, the first virtual object will be placed in the preparation area of the second account's chessboard. If the first virtual object cannot be upgraded in the preparation area of the second account's chessboard, the first virtual object will be placed in the preparation area of the second account's chessboard as a virtual object for preparation. Only when the second account issues an instruction for the first virtual object to participate in the battle, the first virtual object will move to the battle area of the chessboard to fight. Or, when the first virtual object meets the upgrade conditions, an upgrade operation will be performed on the first virtual object. For example, if the second account obtains another virtual object of the same type and the same level as the first virtual object, at this time, the two virtual objects can be merged and upgraded to obtain a first virtual object of a higher level.
[0157] S7-2. In step S6, assume that the first account releases the hold. At this time, the first virtual object will be placed in the preparation area of the second account's chessboard. If the first virtual object meets the upgrade conditions at this time, an upgrade operation will be performed on the first virtual object to obtain a virtual object D of a higher level, and the virtual object D will be placed in the preparation area of the second account's chessboard.
[0158] S7-3. In step S6, assume that the first account releases the hold. At this time, the number of virtual objects in the preparation area of the second account's chessboard has reached the upper limit, that is, no new virtual object can be placed in the preparation area of the second account's chessboard. Then the first virtual object will automatically change its form and be placed in the battle area of the chessboard to be picked up by the second account.
[0159] S8. If the first account enters the second account's chessboard, it can also return to its own chessboard in the following ways, including but not limited to dragging the first virtual object to the cancel button on the terminal display interface and releasing the hold, that is, canceling the action of giving the first virtual object to the second account and returning to its own chessboard.
[0160] It should be noted that if in step S1, the first account does not move the first virtual object to the specified area of the terminal display interface, the subsequent operations cannot be executed. In other words, in step S1, it can be detected whether the first account has moved the first virtual object to the specified area of the terminal display interface. Suppose the first account moves the first virtual object to the specified area of the terminal display interface, the account identification area of the second account will be highlighted and a countdown progress bar will appear. In addition, the time of the countdown progress bar can be set to 1 second. Before the end of the countdown progress bar time, if the first account moves the first virtual object out of the specified area of the terminal display interface, the highlighting of the account identification area of the second account and the display of the countdown progress bar will be cancelled. If the first account keeps the first virtual object in the specified area of the terminal display interface all the time, the display of the chessboard will be switched, and the first account will enter the chessboard of the second account. In the above step S5, suppose the first account drags the first virtual object to an area in the combat area of the second account's chessboard and then releases it. First, it is determined whether the number of virtual objects in the combat area of the second account's chessboard has reached the upper limit of the level limit of the second account. Only when the number of virtual objects in the combat area of the second account's chessboard has not reached the upper limit of the level limit of the second account, the subsequent operations will continue. When the number of virtual objects in the combat area of the second account's chessboard has reached the upper limit of the level limit of the second account, when the first account drags the first virtual object to an area in the combat area of the second account's chessboard and then releases it, the first virtual object will automatically become a trophy and fall in the combat area of the second account's chessboard. On the contrary, the first virtual object will be directly placed in the area where the first account releases it.
[0161] Further, in the above step S6, after the first account drags the first virtual object to the preparation area of the second account's chessboard and releases it, first, it is determined whether there are a specified number of virtual objects with the same level and the same type as the first virtual object in the preparation area of the second account's chessboard. And this application does not make a specific limitation on the above-mentioned specified number. For example, it can be two, or it can be three, etc. This virtual object is a low-level virtual object. If there are, the first virtual object will be merged and upgraded. That is, suppose there are two virtual objects with the same level and the same type as the first virtual object in the preparation area of the second account's chessboard. At this time, these two virtual objects and the first virtual object will be executed the merge and upgrade operation to obtain a virtual object with a higher level, and this virtual object will be put into the preparation area of the second account's chessboard. At this time, there will be no above-mentioned 2 virtual objects with the same level and the same type as the first virtual object in the preparation area of the second account's chessboard, and only the virtual object after the upgrade and merge exists.
[0162] In addition, if there are no specified numbers of virtual objects in the chessboard preparation area of the second account that have the same level and the same type as the first virtual object, it will be determined whether the number of virtual objects in the chessboard preparation area of the second account has reached the upper limit. If the number of virtual objects in the chessboard preparation area has reached the upper limit, after the first account drags the first virtual object to the chessboard preparation area of the second account and releases it, the first virtual object will automatically become a trophy and drop into the chessboard of the second account. Otherwise, the first virtual object will be directly placed in the area where the first account releases it.
[0163] It should be noted that if the first account releases the hand within the range of the cancel button on the terminal display interface, it means canceling the gift of the first virtual object to the second account. At this time, the chessboard of the second account will no longer be displayed on the terminal display interface of the first account, but the chessboard of the first account will be displayed, and the first virtual object will cancel the dragging action.
[0164] Exemplarily, this solution provides a method for displaying virtual objects. An account can gift virtual objects to other accounts in the same team as the account, and directly assist the account receiving the virtual objects in performing the preparation operation of the virtual objects on the preparation bench. For the gifting account, when gifting virtual objects, there is no need to switch back and forth between the terminal display interfaces of the gifting account and the receiving account to check the gifting information of the virtual objects, effectively reducing the operation cost. For the receiving account, when there is an empty space on the preparation bench or the chessboard, the received virtual object can be directly placed in the preparation bench or directly let the virtual object enter the battle. There is no need to pick up the virtual object off the field, reducing the operation steps. Moreover, the decision-making pressure of the receiving account within the countdown of the same round is reduced, and it can be assisted by the accounts in the same team, making the operation smoother and more convenient and reducing the operation difficulty of the virtual objects.
[0165] It can be understood that in the specific implementation manners of this application, data related to user information, etc. is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of relevant countries and regions.
[0166] It should be noted that for the foregoing method embodiments, for the sake of simple description, they are all expressed as a series of action combinations. However, those skilled in the art should know that this application is not limited by the described action sequence, because according to this application, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily essential to this application.
[0167] According to another aspect of the embodiments of the present application, there is also provided a display device for a virtual object for implementing the above-mentioned display method of the virtual object. As Figure 17 shown, the device includes:
[0168] A first display module 1702, configured to display a first game scene corresponding to a first account in the current game session. Among them, the accounts participating in the current game session include a group of accounts, and the group of accounts includes the first account. The first game scene displays a group of virtual objects owned by the first account;
[0169] A second display module 1704, configured to display a second game scene corresponding to a second account and a first virtual object in response to a first interaction operation performed by the first account in the first game scene. Among them, the first interaction operation is used to control the first account to determine the first virtual object from the group of virtual objects and determine the second account from the group of accounts;
[0170] A third display module 1706, configured to display the first virtual object in a target area in response to a second interaction operation performed by the first account in the second game scene. Among them, the second interaction operation is used to control the first account to determine the target area from the second game scene. The first virtual object being displayed in the target area indicates that the second account owns the first virtual object.
[0171] As an optional solution, the device is configured to respond to the second interaction operation performed by the first account in the second game scene and display the first virtual object in the target area in the following manner: In response to the first account controlling the first virtual object to move to a first area in the second game scene, and when the number of virtual objects deployed in the first area does not reach the first upper limit, display the first virtual object in the first area, where the first area is used to deploy the virtual objects that the second account needs to use in the next round of the current game session; In response to the first account controlling the first virtual object to move to a second area in the second game scene, and when the number of virtual objects deployed in the second area does not reach the second upper limit, display the first virtual object in the second area, where the second area is used to deploy the virtual objects that the second account does not need to use in the next round of the current game session and that the second account owns.
[0172] As an alternative solution, the above device is used to control the first virtual object to move to the first area in response to the above first account, and when the number of virtual objects deployed in the first area reaches the first upper limit, display a first virtual object identifier in the first area, where the first virtual object identifier is used to indicate that the first account has transferred the first virtual object to the second account, and the number of virtual objects deployed in the first area reaches the first upper limit; in response to the first account controlling the first virtual object to move to the first area, the number of virtual objects deployed in the first area reaches the first upper limit, and the number of virtual objects deployed in the second area does not reach the second upper limit, display the first virtual object in the second area; in response to the first account controlling the first virtual object to move to the first area, and when the number of virtual objects deployed in the first area reaches the first upper limit, cancel the display of the second game scene and display the first game scene.
[0173] As an alternative solution, the above device is further used to: in response to the first account controlling the first virtual object to move to the second area, and when the number of virtual objects deployed in the second area reaches the second upper limit, display a second virtual object identifier in the first area, where the second virtual object identifier is used to indicate that the first account has transferred the first virtual object to the second account, and the number of virtual objects deployed in the second area reaches the second upper limit; in response to the first account controlling the first virtual object to move to the second area, the number of virtual objects deployed in the second area reaches the second upper limit, and the number of virtual objects deployed in the first area does not reach the first upper limit, display the first virtual object in the first area; in response to the first account controlling the first virtual object to move to the second area, and when the number of virtual objects deployed in the second area reaches the second upper limit, cancel the display of the second game scene and display the first game scene.
[0174] As an alternative, the above-mentioned device is further configured to: when the first virtual object is controlled by the first account to move to the second area and the second virtual object is displayed in the second area, display a third virtual object in the second area and cancel the display of the second virtual object, where the second virtual object is allowed to be merged with the first virtual object into the third virtual object; when the first virtual object is controlled by the first account to move to the first area and the second virtual object is displayed in the first area, display the third virtual object in the first area and cancel the display of the second virtual object; when the first virtual object is controlled by the first account to move to the first area and the second virtual object is displayed in the second area, display the third virtual object in the first area or the second area and cancel the display of the second virtual object; when the first virtual object is controlled by the first account to move to the second area and the second virtual object is displayed in the first area, display the third virtual object in the first area or the second area and cancel the display of the second virtual object.
[0175] As an alternative, the above-mentioned device is configured to respond to the first account controlling the first virtual object to move to the first area and the second virtual object being displayed in the second area by the following method: when the first account controls the first virtual object to move to the first area, the second virtual object is displayed in the second area, and the number of virtual objects deployed in the first area reaches the first upper limit, display the third virtual object in the second area and cancel the display of the second virtual object; when the first account controls the first virtual object to move to the first area, the second virtual object is displayed in the second area, and the number of virtual objects deployed in the first area does not reach the first upper limit, display the third virtual object in the first area and cancel the display of the second virtual object.
[0176] The above-mentioned device is further configured to: in response to the first account controlling the first virtual object to move to the third area in the second game scenario, cancel the display of the second game scenario and display the first game scenario, where the first game scenario includes the first virtual object, and the movement of the first virtual object to the third area indicates that the first account cancels the transfer of the first virtual object to the second account; in response to the first account controlling the first virtual object to move to the fourth area in the second game scenario, display the first virtual object in the fourth area, where the movement of the first virtual object to the fourth area indicates that the first account allows the second account to use the first virtual object transferred from the first account to the second account in the next round of the current game.
[0177] As an alternative solution, the above-mentioned device is configured to respond to the first interaction operation performed by the first account in the first game scenario and display the second game scenario and the first virtual object corresponding to the second account in the following manner: in response to the first interaction operation, determine the first virtual object from the above-mentioned group of virtual objects and display the target virtual object identifier, where the target virtual object identifier is allowed to be controlled to move and is used to indicate the first virtual object; in response to the account identifier interaction operation, determine the target account identifier from a group of account identifiers, where the above-mentioned group of accounts corresponds to the above-mentioned group of account identifiers, and the target account identifier corresponds to the second account; in response to the determination of the target account identifier, display the second game scenario and display the target virtual object identifier in the second game scenario.
[0178] As an alternative solution, the above-mentioned device is configured to determine the first virtual object from the above-mentioned group of virtual objects and display the target virtual object identifier in the following manner in response to the first interaction operation: in response to the first trigger operation performed on the first virtual object, determine the first virtual object from the above-mentioned group of virtual objects and display the target virtual object identifier; or in response to the second trigger operation performed on the target virtual item, use the target virtual item, and in the case where the target virtual item is in the used state, in response to the third trigger operation performed on the first virtual object, determine the first virtual object from the above-mentioned group of virtual objects and display the target virtual object identifier, where the target virtual item is used to transfer virtual characters between different accounts.
[0179] As an alternative, the above device is used to determine a target account identifier from a group of account identifiers in response to an account identifier interaction operation in the following manner: when the target virtual object identifier is displayed in the first game scene, in response to the account identifier interaction operation, control the target virtual object identifier to move to the display area corresponding to the group of account identifiers; when the residence duration of the target virtual object identifier on the target account identifier meets a preset duration condition, determine the target account identifier from the group of account identifiers.
[0180] As an alternative, the above device is further used to: when the target virtual object identifier is displayed in the first game scene, in response to the account identifier interaction operation, control the target virtual object identifier to move to the display area, wherein each time the target virtual object identifier moves to a display sub-area corresponding to an account identifier, highlight the corresponding account identifier and timer; when the target account identifier is highlighted and the target timer corresponding to the target account identifier indicates that the residence duration of the target virtual object identifier on the target account identifier meets the preset duration condition, display the second game scene corresponding to the target account identifier and display the target virtual object identifier in the second game scene; when the target account identifier is highlighted and the target timer corresponding to the target account identifier indicates that the residence duration of the target virtual object identifier on the target account identifier has not yet met the preset duration condition, in response to the target virtual object identifier leaving the target display sub-area corresponding to the target account identifier, cancel the highlighting of the target account identifier and cancel the display of the target timer.
[0181] In the embodiments of the present application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other related parts to achieve a predetermined goal, and can be fully or partially implemented by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of the overall module or unit that includes the function of the module or unit.
[0182] Regarding the device in the above embodiments, the specific manner in which each module performs operations has been described in detail in the embodiments related to the method, and will not be elaborated here.
[0183] According to one aspect of the present application, a computer program product is provided, and the computer program product includes a computer program.
[0184] The serial numbers of the embodiments of the present application above are only for description and do not represent the superiority or inferiority of the embodiments.
[0185] Figure 18 Schematically shown is a block diagram of a computer system of an electronic device for implementing the embodiments of the present application.
[0186] It should be noted that Figure 18 The computer system 1800 of the shown electronic device is only an example and should not impose any limitation on the functions and usage scope of the embodiments of the present application.
[0187] As Figure 18 shown, the computer system 1800 includes a central processing unit 1801 (Central Processing Unit, CPU), which can perform various appropriate actions and processes according to the program stored in the read-only memory 1802 (Read-Only Memory, ROM) or the program loaded from the storage section 1808 into the random access memory 1803 (Random Access Memory, RAM). In the random access memory 1803, various programs and data required for system operation are also stored. The central processing unit 1801, the read-only memory 1802, and the random access memory 1803 are connected to each other via a bus 1804. The input / output interface 1805 (Input / Output interface, i.e., I / O interface) is also connected to the bus 1804.
[0188] The following components are connected to the input / output interface 1805: an input section 1806 including a keyboard, a mouse, etc.; an output section 1807 including, for example, a cathode ray tube (Cathode Ray Tube, CRT), a liquid crystal display (Liquid Crystal Display, LCD), etc., and a speaker, etc.; a storage section 1808 including a hard disk, etc.; and a communication section 1809 including a network interface card such as a local area network card, a modem, etc. The communication section 1809 performs communication processing via a network such as the Internet. A drive 1810 is also connected to the input / output interface 1805 as needed. A removable medium 1811, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 1810 as needed so that the computer program read from it can be installed into the storage section 1808 as needed.
[0189] In particular, according to an embodiment of the present application, the processes described in each method flow chart can be implemented as computer software programs. For example, an embodiment of the present application includes a computer program product, which includes a computer program carried on a computer-readable medium, and the computer program contains program codes for executing the methods shown in the flow charts. In such an embodiment, the computer program can be downloaded and installed from the network through the communication part 1809, and / or installed from the removable medium 1811. When the computer program is executed by the central processing unit 1801, various functions defined in the system of the present application are executed.
[0190] In such an embodiment, the computer program can be downloaded and installed from the network through the communication part 1809, and / or installed from the removable medium 1811. When the computer program is executed by the central processing unit 1801, various functions provided by the embodiments of the present application are executed.
[0191] According to another aspect of the embodiments of the present application, an electronic device for implementing the above virtual object display method is further provided. The electronic device may be Figure 1 the terminal device or server shown. This embodiment takes the electronic device as the terminal device as an example for illustration. As Figure 19 shown, the electronic device includes a memory 1902 and a processor 1904. A computer program is stored in the memory 1902, and the processor 1904 is configured to execute the steps in any one of the above method embodiments through the computer program.
[0192] Optionally, in this embodiment, the above electronic device may be at least one network device among multiple network devices in a computer network.
[0193] Optionally, in this embodiment, the above processor may be configured to execute the methods in the embodiments of the present application through the computer program.
[0194] Optionally, those of ordinary skill in the art can understand that Figure 19 the structure shown is only schematic, Figure 19 and it does not limit the structure of the above electronic device. For example, the electronic device may further include more or fewer components (such as a network interface, etc.) than those shown in Figure 19 , or have a different configuration from that shown in Figure 19 .
[0195] Among them, the memory 1902 can be used to store software programs and modules, such as the program instructions / modules corresponding to the display method and device of virtual objects in the embodiments of the present application. The processor 1904 executes various functional applications and data processing by running the software programs and modules stored in the memory 1902, that is, implements the above-mentioned display method of virtual objects. The memory 1902 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memories, or other non-volatile solid-state memories. In some instances, the memory 1902 may further include a memory remotely disposed relative to the processor 1904, and these remote memories can be connected to the terminal through a network. Examples of the above network include but are not limited to the Internet, enterprise intranets, local area networks, mobile communication networks, and combinations thereof. Among them, the memory 1902 can specifically but not limitedly be used to store information such as the first virtual object, the second virtual object, and the third virtual object. As an example, as Figure 19 shown, the above-mentioned memory 1902 may but not limitedly include the first display module 1702, the second display module 1704, and the third display module 1706 in the above-mentioned display device of virtual objects. In addition, it may also include but not limited to other module units in the above-mentioned display device of virtual objects, which will not be elaborated in this example.
[0196] Optionally, the above-mentioned transmission device 1906 is used to receive or send data via a network. Specific examples of the above network may include wired networks and wireless networks. In one instance, the transmission device 1906 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers through a network cable, thereby enabling communication with the Internet or a local area network. In one instance, the transmission device 1906 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.
[0197] In addition, the above-mentioned electronic device further includes: a display 1908, which is used to display the above-mentioned first game scene and the above-mentioned second game scene; and a connection bus 1910, which is used to connect each module component in the above-mentioned electronic device.
[0198] In other embodiments, the above-mentioned terminal device or server can be a node in a distributed system. Among them, the distributed system can be a blockchain system, and the blockchain system can be a distributed system formed by connecting multiple nodes through network communication. Among them, the nodes can form a peer-to-peer network, and any form of computing device, such as a server, a terminal, and other electronic devices, can become a node in the blockchain system by joining the peer-to-peer network.
[0199] According to one aspect of the present application, there is provided a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the virtual object display method provided in various alternative implementations of the above-mentioned virtual object display aspect.
[0200] Optionally, in this embodiment, the above computer-readable storage medium may be configured to store instructions for executing the methods in the various embodiments of the present application.
[0201] Optionally, in this embodiment, those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by a program instructing the relevant hardware of the terminal device. The program can be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disc, etc.
[0202] The serial numbers of the embodiments of the present application above are only for description and do not represent the superiority or inferiority of the embodiments.
[0203] If the integrated unit in the above embodiments is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in the above computer-readable storage medium. Based on such an understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for causing one or more electronic devices to execute all or part of the steps of the methods described in the various embodiments of the present application.
[0204] In the above embodiments of the present application, the descriptions of the various embodiments have their own emphases. For the parts not detailed in a certain embodiment, reference may be made to the relevant descriptions of other embodiments.
[0205] In several embodiments provided by the present application, it should be understood that the disclosed application program can be implemented in other ways. Among them, the device embodiments described above are only illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed coupling or direct coupling or communication connection to each other can be through some interfaces. The indirect coupling or communication connection of the units or modules can be in an electrical or other form.
[0206] The unit described as a separation component may or may not be physically separated. The component shown as a unit may or may not be a physical unit, that is, it may be located in one place or may be distributed across multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0207] In addition, each functional unit in various embodiments of the present application may be integrated into a processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit. The above-mentioned integrated units can be implemented in the form of hardware or in the form of software functional units.
[0208] The above are only the preferred embodiments of the present application. It should be noted that for those of ordinary skill in the art, without departing from the principle of the present application, several improvements and refinements can be made, and these improvements and refinements should also be regarded as the protection scope of the present application.
Claims
1. A method for displaying a virtual object, characterized in that, Including: Display a first game scene corresponding to a first account in the current game session. Among them, the accounts participating in the current game session include a group of accounts, and the group of accounts includes the first account. The first game scene displays a group of virtual objects owned by the first account; In response to a first interaction operation performed by the first account in the first game scene, display a second game scene corresponding to a second account and a first virtual object. Among them, the first interaction operation is used to control the first account to determine the first virtual object from the group of virtual objects and determine the second account from the group of accounts; In response to a second interaction operation performed by the first account in the second game scene, display the first virtual object in a target area. Among them, the second interaction operation is used to control the first account to determine the target area from the second game scene. The first virtual object being displayed in the target area indicates that the second account owns the first virtual object.
2. The method according to claim 1, characterized in that, The step of, in response to the second interaction operation performed by the first account in the second game scene, displaying the first virtual object in the target area includes: In response to the first account controlling the first virtual object to move to a first area in the second game scene and the number of virtual objects already deployed in the first area not reaching a first upper limit, display the first virtual object in the first area. Among them, the first area is used to deploy virtual objects that the second account needs to use in the next round of the current game session; In response to the first account controlling the first virtual object to move to a second area in the second game scene and the number of virtual objects already deployed in the second area not reaching a second upper limit, display the first virtual object in the second area. Among them, the second area is used to deploy virtual objects that the second account does not need to use in the next round of the current game session and that the second account owns.
3. The method according to claim 2, characterized in that, The method further includes: In response to the first account controlling the first virtual object to move to the first area and the number of virtual objects already deployed in the first area reaching the first upper limit, display a first virtual object identifier in the first area. Among them, the first virtual object identifier is used to indicate that the first account has transferred the first virtual object to the second account and the number of virtual objects already deployed in the first area has reached the first upper limit; In response to the first account controlling the first virtual object to move to the first area, the number of virtual objects already deployed in the first area reaching the first upper limit, and the number of virtual objects already deployed in the second area not reaching the second upper limit, display the first virtual object in the second area; In response to the first account controlling the first virtual object to move to the first area and the number of virtual objects already deployed in the first area reaching the first upper limit, cancel the display of the second game scene and display the first game scene.
4. The method according to claim 2, characterized in that, The method further includes: In response to the first account controlling the first virtual object to move to a second area, and when the number of virtual objects deployed in the second area reaches a second upper limit, displaying a second virtual object identifier in the first area, where the second virtual object identifier is used to indicate that the first account has transferred the first virtual object to the second account, and the number of virtual objects deployed in the second area reaches the second upper limit; In response to the first account controlling the first virtual object to move to a second area, the number of virtual objects deployed in the second area reaching the second upper limit, and the number of virtual objects deployed in the first area not reaching the first upper limit, displaying the first virtual object in the first area; In response to the first account controlling the first virtual object to move to the second area, and when the number of virtual objects deployed in the second area reaches the second upper limit, canceling the display of the second game scene and displaying the first game scene.
5. The method according to claim 2, characterized in that, The method further includes: In response to the first account controlling the first virtual object to move to the second area, and when a second virtual object is displayed in the second area, displaying a third virtual object in the second area and canceling the display of the second virtual object, where the second virtual object is allowed to be merged with the first virtual object into the third virtual object; In response to the first account controlling the first virtual object to move to the first area, and when the second virtual object is displayed in the first area, displaying the third virtual object in the first area and canceling the display of the second virtual object; In response to the first account controlling the first virtual object to move to the first area, and when the second virtual object is displayed in the second area, displaying the third virtual object in the first area or the second area and canceling the display of the second virtual object; In response to the first account controlling the first virtual object to move to the second area, and when the second virtual object is displayed in the first area, displaying the third virtual object in the first area or the second area and canceling the display of the second virtual object.
6. The method according to claim 5, characterized in that, The step of, in response to the first account controlling the first virtual object to move to the first area, and when the second virtual object is displayed in the second area, displaying the third virtual object in the first area or the second area and canceling the display of the second virtual object, includes: In response to the first account controlling the first virtual object to move to the first area, the second virtual object being displayed in the second area, and the number of virtual objects deployed in the first area reaching the first upper limit, displaying the third virtual object in the second area and canceling the display of the second virtual object; In response to the first account controlling the first virtual object to move to the first area, where the second virtual object is displayed in the second area and the number of virtual objects deployed in the first area has not reached the first upper limit, the third virtual object is displayed in the first area and the display of the second virtual object is cancelled.
7. The method according to claim 1, characterized in that, The method further includes: In response to the first account controlling the first virtual object to move to a third area in the second game scene, the display of the second game scene is cancelled and the display of the first game scene is shown, where the first game scene includes the first virtual object, and the movement of the first virtual object to the third area indicates that the first account cancels transferring the first virtual object to the second account; In response to the first account controlling the first virtual object to move to a fourth area in the second game scene, the first virtual object is displayed in the fourth area, where the movement of the first virtual object to the fourth area indicates that the first account allows the second account to use the first virtual object transferred from the first account to the second account in the next round of the current game.
8. The method according to claim 1, characterized in that, The displaying of the second game scene corresponding to the second account and the first virtual object in response to the first interaction operation performed by the first account in the first game scene includes: In response to the first interaction operation, the first virtual object is determined from the group of virtual objects, and the target virtual object identifier is displayed, where the target virtual object identifier allows to be controlled to move and is used to indicate the first virtual object; In response to the account identifier interaction operation, the target account identifier is determined from a group of account identifiers, where the group of accounts corresponds to the group of account identifiers and the target account identifier corresponds to the second account; In response to the determination of the target account identifier, the second game scene is displayed and the target virtual object identifier is displayed in the second game scene.
9. The method according to claim 8, characterized in that, The determining of the first virtual object from the group of virtual objects and the display of the target virtual object identifier in response to the first interaction operation includes: In response to the first trigger operation performed on the first virtual object, the first virtual object is determined from the group of virtual objects and the target virtual object identifier is displayed; or In response to the second trigger operation performed on the target virtual item, the target virtual item is used, and in the case where the target virtual item is in a used state, in response to the third trigger operation performed on the first virtual object, the first virtual object is determined from the group of virtual objects and the target virtual object identifier is displayed, where the target virtual item is used to transfer virtual characters between different accounts.
10. The method according to claim 8, wherein The determining of the target account identifier from a group of account identifiers in response to the account identifier interaction operation includes: In the case where the target virtual object identifier is displayed in the first game scene, in response to the account identifier interaction operation, the target virtual object identifier is controlled to move to the display area corresponding to the group of account identifiers; When the residence duration of the target virtual object identifier on the target account identifier meets the preset duration condition, determine the target account identifier from the group of account identifiers.
11. The method according to claim 10, wherein The method further includes: When the target virtual object identifier is displayed in the first game scene, in response to the account identifier interaction operation, control the target virtual object identifier to move to the display area. Wherein, each time the target virtual object identifier moves to a display sub-area corresponding to an account identifier, highlight the corresponding account identifier and timer; When the target account identifier is highlighted and the target timer corresponding to the target account identifier indicates that the residence duration of the target virtual object identifier on the target account identifier meets the preset duration condition, display the second game scene corresponding to the target account identifier, and display the target virtual object identifier in the second game scene; When the target account identifier is highlighted and the target timer corresponding to the target account identifier indicates that the residence duration of the target virtual object identifier on the target account identifier has not yet met the preset duration condition, in response to the target virtual object identifier leaving the target display sub-area corresponding to the target account identifier, cancel highlighting the target account identifier and cancel displaying the target timer.
12. A display device for a virtual object, wherein Includes: A first display module for displaying a first game scene corresponding to a first account in the current game session. Wherein, the accounts participating in the current game session include a group of accounts, the group of accounts includes the first account, and the first game scene displays a group of virtual objects owned by the first account; A second display module for, in response to a first interaction operation performed by the first account in the first game scene, displaying a second game scene corresponding to a second account and a first virtual object. Wherein, the first interaction operation is used to control the first account to determine a first virtual object from the group of virtual objects and determine the second account from the group of accounts; A third display module for, in response to a second interaction operation performed by the first account in the second game scene, displaying the first virtual object in a target area. Wherein, the second interaction operation is used to control the first account to determine the target area from the second game scene, and the fact that the first virtual object is displayed in the target area indicates that the second account owns the first virtual object; 13. A computer-readable storage medium, wherein The computer-readable storage medium includes a stored computer program, wherein the computer program, when run by an electronic device, executes the method described in any one of claims 1 to 11.
14. A computer program product comprising a computer program, wherein When the computer program is executed by a processor, it implements the steps of the method described in any one of claims 1 to 11.
15. An electronic device comprising a memory and a processor, wherein A computer program is stored in the memory, and the processor is configured to execute the method described in any one of claims 1 to 11 through the computer program.