Prop processing method and device, storage medium, electronic equipment and program product

By using a graphical user interface on the terminal device and enabling automatic operation, the tedious problem of players manually managing item storage has been solved, achieving efficient and accurate item storage and enhancing the gaming experience.

CN122006239APending Publication Date: 2026-05-12GUANGZHOU BOGUAN TELECOMM TECH LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
GUANGZHOU BOGUAN TELECOMM TECH LTD
Filing Date
2026-03-06
Publication Date
2026-05-12

AI Technical Summary

Technical Problem

In the game, when players need to store large new items into storage containers that already contain other items, they have to manually move or discard some items one by one. This process is cumbersome and inefficient, affecting the gaming experience.

Method used

The terminal device provides a graphical user interface, which displays the first game item to be picked up and the first container. In response to player operations, it displays the second container and makes it selectable. The display format is switched according to the storage space of the selected second game item. It prompts whether the remaining storage space of the first container is sufficient and automatically completes the item storage and removal operations.

Benefits of technology

The item storage process has been simplified, reducing operation time, improving item management efficiency and accuracy, and enhancing the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a method for processing props in a game. The method comprises the following steps: displaying a to-be-picked first game prop and a first container; in response to a first operation for the first game prop, displaying a second container on the graphical user interface, and configuring a selectable state for the game prop stored in the first container; in response to a selection operation for the game props stored in the first container, controlling to switch the display format of the second container according to the storage space occupied by the selected second game props so as to prompt whether the residual storage space of the first container is enough to accommodate the first game props or not through the display format of the second container; and when the residual storage space of the first container is enough to accommodate the first game prop, in response to the prop pickup instruction, storing the first game prop into the first container, and moving the second game prop out of the first container. Therefore, the operation steps of prop replacement are simplified, the operation time is shortened, and the prop management efficiency is improved.
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Description

Technical Field

[0001] This application relates to the field of game technology, specifically to a method for handling items in a game, a device for handling items in a game, a computer-readable storage medium, an electronic device, and a computer program product. Background Technology

[0002] Item management is a crucial part of the game, requiring players to frequently store, retrieve, and swap items. However, when a player intends to store a large new item into a storage container already containing other items, they typically need to manually move or discard some items one by one to create enough space for the new item. This cumbersome and inefficient process negatively impacts the player's gaming experience. Summary of the Invention

[0003] This application provides a method for handling items in a game, a device for handling items in a game, a computer-readable storage medium, an electronic device, and a computer program product. By displaying the storage space status using the display format of a second container, the difficulty of space judgment is reduced. When the space meets the conditions, new items can be stored and old items can be removed by using an item pickup command. This effectively simplifies the operation steps of item storage, reduces the player's operation time, and improves the efficiency of item management.

[0004] On one hand, embodiments of this application provide a method for handling items in a game, which provides a graphical user interface through a terminal device, the graphical user interface displaying at least a portion of a virtual scene, the method comprising: The display shows the first game item to be picked up and the first container, wherein the first container is configured with corresponding storage space, the storage space is used to store the game item, and the first game item is configured to occupy the first storage space; In response to a first operation on the first game item, a second container is displayed on the graphical user interface, and the game items stored in the first container are configured to be selectable. In response to a selection operation for a game item stored in the first container, the display format of the second container is switched according to the storage space occupied by the selected second game item, so as to indicate whether the remaining storage space of the first container is sufficient to accommodate the first game item through the display format of the second container. When the remaining storage space in the first container is sufficient to accommodate the first game item, in response to the item pickup command, the first game item is stored in the first container, and the second game item is removed from the first container.

[0005] On the other hand, embodiments of this application provide a device for handling items in a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of a virtual scene. The device includes: The first display module is used to display the first game item to be picked up and the first container, wherein the first container is configured with a corresponding storage space, the storage space is used to store the game item, and the first game item is configured to occupy the first storage space; A container display module is configured to display a second container on the graphical user interface in response to a first operation on the first game item, and to configure the game items stored in the first container to be selectable. The selection module is used to respond to the selection operation of the game props stored in the first container, and control the switching of the display format of the second container according to the storage space occupied by the selected second game prop, so as to indicate whether the remaining storage space of the first container is sufficient to accommodate the first game prop through the display format of the second container. The storage module is configured to, in response to an item pickup command, store the first game item in the first container and remove the second game item from the first container when the remaining storage space in the first container is sufficient to accommodate the first game item.

[0006] On the other hand, embodiments of this application provide a computer-readable storage medium storing a computer program adapted for loading by a processor to execute the item handling method in a game as described in any of the above embodiments.

[0007] On the other hand, embodiments of this application provide an electronic device, which includes a processor and a memory. The memory stores a computer program, and the processor executes the item handling method in a game as described in any of the above embodiments by calling the computer program stored in the memory.

[0008] On the other hand, embodiments of this application provide a computer program product, including computer instructions, which, when executed by a processor, implement the item handling method in a game as described in any of the above embodiments.

[0009] The game item handling method, device, computer-readable storage medium, electronic device, and computer program product provided in this application embodiment provide a graphical user interface through a terminal device, displaying a first game item to be picked up and a first container with storage space. In response to a first operation on the first game item, a second container is displayed, and items within the first container are set to selectable. Then, in response to a selection operation on an item within the first container, the display format of the second container is switched according to the storage space occupied by the selected second game item, thus indicating whether the remaining storage space in the first container can accommodate the first game item. Finally, when there is sufficient remaining storage space, in response to an item pickup command, the first game item is stored in the first container, and the second game item is removed. Thus, through dynamic feedback of the second container's display format, the remaining storage space status of the first container is intuitively presented. Players do not need to manually calculate or judge whether the space is sufficient, reducing the cognitive load of space management to a certain extent. Furthermore, integrating multiple discrete operations such as item selection, space judgment, and item storage into a coherent process effectively simplifies the item storage operation steps, reduces the number of operations and operation time to a certain extent, and makes the item storage process smoother and more efficient.

[0010] In addition, the terminal device automatically completes the space judgment and item removal and storage operations, effectively avoiding problems such as misjudgment of space and misselection of items that are easy to occur in manual operation. To a certain extent, it ensures the accuracy and reliability of item processing, thereby simplifying the operation process of game item storage, improving item management efficiency, and effectively improving the player's game experience. Attached Figure Description

[0011] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0012] Figure 1 This is a schematic diagram of an example game system provided in an embodiment of this application.

[0013] Figure 2 This is a flowchart illustrating a method for handling items in a game, as provided in an embodiment of this application.

[0014] Figure 3 This is a schematic diagram of a first application scenario of the item handling method in a game provided in this application embodiment.

[0015] Figure 4 This is a schematic diagram of a second application scenario of the item handling method in a game provided in the embodiments of this application.

[0016] Figure 5 This is a flowchart illustrating a method for handling items in a game, as provided in an embodiment of this application.

[0017] Figure 6 This is a flowchart illustrating a method for handling items in a game, as provided in an embodiment of this application.

[0018] Figure 7 This is a schematic diagram of a third application scenario of the item handling method in the game provided in the embodiments of this application.

[0019] Figure 8 This is a flowchart illustrating a method for handling items in a game, as provided in an embodiment of this application.

[0020] Figure 9 This is a schematic diagram of a fourth application scenario of the item handling method in the game provided in the embodiments of this application.

[0021] Figure 10 This is a schematic diagram of the fifth application scenario of the item handling method in the game provided in the embodiments of this application.

[0022] Figure 11 This is a schematic diagram of the sixth application scenario of the item handling method in the game provided in the embodiments of this application.

[0023] Figure 12 A schematic diagram of the structure of the item processing device in the game provided in the embodiments of this application.

[0024] Figure 13 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0025] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0026] This application provides a method for handling items in a game, a device for handling items in a game, a computer-readable storage medium, an electronic device, and a computer program product. Specifically, the method for handling items in a game according to this application can be executed by an electronic device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc. The terminal can also include a client, which can be a game client, browser client, instant messaging client, or mini-program, etc. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.

[0027] For example, when the item handling method in the game is executed on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present the game screen and receive commands generated by the player's actions on the game screen. The game screen may include a portion of a virtual game scene, which is a virtual world where virtual characters move. The processor is used to store the game application, run the game, generate game screens, respond to commands, and control the display of the game screen on the display screen. When the player operates the game screen through the display screen, the game screen can control the local content of the terminal device in response to the received operation commands. The terminal device can provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.

[0028] For example, when the item handling method in the game runs on a server, this method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes servers and client devices. The main body running the game application and the main body displaying the game screen are separate. The storage and execution of the item handling method in the game are completed on the server. The game screen display is completed on the client, which is mainly used for receiving and sending game data and displaying the game screen. For example, the client can be a display device with data transmission capabilities close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. When playing the game, the player operates the client to send commands to the server. The server controls the game to run according to the commands, encodes and compresses the game screen data, returns it to the client through the network, and finally, the client decodes and outputs the game screen.

[0029] It should be noted that, in this embodiment, the executing entity of the item processing method in the game can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This embodiment does not limit the type of executing entity.

[0030] It is understood that in the specific implementation of this application, user object data, context data and other related data are involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0031] For example, in conjunction with the above description, Figure 1 This application illustrates a game system 1000 for implementing a method for handling items in a game, as provided in an embodiment of this application. The game system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The user-held terminal 1001 can connect to different servers via the network. The terminal is any device with computing hardware capable of supporting and executing software applications corresponding to the game.

[0032] In the aforementioned game system 1000, terminal 1001 is used to install and run the game application. In some cases, the game application may not need to be pre-installed on terminal 1001, and players can directly access the game through a browser or other client. Players log in to the game application using their registered game account to control the virtual character corresponding to that account and participate in the game. When a player logs in to the game application, terminal 1001 sends a login request to server 1002. Server 1002 verifies the game account used by the player and determines the game mechanics corresponding to the game account based on the login request. If the verification is successful, a login success notification is returned to terminal 1001. During the player's participation in the game through the game application, terminal 1001 and server 1002 exchange data. Terminal 1001 sends various information to server 1002. Server 1002 determines the display data for terminal 1001 based on the stored game mechanics and the received information, and sends the display data back to terminal 1001 so that terminal 1001 can display the display data sent by server 1002 to the player.

[0033] In possible application scenarios, different terminals 1001 may be served by different servers 1002. Therefore, in order to distinguish the servers 1002 corresponding to different game terminals 1001, the embodiments of this application will use the terms "first" and "second" to describe them. In fact, the servers 1002 corresponding to different game terminals 1001 can be the same server 1002. Therefore, without distinguishing between "first" and "second", it can be understood that the terminals 1001 corresponding to virtual characters in the same game scene are served by the same server 1002.

[0034] Furthermore, when the game system 1000 includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network; for example, wireless networks include Wi-Fi, LAN, cellular networks, 2G, 3G, 4G, and 5G networks. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. Moreover, the system 100 can include multiple databases coupled to different servers, and can continuously store game-related information in the databases while different users are playing multiplayer games online.

[0035] It should be noted that in this embodiment, multiple terminal devices are running the same virtual game. Therefore, data interaction between the multiple terminal devices can be achieved through the virtual game's server. Thus, sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the virtual game's server, and the server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the virtual game's server, which is the data sent by terminal device 2 to the server. Alternatively, there may be no game server, and terminal device 1 directly sends game data to terminal device 2.

[0036] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system 1000 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.

[0037] It should be noted that the triggering operations mentioned in the subsequent detailed description of the item handling method in the game provided in the embodiments of this application can all be regarded as triggering operations performed by the player through a finger or by controlling a medium such as a mouse, keyboard, or stylus. The specific medium used can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, tablet, or game console, the player can operate on the touch screen using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touch screen terminal device such as a desktop computer or laptop, the player can operate using an external device such as a mouse or keyboard.

[0038] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.

[0039] In this embodiment of the application, a graphical user interface is provided through a terminal device. The graphical user interface includes at least a portion of the virtual scene and at least one virtual character.

[0040] The aforementioned virtual scene can be a game scene, which can be understood as a simulation of the real world within a game, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional virtual scenes. A virtual scene typically includes multiple scene elements, which are the various elements required to constitute the virtual scene. For example, these may include, but are not limited to, at least one of the following: virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, and virtual vegetation elements. Virtual terrain elements may include, but are not limited to, natural landforms such as land, ocean, lakes, and rivers. A virtual scene is a scenario where players control virtual characters to complete game logic.

[0041] As can be understood, a virtual character is a game character controlled by the player in a game. The player manipulates this virtual character to perform various game activities within the game environment, such as picking up items, engaging in combat, exploring, or solving puzzles. This virtual character can represent the player's image, and each virtual character can be implemented using a 3D or 2D virtual model; this embodiment does not specifically limit this. Virtual characters include, but are not limited to, at least one of the following: virtual human, virtual animal, and virtual machine.

[0042] In games where gameplay revolves around resource searching, the acquisition and management of resources directly impact a player's single-game earnings and success rate. The backpack system serves as the carrier for resource storage and management, and its design directly affects the player's gaming experience. Furthermore, due to limitations imposed by game balance design and gameplay mechanics, players' backpacks typically employ a fixed grid layout with a limited number of slots. This makes efficient use of backpack space a skill that players must master, and backpack space management has become an integral part of the gameplay.

[0043] When players need to put new items that occupy multiple slots into their nearly full backpacks, they usually have to sort through the backpack one by one, discarding or moving the existing scattered items according to the size requirements of the new item, and manually adjusting the placement of the remaining items to create consecutive empty slots that match the size of the new item. Only after confirming that the consecutive empty slots meet the storage requirements of the new item can the player drag the new item to the corresponding empty slot in the backpack to complete the storage.

[0044] However, the above-mentioned solution requires players to perform multiple drag-and-drop, selection, and confirmation operations, which takes a long time. In tense game scenarios, the lengthy operation process can easily cause players to miss opportunities to act, affecting the gameplay experience. Furthermore, when clearing backpack space, players need to decide which existing items to discard or move. The value of items in the game is usually closely related to the needs of the scene and the player's gameplay strategy. It is difficult for players to determine which existing item combinations to discard in order to maximize the preservation of the overall value of the backpack while creating the required space. This can easily lead to problems such as high-value items being mistakenly discarded or unreasonable backpack resource allocation.

[0045] Furthermore, when storing new items, players need to manually calculate the number of inventory slots occupied by each item and predict the spatial layout after the items are moved in order to piece together consecutive empty slots that meet their needs. However, when storing new items that occupy multiple slots and have irregular shapes, players need to repeatedly adjust the positions of the existing items, which increases the probability of operational errors and easily leads to the failure of storing new items. This reduces the smoothness of the game operation and weakens the player's gaming experience and willingness to participate.

[0046] Please refer to the following for the above questions. Figure 2 , Figure 3 and Figure 4 , Figure 2 This is a flowchart illustrating a method for handling items in a game, as provided in an embodiment of this application. Figure 3 and Figure 4 This is a schematic diagram illustrating an application scenario of the item handling method in a game provided in this application embodiment. It should be noted that the steps shown can be executed in a logical order different from that shown in the flowchart. The method provides a graphical user interface through a terminal device, the graphical user interface displaying at least a portion of the virtual scene, and the method includes: 210: Display the first game item to be picked up and the first container, wherein the first container is configured with corresponding storage space, the storage space is used to store game items, and the first game item is configured to occupy the first storage space; 220: In response to a first operation on a first game item, a second container is displayed on the graphical user interface, and the game items stored in the first container are configured to be selectable. 230: In response to a selection operation for a game item stored in the first container, control the switching of the display format of the second container according to the storage space occupied by the selected second game item, so as to indicate through the display format of the second container whether the remaining storage space of the first container is sufficient to accommodate the first game item; 240: When the remaining storage space in the first container is sufficient to hold the first game item, in response to the item pickup command, store the first game item in the first container and remove the second game item from the first container.

[0047] Specifically, in the process of managing game items, when players store large new items into the storage container of existing items, they need to manually move or discard items one by one to free up enough space. This process is cumbersome and inefficient, requiring players to spend a lot of time organizing items and calculating space. Furthermore, manual operation is prone to misjudging space and misselecting items, affecting item management efficiency and the player's gaming experience. Therefore, this application provides a method for handling game items. This method displays a first game item to be picked up and a first container through the graphical user interface of the terminal device. In response to the player's action on the first game item, a second container is displayed, and items in the first container are made selectable. The display format of the second container is switched according to the storage space of the selected second game item. The method also provides feedback on whether the remaining storage space in the first container can accommodate the first game item. When the space condition is met, the method responds to the item pickup command, stores the first game item in the first container, and removes the second game item. This effectively simplifies the item storage operation process and improves item management efficiency.

[0048] In some embodiments, the terminal device is an electronic device capable of running game programs, providing a graphical user interface, and receiving player operation instructions, and has the functions of data processing, graphics display, and interactive operation, such as smartphones, tablets, game consoles, etc.

[0049] In some embodiments, the graphical user interface is an interactive interface on a terminal device that presents game-related content and can display elements such as virtual scenes, game items, and storage containers.

[0050] In some embodiments, a virtual scene is a virtual environment constructed in a game, which is the space where game characters move and game items exist, and can be a simulated environment, a semi-simulated / semi-fictional environment, or a purely fictional environment.

[0051] In some embodiments, the first game item is a game item that the player wants to pick up and store in the first container, and has specific storage space requirements.

[0052] In some embodiments, the first container is a virtual carrier used to store game items in the game, and is configured with fixed storage space. In this application embodiment, it can be the target to be stored for the first game item, such as a player's backpack, storage box, or other portable or fixed storage unit.

[0053] In some embodiments, storage space is a virtual space used as a storage container to hold game items. It is measured in fixed space units and has a fixed size. Different game items will occupy different sizes of storage space.

[0054] In some embodiments, the first storage space is the storage space occupied by the first game item itself, which can be used to determine whether the first container can hold the first game item.

[0055] In some embodiments, the first operation is a preset interactive operation initiated by the player for the first game item. In this application embodiment, the first operation is an operation used to trigger the display of the second container after the game starts and to make the second game item selectable, such as long-pressing or clicking the first game item.

[0056] In some embodiments, the second container is a virtual storage container displayed by the terminal device after responding to the first operation, which can be used to provide feedback on the remaining storage space status of the first container.

[0057] In some embodiments, the selectable state is the operation state in which the original game items in the first container are configured. Game items in the selectable state can be selected by the player and will be used as items to be removed, i.e., the second game item.

[0058] In some embodiments, the selection operation is an interactive operation initiated by the player for an item in a selectable state within the first container, used to select the item to be removed, such as clicking, checking, or other operations.

[0059] In some embodiments, the second game item is a game item that the player selects from the first container and needs to remove.

[0060] In some embodiments, the display format is the presentation of the second container in the graphical user interface, including color, style, effects, etc., and different display formats correspond to different remaining storage space states of the first container.

[0061] In some embodiments, the remaining storage space is the storage space that the first container can use to hold the first game item.

[0062] In some embodiments, the item pickup instruction is an instruction that can trigger the terminal device to perform the first game item storage and the second game item removal operations, and can be generated by a specific operation of the player.

[0063] To more clearly illustrate the item handling method in the game provided in the embodiments of this application, please also refer to... Figure 3 and Figure 4 And the following exemplary description, namely: When the terminal device runs the game, it provides the player with a graphical user interface 300, which displays at least a portion of the game's virtual scene. The graphical user interface 300 also displays a first game item 311 to be picked up by the player and a first container 320 for storing the item. The first container 320 is equipped with storage space for storing various game items.

[0064] In some embodiments, the first game item 311 is typically pre-set to occupy a fixed size of first storage space. Players can view information about the item to be operated, i.e., the first game item 311, and the target storage container, i.e., the first container 320, through the graphical user interface 300.

[0065] Next, when the player initiates a preset first operation on the first game item 311 in the graphical user interface 300, the terminal device responds to the first operation, displays the second container 330 in the graphical user interface 300, and configures all the game items 321, 322, 323, and 324 originally stored in the first container 320 to be selectable. At this time, the player can select the items 321, 322, 323, and 324 in the first container 320, and select the second game items 321 and 322 that need to be removed.

[0066] Subsequently, the terminal device responds to the player's selection of items within the first container 320. After the player selects some of the second game items 321 and 322, the terminal device automatically obtains the storage space occupied by the selected second game items 321 and 322, determining the remaining storage space in the first container 320. Based on the comparison between the remaining storage space and the first storage space required by the first game item 311, the terminal device controls the switching of the display format of the second container 330. By using different display formats, the terminal device prompts the player whether the remaining storage space in the first container 320 can accommodate the first game item 311, allowing the player to quickly determine the space status without manual calculation.

[0067] Finally, when the terminal device determines that the remaining storage space of the first container 320 is sufficient to accommodate the first game item 311, the relevant operation initiated by the player will trigger the item pickup command. The terminal device responds to the item pickup command and automatically stores the first game item 311 into the storage space of the first container 320. At the same time, it removes the second game items 321 and 322 previously selected by the player from the first container 320, thus completing the pickup of the first game item 311.

[0068] Thus, in this embodiment, a graphical user interface is provided by the terminal device, displaying a first game item to be picked up and a first container with storage space. In response to a first operation on the first game item, a second container is displayed, and the item within the first container is set to selectable. Then, in response to a selection operation on the item within the first container, the display format of the second container is switched according to the storage space occupied by the selected second game item, thereby indicating whether the remaining storage space in the first container can accommodate the first game item. Finally, when there is sufficient remaining storage space, in response to an item pickup command, the first game item is stored in the first container, and the second game item is removed. Thus, through the dynamic feedback of the second container's display format, the remaining storage space status of the first container is intuitively presented. Players do not need to manually calculate and judge whether the space is sufficient, which reduces the cognitive load of space management to a certain extent. Furthermore, integrating multiple discrete operations such as item selection, space judgment, and item storage into a coherent process effectively simplifies the item storage operation steps, reduces the number of operations and operation time to a certain extent, and makes the item storage process smoother and more efficient.

[0069] In addition, the terminal device automatically completes the space judgment and item removal and storage operations, effectively avoiding problems such as misjudgment of space and misselection of items that are easy to occur in manual operation. To a certain extent, it ensures the accuracy and reliability of item processing, thereby simplifying the operation process of game item storage, improving item management efficiency, and effectively improving the player's game experience.

[0070] Please refer to it again. Figure 3 In some embodiments provided in this application, the first game item is stored in a third container, and thus step 210 above includes: displaying the first container and the first game item to be picked up located in the third container.

[0071] Specifically, in the game item pickup and storage process, the specific storage medium and display method of the item to be picked up are not clearly defined. This forces players to search for the first game item to be picked up and the first container where the target is stored in a scattered manner within the virtual scene. The operation path is not coherent, and players find it difficult to directly establish the association between the item to be picked up and the target container. This results in poor continuity of item pickup and storage operations, increases the complexity of player operations, and affects the efficiency of item processing and the player's gaming experience. Based on this, in some embodiments provided in this application, the first game item that the player wants to pick up can be understood as an item stored in a third container. Then, the electronic device can simultaneously display the first container and the first game item to be picked up located in the third container on the graphical user interface, establishing the association between the item to be picked up and the target container. This allows players to know the source of the item and its storage target, simplifies the operation and improves the continuity and efficiency of item processing.

[0072] In some embodiments, the third container is a specific virtual storage medium in the game virtual scene used to pre-store the first game item. It is the storage space for the first game item before it is picked up. It is independent of the first container and can be visualized on the graphical user interface. For example, treasure chests, supply boxes, and pickup containers.

[0073] In some embodiments, the pending state is when the first game item is in a state that can be obtained by the player. The player can trigger the subsequent item processing flow through a specific operation. The first game item in the pending state is still stored in the third container and has not entered the first container. It needs to be transferred through subsequent operations.

[0074] To more clearly illustrate the item handling method in the game provided in the embodiments of this application, please refer to... Figure 3 And the following exemplary description, namely: When a player triggers the item handling process, the terminal device displays at least a portion of the virtual scene through the graphical user interface 300, simultaneously displaying the first game item 311 to be picked up and the first container 320. Since the first game item 311 is pre-stored in the third container 310, the terminal device will simultaneously present the first container 320 and the third container 310 on the graphical user interface 300, and mark the first game item 311 in the third container 310 as being in a state to be picked up.

[0075] Players can intuitively see the overall status of the first container 320 and the specific situation of the first game item 311 in the third container 310 through the graphical user interface 300, without having to search for the item to be picked up in the virtual scene, and can intuitively know the source of the item.

[0076] Thus, in this embodiment, the first game item is clearly stored in the third container, and the first container and the first game item to be picked up within the third container are displayed. This determines the storage medium of the first game item to be picked up and achieves synchronous visualization of the first and third containers. Compared to the solution where players need to search for the item to be picked up and the target storage container in a virtual scene, this allows players to directly view the specific storage location of the first game item to be picked up on the graphical user interface, establishing a connection between the item to be picked up and the target storage container. This effectively reduces the number of steps players need to repeatedly search for items and target storage containers in a virtual scene, enabling players to quickly locate the object to be processed. This reduces the cognitive judgment cost of the item's source and storage target to a certain extent, improves the continuity and smoothness of the item processing flow, and thus improves the operational efficiency of item processing and the player's gaming experience to a certain extent.

[0077] In some embodiments provided in this application, the third container is located in a virtual scene. Therefore, step 240 includes: when the remaining storage space of the first container is sufficient to accommodate the first game item, in response to an item pickup command, storing the first game item in the third container into the first container and storing the second game item in the first container into the third container; or, when the remaining storage space of the first container is sufficient to accommodate the first game item, in response to an item pickup command, storing the first game item in the third container into the first container and moving the second game item in the first container from the first container into the virtual scene.

[0078] Specifically, when a player stores a new item (the first game item) into a storage container (the first container), the old item (the second game item) that is removed is usually discarded. There's no way to choose different handling methods based on the item's value and game requirements, leading to wasted item resources or failure to meet the item reuse needs in specific game scenarios. Therefore, in some embodiments provided in this application, by offering two removal paths for the second game item, when the remaining storage space in the first container is sufficient to hold the first game item, the second game item is transferred to a third container or placed in the virtual scene in response to an item pickup command. This allows for flexible selection of the second game item removal method, adapting to different game needs.

[0079] To more clearly illustrate the item handling method in the game provided in this application's embodiments, please refer to the following exemplary description: After the terminal device determines that the remaining storage space in the first container is sufficient to accommodate the first game item, the player triggers an item pickup command. The terminal device responds to the item pickup command by performing item storage and removal operations. Since the first game item is stored in the third container, the terminal device first retrieves the first game item from the third container and stores it in the first container.

[0080] In some embodiments, before storing the items in the first container, the terminal device first automatically rearranges the remaining game items in the first container, i.e., the items that were not selected and removed from the first container. The terminal device intelligently adjusts the positions of the remaining items according to the storage space layout rules of the first container, eliminating scattered empty spaces and making the items more orderly. Simultaneously, it ensures that a continuous and matching target area of ​​the first game item's storage space is freed up. The first game item is then stored in the target area, achieving orderly storage of the first game item.

[0081] Meanwhile, for the second game item selected in the first container, two processing methods are typically provided for either the terminal device to execute by default or for the player to choose: The first method involves removing the second game item from the first container and storing it in the third container. This allows the third container to temporarily or permanently store the second game item, which the player can later retrieve by operating the third container.

[0082] In some embodiments, when the second game item is stored in the third container, the terminal device will automatically rearrange the existing items in the third container, adjust the storage position of all items according to the spatial layout logic of the third container, allocate appropriate space for the newly stored second game item, and ensure that the items in the third container are arranged in an orderly manner and the space is used reasonably.

[0083] The second method involves removing the second game item from the first container and placing it directly in a suitable location within the virtual scene. The placement of the second game item in the virtual scene can be determined based on the terrain, rules, or player operating habits of the virtual scene, making the second game item an independent interactive element in the virtual scene and enabling the rapid release of the item.

[0084] In some embodiments, after the second game item is removed from the first container, the remaining items inside the first container can be automatically rearranged by the terminal device to fill the empty space caused by the removal of the second game item, maintain the regularity of the item layout in the first container, and avoid storage waste caused by scattered empty space.

[0085] Thus, in this embodiment, when the remaining storage space of the first container is sufficient to accommodate the first game item, in response to the item pickup command, the first game item in the third container is stored in the first container, while the second game item in the first container is stored in the third container or moved to the virtual scene. This achieves the swap storage of the first and second game items and the diversified removal processing of the second game item. Compared to the solution where players can only discard the removed items, this provides players with two different ways to handle the second game item, allowing players to choose according to the needs of the game scene and the value of the item itself. This improves the flexibility of item handling and the rationality of resource management to a certain extent, optimizes the efficiency of item resource utilization in the game, and both processing methods are completed synchronously with the storage operation of the first game item, without requiring players to perform additional step-by-step operations. This reduces the operation steps and time costs of item handling to a certain extent, ensures the continuity of the item swapping process, and thus improves the player's game experience in the item management stage to a certain extent.

[0086] Please refer to the embodiments provided in this application as well. Figure 3 and Figure 5 , Figure 3 This is a flowchart illustrating a method for handling items in a game, provided in an embodiment of this application. It should be noted that the steps shown may be executed in a logical order different from that shown in the flowchart. Step 220 includes: 221: In response to a first action on a first game item in a third container, control the display of a second container at a location outside the first container on the graphical user interface.

[0087] Specifically, after a player triggers the first action, the display position of the second container is not fixed, which can easily lead to visual overlap. This makes it difficult for the player to clearly see the status of the items in the first container, making it difficult to accurately select the second game item to be moved, thus affecting the accuracy of operation and the efficiency of item processing. Therefore, in some embodiments provided in this application, the display position of the second container is limited to an area outside the first container. By optimizing the display layout of the second container, problems such as false responses from the terminal device and obstruction of graphical user interface elements are effectively avoided. This optimizes the interface layout of the graphical user interface, improves the accuracy of operation and the visual effect of the interface, and ensures the smooth operation of the item processing flow.

[0088] To more clearly illustrate the item handling method in the game provided in the embodiments of this application, please refer to... Figure 3 And the following exemplary description, namely: When a player needs to interact with the first game item 311, they must perform a first operation on the first game item 311 in the third container 310 using preset interaction methods such as long press or click. The terminal device responds to the operation command by recognizing the triggering object of the first operation, namely the first game item 311 in the third container 310, effectively avoiding erroneous responses caused by ambiguity of the operation object.

[0089] Upon responding to the first operation, the terminal device displays the second container 330 on the graphical user interface 300, strictly limiting the display position of the second container 330 to outside the first container 320. This layout design effectively ensures that the first container 320 and the second container 330 are independent of each other on the graphical user interface 300, preventing visual overlap or obstruction. This allows players to clearly distinguish between the first container 320 and the second container 330, as well as the game items within them, providing reliable visual conditions for subsequent operations such as selecting the second game items 321 and 322 within the first container 320 and determining spatial status.

[0090] Thus, in this embodiment, in response to a first operation on the first game item in the third container, the second container is displayed outside the first container on the graphical user interface. This limits the triggering object of the first operation and rationally plans the display position of the second container. Compared to a solution where the display position of the second container is not clearly defined, resulting in overlap and obstruction with the first container, this allows the terminal device to only respond to the first operation on the first game item in the third container. This effectively avoids accidental initiation of the process caused by irrelevant operations, improves the accuracy and reliability of the item processing process triggering, and reduces process interference caused by invalid operations to a certain extent. At the same time, displaying the second container outside the first container avoids the problem of overlapping and obstruction of interface elements to a certain extent, allowing players to clearly see the status of all items in the first container. This ensures the intuitiveness and accuracy of subsequent item selection operations, reduces the probability of operation misjudgment caused by interface obstruction, and thus improves the smoothness of the item processing process and the player's game interaction experience to a certain extent.

[0091] Please refer to the embodiments provided in this application as well. Figure 3 , Figure 6 and Figure 7 , Figure 6 This is a flowchart illustrating a method for handling items in a game, as provided in an embodiment of this application. Figure 7 This is a schematic diagram illustrating an application scenario of the item handling method in a game provided in this application embodiment. It should be noted that the steps shown can be executed in a logical order different from that shown in the flowchart. Step 221 includes: 2211: Controls the display of the second container by showing the location of the first game item in the third container; or, 2212: Controls the display of the second container in a location other than the first and third containers.

[0092] Specifically, the second container may randomly appear at any location outside the first container. If the display location is unrelated to the third container and the first game item, players will find it difficult to quickly establish an operational association between the second container and the item to be picked up, increasing the cognitive cost of the operation. If the display location is unreasonable, it may also obscure other key elements or interface information in the virtual scene, causing players to miss important game content, affecting the smoothness of operation and the readability of the interface, and reducing the efficiency of item handling. Based on this, in some embodiments provided in this application, two specific display locations of the second container outside the first container are specified: one is to display it at the location of the first game item in the third container, and the other is to display it at a location outside the first and third containers. By choosing between these two display locations, the correlation of the operation logic is strengthened, the rationality of the interface layout is ensured, different game scenarios and interface requirements are adapted, and the intuitiveness of operation and the readability of the interface are improved.

[0093] To more clearly illustrate the item handling method in the game provided in the embodiments of this application, please also refer to... Figure 3 , Figure 7 And the following exemplary description, namely: After responding to the first operation on the first game item 311 in the third container 310, the terminal device displays the second container 330 in accordance with the rule that the second container 330 is displayed outside the first container 320.

[0094] In some embodiments, when displaying the second container 330, two location options are typically provided for automatic adaptation by the terminal device or preset by the game rules: Please see Figure 7 The first location selection is as follows: the terminal device locates the specific location of the first game item 311 in the third container 310, and displays the second container 330 near or directly overlaid on the location of the first game item 311, so that the second container 330 and the first game item 311 to be picked up are associated on the graphical user interface 300, and the player can intuitively perceive the operational association between the second container 330 and the first game item 311.

[0095] Please see Figure 3 The second position selection is as follows: the terminal device delineates an independent blank area or auxiliary operation area outside the first container 320 and the third container 310 on the graphical user interface 300, and displays the second container 330 in the independent blank area or auxiliary operation area to ensure that the second container 330 does not obscure the prop information in the first container 320 and the third container 310 or cover other elements in the virtual scene, and maintains the neatness and clarity of the layout of the graphical user interface 300.

[0096] Finally, the game items stored in the first container 320 are configured to be selectable, allowing players to select the second game items 321 and 322 to be removed in a neat and clear interface layout.

[0097] Thus, in this embodiment, the second container is displayed either at the location of the first game item in the third container or at a location outside the first and third containers. This achieves two layout designs for the second container's display position outside the first container. Compared to a solution where the second container is only limited to outside the first container, which is prone to display positions that are unrelated to the operation object or obscure other elements of the virtual scene, this provides two position options for the display of the second container to adapt to different game interface requirements. This allows the display of the second container to be associated with the first game item to be picked up, or to be displayed independently without interfering with other elements of the interface. This effectively improves the rationality of the interface layout and the relevance of the operation, reduces the player's cognitive cost to a certain extent, and enables the player to quickly establish the operation correspondence between the second container and the first game item. It also effectively avoids the problem of missing operation information caused by the obstruction of interface elements, and to a certain extent ensures the integrity of the visual information of the interface during item handling. This allows game interfaces with different item distributions and scene information to adapt to a reasonable second container display method, thereby improving the smoothness of item handling operations and the player's game interaction experience to a certain extent.

[0098] Please refer to the embodiments provided in this application as well. Figure 8 and Figure 9 , Figure 8 This is a flowchart illustrating a method for handling items in a game, as provided in an embodiment of this application. Figure 9 This is a schematic diagram illustrating an application scenario of the item processing method in a game provided in this application embodiment. It should be noted that the steps shown can be executed in a logical order different from that shown in the flowchart. Specifically, the item processing method further includes: 250: In response to a selection operation for a game item stored in the first container, control the display of the item identifier corresponding to the selected second game item in the second container, and / or control the configuration of the storage space occupied by the selected second game item in the first container as selected.

[0099] Specifically, after selecting a second game item, players cannot confirm the type and location of the selected item, easily leading to misselection, omission, or duplicate selection. When the first container contains a large number and variety of items, players need to repeatedly check the selected items, increasing cognitive and time costs, affecting the accuracy and smoothness of item selection, and reducing item processing efficiency. Therefore, in some embodiments provided in this application, after the player performs a selection operation, the terminal device displays the item identifier corresponding to the selected second game item in the second container, and / or marks the storage space occupied by the second game item in the first container. Through clear visual cues, players grasp the information of the selected item, avoiding misoperation and improving the accuracy and smoothness of item selection.

[0100] In some embodiments, the selection operation is an interactive action initiated by the player for a game item in a selectable state within the first container, used to select a second game item that needs to be removed, and may be a click, a checkmark, etc.

[0101] In some embodiments, the item identifier is a visual element used to uniquely identify the selected second game item, which may be an item icon, name, thumbnail, etc., enabling players to identify the type of selected item.

[0102] In some embodiments, the selected state is a special visual state presented by the storage space occupied by the selected second game item in the first container. This state can be a highlighted border, color filling, etc., used to indicate to the player that the item in the storage space occupied by the second game item has been selected and is to be removed.

[0103] To more clearly illustrate the item handling method in the game provided in the embodiments of this application, please refer to... Figure 9 And the following exemplary description, namely: The player performs a first operation on the first game item 311. The terminal device responds to the first operation, displays the second container 330 on the graphical user interface 300, and configures the game items stored in the first container 320 to be selectable, preparing for the player's selection operation.

[0104] When the player selects a game item within the first container 320 and chooses the second game item 321 to be removed, the terminal device initiates the visual feedback process: The first feedback method is as follows: the terminal device controls the display of the item identifier corresponding to the selected second game item 321 in the second container 330. If the player selects multiple second game items 321 and 322, the exclusive identifier of each item will be displayed in the second container 330 in turn, realizing the centralized visual display of the selected items, so that the player can quickly check the type and quantity of the selected items.

[0105] The second feedback method is as follows: The terminal device controls the storage space occupied by the selected second game item 321 in the first container 320 to be in a selected state. Through visual markers such as highlighted borders and special color fills, the device prompts the player that the items in the storage space occupied by the second game items 321 and 322 have been selected. This allows the player to quickly locate the selected item in the first container 320 and avoid duplicate selection or omission of unselected items.

[0106] In actual gameplay, players can confirm the type and location of the selected second game items 321 and 322 through one or two of the above feedback methods, based on their own operating habits and game scenario requirements, without the need for additional verification.

[0107] Thus, in this embodiment, in response to the selection operation of game items stored in the first container, the item identifier corresponding to the selected second game item is displayed in the second container, and / or the storage space occupied by the selected second game item in the first container is configured as a selected state. This achieves dual visual feedback after the player selects the second game item. Compared to the previous solution where there was no clear visual prompt after the player selected an item, requiring repeated checks to confirm the type and location of the selected item, which was prone to misselection, omission, and duplicate selection, the solution allows the player to intuitively and clearly confirm the relevant information of the selected second game item from two dimensions: the item identifier and the selected state of the storage space. This effectively reduces the operational cost and cognitive burden of the player in checking the selected item, thereby improving the accuracy and efficiency of the item selection operation to a certain extent. It effectively avoids subsequent process deviations caused by item selection errors, ensures the accuracy of item processing, and enables the player to quickly lock the selected item even when there are many and varied items in the first container. This effectively improves the smoothness of the operation during item processing and the player's game interaction experience.

[0108] In some embodiments provided in this application, the second container is configured with a corresponding storage space, and the size of the storage space corresponding to the second container is at least the same as the size of the first storage space.

[0109] Specifically, during item processing, the storage space of the second container may be smaller than the first storage space of the first game item, making it unable to meet the item processing requirements. For example, when the total space occupied by the second game item selected by the player is close to or equal to the first storage space, the second container may be unable to fully accommodate the relevant item identifiers due to insufficient capacity. This can lead to problems such as the failure of space judgment logic and the inability to display selected items correctly, affecting the accuracy of item selection and the smoothness of subsequent processes, thus reducing item processing efficiency. Based on this, in some embodiments provided in this application, the second container is configured with corresponding storage space, and the size of the storage space is at least the same as the first storage space of the first game item. This ensures that the second container can stably handle functions such as item selection and space judgment by guaranteeing its minimum capacity, avoiding interruptions or functional failures in the item processing process due to insufficient capacity, and improving the stability and reliability of the item processing solution.

[0110] To more clearly illustrate the item handling method in the game provided in this application's embodiments, please refer to the following exemplary description: When a player performs a first action on a first game item, and the terminal device responds by displaying a second container on the graphical user interface, the second container is configured with corresponding storage space based on the first game item's first storage space size. This ensures that the second container's storage space is not less than the first storage space. For example, if the first game item's first storage space is 4 space units (2×2 grid size), then the second container's storage space must be at least 4 space units. This ensures that when the player selects a second game item, the second container can accommodate a sufficient number of item icons or temporarily store the selected item. It also provides a reliable capacity basis for determining the remaining storage space in the first container based on the size of the space occupied by the second game item, avoiding problems such as insufficient capacity in the second container leading to the inability to fully display the selected item or the failure of the space judgment logic.

[0111] Simultaneously, the terminal device configures the game items stored in the first container to be selectable. Players can perform a selection operation on the items in the first container, choosing the second game item to be removed. The terminal device determines the remaining storage space in the first container based on the storage space occupied by the selected second game item, and controls the switching of the display format of the second container to indicate whether the remaining storage space in the first container is sufficient to accommodate the first game item.

[0112] Understandably, since the storage space of the second container is at least the same as that of the first storage space, even if the total space occupied by the second game item selected by the player reaches or approaches that of the first storage space, the second container can stably carry information such as the relevant item identifier and space calculation results, and there will be no functional abnormalities caused by insufficient capacity.

[0113] Thus, in this embodiment, a corresponding storage space can be configured for the second container, and the size of the storage space corresponding to the second container is at least the same as the size of the first storage space. This achieves the limitation of the storage space capacity of the second container. Compared with the solution where the second container has no explicit storage space capacity requirement, which is prone to having a capacity smaller than the first storage space and thus unable to support the selection of props, resulting in the incomplete display of the selected prop icon, the second container is set with a minimum capacity standard that matches the first game prop. This ensures that the second container can stably support the relevant icons of the selected second game prop and various data for space calculation, effectively guaranteeing the functional stability of the prop selection and space judgment stages. To a certain extent, it avoids process interruption or operation failure caused by insufficient container capacity. When players select multiple second game props to free up corresponding space, the second container can always normally provide relevant information. At the same time, it allows the terminal device to accurately calculate the remaining storage space and smoothly switch the display format based on sufficient capacity, thereby ensuring the continuity and accuracy of the prop processing process to a certain extent, and effectively improving the smoothness of prop processing operations and the stability of game interaction.

[0114] In some embodiments provided in this application, the first container includes occupied storage space and free storage space, and the remaining storage space of the first container is the sum of the storage space occupied by the selected second game item and the free storage space.

[0115] Specifically, players typically only consider the free storage space within the first container as usable space, neglecting the storage space freed up by removing the second game item. This leads to inaccurate space assessment, failing to fully utilize the storage potential of the first container, affecting the rationality and efficiency of item storage, and increasing the player's operational burden. Therefore, in some embodiments provided in this application, the remaining storage space of the first container is defined as the sum of the storage space occupied by the selected second game item and the free storage space. By comprehensively calculating the usable space resources within the first container, the accuracy of space assessment is improved, ensuring that the first game item can be successfully stored under reasonable planning, avoiding item waste and operational redundancy.

[0116] In some embodiments, the occupied storage space is the portion of the space within the first container that has been actually occupied by various game props. The occupied storage space is occupied by existing props and cannot be directly used to store new props. Its size is consistent with the preset storage space of the props it carries.

[0117] In some embodiments, the free storage space is the portion of the space within the first container that is not occupied by any game items. The free storage space is in an idle state and can be directly used to store new items.

[0118] In some embodiments, the remaining storage space is the total space within the first container that can be used to accommodate the first game item, consisting of free storage space and storage space occupied by the selected second game item, and can be used to determine whether the first container has the conditions to store the first game item.

[0119] To more clearly illustrate the item handling method in the game provided in this application's embodiments, please refer to the following exemplary description: The player performs a first operation on the first game item, and the terminal device responds to the first operation by displaying a second container on the graphical user interface and configuring the game items stored in the first container to be selectable. The player can then perform a selection operation on the items in the first container to select the second game item that needs to be removed.

[0120] When the terminal device receives the player's selection operation and calculates the remaining storage space of the first container, it no longer limits itself to the free storage space, but comprehensively considers two space data in the first container: One is the storage space occupied by the selected second game item. The storage space occupied by the second game item will be released when the second game item is removed. The other item is the size of the free storage space within the first container that is not currently occupied by any items.

[0121] The terminal device sums the two spatial data points mentioned above to obtain the remaining storage space of the first container, which is the total space actually available to accommodate the first game item. This is used as the basis for determining whether the first container can accommodate the first game item. For example, if the first container has 2 free storage slots, and the second game item selected by the player occupies 4 slots, then the remaining storage space of the first container is 6 slots. If the first game item has 5 storage slots, then it is determined that the remaining storage space is sufficient to accommodate the first game item.

[0122] Thus, in this embodiment, the remaining storage space of the first container is defined as the sum of the storage space occupied by the selected second game item and the free storage space. This achieves accurate quantitative calculation of the remaining storage space of the first container. Compared to considering free storage space as the remaining usable space and ignoring the scheme of releasing occupied storage space by removing items, the calculation of the remaining storage space can comprehensively consider all usable space resources in the first container, effectively improving the accuracy and rationality of the space judgment result. To a certain extent, it avoids the problem of excessive item discarding or storage failure due to space misjudgment, so that players do not need to discard more items to store the first game item, effectively reducing the waste of item resources. At the same time, it enables the terminal device to complete the subsequent switching of the display format of the second container based on reliable remaining storage space data, providing players with real and reliable space status prompts, making the player's item selection operation more targeted, and thus ensuring the accuracy of space judgment in the item processing process to a certain extent, effectively improving the efficiency of item management and the rationality of resource utilization.

[0123] In some embodiments provided in this application, step 230 includes: determining the remaining storage space of the first container based on the storage space occupied by the selected second game item and the free storage space; if the remaining storage space is less than the first storage space, controlling the second container to display in a first display format; if the remaining storage space is greater than or equal to the first storage space, and the storage space occupied by the selected second game item is less than the first storage space, controlling the second container to display in a second display format; and if the remaining storage space is greater than the first storage space, and the storage space occupied by the selected second game item is greater than or equal to the first storage space, controlling the second container to display in a third display format.

[0124] Specifically, the second container can only provide basic feedback on whether the first container has enough remaining storage space to store the first game item, but it cannot convey more detailed information about the space. For example, players cannot know whether there is enough storage space available or whether the storage space occupied by the selected second game item has reached the storage space of the first container. This makes it difficult for players to quickly adjust their selection strategy, affecting operational efficiency and increasing unnecessary cognitive load.

[0125] Based on this, in some embodiments provided in this application, the display format of the second container can be divided. According to the size relationship between the remaining storage space and the first storage space, and the size relationship between the storage space occupied by the selected second game item and the first storage space, three different display formats can be set to realize multi-dimensional feedback of the space status, help players quickly judge the current space situation, adjust the selection operation in time, and improve the efficiency and rationality of item processing.

[0126] In some embodiments, the first display format is the visualization style presented by the second container when the remaining storage space of the first container is less than the first storage space of the first game item. It may be a specific color such as white, a border style or special effects, used to prompt the player that there is not enough space and the first game item cannot be accommodated.

[0127] The second display format is the visual style when the remaining storage space of the second container in the first container is greater than or equal to the first storage space, and the storage space occupied by the selected second game item is less than the first storage space. It can be a specific color such as orange, a border style, or special effects, used to indicate to the player that there is enough space and that more second game items can be selected.

[0128] The third display format is the visual style when the remaining storage space of the second container is greater than the first storage space, and the storage space occupied by the selected second game item is greater than or equal to the first storage space. It can be a specific color such as green, a border style or special effects, used to indicate to the player that there is enough space and that the space occupied by the selected second game item has met or exceeded the first storage space.

[0129] To more clearly illustrate the item handling method in the game provided in this application's embodiments, please refer to the following exemplary description: The player performs a first action on the first game item. The terminal device responds to the first action by displaying a second container on the graphical user interface and configuring all game items stored in the first container to be selectable, allowing the player to choose an item. After the player selects a second game item from the game items in the first container, the terminal device determines the remaining storage space in the first container based on the storage space occupied by the selected second game item and the free storage space in the first container.

[0130] Subsequently, the terminal device compares the remaining storage space with the first storage space of the first game item, and at the same time compares the storage space occupied by the selected second game item with the first storage space. Based on the different comparison results, it controls the second container to switch to the corresponding display format, thereby providing feedback to the player on the current space utilization status.

[0131] When the remaining storage space is less than the first storage space, it indicates that even if all the selected second game items are moved out of the first container, the freed storage space combined with the original free storage space is still insufficient to meet the storage needs of the first game items. The terminal device will control the second container to display in the first display format to convey a clear signal to the player that the storage space is insufficient, prompting the player to continue to select more second game items or change to other item storage strategies.

[0132] When the remaining storage space is greater than or equal to the first storage space, and the storage space occupied by the selected second game item is less than the first storage space, it indicates that the currently available remaining storage space can accommodate the first game item. However, this storage process will occupy the originally reserved free space in the first container. At this time, the terminal device will control the second container to display in a second display format to remind the player. For example, if the first game item occupies 4 storage spaces, the first container has 3 free storage spaces, and the second game item selected by the player occupies 2 storage spaces, then there are 5 remaining storage spaces that can accommodate the first game item. However, the storage process will occupy the originally reserved 2 free storage spaces to indicate to the player that the first game item can be successfully stored. At the same time, it will consume the storage spaces originally reserved for subsequent competition to pick up high-value resources, allowing the player to choose whether to stop selecting the second game item based on actual needs.

[0133] When the remaining storage space is greater than the first storage space, and the storage space occupied by the selected second game item is greater than or equal to the first storage space, it indicates that the currently available remaining storage space is not only sufficient to accommodate the first game item, but storing the first game item will not occupy any of the originally reserved free slots in the first container. It will only occupy the storage space released after the selected second game item is removed, without affecting the player's originally reserved free slots. At this time, the terminal device will control the second container to display in a third display format, clearly indicating to the player that the current item selection has met the storage requirements, and there is no need to select any more second game items.

[0134] Thus, in this embodiment, the remaining storage space of the first container can be determined based on the storage space occupied by the selected second game item and the free storage space. When the remaining storage space is less than the first storage space, the second container is controlled to display in a first display format. When the remaining storage space is greater than or equal to the first storage space and the storage space occupied by the selected second game item is less than the first storage space, the second container is controlled to display in a second display format. When the remaining storage space is greater than the first storage space and the storage space occupied by the selected second game item is greater than or equal to the first storage space, the second container is controlled to display in a third display format. This achieves layered visual feedback on the remaining storage space status of the first container. Compared to a simple solution that indicates whether the remaining storage space is sufficient, this allows players to... By using different display formats of the second container, players can intuitively and accurately understand the matching relationship between the remaining storage space of the first container and the storage space required by the first game item, as well as the storage space occupied by the selected second game item. This effectively reduces the cost for players to judge the space status and improves the efficiency and targeting of item selection operations to a certain extent. Players can quickly determine whether they need to continue selecting the second game item without manual calculation, avoiding invalid selection operations. At the same time, the terminal device can automatically switch the display format based on reliable space judgment, which to a certain extent ensures the timeliness and accuracy of space status prompts, improves the accuracy of space judgment in the item processing flow, and thus improves the smoothness of item management and the player's game interaction experience to a certain extent.

[0135] In some embodiments provided in this application, please refer to Figure 10 , Figure 10 This is a schematic diagram illustrating an application scenario of the item handling method in a game provided in this application. The item handling method further includes: when the remaining storage space of the first container is sufficient to accommodate the first game item, associating the second container with a target control; and in response to a trigger operation on the target control, controlling the generation of an item pickup command.

[0136] Specifically, during gameplay, players often struggle to determine when to perform a pickup action, leading to accidental triggering of irrelevant commands or delayed actions. This affects the consistency and efficiency of item handling, ultimately reducing the gaming experience. Therefore, in some embodiments provided in this application, when the remaining storage space of the first container is sufficient to hold the first game item, the terminal device associates it with a second container to display a target control. Players can then trigger this target control to generate item pickup commands, enabling them to identify the optimal timing and improving the consistency and accuracy of item handling.

[0137] In some embodiments, the target control is a visual interactive element displayed in the second container when the remaining storage space in the first container is sufficient to hold the first game item, for example... Figure 10In the form of a replacement button, etc.

[0138] In some embodiments, the triggering operation is an interactive action initiated by the player on the target control, used to activate the function of the target control and trigger the terminal device to generate an item pickup instruction, such as clicking or long-pressing the target control.

[0139] To more clearly illustrate the item handling method in the game provided in this application's embodiments, please refer to the following exemplary description: The terminal device monitors the remaining storage space of the first container 320 in real time. When the terminal device determines that the remaining storage space of the first container 320 is sufficient to accommodate the first game item 311, it automatically associates the target control with the second container 330 on the graphical user interface 300. Figure 10 The target control is displayed adjacent to or overlapping the second container 330, ensuring that players can quickly associate the target control with the current item processing flow and intuitively understand the function and purpose of the target control.

[0140] When a player confirms the need to pick up the first game item 311 and store it in the first container 320, the target control can be triggered through preset interactive methods such as clicking or long-pressing. The terminal device responds to this triggering operation in real time and generates an item pickup command.

[0141] Finally, the terminal device responds to the item pickup command, stores the first game item 311 into the first container 320, and removes the selected second game items 321 and 322 from the first container 320.

[0142] Thus, in this embodiment, when the remaining storage space of the first container is sufficient to accommodate the first game item, the target control can be displayed in the second container. In response to a trigger operation on the target control, an item pickup command is generated. This establishes the operation entry point and trigger logic for generating the item pickup command. Compared to solutions where players struggle to intuitively judge the timing of operations and are prone to accidentally triggering irrelevant commands, displaying the target control in the second container provides a fixed operation entry point for generating the item pickup command. This allows players to quickly identify when an item pickup operation can be performed, effectively reducing the cognitive cost of the operation and improving the accuracy and efficiency of item pickup command generation to a certain extent. Furthermore, by associating the trigger operation of the target control with the space judgment condition of the item storage, the target control is displayed and triggered only when the remaining storage space meets the requirements, effectively avoiding the generation of invalid commands and ensuring the continuity and rationality of the item processing flow. This, in turn, improves the smoothness of item management operations and the player's game interaction experience to a certain extent.

[0143] In some embodiments provided in this application, please refer to Figure 11 , Figure 11This is a schematic diagram illustrating an application scenario of the item handling method in a game provided in this application embodiment. The item handling method further includes: when the remaining storage space of the first container is sufficient to accommodate the first game item, in response to a drag operation that drags the second container to the first container, controlling the generation of an item pickup command.

[0144] Specifically, in order to meet the operating habits of different players and enhance the correlation between the item picking action and the item picking intention, in some embodiments provided in this application, when the remaining storage space of the first container is sufficient to hold the first game item, the player can drag the second container to the first container, thereby triggering the generation of the item picking instruction. This satisfies the player's operating habit of picking up game items through dragging and dropping, and enhances the correlation between the item picking action and the item picking intention.

[0145] In some embodiments, the drag operation is an interactive action in which the player presses and holds the second container and drags the second container to the range of the first container. The drag operation associates the generation of the item pickup command with the spatial location.

[0146] To more clearly illustrate the item handling method in the game provided in this application's embodiments, please refer to the following exemplary description: When the terminal device determines that the remaining storage space of the first container 320 is sufficient to accommodate the first game item 311, in addition to displaying the target control in the associated second container 330, it can also trigger the generation of an item pickup command through drag-and-drop operation.

[0147] In some embodiments, players can choose to trigger the generation of item pickup commands by long-pressing the second container 330 and dragging the second container 330 to the first container 320, according to their own operating habits.

[0148] During the dragging process, the terminal device tracks the dragging trajectory and position of the second container 330 in real time. When the endpoint of the dragging operation is detected to be within the display range of the first container 320, the player does not need to trigger the target control separately and can directly control the generation of the item pickup command.

[0149] Thus, in this embodiment, when the remaining storage space of the first container is sufficient to accommodate the first game item, in response to the dragging operation of the second container to the first container, a tool pickup command is generated. This supplements the drag-and-drop interaction method for generating tool pickup commands. Compared to the solution of generating tool pickup commands by triggering a target control, which is a single operation method and cannot adapt to different players' operating habits, this provides players with two ways to generate tool pickup commands: control triggering and drag-and-drop operation. Players can choose according to their own operating preferences, which effectively improves the flexibility and adaptability of tool handling operations, reduces the operation adaptation cost for different players to a certain extent, and the drag-and-drop interaction method is more in line with players' understanding of space transfer operations, making the tool pickup operation action consistent with the storage space intention, and reducing the thinking process of operation to a certain extent.

[0150] Furthermore, the two methods of generating item pickup commands—control triggering and drag-and-drop operation—exist in parallel without interfering with each other. Both methods can generate item pickup commands provided that the spatial conditions are met, which to a certain extent ensures the stability and efficiency of item pickup command generation. This makes the item handling process conform to the player's operating habits, thereby improving the smoothness of item management operations and the player's game interaction experience to a certain extent.

[0151] In some embodiments provided in this application, the step of controlling the generation of an item pickup instruction in response to a drag operation of dragging a second container to a first container includes: in response to a drag operation of dragging a second container to a first container, determining a target storage space in the first container, and controlling the generation of an item pickup instruction associated with the target storage space.

[0152] Specifically, after the item pickup command is generated, the first game item may be randomly stored in any empty area of ​​the first container, resulting in a chaotic item layout within the first container. This affects the subsequent retrieval and storage of items, reducing the orderliness of item management. Therefore, in some embodiments provided in this application, when a player drags a second container to the first container, a target storage space suitable for the first game item is automatically determined within the first container, and an item pickup command associated with the target storage space is generated to store the first game item, thereby improving the orderliness of the item layout within the first container.

[0153] In some embodiments, the target storage space is a specific storage area designated for the first game item within the first container, and the size of the target storage space matches the first storage space of the first game item to ensure that the first game item can be stored completely.

[0154] To more clearly illustrate the item handling method in the game provided in this application's embodiments, please refer to the following exemplary description: When the terminal device determines that the remaining storage space of the first container is sufficient to hold the first game item, the player can drag the second container to the first container.

[0155] Subsequently, the terminal device tracks the drag trajectory of the second container and its landing point within the first container in real time. Combining this with the size of the first game item's storage space, it automatically determines a suitable target storage space within the first container. The location of the target storage space is correlated with the drag landing point of the second container, and its size matches the first game item's storage space, ensuring the first game item can be stored completely.

[0156] After determining the target storage space, the terminal device generates an item pickup command and associates it with the target storage space to determine the storage location of the first game item after the item pickup command is executed. For example, if the player drags the second container to the upper left corner of the first container, the terminal device, based on the size of the first game item (2×2 grid), defines a 2×2 target storage space in the upper left corner of the first container and generates an item pickup command associated with the target storage space.

[0157] Thus, in this embodiment, in response to a drag operation that moves the second container to the first container, a target storage space is determined within the first container, and an item pickup command associated with that target storage space is generated. This binds the item pickup command to a specific storage location within the first container. Compared to a scheme where the first game item is randomly stored in an empty area of ​​the first container after a drag-and-drop operation generates an item pickup command, which can easily lead to a chaotic item layout within the first container, this method ensures that the storage location of the first game item can be determined based on the landing point of the drag operation. Furthermore, by associating the item pickup command with the storage location, the efficiency of item pickup is significantly improved. The accuracy of storage and the regularity of the item layout within the first container optimize the space utilization efficiency within the first container to a certain extent, avoiding problems such as difficulty in finding and storing items caused by random storage. Furthermore, players can predict the storage location of the first game item by dragging the landing point, which reduces the cognitive judgment cost of the storage location for players to a certain extent. This ensures that the spatial intention of the drag operation matches the actual result of item storage, thereby guaranteeing the consistency between the command generation and storage execution links in the item handling process to a certain extent, effectively improving the smoothness of item management operations and the rationality of space planning.

[0158] In some embodiments provided in this application, the steps of storing the first game item in the first container and removing the second game item from the first container in response to the item pickup instruction further include: storing the first game item in the target storage space in the first container and removing the second game item from the first container in response to the item pickup instruction.

[0159] Specifically, in some of the above embodiments, there is a time difference between storing an item and removing an old item. When the item pickup command is executed, the second game item may be removed before the first game item is stored, or the storage and removal operations may be out of sync. This can cause temporary chaos in the space within the first container, or the first game item may not be accurately stored in the target storage space, affecting the regularity of the item layout and the smoothness of the operation. Based on this, in some embodiments provided in this application, in response to the item pickup command associated with the target storage space, the first game item is stored in the target storage space in the first container, while the second game item is simultaneously removed from the first container. This ensures that the first game item can be located and stored, and that the second game item can release the space it occupies in a timely manner, thus guaranteeing the continuity of the operation and the regularity of the layout.

[0160] To more clearly illustrate the item handling method in the game provided in this application's embodiments, please refer to the following exemplary description: When the terminal device determines that the remaining storage space of the first container is sufficient to hold the first game item, the player drags the second container to the first container. The terminal device tracks the drag landing point and determines the target storage space that matches the first game item, generating an item pickup command associated with the target storage space.

[0161] After receiving an item pickup command associated with the target storage space, the terminal device retrieves the first game item from its original storage location, such as the third container, and accurately stores it in the target storage space of the first container according to the location associated with the item pickup command, ensuring that the placement of the first game item is consistent with the expectation. Simultaneously, the terminal device removes the second game item previously selected by the player from the first container.

[0162] Understandably, the simultaneous execution of the first game item location storage and the second game item removal operations effectively avoids the problem of chaotic space status within the first container during the intermediate process, achieving seamless replacement between the first and second game items, and to a certain extent ensuring that the item layout within the first container remains orderly.

[0163] Thus, in this embodiment, in response to the item pickup command, the first game item is stored in the target storage space of the first container, while the second game item is removed from the first container. This achieves synchronous execution of the first game item's location storage and the second game item's removal. Compared to solutions where the item storage and removal operations are asynchronous, causing temporary chaos in the spatial state of the first container, this effectively improves the accuracy and continuity of the item replacement operation. It avoids spatial layout chaos caused by asynchronous operations to a certain extent, ensuring the regularity of the item layout in the first container. Furthermore, the seamless replacement of the first and second game items reduces waiting and deviation in intermediate operation steps, allowing players to complete accurate item replacement without additional intervention. This reduces the cognitive and execution costs of the operation, thereby improving the smoothness of item management operations and the player's game interaction experience to a certain extent.

[0164] In some embodiments provided in this application, before storing the first game item into the target storage space in the first container, the item processing method further includes: in the first container, controlling the transfer of the game item stored in the target storage space, so that the target storage space is switched from occupied storage space to free storage space.

[0165] Specifically, to ensure the rationality of the item storage process, in some embodiments provided in this application, before storing the first game item to the target storage space, the terminal device will automatically detect whether the target storage space is occupied. If it is occupied, the original items in the target storage space will be transferred, so that the target storage space is switched from occupied storage space to free storage space, ensuring that the first game item can be stored smoothly and avoiding storage conflicts.

[0166] In some embodiments, the transfer is an operation of moving the game items stored in the target storage space to other free locations or designated storage areas within the first container, with the aim of freeing up the target storage space and avoiding storage conflicts with the first game items.

[0167] To more clearly illustrate the item handling method in the game provided in this application's embodiments, please refer to the following exemplary description: When the terminal device determines that the remaining storage space of the first container is sufficient to hold the first game item, the player drags the second container to the first container. The terminal device tracks the drag landing point and determines the target storage space that matches the first game item, generating an item pickup command associated with the target storage space.

[0168] Before performing the first game item storage operation, the terminal device will first perform a status check on the target storage space to determine whether the target storage space is occupied.

[0169] If other game items are detected already stored in the target storage space, the terminal device will transfer the original items in the target storage space to other free storage spaces or designated temporary storage areas in the first container, ensuring that the transfer operation does not affect other selected second game items to be moved out.

[0170] After the transfer operation is completed, the target storage space switches from occupied storage space to free storage space. At this time, the terminal device responds to the item pickup command, stores the first game item in the target storage space, and simultaneously removes the selected second game item from the first container to ensure the smooth completion of the storage operation and avoid storage conflicts.

[0171] Thus, in this embodiment, before storing the first game item into the target storage space of the first container, the game item stored in the target storage space is transferred within the first container to switch the target storage space from occupied to free. This achieves automated pre-organization of the target storage space before storing the first game item. Compared to problems such as storage failure due to the target storage space being occupied, the terminal device automatically completes the transfer of the original items in the target storage space without requiring additional manual operation from the player. This effectively reduces the player's operational burden and cognitive load, and improves the efficiency and smoothness of item storage operations to a certain extent. At the same time, the automated pre-organization of the target storage space ensures that the storage of the first game item is performed only after the target storage space is in a free state, avoiding problems such as storage failure and item overlap caused by space occupation. This ensures the reliability of storing the first game item to the target location, improves the smoothness of the item processing flow, and thus improves the fluidity of item management operations and the player's game interaction experience to a certain extent.

[0172] Please refer again to some of the embodiments provided in this application. Figure 11 Step 223 above includes: when the remaining storage space of the first container is sufficient to accommodate the first game item, in response to a drag operation on the second container, controlling the second container to switch to the item identifier corresponding to the first game item; in response to the drag operation ending at the first container, controlling the cancellation of the display of the item identifier corresponding to the first game item, and generating an item pickup command.

[0173] Specifically, during the drag-and-drop process, players often find it difficult to intuitively associate the second container with the first game item. When the first container contains many items or multiple items awaiting processing, players may easily confuse the target storage item for the drag-and-drop operation, increasing the cognitive cost and affecting the naturalness and smoothness of the operation. Therefore, in some embodiments provided in this application, when the remaining storage space of the first container is sufficient to hold the first game item, after the player performs the drag-and-drop operation, the terminal device switches the second container to the item icon corresponding to the first game item. Furthermore, when the drag-and-drop operation ends at the first container, the display of the first game item icon is canceled, and an item pickup command is generated, improving the intuitiveness and naturalness of the drag-and-drop operation.

[0174] To more clearly illustrate the item handling method in the game provided in this application's embodiments, please refer to the following exemplary description: When the terminal device determines that the remaining storage space of the first container 320 is sufficient to accommodate the first game item 311, the player can perform a drag-and-drop operation by long-pressing the second container 330 and dragging the second container 330 to the first container 320. After detecting the drag-and-drop operation, the terminal device controls the display mode of the second container 330 to switch, replacing the original auxiliary container (the second container 330) with the item icon corresponding to the first game item 311, so that the player can intuitively see the item to be stored during the drag-and-drop process, such as the icon or thumbnail of the first game item 311.

[0175] Subsequently, the terminal device continuously tracks the trajectory and position of the drag operation. When it detects that the end point of the drag operation is within the display range of the first container 320, it controls the cancellation of the display of the item icon corresponding to the first game item 311, restores the original display state of the second container 330 or hides the second container 330, and automatically generates an item pickup command.

[0176] Finally, the terminal device responds to the generated item pickup command, stores the first game item 311 into the first container 320, and removes the selected second game item from the first container 320.

[0177] Thus, in this embodiment, when the remaining storage space of the first container is sufficient to accommodate the first game item, in response to a drag operation on the second container, the control switches the second container to the item identifier corresponding to the first game item. In response to the end of the drag operation on the first container, the control cancels the display of the item identifier corresponding to the first game item and generates an item pickup command. This achieves a dynamic form switching of the second container to the target item identifier during the drag operation. Compared to a solution where the form of the operation carrier does not change during the drag operation, making it difficult for players to intuitively associate the drag operation with the first game item to be picked up, this approach effectively strengthens the correlation between the drag operation and the item pickup intention by making the drag operation carrier correspond to the first game item. This reduces the player's cognitive cost to a certain extent, allowing the player to clearly perceive the target item corresponding to the drag operation, avoiding misjudgments in multi-item scenarios. Furthermore, the automatic cancellation of the identifier after the drag ends and the synchronous generation of the item pickup command make the operation process smoother, eliminating the need for additional confirmation operations by the player. This effectively ensures the continuity of item processing and, to a certain extent, improves the smoothness of item processing operations and the player's game interaction experience.

[0178] In some embodiments provided in this application, before the drag operation ends at the first container, the item processing method further includes: displaying a preview image corresponding to the first game item in the first container, wherein the preview image is used to indicate the storage space occupied in the first container when the first game item is stored in the first container.

[0179] Specifically, when players perform a drag-and-drop operation, they cannot know the space occupied by the first game item after it is stored, making it difficult to judge whether the current drag position is appropriate. This can easily lead to the layout not meeting expectations after storage, requiring readjustment and affecting operational efficiency. Therefore, in some embodiments provided in this application, before the drag-and-drop operation ends at the first container, the terminal device displays a preview image of the first game item in the first container. This preview image indicates the storage space occupied by the first game item after storage, helping players predict the layout effect and improving the accuracy of drag position selection.

[0180] In some embodiments, the preview image is a visual preview element corresponding to the first game item, which can intuitively present the space occupation of the first game item after it is stored in the first container, including the number of grids occupied, its shape, and its relative position.

[0181] To more clearly illustrate the item handling method in the game provided in this application's embodiments, please refer to the following exemplary description: When the terminal device determines that the remaining storage space in the first container is sufficient to hold the first game item, the player performs a drag-and-drop operation by long-pressing the second container and dragging it onto the first container. After detecting the drag operation, the terminal device switches the second container to the item icon corresponding to the first game item and tracks the drag trajectory and its current position within the first container in real time.

[0182] Before the drag operation ends at the first container, the terminal device generates and displays a preview image of the first game item in the first container based on the size of the first storage space of the first game item and the current drag position. The size of the preview image is consistent with the actual storage space occupied by the first game item, indicating the number, shape, and relative position of the grid that the item will occupy after storage, allowing the player to intuitively see the layout effect after storage.

[0183] Players can adjust the drag position based on the preview image. If the preview shows that the item occupies an unreasonable amount of space, they can continue to drag the second container to a suitable position. The terminal device updates the preview image in real time. If the preview effect meets expectations, the drag operation can be ended.

[0184] The terminal device cancels the display of the item icon and generates an item pickup command, storing the first game item in the first container while removing the second game item.

[0185] Thus, in this embodiment, before the drag operation ends at the first container, a preview image of the first game item is displayed in the first container. This preview image indicates the storage space occupied by the first game item in the first container when it is stored. This achieves a visual preview of the space occupancy before the first game item is stored. Compared to the solution where players rely on imagination to predict the space occupancy after the first game item is stored, this allows players to intuitively see the specific space occupancy range of the first game item in the first container after storage. This effectively reduces the player's prediction cost regarding the storage layout and improves the accuracy and rationality of item storage location selection to a certain extent. It allows players to adjust the drag position in real time based on the preview image, avoiding invalid operations caused by space misjudgment. Furthermore, the preview image is consistent with the actual storage space occupancy, ensuring consistency between the prediction result and the actual result to a certain extent. This makes the connection between the drag operation and storage execution more targeted, effectively optimizing the space utilization efficiency within the first container, and thus improving the smoothness of item management operations and the player's game interaction experience to a certain extent.

[0186] In some embodiments provided in this application, in response to a drag operation of dragging a second container to a first container, determining a target storage space in the first container includes: In response to a drag operation that drags the second container to the first container, determine whether the storage space in the first container at the target location to which the second container is dragged can store the first game item; When it is determined that the storage space at the target location is sufficient to store the first game item, the storage space at the target location is designated as the target storage space.

[0187] Specifically, the terminal device directly sets the drag-and-drop point of the second container as the target storage space without determining whether the storage space at the drop-off point is suitable for storing the first game item. This may lead to storage failure of the first game item, overlapping positions, or disordered layout, affecting the reliability of item storage. Therefore, in some embodiments provided in this application, when a player drags the second container to the first container, the terminal device first determines whether the storage space at the target location in the first container is suitable for storing the first game item. If suitable, the storage space at the target location is determined as the target storage space, improving the reliability and accuracy of item storage.

[0188] In some embodiments, the target location refers to the specific landing area where the second container is dragged into the first container, and the spatial range of the target location corresponds to the drag endpoint of the second container.

[0189] To more clearly illustrate the item handling method in the game provided in this application's embodiments, please refer to the following exemplary description: When the terminal device determines that the remaining storage space in the first container is sufficient to hold the first game item, the player drags the second container onto the first container. The terminal device tracks the dragging trajectory of the second container in real time, and once it detects that the second container has entered the range of the first container and determines the drag landing point, it locks the target location corresponding to the drag landing point.

[0190] Subsequently, the terminal device analyzes whether the storage space at the target location in the first container can completely accommodate the first game item, based on the size and shape of the first storage space of the first game item.

[0191] In some embodiments, the dimensions for determining storage space may include whether the size of the target location is greater than or equal to the first storage space, and whether the shape of the space is compatible with the shape occupied by the first game item. For example, if the first game item is a 2×2 rectangle, the target location must have a continuous 2×2 rectangular space.

[0192] If the terminal device determines that the storage space at the target location can store the first game item, then the storage space at the target location will be designated as the target storage space. If it determines that the storage space at the target location cannot accommodate the first game item due to insufficient space size, mismatched shape, etc., then the target storage space will be temporarily not determined, and the device will wait for the player to adjust the drag position before re-determining.

[0193] After determining the target storage space, the terminal device generates an item pickup command associated with the target storage space. In response to the item pickup command, the terminal device stores the first game item in the target storage space and simultaneously removes the second game item from the first container.

[0194] Thus, in this embodiment, in response to a drag operation where the second container is dragged to the first container, it is determined whether the storage space at the target location where the second container is dragged to the first container can store the first game item. If it is determined that the storage space at the target location can store the first game item, the storage space at the target location is determined as the target storage space. This achieves the compatibility judgment before determining the target storage space. Compared to directly identifying the drag landing point as the target storage space, which leads to the failure of storing the first game item or a chaotic layout, the terminal device automatically completes the detection and judgment of the compatibility of the target location storage and determines the compatible target location as the target storage space. This effectively improves the scientificity and accuracy of the target storage space determination, avoids various storage problems caused by incompatible locations to a certain extent, ensures the smooth storage of the first game item, and eliminates the need for players to manually judge the space compatibility of the drag landing point. This reduces the cognitive and judgment costs of the operation to a certain extent, improves the rationality of the drag operation space selection, ensures the reliability of the target storage space determination, and thus improves the smoothness of the item management operation and the rationality of the storage space utilization to a certain extent.

[0195] In some embodiments provided in this application, the method further includes: When the storage space at the target location in the first container is sufficient to store the first game item, control the second container to display it in a fourth display format; and / or, When the storage space at the target location in the first container is insufficient to store the first game item, the second container is controlled to display the item in the fifth display format.

[0196] Specifically, after a player drags the second container to the target location within the first container, they cannot directly know whether the target location can store the first game item. They can only indirectly determine this by whether a target storage space is subsequently generated. This can lead to players repeatedly attempting to drag and release in unsuitable locations, increasing ineffective operations and time costs, and affecting operational smoothness and efficiency. Therefore, in some embodiments provided in this application, after the terminal device completes the suitability determination of the target location, if the target location can store the first game item, it controls the second container to display in a fourth display format; if the target location cannot store the first game item, it controls the second container to display in a fifth display format. This allows players to know the suitability of the dragged location in real time, quickly adjust their operations, and improve item processing efficiency.

[0197] In some embodiments, the fourth display format is the visual style presented when the storage space of the second container at the target location can store the first game item. It can be a specific color such as blue, a border style or special effects, used to prompt the player to adapt to the current drag position, and can store the first game item.

[0198] In some embodiments, the fifth display format is a visual style presented when the storage space of the second container at the target location cannot store the first game item. It can be a specific color such as red, a border style, or special effects, used to prompt the player that the current drag position is not suitable and the first game item cannot be stored.

[0199] To more clearly illustrate the item handling method in the game provided in this application's embodiments, please refer to the following exemplary description: When the terminal device determines that the remaining storage space of the first container is sufficient to hold the first game item, the player drags the second container to the first container. The terminal device tracks the dragging trajectory of the second container in real time. Once it detects that the second container has entered the range of the first container and locks onto the target location, it analyzes whether the storage space at the target location can completely hold the first game item.

[0200] Based on the compatibility assessment result, the terminal device controls the second container to switch to the corresponding display format: If it is determined that the storage space at the target location can store the first game item, that is, the space size is greater than or equal to the first storage space and the shape is suitable, the second container is controlled to display in the fourth display format to transmit a signal that the current location is suitable to the player; If it is determined that the storage space at the target location is insufficient to store the first game item (i.e., the space is too small or the shape does not match), the second container is controlled to display in the fifth display format to convey a signal to the player that the current location is not suitable.

[0201] Players can adjust the drag position in real time by observing the display format of the second container. If the fourth display format is displayed, the second container can be released directly, and the terminal device will determine the target location as the target storage space and generate an associated item pickup command.

[0202] If the fifth display format is displayed, the player needs to continue dragging the second container to other positions. The terminal device will then re-perform the compatibility check and update the display format until a suitable position is found.

[0203] Finally, the terminal device responds to the item pickup command, stores the first game item in the target storage space, and simultaneously removes the second game item from the first container.

[0204] Thus, in this embodiment, when the storage space at the target location in the first container can store the first game item, the second container is controlled to display in a fourth display format, and / or when the storage space at the target location in the first container cannot store the first game item, the second container is controlled to display in a fifth display format. This achieves visual feedback on the target location storage adaptability judgment result. Compared to the solution where players cannot intuitively know the storage adaptability of the drag landing point and can only make indirect judgments through subsequent operation results, this allows players to obtain the storage adaptability status of the target location in real time and intuitively through different display formats of the second container. This effectively reduces the cost for players to judge the adaptability of the drag landing point, improves the efficiency of item storage location selection to a certain extent, reduces invalid operation attempts, and the visual feedback makes the player's drag operation more targeted. The player can adjust the drag position to the adaptable area according to the display format, which to a certain extent ensures the continuity of the target storage space determination, improves the smoothness of target storage space judgment and operation execution, and thus improves the smoothness of item management operation and the player's game interaction experience to a certain extent.

[0205] All of the above technical solutions can be combined in any way to form optional embodiments of this application, and will not be described in detail here.

[0206] To facilitate better implementation of the item handling method in games according to the embodiments of this application, the embodiments of this application also provide an item handling device in games. Please refer to... Figure 12 , Figure 12 This is a schematic diagram of the structure of a game item processing device provided in an embodiment of this application. The game item processing device 400 can provide a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the virtual scene. The game item processing device 400 may include: The first display module 410 is used to display the first game item to be picked up and the first container, wherein the first container is configured with a corresponding storage space, the storage space is used to store the game item, and the first game item is configured to occupy the first storage space; The container display module 420 is used to display a second container on a graphical user interface in response to a first operation on a first game item, and to configure the game items stored in the first container to be selectable. Selection module 430 is used to respond to the selection operation of game props stored in the first container, and control the switching of the display format of the second container according to the storage space occupied by the selected second game prop, so as to indicate whether the remaining storage space of the first container is sufficient to accommodate the first game prop through the display format of the second container. The storage module 440 is used to, in response to an item pickup command, store the first game item in the first container and remove the second game item from the first container when the remaining storage space of the first container is sufficient to accommodate the first game item.

[0207] In some embodiments, the first display module 410 can also be used to display a first container and a first game item to be picked up located in a third container.

[0208] In some embodiments, the third container is located in a virtual scene, and the storage module 440 can also be used to, in response to an item pickup command, store the first game item in the third container into the first container and store the second game item in the first container into the third container when the remaining storage space of the first container is sufficient to accommodate the first game item; or, in response to an item pickup command, store the first game item in the third container into the first container and move the second game item in the first container from the first container into the virtual scene when the remaining storage space of the first container is sufficient to accommodate the first game item;

[0209] In some embodiments, the container display module 420 can also be used to control the display of a second container at a location outside the first container on the graphical user interface in response to a first operation on a first game item in a third container.

[0210] In some embodiments, the container display module 420 can also be used to control the display of the second container at the location of the first game item in the third container; or, control the display of the second container at a location outside the first and third containers.

[0211] In some embodiments, the container display module 420 may also be used to control the display of the item identifier corresponding to the selected second game item in the second container in response to a selection operation of a game item stored in the first container, and / or to control the configuration of the storage space occupied by the selected second game item in the first container as selected.

[0212] In some embodiments, the selection module 430 can also be used to determine the remaining storage space of the first container based on the storage space occupied by the selected second game item and the free storage space; if the remaining storage space is less than the first storage space, control the second container to display in a first display format; if the remaining storage space is greater than or equal to the first storage space and the storage space occupied by the selected second game item is less than the first storage space, control the second container to display in a second display format; and if the remaining storage space is greater than the first storage space and the storage space occupied by the selected second game item is greater than or equal to the first storage space, control the second container to display in a third display format.

[0213] In some embodiments, the selection module 430 can also be used to associate the second container with the target control when the remaining storage space of the first container is sufficient to accommodate the first game item; and to control the generation of item pickup instructions in response to a trigger operation on the target control.

[0214] In some embodiments, the selection module 430 can also be used to control the generation of item pickup instructions in response to a drag operation of dragging a second container to the first container when the remaining storage space of the first container is sufficient to accommodate the first game item.

[0215] In some embodiments, the selection module 430 may also be used to determine a target storage space in the first container in response to a drag operation that drags the second container to the first container, and control the generation of an item pickup instruction associated with the target storage space.

[0216] In some embodiments, the storage module 440 may also be used to store the first game item into the target storage space in the first container and remove the second game item from the first container in response to the item pickup instruction.

[0217] In some embodiments, before storing the first game item into the target storage space in the first container, the storage module 440 can also be used to control the transfer of the game item stored in the target storage space in the first container, so that the target storage space is switched from occupied storage space to free storage space.

[0218] In some embodiments, the selection module 430 can also be used to, in response to a drag operation on the second container, control the switching of the second container to the item identifier corresponding to the first game item when the remaining storage space of the first container is sufficient to accommodate the first game item; and in response to the end of the drag operation on the first container, control the cancellation of the display of the item identifier corresponding to the first game item and generate an item pickup instruction.

[0219] In some embodiments, the first display module 410 may also be used to display a preview image of the first game item in the first container before the drag operation ends at the first container, wherein the preview image is used to indicate the storage space occupied in the first container when the first game item is stored in the first container.

[0220] Each unit in the item processing device 400 in the aforementioned game can be implemented entirely or partially through software, hardware, or a combination thereof. These units can be embedded in or independent of the processor in the electronic device in hardware form, or stored in the memory of the electronic device in software form, so that the processor can call and execute the operations corresponding to each unit.

[0221] The item processing device 400 in the game can be integrated into a terminal or server that has storage and a processor and thus computing power, or the item processing device 400 in the game can be that terminal or server.

[0222] Optionally, this application also provides an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the steps in the above-described method embodiments.

[0223] Figure 13 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device may be a terminal or a server. Figure 13 As shown, the electronic device 500 includes a processor 501 with one or more processing cores, a memory 502 with one or more computer-readable storage media, and a computer program stored in the memory 502 and executable on the processor. The processor 501 and the memory 502 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figures does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0224] The processor 501 is the control center of the electronic device 500. It connects various parts of the electronic device 500 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 502, and calling data stored in the memory 502, it executes various functions of the electronic device 500 and processes data, thereby performing overall processing of the electronic device 500.

[0225] In this embodiment, the processor 501 in the electronic device 500 loads the instructions corresponding to the processes of one or more computer programs into the memory 502 according to the following steps, and the processor 501 runs the computer programs stored in the memory 502 to realize various functions: The first game item to be picked up and the first container are displayed. The first container is configured with corresponding storage space, which is used to store game items. The first game item is configured to occupy the first storage space. In response to a first operation on a first game item, a second container is displayed on the graphical user interface, and the game items stored in the first container are configured to be selectable. In response to a selection operation for a game item stored in the first container, the display format of the second container is switched according to the storage space occupied by the selected second game item, so as to indicate whether the remaining storage space of the first container is sufficient to accommodate the first game item through the display format of the second container. When the remaining storage space in the first container is sufficient to hold the first game item, in response to the item pickup command, the first game item is stored in the first container, and the second game item is removed from the first container.

[0226] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0227] Optional, such as Figure 13 As shown, the electronic device 500 also includes: a display screen 503, a radio frequency circuit 504, an audio circuit 505, an input unit 506, and a power supply 507. The processor 501 is electrically connected to the display screen 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506, and the power supply 507. Those skilled in the art will understand that... Figure 13 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0228] The display screen 503 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The display screen 503 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program. Optionally, the touch panel may include a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, and transmits the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to the processor 501, and can receive and execute commands from the processor 501. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 501 to determine the type of touch event. Subsequently, the processor 501 provides corresponding visual output on the display panel according to the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the display screen 503 to achieve input and output functions. However, in some embodiments, the touch panel and the display screen 503 can be implemented as two independent components to achieve input and output functions. That is, the display screen 503 can also be used as part of the input unit 506 to achieve input functions.

[0229] The radio frequency circuit 504 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0230] Audio circuitry 505 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuitry 505 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 505, converted back into audio data, and then processed by processor 501 before being transmitted via radio frequency circuitry 504 to, for example, another electronic device, or output to memory 502 for further processing. Audio circuitry 505 may also include an earphone jack to facilitate communication between peripheral headphones and electronic devices.

[0231] The input unit 506 can be used to receive input numbers, characters, or object feature information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0232] Power supply 507 is used to supply power to various components of electronic device 500. Optionally, power supply 507 can be logically connected to processor 501 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 507 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0233] although Figure 13 As not shown in the diagram, the electronic device 500 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0234] This application also provides a computer-readable storage medium for storing a computer program. This computer-readable storage medium can be applied to an electronic device, and the computer program causes the electronic device to execute the corresponding process in the item handling method of the game in the embodiments of this application; for the sake of brevity, it will not be described in detail here.

[0235] This application also provides a computer program product including computer instructions stored in a computer-readable storage medium. The processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the corresponding process in the item handling method in the game embodiments of this application. For simplicity, further details are omitted here.

[0236] This application also provides a computer program that includes computer instructions stored in a computer-readable storage medium. The processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the corresponding process in the item handling method in the game described in this application. For the sake of brevity, further details are omitted here.

[0237] It should be understood that the processor in this application may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method embodiments can be completed by integrated logic circuits in the processor's hardware or by instructions in software form. The processor described above can be a general-purpose processor, a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly embodied in the execution of a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software modules can be located in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. This storage medium is located in memory, and the processor reads information from the memory and, in conjunction with its hardware, completes the steps of the above method.

[0238] It is understood that the memory in the embodiments of this application can be volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), or flash memory. The volatile memory can be random access memory (RAM), which is used as an external cache. By way of example, but not limitation, many forms of RAM are available, such as Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDR SDRAM), Enhanced Synchronous DRAM (ESDRAM), Synchlink DRAM (SLDRAM), and Direct Rambus RAM (DR RAM). It should be noted that the memory used in the systems and methods described herein is intended to include, but is not limited to, these and any other suitable types of memory.

[0239] Those skilled in the art will recognize that the units and algorithm steps of the various examples described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of this application.

[0240] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0241] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0242] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0243] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0244] In addition, the functional units in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0245] If a function is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause an electronic device (which may be a personal computer or a server) to execute all or part of the steps of the methods in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.

[0246] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A method for handling items in a game, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, the GUI displaying at least a portion of a virtual scene, the method comprising: The display shows the first game item to be picked up and the first container, wherein the first container is configured with corresponding storage space, the storage space is used to store the game item, and the first game item is configured to occupy the first storage space; In response to a first operation on the first game item, a second container is displayed on the graphical user interface, and the game items stored in the first container are configured to be selectable. In response to a selection operation for a game item stored in the first container, the display format of the second container is switched according to the storage space occupied by the selected second game item, so as to indicate whether the remaining storage space of the first container is sufficient to accommodate the first game item through the display format of the second container. When the remaining storage space in the first container is sufficient to accommodate the first game item, in response to the item pickup command, the first game item is stored in the first container, and the second game item is removed from the first container.

2. The method according to claim 1, characterized in that, The first game item is stored in a third container. The display of the first game item to be picked up and the first container includes: The display shows the first container and the first game item to be picked up within the third container.

3. The method according to claim 2, characterized in that, The third container is located in the virtual scene. The step of storing the first game item in the first container and removing the second game item from the first container in response to an item pickup command, when the remaining storage space in the first container is sufficient to accommodate the first game item, includes: When the remaining storage space in the first container is sufficient to accommodate the first game item, in response to the item pickup command, the first game item in the third container is stored in the first container, and the second game item in the first container is stored in the third container; or, When the remaining storage space in the first container is sufficient to accommodate the first game item, in response to the item pickup command, the first game item in the third container is stored in the first container, and the second game item in the first container is moved from the first container to the virtual scene.

4. The method according to claim 2, characterized in that, The step of displaying a second container on the graphical user interface in response to a first operation on the first game item includes: In response to a first operation on the first game item in the third container, control is made to display the second container at a location outside the first container on the graphical user interface.

5. The method according to claim 4, characterized in that, The control to display the second container at a location other than the first container on the graphical user interface includes: The second container is displayed at the location of the first game item in the third container; or, The second container is controlled to be displayed in a location other than the first container and the third container.

6. The method according to claim 1, characterized in that, The method further includes: In response to a selection operation for a game item stored in the first container, control the display of the item identifier corresponding to the selected second game item in the second container, and / or control the configuration of the storage space occupied by the selected second game item in the first container as a selected state.

7. The method according to claim 1, characterized in that, The second container is configured with corresponding storage space, and the size of the storage space corresponding to the second container is at least the same as the size of the first storage space.

8. The method according to claim 1, characterized in that, The first container includes occupied storage space and free storage space. The remaining storage space of the first container is the sum of the storage space occupied by the selected second game item and the free storage space.

9. The method according to claim 8, characterized in that, The step of controlling the switching of the display format of the second container based on the storage space occupied by the selected second game item, so as to indicate through the display format of the second container whether the remaining storage space of the first container is sufficient to accommodate the first game item, includes: The remaining storage space of the first container is determined based on the storage space occupied by the selected second game item and the free storage space. If the remaining storage space is less than the first storage space, the second container is controlled to be displayed in the first display format; If the remaining storage space is greater than or equal to the first storage space, and the storage space occupied by the selected second game item is less than the first storage space, the second container is controlled to be displayed in a second display format. If the remaining storage space is greater than the first storage space, and the storage space occupied by the selected second game item is greater than or equal to the first storage space, the second container is controlled to be displayed in a third display format.

10. The method according to claim 1, characterized in that, The method further includes: When the remaining storage space in the first container is sufficient to hold the first game item, the target control is displayed in the associated second container; In response to a trigger operation on the target control, the control generates the item pickup command.

11. The method according to claim 10, characterized in that, The method further includes: When the remaining storage space in the first container is sufficient to hold the first game item, in response to a drag operation that drags the second container to the first container, the control generates the item pickup command.

12. The method according to claim 11, characterized in that, The control to generate the item pickup command in response to a drag operation that drags the second container to the first container includes: In response to a drag operation that drags the second container to the first container, a target storage space is determined in the first container, and a tool pick-up command associated with the target storage space is generated.

13. The method according to claim 12, characterized in that, The step of responding to an item pickup command by storing the first game item in the first container and removing the second game item from the first container includes: In response to the item pickup command, the first game item is stored in the target storage space in the first container, and the second game item is removed from the first container.

14. The method according to claim 13, characterized in that, Before storing the first game item into the target storage space in the first container, the method further includes: In the first container, the game items stored in the target storage space are transferred to switch the target storage space from occupied storage space to free storage space.

15. The method according to claim 11, characterized in that, When the remaining storage space in the first container is sufficient to accommodate the first game item, in response to a drag operation that moves the second container to the first container, the generation of the item pickup command is controlled, including: When the remaining storage space of the first container is sufficient to hold the first game item, in response to a drag operation on the second container, the control switches the second container to the item identifier corresponding to the first game item. In response to the drag operation ending at the first container, the display of the item icon corresponding to the first game item is canceled, and the item pick-up command is generated.

16. The method according to claim 15, characterized in that, Before the drag operation ends at the first container, the method further includes: A preview image of the first game item is displayed in the first container, wherein the preview image is used to indicate the storage space occupied by the first game item in the first container when it is stored therein.

17. A prop handling device for a game, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface displaying at least a portion of a virtual scene, the device comprising: The first display module is used to display the first game item to be picked up and the first container, wherein the first container is configured with a corresponding storage space, the storage space is used to store the game item, and the first game item is configured to occupy the first storage space; A container display module is configured to display a second container on the graphical user interface in response to a first operation on the first game item, and to configure the game items stored in the first container to be selectable. The selection module is used to respond to the selection operation of the game props stored in the first container, and control the switching of the display format of the second container according to the storage space occupied by the selected second game prop, so as to indicate whether the remaining storage space of the first container is sufficient to accommodate the first game prop through the display format of the second container. The storage module is configured to, in response to an item pickup command, store the first game item in the first container and remove the second game item from the first container when the remaining storage space in the first container is sufficient to accommodate the first game item.

18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program adapted for loading by a processor to execute the item handling method in a game as described in any one of claims 1-16.

19. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing a computer program, and the processor executing the item handling method in the game according to any one of claims 1-16 by calling the computer program stored in the memory.

20. A computer program product comprising computer instructions, characterized in that, When the computer instructions are executed by the processor, they implement the item handling method in the game as described in any one of claims 1-16.