Object processing method and device in game, electronic equipment and readable storage medium
By allowing players to place virtual objects directly in the preparation area on the object acquisition interface in the graphical user interface, the problem of low processing efficiency of virtual objects in turn-based chess games is solved, and more efficient operation fluency is achieved.
Patent Information
- Application Number
- CN202510616152.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-13
- Publication Date
- 2025-06-27
AI Technical Summary
In turn-based chess games, players need to repeatedly switch between the object acquisition interface and preparation area, resulting in low efficiency in virtual object processing.
By displaying the object acquisition interface in the graphical user interface, players are allowed to operate on this interface, and the target candidate virtual object or its associated object is placed directly in the preparation area to reduce the frequency of switching.
It improves the efficiency of virtual object processing, reduces the frequency of switching between the object acquisition interface and the preparation area, and improves the smoothness of the game operation.
Smart Images

Figure CN120204715A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of human-computer interaction technologies, and in particular, to an object processing method, apparatus, electronic device, and readable storage medium in a game. Background Art
[0002] In a turn-based board game, after both sides of a battle place virtual objects in a battle area, the game application automatically controls the virtual objects of both sides on the virtual objects to conduct a battle, and displays the battle result. For the player on the side that loses the battle, the corresponding virtual resources are deducted. After it is determined that the player's virtual resources are less than a preset threshold, the corresponding player is eliminated. Finally, the remaining player is the winning player of this game and can obtain corresponding rewards.
[0003] A turn-based board game includes multiple different battle rounds. In each battle round, different players may need to change the formation due to changes in battle strategies or the opponent's battle formation being more targeted at their own battle formation. Therefore, in addition to setting a battle area in the graphical user interface, a preparation area also needs to be set, and preparation virtual objects to replace the current ones in the battle area are placed in the preparation area.
[0004] In the related art, when virtual objects are in battle in the battle area, the player needs to select virtual objects belonging to different virtual team formations from the virtual objects and place them in the preparation area to ensure the convenience of adjusting the virtual object teams. However, when selecting virtual objects in the virtual team, the player needs to repeatedly switch between the object acquisition interface and the preparation area, resulting in low object processing efficiency. Summary of the Invention
[0005] In view of this, the purpose of the present disclosure is to provide an object processing method, apparatus, electronic device, and readable storage medium in a game, which can directly place a target candidate virtual object, or simultaneously place the target candidate virtual object and the corresponding associated virtual objects in the preparation area through operations on the object acquisition interface, reduce the frequency of repeatedly switching between the object acquisition interface and the preparation area to obtain virtual objects, and thereby improve the efficiency of virtual object processing.
[0006] In a first aspect, an embodiment of the present disclosure provides an object processing method in a game. A graphical user interface is provided through a terminal device. A battle area and a preparation area are displayed in the graphical user interface. The battle area is configured to place virtual objects participating in a battle, and the preparation area is configured to place preparation virtual objects. The object processing method includes:
[0007] Display an object acquisition interface in the graphical user interface, where the object acquisition interface includes at least one candidate virtual object;
[0008] In response to a first operation on the object acquisition interface, control is performed to place a first target candidate virtual object corresponding to the first operation in the preparation area, where the first target candidate virtual object is displayed in a first display manner;
[0009] In response to a second operation on the object acquisition interface, control is performed to place a second target candidate virtual object corresponding to the second operation in the preparation area, where the second target candidate virtual object is displayed in a second display manner;
[0010] According to the role attributes of the second target candidate virtual object, an associated virtual object that is the same as or related to the second target candidate virtual object is automatically obtained, and the associated virtual object is placed in the preparation area.
[0011] In a second aspect, an embodiment of the present disclosure further provides an object processing device in a game. A graphical user interface is provided through a terminal device, and a combat area and a preparation area are displayed in the graphical user interface. The combat area is configured to place virtual objects participating in a battle, and the preparation area is configured to place virtual objects for preparation. The object processing device includes:
[0012] An interface display module, configured to display an object acquisition interface in the graphical user interface, where the object acquisition interface includes at least one candidate virtual object;
[0013] A first object placement module, configured to, in response to a first operation on the object acquisition interface, control to place a first target candidate virtual object corresponding to the first operation in the preparation area, where the first target candidate virtual object is displayed in a first display manner;
[0014] A second object placement module, configured to, in response to a second operation on the object acquisition interface, control to place a second target candidate virtual object corresponding to the second operation in the preparation area, where the second target candidate virtual object is displayed in a second display manner;
[0015] An associated object placement module, configured to, according to the role attributes of the second target candidate virtual object, automatically obtain an associated virtual object that is the same as or related to the second target candidate virtual object, and place the associated virtual object in the preparation area.
[0016] In a third aspect, an embodiment of the present disclosure further provides an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to execute the object processing method in the game as described in the first aspect.
[0017] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the object processing method in the game as described in the first aspect.
[0018] The object processing method, device, electronic device, and readable storage medium in the game provided by the embodiments of the present disclosure display an object acquisition interface in a graphical user interface; in response to a first operation on the object acquisition interface, control is performed to place a first target candidate virtual object corresponding to the first operation in a preparation area; in response to a second operation on the object acquisition interface, control is performed to place a second target candidate virtual object corresponding to the second operation in the preparation area; according to the role attributes of the second target candidate virtual object, an associated virtual object that is the same as or related to the second target candidate virtual object is automatically acquired and placed in the preparation area. In this way, through operations on the object acquisition interface, the target candidate virtual object, or simultaneously the target candidate virtual object and the corresponding associated virtual object can be directly placed in the preparation area, reducing the frequency of repeatedly switching between the object acquisition interface and the preparation area to obtain virtual objects, thereby improving the efficiency of virtual object processing.
[0019] To make the above objects, features, and advantages of the present disclosure more obvious and understandable, the following specific preferred embodiments are given, and in conjunction with the accompanying drawings, the detailed description is as follows. Description of the Drawings
[0020] To more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required to be used in the embodiments. It should be understood that the following drawings only show some embodiments of the present disclosure, and therefore should not be regarded as limiting the scope. For those of ordinary skill in the art, without creative efforts, other relevant drawings can be obtained based on these drawings.
[0021] Figure 1 It is a flowchart of an object processing method in a game provided by an embodiment of the present disclosure;
[0022] Figure 2 It is one of the schematic diagrams of the graphical user interface provided by an embodiment of the present disclosure;
[0023] Figure 3The second schematic diagram of the graphical user interface provided by the embodiments of the present disclosure;
[0024] Figure 4 The third schematic diagram of the graphical user interface provided by the embodiments of the present disclosure;
[0025] Figure 5 The fourth schematic diagram of the graphical user interface provided by the embodiments of the present disclosure;
[0026] Figure 6 The structural schematic diagram of an object processing device in a game provided by the embodiments of the present disclosure;
[0027] Figure 7 The structural schematic diagram of an electronic device provided by the embodiments of the present disclosure. Detailed implementation manners
[0028] To make the objectives, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only a part of the embodiments of the present disclosure, rather than all the embodiments. Usually, the components of the embodiments of the present disclosure described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure claimed, but only represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by those skilled in the art without creative efforts belongs to the scope of protection of the present disclosure.
[0029] First, the nouns related to the present disclosure are introduced:
[0030] (1) Terminal device
[0031] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual characters. Among them, the terminal device may be the local terminal device mentioned below, or the client device in the cloud interaction system. The terminal device may include, but is not limited to, any one of the following devices: smart phone, tablet computer, game console, MP4 (Moving Picture Experts Group Audio Layer IV) player, personal digital assistant (PDA), e-book reader, etc. An application program supporting games is installed and run on the terminal device, such as an application program supporting 3D games or 2D games. In the embodiments of the present disclosure, the application program is introduced as a game application. Optionally, the application program may be a stand-alone application program, such as a stand-alone 3D game program, or a network online version application program.
[0032] (2) Graphical user interface
[0033] A graphical user interface is a display format for the interface of human-computer communication, which allows users to manipulate icons, identifiers or menu options on the screen using input devices such as a mouse or keyboard, and also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks, etc.
[0034] (3) Game scene
[0035] The game scene is the game scene displayed (or provided) when the application program runs on the terminal or server, that is, the scene used during the normal game process. That is to say, the game scene refers to the virtual game control for carrying virtual characters during the game process. The virtual characters can move, release skills, etc. under the control of the operation instructions issued by the user (i.e., the player) to the terminal device in the game scene. Optionally, the game scene may be a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene may be any one of a 2D game scene, a 2.5D game scene, and a 3D game scene. The virtual environment may be sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, the game scene is the scene for the user to control the complete game logic of the virtual character. Optionally, the game scene may also be used for the game scene battle between at least two virtual characters, and there are virtual resources available for at least two virtual characters in this game scene. Exemplarily, the game scene may include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements, etc.
[0036] (4) Target virtual object
[0037] The target virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an anime character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle. The embodiments of the present disclosure do not limit this. In a possible implementation, a user can control the virtual object to move in the virtual scene. For example, the user can control the virtual object to run, jump, crawl, etc., and can also control the target virtual object to use skills, virtual props, etc. provided by the application program to fight against other virtual objects.
[0038] Secondly, the technical background of the present disclosure is introduced:
[0039] For turn-based board games, after the two sides of the battle place the virtual objects in the battle area, the game application automatically controls the virtual objects on both sides to fight and displays the battle result. For the player on the losing side of the battle, the corresponding virtual resources are deducted. After it is determined that the player's virtual resources are less than the preset threshold, the corresponding player is eliminated. Finally, the remaining player is the winning player of this game and can obtain the corresponding reward.
[0040] The turn-based board game includes multiple different battle rounds. In each battle round, different players may need to change the lineup due to changes in battle strategies or the opponent's battle lineup being more targeted at their own battle lineup. Therefore, in addition to setting the battle area in the graphical user interface, a preparation area also needs to be set, and the preparation virtual object that replaces the current one in the battle area is placed in the preparation area.
[0041] In the related art, when the virtual objects are fighting in the battle area, the player needs to select a virtual object belonging to a different virtual team lineup from the virtual object and place it in the preparation area to ensure the convenience of adjusting the virtual object team. However, when selecting a virtual object in the virtual team, the player needs to repeatedly switch between the object acquisition interface and the preparation area, resulting in low object processing efficiency.
[0042] Based on this, the embodiment of the present disclosure provides an object processing method in a game to reduce the frequency of repeatedly switching between the object acquisition interface and the preparation area to acquire virtual objects, thereby improving the efficiency of virtual object processing.
[0043] In one embodiment of the present disclosure, the object processing method in the game can be run on a local mobile terminal or a server. When the object processing method in the game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0044] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the object processing method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0045] In an optional embodiment, taking a game as an example, a local mobile terminal stores a game program and is used to present a game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by a conventional electronic device and run. The local mobile terminal may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local mobile terminal may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0046] In an optional implementation, an embodiment of the present invention provides an object processing method in a game, providing a graphical user interface through a mobile terminal, wherein the mobile terminal can be the local mobile terminal mentioned above (such as a local touch terminal), or can be a client device in the cloud interaction system mentioned above. The following is an example of the object processing method in the above game running on a local mobile terminal (hereinafter referred to as a mobile terminal).
[0047] Please refer to Figure 1 , Figure 1 which is a flowchart of a method for processing objects in a game provided by an embodiment of the present disclosure.
[0048] As Figure 1 shown in
[0049] S101. Display an object acquisition interface on the graphical user interface, where the object acquisition interface includes at least one candidate virtual object.
[0050] S102. Respond to a first operation on the object acquisition interface, and control to place the first target candidate virtual object corresponding to the first operation in the preparation area, where the first target candidate virtual object is displayed in a first display manner.
[0051] S103. Respond to a second operation on the object acquisition interface, and control to place the second target candidate virtual object corresponding to the second operation in the preparation area, where the second target candidate virtual object is displayed in a second display manner.
[0052] S104. Automatically acquire an associated virtual object that is the same as or related to the second target candidate virtual object according to the role attribute of the second target candidate virtual object, and place the associated virtual object in the preparation area.
[0053] The method for processing objects in a game provided by an embodiment of the present disclosure can directly place the target candidate virtual object, or simultaneously place the target candidate virtual object and the corresponding associated virtual object in the preparation area through operations on the object acquisition interface, reducing the frequency of repeatedly switching between the object acquisition interface and the preparation area to obtain virtual objects, thereby improving the efficiency of virtual object processing.
[0054] S101. Display an object acquisition interface on the graphical user interface, where the object acquisition interface includes at least one candidate virtual object.
[0055] In an embodiment of the present disclosure, for a turn-based board game, after both sides of the battle place virtual objects in the battle area, the game application automatically controls the virtual objects on both sides to fight and displays the battle result, and deducts the corresponding virtual resources (such as virtual blood volume, etc.) from the player on the losing side of the battle. After determining that the player's virtual resources are less than a preset threshold (which can be set to 0), the corresponding player is eliminated. Finally, the remaining player is the winning player of this game and can obtain corresponding rewards.
[0056] Among them, the turn-based board game includes multiple different battle rounds. In each battle round, different players may need to change their lineups due to changes in battle strategies or the opponent's battle lineup being more targeted at their own battle lineup. Therefore, in addition to setting a battle area in the graphical user interface, a preparation area also needs to be set, and replacement virtual objects for the current ones located in the battle area are placed in the preparation area.
[0057] Here, when virtual objects are in battle in the battle area, they fight in the form of a virtual lineup, that is, virtual objects belonging to the same virtual team lineup will fight in the battle area simultaneously; when processing virtual objects, all virtual objects included in the virtual team are replaced.
[0058] In the embodiments of the present disclosure, an object selection control can be displayed in the graphical user interface, and players can trigger an operation on the object selection control to display an object acquisition interface in the graphical user interface.
[0059] In an alternative embodiment, the triggering operation on the object selection control can be a touch operation on the object selection control or a click operation on the object selection control.
[0060] For example, when the terminal device is a mobile terminal, the triggering operation on the object selection control can be a touch operation on the object selection control (such as a long press operation, a click operation, or a swipe operation, etc.); when the terminal device is a PC, the triggering operation on the object selection control can be a click operation on the object selection control through an external input device (such as a click operation with a mouse, etc.).
[0061] In an alternative embodiment, after a player issues an object selection operation, it can be considered that the player has opened the store entrance, and the object acquisition interface displays multiple refreshed candidate virtual objects, the consumption resources for each candidate virtual object, and a pre-purchase control corresponding to each candidate virtual object.
[0062] Here, for candidate virtual objects, they are uniformly stored in an object pool, and all players share the same common object pool, and the number of candidate virtual objects with various consumption resources is fixed. If a certain candidate virtual object is purchased by other players in large quantities or the object pool is exhausted, the acquisition probability will be significantly reduced.
[0063] In an alternative embodiment, players can refresh the object pool through a refresh control displayed in the graphical user interface. When purchasing different candidate virtual objects, the candidate virtual objects not purchased after the previous refresh will be automatically blocked, reducing duplicate and invalid options and increasing the appearance probability of target candidate virtual objects. Exemplarily: If candidate virtual object X was not purchased in the previous round, when the player makes an object selection again in the next round, candidate virtual object X will temporarily disappear.
[0064] In an alternative embodiment, for players of different levels, the probabilities of appearance of candidate virtual objects with different resource consumptions are also different.
[0065] Furthermore, the player can directly purchase a first target candidate object corresponding to the first operation through a first operation on the object acquisition interface, and place the first target candidate object in the preparation area. When the player adjusts the formation later, the player can directly place the first target candidate object in the combat area to participate in the battle.
[0066] S102. In response to the first operation on the object acquisition interface, control to place the first target candidate virtual object corresponding to the first operation in the preparation area, where the first target candidate virtual object is displayed in a first display manner.
[0067] In the embodiments of the present disclosure, the first operation on the object acquisition interface can be issued by the player through a purchase control provided in the object acquisition interface, or can be issued by the player through a corresponding first trigger operation.
[0068] In an alternative embodiment, each candidate virtual object in the object acquisition interface corresponds to a purchase control. The player can purchase the first target candidate virtual object corresponding to the purchase control through a trigger operation on any purchase control, and after deducting the corresponding virtual resources, place the first target candidate virtual object in the preparation area.
[0069] In an alternative embodiment, the first operation of the player on the object acquisition interface is an operation of directly purchasing the candidate virtual object into the preparation area, that is, after determining that the first operation is received, the purchase process for the first target candidate virtual object has ended. At this time, the first target candidate virtual object already belongs to the player's camp. At this time, the first target candidate virtual object will be displayed in the preparation area in a first display manner.
[0070] Exemplarily, the first target candidate virtual object can be displayed in the form of an object model in the preparation area.
[0071] In an alternative embodiment, when the virtual object is in combat in the combat area, the player needs to select a virtual object belonging to a different virtual team formation from the virtual object and place it in the preparation area to ensure the convenience of team adjustment of the virtual object. However, this requires the player to repeatedly switch between the object selection area and the preparation area. At the same time, when multiple virtual objects are stacked in the preparation area, it will also affect the simplicity of the graphical user interface display.
[0072] Therefore, by performing a second operation on the virtual object, the second target candidate virtual object can be pre-acquired and placed in the preparation area, reducing the need to repeatedly switch between the object selection area and the preparation area, and improving the efficiency of virtual object processing.
[0073] S103. In response to the second operation on the object acquisition interface, control to place the second target candidate virtual object corresponding to the second operation in the preparation area, where the second target candidate virtual object is displayed in a second display manner.
[0074] In the embodiments of the present disclosure, the second operation on the object acquisition interface can be issued by the player through a pre-purchase control set in the object acquisition interface, or can be issued by the player through a corresponding second trigger operation.
[0075] Here, the operation method of the second trigger operation is different from that of the first trigger operation. Exemplarily, the first trigger operation can be a sliding operation on the object acquisition interface, while the second trigger operation can be a long-press operation on the object acquisition interface, etc.
[0076] In an alternative embodiment, the trigger operation for the pre-purchase control can be a drag operation on the pre-purchase control. By dragging the pre-purchase control, the second target candidate virtual object is placed in the preparation area.
[0077] In an alternative embodiment, the preparation area of the second target candidate virtual object can be the end position of the drag operation on the pre-purchase control and is an idle preparation area, so as to avoid the target virtual object overlapping with the preparation virtual objects in other preparation areas, affecting the placement of the preparation virtual objects in other preparation areas, and ensuring the simplicity of the graphical user interface.
[0078] In an alternative embodiment, the obtained second target candidate virtual object is an object that has been pre-purchased and placed in the preparation area. When the purchase process for the second target candidate virtual object is completed, the corresponding virtual resources will not be deducted, and the second target candidate virtual object can be placed back in the object pool again.
[0079] In an alternative embodiment, if there is an associated virtual object in the virtual objects in the current battle area or in the preparation area that is the same as or has an association relationship with the second target candidate virtual object, a prompt message can be displayed in the graphical user interface to prompt the player of the number of existing virtual objects.
[0080] Exemplarily, if there are two associated virtual objects A related to the second target candidate virtual object in the current virtual objects, at this time, a prompt message "There are already two associated virtual objects A, which can be combined with the second target candidate virtual object to form a new virtual lineup" can be displayed in the graphical user interface.
[0081] In an alternative embodiment, in order to distinguish the second target candidate virtual object from the first target candidate virtual object, the second target candidate virtual object can be displayed in the preparation area in a second display manner.
[0082] Exemplarily, the second target candidate virtual object can be displayed in the preparation area in the form of an object model, but the display transparency of the second target candidate virtual object is higher than that of the first target candidate virtual object; it can also be that the second target candidate virtual object is displayed in the form of an object identifier to distinguish it from the first target candidate virtual object that has been purchased.
[0083] In an alternative embodiment, the virtual team lineups to which different virtual objects belong are determined according to the association relationships between different virtual objects. Here, the association relationships between virtual objects can be the bond relationships between virtual objects. Bonds (also known as races, classes, traits, or synergistic effects) are one of the core mechanisms of the game. A bond means that when a player places virtual objects with the same race or class in the battle area, additional effects will be triggered. These effects can enhance the attributes of virtual objects, provide special abilities, or change the rules of the battle, thereby helping the player to win the round-based battle in the area.
[0084] Therefore, when selecting a target virtual object, it is necessary to select a virtual object that belongs to a different virtual team lineup from the virtual object, so as to facilitate the adjustment of virtual objects in the battle round.
[0085] Exemplarily, the virtual object currently located in the battle area belongs to the virtual object in virtual team lineup A. When determining the virtual object, it is found that there is also a virtual object belonging to virtual team lineup B. At this time, this virtual object can be obtained to get the second target candidate virtual object.
[0086] In an alternative embodiment, when obtaining the second target candidate virtual object and placing it in the preparation area, it is necessary to determine whether our side's camp meets the specified conditions. If our side's camp meets the specified conditions, the acquisition operation of the second target candidate virtual object can be completed.
[0087] Specifically, the step "Respond to the second operation in the object acquisition interface, and control to place the second target candidate virtual object corresponding to the second operation in the preparation area" includes:
[0088] a1: Respond to the second operation in the object acquisition interface. If our side's camp meets the specified conditions, control to place the second target candidate virtual object corresponding to the second operation in the preparation area.
[0089] In an alternative embodiment, the specified condition for placing the second target candidate virtual object in our side's camp can be the idle situation in the preparation area. If there is no idle area in the preparation area, at this time, the second target candidate virtual object cannot be placed in the preparation area; the specified condition for placing the second target candidate virtual object in our side's camp can also be the situation of the target resources owned by our side's camp. Since purchasing different virtual objects all requires consuming certain resources, therefore, it is necessary to determine that the target resources owned by our side's camp can cover the consumption of purchasing the second target candidate virtual object before the second target candidate virtual object can be purchased.
[0090] Specifically, the object processing method further includes:
[0091] b1: Responding to the target resources owned by our side's camp being not less than the consumption resources for purchasing the second target candidate virtual object and the associated virtual object, determining that our side's camp meets the specified conditions; and / or,
[0092] b2: Responding to the number of idle preparation sub-areas in the preparation area being not less than the number of the second target candidate virtual object and the associated virtual object, determining that our side's camp meets the specified conditions.
[0093] In an alternative embodiment, the target resources of our side's camp can be allocated after entering the game session, and the allocated target resources can increase with the passage of time; it can also be the trading operations of the player for the virtual objects of our side's camp to obtain corresponding virtual resources.
[0094] Furthermore, when purchasing the second target candidate virtual object, it is necessary to consume the target resources of our side's camp. Therefore, when determining to purchase the second target candidate virtual object, it is necessary to determine that the target resources of our side's camp are not less than the consumption resources for purchasing the target virtual object.
[0095] Exemplarily, if purchasing the second target candidate virtual object and the associated virtual object requires consuming two virtual resources, at this time, as long as the target resources of our side's camp are greater than two virtual resources, it is determined that our side's camp meets the specified conditions and can obtain the second target candidate virtual object and the associated virtual object.
[0096] In another alternative implementation, after obtaining the second target candidate virtual object, it is necessary to place the second target candidate virtual object in the preparation area of our camp. If the second target candidate virtual object is successfully purchased, it is necessary to ensure that there is a sufficient number of available spaces in the preparation area of our camp to place the target virtual objects of the pre-purchase quantity.
[0097] Exemplarily, if two second target candidate virtual objects and associated virtual objects are purchased, at this time, as long as the number of idle preparation sub-areas in the preparation area of our camp is greater than two, it is determined that our camp meets the specified conditions, and the second target candidate virtual objects and associated virtual objects can be obtained.
[0098] In an alternative implementation, to ensure that players can intuitively determine the quantity of target resources owned by our camp and the resource consumption of purchasing the second target candidate virtual objects and associated virtual objects, the ownership of the target resources of our camp and the resource consumption of the target virtual objects can be displayed at a preset position in the graphical user interface to enhance the player experience.
[0099] Specifically, the object processing method further includes:
[0100] c1: Display a resource prompt area in the graphical user interface; the resource prompt area is used to display the target resources owned by our camp.
[0101] In an alternative implementation, to reduce the occlusion of the game scene displayed in the graphical user interface by the resource prompt area, the resource prompt area can be displayed in the idle area of the graphical user interface.
[0102] In an alternative implementation, the display form of the target resources owned by our camp in the resource prompt area can be through numerical values, and the specific displayed numerical values change according to the changes in the target resources owned by our camp.
[0103] Furthermore, after determining that the player has pre-purchased the second target candidate virtual objects and associated virtual objects through a pre-purchase operation, the resource consumption of the second target candidate virtual objects and associated virtual objects can be simultaneously displayed in the resource prompt area.
[0104] Specifically, the object processing method further includes:
[0105] d1: Display the pre-withholding prompt information of the consumption resources of the second target candidate virtual objects and the associated virtual objects in the resource prompt area.
[0106] In an alternative embodiment, since the second target candidate virtual object and the associated virtual object are pre-purchased, after pre-purchasing the second target candidate virtual object and the associated virtual object, the total amount of target resources owned by our camp will not change. The consumption resource withholding prompt information for the second target candidate virtual object and the associated virtual object is also used to prompt the corresponding resource consumption after purchasing the second target candidate virtual object and the associated virtual object.
[0107] Exemplarily, the consumption resource withholding prompt information can also be displayed numerically, and a deduction mark is added during display. Exemplarily, if it takes 2 virtual resources to purchase the second target candidate virtual object and the associated virtual object, the display form of the consumption resource withholding prompt information in the resource prompt area can be “(-2)”.
[0108] In an alternative embodiment, after the player pre-purchases the second target candidate virtual object through the second operation, in order for the player to accurately determine the second target candidate virtual object in the current preparation area and then intuitively and conveniently operate on the second target candidate virtual object, a pre-purchase mark can be displayed at the preset position of the second target candidate virtual object. In this way, the player's search steps for the target virtual object can be reduced, and the human-computer interaction efficiency can be improved.
[0109] Specifically, after the step “Respond to the second operation in the object acquisition interface and control to place the second target candidate virtual object corresponding to the second operation in the preparation area”, the object processing method further includes:
[0110] e1: Display a pre-purchase mark and a cancellation mark at the preset position of the second target candidate virtual object placed in the preparation area.
[0111] In an alternative embodiment, the pre-purchase mark can be displayed at the preset position above the head of the second target candidate virtual object, and at the same time as the pre-purchase mark is displayed, a cancellation mark for the second target candidate virtual object can also be displayed. The player can cancel the acquisition operation for the second target candidate virtual object through the trigger operation for the cancellation mark.
[0112] Specifically, the object processing method further includes:
[0113] f1: Respond to the trigger operation for the cancellation mark and cancel the acquisition operation for the second target candidate virtual object.
[0114] Here, after the player obtains the second target candidate virtual object, before confirming the purchase of the second target candidate virtual object, the player can cancel the operation of obtaining the second target candidate virtual object. After the player cancels the pre-purchase operation for the second target candidate virtual object, the consumption of the target resources of our camp by the second target candidate virtual object will no longer be counted.
[0115] Specifically, the cancellation identifier can be displayed at the same position as the pre-purchase identifier, that is, at a preset position above the head of the second target candidate virtual object. The triggering operation for the cancellation identifier can be a click operation on the cancellation identifier.
[0116] In an alternative embodiment, after determining to cancel the pre-purchase operation for the second target candidate virtual object, the display of the second target candidate virtual object in the preparation area will be cancelled simultaneously, and the preparation sub-area occupied by the second target candidate virtual object will be in an idle state again; and it is also necessary to cancel the target virtual object resources previously deducted from the target resources in our camp.
[0117] In an alternative embodiment, after determining to obtain the second target candidate virtual object, the associated virtual object that is the same as or has an associated relationship with the second target candidate virtual object can also be automatically obtained according to the role attributes of the second target candidate virtual object, which can reduce the player's selection steps for the associated virtual object and further improve the efficiency of virtual object processing.
[0118] S104. Automatically obtain the associated virtual object that is the same as or related to the second target candidate virtual object according to the role attributes of the second target candidate virtual object, and place the associated virtual object in the preparation area.
[0119] In an alternative embodiment, when obtaining the associated virtual object, as long as a new associated virtual object is refreshed in the object acquisition interface, the associated virtual object will be automatically obtained. In this way, the player's acquisition operation steps for the associated virtual object can be reduced, and the efficiency of virtual object processing can be further improved.
[0120] Specifically, the step of "automatically obtaining the associated virtual object that is the same as or associated with the second target candidate virtual object according to the role attributes of the second target candidate virtual object" includes:
[0121] g1: Respond to the refresh operation on the object acquisition interface, and control to update the candidate virtual objects in the object acquisition interface.
[0122] g2: Determine the associated virtual object from the candidate virtual objects in the updated object acquisition interface according to the role attributes of the second target candidate virtual object.
[0123] g3: Place the associated virtual object in the preparation area.
[0124] In an alternative embodiment, the refresh operation of the object acquisition interface may be performed after receiving the player's refresh operation. Exemplarily, a refresh control may be set in the object acquisition interface, and the player issues a refresh operation for the object acquisition interface by triggering the refresh control, thereby refreshing the candidate virtual objects displayed in the object acquisition interface.
[0125] In another alternative embodiment, the refresh operation of the object acquisition interface may also be automatically refreshed at a preset frequency. At the preset refresh time node, the system automatically refreshes the object acquisition interface, thereby updating the candidate virtual objects displayed in the object acquisition interface.
[0126] In an alternative embodiment, at least one associated virtual object that has an association relationship with the second target candidate virtual object or is the same as the second target candidate virtual object based on the role attribute of the second target candidate virtual object may be determined, and the associated virtual object is automatically acquired for acquisition.
[0127] Here, after determining the acquisition operation for the second target candidate virtual object, the number of associated virtual objects associated with the second target candidate virtual object can be determined according to the role attribute (bond type) of the target virtual object, and then a preparation sub - area in the preparation area is occupied to place the associated virtual object.
[0128] In an alternative embodiment, the preparation area includes a plurality of preparation sub - areas, where the preparation sub - areas are configured to place virtual objects for preparation, and the object processing method further includes:
[0129] h1: Display an attribute identifier corresponding to the role attribute in the preparation sub - area in the preparation area according to the role attribute.
[0130] Here, different attribute identifiers will occupy one preparation sub - area. After automatically acquiring at least one associated virtual object, the associated virtual objects will be placed in the corresponding preparation sub - areas according to the association attributes of the associated virtual objects.
[0131] Specifically, the step "Place the associated virtual object in the preparation area" includes:
[0132] i1: Obtain the association attribute of the associated virtual object.
[0133] i2: According to the correspondence between the associated attribute and the character attribute, control to place the associated virtual object in the preparation sub-region corresponding to the attribute identifier of the character attribute.
[0134] In an alternative implementation, after automatically obtaining the associated virtual object, it is necessary to determine the associated attribute of the obtained associated virtual object, and according to the associated attribute of the associated virtual object, place the corresponding associated virtual object in the preparation sub-region.
[0135] Exemplarily, if the associated virtual object A is obtained, at this time, it is determined that the associated virtual object A has the associated attribute 1, and the attribute identifier corresponding to the associated attribute 1 is displayed in the preparation sub-region 1. Then, after automatically obtaining the associated virtual object A, the associated virtual object A will be placed in the preparation sub-region 1.
[0136] In an alternative implementation, in order to reduce the occupancy of the preparation area by the associated virtual object, the same associated virtual objects can be placed in the same preparation sub-region, rather than one associated virtual object occupying one preparation sub-region, so as to save the occupancy of the preparation sub-region.
[0137] Specifically, the attribute identifier of each character attribute corresponds to a said preparation sub-region, and the preparation sub-region displaying the attribute identifier is configured to accommodate multiple said associated virtual objects, and the preparation sub-region not displaying the attribute identifier is configured to accommodate only one virtual object for preparation.
[0138] Exemplarily, according to the character attribute, it is determined that the associated virtual objects of the second target candidate virtual object are three, namely the associated virtual object A, the associated virtual object B, and the associated virtual object C. After refreshing in different round turns, one associated virtual object A, three associated virtual objects B, and two associated virtual objects C are automatically purchased. At this time, instead of occupying six preparation sub-regions, three preparation sub-regions are occupied, and the three associated virtual objects B are placed in the same preparation sub-region, and the two associated virtual objects C are placed in the same preparation sub-region.
[0139] In an alternative implementation, after placing the associated virtual object in the preparation sub-region, in order for the player to intuitively observe the pre-purchase situation of the associated virtual object, the pre-purchase quantity information of the automatic pre-purchase can be displayed at the preset position of the associated virtual object, further improving the human-computer interaction efficiency and the player's game experience.
[0140] Specifically, the object processing method further includes:
[0141] j1: For each associated virtual object, display the pre-purchase quantity information at the preset position of the preparation sub-region corresponding to the associated virtual object.
[0142] In an alternative embodiment, the pre-order quantity information may be displayed at a preset position above the head of the associated virtual object, and the pre-order quantity information changes according to the update of the quantity of the automatically pre-ordered associated virtual object.
[0143] In an alternative embodiment, displaying the pre-order quantity information at the preset position of the associated virtual object only serves to prompt the player, and the player cannot adjust the pre-order quantity information. At this time, through a trigger operation on the target virtual object, an associated object information display interface can be displayed in the graphical user interface. The player can adjust the pre-order quantity of the associated virtual object by performing a trigger operation on the associated virtual interface in the associated object information display interface, further improving the human-computer interaction efficiency.
[0144] Specifically, the object processing method further includes:
[0145] k1: Responding to a trigger operation on the second target candidate virtual object to display an associated object information display interface.
[0146] Wherein, the associated object information display interface includes at least one associated virtual object that is automatically pre-ordered, as well as the pre-order quantity of each associated virtual object and a quantity adjustment control; the placement position of the associated virtual object in the associated object information display interface is determined based on the association relationship between the various associated virtual objects.
[0147] In an alternative embodiment, after determining that the player pre-orders the second target candidate virtual object, the associated virtual objects that have an association relationship with the second target candidate virtual object will be automatically pre-ordered in different rounds. What is displayed in the associated object information display interface is the pre-order quantity of the associated virtual object that has been pre-ordered in the previous round, and each associated virtual object is correspondingly displayed with a quantity adjustment control. The player can adjust the pre-order quantity of each associated virtual object by performing an adjustment operation on the quantity adjustment control.
[0148] In an alternative embodiment, there may also be corresponding association relationships between different associated virtual objects. Therefore, when displaying the various associated virtual objects in the associated object information display interface, the associated virtual objects that have an association relationship can be displayed on the same line.
[0149] Exemplarily, there are three associated virtual objects for the target virtual object, namely associated virtual object A, associated virtual object B, and associated virtual object C. Among them, there is also a secondary association relationship between associated virtual object B and associated virtual object C. At this time, when displaying the associated virtual objects in the associated object information display interface, associated virtual object B and associated virtual object C are displayed on the same line in the associated object information display interface, and associated virtual object A is displayed on another line in the associated object information display interface.
[0150] In an alternative embodiment, virtual resource information required for pre-purchasing the above-mentioned associated virtual objects is also displayed at a preset position in the associated object information display interface. As the pre-purchase quantity of the associated virtual objects is adjusted, the virtual resource information will also be adjusted accordingly.
[0151] In an alternative embodiment, the player can adjust the pre-purchase quantity of the associated virtual objects by triggering the quantity adjustment controls corresponding to each associated virtual object.
[0152] Specifically, the object processing method further includes:
[0153] l1: Respond to the trigger operation on the quantity adjustment control, adjust the acquisition quantity of each associated virtual object, and determine the updated acquisition quantity of each associated virtual object.
[0154] l2: If the object acquisition interface does not update, the updated acquisition quantity remains unchanged in different battle rounds.
[0155] In an alternative embodiment, the quantity adjustment control may include a quantity increase control and a quantity decrease control. The player reduces the pre-purchase quantity of the associated virtual objects that have been automatically pre-purchased currently by triggering the quantity decrease control. And after determining that the player adjusts the pre-purchase quantity of the associated virtual objects, except that the same associated virtual object is refreshed again in the object pool and automatically pre-purchased, the adjusted pre-purchase quantity of the player will remain unchanged in each round.
[0156] Exemplarily, for associated virtual object B of the target virtual object, the pre-purchase quantity of associated virtual object B in the previous round was 3, and the player adjusted the pre-purchase quantity of associated virtual object B to 2 through the quantity adjustment operation. In the next round, if associated virtual object B is not refreshed in the object pool, then the pre-purchase quantity of associated virtual object B will remain 2; if two associated virtual objects B are refreshed in the object pool, at this time, associated virtual object B will be automatically pre-purchased, and the pre-purchase quantity of associated virtual object B is updated to 4.
[0157] In an alternative embodiment, since the number of objects in the object pool of virtual objects that can be obtained is updated proportionally, that is, after refreshing the object pool in different rounds, the number of associated virtual objects is the same. Therefore, when the player adjusts the number of associated virtual objects through the number adjustment control, if the number of objects of the increased associated virtual objects exceeds the number of virtual objects in the object pool, the object number adjustment operation will no longer be executed, and a warning message can be displayed to prompt the player that no more associated virtual objects can be selected currently.
[0158] Here, the object number thresholds of each target virtual object and associated virtual object can be preset (set according to the total number of objects in the object pool and the score update ratio of each virtual object during the historical refresh process). If the number of associated virtual objects or the second target candidate virtual objects selected by the player exceeds the object number threshold, the player will be prompted.
[0159] Exemplarily, if the acquisition object number threshold of the associated virtual object B is 5, and at this time, the player has obtained three associated virtual objects B. If the player then sets to obtain three more associated virtual objects B (a total of 6 associated virtual objects B), it will exceed the object number threshold of 5, and a warning prompt will be given at this time.
[0160] Furthermore, when it is determined that the second target candidate virtual objects owned by the player and the associated virtual objects associated with the target virtual object can form a corresponding virtual team, at this time, through the object processing instruction, the second target candidate virtual objects and the associated virtual objects can be placed in the preparation area to replace the virtual objects currently located in the preparation area.
[0161] Specifically, the object processing method further includes:
[0162] m1: Responding to the first replacement operation for the first target candidate virtual object, replacing the first target candidate virtual object to participate in the battle in the battle area; or,
[0163] m2: Responding to the second replacement operation for the second target candidate virtual object, replacing the second target candidate virtual object and the associated virtual objects to participate in the battle in the battle area.
[0164] In an alternative embodiment, adjustment controls can be displayed in the graphical user interface. By triggering operations on the adjustment controls, the player issues object processing instructions, thereby purchasing all of the second target candidate virtual objects in the pre-purchase state and the at least one associated virtual object, and placing the second target candidate virtual object and the at least one associated virtual object in the combat area to replace at least one virtual object. Or directly replace the first target candidate virtual object placed in the preparation area to the combat area.
[0165] In an alternative embodiment, since the number of the second target candidate virtual objects and the associated virtual objects purchased during the pre-purchase process is more than one, before replacing the second target candidate virtual object and the associated virtual objects with virtual objects, multiple identical second target candidate virtual objects and / or associated virtual objects can be merged. After updating the level of the associated virtual objects, replacement can be performed. In this way, the operation steps for the player to upgrade the virtual objects can be reduced, and the object processing efficiency and the human-computer interaction efficiency can be further improved.
[0166] Specifically, the step of "responding to the second replacement operation for the second target candidate virtual object and replacing the second target candidate virtual object and the associated virtual object to the combat area to participate in the battle" includes:
[0167] n1: Based on the object quantity of the same virtual object in the obtained second target candidate virtual object and the at least one associated virtual object, determine the object update level of the second target candidate virtual object and each associated virtual object, and update the second target candidate virtual object and the corresponding associated virtual object based on the object update level.
[0168] n2: Replace the updated second target candidate virtual object and the at least one associated virtual object to the combat area to participate in the battle.
[0169] Here, the object update level is determined based on the object quantity of the same virtual object and the preset relationship between the object quantity and the object level; the object attributes of the virtual object after level update are improved.
[0170] In an alternative embodiment, the improvement of the object attributes after level update includes the improvement of the attributes (such as health value) of the virtual object, the improvement of the skill effects of the skills released by the virtual object, and the improvement of the combat power of the virtual object.
[0171] In an alternative embodiment, the level upgrade of the virtual object is determined according to the number of virtual objects. Exemplarily, for the second target candidate virtual object, after three identical first-level second target candidate virtual objects are merged, they will be upgraded to a second-level second target candidate virtual object. After three identical second-level second target candidate virtual objects are merged, they will be upgraded to a third-level second target candidate virtual object. The third-level second target candidate virtual object is the highest object level of the virtual object, and the object attributes of the third-level virtual object are the highest.
[0172] Exemplarily, among the multiple virtual objects pre-purchased by the player, there are four first-level second target candidate virtual objects. At this time, three first-level second target candidate virtual objects can be merged to obtain a second-level second target candidate virtual object, and then the second-level second target candidate virtual object is replaced with the virtual object and placed in the combat area; at the same time, the remaining one first-level second target candidate virtual object will continue to be placed in the preparation area.
[0173] In an alternative embodiment, after receiving the object processing instruction, it is necessary to purchase the second target candidate virtual object in the pre-purchase state and at least one associated virtual object in one click, and it is necessary to deduct the corresponding resource consumption from the target resources of our camp.
[0174] Specifically, the step "responding to the second replacement operation for the second target candidate virtual object and replacing the second target candidate virtual object and the associated virtual object to participate in the battle in the combat area" includes:
[0175] o1: Responding to the second replacement operation for the second target candidate virtual object, determining the total resource consumption based on the resource consumption of the second target candidate virtual object, the resource consumption of each associated virtual object, and the number of objects.
[0176] o2: After deducting the total resource consumption from the target resources of our camp, obtaining the target second target candidate virtual object and the at least one associated virtual object, and replacing the second target candidate virtual object and the at least one associated virtual object to participate in the battle in the combat area.
[0177] In an alternative embodiment, after receiving a second replacement operation for a second target candidate virtual object, the second target candidate virtual object and at least one associated virtual object are purchased simultaneously. Then, based on the resource consumption of the second target candidate virtual object, the resource consumption of each associated virtual object, and the number of objects, the total resource consumption is determined. After deducting the total resource consumption from the target resources of our camp, the purchase of the second target candidate virtual object and at least one associated virtual object is completed, and the second target candidate virtual object and at least one associated virtual object are transferred to the combat area to participate in the battle.
[0178] In an alternative embodiment, for a virtual object that was previously in the battle area, after being replaced by a second target candidate virtual object and at least one associated virtual object, it is automatically placed in the preparation area. To save the position in the preparation area and accumulate the target resources of our camp, the replaced virtual object can be traded, which can save the position in the preparation area while increasing the target resources of our camp, further enhancing the player experience.
[0179] Specifically, the object processing method further includes:
[0180] p1: Respond to a trading operation for the replaced virtual object to obtain trading resources.
[0181] p2: Update the target resources of our camp based on the trading resources.
[0182] In an alternative embodiment, if the total number of target resources of our camp when entering the current round is Z, the total resource consumption for purchasing the target virtual resource and at least one associated virtual object is Y, and the trading resources for the traded virtual object is X, then after adjusting the objects in the round, the target resources of our camp are updated to Z - Y + X.
[0183] The following will illustrate the object processing process in the game in the embodiments of the present disclosure through specific examples:
[0184] Please refer to Figure 2 , Figure 2 which is one of the schematic diagrams of the graphical user interface provided by the embodiments of the present disclosure. As shown in Figure 2 , the graphical user interface 200 includes a combat area 210 and a preparation area 220; after determining that an object selection operation has been received, an object acquisition interface 230 is displayed in the graphical user interface 200. The object acquisition interface 230 includes candidate virtual objects 231 and pre-purchase controls 232 corresponding to each candidate virtual object. By dragging the pre-purchase control 232, the corresponding target virtual object is selected and placed in the preparation area 220.
[0185] Further, please refer to Figure 3 , Figure 3 , which is the second schematic diagram of the graphical user interface provided by the embodiments of the present disclosure. As Figure 3 shown, the second target candidate virtual object 240 is placed in the idle combat sub-region 221 of the combat preparation area. At the same time, a pre-purchase identifier 241 and a cancellation identifier 242 are displayed on the second target candidate virtual object 240. Players can cancel the pre-purchase of the second target candidate virtual object 240 through a trigger operation on the cancellation identifier 242. Further, according to the character attributes of the second target candidate virtual object 240, it is determined that there are two associated virtual objects for the second target candidate virtual object 240, and then two combat sub-regions in the combat preparation area are occupied for placing the associated virtual objects associated with the second target candidate virtual object 240. At the same time, a resource display area 250 is also displayed in the graphical user interface 200. The target resources owned by our camp and the consumed resources deducted in advance for pre-purchasing the second target candidate virtual object 240 are displayed in the resource display area 250.
[0186] Further, please refer to Figure 4 , Figure 4 , which is the third schematic diagram of the graphical user interface provided by the embodiments of the present disclosure. As Figure 4 shown, in response to the trigger operation on the second target candidate virtual object 240, an associated object information display interface 260 is displayed in the graphical user interface. At least one automatically pre-purchased associated virtual object 261, the pre-purchase quantity 262 of each associated virtual object, and a quantity adjustment control 263 are displayed in the associated object information display interface 260. Players can reduce the quantity of the associated virtual object through the quantity reduction control 2631 in the quantity adjustment control 263. At the same time, the virtual resources consumed for pre-purchasing at least one associated virtual object are also displayed in the associated object information display interface 260.
[0187] Further, please refer to Figure 5 , Figure 5 , which is the fourth schematic diagram of the graphical user interface provided by the embodiments of the present disclosure. As Figure 5 shown, after receiving the object processing instruction, the second target candidate virtual object 240 in the pre-purchase state and at least one associated virtual object 261 are purchased, and the second target candidate virtual object 240 and at least one associated virtual object 261 are placed in the combat area 210. The virtual object 270 previously in the combat area 210 is placed in the combat preparation area 220 to complete the adjustment of the combat virtual object.
[0188] The object processing method in the game provided by the embodiments of the present disclosure displays an object acquisition interface in the graphical user interface; in response to a first operation on the object acquisition interface, controls to place the first target candidate virtual object corresponding to the first operation in the preparation area; in response to a second operation on the object acquisition interface, controls to place the second target candidate virtual object corresponding to the second operation in the preparation area; and automatically acquires an associated virtual object that is the same as or related to the second target candidate virtual object according to the role attribute of the second target candidate virtual object, and places the associated virtual object in the preparation area. In this way, through operations on the object acquisition interface, the target candidate virtual object, or both the target candidate virtual object and the corresponding associated virtual object can be directly placed in the preparation area, reducing the frequency of repeatedly switching between the object acquisition interface and the preparation area to obtain virtual objects, thereby improving the efficiency of virtual object processing.
[0189] Based on the same inventive concept, an object processing device in the game corresponding to the object processing method in the game is also provided in the embodiments of the present disclosure. Since the principle of the device in the embodiments of the present disclosure for solving problems is similar to the above-mentioned object processing method in the game in the embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0190] Please refer to Figure 6 , Figure 6 which is a schematic structural diagram of an object processing device in the game provided by the embodiments of the present disclosure. As Figure 6 shown in
[0191] an interface display module 610, configured to display an object acquisition interface in the graphical user interface, where the object acquisition interface includes at least one candidate virtual object;
[0192] a first object placement module 620, configured to, in response to a first operation on the object acquisition interface, control to place the first target candidate virtual object corresponding to the first operation in the preparation area, where the first target candidate virtual object is displayed in a first display manner;
[0193] a second object placement module 630, configured to, in response to a second operation on the object acquisition interface, control to place the second target candidate virtual object corresponding to the second operation in the preparation area, where the second target candidate virtual object is displayed in a second display manner;
[0194] an associated object placement module 640, configured to automatically acquire an associated virtual object that is the same as or related to the second target candidate virtual object according to the role attribute of the second target candidate virtual object, and place the associated virtual object in the preparation area.
[0195] In an alternative embodiment, when the associated object placement module 640 is configured to automatically obtain an associated virtual object that is the same as or associated with the second target candidate virtual object according to the role attribute of the second target candidate virtual object, the associated object placement module 640 is configured to:
[0196] Respond to a refresh operation on the object acquisition interface, and control to update the candidate virtual objects in the object acquisition interface;
[0197] Determine the associated virtual object from the candidate virtual objects in the updated object acquisition interface according to the role attribute of the second target candidate virtual object;
[0198] Place the associated virtual object in the preparation area.
[0199] In an alternative embodiment, the preparation area includes a plurality of preparation sub-areas, where the preparation sub-areas are configured to place virtual objects for preparation; the object processing device 600 further includes an attribute identifier display module (not shown in the figure), and the attribute identifier display module is configured to:
[0200] Display an attribute identifier corresponding to the role attribute in the preparation sub-area in the preparation area according to the role attribute.
[0201] In an alternative embodiment, when the associated object placement module 640 is configured to place the associated virtual object in the preparation area, the associated object placement module 640 is configured to:
[0202] Obtain the association attribute of the associated virtual object;
[0203] Control to place the associated virtual object in the preparation sub-area corresponding to the attribute identifier of the role attribute according to the correspondence between the association attribute and the role attribute.
[0204] In an alternative embodiment, the attribute identifier of each role attribute corresponds to a preparation sub-area, and the preparation sub-area where the attribute identifier is displayed is configured to accommodate a plurality of the associated virtual objects, and the preparation sub-area where the attribute identifier is not displayed is configured to accommodate only one virtual object for preparation.
[0205] In an alternative embodiment, the object processing device 600 further includes a quantity information display module (not shown in the figure), and the quantity information display module is configured to:
[0206] For each associated virtual object, display the acquisition quantity information at a preset position in the preparation sub-area corresponding to the associated virtual object.
[0207] In an alternative embodiment, the object processing device 600 further includes an associated object information display interface display module (not shown in the figure), and the associated object information display interface display module is configured to:
[0208] Respond to a trigger operation for the second target candidate virtual object, and display an associated object information display interface;
[0209] Wherein, the associated virtual object information display interface includes at least one automatically acquired associated virtual object, the acquisition quantity of each associated virtual object, and a quantity adjustment control; the placement position of the associated virtual objects in the associated object information display interface is determined based on the association relationship between the respective associated virtual objects.
[0210] In an alternative embodiment, the object processing device 600 further includes an object quantity adjustment module (not shown in the figure), and the object quantity adjustment module is configured to:
[0211] Respond to a trigger operation for the quantity adjustment control, adjust the acquisition quantity of each associated virtual object, and determine the updated acquisition quantity of each associated virtual object;
[0212] If the object acquisition interface is not updated, the updated acquisition quantity remains unchanged in different battle rounds.
[0213] In an alternative embodiment, the object processing device 600 further includes an object replacement module (not shown in the figure), and the object replacement module is configured to:
[0214] Respond to a first replacement operation for the first target candidate virtual object, and replace the first target candidate virtual object to participate in the battle in the battle area; or,
[0215] Respond to a second replacement operation for the second target candidate virtual object, and replace the second target candidate virtual object and the associated virtual objects to participate in the battle in the battle area.
[0216] In an alternative embodiment, when the object replacement module is used to respond to a second replacement operation for the second target candidate virtual object and replace the second target candidate virtual object and the associated virtual objects to participate in the battle in the battle area, the object replacement module is configured to:
[0217] Based on the object quantities of the same virtual object in the acquired second target candidate virtual object and the at least one associated virtual object, determine the object update levels of the second target candidate virtual object and each associated virtual object, and update the second target candidate virtual object and the corresponding associated virtual objects based on the object update levels;
[0218] Replace the updated second target candidate virtual object and the at least one associated virtual object into the combat area to participate in the battle.
[0219] In an alternative embodiment, the object update level is determined based on the number of objects of the same virtual object and a preset relationship between the number of objects and the object level; the object attributes of the virtual object after level update are improved.
[0220] In an alternative embodiment, when the second object placement module 630 is used to respond to a second operation on the object acquisition interface and control the placement of the second target candidate virtual object corresponding to the second operation in the preparation area, the second object placement module 630 is used for:
[0221] Respond to the second operation on the object acquisition interface. If our side's camp meets the specified conditions, control the placement of the second target candidate virtual object corresponding to the second operation in the preparation area.
[0222] In an alternative embodiment, the object processing device 600 further includes a specified condition determination module (not shown in the figure), and the specified condition determination module is used for:
[0223] Respond to the fact that the target resources owned by our side's camp are not less than the consumption resources for purchasing the second target candidate virtual object and the associated virtual object, and determine that our side's camp meets the specified conditions; and / or,
[0224] Respond to the fact that the number of idle preparation sub-areas in the preparation area is not less than the number of the second target candidate virtual object and the associated virtual object, and determine that our side's camp meets the specified conditions.
[0225] In an alternative embodiment, the object processing device 600 further includes a resource prompt area display module (not shown in the figure), and the resource prompt area display module is used for:
[0226] Display a resource prompt area in the graphical user interface; the resource prompt area is used to display the target resources owned by our side's camp.
[0227] In an alternative embodiment, the object processing device 600 further includes a resource display module (not shown in the figure), and the resource display module is used for:
[0228] Display the consumption resource withholding prompt information of the second target candidate virtual object and the associated virtual object in the resource prompt area.
[0229] In an alternative embodiment, when the object replacement module is used to respond to a second replacement operation for a second target candidate virtual object and replace the second target candidate virtual object and the associated virtual object to the combat area to participate in the battle, the object replacement module is used to:
[0230] Respond to the second replacement operation for the second target candidate virtual object, and determine the total resource consumption based on the resource consumption of the second target candidate virtual object, the resource consumption of each associated virtual object, and the number of objects;
[0231] After deducting the total resource consumption from the target resources of our side's camp, obtain the target second target candidate virtual object and the at least one associated virtual object, and replace the second target candidate virtual object and the at least one associated virtual object to the combat area to participate in the battle.
[0232] In an alternative embodiment, the object processing device 600 further includes a cancellation mark display module (not shown in the figure), and the cancellation mark display module is used to:
[0233] Display a pre-purchase mark and a cancellation mark at a preset position of the second target candidate virtual object placed in the preparation area.
[0234] In an alternative embodiment, the object processing device 600 further includes an operation cancellation module (not shown in the figure), and the operation cancellation module is used to:
[0235] Respond to a trigger operation for the cancellation mark, and cancel the acquisition operation for the second target candidate virtual object.
[0236] In an alternative embodiment, the object processing device 600 further includes a resource update module (not shown in the figure), and the resource update module is used to:
[0237] Respond to a transaction operation for the replaced virtual object, and obtain transaction resources;
[0238] Update the target resources of our side's camp based on the transaction resources.
[0239] The object processing device in the game provided by the embodiments of the present disclosure displays an object acquisition interface on the graphical user interface; in response to a first operation on the object acquisition interface, controls to place a first target candidate virtual object corresponding to the first operation in the preparation area; in response to a second operation on the object acquisition interface, controls to place a second target candidate virtual object corresponding to the second operation in the preparation area; and automatically acquires an associated virtual object that is the same as or related to the second target candidate virtual object according to the role attribute of the second target candidate virtual object, and places the associated virtual object in the preparation area. In this way, through operations on the object acquisition interface, the target candidate virtual object, or both the target candidate virtual object and the corresponding associated virtual object can be directly placed in the preparation area, reducing the frequency of repeatedly switching between the object acquisition interface and the preparation area to obtain virtual objects, thereby improving the efficiency of virtual object processing.
[0240] Please refer to Figure 7 , Figure 7 which is a schematic structural diagram of an electronic device provided by the embodiments of the present disclosure. As Figure 7 shown in
[0241] The memory 720 stores machine-readable instructions executable by the processor 710. When the electronic device 700 runs, the processor 710 communicates with the memory 720 through the bus 730, so that the processor 710 executes the following instructions when running:
[0242] Display an object acquisition interface on the graphical user interface, where the object acquisition interface includes at least one candidate virtual object;
[0243] In response to a first operation on the object acquisition interface, control to place a first target candidate virtual object corresponding to the first operation in the preparation area, where the first target candidate virtual object is displayed in a first display manner;
[0244] In response to a second operation on the object acquisition interface, control to place a second target candidate virtual object corresponding to the second operation in the preparation area, where the second target candidate virtual object is displayed in a second display manner;
[0245] Automatically acquire an associated virtual object that is the same as or related to the second target candidate virtual object according to the role attribute of the second target candidate virtual object, and place the associated virtual object in the preparation area.
[0246] In an alternative embodiment, among the instructions executed by the processor 710, the step of automatically obtaining an associated virtual object that is the same as or associated with the second target candidate virtual object according to the role attribute of the second target candidate virtual object includes:
[0247] In response to a refresh operation on the object acquisition interface, control to update the candidate virtual objects in the object acquisition interface;
[0248] Determine the associated virtual object from the candidate virtual objects in the updated object acquisition interface according to the role attribute of the second target candidate virtual object;
[0249] Place the associated virtual object in the preparation area.
[0250] In an alternative embodiment, the preparation area includes a plurality of preparation sub-areas, where the preparation sub-areas are configured to place virtual objects for preparation. Among the instructions executed by the processor 710, it further includes:
[0251] Display an attribute identifier corresponding to the role attribute in the preparation sub-area of the preparation area according to the role attribute.
[0252] In an alternative embodiment, among the instructions executed by the processor 710, the step of placing the associated virtual object in the preparation area includes:
[0253] Obtain the associated attribute of the associated virtual object;
[0254] According to the correspondence between the associated attribute and the role attribute, control to place the associated virtual object in the preparation sub-area corresponding to the attribute identifier of the role attribute.
[0255] In an alternative embodiment, the attribute identifier of each role attribute corresponds to one of the preparation sub-areas. The preparation sub-area with the displayed attribute identifier is configured to accommodate multiple associated virtual objects, and the preparation sub-area without the displayed attribute identifier is configured to accommodate only one virtual object for preparation.
[0256] In an alternative embodiment, among the instructions executed by the processor 710, it further includes:
[0257] For each associated virtual object, display the acquisition quantity information at a preset position in the preparation sub-area corresponding to the associated virtual object.
[0258] In an alternative embodiment, among the instructions executed by the processor 710, it further includes:
[0259] In response to a trigger operation on the second target candidate virtual object, display an associated object information display interface;
[0260] Among them, the associated virtual object information display interface includes at least one automatically obtained associated virtual object, the obtained quantity of each associated virtual object, and a quantity adjustment control; the placement positions of the associated virtual objects in the associated object information display interface are determined based on the association relationships between the respective associated virtual objects.
[0261] In an optional implementation manner, the instructions executed by the processor 710 further include:
[0262] In response to a trigger operation on the quantity adjustment control, adjust the obtained quantity of each associated virtual object to determine the updated obtained quantity of each associated virtual object;
[0263] If the object acquisition interface is not updated, the updated obtained quantity remains unchanged in different battle rounds.
[0264] In an optional implementation manner, the instructions executed by the processor 710 further include:
[0265] In response to a first replacement operation on a first target candidate virtual object, replace the first target candidate virtual object to participate in the battle in the combat area; or,
[0266] In response to a second replacement operation on a second target candidate virtual object, replace the second target candidate virtual object and the associated virtual objects to participate in the battle in the combat area.
[0267] In an optional implementation manner, in the instructions executed by the processor 710, the step of, in response to a second replacement operation on a second target candidate virtual object, replacing the second target candidate virtual object and the associated virtual objects to participate in the battle in the combat area includes:
[0268] Based on the object quantities of the same virtual object in the obtained second target candidate virtual object and the at least one associated virtual object, determine the object update levels of the second target candidate virtual object and each associated virtual object, and update the second target candidate virtual object and the corresponding associated virtual objects based on the object update levels;
[0269] Replace the updated second target candidate virtual object and the at least one associated virtual object to participate in the battle in the combat area.
[0270] In an optional implementation manner, the object update level is determined based on the object quantity of the same virtual object and a preset relationship between the object quantity and the object level; the object attributes of the virtual object after level update are improved.
[0271] In an alternative embodiment, among the instructions executed by the processor 710, the step of controlling the placement of the second target candidate virtual object corresponding to the second operation in the preparation area in response to the second operation on the object acquisition interface includes:
[0272] In response to the second operation on the object acquisition interface, if our side's camp meets the specified conditions, control the placement of the second target candidate virtual object corresponding to the second operation in the preparation area.
[0273] In an alternative embodiment, among the instructions executed by the processor 710, it further includes:
[0274] Determine that our side's camp meets the specified conditions in response to the target resources owned by our side's camp being not less than the consumption resources for purchasing the second target candidate virtual object and the associated virtual object; and / or,
[0275] Determine that our side's camp meets the specified conditions in response to the number of idle preparation sub - areas in the preparation area being not less than the number of the second target candidate virtual object and the associated virtual object.
[0276] In an alternative embodiment, among the instructions executed by the processor 710, it further includes:
[0277] Display a resource prompt area in the graphical user interface; the resource prompt area is used to display the target resources owned by our side's camp.
[0278] In an alternative embodiment, among the instructions executed by the processor 710, it further includes:
[0279] Display the pre - withholding prompt information of the consumption resources of the second target candidate virtual object and the associated virtual object in the resource prompt area.
[0280] In an alternative embodiment, among the instructions executed by the processor 710, the step of replacing the second target candidate virtual object and the associated virtual object to participate in the battle in the battle area in response to the second replacement operation for the second target candidate virtual object includes:
[0281] In response to the second replacement operation for the second target candidate virtual object, determine the total resource consumption based on the resource consumption of the second target candidate virtual object, the resource consumption of each associated virtual object, and the number of objects;
[0282] After deducting the total resource consumption from the target resources of our side's camp, obtain the target second target candidate virtual object and the at least one associated virtual object, and replace the second target candidate virtual object and the at least one associated virtual object to participate in the battle in the battle area.
[0283] In an alternative embodiment, the instructions executed by the processor 710 further include:
[0284] Display a pre-purchase identifier and a cancellation identifier at a preset position of the second target candidate virtual object placed in the preparation area.
[0285] In an alternative embodiment, the instructions executed by the processor 710 further include:
[0286] Respond to a trigger operation for the cancellation identifier and cancel the acquisition operation for the second target candidate virtual object.
[0287] In an alternative embodiment, the instructions executed by the processor 710 further include:
[0288] Respond to a transaction operation for the replaced virtual object to obtain transaction resources;
[0289] Update the target resources of our camp based on the transaction resources.
[0290] In the above manner, through the operation on the object acquisition interface, the target candidate virtual object, or both the target candidate virtual object and the corresponding associated virtual object can be directly placed in the preparation area, reducing the frequency of repeatedly switching between the object acquisition interface and the preparation area to obtain virtual objects, thereby improving the efficiency of virtual object processing. At the same time, the preparation area where the second target candidate virtual object is placed can be the end position of the drag operation on the pre-purchase control and is an idle preparation area, so as to avoid the second target candidate virtual object overlapping with the prepared virtual objects in other preparation areas and affecting the placement of the prepared virtual objects in other preparation areas, ensuring the simplicity of the graphical user interface. At the same time, the possession status of the target resources of our camp and the resource consumption of the target virtual object are displayed at the preset position of the graphical user interface to improve the player experience. At the same time, after the player pre-gets the second target candidate virtual object through the second operation, in order for the player to accurately determine the target virtual object in the current preparation area and then intuitively and conveniently operate on the second target candidate virtual object, a pre-purchase identifier can be displayed at the preset position of the second target candidate virtual object. In this way, the search steps for the second target candidate virtual object by the player can be reduced, and the human-computer interaction efficiency can be improved. At the same time, after the associated virtual object is placed in the preparation sub-area, in order for the player to intuitively observe the pre-purchase situation of the associated virtual object, the automatically obtained acquisition quantity information can be displayed at the preset position of the associated virtual object, further improving the human-computer interaction efficiency and the player game experience. At the same time, through the trigger operation on the second target candidate virtual object, an associated object information display interface is displayed in the graphical user interface. The player can adjust the acquisition quantity of the associated virtual object by triggering the operation on the associated virtual interface in the associated object information display interface, further improving the human-computer interaction efficiency. At the same time, after merging multiple identical second target candidate virtual objects and / or associated virtual objects, updating the level of the associated virtual object, and then performing replacement, in this way, the operation steps for the player to upgrade the virtual object can be reduced, further improving the object processing efficiency and the human-computer interaction efficiency. At the same time, in order to save the position of the preparation area and accumulate the target resources of our camp, the replaced virtual object can be traded, which can save the position of the preparation area while increasing the target resources of our camp, further improving the player experience.
[0291] The embodiments of the present disclosure further provide a computer-readable storage medium, on which a computer program is stored, so that when the computer program is run by a processor, the following instructions are executed:
[0292] Display an object acquisition interface in the graphical user interface, where the object acquisition interface includes at least one candidate virtual object;
[0293] In response to a first operation on the object acquisition interface, control is performed to place a first target candidate virtual object corresponding to the first operation in the preparation area, where the first target candidate virtual object is displayed in a first display manner;
[0294] In response to a second operation on the object acquisition interface, control is performed to place a second target candidate virtual object corresponding to the second operation in the preparation area, where the second target candidate virtual object is displayed in a second display manner;
[0295] According to the role attribute of the second target candidate virtual object, an associated virtual object that is the same as or related to the second target candidate virtual object is automatically obtained, and the associated virtual object is placed in the preparation area.
[0296] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, the step of automatically obtaining an associated virtual object that is the same as or associated with the second target candidate virtual object according to the role attribute of the second target candidate virtual object includes:
[0297] In response to a refresh operation on the object acquisition interface, control is performed to update the candidate virtual objects in the object acquisition interface;
[0298] According to the role attribute of the second target candidate virtual object, the associated virtual object is determined from the candidate virtual objects in the updated object acquisition interface;
[0299] The associated virtual object is placed in the preparation area.
[0300] In an optional implementation manner, the preparation area includes a plurality of preparation sub-areas, where the preparation sub-areas are configured to place virtual objects for preparation. In the instructions executed by the computer-readable storage medium, it further includes:
[0301] According to the role attribute, an attribute identifier corresponding to the role attribute is displayed in the preparation sub-area in the preparation area.
[0302] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, the step of placing the associated virtual object in the preparation area includes:
[0303] Obtain the associated attribute of the associated virtual object;
[0304] According to the correspondence between the associated attribute and the role attribute, control is performed to place the associated virtual object in the preparation sub-area corresponding to the attribute identifier of the role attribute.
[0305] In an alternative embodiment, the attribute identifier of each role attribute corresponds to one of the said preparation sub - regions. The preparation sub - region displaying the said attribute identifier is configured to accommodate multiple said associated virtual objects, and the preparation sub - region not displaying the attribute identifier is configured to accommodate only one virtual object for preparation.
[0306] In an alternative embodiment, the instructions executed by the computer - readable storage medium further include:
[0307] For each associated virtual object, display the acquisition quantity information at a preset position in the preparation sub - region corresponding to the associated virtual object.
[0308] In an alternative embodiment, the instructions executed by the computer - readable storage medium further include:
[0309] In response to a trigger operation for the second target candidate virtual object, display an associated object information display interface;
[0310] Wherein, the associated virtual object information display interface includes at least one automatically acquired associated virtual object, the acquisition quantity of each associated virtual object, and a quantity adjustment control; the placement position of the associated virtual objects in the associated object information display interface is determined based on the association relationship between the respective associated virtual objects.
[0311] In an alternative embodiment, the instructions executed by the computer - readable storage medium further include:
[0312] In response to a trigger operation for the quantity adjustment control, adjust the acquisition quantity of each associated virtual object to determine the updated acquisition quantity of each associated virtual object;
[0313] If the object acquisition interface does not update, the updated acquisition quantity remains unchanged in different battle rounds.
[0314] In an alternative embodiment, the instructions executed by the computer - readable storage medium further include:
[0315] In response to a first replacement operation for the first target candidate virtual object, replace the first target candidate virtual object to participate in the battle in the battle area; or,
[0316] In response to a second replacement operation for the second target candidate virtual object, replace the second target candidate virtual object and the associated virtual objects to participate in the battle in the battle area.
[0317] In an alternative embodiment, in the instructions executed by the computer-readable storage medium, the step of replacing the second target candidate virtual object and the associated virtual object into the combat area to participate in the battle in response to the second replacement operation for the second target candidate virtual object includes:
[0318] Based on the number of objects of the same virtual object in the obtained second target candidate virtual object and the at least one associated virtual object, determine the object update level of the second target candidate virtual object and each associated virtual object, and update the second target candidate virtual object and the corresponding associated virtual object based on the object update level;
[0319] Replace the updated second target candidate virtual object and the at least one associated virtual object into the combat area to participate in the battle.
[0320] In an alternative embodiment, the object update level is determined based on the number of objects of the same virtual object and a preset relationship between the number of objects and the object level; the object attributes of the virtual object after level update are improved.
[0321] In an alternative embodiment, in the instructions executed by the computer-readable storage medium, the step of controlling to place the second target candidate virtual object corresponding to the second operation in the preparation area in response to the second operation in the object acquisition interface includes:
[0322] In response to the second operation in the object acquisition interface, if our camp meets the specified conditions, control to place the second target candidate virtual object corresponding to the second operation in the preparation area.
[0323] In an alternative embodiment, the instructions executed by the computer-readable storage medium further include:
[0324] Determine that our camp meets the specified conditions in response to the target resources owned by our camp being not less than the consumption resources for purchasing the second target candidate virtual object and the associated virtual object; and / or,
[0325] Determine that our camp meets the specified conditions in response to the number of idle preparation sub-areas in the preparation area being not less than the number of the second target candidate virtual object and the associated virtual object.
[0326] In an alternative embodiment, the instructions executed by the computer-readable storage medium further include:
[0327] Display a resource prompt area in the graphical user interface; the resource prompt area is used to display the target resources owned by our camp.
[0328] In an alternative embodiment, the instructions executed by the computer-readable storage medium further include:
[0329] Display a pre-withholding prompt message for the consumption resources of the second target candidate virtual object and the associated virtual object in the resource prompt area.
[0330] In an alternative embodiment, in the instructions executed by the computer-readable storage medium, the step of replacing the second target candidate virtual object and the associated virtual object to participate in the battle in the battle area in response to a second replacement operation for the second target candidate virtual object includes:
[0331] In response to a second replacement operation for the second target candidate virtual object, determine the total resource consumption based on the resource consumption of the second target candidate virtual object, the resource consumption of each associated virtual object, and the number of objects;
[0332] After deducting the total resource consumption from the target resources of our side, obtain the target second target candidate virtual object and the at least one associated virtual object, and replace the second target candidate virtual object and the at least one associated virtual object to participate in the battle in the battle area.
[0333] In an alternative embodiment, the instructions executed by the computer-readable storage medium further include:
[0334] Display a pre-purchase identifier and a cancellation identifier at a preset position of the second target candidate virtual object placed in the preparation area.
[0335] In an alternative embodiment, the instructions executed by the computer-readable storage medium further include:
[0336] In response to a trigger operation for the cancellation identifier, cancel the acquisition operation for the second target candidate virtual object.
[0337] In an alternative embodiment, the instructions executed by the computer-readable storage medium further include:
[0338] In response to a transaction operation for the replaced virtual object, obtain transaction resources;
[0339] Update the target resources of our side based on the transaction resources.
[0340] Through the above method, the target candidate virtual object, or both the target candidate virtual object and the corresponding associated virtual object can be directly placed in the preparation area through the operation on the object acquisition interface, reducing the frequency of repeatedly switching between the object acquisition interface and the preparation area to obtain virtual objects, thereby improving the efficiency of virtual object processing. At the same time, the preparation area where the second target candidate virtual object is placed can be the end position of the dragging operation on the pre-purchase control and is an idle preparation area to avoid the second target candidate virtual object overlapping with the prepared virtual objects in other preparation areas, affecting the placement of the prepared virtual objects in other preparation areas and ensuring the simplicity of the graphical user interface. At the same time, the possession status of the target resources of our camp and the resource consumption of the target virtual object are displayed at the preset position of the graphical user interface to enhance the player experience. At the same time, after the player pre-obtains the second target candidate virtual object through the second operation, in order for the player to accurately determine the target virtual object in the current preparation area and then intuitively and conveniently operate on the second target candidate virtual object, a pre-purchase identifier can be displayed at the preset position of the second target candidate virtual object. In this way, the search steps for the second target candidate virtual object by the player can be reduced, and the human-computer interaction efficiency can be improved. At the same time, after the associated virtual object is placed in the preparation sub-area, in order for the player to intuitively observe the pre-purchase situation of the associated virtual object, the automatically obtained acquisition quantity information can be displayed at the preset position of the associated virtual object, further improving the human-computer interaction efficiency and the player game experience. At the same time, through the triggering operation on the second target candidate virtual object, an associated object information display interface is displayed in the graphical user interface. The player can adjust the acquisition quantity of the associated virtual object by triggering the operation on the associated virtual interface in the associated object information display interface, further improving the human-computer interaction efficiency. At the same time, after merging multiple identical second target candidate virtual objects and / or associated virtual objects, updating the level of the associated virtual object, and then replacing them, the operation steps for the player to upgrade the virtual object can be reduced, further improving the object processing efficiency and the human-computer interaction efficiency. At the same time, in order to save the position of the preparation area and accumulate the target resources of our camp, the replaced virtual object can be traded, improving the target resources of our camp while saving the position of the preparation area and further enhancing the player experience.
[0341] Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the above-described systems, devices, and units can refer to the corresponding processes in the foregoing method embodiments and will not be elaborated herein.
[0342] In several embodiments provided by the present disclosure, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For another 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 between each other can be through some communication interfaces. The indirect coupling or communication connection of the device or unit can be in electrical, mechanical, or other forms.
[0343] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place, or they can be distributed to 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.
[0344] In addition, in each embodiment of the present disclosure, the functional units can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit.
[0345] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such an understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of the present disclosure. The foregoing storage medium includes: USB flash drives, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical discs and other various media that can store program codes.
[0346] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions recorded in the foregoing embodiments or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be subject to the protection scope of the claims.
Claims
1. A method for processing objects in a game, characterized in that: A graphical user interface is provided through a terminal device, and a battle area and a battle preparation area are displayed in the graphical user interface. The battle area is configured to place virtual objects participating in the battle, and the battle preparation area is configured to place virtual objects ready for battle. The object processing method includes: Displaying an object acquisition interface on the graphical user interface, wherein the object acquisition interface includes at least one candidate virtual object; In response to a first operation performed in the object acquisition interface, controlling a first target candidate virtual object corresponding to the first operation to be placed in the battle preparation area, wherein the first target candidate virtual object is displayed in a first display manner; In response to a second operation performed in the object acquisition interface, controlling the placement of a second target candidate virtual object corresponding to the second operation in the battle preparation area, wherein the second target candidate virtual object is displayed in a second display manner; According to the role attribute of the second target candidate virtual object, an associated virtual object that is the same as or related to the second target candidate virtual object is automatically acquired, and the associated virtual object is placed in the battle preparation area.
2. The object processing method according to claim 1, characterized in that: The step of automatically acquiring an associated virtual object that is the same as or associated with the second target candidate virtual object according to the role attribute of the second target candidate virtual object comprises: In response to a refresh operation on the object acquisition interface, controlling an update of candidate virtual objects in the object acquisition interface; Determining the associated virtual object from the candidate virtual objects in the updated object acquisition interface according to the role attribute of the second target candidate virtual object; The associated virtual object is placed in the battle preparation area.
3. The object processing method according to claim 1, characterized in that: The battle preparation area includes a plurality of battle preparation sub-areas, wherein the battle preparation sub-areas are configured to place battle preparation virtual objects, and the object processing method further includes: Displaying an attribute identifier corresponding to the character attribute in the battle preparation sub-area in the battle preparation area according to the character attribute; The step of placing the associated virtual object in the battle preparation area comprises: Get the associated attributes of the associated virtual object; According to the correspondence between the associated attribute and the character attribute, the associated virtual object is controlled to be placed in the battle preparation sub-region of the attribute identifier corresponding to the character attribute.
4. The object processing method according to claim 3, characterized in that: The attribute identifier of each character attribute corresponds to a preparation sub-area, the preparation sub-area displaying the attribute identifier is configured to accommodate multiple associated virtual objects, and the preparation sub-area not displaying the attribute identifier is configured to accommodate only one preparation virtual object.
5. The object processing method according to claim 1, characterized in that: The object processing method further includes: For each associated virtual object, the acquisition quantity information is displayed at a preset position of the preparation sub-area corresponding to the associated virtual object.
6. The object processing method according to claim 1, characterized in that: The object processing method further includes: In response to a trigger operation on the second target candidate virtual object, displaying an associated object information display interface; Among them, the associated virtual object information display interface includes at least one associated virtual object automatically acquired, and the acquisition quantity and quantity adjustment control of each associated virtual object; the placement position of the associated virtual object in the associated object information display interface is determined based on the association relationship between the associated virtual objects.
7. The object processing method according to claim 6, characterized in that: The object processing method further includes: In response to a trigger operation on the quantity adjustment control, adjusting the acquisition quantity of each associated virtual object, and determining an updated acquisition quantity of each associated virtual object; If the object acquisition interface is not updated, the updated acquisition quantity remains unchanged in different battle rounds.
8. The object processing method according to claim 6, characterized in that: The object processing method further includes: In response to a first replacement operation on a first target candidate virtual object, the first target candidate virtual object is replaced to the combat area to participate in the combat; or, In response to a second replacement operation for a second target candidate virtual object, the second target candidate virtual object and the associated virtual object are replaced to the battle area to participate in the battle.
9. The object processing method according to claim 8, characterized in that: The step of replacing the second target candidate virtual object and the associated virtual object to the battle area to participate in the battle in response to the second replacement operation on the second target candidate virtual object includes: Determine an object update level of the second target candidate virtual object and each associated virtual object based on the acquired second target candidate virtual object and the object quantity of the same virtual object in the at least one associated virtual object, and update the second target candidate virtual object and the corresponding associated virtual object based on the object update level; The updated second target candidate virtual object and the at least one associated virtual object are replaced to the combat area to participate in the combat.
10. The object processing method according to claim 9, characterized in that: The object update level is determined based on the number of objects of the same virtual object and a preset relationship between the preset number of objects and the object level; the object attribute of the virtual object after the level update is improved.
11. The object processing method according to claim 4, characterized in that: The step of controlling the placement of a second target candidate virtual object corresponding to the second operation in the preparation area in response to the second operation in the object acquisition interface includes: In response to a second operation performed in the object acquisition interface, if our camp meets specified conditions, control is performed to place a second target candidate virtual object corresponding to the second operation in the preparation area.
12. The object processing method according to claim 11, characterized in that: The object processing method further includes: In response to the target resources owned by our camp being not less than the consumable resources for purchasing the second target candidate virtual object and the associated virtual object, determining that our camp meets the specified condition; and / or, In response to the number of idle preparation sub-areas in the preparation area being not less than the number of the second target candidate virtual objects and the associated virtual objects, it is determined that our camp meets the specified condition.
13. The object processing method according to claim 11, characterized in that: The object processing method further includes: Displaying a resource prompt area in the graphical user interface; the resource prompt area is used to display the target resources owned by our camp; The object processing method further includes: The consumed resource withholding prompt information of the second target candidate virtual object and the associated virtual object is displayed in the resource prompt area.
14. The object processing method according to claim 8, characterized in that: The step of replacing the second target candidate virtual object and the associated virtual object to the battle area to participate in the battle in response to the second replacement operation on the second target candidate virtual object includes: In response to a second replacement operation for a second target candidate virtual object, determining a total resource consumption based on the resource consumption of the second target candidate virtual object, the resource consumption of each associated virtual object, and the number of objects; After deducting the total resource consumption from the target resources of our camp, the target second target candidate virtual object and the at least one associated virtual object are obtained, and the second target candidate virtual object and the at least one associated virtual object are moved to the battle area to participate in the battle.
15. The object processing method according to claim 1, characterized in that: After the step of controlling the placement of a second target candidate virtual object corresponding to the second operation in the object acquisition interface in response to the second operation in the preparation area, the object processing method further includes: A pre-order mark and a cancel mark are displayed at a preset position of the second target candidate virtual object placed in the preparation area.
16. The object processing method according to claim 15, characterized in that: The object processing method further includes: In response to the trigger operation for the cancellation mark, the acquisition operation for the second target candidate virtual object is canceled.
17. The object processing method according to claim 1, characterized in that: The object processing method further includes: In response to a transaction operation on the replaced virtual object, acquiring a transaction resource; Update the target resources of our camp based on the traded resources.
18. An object processing device in a game, characterized in that: A graphical user interface is provided through a terminal device, and a battle area and a battle preparation area are displayed in the graphical user interface. The battle area is configured to place virtual objects participating in the battle, and the battle preparation area is configured to place virtual objects ready for battle. The object processing device includes: An interface display module, configured to display an object acquisition interface on the graphical user interface, wherein the object acquisition interface includes at least one candidate virtual object; A first object placement module, configured to respond to a first operation performed in the object acquisition interface and control placing a first target candidate virtual object corresponding to the first operation in the preparation area, wherein the first target candidate virtual object is displayed in a first display mode; A second object placement module, configured to respond to a second operation performed in the object acquisition interface and control placing a second target candidate virtual object corresponding to the second operation in the preparation area, wherein the second target candidate virtual object is displayed in a second display mode; The associated object placement module is used to automatically obtain an associated virtual object that is the same as or related to the second target candidate virtual object according to the role attribute of the second target candidate virtual object, and place the associated virtual object in the preparation area.
19. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the object processing method in the game as described in any one of claims 1 to 17.
20. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the method for processing an object in a game as claimed in any one of claims 1 to 17.