Method and device for processing materials in game, terminal equipment and storage medium

By establishing a material information sharing mechanism in the game and generating persistent material controls, the problem of short-lived and difficult-to-distinguish material markings is solved, efficient sharing and management of materials are achieved, and the collaborative experience between teammates and resource utilization efficiency are improved.

CN120679165APending Publication Date: 2025-09-23NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510787884.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-12
Publication Date
2025-09-23

AI Technical Summary

Technical Problem

In existing games, supply markers only exist for a short time and lack clear distinction, making it difficult for teammates to find the required supplies in a timely manner, increasing the operational burden and learning cost.

Method used

By establishing a material information sharing mechanism between roles, using terminal devices to generate persistent material controls, and providing detailed material prompt information, including material information and location information, efficient sharing and management of materials can be achieved.

Benefits of technology

It improves the efficiency and accuracy of material sharing, optimizes the operation process, and enhances the collaborative experience between teammates and the efficiency of game resource utilization.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a method for processing materials in a game, and the method comprises the steps: controlling a first role and a second role belonging to the same camp to enter a game match scene, the first role being controlled by a first terminal, the second role being controlled by a second terminal, and virtual materials being set in the game match scene; in response to a first operation instruction which is triggered by the first terminal and aims at a target material in the game match scene, sending material information and position information of the target material to the second terminal so as to generate a material control used for prompting the target material in the second terminal; and in response to a second operation instruction which is triggered by the second terminal and aims at the material control, material prompt information corresponding to the target material is displayed on the second terminal, and the material prompt information is at least used for prompting the material information and the position information.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a method, apparatus, terminal device, and storage medium for processing materials in a game. Background Art

[0002] In evacuation games, players complete a game by collecting supplies and then evacuating. During the supply collection process, due to the uneven distribution of supplies in the game scene, different players in the team may find that teammate A has collected abundant supplies, while teammate B has collected less. At this time, if teammate A finds some valuable supplies that he does not need, he can mark the supplies and share them with the team, so that teammate B can know the location of the marked supplies and go to collect them. However, the supply marks in current games only exist for a short time, and there is no clear distinction between supply marks and other marks (such as marks for enemy units). As a result, when there are too many marks, teammate B often finds it difficult to immediately find the supply marks given by teammate A and misses the supplies. Summary of the Invention

[0003] In view of this, the present disclosure proposes a method, apparatus, terminal device and computer storage medium for handling materials in games, which are used to solve the technical problem that material markings in existing games only exist for a short time and lack obvious distinction, making it difficult for teammates to find marked materials in time. By establishing a permanent material list and an assisted picking function, the efficiency and accuracy of material sharing are improved.

[0004] To achieve the above objectives, the technical solutions adopted in this disclosure are as follows:

[0005] In a first aspect, the present disclosure provides a method for handling materials in a game, the method comprising:

[0006] Controlling a first character and a second character belonging to the same camp to enter a game scene, wherein the first character is controlled via a first terminal and the second character is controlled via a second terminal, and virtual supplies are provided in the game scene;

[0007] In response to a first operation instruction for a target material in the game scene triggered by the first terminal, determining whether the second character needs the target material;

[0008] In response to the second character's demand for the target material, sending material information and location information of the target material to the second terminal, so as to generate a material control for prompting the target material in the second terminal;

[0009] In response to a second operation instruction for the material control triggered by the second terminal, material prompt information corresponding to the target material is displayed on the second terminal, wherein the material prompt information is at least used to prompt the material information and the location information.

[0010] In a second aspect, the present disclosure provides a device for processing in-game materials, the device comprising:

[0011] A game module, configured to control a first character and a second character belonging to the same camp to enter a game scene, wherein the first character is controlled via a first terminal and the second character is controlled via a second terminal, and virtual supplies are provided in the game scene;

[0012] a confirmation module, configured to determine whether the second character requires the target material in the game scene in response to a first operation instruction triggered by the first terminal;

[0013] a sending module, configured to send, in response to the second character's demand for the target material, material information and location information of the target material to the second terminal, so as to generate a material control for prompting the target material in the second terminal;

[0014] A display module is used to display material prompt information corresponding to the target material on the second terminal in response to a second operation instruction for the material control triggered by the second terminal, wherein the material prompt information is used to at least prompt the material information and the location information.

[0015] In a third aspect, the present invention provides a terminal device comprising: a processor, a storage medium and a bus, wherein the storage medium stores computer-readable instructions executable by the processor. When the terminal device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the method described in any of the foregoing embodiments.

[0016] In a fourth aspect, the present invention provides a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the steps of the method as described in any of the aforementioned embodiments are executed.

[0017] The beneficial effects of the present disclosure are:

[0018] The method, apparatus, terminal device, and storage medium for in-game material processing provided by the present disclosure address the problem that material markers in existing games only exist for a short time and lack distinction between material markers and other markers. By using technical means to control the sharing of material information between different characters and generate dedicated material controls, the method, apparatus, terminal device, and storage medium for in-game material processing provided by the present disclosure address the problem that material markers in existing games only exist for a short time and lack distinction between material markers and other markers. By determining the relationship between the characters' demand for materials, sending material information and location information, generating dedicated material controls, and providing material prompt information, a permanent and highly distinguishable material marking system is formed, which enables the effective sharing of material information between teammates and solves the technical problem that players easily miss needed materials. Furthermore, the solution also optimizes the operational steps and processes for picking up materials, improving the gaming experience and enhancing the efficiency of collaboration between teammates. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

[0020] Figure 1 A cloud interaction system architecture diagram provided by the present disclosure;

[0021] Figure 2 A flowchart of an optional implementation of a material processing method in a game provided by the present disclosure;

[0022] Figure 3 This is a schematic diagram of a triggering method for a first operation instruction provided in an optional implementation of the present disclosure;

[0023] Figure 4 This is a schematic diagram of a material control provided in an optional implementation of the present disclosure;

[0024] Figure 5 A schematic diagram of a material list provided in an optional implementation of the present disclosure;

[0025] Figure 6 A schematic diagram of a functional control provided in an optional implementation of the present disclosure;

[0026] Figure 7 This is a schematic diagram of an assistance request window provided in an optional implementation of the present disclosure;

[0027] Figure 8 This is a schematic diagram of a material handover interface provided in an optional implementation of the present disclosure;

[0028] Figure 9 This is a schematic diagram of the structure of the material processing device in the game provided by the present disclosure;

[0029] Figure 10 A schematic diagram of the hardware architecture of the terminal device provided in this disclosure. DETAILED DESCRIPTION

[0030] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.

[0031] 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 as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.

[0032] It should be noted that similar reference numerals and letters denote similar items in the following drawings, and therefore, once an item is defined in one drawing, it does not need to be further defined or explained in subsequent drawings.

[0033] For ease of understanding, the prior art involved in this disclosure is first described in detail.

[0034] In evacuation-style games, players form teams and enter the game, completing the game by collecting supplies and then evacuating. Due to the uneven distribution of supplies in the game scene, players in the team may experience an imbalance in the acquisition of supplies, with some teammates collecting abundant supplies while others are short of supplies. For example, in the game, player A may find multiple high-end weapons and bulletproof equipment at a military base, while player B only obtains a small number of low-value items in a residential area. To balance the distribution of supplies, existing technologies often use a supply tagging function. That is, when player A finds supplies that are useless to them but may be valuable to teammate B, they can mark the supplies through the game's built-in tagging system and share them with the team. This allows teammate B to know the location of the marked supplies and then go to collect them.

[0035] However, the material marking function in the existing technology has obvious defects. First, from a technical point of view, the material marks in existing games usually only exist for a short time (such as 30 seconds to 1 minute), and the player can no longer obtain the location information of the material after the mark disappears; secondly, the material mark and other marks (such as enemy unit marks, direction marks, etc.) lack obvious visual distinction, resulting in visual confusion when there are too many marks; in addition, the existing marking system lacks personalized processing mechanisms for different player needs and cannot accurately match the material needs of teammates. From the user experience perspective, players need to repeat the marking operation to keep the mark valid, which increases the operational burden; when there are a large number of marks in the scene, it is difficult for players to quickly find valuable material marks, and the experience is poor; at the same time, players need to remember the location and content of multiple marks, which increases the learning cost and cognitive burden.

[0036] In response to the above-mentioned problems in the prior art, the present disclosure proposes the following technical concept: by implementing an intelligent game material processing method, the first character can initiate an operation instruction for the target material in the game scene, and the system can automatically determine whether the second character needs the material, and if the need is confirmed, the material information and location information are sent to the second character's terminal to generate a persistent material control. The second character can obtain detailed material prompt information through interactive operations, including the specific attributes and accurate location of the material. This technical approach solves the problems of short-lived, difficult to distinguish, and lack of personalization of material markings in the prior art by establishing a material information sharing mechanism between characters, combined with intelligent judgment and interactive design, thereby achieving efficient sharing and management of materials in the game, and improving the collaborative experience between players and the efficiency of resource utilization during the game.

[0037] Based on the above content, the specific contents of each technical solution provided by the present disclosure will be introduced in detail one by one below.

[0038] First, the present disclosure provides a method for handling materials in a game.

[0039] In an optional implementation, the method for handling game materials provided by the present disclosure may be run on a terminal device and / or a server.

[0040] Among them, when the material processing method in the game runs on the server, the method can be implemented and executed based on the cloud interaction system. Figure 1 , is a diagram of a cloud interaction system architecture provided by the present disclosure. As shown in the figure, the cloud interaction system may include: a client device 10 and a server 20, wherein the client device 10 may be connected to the server 20 via a network 30.

[0041] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the operating body of the game program and the main body presenting the game screen are separated. The storage and operation of the in-game material processing method are completed on the cloud gaming server. The client device 10 is used to receive and send data and present the game screen. For example, the client device 10 can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, PDA, etc.; however, the terminal device performing information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device 10 to send operating instructions to the cloud gaming server. The cloud gaming server runs the game according to the operating instructions, encodes and compresses the game screen and other data, and returns it to the client device 10 via the network. Finally, the client device 10 decodes and outputs the game screen.

[0042] In particular, when the method for handling in-game materials is executed on a terminal device, in an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen being used to present the graphical user interface, the graphical user interface including the game screen, and the processor being used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0043] The above describes the hardware environment required for this disclosure. Based on this hardware environment, the following describes various embodiments of the method for handling in-game resources provided by this disclosure, using a terminal device as an example. The terminal device can be either the aforementioned client device or the aforementioned local terminal device.

[0044] Please refer to Figure 2 , is a flow chart of an optional implementation of the method for handling in-game resources provided by the present disclosure. As shown in the figure, the method for handling in-game resources includes the following steps:

[0045] Step S1, controlling a first character and a second character belonging to the same camp to enter a game scene, wherein the first character is controlled by a first terminal and the second character is controlled by a second terminal, and virtual supplies are set in the game scene.

[0046] Step S2, in response to a first operation instruction for a target material in a game scene triggered by the first terminal, sending material information and location information of the target material to the second terminal, so as to generate a material control for prompting the target material in the second terminal.

[0047] Step S3: In response to a second operation instruction for the material control triggered by the second terminal, material prompt information corresponding to the target material is displayed on the second terminal, wherein the material prompt information is at least used to prompt material information and location information.

[0048] Through the above steps, the method for handling in-game supplies provided by the present disclosure makes in-game supply sharing more efficient and intuitive. This method solves the technical problems of the existing technology in which supply tags are short-lived, difficult to distinguish, and lack personalization by establishing an intelligent supply information sharing mechanism between characters during the game, combined with targeted interactive design. This design not only enhances the collaborative experience between players and simplifies the operational process of supply sharing, but also optimizes the efficiency of game resource utilization through the persistent display and precise transmission of supply information, solves the technical difficulties in the process of supply sharing in the game, and greatly enriches the social interaction dimension and tactical depth of the game.

[0049] The following is a detailed description of the above steps:

[0050] Step S1: Control a first character and a second character belonging to the same camp to enter a game scene, wherein the first character is controlled by a first terminal and the second character is controlled by a second terminal, and virtual supplies are set in the game scene;

[0051] The term "faction" refers to a grouping of characters within a game, representing a collection of characters with shared goals or interests. In an alternative embodiment, the same faction can be a pre-defined fixed grouping within the game, with players selecting a specific faction before entering the game. For example, in a survival game, players can choose to join the "Survivors" faction and fight together against hostile entities within the game.

[0052] In an alternative embodiment, the same faction can be a squad or team temporarily formed by players through the in-game social system. For example, in an evacuation game, players can invite friends to form a squad of up to five people in the lobby, enter the game scene together, collect supplies, and evacuate.

[0053] In an alternative embodiment, the same faction can be dynamically formed based on specific in-game conditions or events. For example, in some open-world survival games, players who originally did not know each other can temporarily form an alliance through friendly in-game interactions (such as jointly defeating a powerful enemy), forming a temporary faction relationship and sharing supplies and intelligence.

[0054] The first character is a virtual entity in the game that can be controlled by the player and has specific attributes and abilities. In an alternative embodiment, the first character can be a game character with a specific appearance and skills. For example, in an evacuation game, the first character can be a PMC (Private Military Contractor) equipped with specific equipment and skills, with a unique visual appearance and attribute values.

[0055] In an optional embodiment, the first character can be a virtual character that the player customizes according to the game rules. For example, in a role-playing game, the player can customize the appearance, occupation, and initial attributes of the character to create a unique game character.

[0056] In an alternative embodiment, the first character may be a specialized character with specific functions and abilities. For example, in a team-based game, the first character may be a "scout" in a team, with a higher movement speed and stronger resource detection ability, suitable for searching for and marking valuable resources.

[0057] The second character is a game character from the same faction as the first character, controlled by a different player. In an alternative embodiment, the second character may possess complementary skills and abilities to the first character. For example, in a tactical shooting game, if the first character is a "sniper" skilled at long-range combat, the second character may be a "commando" focused on close-quarters combat, with different material requirements.

[0058] In an alternative embodiment, the second character can be a teammate who is at the same game stage as the first character but has uneven equipment development. For example, in a survival game, the first character may have acquired better weapons and equipment, while the second character is still using the base equipment and requires specific types of supplies to improve their combat effectiveness.

[0059] In an alternative embodiment, the second character may be a teammate with a specific mission or collection goal. For example, in a mission-based game, the second character may need to collect specific types of supplies to complete a personal or team mission, and the first character may help mark these supplies during exploration.

[0060] The first terminal is a hardware device that controls the first character, receiving player input and displaying the game screen. In an alternative embodiment, the first terminal can be a traditional gaming platform such as a personal computer or game console. For example, a player can run the game client on a Windows computer and control the first character's actions using a keyboard and mouse.

[0061] In an optional embodiment, the first terminal may be a mobile device, such as a smartphone or tablet computer. For example, a player may use an iOS or Android device with a game application installed to control the first character's movement in the game scene, collect supplies, and communicate with teammates using touch screen operations.

[0062] In an optional embodiment, the first terminal can be a device that uses new interactive technologies, such as an immersive device like an AR / VR headset. For example, a player can wear a VR headset and use a controller or motion controller to control the first character in a more immersive way to explore and interact in the virtual environment. Asset tagging and sharing operations can be accomplished through virtual gestures.

[0063] The second terminal is a hardware device that controls the second character. It functions similarly to the first terminal but is operated by a different player. In an alternative embodiment, the second terminal can be the same type of device as the first terminal. For example, in a PC game, the players controlling the first and second characters both log in and operate the game using personal computers.

[0064] In an alternative embodiment, the second terminal can be a different type of device than the first terminal, and the game supports cross-platform play. For example, the player controlling the first character uses a game console, while the player controlling the second character uses a personal computer. The two players team up to play the game using the game's cross-platform functionality.

[0065] In an alternative embodiment, the second terminal may have different hardware configurations and display capabilities than the first terminal. For example, the player controlling the first character may use a high-performance gaming PC capable of running the game at high image quality and a high frame rate, while the player controlling the second character may use a lower-spec laptop and need to run the game at lower image quality. This may affect the visual recognition of items, making the item sharing function even more important.

[0066] The game scene is the virtual environment in which characters move and interact in the game, including elements such as terrain, buildings, and supplies. In an alternative embodiment, the game scene can be a fixed map area with a preset terrain and supply distribution. For example, in an evacuation game, the game scene can be a city area called "Customs," which includes locations such as ports, warehouses, and customs buildings, with each area having a specific type of supply distribution.

[0067] In an alternative embodiment, the game scene can be a programmatically generated random environment. For example, in some survival games, each time you enter the game, the system will generate a map with a different layout and randomly distributed supplies based on an algorithm, increasing the uncertainty and exploration of the game.

[0068] In an optional embodiment, the game scene can be a dynamically changing environment. For example, in some tactical survival games, the scene may change over time or due to player behavior, such as weather changes, area blockades, or resource refreshes. These changes can affect the distribution and difficulty of obtaining resources.

[0069] Virtual supplies are various game props that can be collected, used, or traded by characters during game play. In an alternative embodiment, virtual supplies can be combat-related equipment. For example, in a shooter survival game, virtual supplies may include different types of weapons (such as rifles, pistols, sniper rifles), ammunition, bulletproof equipment (such as helmets and body armor), and other combat necessities.

[0070] In an optional embodiment, virtual supplies may be medical and survival supplies. For example, in a survival game, such supplies may include first aid kits, bandages, painkillers, food, water, and energy drinks, etc., which are used to restore the character's health and energy or to relieve negative status.

[0071] In an alternative embodiment, virtual goods may be quest items and high-value collectibles. For example, in a quest-based game, mission-critical items (such as keys and documents) or high-value collectibles (such as jewelry and artwork) may be distributed throughout the game. These items are typically used to complete specific quests or traded within the game for high-value virtual currency.

[0072] Through the above steps, the present disclosure enables collaborative exploration and interaction of multiple player-controlled characters in the same game scene. Specifically, in a survival shooting game, a group of real-life players can each control a virtual character in the game through their own terminal device (such as a PC, game console, or mobile device) and enter a resource-rich but dangerous game map together, such as an abandoned military base, a city block, or a wilderness area. Although these characters may have different appearances and abilities, they belong to the same team and have a common survival goal. Various valuable virtual supplies, including weapons and equipment, medical supplies, and mission items, are distributed throughout the game scene. These supplies are hidden inside buildings, in boxes, or scattered throughout the scene. Different players may have different preferences for supplies due to different game styles or role positioning. For example, a sniper character may need an optical scope and a sniper rifle, while a medic character may prefer a medical kit and painkillers. The game environment established through this step lays the foundation for subsequent supply sharing and teamwork.

[0073] Step S2, in response to a first operation instruction for a target material in a game scene triggered by the first terminal, sending material information and location information of the target material to the second terminal, so as to generate a material control for prompting the target material in the second terminal;

[0074] The first operation instruction is a specific operation behavior for the target material issued through the first terminal.

[0075] In an optional embodiment, the first operation instruction can be a long-press mark operation for the target material. For example, when the distance between the first character and the target material meets the preset pickup condition (for example, the first character is within a certain range of the target material), a pickup button is provided on the first terminal screen. When the player clicks the pickup button, a pickup list is displayed on the first terminal, and the material identifier corresponding to the material to be picked up is displayed in the pickup list. At this time, when the player performs a third operation (for example, a long-press operation) on the material identifier corresponding to the target material in the displayed materials to be picked up, the first operation instruction for the target material can be generated in the first terminal, thereby triggering the process of sending the material information and location information of the target material to the second terminal. For example, in an actual game, when the player on the first terminal approaches a pile of supplies to be picked up, a pickup list is displayed on the first terminal, and the item icons corresponding to items such as weapon items, armor items, and medicine items are presented in a certain order in the pickup list. If the player on the first terminal long presses the item icon of the weapon item in the pickup list, it can trigger the first operation instruction for the weapon item, and then trigger the information confirming the location of the weapon item to be sent to the second character in the team, etc.

[0076] In an optional embodiment, the first operation instruction may be a drag-and-drop material sharing operation. Figure 3 , showing a schematic diagram of a triggering method for the first operation instruction provided in an implementation of the present disclosure. As shown in the figure, when player A of the first terminal approaches the virtual supplies in the game scene, a pick-up list 301 is displayed on the screen of the first terminal, and the pick-up list includes multiple virtual supplies to be picked up. Among them, when player A's finger long presses the armor prop "Level 6 Armor" in the pick-up list 301, the "Record" control 302 is displayed on the screen. When player A's finger drags the armor prop "Level 6 Armor" in the pick-up list 301 from the pick-up list 301 to the "Record" control 302, the above-mentioned first operation instruction for the armor prop "Level 6 Armor" can be triggered, thereby triggering the process of sending the information and location of the armor prop "Level 6 Armor" to teammates in the team (that is, the second character).

[0077] In an optional embodiment, the first operation instruction can be a voice-based quick tagging. For example, players can use the game's built-in voice command system to quickly tag and share supplies by saying voice commands such as "Mark the medical kit ahead" or "Share this optical sight." This is suitable for scenarios where complex manual operations are not possible during intense combat.

[0078] The target material is the specific virtual material targeted by the first operation instruction.

[0079] In an optional embodiment, the target supplies can be items that the first character finds but does not need. For example, if the first character is already equipped with high-level body armor and finds another piece of body armor of the same level, the player may choose to mark the additional body armor and share it with a teammate who may need it. In an optional embodiment, the target supplies can be items that a specific teammate urgently needs. For example, if the first character knows that the second character is looking for a specific type of ammunition or medical supplies, when the first character finds these items, he or she can actively mark them and share them with the second character. Figure 3 When player A finds that there is a high-level equipment armor item "Level 6 Armor" in the pickup list 301 and he already has the same or better armor item, he can perform the long press operation or drag operation on the armor item "Level 6 Armor" as described above to trigger the process of marking the armor item "Level 6 Armor" and sharing it with teammates who may need it.

[0080] In an alternative embodiment, the target resources may be high-value or rare items. For example, in a game, certain items may have high in-game economic value or be crucial to completing a mission, such as key cards, mission items, or rare weapon accessories. When players discover these items, they are more likely to mark them for sharing, ensuring optimal allocation of team resources.

[0081] It can be understood that in an optional implementation, the method further includes: in response to the first operation instruction, determining whether the second role requires the target material; in response to the second role requiring the target material, executing the step of sending the material information and location information of the target material to the second terminal.

[0082] For example, in an actual game, when the player on the first terminal approaches a pile of supplies to be picked up, a pickup list is displayed on the first terminal, and the item icons corresponding to items including weapon items, armor items, medicine items, etc. are presented in a certain order in the pickup list. If the player on the first terminal long presses the item icon of the weapon item in the pickup list, the first operation instruction for the weapon item can be triggered, for example, triggering an instruction to confirm whether the second character in the team lacks a weapon, etc.

[0083] Determining whether the second character requires the target item is the process by which the system determines whether the second character is likely to need the item. In an alternative embodiment, this determination can be based on the character's current equipment status. For example, the system can check the second character's current equipment slot. If the second character has no armor or is using low-level armor, and the target item is high-level armor, the system determines that the second character is likely to need the item.

[0084] In an alternative embodiment, the determination process can be based on the character's historical search or tagging behavior. For example, if the system records that the second character has repeatedly searched for or tagged a certain type of supplies (such as a specific type of ammunition or medical supplies), when the first character finds that type of supplies, the system can infer that the second character may need that supply.

[0085] In an alternative embodiment, the determination process can be based on explicit requests from teammates. For example, the game could provide a "wish list" feature, allowing players to explicitly express the types of supplies they currently need. When the supplies marked by the first character match the needs expressed by the second character in the wish list, the system determines that the second character needs the supplies.

[0086] Through the above steps, the present disclosure realizes an intelligent material demand identification and sharing decision-making process. For example, in a game of an evacuation survival game, the first character controlled by player A finds a bottle of rare painkillers in the medicine cabinet while searching an abandoned hospital. Player A already has enough medical supplies in his backpack and is not interested in this material, but he remembers that his teammate player B once mentioned the need for such medical items in the team voice. Player A can long-press the item with the right mouse button to open the material operation menu and select the "Mark and share with teammates" option. At this time, the game system will intelligently analyze the equipment status and demand list of the second character controlled by player B and find that this character is indeed short of medical items and painkillers appear in its demand list. This intelligent judgment based on player behavior and character status makes the material sharing process more accurate and efficient, reducing ineffective information exchange and material waste within the team.

[0087] Material information is a collection of data describing the characteristics of target materials. In an optional embodiment, material information may include basic material attribute data. For example, for weapons and equipment, the information may include basic attributes such as the material name (e.g., "M4A1 Assault Rifle"), quality grade (e.g., "Military Grade"), and durability (e.g., "92 / 100").

[0088] In an optional embodiment, the material information may include data on the material's functional performance. For example, for protective equipment, the information may include detailed performance parameters such as armor value (e.g., "Ballistic Level: Level 5"), protection area (e.g., "Torso Protection"), weight, and movement speed impact (e.g., "Weight: 9.5 kg, -15% Movement Speed").

[0089] In an optional embodiment, the supply information may include economic and rarity data for the supply. For example, the system may provide a supply's valuation on the in-game market (e.g., "Estimated Value: 150,000 in-game coins"), a supply's rarity rating (e.g., "Rarity: Very High"), or a supply's mission relevance (e.g., "Mission Required Item: Yes, for Medical Supply Missions").

[0090] The location information is data describing the location of the target item within the game scene. In an alternative embodiment, the location information can be absolute coordinate data. For example, the system can record and transmit the item's precise location within the game world coordinate system, such as "X:324.5, Y:67.2, Z:12.8," to facilitate precise positioning and navigation.

[0091] In an optional embodiment, the location information can be a descriptive location relative to a map feature point. For example, the system can describe the location of the supplies as "in the third-floor office on the customs map, on a table near the southeast corner window" to facilitate player understanding and memorization.

[0092] In an alternative embodiment, the location information can be dynamically updated real-time distance data. For example, the system can calculate and display the real-time distance between the second character's current location and the target material (e.g., "Distance: 145 meters, Direction: Northeast"), and dynamically update this distance as the character moves, making it easier for the player to plan their movement route.

[0093] In an optional implementation, the step of determining whether the second character needs the target material includes: determining the material category of the target material; and determining that the second character needs the target material in response to the lack of virtual materials of the material category in the materials held by the second character. Figure 3 When player A finds that the high-level equipment armor item "Level 6 Armor" exists in the pickup list 301, and performs the long press operation or drag operation on the icon of the armor item "Level 6 Armor" as described above to trigger marking the armor item "Level 6 Armor" and sharing it with the second character in the team, the system detects whether the second character needs the armor item "Level 6 Armor", including: determining that the material category of the armor item "Level 6 Armor" is armor-type; when the second character lacks armor-type items in the materials held by the second character, it can be directly determined that the second character needs the armor item "Level 6 Armor".

[0094] In an optional implementation, the step of determining whether the second character needs the target material includes: determining the material category and material quality of the target material; in response to the second character's possession lacking virtual materials of the material category, or the material quality of the virtual materials of the material category held by the second character is lower than the target material, determining that the second character needs the target material. Figure 3, when player A finds that there is a high-level equipment armor item "Level 6 Armor" in the pickup list 301, and performs the long press operation or drag operation on the icon of the armor item "Level 6 Armor" as described above to trigger the marking of the armor item "Level 6 Armor" and share it with the second character in the team, the system detects whether the second character needs the armor item "Level 6 Armor" in the following steps: determining that the material category of the armor item "Level 6 Armor" is armor and the item level is high (1-2 is low level, 3-4 is medium level, 5-6 is high level); then, when the second character lacks armor items in the materials held by the second character, or although the second character has armor items in the materials held by the second character, they are only low-level armor items, it can be directly determined that the second character needs the armor item "Level 6 Armor".

[0095] Among them, the material control is an interactive graphic element displayed on the second terminal interface and used to prompt the target material.

[0096] In an optional embodiment, the material control can be a dedicated material control on the game interface. For example, see Figure 4 , shows a schematic diagram of a material control provided in an optional implementation of the present disclosure. Figure 4 As shown, when the system detects and confirms that the second character needs the target material shared by the first character, the material information and location information of the target material are sent to the second terminal corresponding to the second character. When the second terminal receives the material information and location information related to the target material shared by teammates (including the first character and other teammate characters), a material control 401 is generated in the game view of the second terminal. It can be understood that the material control 401 can be a resident control, and the generation of the material control 401 is used to prompt the second terminal player (for example Figure 4 Teammate B) shown in FIG, currently has the supplies that the player needs, and the player can click the supply control 401 to browse and select the supplies shared by teammates, and then go to the corresponding supply location to collect the supplies.

[0097] In an optional embodiment, please continue to refer to Figure 4 When the second terminal receives a lot of target material related information shared by teammates, it can Figure 4 As shown, the provided material control 401 is specially processed. For example, in order to avoid taking up too much screen space, when the material control 401 is generated, the details of the target material shared by the teammates are not directly displayed, but only the material control 401 itself is displayed, or the material control 401 is displayed in a contracted form. It can be understood that in some embodiments, in order to let the second terminal player know the general situation of the materials shared by teammates without taking up too much screen space, it can be as follows Figure 4 As shown, a special identifier for referring to the target material to be shared is displayed in association with the material control 401, for example Figure 4Each dot symbol represents a target item shared by a teammate. Different dot symbols can be assigned different colors to indicate the quality or value of the item. For example, the dot symbol for high-level items is gold, the dot symbol for mid-level items is red, the dot symbol for low-level items is blue, and so on.

[0098] In an alternative embodiment, the supply control can be a list of supply items displayed in a centralized area of ​​the interface. For example, the sidebar of the game interface can include a list of "Teammate Marked Supplies," where each item represents a marked supply, displays basic information and distance, and can be clicked or hovered to view more details.

[0099] Through the above steps, the present disclosure achieves efficient and accurate transmission and visualization of material information. For example, in a doomsday survival game, when the character controlled by Player A discovers a valuable medical kit in the pharmacy of an abandoned hospital, and the system determines that the character controlled by Player B needs the item (because the character has low health and is short of medical supplies), the system immediately sends the medical kit's detailed information (name: "Military-grade First Aid Kit"; effect: "Restores 70% health, stops bleeding, eliminates infection risk"; weight: "0.8 kg") and precise location information ("Pharmacy on the third floor, east side, second row of cabinets") to Player B's terminal. A prominent list of material markers will appear on the right side of Player B's game interface, with a new entry representing the medical kit, displaying brief information and distance ("Military-grade First Aid Kit, 350 meters, northeast"). Simultaneously, the location of the medical kit will be marked on Player B's minimap with a red cross icon and a guide line indicating the nearest path. This intuitive way of presenting information enables player B to immediately realize the existence of this important material and quickly plan a route to obtain it, greatly improving the efficiency and accuracy of team material sharing.

[0100] Step S3: In response to a second operation instruction for the material control triggered by the second terminal, material prompt information corresponding to the target material is displayed on the second terminal, wherein the material prompt information is at least used to prompt material information and location information.

[0101] The second operation instruction is an interactive operation performed by the second character on the material control through the second terminal.

[0102] In an optional embodiment, the second operation instruction can be a click or tap operation. For example, the player controlling the second character can click the material control on the game interface to trigger more detailed material information display.

[0103] In an optional embodiment, the second operation instruction can be a hover observation operation. For example, the player can hover the mouse pointer over the material control for a period of time, or long-press the material icon on the touch screen, and the system will display a floating window showing more detailed material properties and location descriptions.

[0104] The material prompt information is detailed information about the target material displayed in response to the second operation instruction.

[0105] In an alternative embodiment, please refer to Figure 4 When the player on the second terminal triggers a second operation instruction through a corresponding operation, such as triggering the resource control 401 through a click or long press of the player's finger, thereby generating the second operation instruction, the resource control 401 switches from its initial state (e.g., collapsed state) to an expanded state. The expanded resource control 401 can display a resource list on the second terminal, and display resource tags corresponding to target resources shared by teammates during the game in the resource list. The resource tags include at least one of the resource name, resource value, and resource type of the target resource shared by teammates.

[0106] Further, see Figure 5 , which shows a schematic diagram of a material list provided in an optional implementation of the present disclosure. Figure 5 As shown, when the player clicks the material control 501 with his finger, the material control 501 switches from its initial contracted state to an expanded material list 502, wherein the material list 502 displays the details of the target materials shared by all teammates of the second terminal player (i.e., teammate B). Figure 5 In the example, the material list 502 includes the target material shared by other teammates. The target material is displayed in the form of a material label 503. The material label 503 shows that the material name of the shared target material is "Level 6 Armor" and the material value of the shared target material is 10,000.

[0107] It can be understood that while displaying the details of the target material shared by teammates through the material label 503, a distance prompt control 504 can also be displayed in the material list 501 displayed in the second terminal according to the location information of the target material, wherein the distance prompt control 504 is used to indicate the real-time distance between the second character corresponding to the second terminal and the displayed target material. For example, please continue to refer to Figure 5 , you can see Figure 5In the material list 502, a material label 503 corresponding to the target material "Level 6 Armor" is provided, and a distance prompt control 504 is provided on the right side of the material label 503. The content of the distance prompt control 504 is: the distance between the location corresponding to the target material "Level 6 Armor" and the second character corresponding to the second terminal is 200M.

[0108] In an optional embodiment, while displaying a distance prompt control 504 in the material list 502 displayed in the second terminal to prompt the real-time distance between the target material shared by teammates and the second terminal player, the present disclosure can also respond to a fourth operation (such as a long press or click operation) on the distance prompt control 504 triggered by the second terminal, generate a guidance route from the current position of the second character to the target material location in the second terminal, and / or mark the target material location in the game map in the second terminal, and / or generate a prompt mark indicating the target material location in the game scene, so that the second terminal player can go to the target material location according to the guidance route or the marked location in the map or the prompt mark in the scene to collect the target material. Specifically, please continue to refer to Figure 4 When the second terminal player clicks on the material control 401 and then performs the above-mentioned fourth operation on the material label corresponding to the armor item in the expanded material list, it can trigger the generation of a guidance route from the current position of the second character (that is, teammate B) to the location of the armor item in the game scene to guide the second character to obtain the armor item.

[0109] Furthermore, it can be understood that while the distance prompt control 504 is displayed in the material list 502 displayed in the second terminal to prompt the real-time distance between the target material shared by teammates and the second terminal player, the present disclosure can also generate a guidance route connecting the current position of the second character and the positions of the multiple target materials according to the positions of the multiple target materials corresponding to the multiple distance prompt controls 504 when the second terminal player continuously triggers the fourth operation on the multiple distance prompt controls 504 in the material list 502 through the second terminal within a preset time. Please continue to refer to Figure 4 When the second terminal player performs the above fourth operation on the distance prompt control 504 provided at the material label 503 of the armor item in the expanded material list 502 and the distance prompt control 504 provided at the material label corresponding to the zoom item in a short period of time (for example, within 10 seconds), it can trigger the generation of a guidance route from the current position of the second character (that is, teammate B) to the armor item position and the zoom item position in the game scene to guide the second character to obtain the armor item and the zoom item.

[0110] In an optional embodiment, the item prompt information can be an enhanced display that includes additional teammate information. For example, in addition to the item's own information, the system may also display information about the teammate who marked the item (e.g., "Marked by Player A, 2 minutes ago"), a safety assessment of the item's surroundings (e.g., "Nearby danger level: Medium"), or historical pickup records (e.g., "Similar items have been found in this area 3 times") to help players make more comprehensive decisions.

[0111] Through the above steps, the present disclosure implements interactive inventory information query and navigation. For example, in an open-world survival game, when player B sees a "Military-Grade Sniper Scope" item marked by a teammate in the inventory list on the right side of the interface, he or she can click the item or use a shortcut key to trigger detailed information viewing. The system then displays a detailed inventory information window in the center of the screen, including a high-definition image of the sniper scope, detailed performance specifications (such as "6x magnification, night vision function, weight 0.6kg"), a list of compatible weapons, a market valuation ("approximately 125,000 game coins"), and precise location information ("Second floor of the observation tower in the northwest corner of the military base, approximately 280 meters from the current position"). A small map is also embedded in the window, marking the inventory location and current location, and plotting an optimal route to avoid dangerous areas. The player can also see the marker information ("Marked by teammate Sniper A, 3 minutes ago") and an assessment of the surrounding environment ("Enemy density in the area: low, recent combat record: none"). Based on this comprehensive information, players can decide whether to collect the supplies or request assistance from teammates via the buttons in the window. This detailed and interactive information display greatly enhances team collaboration efficiency and the accuracy of supply sharing, improving the gaming experience.

[0112] In an optional embodiment, the present disclosure may further include the following steps:

[0113] In response to the fifth operation on the material tag triggered by the second terminal, it is detected whether there is a third character near the target material location, wherein the third character is a game character in the same camp as the second character; in response to the third character being near the target material location, a function control is provided in the second terminal; in response to the sixth operation on the function control triggered by the second terminal, a request for assistance in picking up the target material is sent to the third terminal corresponding to the third character.

[0114] Among them, the fifth operation is a specific interactive behavior performed on the material tag triggered by the second terminal player.

[0115] In an optional embodiment, the fifth operation may be an operation of the second terminal player clicking or tapping the material tag, or dragging the material tag to a specific interface area or a specific button. For example, see Figure 6, shows a schematic diagram of a functional control provided in an optional implementation of the present disclosure. Figure 6 As shown, when the second terminal player (i.e., teammate B) directly clicks on the material label corresponding to the armor item "Level 6 Armor" in the material list, an "Assist in Picking Up" control (i.e., a function control) is displayed in the material list. When the second terminal player drags the material label corresponding to the armor item "Level 6 Armor" from the material list to the display area or button of the "Assist in Picking Up" control, the system can be triggered to check whether there are teammates in the same camp within a certain range around the armor item "Level 6 Armor", and then determine whether nearby teammates can be asked to assist in picking up the armor item "Level 6 Armor".

[0116] Among them, detecting whether there is a third character near the target material location is the process of the system judging whether there is anyone who can assist teammates around the target material.

[0117] In an alternative embodiment, the detection process can be based on distance calculations between characters. For example, the system calculates the distance between all characters in the same faction and the target resource. If a character is within a preset effective range (e.g., within 50 meters), the character is determined to be near the resource location.

[0118] In an alternative implementation, the detection process can take terrain and obstacles into account. For example, the system not only calculates straight-line distance but also analyzes path accessibility, taking into account factors such as terrain height differences and obstacles. A character is considered near a resource location only if they can reach it within a reasonable time.

[0119] In an alternative embodiment, the detection process can be combined with the character's status and abilities to make a comprehensive judgment. For example, the system will consider the potential assisting character's current status (such as whether they are in combat, whether they are carrying too much weight), their mobility (such as speed, whether they are slowed by injuries), and their picking ability (such as whether there is enough space in their backpack) to comprehensively assess whether the character is suitable for assisting with picking.

[0120] The third character is a game character from the same faction as the second character but controlled by a different player. In an alternative embodiment, the third character can be another member of the same team. For example, in a four-person team, in addition to the first character (the player who marked the item) and the second character (the player who needs the item), the other two teammates can serve as potential third characters to assist in picking up the item. Furthermore, since the first character who marked the item to be shared is often nearby, this first character can also serve as a potential third character to assist the second character (the player who needs the item) in picking up the item.

[0121] In an alternative embodiment, the third character can be a friendly character from the same faction but different squad. For example, in some large-scale multiplayer games, the same faction may include multiple squads. If the game rules allow cross-squad collaboration, friendly characters from other squads can also act as the third character to assist in picking up supplies.

[0122] The function control is an interactive element displayed on the second terminal interface that triggers the assisted pickup function. In an alternative embodiment, the function control can be a function button in the inventory list window. For example, when a third character is detected near an inventory, a "Assist Pickup" button will appear at the bottom of the inventory details window. Clicking it will send a corresponding assisted pickup request to the third character.

[0123] In an optional embodiment, the function control can be a shortcut icon associated with the resource label. For example, when the system detects that there is a teammate who can assist near the resource, a special icon (such as a handshake or collaboration icon) will appear next to the resource label. Clicking this icon can quickly initiate a request for assistance.

[0124] In an alternative embodiment, the function control can be an option in a context menu. For example, when a player right-clicks or long-presses a resource tag, a pop-up menu may include an option to "Assist with Pickup." If multiple teammates are nearby, multiple options may be displayed for the player to select a specific teammate to assist.

[0125] Through the above steps, the present disclosure implements a location-aware intelligent assisted pickup mechanism. For example, in a doomsday survival game, the character controlled by player A (the second character) views a high-level chainsaw marked by teammate B (the first character) and discovers that it is a much-needed tool for completing a construction task. However, this high-level chainsaw is located in a factory on the other side of the map, far away from player A. Traveling to collect it would be time-consuming and risky. Player A clicks the resource tag to call out the "Assist Pickup" button (function control). Then, by dragging the resource tag of the high-level chainsaw onto the "Assist Pickup" button (fifth operation), the system immediately detects whether there are any friendly characters in the area around the high-level chainsaw. The system discovers that another teammate, C (the third character), is conducting a reconnaissance mission near the factory, only 30 meters away from the chainsaw. The system then sends a request to teammate C to assist in picking up the high-level chainsaw. This location-aware intelligent assistance mechanism greatly improves the efficiency of the team's resource acquisition, avoids unnecessary long journeys for players, and enhances the team collaboration experience.

[0126] In an optional embodiment, the present disclosure may further include the following steps:

[0127] In response to the third terminal accepting the request to assist in picking up the target materials, a guidance route from the current position of the third character to the location of the target materials is generated in the third terminal, and / or the location of the target materials is marked in the game map in the third terminal, and / or a prompt mark indicating the location of the target materials is generated in the game scene.

[0128] Among them, the third character can respond to the assistance picking request issued by the second character through specific operations.

[0129] In an alternative embodiment, see Figure 7 , shows a schematic diagram of an assistance request window provided by an optional implementation of the present disclosure. Figure 7 As shown, when the third terminal receives the assistance pickup request sent by the second terminal, an assistance request window 701 can be generated in the graphical user interface of the third terminal. The assistance request window 701 includes an "Agree" button option and a "Reject" button option. The third terminal player (i.e., teammate C) can confirm to accept the assistance pickup request issued by the second character by clicking the "Agree" button; at the same time, the third terminal player (i.e., teammate C) can also confirm that he does not accept the assistance pickup request issued by the second character by clicking the "Reject" button.

[0130] In an optional embodiment, after the third terminal receives the assist pick request sent by the second terminal, the third terminal can also respond via voice commands. For example, in a game that supports voice interaction, the player controlling the third character can accept the assist pick request via a voice command such as "Accept assist request" or simply "Confirm." This is suitable for scenarios where the player needs to keep both hands free to operate the game.

[0131] In an optional embodiment, after the third terminal receives the assist pickup request sent by the second terminal, the third terminal can also respond through gestures or shortcut keys. For example, in a virtual reality environment, players can use specific gestures (such as nodding or giving a thumbs-up) to indicate acceptance or rejection of the request; or on a PC platform, a preset shortcut key (such as pressing the F5 key) can be used to quickly accept the assist pickup request, improving response efficiency.

[0132] Among them, the guidance route is a visual guidance content that guides the third character to the target material location.

[0133] In an optional embodiment, the navigation information may be a path guide line in the game scene. For example, in the third character's game view, a prominent colored line (such as a green dashed line or arrow) will appear from the current location to the target resource location, extending along the terrain, visually indicating the optimal route.

[0134] In an alternative embodiment, the guidance route may be a dynamic marker on the minimap or the large map. For example, on the third character's game map, the target resource location may be marked with a flashing special icon, and may also display distance information (e.g., "Distance: 20 meters") and a direction indicator, which updates in real time as the character moves.

[0135] In an alternative embodiment, the guidance route can be augmented reality-style three-dimensional guidance. For example, a floating virtual indicator, such as a large arrow or light beam suspended in mid-air, may appear in the third character's field of view, pointing directly to the location of the supplies. The indicator can even be displayed through walls and obstacles to ensure that the player does not get lost.

[0136] Through the above steps, the present disclosure implements precise navigation guidance after a request is accepted. For example, in a doomsday survival game, Player A receives a pickup request from teammate B, requesting assistance in retrieving a piece of crucial research data located in a nearby abandoned laboratory. Player A clicks the "Accept" button in the notification window that pops up on the screen to confirm their willingness to assist. The system immediately activates navigation within Player A's game interface: a dotted green path from their current location to the target resource appears in their game view. The target location is marked on the minimap as a flashing yellow star icon, and a direction indicator appears at the top of the screen, displaying "Research Data: 32 meters southeast." As Player A controls their character, these navigational elements update in real time, ensuring they reach the target location along the safest and shortest route. As they approach the target, the system adds additional visual cues, such as a halo effect or a flashing border around the target item, making it easier to identify. This intuitive and dynamic navigation system significantly improves the success rate and efficiency of assisted pickup tasks, reducing time wasted and potential risks during the search process.

[0137] In an optional embodiment, the present disclosure may further include the following steps:

[0138] In response to the third character picking up the target item, the third character's real-time location is shared with the second terminal, and a guidance route is generated in the second terminal from the second character's current location to the third character's real-time location. Furthermore, in response to the third character picking up the target item, the target item is locked and marked in the third terminal, wherein locking prohibits the third character from using the target item, and marking indicates that the target item is required by the second character.

[0139] Among them, the third character picking up the target material refers to the behavior of the third character obtaining the target material and adding it to its own inventory.

[0140] In an optional embodiment, the target item can be picked up automatically by a character's contact with the item. For example, when the third character moves within a certain range (e.g., 2 meters) of the target item, the system automatically performs a pickup operation and adds the item to the character's backpack or inventory.

[0141] In an alternative embodiment, picking up the target item can be performed manually through active player operation. For example, when the third character approaches the target item, the game interface will display an interactive prompt (such as "Press E to pick up"), and the player needs to actively press the corresponding key or click the interactive button on the screen to complete the item pickup.

[0142] In an alternative embodiment, picking up a target item can be the result of completing a specific interaction process. For example, certain high-value items may require a third character to complete a specific action (such as unlocking a safe, solving a simple puzzle, or waiting for a loading bar to complete) before they can be successfully picked up. The system will confirm the successful pickup after this series of actions are completed.

[0143] The purpose of sharing the real-time location of the third character with the second terminal and generating a guidance route in the second terminal is to guide the second character to move closer to the third character so that the second character and the third character can meet in the game to transfer supplies.

[0144] In an optional embodiment, the route guidance may also include a suggestion for an optimal rendezvous location. For example, the system may analyze the map environment and the current locations of the two characters, recommend a rendezvous location that is convenient, safe, and at an appropriate distance for both parties (e.g., "Suggested rendezvous point: Central Square, 120 meters from you, 140 meters from your teammate"), and mark that location on the two characters' maps.

[0145] In an optional implementation, the route guidance can include status and progress updates. For example, the second character might see a message like "Teammate C has picked up the target item you requested and is heading to the rendezvous point (40% of the way completed)," while the third character might see a message like "Carrying the target item requested by teammate B to the rendezvous point, estimated arrival time: 1 minute 30 seconds." This information updates in real time based on the character's movement, enhancing the coherence and anticipation of the collaborative experience.

[0146] Among them, the purpose of locking the target materials in the third terminal is to prevent the third terminal player from mistakenly using the target materials that are assisted in picking up. The system imposes usage restrictions on the target materials.

[0147] In an optional embodiment, the lock can be a completely disabled restriction. For example, the locked item will appear in a clearly locked state in the third character's inventory (e.g., a lock icon is overlaid on the item icon), and the player cannot use any functions of the item, nor can they discard, sell, or disassemble the item, ensuring that it can be safely delivered to the second character.

[0148] In an optional implementation, the lock can be a warning-confirmation restriction. For example, when a third character attempts to use, discard, or trade a locked item, the system will pop up a warning dialog box (e.g., "This item has been promised to teammate B. Are you sure you want to use / discard it?"), requiring the player to provide a second confirmation, reducing the possibility of misoperation while retaining a certain degree of flexibility for emergency handling.

[0149] Among them, marking the target materials in the third terminal refers to the visual identification and information prompts added by the system to the target materials.

[0150] In an optional embodiment, the label can be an intuitive visual identifier. For example, the item that assists in picking up can have a special visual effect in the third character's inventory, such as a special color border (such as a green or gold border), background lighting effects, or dynamic elements (such as a slight flashing or pulsating effect), making it easier to distinguish among other items.

[0151] In an optional embodiment, the annotation can be a detailed text description. For example, in the item description or hover tooltip, additional annotation information such as "Item picked up for teammate B" or "Item to be transferred to teammate B" will be displayed to clarify the special status and intended use of the item.

[0152] Through the above steps, the present disclosure implements a delivery guarantee mechanism after assisted pickup of materials. For example, in an open world survival game, player A accepts a teammate's assisted pickup request and successfully finds and picks up an "advanced circuit board". The moment Player A picks up the Advanced Circuit Board, the system provides a clear success notification: "The item requested by Teammate B has been picked up: Advanced Circuit Board." The Advanced Circuit Board icon in Player A's inventory is specially treated—a blue border and a small lock icon are added around it, with the message "Item reserved for Teammate B. Cannot be used or discarded" displayed below. At the same time, guidance route information appears on both players' in-game interfaces. Player A's screen displays Teammate B's location, while Teammate B's screen displays the message "Player A has picked up the Advanced Circuit Board you requested and is on their way to deliver it," along with Player A's real-time location marker. Furthermore, the system recommends a safe rendezvous point on the game map—an abandoned gas station located between them—and provides directions to this rendezvous point for both Player A and Teammate B. This comprehensive supply delivery mechanism greatly enhances teamwork and the consistency of the gameplay experience, making supply sharing a fun and efficient part of the game.

[0153] In an optional embodiment, the present disclosure may further include the following steps:

[0154] In response to the distance between the third character and the second character being less than a preset distance, controlling the transfer of target materials from the third character to the second character. The step of controlling the transfer of target materials from the third character to the second character includes: displaying a material handover interface on the second terminal, displaying a material identifier for the target material and a handover progress bar on the material handover interface; and in response to the progress value corresponding to the handover progress bar being full, controlling the transfer of target materials from the third character to the second character.

[0155] The preset distance is a predefined minimum distance threshold between roles that triggers the handover of materials.

[0156] In an alternative embodiment, the preset distance can be a fixed value based on in-game units. For example, the system may set the distance between two characters to less than 3 meters (in-game distance units) before the complete material handover process is triggered. This ensures that the characters are within a reasonable interaction range and conforms to the common sense of close-range item exchange in the physical world.

[0157] In an optional embodiment, the preset distance can be dynamically adjusted based on the game scenario. For example, in an open and safe area (such as a peaceful zone, a safe house, or a base), the preset distance may be larger (e.g., 5-7 meters), allowing for more relaxed handover conditions; whereas in a dangerous or tense environment (such as a combat zone or hostile area), the preset distance may be automatically reduced (e.g., 1-2 meters), requiring the player to more carefully arrange the handover location and timing.

[0158] In an optional implementation, the preset distance can be an adaptive value based on the type and importance of the material. For example, for common consumables or low-value materials, the system may allow a relatively long handover distance (e.g., 4-5 meters); while for rare equipment, mission-critical items, or high-value resources, the system may require a closer handover distance (e.g., 1-2 meters). This design enhances the sense of ritual in the handover of important materials and reflects the real-world differences in the difficulty of handing over different items.

[0159] Among them, the material handover interface is a game window interface displayed on the second terminal / third terminal for displaying the handover process.

[0160] In an alternative embodiment, the material handover interface can be a semi-transparent window overlaid on the main game screen. For example, when the handover conditions are met, a prominent window will pop up in the center or bottom of the screen, displaying handover information and progress without completely obscuring the game view. This allows players to follow the handover process while maintaining a basic understanding of the game environment.

[0161] In an alternative embodiment, the material handover interface can be an immersive in-game display element. For example, rather than a traditional window interface, the handover information might be directly integrated into the game scene using augmented reality. For example, floating handover information and a progress bar might appear in the space between two characters, or relevant information might be displayed above the characters' heads or hands. This design enhances the immersiveness of the game.

[0162] In an alternative embodiment, the material handover interface can be a dynamic interface with interactive features. For example, in addition to displaying basic information, the handover interface may also provide additional interactive options, such as a "View Item Details" button (displaying the item's complete attributes and description), a "Add Thank You Message" function (allowing players to add custom text or emoticons), or a "Cancel Handover" option (for interrupting the handover process in an emergency). This multifunctional handover interface enhances social interaction between players and a sense of control over the handover process.

[0163] Specifically, see Figure 8 , shows a schematic diagram of the material handover interface provided in an optional implementation of the present disclosure. Figure 8As shown, when the distance between the third character and the second character is less than a preset distance, meeting the requirements for entering the material handover, a material handover interface 801 is displayed on at least the screen of the second terminal. Material handover interface 801 displays the target material (e.g., armor items and zoom items shown in the figure) that the third character is assisting in picking up, as well as a progress bar indicating the progress of the material handover process. When the progress bar is full, it indicates that the material handover between the third character and the second character is complete.

[0164] Among them, the handover progress bar is a time indicator that intuitively displays the completion degree of the material handover process.

[0165] In an optional embodiment, please continue to refer to Figure 8 The handover progress bar can be an obvious long progress bar set in the material handover interface 801, which is gradually filled from left to right. The color may gradually change from blue at the beginning to green when completed, intuitively indicating the progress status and remaining time of the handover process.

[0166] In an alternative embodiment, the handover progress bar can be a visually themed special effect progress indicator. For example, different types of items may have different progress indicators: medical items may use a wavy line similar to an electrocardiogram; weapons may use ammunition loading or assembly animations; and technological items may use data transfer or scanning effects. This themed progress indicator enhances the game's visual diversity and the recognition of item types.

[0167] In an alternative embodiment, the handover progress bar can be a collaborative progress system that allows both parties to interact. For example, the progress bar might be divided into two sections, representing the readiness status of the giver and the receiver, respectively. Both parties are required to complete their respective progress sections through specific actions (such as holding down a button, completing a simple alignment operation, or confirming an action). The handover is completed only when both parties reach 100%. This collaborative handover enhances interactivity and engagement, while also reducing unexpected or unwelcome item transfers.

[0168] The full progress value refers to the state where the handover progress bar is completely filled and reaches 100% completion. In an optional embodiment, the full progress value can be automatically completed based on a fixed time. For example, when the handover begins, the progress bar will automatically fill to 100% at a constant speed within a predetermined time (such as 3-5 seconds). The player only needs to maintain a distance to meet the conditions and wait for completion, which is suitable for the quick handover of regular items.

[0169] In an alternative implementation, the progress bar can be a dynamic process influenced by external factors. For example, the progress bar's filling speed may be affected by various factors: faster in safe areas and slower in dangerous areas; faster for simple transfers and slower for complex or large items; faster when the player is in good condition and slower when injured or carrying too much weight. This dynamic system increases strategic considerations, encouraging players to transfer supplies under safe and appropriate conditions.

[0170] In an optional implementation, a full progress bar can be a challenging condition that needs to be actively maintained. For example, rather than simply waiting to be filled, the progress bar might require players to maintain a specific state during the handover process (such as standing still, facing each other, or performing a specific interactive action). If the conditions are interrupted (such as one party moving too far or being attacked), the progress may be paused or partially retracted. Only when both parties continue to meet the conditions for a period of time can the progress bar be fully reached. This design increases the sense of participation and challenge of the handover process and is particularly suitable for the ceremonial handover of important items.

[0171] Through the above steps, the present disclosure implements a secure, reliable, and ritualistic supply transfer mechanism. For example, in a multiplayer survival game, player A previously accepted a request from teammate B to assist in the collection process, successfully finding and securing a valuable "Advanced Medical Formula." Guided by the system navigation, the two players moved toward a meeting point and successfully approached within approximately 2 meters (less than the preset 3-meter transfer threshold). At this point, the supply transfer interface popped up on both players' screens—a translucent window floating slightly below the center of the screen. A high-definition "Advanced Medical Formula" icon appeared in the center of the interface. Below the icon, a dynamic progress bar began filling from left to right. Above the progress bar, a text prompt read "Supply Transfer in Progress..." and a countdown of "4.0 seconds" appeared. When the countdown reached zero and the progress bar was completely filled, the interface displayed a "Transfer Completed!" message. The "Advanced Medical Formula" item was automatically transferred from player A's backpack to teammate B's backpack, and teammate B received a system prompt: "Item Acquired: Advanced Medical Formula." This well-designed handover mechanism not only makes the material delivery process safe and reliable, but also adds a sense of ceremony and accomplishment through visual effects and progress display, strengthens the satisfaction of teamwork and social experience, and makes material sharing a highlight of the game.

[0172] The following is an example of how the above steps of the present disclosure are applied to a specific game:

[0173] In this tactical shooter survival game, players take on the role of scavenging supplies and evacuating safely from a dangerous area. The game emphasizes teamwork and resource management, and players often form teams to work together to increase their chances of survival.

[0174] Players A and B decide to play together. Player A's character is a sniper skilled in long-range combat, while Player B's character focuses on team support and healing. They log in through their respective computers (Terminal 1 and Terminal 2), form a team, and begin a match on the "Military Base" map. In the game, these two characters belong to the same faction, allowing them to share information and assist each other.

[0175] After the game begins, Player A chooses to explore the northern area of ​​the military base, focusing on the weapons depot and officers' quarters. These areas typically have high-quality weapon parts and military supplies. Player B, on the other hand, heads to the hospital and pharmacy area in the southern area, searching for medical supplies and medicine. During the exploration, Player A discovers an advanced medical kit (the target item) in the safe of the officers' quarters. Since Player A already has enough medical supplies, this advanced medical kit is not urgently needed for him. Player A remembers that Player B mentioned in the team voice chat that he is low on medical supplies, so he decides to mark the item to Player B.

[0176] Player A right-clicks and long-presses the health kit icon (the first action) and selects "Mark and Share with Teammates" from the pop-up menu. The game system immediately checks Player B's equipment status and wish list. Confirming that Player B is indeed missing the Advanced Health Kit and that the item is on their wish list, the system determines that Player B needs the target item. The system then sends the Advanced Health Kit's inventory information and location to Player B's device.

[0177] On the right side of Player B's game interface, a resource control with a red cross icon appears. Player B clicks the resource mark (the second operation instruction) to view the details. The system immediately displays a resource list window in the center of his screen, containing a high-definition picture of the medical kit, all attribute data, rarity and value assessment, and a distance prompt control. After viewing the information, Player B activates real-time path guidance by clicking the distance prompt control. A virtual guide line from the current location to the target resource appears in the game interface. However, Player B finds that the advanced medical kit is far away and it is time-consuming and laborious to pick it up. Player B clicks on the resource label, and the system detects that teammate Player C is near the location of the advanced medical kit and displays the assist pick-up control in Player B's game interface. Player B clicks the Assist Pickup control to send a request to Player C. A notification immediately pops up in Player C's game interface: "Teammate Player B requests your assistance in picking up the Advanced Health Pack. Do you accept the request?" Player C clicks "Accept," and the system immediately displays detailed navigation information in his game interface: the Advanced Health Pack's precise location is marked on the minimap, and a green guide line is provided in the game scene to direct him to the Advanced Health Pack's location. After Player C picks up the Advanced Health Pack, the Advanced Health Pack icon in Player C's backpack interface is specially treated: a striking blue border is added around the item icon, and a small lock icon appears in the upper right corner. A text prompt also appears: "Item picked up for Player B."

[0178] At the same time, the system analyzes the map conditions and the positions of the two players, providing guidance on the screens of Player C and Player B, directing them to reunite within the scene. When the two players approach within approximately 2 meters along the guided route (less than the preset 3-meter handover threshold), the system automatically triggers the supply handover process: a supply handover interface and progress bar pop up on both players' screens. When the progress bar is full, the advanced medical kit is automatically transferred from Player C's backpack to Player B's.

[0179] Through this complete game scenario, we can see how the in-game material handling method provided by this disclosure effectively solves the problem of material sharing in team collaboration, making the transmission of material information more accurate, intuitive, and persistent. Furthermore, this complete scenario example vividly demonstrates the entire process of the material assisted pickup and handover mechanism provided by this disclosure: from material discovery and demand confirmation, to assisted pickup request and acceptance, to material locking, labeling, and secure delivery, ultimately achieving efficient material sharing and team collaboration.

[0180] It should be added that, in an optional implementation, the method for processing game materials provided by the present disclosure includes the following steps:

[0181] Control a first character and a second character belonging to the same camp to enter a game scene, wherein the first character is controlled by a first terminal and the second character is controlled by a second terminal, and virtual supplies are set in the game scene.

[0182] In response to a first operation instruction for a target material in a game scene triggered by the first terminal, the first character is controlled to pick up the target material and the target material is set as a substitute pickup material.

[0183] It is understood that when the first character finds a material that they do not need but that their teammates may need in the game scene, they can first pick up the material and put it into their backpack through a special pickup method. For example, when the first character player clicks the material icon of a material to be picked up in the pickup list, it means that the first character player picks up the material. When the first character player long presses the material icon of a material to be picked up in the pickup list, it means that the first character player picks up the material on their behalf, which means that the first character does not need the material, but the teammates may need it.

[0184] In response to the distance between the first character and the second character meeting the specified condition, it is determined whether the second character needs the target material. The method of determining whether the second character needs the target material has been described in detail above and will not be repeated here.

[0185] If the second character needs the target material, control will transfer the pickup of the material from the first character to the second character.

[0186] Through the above steps, the method for handling in-game materials provided by the present disclosure can make in-game material sharing more efficient and intuitive. This method solves the technical problems of the existing technology in which material tags are short-lived, difficult to distinguish, and lack personalization by establishing an intelligent material information sharing mechanism between characters during the game, combined with targeted interactive design. This design not only enhances the collaborative experience between players and simplifies the operational process of material sharing, but also optimizes the efficiency of game resource utilization through the persistent display and precise transmission of material information, solves the technical difficulties in the process of material sharing in the game, and greatly enriches the social interaction dimension and tactical depth of the game.

[0187] Secondly, the present disclosure also provides a material processing device in the game.

[0188] like Figure 9 FIG. 1 is a schematic diagram of the structure of the material processing device in the game of the present disclosure. In an optional implementation, the material processing device 100 in the game may include: a game module 101, a sending module 102, and a display module 103; wherein:

[0189] A game module 101 is used to control a first character and a second character belonging to the same camp to enter a game scene, wherein the first character is controlled by a first terminal and the second character is controlled by a second terminal, and virtual supplies are set in the game scene;

[0190] The sending module 102 is configured to send the target resource information and location information to the second terminal in response to a first operation instruction triggered by the first terminal for the target resource in the game scene, so as to generate a resource control for prompting the target resource in the second terminal;

[0191] The display module 103 is used to display material prompt information corresponding to the target material on the second terminal in response to the second operation instruction for the material control triggered by the second terminal, wherein the material prompt information is used to at least prompt material information and location information.

[0192] Optionally, the sending module 102 is further configured to determine whether the second character requires the target material in response to the first operation instruction; and execute the step of sending the material information and location information of the target material to the second terminal in response to the second character requiring the target material.

[0193] Optionally, the display module 103 is also used to display a pickup list in the first terminal in response to the distance between the first character and the target material meeting a preset pickup condition, and to display the material identification corresponding to the target material in the pickup list; in response to a third operation on the material identification triggered by the first terminal, generate a first operation instruction for the target material in the first terminal.

[0194] Optionally, the sending module 102 is further configured to determine a material category of the target material; and in response to a lack of virtual materials of a material category in the materials held by the second character, determine that the second character needs the target material.

[0195] Optionally, the sending module 102 is further configured to determine the material category and material quality of the target material; in response to the second character's possession lacking virtual materials of the material category, or the material quality of the virtual materials of the material category held being lower than the target material, determine that the second character needs the target material.

[0196] Optionally, the sending module 102 is further configured to display a material list in the second terminal, and display a material label corresponding to the target material in the material list, wherein the material label includes at least one of the material name, material value, and material type of the target material.

[0197] Optionally, the display module 103 is further configured to display a distance prompt control in the material list according to the location information of the target material, wherein the distance prompt control is configured to prompt the real-time distance between the second character and the target material.

[0198] Optionally, the display module 103 is also used to respond to a fourth operation on the distance prompt control triggered by the second terminal, generate a guidance route from the current position of the second character to the target material location in the second terminal, and / or mark the target material location in the game map in the second terminal, and / or generate a prompt mark indicating the target material location in the game scene.

[0199] Optionally, the display module 103 is also used to generate a guidance route connecting the current position of the second character and the positions of multiple target materials according to the positions of multiple target materials corresponding to the multiple distance prompt controls when a fourth operation triggered by the second terminal for multiple distance prompt controls in the material list is continuously received within a preset time.

[0200] Optionally, the display module 103 is also used to detect whether there is a third character near the target material location in response to the fifth operation on the material tag triggered by the second terminal, wherein the third character is a game character in the same camp as the second character; in response to the third character being near the target material location, a function control is provided in the second terminal.

[0201] Optionally, the display module 103 is further configured to send a request for assistance in picking up target materials to a third terminal corresponding to the third character in response to a sixth operation on the function control triggered by the second terminal.

[0202] Optionally, the display module 103 is also used to generate a guidance route from the current position of the third character to the target material location in the third terminal in response to the third terminal accepting the request for assistance in picking up the target material, and / or marking the target material location in the game map in the third terminal, and / or generating a prompt mark indicating the target material location in the game scene.

[0203] Optionally, the display module 103 is further configured to share the real-time location of the third character with the second terminal in response to the third character picking up the target material, and generate a guidance route from the current location of the second character to the real-time location of the third character in the second terminal.

[0204] Optionally, the display module 103 is further used to control the locking and marking of the target material in the third terminal in response to the third character picking up the target material, wherein the locking is used to prohibit the third character from using the target material, and the marking is used to indicate that the target material is the material required by the second character.

[0205] Optionally, the display module 103 is further configured to control the transfer of the target material from the third character to the second character in response to the distance between the third character and the second character being less than a preset distance.

[0206] Optionally, the display module 103 is also used to display a material handover interface in the second terminal, and to display a material identifier for the target material and a handover progress bar in the material handover interface; in response to the progress value corresponding to the handover progress bar being full, the target material is controlled to be transferred from the third character to the second character.

[0207] It should be noted that the above is only a brief description of the material processing device 100 in the game provided by the present disclosure. The process steps executed and / or the functions implemented when the material processing device 100 in the game provided by the present disclosure is working are generally consistent with the step processes and / or the functions implemented in each embodiment of the material processing method in the game provided by the previous text disclosure, so they will not be described in detail here.

[0208] Through the above introduction, the in-game material processing device provided by the present disclosure makes in-game material sharing more efficient and intuitive. This method solves the technical problems of the existing technology in that material tags are short-lived, difficult to distinguish, and lack personalization by establishing an intelligent material information sharing mechanism between characters during the game, combined with targeted interactive design. This design not only enhances the collaborative experience between players and simplifies the operational process of material sharing, but also optimizes the efficiency of game resource utilization through the persistent display and precise transmission of material information, solves the technical difficulties in the process of material sharing in the game, and greatly enriches the social interaction dimension and tactical depth of the game.

[0209] Then, the present disclosure also provides a terminal device.

[0210] like Figure 10 , which is a schematic diagram of the hardware architecture of the terminal device provided by the present disclosure. In an optional implementation, the terminal device 200 includes: a memory 201 and a processor 202; wherein the memory 201 can be independent or integrated with the processor 202. When the memory 201 is provided independently, the terminal device 200 also includes a bus 203 for connecting the memory 201 and the processor 202. When the processor 202 executes the computer-executable instructions stored in the memory 201, it implements at least the following steps:

[0211] Controlling a first character and a second character belonging to the same camp to enter a game scene, wherein the first character is controlled via a first terminal and the second character is controlled via a second terminal, and virtual supplies are provided in the game scene;

[0212] In response to a first operation instruction for a target material in a game scene triggered by the first terminal, sending material information and location information of the target material to the second terminal, so as to generate a material control for prompting the target material in the second terminal;

[0213] In response to a second operation instruction for the material control triggered by the second terminal, material prompt information corresponding to the target material is displayed on the second terminal, wherein the material prompt information is used to at least prompt material information and location information.

[0214] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it also implements the following steps: in response to the first operation instruction, determining whether the second character requires the target material; in response to the second character requiring the target material, executing the step of sending the material information and location information of the target material to the second terminal.

[0215] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it also implements the following steps: before responding to the first operation instruction for the target material in the game scene triggered by the first terminal, in response to the distance between the first character and the target material meeting the preset picking condition, the pickup list is displayed in the first terminal, and the material identification corresponding to the target material is displayed in the pickup list; in response to the third operation for the material identification triggered by the first terminal, the first operation instruction for the target material is generated in the first terminal.

[0216] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it further implements the following steps: determining the material category of the target material; in response to the second character's possession of a lack of virtual materials of the material category, determining that the second character needs the target material.

[0217] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it also implements the following steps: determining the material category and material quality of the target material; in response to the second character's lack of virtual materials of the material category in the materials held, or the material quality of the virtual materials of the material category held is lower than the target material, determining that the second character needs the target material.

[0218] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it also implements the following steps: displaying a material list in the second terminal, and displaying a material label corresponding to the target material in the material list, wherein the material label includes at least one of the material name, material value and material type of the target material.

[0219] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it also implements the following steps: in the material list, a distance prompt control is displayed according to the location information of the target material, wherein the distance prompt control is used to prompt the real-time distance between the second character and the target material.

[0220] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it also implements the following steps: in response to a fourth operation on the distance prompt control triggered by the second terminal, a guidance route from the current position of the second character to the target material location is generated in the second terminal, and / or the target material location is marked in the game map in the second terminal, and / or a prompt mark indicating the target material location is generated in the game scene.

[0221] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it also implements the following steps: when the fourth operation triggered by the second terminal for multiple distance prompt controls in the material list is continuously received within a preset time, a guidance route connecting the current position of the second character and the positions of the multiple target materials corresponding to the multiple distance prompt controls is generated.

[0222] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it also implements the following steps: in response to the fifth operation on the material tag triggered by the second terminal, detecting whether there is a third character near the target material location, wherein the third character is a game character in the same camp as the second character; in response to the third character being near the target material location, providing a function control in the second terminal.

[0223] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it also implements the following steps: in response to the sixth operation on the function control triggered by the second terminal, sending a request for assistance in picking up the target material to the third terminal corresponding to the third character.

[0224] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it also implements the following steps: in response to the third terminal accepting the request to assist in picking up the target materials, generating a guidance route from the current position of the third character to the target material location in the third terminal, and / or marking the target material location in the game map in the third terminal, and / or generating a prompt mark indicating the target material location in the game scene.

[0225] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it also implements the following steps: in response to the third character picking up the target material, sharing the real-time location of the third character to the second terminal, and generating a guidance route from the current location of the second character to the real-time location of the third character in the second terminal.

[0226] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201, it also implements the following steps: in response to the third character picking up the target material, controlling the locking and marking of the target material in the third terminal, wherein the locking is used to prohibit the third character from using the target material, and the marking is used to indicate that the target material is the material required by the second character.

[0227] Optionally, when the processor 202 executes the computer-executable instructions stored in the memory 201 , the processor 202 further implements the following steps: in response to the distance between the third character and the second character being less than a preset distance, controlling the transfer of target materials from the third character to the second character.

[0228] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it also implements the following steps: displaying a material handover interface in the second terminal, and displaying a material identifier for referring to the target material and a handover progress bar in the material handover interface; in response to the progress value corresponding to the handover progress bar being full, controlling the transfer of the target material from the third character to the second character.

[0229] It should be noted that the above is only a brief description of the terminal device 200 provided by the present disclosure. The process steps executed and / or the functions implemented when the terminal device 200 provided by the present disclosure is working are generally consistent with the step processes and / or the functions implemented in each embodiment of the material processing method in the game provided by the previous text disclosure, so they will not be described in detail here.

[0230] Through the above introduction, the terminal device provided by the present disclosure makes in-game material sharing more efficient and intuitive. This method solves the technical problems of the existing technology in that material tags are short-lived, difficult to distinguish, and lack personalization by establishing an intelligent material information sharing mechanism between characters during the game, combined with targeted interactive design. This design not only enhances the collaborative experience between players and simplifies the operational process of material sharing, but also optimizes the efficiency of game resource utilization through the persistent display and precise transmission of material information, solves the technical difficulties in the material sharing process in the game, and greatly enriches the social interaction dimension and tactical depth of the game.

[0231] Finally, the present disclosure also provides a computer-readable storage medium.

[0232] In an optional implementation, the computer-readable storage medium stores computer-executable instructions. When the processor executes the computer-executable instructions, at least the following steps are implemented:

[0233] Controlling a first character and a second character belonging to the same camp to enter a game scene, wherein the first character is controlled via a first terminal and the second character is controlled via a second terminal, and virtual supplies are provided in the game scene;

[0234] In response to a first operation instruction for a target material in a game scene triggered by the first terminal, sending material information and location information of the target material to the second terminal, so as to generate a material control for prompting the target material in the second terminal;

[0235] In response to a second operation instruction for the material control triggered by the second terminal, material prompt information corresponding to the target material is displayed on the second terminal, wherein the material prompt information is used to at least prompt material information and location information.

[0236] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: in response to the first operation instruction, determining whether the second role requires the target material; in response to the second role requiring the target material, executing the step of sending the material information and location information of the target material to the second terminal.

[0237] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: before responding to the first operation instruction for the target material in the game scene triggered by the first terminal, in response to the distance between the first character and the target material meeting the preset picking condition, the pickup list is displayed in the first terminal, and the material identification corresponding to the target material is displayed in the pickup list; in response to the third operation for the material identification triggered by the first terminal, the first operation instruction for the target material is generated in the first terminal.

[0238] Optionally, when the processor executes the computer-executable instruction, the following steps are further implemented: determining the material category of the target material; and in response to the second character's possession of a lack of virtual materials of the material category, determining that the second character needs the target material.

[0239] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: determining the material category and material quality of the target material; in response to the second character's lack of virtual materials of the material category in the materials held, or the material quality of the virtual materials of the material category held is lower than the target material, determining that the second character needs the target material.

[0240] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: displaying a material list in the second terminal, and displaying a material label corresponding to the target material in the material list, wherein the material label includes at least one of the material name, material value and material type of the target material.

[0241] Optionally, when the processor executes the computer execution instruction, it further implements the following steps: in the material list, displaying a distance prompt control according to the location information of the target material, wherein the distance prompt control is used to prompt the real-time distance between the second character and the target material.

[0242] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: in response to the fourth operation on the distance prompt control triggered by the second terminal, a guidance route from the current position of the second character to the target material location is generated in the second terminal, and / or the target material location is marked in the game map in the second terminal, and / or a prompt mark is generated in the game scene to indicate the target material location.

[0243] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: when the fourth operation triggered by the second terminal for multiple distance prompt controls in the material list is continuously received within a preset time, a guidance route connecting the current position of the second character and the positions of the multiple target materials corresponding to the multiple distance prompt controls is generated.

[0244] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: in response to the fifth operation on the material tag triggered by the second terminal, detecting whether there is a third character near the target material location, wherein the third character is a game character in the same camp as the second character; in response to the third character being near the target material location, providing a function control in the second terminal.

[0245] Optionally, when the processor executes the computer-executable instruction, it further implements the following steps: in response to a sixth operation on the function control triggered by the second terminal, sending a request for assistance in picking up the target material to the third terminal corresponding to the third character.

[0246] Optionally, when the processor executes the computer execution instructions, it also implements the following steps: in response to the third terminal accepting the request to assist in picking up the target materials, generating a guidance route from the current position of the third character to the target material location in the third terminal, and / or marking the target material location in the game map in the third terminal, and / or generating a prompt mark indicating the target material location in the game scene.

[0247] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: in response to the third character picking up the target material, sharing the real-time location of the third character to the second terminal, and generating a guidance route from the current location of the second character to the real-time location of the third character in the second terminal.

[0248] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: in response to the third character picking up the target material, controlling the locking and marking of the target material in the third terminal, wherein the locking is used to prohibit the third character from using the target material, and the marking is used to indicate that the target material is the material required by the second character.

[0249] Optionally, when the processor executes the computer-executable instruction, the following steps are further implemented: in response to the distance between the third character and the second character being less than a preset distance, controlling the transfer of the target material from the third character to the second character.

[0250] Optionally, when the processor executes the computer execution instruction, it also implements the following steps: displaying a material handover interface in the second terminal, and displaying a material identifier for referring to the target material and a handover progress bar in the material handover interface; in response to the progress value corresponding to the handover progress bar being full, controlling the transfer of the target material from the third character to the second character.

[0251] It should be noted that the above is only a brief description of the computer-readable storage medium provided by the present disclosure. The process steps executed and / or the functions implemented when the computer-readable storage medium provided by the present disclosure is working are generally consistent with the step processes and / or the functions implemented in each embodiment of the material processing method in the game provided by the previous text disclosure, so they will not be described in detail here.

[0252] As described above, the computer-readable storage medium provided by this disclosure makes in-game resource sharing more efficient and intuitive. This method addresses the technical issues of existing technologies, such as the short-lived, difficult-to-distinguish, and lack of personalization of resource tags, by establishing an intelligent resource information sharing mechanism between characters during the game, combined with targeted interactive design. This design not only enhances the collaborative experience between players and simplifies the resource sharing process, but also optimizes the efficiency of game resource utilization through the persistent display and precise transmission of resource information, solving technical difficulties in the resource sharing process in the game and greatly enriching the social interaction dimension and tactical depth of the game.

[0253] In the several embodiments provided in the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the division of the modules is merely a logical function division. In actual implementation, there may be other division methods, such as multiple modules can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interface, device or module, which can be electrical, mechanical or other forms.

[0254] The integrated modules implemented in the form of software functional modules can be stored in a computer-readable storage medium. The software functional modules stored in a storage medium include instructions for causing a computer device (which can be a personal computer, server, or network device, etc.) or a processor to execute some of the steps of the methods described in various embodiments of the present disclosure.

[0255] It should be understood that the processor described above may be a central processing unit (CPU), other general-purpose processors, digital signal processors (DSP), application-specific integrated circuits (ASICs), etc. A general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the present invention may be directly implemented by a hardware processor or implemented by a combination of hardware and software modules in the processor.

[0256] The memory may include a high-speed RAM memory, and may also include non-volatile storage NVM, such as at least one disk memory, and may also be a USB flash drive, a mobile hard disk, a read-only memory, a magnetic disk or an optical disk.

[0257] The bus can be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, or an Extended Industry Standard Architecture (EISA) bus. Buses can be categorized as address buses, data buses, and control buses. For ease of illustration, the buses in the drawings of this disclosure are not limited to just one bus or just one type of bus.

[0258] The storage medium may be implemented by any type of volatile or non-volatile memory device, or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk, or optical disk. The storage medium may be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0259] Those skilled in the art will appreciate that all or part of the steps in the above-described method embodiments can be implemented using hardware associated with program instructions. The aforementioned program can be stored in a computer-readable storage medium. When executed, the program performs the steps of the above-described method embodiments. The aforementioned storage medium includes various media capable of storing program code, such as ROM, RAM, magnetic disks, or optical disks.

[0260] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present disclosure, rather than to limit them. Although the present disclosure has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or replace some or all of the technical features therein with equivalents. However, these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present disclosure.

Claims

1. A method for handling materials in a game, characterized in that: include: Controlling a first character and a second character belonging to the same camp to enter a game scene, wherein the first character is controlled via a first terminal and the second character is controlled via a second terminal, and virtual supplies are provided in the game scene; In response to a first operation instruction for a target material in the game scene triggered by the first terminal, sending material information and location information of the target material to the second terminal, so as to generate a material control for prompting the target material in the second terminal; In response to a second operation instruction for the material control triggered by the second terminal, material prompt information corresponding to the target material is displayed on the second terminal, wherein the material prompt information is at least used to prompt the material information and the location information.

2. The method according to claim 1, characterized in that The method further comprises: In response to the first operation instruction, determining whether the second role requires the target material; In response to the second role requiring the target material, the step of sending material information and location information of the target material to the second terminal is performed.

3. The method according to claim 1, characterized in that Before the step of responding to a first operation instruction for a target material in the game scene triggered by the first terminal, the method further includes: In response to the distance between the first character and the target material meeting a preset pickup condition, displaying a pickup list on the first terminal, and displaying a material identifier corresponding to the target material in the pickup list; In response to a third operation on the material identifier triggered by the first terminal, the first operation instruction on the target material is generated in the first terminal.

4. The method according to claim 2, characterized in that The step of determining whether the second role requires the target material includes: Determine the material category of the target materials; In response to the second character's possession of materials lacking virtual materials of the material category, it is determined that the second character needs the target material.

5. The method according to claim 2, characterized in that The step of determining whether the second role requires the target material includes: Determine the material category and material quality of the target materials; In response to the second character's possession lacking virtual goods of the material category, or the possessed virtual goods of the material category having a lower quality than the target goods, it is determined that the second character needs the target goods.

6. The method according to claim 1, characterized in that The step of displaying material prompt information corresponding to the target material on the second terminal includes: A material list is displayed in the second terminal, and a material label corresponding to the target material is displayed in the material list, wherein the material label includes at least one of the material name, material value, and material type of the target material.

7. The method according to claim 6, characterized in that The method further comprises: In the material list, a distance prompt control is displayed according to the location information of the target material, wherein the distance prompt control is used to prompt the distance between the second character and the target material.

8. The method according to claim 7, characterized in that The method further comprises: In response to a fourth operation on the distance prompt control triggered by the second terminal, a guidance route from the current position of the second character to the target material location is generated in the second terminal, and / or the target material location is marked in the game map in the second terminal, and / or a prompt mark indicating the target material location is generated in the game scene.

9. The method according to claim 8, characterized in that When the fourth operation triggered by the second terminal for multiple distance prompt controls in the material list is continuously received within a preset time, a guidance route connecting the current position of the second character and the positions of the multiple target materials corresponding to the multiple distance prompt controls is generated.

10. The method according to any one of claims 6 to 9, characterized in that: The method further comprises: In response to a fifth operation on the supply tag triggered by the second terminal, detecting whether a third character exists near the target supply location, wherein the third character is a game character in the same camp as the second character; In response to the third character being located near the target material location, a function control is provided in the second terminal.

11. The method according to claim 10, characterized in that The method further comprises: In response to a sixth operation on the function control triggered by the second terminal, a request for assistance in picking up the target material is sent to a third terminal corresponding to the third character.

12. The method according to claim 11, characterized in that The method further comprises: In response to the third terminal accepting the request for assistance in picking up the target material, a guidance route from the current position of the third character to the target material location is generated in the third terminal, and / or the target material location is marked in the game map in the third terminal, and / or a prompt mark indicating the target material location is generated in the game scene.

13. The method according to claim 12, characterized in that The method further comprises: In response to the third character picking up the target material, the real-time location of the third character is shared with the second terminal, and a guidance route from the current location of the second character to the real-time location of the third character is generated in the second terminal.

14. The method according to claim 13, wherein: The method further comprises: In response to the third character picking up the target material, the target material is locked and marked in the third terminal, wherein the locking is used to prohibit the third character from using the target material, and the marking is used to indicate that the target material is the material required by the second character.

15. The method according to claim 14, characterized in that The method further comprises: In response to a distance between the third character and the second character being less than a preset distance, the target material is controlled to be transferred from the third character to the second character.

16. The method according to claim 15, characterized in that The step of controlling the transfer of the target material from the third role to the second role includes: Displaying a material handover interface on the second terminal, and displaying a material identifier for the target material and a handover progress bar on the material handover interface; In response to a progress value corresponding to the handover progress bar being full, controlling the transfer of the target material from the third character to the second character.

17. A material processing device in a game, characterized in that: include: A game module, configured to control a first character and a second character belonging to the same camp to enter a game scene, wherein the first character is controlled via a first terminal and the second character is controlled via a second terminal, and virtual supplies are provided in the game scene; a sending module, configured to, in response to a first operation instruction for a target resource in the game scene triggered by the first terminal, send resource information and location information of the target resource to the second terminal, so as to generate a resource control for prompting the target resource in the second terminal; A display module is used to display material prompt information corresponding to the target material on the second terminal in response to a second operation instruction for the material control triggered by the second terminal, wherein the material prompt information is used to at least prompt the material information and the location information.

18. A terminal device comprising a memory and a processor, wherein the memory stores a computer program, wherein: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 16 are implemented.

19. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 16 are implemented.