Game interaction control method and device, storage medium and electronic equipment
By displaying an object filling component in the game interface, players can pre-select and fill virtual objects of different grades and types to generate composite virtual objects, solving the problem of frequently switching virtual items and improving operational convenience and gaming experience.
Patent Information
- Application Number
- CN202511518733.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-10-21
- Publication Date
- 2025-12-12
AI Technical Summary
In existing technologies, players frequently switch between different levels of virtual items in complex game scenarios, which is cumbersome and affects ease of operation and gaming experience.
By displaying an object filling component in the graphical user interface, players can fill virtual objects of different grades and types in specific areas, generate composite multi-attribute virtual objects, and execute target behaviors, thus simplifying the operation process.
It improves the ease of player operation and switching efficiency, enhancing the game experience and user engagement.
Smart Images

Figure CN121102887A_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to the technical field of computer, and particularly relates to a game interaction control method, a game interaction control device, a computer storage medium and an electronic device. BACKGROUND
[0002] With the continuous development of mobile terminal and computer technology, games have become one of the indispensable entertainment ways for people. In a type of game scene, the system provides a plurality of selectable virtual props for players, and the application scenarios of different virtual props are different. Taking virtual bullets of shooting props as an example, bullets of different levels have different prices, and the killing power and armor penetration ability provided in the battle process are also different. Therefore, players often use high-grade bullets to break the enemy game character's armor, and then use low-grade bullets to continue shooting after breaking the armor.
[0003] However, for a more complex game scene, the player needs to frequently change bullets of different levels, which leads to low switching efficiency of virtual props, and the switching operation process is relatively complex, which affects the convenience of player operation, and then leads to low game experience of the player. SUMMARY
[0004] The present disclosure provides a game interaction control method, a game interaction control device, a computer storage medium and an electronic device, thereby improving the convenience of player operation and the switching operation efficiency of the player, and thereby improving the game experience of the player.
[0005] In a first aspect, an embodiment of the present disclosure provides a game interaction control method, which provides a graphical user interface through a terminal device, and the graphical user interface contains a plurality of to-be-selected virtual objects. The method comprises the following steps: displaying an object filling component in the graphical user interface; in response to a first trigger operation on a first virtual object in the plurality of to-be-selected virtual objects, filling a first number of the first virtual objects in a first region of the object filling component; in response to a second trigger operation on a second virtual object in the plurality of to-be-selected virtual objects, filling a second number of the second virtual objects in a second region of the object filling component, the second virtual object being different from the first virtual object in category; in response to receiving a filling end instruction, generating a target to-be-selected virtual object based on the to-be-selected virtual objects filled into the object filling component; and in response to a configuration use operation on the target to-be-selected virtual object, executing a first target behavior based on the target to-be-selected virtual object.
[0006] In a second aspect, an embodiment of the present disclosure provides a game interaction control apparatus, comprising: a component display module configured to perform display of an object filling component in a graphical user interface; a first object filling module configured to perform, in response to a first trigger operation on a first virtual object in a plurality of candidate virtual objects, filling of a first number of the first virtual objects in a first region of the object filling component; a second object filling module configured to perform, in response to a second trigger operation on a second virtual object in the plurality of candidate virtual objects, filling of a second number of the second virtual objects in a second region of the object filling component, the second virtual object being different from the first virtual object in category; a target object generation module configured to perform, in response to receiving a filling end instruction, generation of a target candidate virtual object based on the candidate virtual objects filled into the object filling component; and a behavior execution module configured to perform, in response to a configuration use operation on the target candidate virtual object, execution of a first target behavior based on the target candidate virtual object.
[0007] In a third aspect, an embodiment of the present disclosure provides a computer readable storage medium having stored thereon a computer program, which, when executed by a processor, implements the game interaction control method as above.
[0008] In a fourth aspect, an embodiment of the present disclosure provides an electronic device, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the game interaction control method as above via execution of the executable instructions.
[0009] In a fifth aspect, an embodiment of the present disclosure provides a computer program product comprising a computer program, which, when executed by a processor, implements the game interaction control method as above.
[0010] The technical solution of the present disclosure has the following beneficial effects: The game interaction control method as above displays an object filling component in a graphical user interface; in response to a first trigger operation on a first virtual object in a plurality of candidate virtual objects, fills a first number of the first virtual objects in a first region of the object filling component; in response to a second trigger operation on a second virtual object in the plurality of candidate virtual objects, fills a second number of the second virtual objects in a second region of the object filling component, the second virtual object being different from the first virtual object in category; in response to receiving a filling end instruction, generates a target candidate virtual object based on the candidate virtual objects filled into the object filling component; and in response to a configuration use operation on the target candidate virtual object, executes a first target behavior based on the target candidate virtual object.
[0011] The method can preselect virtual objects of different grades and different types from a plurality of candidate virtual objects and fill the virtual objects into specific areas of the object filling component, and finally generate a multi-attribute virtual object composed of a plurality of different virtual objects, so as to execute the first target behavior based on the target virtual object. Compared with the related technical solution, the method does not require the player to frequently switch different virtual objects to cope with different application scenarios, simplifies the player operation, thereby improving the convenience of the player operation and the switching operation efficiency of the player, improving the game experience of the player, and increasing the user stickiness between the user and the game product.
[0012] It should be understood that the above general description and the following detailed description are only exemplary and explanatory, and cannot limit the present disclosure. BRIEF DESCRIPTION OF DRAWINGS
[0013] The accompanying drawings incorporated in the specification hereof and forming a part thereof illustrate embodiments consistent with the present disclosure and together with the description are used to explain the principles of the present disclosure. Obviously, the drawings in the following description are only some embodiments of the present disclosure, and other drawings can be obtained by those skilled in the art without creative labor on the basis of these drawings.
[0014] Figure 1 An application scenario schematic diagram of filling virtual bullets into a shooting prop in the present exemplary embodiment is schematically shown; Figure 2 An architecture diagram of a game interaction control system in the present exemplary embodiment is schematically shown; Figure 3 A flowchart of a game interaction control method in the present exemplary embodiment is schematically shown; Figure 4 A schematic diagram of displaying an object filling component in the present exemplary embodiment is schematically shown; Figure 5A A display schematic diagram of a pre-filling identifier for a first virtual object in the present exemplary embodiment is schematically shown; Figure 5B A display schematic diagram of filling a first virtual object in a first area based on a pre-filling identifier in the present exemplary embodiment is schematically shown; Figure 6 A display schematic diagram of a pre-filling identifier for a second virtual object in the present exemplary embodiment is schematically shown; Figure 7 A display schematic diagram of filling a second virtual object in a second area based on a pre-filling identifier in the present exemplary embodiment is schematically shown; Figure 8 a schematic diagram of a target virtual object in the present exemplary embodiment; Figure 9 a schematic diagram of a game interaction control device in the present exemplary embodiment; Figure 10 a schematic diagram of an electronic device in the present exemplary embodiment. DETAILED DESCRIPTION
[0015] Exemplary embodiments now will be described more fully hereinafter with reference to the accompanying drawings; however, the exemplary embodiments can be implemented in any number of ways, and are not limited to the examples described herein. Rather, applications will be provided such that the disclosure will be thorough and complete, and will fully convey the scope of the exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are recited to provide a thorough understanding of embodiments of the disclosure. One skilled in the relevant art, however, will recognize that the disclosure can be practiced without one or more of the specific details, or with other methods, components, materials, and so forth. In other instances, well-known structures have not been described in detail to avoid obscuring aspects of the disclosure.
[0016] Furthermore, the accompanying drawings are only schematic and are non-limiting detailed representations of exemplifying embodiments. Like references numerals can be used to denote like parts throughout the specification and / or drawings and a repetitive description is omitted con-cerning them. Some of the blocks in the flowcharts can be implemented by software, by hardware, or by a combination of software and hardware. Some of the blocks in the flowcharts can also be implemented as functional entities that can be implemented by software, by hardware, or by a combination of software and hardware.
[0017] The flowcharts shown in the drawings are only exemplary illustrations and do not necessarily include all steps. For example, some steps can be further divided, and some steps can be combined or partially combined, so that the actual execution order can be changed according to the actual situation.
[0018] With the continuous development of mobile terminal and computer technology, games have become one of the indispensable entertainment ways for people. In a type of game scene, the game system provides players with a plurality of selectable virtual props / virtual objects, and different virtual props / virtual objects have different application scenarios.
[0019] For the convenience of understanding, the following will take the virtual bullets loaded in the shooting props / virtual objects as an example for illustration. In some shooting games, the game system provides players with virtual bullets of different levels, and the purchase price or acquisition difficulty of virtual bullets of different levels is different, and the damage and penetration (for example, the ability to penetrate armor) provided in the game battle process are also different. It can be understood that the higher the level, the stronger the damage and penetration provided, and the more difficult the corresponding acquisition method (for example, the higher the purchase price).
[0020] For players, the application scenarios of virtual bullets of different levels are also different. For example, players usually use high-level virtual bullets to break the armor equipped by the enemy game character, and then switch to low-level virtual bullets for continuous shooting after breaking the armor. Or, players usually use high-level virtual bullets to fight against real players with high battle level, so as to improve the success rate of the battle based on the higher damage of high-level virtual bullets; use low-level virtual bullets to fight against artificial intelligence (AI) players or non-player characters (NPCs) in the game.
[0021] However, the actual game session process is usually a more complex game scenario, that is, the above-mentioned multiple game scenarios appear alternately, and the existing shooting props only support loading virtual bullets of the same level, which requires players to frequently replace virtual bullets of different levels for shooting props. The following will combine Figure 1 The process of replacing virtual bullets will be exemplarily illustrated.
[0022] Figure 1 An application scenario diagram for loading virtual bullets into shooting props in one of the exemplary embodiments is schematically shown; refer to Figure 1 As shown, a backpack mall interface provided by the game system contains a currently used shooting prop and related accessories of the shooting prop, such as a magazine, a scope, etc. Among them, the magazine corresponds to the total number of bullets that can be loaded in the shooting prop, for example, refer to Figure 1 As shown, the total number of bullets that can be loaded in the shooting prop is 300. At the same time, the backpack mall interface also contains the level and corresponding number of virtual bullets currently owned by the player, for example, 4 level 3 bullets, 3 level 2 bullets, and 60 level 1 bullets. At the same time, different virtual bullets of the same level correspond to different effects, for example, the damage of 4 level 3 bullets is higher than that of 40 level 3 bullets, and the penetration of 40 level 3 bullets is greater than that of 4 level 3 bullets.
[0023] Assume 4 level 3 bullets are virtual bullets A, and 60 level 1 bullets are virtual bullets B. When a player needs to load virtual bullets A into their shooting item, they need to perform the following steps: Open the inventory shop—click on the pre-loaded virtual bullet A—select to load into the shooting item (for example, drag virtual bullet A to...). Figure 1 (Complete the loading operation of virtual bullet A on the shooting prop shown). If the player needs to change the loaded virtual bullet A in the shooting prop to virtual bullet B, he / she needs to unload virtual bullet A and then repeat the above operation process to select the pre-loaded virtual bullet B from the backpack shop and load it into the shooting prop.
[0024] The aforementioned technical solutions involve a complex process for loading virtual bullets, impacting user convenience. Furthermore, players need to frequently change the currently loaded virtual bullets according to this process, depending entirely on their hand speed, leading to low efficiency. This significantly affects the outcome of tense game matches, resulting in a poor gaming experience and ultimately impacting player engagement with the game.
[0025] It should be explained that the above-described embodiment of virtual bullets is merely exemplary and not limiting; the virtual object can also be a game character or other objects. For example, in a game scenario, corresponding game characters need to be deployed successively according to changes in the game scene. This requires players to frequently open the game character selection interface to select the corresponding game character, which depends entirely on the player's hand speed, leading to a series of problems such as low player efficiency.
[0026] This disclosure, taking into account the aforementioned problems, proposes a game interaction control method. In complex application scenarios, this method pre-selects virtual objects of different grades and types from a pool of candidate virtual objects and loads them into specific areas of an object-filling component. Finally, after filling, a multi-attribute virtual object is generated, combining multiple different virtual objects, thereby executing a first target behavior based on the target virtual object. Compared to related technical solutions that require players to frequently switch between different virtual objects to cope with different application scenarios, this method eliminates the need for players to perform the aforementioned complex switching process, simplifying player operations, thereby improving the convenience and efficiency of player operations, enhancing the player's gaming experience, and increasing user stickiness with the game product.
[0027] To more clearly explain the game interaction control method and apparatus proposed in this disclosure, the method and apparatus can be applied to... Figure 2 In the system architecture of the exemplary application environment shown.
[0028] likeFigure 2 As shown, the system architecture 200 can include a terminal device 201 and a server 202.
[0029] The terminal device 201 can be any device related to the game interaction control process, such as a mobile phone, a tablet computer, a notebook computer, a desktop computer, a smart television, a smart vehicle device, a smart wearable device, a smart television, and an aircraft, etc. The terminal device can install a target application, such as a game application. It should be explained that the target application related to the embodiments of the present disclosure can be a software client, a webpage, a small program, or the like, and the server 202 is a server corresponding to the software or the webpage, the small program, etc., without limitation on the specific type of the client.
[0030] Taking the game application as an example, the server 202 can be a background server of the target application, configured to provide corresponding background services, such as matching game resources for multiple players, etc. The server 202 can be a physical server, a server cluster or a distributed system composed of multiple physical servers, a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery network (CDN), and big data and artificial intelligence platforms, etc. basic cloud computing services, but is not limited thereto. In addition, the server 202 can also be configured with a database to store game data generated in the game scene.
[0031] It should be noted that the game interaction control method in the embodiments of the present disclosure can be executed by the terminal device 201 or the server 202 alone, or by the server 202 and the terminal device 201 together. The server 202 and the terminal device 201 can each include one or more processors, memories, and I / O interfaces, etc. In addition, the server 202 can also be configured with a database, which can be used to store game data generated in the game process. The memories of the server 202 and the terminal device 201 can also store program instructions required for the respective execution of the game interaction control method provided by the embodiments of the present disclosure, which can be used to realize the interaction process of the interface information provided by the embodiments of the present disclosure when executed by the processor.
[0032] It can be understood that the interface information interaction provided by the embodiments of the present disclosure is performed by the server 202 or the terminal device 201 alone, and in the above application scenarios, only the server 202 or the terminal device 201 can be a single device, or the server 202 and the terminal device 201 can be considered as the same device. Of course, in actual application, when the game interaction control method provided by the present disclosure is executed by the server 202 and the terminal device 201 together, the server 202 and the terminal device 201 can also be the same device, that is, the server 202 and the terminal device 201 can be different functional modules of the same device, or virtual devices virtualized by the same physical device.
[0033] In the embodiments of the present disclosure, the terminal device 201 and the server 202 can be directly or indirectly connected through one or more networks 203. The network 203 can be a wired network or a wireless network. For example, the wireless network can be a mobile cellular network or a wireless fidelity (WIFI) network. Of course, other possible networks can also be used, and the embodiments of the present disclosure do not limit this. Figure 2 It should be noted that the number of terminal devices and servers shown is only for illustration, and in fact, the number of terminal devices and servers is not limited. According to the needs of implementation, any number of terminal devices, networks and servers can be provided, and the number of terminal devices, networks and servers is not limited in the embodiments of the present disclosure.
[0034] For example, in an exemplary embodiment, a graphical user interface is provided by the terminal device 201, and the graphical user interface includes a plurality of candidate virtual objects. Specifically, the terminal device 201 displays an object filling component in the graphical user interface. In response to a first trigger operation acting on a first virtual object in the plurality of candidate virtual objects, the terminal device 201 fills a first number of the first virtual objects in a first region of the object filling component. In response to a second trigger operation acting on a second virtual object in the plurality of candidate virtual objects, the terminal device 201 fills a second number of the second virtual objects in a second region of the object filling component. In response to receiving a filling end instruction, the terminal device 201 generates a target virtual object, and executes a first target behavior based on the target virtual object.
[0035] In addition, it should be noted that the game interaction control method in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the game interaction control method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0036] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. For example, cloud gaming refers to a game mode based on cloud computing. In the running mode of cloud gaming, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the game interaction control method are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server, the cloud gaming server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.
[0037] In an optional embodiment, taking the game as an example, the local terminal device stores the game program and is used for presenting the game picture. The local terminal device is used for interacting with the player through the graphical user interface, that is, the conventional game program is downloaded and installed on the electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen for presenting the graphical user interface including the game picture and a processor for running the game, generating the graphical user interface and controlling the display of the graphical user interface on the display screen.
[0038] In a possible embodiment, the game interaction control method provided by the embodiment of the present application provides a graphical user interface through a terminal device. The terminal device can be the local terminal device mentioned above or the client device in the cloud interaction system mentioned above.
[0039] However, it is easy for those skilled in the art to understand that the above application scenarios are only used for example, and the present exemplary embodiment is not limited thereto.
[0040] Next, the game interaction control method is applied to the terminal device 201 described above as an example. The graphical user interface is provided through the terminal device 201 described above. The terminal device 201 can be the local terminal device mentioned above or the client device in the cloud interaction system mentioned above. Figure 3 The flowchart of the game interaction control method in the present exemplary embodiment is schematically shown in FIG. 3. As shown in FIG. 3, the game interaction control method includes the following steps S301-S305. Figure 3 Step S301: Display the object fill component in the graphical user interface.
[0041] Step S302: In response to the first trigger operation for the first virtual object among a plurality of candidate virtual objects, fill the first number of first virtual objects in the first area of the object filling component.
[0042] Step S303: Respond to the second trigger operation for the second virtual object among multiple candidate virtual objects, and fill the second area of the object filling component with a second number of second virtual objects, the second virtual objects being of a different category than the first virtual objects.
[0043] Step S304: In response to receiving the fill end command, generate the target candidate virtual object based on the candidate virtual objects that have been filled into the object fill component.
[0044] Step S305: In response to the configuration usage operation for the target candidate virtual object, perform the first target behavior based on the target candidate virtual object.
[0045] exist Figure 3 The provided technical solution involves displaying an object filling component in a graphical user interface; responding to a first trigger operation acting on a first virtual object among multiple candidate virtual objects, filling a first number of first virtual objects in a first area of the object filling component; responding to a second trigger operation acting on a second virtual object among multiple candidate virtual objects, filling a second number of second virtual objects in a second area of the object filling component; and responding to receiving a filling completion command, generating a target virtual object to perform a first target behavior based on the target virtual object. In complex application scenarios, this method can pre-select virtual objects of different grades and types from multiple candidate virtual objects and fill them into specific areas of the object filling component. Finally, after filling, a multi-attribute virtual object combining multiple different virtual objects is generated, thereby performing the first target behavior based on the target virtual object. Compared to related technical solutions that require players to frequently switch between different virtual objects to cope with different application scenarios, this method eliminates the need for players to perform the aforementioned complex switching operation process, simplifying player operations, thereby improving the convenience and efficiency of player operations, enhancing the player's gaming experience, and increasing user stickiness between the user and the game product.
[0046] The following will combine Figure 3 The specific implementation methods of each step in the illustrated embodiment are described in detail below: In step S301, the object fill component is displayed in the graphical user interface.
[0047] Among them, the object filling component represents a component that can be filled with multiple candidate virtual objects and display the corresponding filling effect.
[0048] In an alternative embodiment, the object filling component is a ring-shaped component. For example, the object filling component can be displayed in a circular ring shape.
[0049] In addition to this embodiment, it can also be any other shape, such as a rectangular shape, a trapezoidal shape, etc., of course, the object filling component can also be an irregular shape, or the object filling component is displayed in the form of a virtual item in the game scene, for example, the object filling component presents a magazine type component form, the embodiments of the present disclosure do not make any special limitation and enumeration on this, and the specific adjustment or configuration can be made according to the actual demand.
[0050] Among them, the selected virtual object can be any type of virtual object, which can be determined according to the design requirements of the game scene. Optionally, the difference between the different types of selected virtual objects at least includes one of the following: object grade, object attribute, object skill parameter, etc. And the number of each selected virtual object, for example, can be configured by the game mechanism for the virtual character controlled by the terminal device by default, or can be collected by the virtual character in the game match process, or the number of each selected virtual object can be purchased by the player from the game mall, the embodiments of the present disclosure do not make any special limitation.
[0051] For example, in a shooting game scene, the plurality of selected virtual objects can be virtual bullets assembled in a shooting prop. And the plurality of selected virtual bullets can be virtual objects of different bullet types, and the virtual bullets of different bullet types have different grade levels, and / or different bullet attributes, and / or different bullet skill parameters, etc. The object attribute / bullet attribute can include but is not limited to: bullet penetration, bullet attack, etc. The object skill parameter / bullet skill parameter can include but is not limited to: penetration parameter, attack parameter, wound degree parameter, etc. In another game application scenario of dispatching character battle, the player needs to dispatch game characters of different character categories to participate in the battle in turn, and the plurality of selected virtual objects in this application scenario can be a plurality of selected game characters / character cards.
[0052] In an alternative embodiment of the present disclosure, when performing the step of displaying the object filling component in the graphical user interface in S201, the terminal device can display a plurality of selected virtual objects in a target area of the graphical user interface; in response to a first movement operation from the target area to a non-target area, display the object filling component in the graphical user interface.
[0053] Among them, the target area of the graphical user interface represents a specific area for displaying a plurality of selected virtual objects. The non-target area represents other areas except the target area, and the plurality of selected virtual objects are not displayed in the non-target area.
[0054] For example, a terminal device can display multiple virtual objects to be selected in a target area of a graphical user interface. To this end, the user can display object-filling components in the graphical user interface by performing a first movement operation from the target area to a non-target area in the graphical user interface.
[0055] In an optional embodiment, when the graphical user interface of the terminal device is a virtual backpack interface and the graphical user interface provided by the terminal device contains multiple candidate virtual objects, when performing the step of displaying multiple candidate virtual objects in the target area of the graphical user interface, multiple candidate virtual objects are displayed in multiple slots of the target area of the virtual backpack interface respectively.
[0056] For example, a virtual backpack interface can be provided through a terminal device, and the target area of the virtual backpack interface contains multiple slots, thereby displaying multiple virtual objects to be selected through the multiple slots respectively.
[0057] In an optional embodiment, a single slot in the target area can be used to place a category of candidate virtual objects.
[0058] The first movement operation can be of any type, realizing a movement from the target area to a non-target area. For example, the first movement operation can be a drag / swipe operation, a click operation, etc. That is, when the first movement operation is a drag / swipe operation, it corresponds to: the player dragging any position a1 in the target area (for example, dragging...). Figure 4 The virtual bullet (of a certain type, or other empty position in the target area, etc.) can be slid to any position a2 in the non-target area, thereby triggering a movement operation from position a1 in the target area to position a2 in the non-target area. When the first movement operation is a click operation, the first movement operation corresponds to: the player can click any position a3 in the target area, and then click any position a4 in the non-target area, thereby triggering a movement operation from position a3 in the target area to position a4 in the non-target area.
[0059] It is understood that the first mobile operation can be a touch operation performed on the touch screen of the terminal device as described above, or it can be a non-touch operation, such as voice or gesture recognition. The embodiments of this disclosure do not impose any special limitations on the operation method.
[0060] For example, in response to a first movement operation from a target area to a non-target area, the terminal device may respond to a drag operation from any location within the target area to the non-target area to achieve the first movement operation from the target area to the non-target area. Alternatively, it may be a drag operation from the target area to the non-target area for a third virtual object among a plurality of candidate virtual objects within the target area, thereby achieving the first movement operation from the target area to the non-target area.
[0061] To facilitate understanding of the above embodiments, we will continue to use multiple candidate virtual objects as virtual bullets as an example, and combine them with... Figure 4 An example is provided.
[0062] Figure 4 This schematic diagram illustrates a display object filling component in this exemplary embodiment, with reference to... Figure 4 As shown, taking a shooting game scenario as an example, multiple virtual objects are represented by multiple virtual bullets. The graphical user interface corresponds to the user's virtual backpack interface, and the target area 401 of the virtual backpack interface (corresponding to the left side of the backpack user interface) contains multiple slots. The target area 401 has five slots containing five categories of virtual bullets: "Level 3 Bullet A (4 in total)," "Level 2 Bullet B (3 in total)," "Level 1 Bullet C (60 in total)," "Level 3 Bullet D (40 in total)," and "Level 3 Bullet E (8 in total). The other slots are empty. When the player acquires a virtual bullet of a different category from the above five, it will occupy one slot.
[0063] Based on the above embodiments, when the terminal device performs the step of displaying an object filling component in the graphical user interface in response to a first movement operation from a target area to a non-target area, in an optional embodiment, the terminal device displays an object filling component in the graphical user interface in response to a first movement operation of dragging a third virtual object in the target area away from the target area to a non-target area in a first direction.
[0064] The third virtual object is any virtual object among a plurality of candidate virtual objects displayed in the target area. For example, when the terminal device responds to a first movement operation of dragging the third virtual object in the target area away from the target area to a non-target area in a first direction, it can trigger the display of the object filling component in the graphical user interface.
[0065] Continue to refer to Figure 4 As shown, assuming the third virtual object is "Level 3 bullet a", the terminal device responds to the following: Figure 4The first moving operation of the third virtual object in the left direction (i.e. the first direction in the above embodiment) of the target region 401 and out of the target region 401 to the non-target region, displays the object filling component 402 on the graphical user interface as shown in FIG. 4B. Figure 4 The object filling component 402 shown in FIG. 4B.
[0066] It can be understood that, in addition to the above embodiment, the object filling component can also be displayed on the graphical user interface based on the following embodiments: In an optional embodiment, the object filling component can also be directly displayed on the graphical user interface, for example, when the player enters the virtual backpack interface, without performing any triggering operation, an object filling component is directly displayed in the idle area (for example, in the idle area within the target region corresponding to the virtual backpack interface) of the virtual backpack interface. If the user needs to perform combined filling based on the object filling component, different virtual objects can be filled according to the following embodiments; otherwise, if no combined filling is needed, the object filling component displayed on the graphical user interface does not need to be concerned.
[0067] Alternatively, in another optional embodiment, a filling control is provided on the graphical user interface or the virtual backpack interface, and the terminal device displays the object filling component on the graphical user interface in response to a triggering operation on the filling control.
[0068] In still another optional embodiment, the terminal device can display the object filling component on the graphical user interface in response to a preset operation mode of the graphical user interface / virtual backpack interface. For example, in response to a long press operation (for example, a configurable long press of three seconds) or a double-click operation of the graphical user interface / virtual backpack interface, or other preset operation modes, to trigger the display of the object filling component on the graphical user interface.
[0069] It needs to be explained that, as mentioned in the above embodiment, Figure 4 The object filling component 402 shown in FIG. 4B is described by way of example in the form of a circular ring, but this is not a limitation on the display form of the object filling component, and the embodiments of the present disclosure do not make any exhaustive and limiting description here.
[0070] Continuing to refer to the above embodiment, the corresponding effects can also be achieved by other operation modes: In an optional embodiment, in response to a second moving operation of dragging the third virtual object in a second direction out of the target region to the non-target region, the third virtual object is deleted from the target region.
[0071] The third virtual object is any virtual object in the plurality of virtual objects to be selected.
[0072] For example, based on a target area displayed in a graphical user interface, a third virtual object can be deleted from the target area when the terminal device responds to a second movement operation that drags a third virtual object in a second direction and moves it away from the target area to a non-target area.
[0073] For example, in a shooting game scenario, players can pick up virtual bullets in the game environment and store them in their inventory, which will then be displayed in the reference area. Figure 4 In the slot provided by target area 401 shown. Continue to refer to Figure 4 As shown, when a player needs to remove the picked-up virtual bullets from their backpack, they can also perform a second movement operation by dragging any of the third virtual objects to be deleted to the right of the target area 401 and moving them away from the target area to a non-target area. This will remove the picked-up virtual bullets from the target area of the backpack and reposition them at their current location in the game scene.
[0074] In one alternative embodiment, in response to a third movement operation of dragging a third virtual object from a first position to a second position within the target area, the third virtual object is displayed at the second position, and if a virtual object exists at the second position, the virtual object at the second position is displayed at the first position.
[0075] The third virtual object is any virtual object among multiple candidate virtual objects.
[0076] For example, players can also adjust the display position of the current virtual object through a third movement operation within the target area. For instance, dragging the third virtual object from the first position to the second position will display the third virtual object from the first position in the second position. If a virtual object exists in the second position, it can be displayed in the first position, thus swapping the positions of the virtual objects. If no virtual object exists in the second position, displaying the third virtual object from the first position in the second position will leave the first position empty, meaning there are no virtual objects there.
[0077] Continue to refer to Figure 4 As shown, assuming the third virtual object is "4 Level 3 virtual bullets", when the terminal device responds by dragging the "4 Level 3 virtual bullets" from the position shown in the target area to the position of the "3 Level 2 virtual bullets", it will move the "4 Level 3 virtual bullets" to... Figure 4 The location of the "3 Level 2 Virtual Bullets" is shown, and the "3 Level 2 Virtual Bullets" are moved to the same location. Figure 4 The positions of the "4 Level 3 Virtual Bullets" shown can be adjusted by using the third movement operation within the target area to change the display position of each candidate virtual object within the target area.
[0078] In this embodiment, a "one-key arrangement" control can also be provided on the graphical user interface, and the terminal device eliminates the positions that are empty and adjusts the positions of the various candidate virtual objects in the target region in response to a triggering operation for the "one-key arrangement" control.
[0079] In actual application scenarios, players also have the need to not perform virtual object combination filling, and the game system also provides an embodiment that supports performing a specific behavior using a type / class of virtual object.
[0080] Continuing to refer to the above embodiment, in an optional embodiment of the present disclosure, a second target behavior is performed based on the candidate virtual object that is not filled into the object filling assembly in response to a configuration use operation for the candidate virtual object that is not filled into the object filling assembly.
[0081] The configuration use operation may, for example, be a click operation, a sliding operation, a double-click operation, and the like performed on the screen of the terminal device. Of course, the configuration use operation can also be an operation that is not in contact with the screen of the terminal device, such as a gesture operation, a voice operation, a specific posture operation, and the like.
[0082] For example, the player can also directly perform a configuration use operation based on the candidate virtual object that is not filled into the object filling assembly, so as to perform a corresponding second target behavior based on the candidate virtual object that is not filled into the object filling assembly.
[0083] For example, taking a plurality of candidate virtual objects as a plurality of candidate virtual bullets as an example, assuming that virtual bullet A is a candidate virtual object that is not filled into the object filling assembly, the terminal device assembles virtual bullet A into a shooting prop in response to a configuration use operation for virtual bullet A, so as to control the shooting prop to perform a single or continuous shooting behavior.
[0084] It needs to be explained that the difference between the second target behavior and the first target behavior is that the first target behavior is a shooting behavior performed based on a target virtual bullet after combination filling, and the target virtual bullet contains virtual bullets of different types and / or different levels. While the second target behavior is a shooting behavior performed based on a virtual bullet of a single type and / or a single level.
[0085] Through the above embodiment, the terminal device only displays the object filling component in the graphical user interface in response to a first movement operation of dragging a third virtual object in the plurality of candidate virtual objects to the first direction and moving out of the target region to the non-target region; and in response to a third trigger operation, the object filling component is not displayed, and the existing provided virtual object is directly used, which enables the user to flexibly select according to the user's own needs, improves the flexibility and convenience of user operation. At the same time, functions such as deleting a virtual object and exchanging the display position of a virtual object in the target region are provided, further improving the flexibility of user operation, and thereby improving the game experience of the player.
[0086] In step S302, in response to a first trigger operation on a first virtual object in the plurality of candidate virtual objects, a first number of first virtual objects are filled in the first region of the object filling component.
[0087] For example, after displaying the object filling component on the graphical user interface, the terminal device can fill a first number of first virtual objects in the first region of the object filling component in response to a first trigger operation on a first virtual object in the plurality of candidate virtual objects.
[0088] Optionally, based on the above embodiment of the terminal device displaying the object filling component in the graphical user interface in response to a first movement operation of dragging a third virtual object in the plurality of candidate virtual objects to the first direction and moving out of the target region to the non-target region, in an optional embodiment, when the third virtual object and the first virtual object are the same virtual object, the first movement operation and the first trigger operation are continuous operations.
[0089] That is, when the terminal device displays an object filling component in the graphical user interface in response to a first movement operation of dragging a first virtual object in the plurality of candidate virtual objects to the first direction and moving out of the target region to the non-target region, the first trigger operation of dragging the first virtual object to move to the object filling component is continued to be executed without ending the first movement operation, thereby quickly realizing the process of displaying the object filling component and filling the first virtual object in the first region of the object filling component, and thereby improving the convenience of user operation.
[0090] It should be understood that, in addition to the above embodiment, the first moving operation and the first triggering operation can also be non-continuous operations, specifically, when the third virtual object and the first virtual object to be filled by the player are different or the same virtual object, the player can end the first moving operation after displaying the object filling component in the graphical user interface, and then select the first virtual object from the target area to perform the first triggering operation, so as to fill the first area of the object filling component with the first number of the first virtual object. Alternatively, when the third virtual object and the first virtual object are the same virtual object, the first moving operation and the first triggering operation can also be non-continuous operations.
[0091] Further, when the terminal device performs the step of filling the first area of the object filling component with the first number of the first virtual object, the following embodiments can be implemented.
[0092] In an optional embodiment of the present disclosure, in response to the first triggering operation acting on the first virtual object, the first number is determined according to a preset proportion of the total number of the first virtual object currently owned, and the first virtual object is filled into the first area according to the first number.
[0093] In this embodiment, the first triggering operation can be a click operation on the first virtual object, or the first triggering operation is a sliding operation sliding to any position on the object filling component. For example, the terminal device fills the first virtual object into the first area according to the determined first number in response to the click operation on the first virtual object.
[0094] For example, when the terminal device performs the step of filling the first area of the object filling component with the first number of the first virtual object, the first number can be calculated according to the total number of the first virtual object currently owned and the preset proportion configured in advance. For example, when the first virtual object is "60 first-level bullets c" as shown in the figure, and the preset proportion is 1 / 2, then the first number is 60 Figure 4 (1 / 2) = 30, at this time, the first area to be filled can be determined based on 30 first-level bullets c, and 30 first-level bullets c are filled into the first area.
[0095] By calculating the first number according to the total number of the first virtual object currently owned and the preset proportion configured in advance, and then determining the size of the first area to be filled according to the first number, this process does not require the player to select the number of virtual objects to be filled, and can quickly fill and improve the operation efficiency.
[0096] It should be explained that when the player needs to fill more virtual objects, multiple fillings can be performed through multiple first triggering operations.
[0097] Optionally, in the process of determining the first quantity according to the preset proportion of the total quantity in the above embodiment, in an optional embodiment of the present disclosure, it is further required to pre-configure that the total quantity of the first virtual objects is less than or equal to the maximum quantity that can be stored in the slot where the first virtual object is placed, and the maximum quantity of the virtual objects filled in the object filling component is the same as the maximum quantity that can be stored in the slot where the target virtual object is placed.
[0098] For example, the game usually sets an upper limit value for the maximum quantity that can be stored in each slot in the target area, so as to avoid that the player stores all virtual equipment (i.e. virtual objects) in the game scene into the backpack, and the player can strategically select the virtual equipment he needs. In this scenario, it is required to set that the total quantity of the first virtual objects is less than or equal to the maximum quantity that can be stored in the slot where the first virtual object is placed.
[0099] Meanwhile, the maximum quantity of the virtual objects filled in the object filling component is the same as the maximum quantity that can be stored in the slot where the target virtual object is placed, so as to ensure the logic and correctness of the game.
[0100] In an optional embodiment of the present disclosure, in response to dragging the first virtual object to the target position on the object filling component, the first area is determined based on the pre-configured initial position and the target position of the object filling component; the first quantity is determined according to the area of the first area, and the first virtual object is filled into the first area according to the first quantity.
[0101] The target position is any position on the object filling component except the pre-configured initial position, which is determined based on the intersection point between the drag touch point when the first virtual object is dragged to the object filling component and the object filling component.
[0102] For example, in response to dragging the first virtual object to the target position on the object filling component, the terminal device can pre-determine the first area based on the initial position and the target position, then determine the first quantity according to the mapping relationship between the first area and the filling quantity, and finally fill the first virtual object into the first area according to the first quantity.
[0103] In this embodiment, the first area is determined based on the initial position and the target position, and then the first quantity is determined, which facilitates the player to flexibly select the quantity to be filled, thereby improving the flexibility and convenience of user operation.
[0104] When performing the step of determining the first area based on the pre-configured initial position and the target position of the object filling component in response to dragging the first virtual object to the target position on the object filling component in the above embodiment, some prompt marks can also be displayed, including but not limited to the following embodiments: In an optional embodiment of the present disclosure, in response to dragging the first virtual object to the target position of the object filling component, a pre-filling mark is displayed on the object filling component according to the initial position and the target position; and in response to a stop dragging instruction at the target position, a region formed by the pre-filling mark is determined as the first region.
[0105] The pre-filling mark comprises at least one of a region mark for indicating a region to be filled and a quantity mark for indicating at least a quantity.
[0106] For example, when the terminal device drags the first virtual object to the target position of the object filling component, a filling region can be determined based on the initial position and the target position. However, at this time, the player can still adjust the target position until the appropriate quantity is selected. Therefore, a pre-filling mark can be displayed on the object filling component in advance to indicate the region that can be filled by the player, i.e., the quantity of the first virtual object.
[0107] When the player determines the quantity of the first virtual object to be filled or the filling region of the first virtual object, a stop dragging instruction is triggered by a stop dragging operation, so as to determine the region corresponding to the pre-filling mark as the first region, and determine the quantity corresponding to the pre-filling mark as the first quantity.
[0108] For ease of illustration, the following will be exemplarily described in combination with Figure 5A , Figure 5B .
[0109] Figure 5A An example display diagram of a pre-filling mark for the first virtual object in the present exemplary embodiment is schematically shown; as shown in Figure 5A , in response to dragging the first virtual object (i.e., “3rd level bullet a”) to the target position of the object filling component, a region to be filled can be formed based on the pre-configured initial position 501 and the target position 502, and displayed in the form of a pre-filling mark 503.
[0110] Figure 5B An example display diagram of filling the first virtual object in the first region based on the pre-filling mark in the present exemplary embodiment is schematically shown; as shown in Figure 5B , after determining the target position 502 based on Figure 5A , by performing a stop dragging operation (e.g., releasing the dragging operation), the region determined by the pre-filling mark 503 is taken as the first region, so as to fill the first virtual object into the first region, forming a final filling effect 504.
[0111] In the above embodiment, after determining the first quantity matching the first region, in an optional embodiment of the present disclosure, the terminal device fills the first virtual objects into the first region according to the total quantity in response to the first quantity determined by the first region being greater than the total quantity of the first virtual objects currently owned.
[0112] For example, when the first quantity determined by the first region is greater than the total quantity of the first virtual objects currently owned, the first virtual objects can be directly filled according to the total quantity, and at this time, the first region is adjusted according to the actual total quantity of the first virtual objects filled.
[0113] In addition to the above embodiment, when the first quantity determined by the first region is greater than the total quantity of the first virtual objects currently owned, a prompt information can be generated to allow the player to timely adjust the determined first region, and further adjust the selected first quantity.
[0114] In step S303, in response to a second trigger operation on a second virtual object in the plurality of virtual objects to be selected, a second quantity of the second virtual objects are filled into a second region of the object filling component, and the second virtual objects are different from the first virtual objects in category.
[0115] As described above in step S302, the player can also add the second virtual objects of different categories to the object filling component, that is, the terminal device fills the second quantity of the second virtual objects into the second region of the object filling component in response to the second trigger operation on the second virtual object in the plurality of virtual objects to be selected.
[0116] The second region can be a region connected with the first region, or a region having a certain distance from the first region, and can be adjusted according to the actual needs of the player. For example, taking the virtual objects as virtual bullets as an example, when the target behavior is a continuous shooting behavior, and the player needs to shoot "2-level bullet b" after shooting "3-level bullet a" and needs to have a certain time interval, a second region corresponding to "2-level bullet b" can be filled after a certain interval after the first region corresponding to "3-level bullet a".
[0117] When the target behavior is a single shot shooting behavior, the first region corresponding to "3-level bullet a" is connected with the second region corresponding to "2-level bullet b", and at this time, the initial position can be updated to the target position corresponding to the first region when filling the second quantity of the second virtual objects, and then the second region is formed in combination with the position selected by the player to fill the second quantity of the second virtual objects into the second region of the object filling component.
[0118] The following will be described in combination with Figure 6 , Figure 7An exemplary description of the process of populating a second virtual object.
[0119] Figure 6 This schematically illustrates a display diagram of a pre-filled identifier for a second virtual object in this exemplary embodiment; see reference. Figure 6 As shown, in Figure 5B Based on the first virtual object that has been filled, the tail of the first region (i.e., the target position 502) is then used as the initial position of the second region. Then, a pre-filled identifier 602 for the second virtual object is generated by the player selecting the target position 601 for the second virtual object.
[0120] exist Figure 6 Based on the pre-fill identifier 602, by performing a stop drag operation (e.g., release drag operation), the area defined by the pre-fill identifier 602 is taken as the final second area, thereby filling the second virtual object into the second area, forming as shown. Figure 7 The final fill effect shown is 603.
[0121] It should be explained that the first and second regions are not a limitation on quantity, but merely descriptions of different regions.
[0122] To facilitate differentiation, in one optional embodiment of this disclosure, the first region and the second region are displayed differently. The differentiating display method includes at least one of the following: display color; display state; or filling image.
[0123] For example, using color as a distinguishing method, the first area could be displayed as red, and the second area as green. Or, for another example, it could be as follows: Figure 7 The first area shown is configured as black, while the second area is configured as gray.
[0124] In the above embodiments, the first region and the second region can be displayed differently, which makes it easier for players to intuitively view the currently assembled virtual objects, thus improving visibility and convenience.
[0125] Similarly, position 601 can be used as the starting / initial position for the next filling operation to continue filling until a filling end command is received.
[0126] In step S304, in response to receiving the fill end command, a target candidate virtual object is generated based on the candidate virtual objects that have been filled into the object fill component.
[0127] For example, when the terminal device receives the filling end instruction, it can generate a target candidate virtual object that is a composite multi-category candidate virtual object based on multiple candidate virtual objects of different categories that have been filled into the object filling component.
[0128] Optionally, the filling end instruction can be triggered automatically by the system when a preset condition is met, or can be triggered manually by the player. Embodiments of the present disclosure do not make any special limitation on this.
[0129] For the filling end instruction described above, the following embodiments can be used for generation: In an optional embodiment of the present disclosure, the object filling component is in a circular ring shape. In response to the circular ring-shaped object filling component presenting a closed loop filling state, a filling end instruction is generated to generate a target candidate virtual object based on the filling end instruction.
[0130] For example, when the circular ring-shaped object filling component is filled with the above-mentioned embodiments to show a closed loop filling state, the generation of the filling end instruction is automatically triggered, and the terminal device can generate the target virtual object according to the filling end instruction.
[0131] It can be understood that for other styles of object filling components, a filling end instruction will be automatically generated when the object filling component is filled, and embodiments of the present disclosure do not make any further description.
[0132] In addition to the above-mentioned embodiments, the player can also manually generate the filling end instruction through the filling end control provided on the graphical user interface. That is, the terminal device generates a filling end instruction in response to a triggering operation on the filling end control, and generates a target virtual object based on the filling end instruction.
[0133] Further, after generating the target virtual object based on step S304, in an optional embodiment of the present disclosure, a target identifier of the target virtual object is displayed in the target region of the graphical user interface.
[0134] The target identifier contains one or more of the object identifier of the target virtual object and the component identifier of the object filling component corresponding to the target virtual object; the component identifier at least contains a filling identifier representing the candidate virtual object filled into the object filling component.
[0135] For ease of understanding, the following will be exemplarily described in combination with Figure 8 .
[0136] Figure 8 An exemplary display diagram of a target candidate virtual object in the present exemplary embodiment is schematically shown; referring to Figure 8 When the filling end instruction is received, a target identifier of the target candidate virtual bullet can be generated and displayed in the target region of the graphical user interface.
[0137] According to the above-mentioned embodiments, the terminal device can generate the target virtual object based on the filling end instruction. Figure 8As shown, in the case of referring to the composition of the target candidate virtual bullet containing the first virtual object and the second virtual object, the target identifier of the target candidate virtual bullet contains: the object identifier 801 of the target candidate virtual object, and the component identifier 802 of the object filling component corresponding to the target candidate virtual object. The same style as the object filling component is displayed in the component identifier 802, which contains the first identifier of the filling area corresponding to the first virtual object, and the second identifier representing the filling area corresponding to the second virtual object, and the first identifier and the second identifier are displayed differently.
[0138] In step S205, in response to the configuration use operation for the target candidate virtual object, a first target action is performed based on the target candidate virtual object.
[0139] For example, after generating the target candidate virtual object in the graphical user interface / virtual backpack interface, a configuration use operation can also be performed on the target candidate virtual object to perform a first target action based on the target candidate virtual object.
[0140] The first target action is related to the use scenario of the target virtual object.
[0141] Next, the above embodiments will be introduced in combination with the application scenario of the shooting game.
[0142] In an optional embodiment of the present disclosure, in the case where the plurality of candidate virtual objects are a plurality of candidate virtual bullets, in response to receiving the filling end instruction, a target candidate virtual object is generated based on the candidate virtual objects that have been filled into the object filling component, including: in response to receiving the filling end instruction, a target candidate virtual bullet is generated based on the candidate virtual bullets that have been filled into the object filling component in the slot where the candidate virtual object is not placed.
[0143] For example, in the shooting game scenario, when the plurality of candidate virtual objects are a plurality of candidate virtual bullets, after loading a plurality of virtual bullets of different grades through the above embodiments, and receiving the filling end instruction, a target candidate virtual object can be generated. The target virtual bullet contains a plurality of composite virtual bullets of different grades loaded by the player through the above operations.
[0144] Further, in the step S205 of performing the above operation, in response to the configuration use operation for the target candidate virtual object, a first target action is performed based on the target candidate virtual object. The terminal device can assemble the target candidate virtual bullet to the shooting prop in response to the configuration use operation for the target candidate virtual bullet, and control the shooting prop to perform a shooting action based on the target candidate virtual bullet.
[0145] Through the above embodiment, in the face of a complex application scenario, the method can preselect different levels of virtual objects and different types of virtual objects from a plurality of candidate virtual objects and fill them into specific areas of the object filling component, and finally generate a multi-attribute virtual object composed of multiple different virtual objects after filling is completed, so as to execute a first target behavior based on the target virtual object. Compared with the related technical solution, which requires the player to frequently switch different virtual objects to cope with different application scenarios, the method does not require the player to perform the above complex switching operation process, simplifies the player operation, thereby improving the convenience of the player operation and the switching operation efficiency of the player, improving the game experience of the player, and increasing the user stickiness between the user and the game product.
[0146] Further, in order to implement the above game interaction control method, one embodiment provides a game interaction control device. Figure 9 The schematic architecture of the game interaction control device is schematically shown.
[0147] The game interaction control device 900 includes a component display module 901, a first object filling module 902, a second object filling module 903, a target object generation module 904, and a behavior execution module 905.
[0148] The component display module 901 is configured to display the object filling component in the graphical user interface; the first object filling module 902 is configured to fill a first number of first virtual objects in a first area of the object filling component in response to a first trigger operation acting on a first virtual object in the plurality of candidate virtual objects; the second object filling module 903 is configured to fill a second number of second virtual objects in a second area of the object filling component in response to a second trigger operation acting on a second virtual object in the plurality of candidate virtual objects, the second virtual object being different from the first virtual object in category; the target object generation module 904 is configured to generate a target candidate virtual object based on the candidate virtual objects that have been filled into the object filling component in response to receiving a filling end instruction; and the behavior execution module 905 is configured to execute a first target behavior based on the target candidate virtual object in response to a configuration use operation on the target candidate virtual object.
[0149] In an optional embodiment, the component display module 901 is configured to display the plurality of candidate virtual objects in a target area of the graphical user interface; and in response to a first movement operation from the target area to a non-target area, display the object filling component in the graphical user interface.
[0150] In an optional embodiment, the graphical user interface is a virtual backpack interface, and the graphical user interface includes the plurality of candidate virtual objects; and the component display module 901 is configured to display the plurality of candidate virtual objects in a plurality of slot positions of the target area of the virtual backpack interface.
[0151] In an optional embodiment, the component display module 901 is specifically configured to display the object filling component in the graphical user interface in response to a first movement operation of dragging the third virtual object out of the target area to a non-target area in the first direction.
[0152] Correspondingly, the apparatus can also include an object deletion module or a position adjustment module. The object deletion module is configured to delete the third virtual object from the target area in response to a second movement operation of dragging the third virtual object out of the target area to a non-target area in the second direction. The position adjustment module is configured to display the third virtual object at a second position in response to a third movement operation of dragging the third virtual object from a first position to the second position in the target area, and display a virtual object at the first position when the second position has a virtual object.
[0153] In an optional embodiment, the first movement operation and the first trigger operation are continuous operations when the third virtual object is the same virtual object as the first virtual object.
[0154] In an optional embodiment, the plurality of slots include slots that have placed the candidate virtual objects and slots that have not placed the candidate virtual objects. The target object generation module 904 can be specifically configured to store the candidate virtual objects that have been filled into the object filling component into the slots that have not placed the candidate virtual objects in response to receiving the filling end instruction.
[0155] In an optional embodiment, the behavior execution module 905 can also be configured to execute a second target behavior based on the candidate virtual objects that have not been filled into the object filling component in response to a configuration use operation on the candidate virtual objects that have not been filled into the object filling component.
[0156] In an optional embodiment, the first object filling module 902 is configured to determine a first quantity according to a preset proportion of a total quantity based on the total quantity of the first virtual objects currently owned, and fill the first virtual objects into the first area according to the first quantity in response to the first trigger operation on the first virtual object. Alternatively, the first object filling module 902 is configured to determine the first area based on a target position on the object filling component to which the first virtual object is dragged and a preconfigured initial position of the object filling component, determine the first quantity according to an area of the first area, and fill the first virtual objects into the first area according to the first quantity.
[0157] In an optional embodiment, the first object filling module 902 is configured to fill the first virtual object into the first area according to the total number in response to the first number of the first area being greater than the total number of the first virtual objects currently owned.
[0158] In an optional embodiment, the first object filling module 902 is configured to display a pre-filling mark on the object filling component according to the initial position and the target position in response to the dragging of the first virtual object to the target position of the object filling component; and determine a first area formed by the pre-filling mark in response to the stop dragging instruction at the target position.
[0159] In an optional embodiment, the first object filling module 902 is further configured to fill the first virtual object into the first area according to the total number in response to the first number of the first area being greater than the total number of the first virtual objects currently owned.
[0160] In an optional embodiment, the device further comprises a distinguishing display module configured to distinguishively display the first area and the second area; wherein the distinguishing display mode comprises at least one of the following: display color; display state; filling image.
[0161] In an optional embodiment, the target object generation module 904 is configured to generate a filling end instruction in response to the object filling component in a circular shape presenting a closed loop filling state, and generate the target virtual object based on the filling end instruction.
[0162] In an optional embodiment, the target object generation module 904 is configured to generate a target virtual bullet in the slot not placed with the virtual object based on the virtual bullet filled into the object filling component in response to receiving the filling end instruction; and the behavior execution module 904 is configured to assemble the target virtual bullet to the shooting prop and control the shooting prop to perform the shooting behavior based on the target virtual bullet in response to the configuration usage operation for the target virtual bullet.
[0163] In an optional embodiment, the device further comprises an identification display module configured to display a target mark of the target virtual object in the graphical user interface; wherein the target mark comprises one or more of the following: object mark of the target virtual object; number mark; and component mark of the object filling component corresponding to the target virtual object; and the component mark at least comprises a filling mark representing the virtual object filled into the object filling component.
[0164] The game interaction control device 900 provided by the embodiments of the present disclosure can execute the technical solutions of the game interaction control method in any of the above embodiments, and the implementation principles and beneficial effects thereof are similar to those of the game interaction control method. For details, refer to the implementation principles and beneficial effects of the game interaction control method, which will not be described here again.
[0165] In the example embodiments, a computer readable storage medium is also provided, on which a program product capable of implementing the above method of the present disclosure is stored. In some possible implementation manners, various aspects of the present disclosure can also be implemented in the form of a program product, which includes program codes for causing a terminal device to execute the steps according to various example embodiments of the present disclosure described in the “example method” section of the present disclosure when the program product is run on the terminal device.
[0166] The program product for implementing the above method according to the embodiments of the present disclosure can adopt a portable compact disc read-only memory (CD-ROM) and include program codes, and can be run on a terminal device, such as a personal computer. However, the program product of the present disclosure is not limited to this, and in the present document, the readable storage medium can be any tangible medium containing or storing a program, which can be used by or in conjunction with an instruction execution system, apparatus or device.
[0167] The program product can adopt any combination of one or more readable media. The readable medium can be a readable signal medium or a readable storage medium. The readable storage medium may, for example, be but is not limited to an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus or device, or any combination of the above. More specific examples (non-exhaustive list) of the readable storage medium include an electrical connection having one or more wires, a portable disc, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.
[0168] A computer readable signal medium can include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated signal can take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium can be any computer readable medium that can be involved in
[0169] The code can be transmitted in any form in any medium, including, but not limited to, radio frequency (RF), wireless, wire line, optical, or any suitable combination of the foregoing.
[0170] The program code can be implemented in any of a variety of programming languages, including object-oriented programming languages such as Java, C++, and the like, and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code can execute entirely on the user's computing device, partly on the user's computing device, as a stand-alone software package, partly on the user's computing device and partly on a remote computing device or entirely on the remote computing device or server. In the latter scenario, the remote computing device can be connected to the user's computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or the connection can be made to an external computing device such as through the Internet using an Internet Service Provider. The application program code can be embodied in any of a variety of ways, including as a stand-alone software package, as part of a larger software package, as a
[0171] In an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above-described method is also provided. Those skilled in the art will understand that each of the various aspects of the present application can be implemented as a system, a method, or a program product. Thus, each of the various aspects of the present application can take the form of an entirely hardware embodiment, an entirely software embodiment (including firmware, microcode, etc.), or an embodiment combining software and hardware aspects that can all generally be referred to herein as a "circuit," "module" or "system."
[0172] The electronic device 900 according to this embodiment of the present application will be described below with reference to Figure 10 Figure 10 The displayed electronic device 1000 is merely an example and should not impose any limitation on the function and use range of the embodiments of the present application.
[0173] As Figure 10 As shown, the electronic device 1000 is in the form of a general computing device. Components of the electronic device 1000 can include, but are not limited to, the at least one processing unit 1010 described above, the at least one memory unit 1020 described above, a bus 1030 that connects the different system components including the memory unit 1020 and the processing unit 1010, and a display unit 1040.
[0174] The memory unit stores program code that can be executed by the processing unit 1010 such that the processing unit 1010 performs the steps according to various exemplary embodiments of the present application described in the "Exemplary Methods" section of the present specification. For example, the processing unit 1010 can perform the steps S301 to S305 as shown in FIG. 3. Figure 3
[0175] The memory unit 1020 can include a readable medium in the form of volatile memory units such as a random access memory (RAM) 10201 and / or a cache memory unit 10202, and can further include a read-only memory (ROM) 10203.
[0176] The memory unit 1020 can further include a program / utility 10204 having a set of program modules 10205, including but not limited to, an operating system, one or more application programs, other program modules, and program data, and can include an implementation of a network environment, each or a combination of these examples.
[0177] The bus 1030 can be representative of one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, a graphics acceleration port, a processor or local bus using any of a variety of bus structures.
[0178] The electronic device 1000 can also communicate with one or more external devices 2000 such as a keyboard or a pointing device, a Bluetooth device, etc., and can also communicate with one or more devices that enable a user to interact with the electronic device 1000 and / or one or more devices (e.g., a router, a modem, etc.) that enable the electronic device 1000 to communicate with one or more other computing devices. Such communication can occur via Input / Output (I / O) interface 1050. Still yet, the electronic device 1000 can communicate with one or more networks such as a local area network (LAN), a wide area network (WAN), and / or the Internet through network adapter 1060. As depicted, network adapter 1060 communicates with the other components of the electronic device 1000 via bus 1030. It should be appreciated that although not shown, other hardware and / or software modules could be used in connection with the electronic device 1000. Such modules include, but are not limited to, microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data archival storage systems, etc.
[0179] Through the above description of the embodiments, those skilled in the art can easily understand that the example embodiments described herein can be implemented by software, or by software in combination with necessary hardware. Therefore, the technical solutions according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash disk, a mobile hard disk, etc.) or a network, and includes a number of instructions to make a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) execute the methods according to the embodiments of the present disclosure.
[0180] In addition, the above-described diagrams are only schematic illustrations of the processes included in the method according to the example embodiments of the present application, and are not intended to be limiting. It is easily understood that the processes shown in the above-described diagrams do not indicate or limit the time sequence of the processes. In addition, it is also easily understood that the processes can be executed synchronously or asynchronously, for example, in a plurality of modules.
[0181] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, such a division is not mandatory. Indeed, according to the embodiments of the present disclosure, the features and functionalities of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functionalities of one module or unit described above can be further divided into embodied by a plurality of modules or units.
[0182] Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the features disclosed herein. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.
[0183] It should be understood that the present disclosure is not limited to the precise structures herein described and illustrated in the drawings, and that various modifications and changes can be made without departing from its scope. The scope of the present disclosure is limited only by the claims that follow.
Claims
1. A game interaction control method, characterized in that, The method includes providing a graphical user interface via a terminal device, wherein the graphical user interface contains multiple selectable virtual objects. The object fill component is displayed in the graphical user interface; In response to a first triggering operation for a first virtual object among the plurality of candidate virtual objects, a first number of first virtual objects are filled into a first region of the object filling component; In response to a second triggering operation for a second virtual object among the plurality of candidate virtual objects, a second number of second virtual objects are filled into a second region of the object filling component, wherein the second virtual objects are of a different category than the first virtual objects; In response to receiving a fill end command, a target candidate virtual object is generated based on the candidate virtual objects that have been filled into the object fill component; In response to a configuration usage operation for the target candidate virtual object, a first target behavior is performed based on the target candidate virtual object.
2. The method according to claim 1, characterized in that, Displaying the object fill component in the graphical user interface includes: The plurality of candidate virtual objects are displayed in the target area of the graphical user interface; In response to a first movement operation from the target area to a non-target area, the object filling component is displayed in the graphical user interface.
3. The method according to claim 1, characterized in that, The graphical user interface is a virtual backpack interface, which contains multiple virtual objects to be selected, including: The multiple slots in the target area of the virtual backpack interface display the multiple virtual objects to be selected.
4. The method according to claim 2, characterized in that, The action of displaying the object filling component in the graphical user interface in response to a first movement operation from the target area to a non-target area includes: In response to a first movement operation of dragging a third virtual object in the target area away from the target area to the non-target area in a first direction, the object filling component is displayed in the graphical user interface; The method further includes: In response to a second movement operation that drags the third virtual object away from the target area to the non-target area in a second direction, the third virtual object is deleted from the target area; In response to a third movement operation of dragging the third virtual object from a first position to a second position within the target area, the third virtual object is displayed at the second position, and if a virtual object exists at the second position, the virtual object at the second position is displayed at the first position.
5. The method according to claim 4, characterized in that, When the third virtual object and the first virtual object are the same virtual object, the first movement operation and the first trigger operation are consecutive operations.
6. The method according to claim 3, characterized in that, The multiple slots include slots where candidate virtual objects have been placed and slots where no candidate virtual objects have been placed. The step of generating a target candidate virtual object based on the candidate virtual objects already filled into the object filling component in response to receiving a fill end command includes: In response to receiving a fill end command, the candidate virtual objects that have been filled into the object fill component are stored in the slots where no candidate virtual objects are placed.
7. The method according to claim 2, characterized in that, The method further includes: In response to a configuration usage operation for a candidate virtual object that is not populated in the object population component, a second target behavior is performed based on the candidate virtual object that is not populated in the object population component.
8. The method according to claim 1, characterized in that, The response is a first trigger operation for a first virtual object among the plurality of candidate virtual objects, filling a first number of first virtual objects in a first region of the object filling component, including: In response to a first triggering operation applied to the first virtual object, the first quantity is determined according to a preset ratio of the total number of the first virtual objects currently owned, and the first virtual objects are filled into the first area according to the first quantity; Alternatively, in response to dragging the first virtual object to a target position on the object filling component, the first region is determined based on the pre-configured initial position of the object filling component and the target position; The first quantity is determined based on the area of the first region, and the first virtual object is filled into the first region according to the first quantity.
9. The method according to claim 8, characterized in that, The total number is less than or equal to the maximum number that can be stored in the slot where the first virtual object is placed, and the maximum number of candidate virtual objects filled in the object filling component is the same as the maximum number that can be stored in the slot where the target candidate virtual object is placed.
10. The method according to claim 8, characterized in that, In response to dragging the first virtual object to the target position of the object filling component, determining the first region based on the pre-configured initial position of the object filling component and the target position includes: In response to dragging the first virtual object to the target position of the object fill component, a prefill indicator is displayed on the object fill component based on the initial position and the target position; In response to a stop drag command at the target location, the area formed by the pre-filled marker is identified as the first area.
11. The method according to claim 8, characterized in that, After determining the first number matching the first region, the method further includes: In response to the first quantity determined in the first region being greater than the total number of the first virtual objects currently possessed, the first virtual objects are filled into the first region according to the total quantity.
12. The method according to claim 1, characterized in that, The method further includes: The first region and the second region are displayed differently; The differentiated display method includes at least one of the following: Display color; Display status; Fill the image.
13. The method according to claim 1, characterized in that, The object filling component is circular in shape. The step of generating a target candidate virtual object based on the candidate virtual objects already filled into the object filling component, in response to receiving a fill end command, includes: In response to the circular object filling component presenting a closed-loop filling state, the filling end instruction is generated to generate the target candidate virtual object based on the filling end instruction.
14. The method according to any one of claims 1 to 13, characterized in that, The plurality of candidate virtual objects are plurality of candidate virtual bullets. The step of generating a target candidate virtual object based on the candidate virtual objects already filled into the object filling component in response to receiving a filling end command includes: In response to receiving a fill end command, a target candidate virtual bullet is generated in a slot where no candidate virtual object is placed, based on the candidate virtual bullets already filled into the object fill component; The step of performing a first target action based on the target candidate virtual object in response to a configuration and usage operation for the target candidate virtual object includes: In response to the configuration and use operation for the target candidate virtual bullet, the target candidate virtual bullet is equipped onto the shooting prop, and the shooting prop is controlled to perform shooting behavior based on the target candidate virtual bullet.
15. The method according to any one of claims 1-13, characterized in that, After generating the target candidate virtual object based on the candidate virtual objects already filled into the object filling component, the method further includes: The target identifier of the target candidate virtual object is displayed in the graphical user interface; The target identifier includes one or more of the following: the object identifier of the target candidate virtual object, the quantity identifier, and the component identifier of the object filling component corresponding to the target candidate virtual object; the component identifier includes at least the filling identifier of the candidate virtual object that has been filled into the object filling component.
16. A game interaction control device, characterized in that, The device provides a graphical user interface via a terminal device, the graphical user interface containing multiple selectable virtual objects, the device comprising: The component display module is configured to display object-filled components in the graphical user interface; The first object filling module is configured to execute a first trigger operation that responds to the first virtual object among the plurality of candidate virtual objects, and fills a first number of first virtual objects in the first area of the object filling component; The second object filling module is configured to execute a second triggering operation that responds to a second virtual object among the plurality of candidate virtual objects, and fills a second number of second virtual objects in a second area of the object filling component, wherein the second virtual objects are of a different category than the first virtual objects; The target object generation module is configured to generate a target candidate virtual object based on the candidate virtual objects that have been filled into the object filling component in response to receiving a fill end command. The behavior execution module is configured to execute a first target behavior based on the target candidate virtual object in response to a configuration usage operation for the target candidate virtual object.
17. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the game interaction control method according to any one of claims 1 to 15.
18. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the game interaction control method according to any one of claims 1 to 15 by executing the executable instructions.