Method and device for controlling composite virtual prop in game, and storage medium

CN122998737APending Publication Date: 2026-10-30GUANGZHOU SANQI DREAM NETWORK TECH CO LTD
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Patent Information

Application Number
CN202611190380.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-08-06
Publication Date
2026-10-30

AI Technical Summary

Technical Problem

由此,实现了多复合虚拟道具的精准控制及数量、等级、布局和运行参数的联动更新,有效地解决了现有游戏道具控制中多虚拟道具对象难以统一管理、布局调整不及时的问题

Benefits of technology

[0016]本申请实施例中,通过对道具控制事件进行解析,并基于复合道具标识确定目标复合虚拟道具,实现了多个复合虚拟道具的定向控制;通过按等级更新子虚拟道具数量,并在数量达到预设数量时进行合并升级,实现了子虚拟道具数量变化与等级提升的自动联动;通过基于子虚拟道具总数量调整布局信息和运行参数,使复合虚拟道具能够随子虚拟道具变化自适应更新。

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Abstract

Embodiments of the present application provide a game composite virtual prop control method and device, and a storage medium. The method comprises: in the case of triggering a prop control event, analyzing the prop control event to obtain a composite prop identifier and prop adjustment information, and determining a target composite virtual prop from a plurality of composite virtual props based on the composite prop identifier; updating the number of sub-virtual props of a corresponding level in the target composite virtual prop according to the prop adjustment information, and in the process of updating, when the number of sub-virtual props of any level reaches a corresponding preset number, performing a merging and upgrading process on the sub-virtual props of the corresponding level; and in the case of updating being completed, adjusting the layout information of each sub-virtual prop in the target composite virtual prop and the running parameters of the target composite virtual prop based on the total number of sub-virtual props in the target composite virtual prop. The present scheme realizes accurate control and linkage update of the composite virtual prop.
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Description

Technical Field

[0001] This application relates to the field of game technology, and in particular to a method, device, and storage medium for controlling composite virtual items in games. Background Technology

[0002] As the complexity of item systems in game design increases, more and more game scenarios will feature composite virtual items composed of multiple sub-items. For example, multiple flying items, orbiting items, or cooperative attack items will form a growing and changing item system. These composite virtual items typically need to dynamically change the number, level, layout, and movement of sub-items based on user actions, item acquisition, combat status, or skill triggering to ensure coordination between game performance and item growth effects.

[0003] In existing technologies, the control of composite virtual props typically relies on pre-configured fixed parameters or independent control logic for individual prop objects. When the number of sub-props changes, it is often necessary to handle increases or decreases in quantity, changes in level, layout adjustments, and changes in operating parameters separately. This can easily lead to problems such as fragmented control logic, inconsistent linkage processing, and delayed layout updates. Especially in scenarios where multiple composite virtual props exist simultaneously or where sub-props grow in different levels, existing methods struggle to accurately update according to the different levels of composite virtual props and their sub-props, affecting the stability and consistency of prop control. Summary of the Invention

[0004] This application provides a method, device, and storage medium for controlling composite virtual items in games. It identifies target composite virtual items using a composite item identifier, updates the number of sub-virtual items according to their level, automatically merges and upgrades them when a preset number is reached, and adjusts layout information and operating parameters based on the total number of sub-virtual items. This achieves precise control of multiple composite virtual items and synchronized updates of their quantity, level, layout, and operating parameters, effectively solving the problems of difficult unified management and untimely layout adjustments in existing game item control methods.

[0005] In a first aspect, embodiments of this application provide a method for controlling composite virtual items in a game, the method comprising: When an item control event is triggered, the item control event is parsed to obtain a composite item identifier and item adjustment information. Based on the composite item identifier, a target composite virtual item is determined from multiple composite virtual items, wherein the target composite virtual item includes multiple levels of sub-virtual items. Based on the item adjustment information, update the number of sub-virtual items of the corresponding level in the target composite virtual item, and during the update process, when the number of sub-virtual items of any level reaches the corresponding preset number, merge and upgrade the sub-virtual items of the corresponding level. Once the update is complete, based on the total number of sub-virtual items in the target composite virtual item, adjust the layout information of each sub-virtual item in the target composite virtual item and the operating parameters of the target composite virtual item.

[0006] In one embodiment, parsing the item control event to obtain the composite item identifier and item adjustment information includes: Obtain the event header information and event content information from the prop control event, and extract the composite prop identifier and event source identifier from the event header information; Based on the event source identifier and the composite prop identifier, the event routing weight corresponding to the prop control event is determined; Extract the target sub-virtual item level, quantity change value, and adjustment type from the event content information, and generate the item adjustment information based on the target sub-virtual item level, the quantity change value, the adjustment type, and the event routing weight.

[0007] In one embodiment, determining the target composite virtual item from a plurality of composite virtual items based on the composite item identifier includes: Based on the composite item identifier, the corresponding candidate composite virtual item is searched in the preset composite item mapping table; Read the sub-item level configuration data of the candidate composite virtual item, and determine whether there is a target sub-virtual item level in the sub-item level configuration data that corresponds to the item adjustment information; If the target sub-virtual item level exists, the candidate composite virtual item is determined as the target composite virtual item, and an update flag is set for the target composite virtual item so that the target composite virtual item does not respond to other conflict control events before the current item control event is completed.

[0008] In one embodiment, updating the number of sub-virtual items of the corresponding level in the target composite virtual item according to the item adjustment information, and merging and upgrading the sub-virtual items of the corresponding level when the number of sub-virtual items of any level reaches the corresponding preset number during the update process, includes: Based on the item adjustment information, determine the level to be updated and the change value of the quantity, and update the quantity of the sub-virtual items of the level to be updated based on the change value of the quantity; If the number of sub-virtual items corresponding to the first level is greater than or equal to the preset number corresponding to the first level, the preset number of first-level sub-virtual items are merged and upgraded into a second-level sub-virtual item, and the number of sub-virtual items corresponding to the first level is updated. Here, the first level is any level among the target composite virtual items, and the second level is one level higher than the first level. Update the number of sub-virtual items corresponding to the second level based on the merged and upgraded second-level sub-virtual items.

[0009] In one embodiment, adjusting the layout information of each sub-virtual item in the target composite virtual item and the operating parameters of the target composite virtual item based on the total number of sub-virtual items in the target composite virtual item includes: The total number of sub-virtual props of the target composite virtual prop after the update is counted, and the target layout rule is determined based on the total number of sub-virtual props, wherein the target layout rule includes node interval parameters and distribution benchmark parameters; Based on the node interval parameter, the distribution reference parameter, and the arrangement order of each sub-virtual prop, the target position of each sub-virtual prop is determined, and corresponding orientation compensation information is generated according to the target position of each sub-virtual prop. Based on the difference between the total number of sub-virtual props and the preset baseline number, a running correction amount is determined, and the running parameters of the target composite virtual prop are adjusted based on the running correction amount.

[0010] In one embodiment, the target position of each sub-virtual prop is determined, and corresponding orientation compensation information is generated based on the target position of each sub-virtual prop, including: Based on the node interval parameter and the arrangement order of each sub-virtual prop, determine the order offset of each sub-virtual prop relative to the distribution reference parameter; Based on the distribution reference parameters and the sequence offset, the target position of each sub-virtual prop in the target composite virtual prop is determined; Based on the target positions of each sub-virtual prop and the target positions of adjacent sub-virtual props, the movement orientation of each sub-virtual prop is determined, and based on the difference between the movement orientation of each sub-virtual prop and its default orientation, orientation compensation information for each sub-virtual prop is generated.

[0011] In one embodiment, the method further includes: After determining the target composite virtual prop from multiple composite virtual props, the collision detection component of the target composite virtual prop is deactivated. After adjusting the layout information of each sub-virtual prop in the target composite virtual prop and the operating parameters of the target composite virtual prop, a collision activation delay command is generated, and in response to the collision activation delay command, the collision detection component is activated after a preset delay period.

[0012] Secondly, embodiments of this application also provide a control device for composite virtual items in a game, comprising: The parsing module is configured to parse the item control event when the item control event is triggered, obtain the composite item identifier and item adjustment information, and determine the target composite virtual item from multiple composite virtual items based on the composite item identifier, wherein the target composite virtual item includes multiple levels of sub-virtual items; The update module is configured to update the number of sub-virtual props of the corresponding level in the target composite virtual prop according to the prop adjustment information, and to merge and upgrade the sub-virtual props of the corresponding level when the number of sub-virtual props of any level reaches the corresponding preset number during the update process. The adjustment module is configured to, upon completion of the update, adjust the layout information of each sub-virtual prop in the target composite virtual prop and the operating parameters of the target composite virtual prop based on the total number of sub-virtual props in the target composite virtual prop.

[0013] Thirdly, embodiments of this application also provide a control device for composite virtual items in a game, the device comprising: One or more processors; Storage device, configured to store one or more programs, When the one or more programs are executed by the one or more processors, the one or more processors implement the control method for composite virtual items in the game as described in the embodiments of this application.

[0014] Fourthly, embodiments of this application also provide a non-volatile storage medium for storing computer-executable instructions, which, when executed by a computer processor, are configured to perform the control method for composite virtual items in a game as described in embodiments of this application.

[0015] Fifthly, embodiments of this application also provide a computer program product, which includes a computer program stored in a computer-readable storage medium. At least one processor of the device reads from the computer-readable storage medium and executes the computer program, causing the device to perform the control method for composite virtual items in a game as described in embodiments of this application.

[0016] In this embodiment, by parsing the prop control events and determining the target composite virtual prop based on the composite prop identifier, the directional control of multiple composite virtual props is realized; by updating the number of sub-virtual props according to their level and merging and upgrading them when the number reaches a preset number, the automatic linkage between the change in the number of sub-virtual props and the level upgrade is realized; by adjusting the layout information and operating parameters based on the total number of sub-virtual props, the composite virtual props can adaptively update as the sub-virtual props change. Attached Figure Description

[0017] Figure 1 A flowchart illustrating a method for controlling composite virtual items in a game, provided as an embodiment of this application; Figure 2 A flowchart illustrating the prop control event parsing process provided in this application embodiment; Figure 3 A flowchart illustrating the process of determining a target composite virtual prop, as provided in this application embodiment; Figure 4 A flowchart illustrating a sub-virtual item merging and upgrading process provided in this application embodiment; Figure 5 A flowchart illustrating the process of adjusting layout information and operating parameters provided in this application embodiment; Figure 6 A flowchart illustrating the process of generating target position and orientation compensation information is provided in an embodiment of this application. Figure 7 A flowchart of a collision detection component control process provided in an embodiment of this application; Figure 8 A structural block diagram of a control device for composite virtual items in a game, provided in an embodiment of this application; Figure 9 This is a schematic diagram of the structure of a control device for composite virtual items in a game, provided as an embodiment of this application. Detailed Implementation

[0018] The embodiments of this application will be further described in detail below with reference to the accompanying drawings and examples. It should be understood that the specific embodiments described herein are merely illustrative of the embodiments of this application and are not intended to limit the scope of the embodiments. Furthermore, it should be noted that, for ease of description, only the parts relevant to the embodiments of this application are shown in the accompanying drawings, not the entire structure.

[0019] The terms "first," "second," etc., used in the specification and claims of this application are used to distinguish similar objects and not to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that embodiments of this application can be implemented in orders other than those illustrated or described herein, and the objects distinguished by "first," "second," etc., are generally of the same class and are not limited in number; for example, a first object can be one or more. The term "several" means one or more, and multiple means two or more. Furthermore, "and / or" in the specification and claims indicates at least one of the connected objects, and the character " / " generally indicates that the preceding and following objects are in an "or" relationship.

[0020] The method for controlling composite virtual items in games provided in this application can be specifically applied to game scenarios with composite item control requirements, such as action games, hack-and-slash games, role-playing games, and multiplayer online games. The aforementioned application scenarios are merely exemplary and illustrative. In practical applications, this method for controlling composite virtual items in games can also be used in other scenarios, and this application does not limit this application.

[0021] The control method for composite virtual items in games provided in this application embodiment can be executed by a computer device. The computer device refers to any electronic device with data computing, processing and storage capabilities, such as a server or other terminal device. This application embodiment does not limit this.

[0022] Figure 1 This is a flowchart illustrating a method for controlling composite virtual items in a game, provided as an embodiment of this application. This method for controlling composite virtual items in a game can be applied to a game control device, which can be a game client, a game server, or a control system formed collaboratively by a game client and a game server, such as… Figure 1 As shown, the control method for composite virtual items in this game specifically includes the following steps: Step S101: When an item control event is triggered, the item control event is parsed to obtain the composite item identifier and item adjustment information. Based on the composite item identifier, the target composite virtual item is determined from multiple composite virtual items. The target composite virtual item includes sub-virtual items of multiple levels.

[0023] Among them, item control events can be control events generated during the game due to players picking up items, releasing skills, level rewards, changes in combat status, or system triggers. Composite item identifiers can be identification information used to uniquely identify composite virtual items. Item adjustment information can be information used to describe the adjustments to be performed in this item control event, which may include the level of the sub-virtual item to be adjusted, the change in quantity, the adjustment type, etc.

[0024] A composite virtual prop can be a complete prop object composed of multiple sub-virtual props, such as a prop object composed of multiple throwing knives, boomerangs, energy balls, shield fragments, or attack components. Sub-virtual props can be the basic building blocks of a composite virtual prop, and different sub-virtual props can have different levels, quantities, layout positions, and movement states. Composite virtual props can be configured with a composite prop identifier, which is used to distinguish different prop objects among multiple composite virtual props.

[0025] The target composite virtual prop can be the composite virtual prop that actually performs the function in this prop control event. The target composite virtual prop includes multiple levels of sub-virtual props, such as first-level sub-virtual props, second-level sub-virtual props, etc. Different levels of sub-virtual props can correspond to different appearances, attack capabilities, operational effects, or layout occupancy methods.

[0026] Optionally, when an item control event is triggered, the method for parsing the item control event to obtain the composite item identifier and item adjustment information can be as follows: When the game control device detects that a player picks up an item, a skill is triggered, a level reward is settled, or the item status changes, it generates a corresponding item control event and reads the event header information and event content information from the item control event. The game control device extracts the composite item identifier and the event source identifier from the event header information, and determines the type of composite virtual item that the event needs to affect based on the composite item identifier; at the same time, it extracts the target sub-virtual item level, quantity change value, and adjustment type from the event content information, and encapsulates the above information in combination with the event routing weight corresponding to the event source identifier to obtain the item adjustment information.

[0027] Optionally, the method for determining the target composite virtual item from multiple composite virtual items based on the composite item identifier can be as follows: The game control device pre-maintains a composite item mapping table, which records the binding relationship between each composite item identifier and its corresponding composite virtual item. After obtaining the composite item identifier, the game control device uses the composite item identifier as a query index to search for the corresponding candidate composite virtual item in the composite item mapping table and reads the sub-item level configuration data of the candidate composite virtual item. If the sub-item level configuration data contains a target sub-virtual item level corresponding to the item adjustment information, then the candidate composite virtual item is determined as the target composite virtual item, and an update flag is set for the target composite virtual item so that it does not respond to other conflict control events before the current item control event is completed.

[0028] For example, if a game character has both a primary attack composite item and a secondary attack composite item, when the player picks up a sub-virtual item, the composite item identifier carried in the item control event can indicate that the sub-virtual item should be added to the primary attack composite item, not the secondary attack composite item. This avoids erroneous updates when multiple composite virtual items exist simultaneously.

[0029] In one embodiment, a specific implementation process for parsing prop control events is described. Please refer to [reference needed]. Figure 2 , Figure 2 This is a flowchart illustrating a prop control event parsing process provided in an embodiment of this application. Figure 2 As shown, the specific implementation steps for parsing item control events are as follows: Step S201: Obtain the event header information and event content information in the prop control event, and extract the composite prop identifier and event source identifier from the event header information.

[0030] The event header information can be information used in item control events to describe the event route, event source, or basic event attributes. The event content information can be information used in item control events to describe the specific adjustments made. The event source identifier can be used to represent the source of the item control event, such as player loot source, skill source, level reward source, pet assistance source, etc.

[0031] Optionally, the method for obtaining the event header information and event content information from the item control event, and extracting the composite item identifier and event source identifier from the event header information, can be as follows: First, the item control event is split into fields to obtain the event header information and event content information; the composite item identifier is read from the event header information to determine the composite virtual item affected by this event; simultaneously, the event source identifier is read to determine the triggering source of this item control event. For example, when adding a first-level sub-virtual item, if the event source is player pickup, it can be processed according to the normal pickup weight; if the event source is a time-limited skill, it can be processed according to the skill event weight.

[0032] Step S202: Determine the event routing weight corresponding to the prop control event based on the event source identifier and the composite prop identifier.

[0033] Event routing weights can be parameters used to characterize the priority, effectiveness, or influence of prop-controlled events during routing or processing. Different event sources and different composite virtual props can correspond to different event routing weights.

[0034] Optionally, the method for determining the event routing weight corresponding to an item control event based on the event source identifier and the composite item identifier can be as follows: the game control device determines the event source type based on the event source identifier and searches for preset event routing rules in conjunction with the composite item identifier; the event routing weight corresponding to the item control event is determined based on the matching relationship between the event source type and the composite item identifier. If multiple item control events exist at the same time, the event with the higher event routing weight can be processed first.

[0035] Step S203: Extract the target sub-virtual item level, quantity change value, and adjustment type from the event content information, and generate item adjustment information based on the target sub-virtual item level, quantity change value, adjustment type, and event routing weight.

[0036] The target sub-virtual item level can be the sub-virtual item level that needs to be adjusted in this item control event. The quantity change value can be the numerical value by which the quantity of the sub-virtual item increases or decreases due to this event. The adjustment type can be used to indicate the adjustment method of this event, such as adding, deducting, replacing, or being triggered by an upgrade.

[0037] Optionally, the method for extracting the target sub-virtual item's level, quantity change value, and adjustment type from the event content information, and generating item adjustment information based on the target sub-virtual item's level, quantity change value, adjustment type, and event routing weight, can be as follows: The game control device reads the target sub-virtual item's level, quantity change value, and adjustment type from the event content information, and encapsulates the above information with the event routing weight to obtain the item adjustment information. This item adjustment information can be used as input data for subsequent quantity updates, merging upgrades, and layout adjustments.

[0038] As can be seen from the above, by splitting prop control events into event header information and event content information, and combining the event source identifier to determine the event routing weight, the accuracy of event distribution and processing in multi-composite virtual prop scenarios can be improved.

[0039] In one embodiment, a specific implementation process for determining a target composite virtual item from multiple composite virtual items is described. Please refer to [link / reference]. Figure 3 , Figure 3 This is a flowchart illustrating a process for determining a target composite virtual prop, as provided in an embodiment of this application. Figure 3 As shown, the specific implementation steps are as follows: Step S301: Based on the composite item identifier, search for the corresponding candidate composite virtual item in the preset composite item mapping table.

[0040] The preset composite item mapping table can be a data table used to record the correspondence between composite item identifiers and composite virtual items. Candidate composite virtual items can be composite virtual items initially found based on composite item identifiers.

[0041] Optionally, the method for searching for the corresponding candidate composite virtual item in the preset composite item mapping table based on the composite item identifier can be as follows: the game control device maintains a preset composite item mapping table in memory or item management module. This mapping table records multiple composite virtual items owned by the current game object and their composite item identifiers. After parsing the composite item identifier, the mapping table is searched based on the composite item identifier to obtain the candidate composite virtual item.

[0042] Step S302: Read the sub-item level configuration data of the candidate composite virtual item, and determine whether there is a target sub-virtual item level in the sub-item level configuration data that corresponds to the item adjustment information.

[0043] The sub-item level configuration data can be used to describe the sub-virtual item levels supported by the candidate composite virtual item, the preset quantity of each level, the upgrade relationship, or the display configuration. The target sub-virtual item level can be the level that needs to be updated as indicated in the item adjustment information.

[0044] Optionally, the method for reading the sub-item level configuration data of the candidate composite virtual item and determining whether there is a target sub-virtual item level in the sub-item level configuration data that corresponds to the item adjustment information can be as follows: the game control device reads the sub-item level configuration data corresponding to the candidate composite virtual item and compares each level recorded therein with the target sub-virtual item level in the item adjustment information; if a target sub-virtual item level exists, it means that the candidate composite virtual item supports this adjustment; if no target sub-virtual item level exists, the item control event can be ignored or an abnormal prompt can be generated.

[0045] Step S303: If a target sub-virtual item level exists, the candidate composite virtual item is identified as the target composite virtual item, and an update flag is set for the target composite virtual item so that the target composite virtual item does not respond to other conflict control events before the current item control event is completed.

[0046] The update flag can be a status identifier indicating that the target composite virtual prop is in the process of being updated. A conflict control event can be a control event that acts on the same composite virtual prop as the current prop control event and may lead to inconsistencies in quantity, level, layout, or operating parameters.

[0047] Optionally, if a target sub-virtual item level exists, the method for determining the candidate composite virtual item as the target composite virtual item can be: after confirming that the candidate composite virtual item supports the target sub-virtual item level, the game control device determines the candidate composite virtual item as the target composite virtual item.

[0048] Optionally, setting an update flag for the target composite virtual item to prevent it from responding to other conflicting control events before the completion of this item control event can be achieved by: subsequently setting an update flag for the target composite virtual item so that it temporarily does not respond to other potentially conflicting control events before the completion of this update. The update flag is then cleared after the quantity update, merging upgrade, layout adjustment, and operating parameter adjustment are completed.

[0049] As can be seen from the above, by using the composite item mapping table, level configuration verification and update flag, we can avoid erroneous events from acting on mismatched composite virtual items, and also reduce state conflicts caused by concurrent item control events.

[0050] Step S102: Based on the item adjustment information, update the number of sub-virtual items of the corresponding level in the target composite virtual item, and during the update process, when the number of sub-virtual items of any level reaches the corresponding preset number, merge and upgrade the sub-virtual items of the corresponding level.

[0051] The number of sub-virtual items of a corresponding level can be the number of sub-virtual items currently recorded at a certain level in the target composite virtual item. The preset quantity can be the quantity condition required to trigger the merging and upgrading of sub-virtual items of the same level. The merging and upgrading process can be to convert the preset number of lower-level sub-virtual items into a higher-level sub-virtual item.

[0052] Optionally, the method for updating the quantity of sub-virtual items of the corresponding level in the target composite virtual item based on the item adjustment information can be as follows: The game control device determines the level of the sub-virtual item to be updated and the quantity change value based on the item adjustment information, and adds the quantity change value to the quantity of sub-virtual items corresponding to that level; when the quantity of sub-virtual items of any level reaches the corresponding preset quantity, the preset quantity of sub-virtual items is determined from the sub-virtual items of that level and merged into a higher-level sub-virtual item; after merging and upgrading, the quantity of sub-virtual items of the original level is reduced, and the quantity of sub-virtual items of the higher level is increased. For example, if the preset quantity of first-level sub-virtual items is four, when the quantity of first-level sub-virtual items in the target composite virtual item reaches four, the four first-level sub-virtual items can be merged and upgraded into one second-level sub-virtual item. If the quantity of second-level sub-virtual items also reaches the corresponding preset quantity later, a higher-level merging and upgrading can be triggered.

[0053] In one embodiment, a specific implementation process for merging and upgrading sub-virtual items is described. Please refer to [reference needed]. Figure 4 , Figure 4 This is a flowchart illustrating a sub-virtual item merging and upgrading process provided in an embodiment of this application. Figure 4 As shown, the specific implementation steps are as follows: Step S401: Based on the item adjustment information, determine the level to be updated and the change value of the quantity, and update the quantity of the sub-virtual items of the level to be updated based on the change value of the quantity.

[0054] The "level to be updated" can be the sub-virtual item level that needs to be added, reduced, or modified as indicated in this item adjustment information. The "quantity change value" can be the amount of change in the quantity of sub-virtual items under the level to be updated.

[0055] Optionally, the method for determining the level to be updated and the quantity change value based on the item adjustment information, and updating the quantity of sub-virtual items of the level to be updated based on the quantity change value, can be as follows: the game control device reads the target sub-virtual item level from the item adjustment information and uses it as the level to be updated; it reads the quantity change value and adds the quantity change value to the currently recorded quantity of sub-virtual items of the level to be updated to obtain the quantity of sub-virtual items after the level to be updated is updated.

[0056] Step S402: If the number of sub-virtual items corresponding to the first level is greater than or equal to the preset number corresponding to the first level, merge the preset number of first-level sub-virtual items into a second-level sub-virtual item and update the number of sub-virtual items corresponding to the first level. Here, the first level is any level in the target composite virtual item, and the second level is one level higher than the first level.

[0057] The first level can be any level among the target composite virtual items. The second level is one level higher than the first level. The preset quantity can be the number of first-level sub-virtual items required to trigger the merging and upgrade.

[0058] Optionally, the method for merging and upgrading a preset number of first-level sub-virtual items into a single second-level sub-virtual item and updating the quantity of first-level sub-virtual items can be as follows: When the quantity of any first-level sub-virtual item is greater than or equal to the preset quantity for that first level, the game control device deducts the preset quantity from the quantity of first-level sub-virtual items and generates a second-level sub-virtual item. If the quantity of first-level sub-virtual items is still greater than or equal to the preset quantity, the merging and upgrading process can continue until the remaining quantity of first-level sub-virtual items is less than the corresponding preset quantity. For example, if the preset quantity for the first level is four, and the current quantity of first-level sub-virtual items is updated to nine, four of the first-level sub-virtual items can be merged and upgraded into a single second-level sub-virtual item, leaving five first-level sub-virtual items. If the rules are continued to be applied, four more first-level sub-virtual items can be merged and upgraded into a single second-level sub-virtual item, ultimately leaving one first-level sub-virtual item.

[0059] Step S403: Update the number of sub-virtual items corresponding to the second level based on the merged and upgraded second-level sub-virtual items.

[0060] The number of sub-virtual items corresponding to the second level can be the current number of second-level sub-virtual items in the target composite virtual item. The second-level sub-virtual items obtained from merging and upgrading can be used as a source of new second-level quantity.

[0061] Optionally, the method for updating the quantity of sub-virtual items corresponding to the second level based on the merged and upgraded second-level sub-virtual items can be as follows: the game control device writes the merged and upgraded second-level sub-virtual items into the quantity record corresponding to the second level, and increases the quantity of sub-virtual items corresponding to the second level. If the quantity of sub-virtual items after the second level is updated also reaches the preset quantity corresponding to the second level, then the merging and upgrading process from the second level to a higher level can be triggered.

[0062] As can be seen from the above, by updating the quantity according to the level and performing a merge upgrade process when the preset quantity is reached, the growth process of composite virtual items can be automatically driven by changes in quantity, avoiding the inconsistency caused by configuring quantity changes and level changes separately.

[0063] Step S103: After the update is completed, based on the total number of sub-virtual items in the target composite virtual item, adjust the layout information of each sub-virtual item in the target composite virtual item and the running parameters of the target composite virtual item.

[0064] The total number of sub-virtual props can be the sum of the number of sub-virtual props of each level in the target composite virtual prop. Layout information can be used to characterize the position, arrangement order, interval, orientation, or distribution relationship of each sub-virtual prop in the target composite virtual prop. Operating parameters can be parameters used to control the operating state of the target composite virtual prop, such as rotation speed, movement speed, orbital radius, refresh rate, etc.

[0065] Optionally, after the update is complete, the method for adjusting the layout information of each sub-virtual item in the target composite virtual item and the operating parameters of the target composite virtual item based on the total number of sub-virtual items in the target composite virtual item can be as follows: After the game control device completes the update and merging upgrade of the number of sub-virtual items, it recalculates the total number of sub-virtual items in the target composite virtual item; it determines the corresponding layout rules based on the total number of sub-virtual items, and recalculates the position and orientation of each sub-virtual item according to the layout rules; at the same time, it adjusts the operating parameters of the target composite virtual item according to the change in the total number of sub-virtual items relative to the preset baseline number. For example, when the number of sub-virtual items in the target composite virtual item increases, the interval between each sub-virtual item can be reduced accordingly, and the rotation speed can also be adjusted according to the total number of sub-virtual items or the upgrade result, so that the composite virtual item still maintains a stable visual performance and operating effect after the number changes.

[0066] As can be seen from the above, the embodiments of this application identify the target composite virtual prop by identifying the composite prop, and realize the automatic linkage between the quantity and level of the sub-virtual props in the composite virtual prop by updating the quantity of sub-virtual props according to the level and performing the merging and upgrading process; by adjusting the layout information and operating parameters based on the total quantity of sub-virtual props, the composite virtual prop can be adaptively updated after the sub-virtual props change, avoiding the disconnect between the prop quantity, level, layout and operating parameters.

[0067] In one embodiment, a specific implementation process for adjusting the layout information of sub-virtual props and the operating parameters of the target composite virtual prop is described. Please refer to [reference needed]. Figure 5 , Figure 5 This is a flowchart illustrating a layout information and operating parameter adjustment process provided in an embodiment of this application. Figure 5 As shown, the specific implementation steps are as follows: Step S501: Count the total number of target composite virtual props in the updated sub-virtual props, and determine the target layout rules based on the total number of sub-virtual props. The target layout rules include node interval parameters and distribution benchmark parameters.

[0068] The target layout rule can be a rule used to determine the arrangement of the positions of each sub-virtual prop. The node spacing parameter can be used to represent the interval between adjacent sub-virtual props. The distribution reference parameter can be used to represent the reference information on which the layout calculation is based, such as the distribution center, distribution radius, starting angle, reference position, etc.

[0069] Optionally, the method for calculating the total number of sub-virtual items in the updated version of the target composite virtual item and determining the target layout rule based on the total number of sub-virtual items can be as follows: After completing the quantity update and merging upgrade, the game control device calculates the total number of all levels of sub-virtual items in the target composite virtual item; based on the total number of sub-virtual items, the target layout rule is determined from the preset layout rules, or the node interval parameters and distribution benchmark parameters are calculated in real time based on the total number of sub-virtual items. For example, when the target composite virtual item adopts a ring layout, the more sub-virtual items there are, the smaller the angular interval between adjacent sub-virtual items; when a linear or array layout is adopted, the total number of sub-virtual items can affect the number of rows and columns or the node spacing.

[0070] Step S502: Based on the node interval parameters, distribution benchmark parameters, and the arrangement order of each sub-virtual prop, determine the target position of each sub-virtual prop, and generate corresponding orientation compensation information according to the target position of each sub-virtual prop.

[0071] The sorting order can be the position of each sub-virtual item within the target composite virtual item. The target position can be the updated position of the sub-virtual items within the composite virtual item. Orientation compensation information can be used to adjust the display orientation of the sub-virtual items, matching their default orientation with the target position or direction of movement.

[0072] Optionally, the target position of each sub-virtual prop can be determined based on the node interval parameter, distribution reference parameter, and the arrangement order of each sub-virtual prop as follows: The distribution center in the distribution reference parameter is used as the layout reference point for each sub-virtual prop, and the distribution radius in the distribution reference parameter is used as the distance of each sub-virtual prop relative to the distribution center; the distribution angle corresponding to each sub-virtual prop is calculated according to the node interval parameter and the arrangement order of each sub-virtual prop, where the node interval parameter can be the angular interval between two adjacent sub-virtual props; polar coordinate transformation is performed based on the distribution center, distribution radius, and distribution angle to obtain the target position of each sub-virtual prop within the target composite virtual prop. In this way, the updated sub-virtual props can be redistributed according to the interval after the quantity change.

[0073] Optionally, the method for generating corresponding orientation compensation information based on the target position of each sub-virtual prop can be as follows: First, determine the radial direction of each sub-virtual prop based on the positional relationship between its target position and the distribution center; second, determine the tangential movement direction of the current sub-virtual prop in the target layout based on its target position and the target positions of adjacent sub-virtual props. Then, compare the radial or tangential movement direction with the default orientation of the sub-virtual prop to obtain the orientation offset, and generate corresponding orientation compensation information based on the orientation offset. The game control device corrects the display orientation of the sub-virtual props according to the orientation compensation information, ensuring that each sub-virtual prop maintains an orientation that matches the surrounding or movement direction after being rearranged.

[0074] In one embodiment, a specific implementation process for determining the target position of each sub-virtual prop and generating orientation compensation information is described. Please refer to [reference needed]. Figure 6 , Figure 6 This is a flowchart illustrating a target location and orientation compensation information generation process provided in an embodiment of this application. Figure 6 As shown, the specific implementation steps are as follows: Step S601: Determine the position offset of each sub-virtual prop relative to the distribution reference parameter based on the node interval parameter and the arrangement order of each sub-virtual prop.

[0075] The sequence offset can be relative offset information determined based on the arrangement sequence. For a ring layout, the sequence offset can be an angular offset; for a linear layout, the sequence offset can be a positional distance offset; and for an array layout, the sequence offset can be a row or column offset.

[0076] Optionally, the method for determining the positional offset of each sub-virtual item relative to the distribution reference parameter based on the node interval parameter and the arrangement order of each sub-virtual item can be as follows: the game control device reads the arrangement order of each sub-virtual item and combines the arrangement order with the node interval parameter to obtain the positional offset of the sub-virtual item relative to the distribution reference parameter. For example, in a ring layout, if the node interval parameter is an angular interval, the positional offset of the first sub-virtual item can be zero, and the positional offset of the second sub-virtual item can be an angular interval.

[0077] Step S602: Based on the distribution reference parameters and the sequence offset, determine the target position of each sub-virtual prop in the target composite virtual prop.

[0078] The distribution reference parameters may include the distribution center, distribution radius, starting position, or reference direction. The target position may be the location where the sub-virtual item should be displayed or run after the update.

[0079] Optionally, the target position of each sub-virtual item within the target composite virtual item can be determined based on the distribution reference parameters and the sequence offset. The game control device calculates the target position of each sub-virtual item according to the reference position and sequence offset in the distribution reference parameters. If a ring distribution is used, the target position of each sub-virtual item can be determined based on the distribution center, distribution radius, and the distribution angle corresponding to the sequence offset. If other distribution methods are used, the target position can be determined based on the corresponding layout rules.

[0080] Step S603: Based on the target position of each sub-virtual prop and the target position of adjacent sub-virtual props, determine the movement orientation of each sub-virtual prop, and generate orientation compensation information for each sub-virtual prop based on the difference between the movement orientation of each sub-virtual prop and the corresponding default orientation.

[0081] The motion orientation can be the direction of movement or display of the sub-virtual prop within the target layout. The default orientation can be the initial orientation of the sub-virtual prop model or image resource when it is not adjusted. Orientation compensation information can be information used to correct the difference between the default orientation and the motion orientation.

[0082] Optionally, the method for determining the movement orientation of each sub-virtual prop based on its target position and the target positions of adjacent sub-virtual props can be as follows: Based on the arrangement order of each sub-virtual prop, determine the adjacent sub-virtual props of each sub-virtual prop in a preset movement direction, and obtain the target position of the current sub-virtual prop and the target positions of adjacent sub-virtual props; based on the offset direction of the target positions of adjacent sub-virtual props relative to the target position of the current sub-virtual prop, determine the tangential movement direction of the current sub-virtual prop in the target layout; use the tangential movement direction as the movement orientation of the current sub-virtual prop. For a sub-virtual prop located at the end of its arrangement order, the first sub-virtual prop can be used as its adjacent sub-virtual prop to form a continuous circling movement orientation.

[0083] Optionally, the method for generating orientation compensation information for each sub-virtual prop based on the difference between the movement orientation of each sub-virtual prop and its default orientation can be as follows: convert the movement orientation of each sub-virtual prop into a target orientation angle, and read the default orientation angle of each sub-virtual prop in the initial model state; calculate the angle difference between the target orientation angle and the default orientation angle, and perform angle normalization processing on the angle difference to obtain the orientation compensation angle; generate orientation compensation information based on the orientation compensation angle, so that each sub-virtual prop is rotated and corrected according to the orientation compensation information when displayed.

[0084] As can be seen from the above, by calculating the order offset, target position and orientation compensation information, the sub-virtual props can be stably arranged according to the new layout relationship after the quantity changes, and the display direction and movement state can be matched.

[0085] Step S503: Determine the running correction amount based on the difference between the total number of sub-virtual props and the preset baseline number, and adjust the running parameters of the target composite virtual props based on the running correction amount.

[0086] The preset baseline quantity can be a reference quantity used to calculate operating parameters. The operating correction amount can be the parameter adjustment amount obtained based on the change in the total number of sub-virtual props. Operating parameters can include rotation speed, movement speed, refresh rate, display cycle, etc.

[0087] Optionally, the method for determining the operational correction amount based on the quantity difference between the total number of sub-virtual items and the preset baseline quantity, and adjusting the operational parameters of the target composite virtual item based on the operational correction amount, can be as follows: obtain the total number of sub-virtual items of the target composite virtual item after the update and the number of sub-virtual items corresponding to each level, and perform weighted statistics on the number of sub-virtual items at each level according to the level weight corresponding to each level to obtain the item strength characterization value; compare the total number of sub-virtual items with the preset baseline quantity to obtain the quantity difference value, and determine the operational correction amount based on the quantity difference value and the item strength characterization value; adjust the current operational parameters of the target composite virtual item based on the operational correction amount to obtain the updated operational parameters.

[0088] As can be seen from the above, by synchronously determining the layout rules and operating parameters based on the total number of sub-virtual props, the problem of the layout remaining in the old state or the operating parameters not being adjusted synchronously after the number of sub-virtual props changes can be avoided.

[0089] In one embodiment, a specific implementation process for controlling a collision detection component is described. Please refer to [reference needed]. Figure 7 , Figure 7 This is a flowchart illustrating a collision detection component control process provided in an embodiment of this application. Figure 7 As shown, the specific implementation steps are as follows: Step S701: After determining the target composite virtual prop from multiple composite virtual props, control the collision detection component of the target composite virtual prop to be in a deactivated state.

[0090] The collision detection component is a functional component used to detect whether a composite virtual prop or its sub-virtual prop collides, contacts, or hits other objects in the game scene. When the collision detection component is disabled, the corresponding composite virtual prop or sub-virtual prop will not participate in collision detection.

[0091] Optionally, the collision detection component of the target composite virtual prop can be disabled as follows: after identifying the target composite virtual prop, the game control device obtains the collision detection component corresponding to the target composite virtual prop, or obtains the collision detection components corresponding to each sub-virtual prop within the target composite virtual prop, and sets them to a disabled state. By disabling the collision detection component before quantity updates, merging upgrades, and layout adjustments, abnormal collisions can be avoided during the creation, removal, or repositioning of sub-virtual props.

[0092] Step S702: After adjusting the layout information of each sub-virtual prop in the target composite virtual prop and the running parameters of the target composite virtual prop, a collision activation delay command is generated, and in response to the collision activation delay command, the collision detection component is activated after a preset delay time.

[0093] The collision activation delay command can be used to control the delayed reactivation of the collision detection component. This command can carry information such as a preset delay duration, the target composite virtual object identifier, and the collision detection component identifier. The preset delay duration can be a pre-set time length based on game refresh frames, animation transition times, or collision stabilization requirements. This preset delay duration can be one or more rendering frames, or a fixed time interval.

[0094] Optionally, after adjusting the layout information of each sub-virtual item in the target composite virtual item and the operating parameters of the target composite virtual item, the collision activation delay command can be generated as follows: After confirming that the target composite virtual item has completed the update of the number of sub-virtual items, merging and upgrading, layout information adjustment, and operating parameter adjustment, the game control device generates the collision activation delay command. This collision activation delay command is used to instruct the collision detection component not to be activated immediately, but to be activated after a preset delay period.

[0095] Optionally, in response to a collision activation delay command, the collision detection component can be activated after a preset delay period by: the game control device starting a timer after generating the collision activation delay command; after the preset delay period, switching the collision detection component from a disabled state to an enabled state, allowing the target composite virtual item or its sub-virtual items to re-participate in collision detection based on the adjusted layout information. For example, if the target composite virtual item removes multiple low-level sub-virtual items and generates a high-level sub-virtual item during the merging and upgrading process, the collision detection component remains disabled until the process is complete; the activation of the collision detection component is delayed only after the position and operating parameters of the newly generated high-level sub-virtual item have stabilized, thereby reducing residual collisions or false alarms.

[0096] As can be seen from the above, by disabling the collision detection component during the update of the target composite virtual prop and delaying its activation after the update is completed, the probability of abnormal collision detection during the dynamic adjustment of sub-virtual props can be reduced, thereby improving the stability of the composite virtual prop operation.

[0097] Figure 8 This application provides a structural block diagram of a control device for composite virtual items in a game. The device is configured to execute the control method for composite virtual items in a game provided in the above embodiment, and possesses corresponding functional modules and beneficial effects for executing the method. Figure 8 As shown, the device specifically includes: The parsing module 801 is configured to parse the item control event when the item control event is triggered, obtain the composite item identifier and item adjustment information, and determine the target composite virtual item from multiple composite virtual items based on the composite item identifier, wherein the target composite virtual item includes multiple levels of sub-virtual items; The update module 802 is configured to update the number of sub-virtual items of the corresponding level in the target composite virtual item according to the item adjustment information, and to merge and upgrade the sub-virtual items of the corresponding level when the number of sub-virtual items of any level reaches the corresponding preset number during the update process. Adjustment module 803 is configured to, upon completion of the update, adjust the layout information of each sub-virtual item in the target composite virtual item and the operating parameters of the target composite virtual item based on the total number of sub-virtual items in the target composite virtual item.

[0098] As can be seen from the above, by parsing the prop control events and identifying the target composite virtual prop based on the composite prop identifier, the directional control of multiple composite virtual props is realized; by updating the number of sub-virtual props according to their level and merging and upgrading them when the number reaches a preset number, the automatic linkage between the change in the number of sub-virtual props and the level upgrade is realized; by adjusting the layout information and operating parameters based on the total number of sub-virtual props, the composite virtual props can adaptively update as the sub-virtual props change.

[0099] In one possible embodiment, the parsing module 801 is specifically configured as follows: Obtain the event header information and event content information from the prop control event, and extract the composite prop identifier and event source identifier from the event header information; Based on the event source identifier and the composite prop identifier, determine the event routing weight corresponding to the prop control event; Extract the target sub-virtual item's level, quantity change value, and adjustment type from the event content information, and generate item adjustment information based on the target sub-virtual item's level, quantity change value, adjustment type, and event routing weight.

[0100] In one possible embodiment, the parsing module 801 is further configured as follows: Based on the composite item identifier, the corresponding candidate composite virtual item is searched in the preset composite item mapping table; Read the sub-item level configuration data of the candidate composite virtual item, and determine whether there is a target sub-virtual item level in the sub-item level configuration data that corresponds to the item adjustment information; If a target sub-virtual item level exists, the candidate composite virtual item is identified as the target composite virtual item, and an update flag is set for the target composite virtual item so that it does not respond to other conflict control events before the current item control event is completed.

[0101] In one possible embodiment, the update module 802 is specifically configured as follows: Based on the item adjustment information, determine the level to be updated and the change value of the quantity, and update the quantity of sub-virtual items of the level to be updated based on the change value of the quantity; If the number of sub-virtual items corresponding to the first level is greater than or equal to the preset number corresponding to the first level, the preset number of first-level sub-virtual items will be merged and upgraded into a second-level sub-virtual item, and the number of sub-virtual items corresponding to the first level will be updated. Here, the first level is any level in the target composite virtual item, and the second level is one level higher than the first level. Update the number of sub-virtual items corresponding to the second level based on the merged and upgraded second-level sub-virtual items.

[0102] In one possible embodiment, the adjustment module 803 is specifically configured as follows: The total number of target composite virtual props in the updated sub-virtual props is counted, and the target layout rules are determined based on the total number of sub-virtual props. The target layout rules include node interval parameters and distribution benchmark parameters. Based on the node interval parameters, distribution benchmark parameters, and the arrangement order of each sub-virtual prop, the target position of each sub-virtual prop is determined, and corresponding orientation compensation information is generated according to the target position of each sub-virtual prop. Based on the difference between the total number of sub-virtual props and the preset baseline number, the operation correction amount is determined, and the operation parameters of the target composite virtual props are adjusted based on the operation correction amount.

[0103] In one possible embodiment, the adjustment module 803 is further configured as follows: Based on the node interval parameter and the arrangement order of each sub-virtual prop, determine the order offset of each sub-virtual prop relative to the distribution reference parameter. Based on the distribution baseline parameters and the order offset, determine the target position of each sub-virtual prop in the target composite virtual prop; Based on the target positions of each sub-virtual prop and the target positions of adjacent sub-virtual props, the movement orientation of each sub-virtual prop is determined, and based on the difference between the movement orientation of each sub-virtual prop and its default orientation, orientation compensation information for each sub-virtual prop is generated.

[0104] In one possible embodiment, the device further includes: The control module 804 is configured to disable the collision detection component of the target composite virtual prop after determining the target composite virtual prop from multiple composite virtual props. The generation module 805 is configured to generate a collision activation delay command after adjusting the layout information of each sub-virtual prop in the target composite virtual prop and the running parameters of the target composite virtual prop, and to activate the collision detection component after a preset delay time in response to the collision activation delay command. Figure 9 This application provides a schematic diagram of the structure of a control device for composite virtual items in a game, as shown in the embodiment of the present application. Figure 9 As shown, the device includes a processor 901, a memory 902, an input device 903, and an output device 904.

[0105] The number of processors 901 can be one or more. Figure 9 Taking a processor 901 as an example; the processor 901, memory 902, input device 903, and output device 904 can be connected via a bus or other means. Figure 9 Taking a bus connection as an example, the memory 902, as a computer-readable storage medium, can be configured to store software programs, computer-executable programs, and modules, such as the program instructions / modules corresponding to the control method for composite virtual items in the game in this embodiment. The processor 901 executes various functional applications and data processing of the device by running the software programs, instructions, and modules stored in the memory 902, thereby realizing the aforementioned control method for composite virtual items in the game. The input device 903 can be configured to receive input digital or character information and generate key signal inputs related to the user settings and function control of the device. The output device 904 may include a display screen or other display device.

[0106] This application also provides a non-volatile storage medium containing computer-executable instructions, which, when executed by a computer processor, are configured to perform a control method for composite virtual items in a game as described in the above embodiments. The method includes: upon triggering an item control event, parsing the event to obtain a composite item identifier and item adjustment information; determining a target composite virtual item from multiple composite virtual items based on the composite item identifier; updating the number of sub-virtual items of the corresponding level in the target composite virtual item according to the item adjustment information; and, during the update process, merging and upgrading the sub-virtual items of the corresponding level when the number of sub-virtual items of any level reaches a corresponding preset number; and, upon completion of the update, adjusting the layout information of each sub-virtual item in the target composite virtual item and the operating parameters of the target composite virtual item based on the total number of sub-virtual items in the target composite virtual item.

[0107] It is worth noting that in the embodiments of the control device for composite virtual props in the above-mentioned game, the various units and modules included are only divided according to functional logic, but are not limited to the above division, as long as the corresponding functions can be realized; in addition, the specific names of each functional unit are only for easy differentiation and are not configured to limit the protection scope of the embodiments of this application.

[0108] In some possible implementations, various aspects of the methods provided in this application can also be implemented as a program product comprising program code that, when run on a computer device, is configured to cause the computer device to perform the steps of the methods described above according to various exemplary embodiments of this application. For example, the computer device may execute a method for controlling composite virtual items in a game as described in embodiments of this application. The program product may be implemented using a combination of one or more readable media.

Claims

1. A method for controlling composite virtual items in a game, characterized in that, include: When an item control event is triggered, the item control event is parsed to obtain a composite item identifier and item adjustment information. Based on the composite item identifier, a target composite virtual item is determined from multiple composite virtual items, wherein the target composite virtual item includes multiple levels of sub-virtual items. Based on the item adjustment information, update the number of sub-virtual items of the corresponding level in the target composite virtual item, and during the update process, when the number of sub-virtual items of any level reaches the corresponding preset number, merge and upgrade the sub-virtual items of the corresponding level. Once the update is complete, based on the total number of sub-virtual items in the target composite virtual item, adjust the layout information of each sub-virtual item in the target composite virtual item and the operating parameters of the target composite virtual item.

2. The control method for composite virtual items in a game according to claim 1, characterized in that, The parsing of the item control event yields the composite item identifier and item adjustment information, including: Obtain the event header information and event content information from the prop control event, and extract the composite prop identifier and event source identifier from the event header information; Based on the event source identifier and the composite prop identifier, the event routing weight corresponding to the prop control event is determined; Extract the target sub-virtual item level, quantity change value, and adjustment type from the event content information, and generate the item adjustment information based on the target sub-virtual item level, the quantity change value, the adjustment type, and the event routing weight.

3. The method for controlling composite virtual items in a game according to claim 1, characterized in that, The step of determining the target composite virtual item from multiple composite virtual items based on the composite item identifier includes: Based on the composite item identifier, the corresponding candidate composite virtual item is searched in the preset composite item mapping table; Read the sub-item level configuration data of the candidate composite virtual item, and determine whether there is a target sub-virtual item level in the sub-item level configuration data that corresponds to the item adjustment information; If the target sub-virtual item level exists, the candidate composite virtual item is determined as the target composite virtual item, and an update flag is set for the target composite virtual item so that the target composite virtual item does not respond to other conflict control events before the current item control event is completed.

4. The control method for composite virtual items in a game according to claim 1, characterized in that, The step of updating the number of sub-virtual items of the corresponding level in the target composite virtual item according to the item adjustment information, and merging and upgrading the sub-virtual items of the corresponding level when the number of sub-virtual items of any level reaches the corresponding preset number during the update process, includes: Based on the item adjustment information, determine the level to be updated and the change value of the quantity, and update the quantity of the sub-virtual items of the level to be updated based on the change value of the quantity; If the number of sub-virtual items corresponding to the first level is greater than or equal to the preset number corresponding to the first level, the preset number of first-level sub-virtual items are merged and upgraded into a second-level sub-virtual item, and the number of sub-virtual items corresponding to the first level is updated. Here, the first level is any level among the target composite virtual items, and the second level is one level higher than the first level. Update the number of sub-virtual items corresponding to the second level based on the merged and upgraded second-level sub-virtual items.

5. The control method for composite virtual items in a game according to claim 1, characterized in that, The adjustment of the layout information of each sub-virtual item in the target composite virtual item and the operating parameters of the target composite virtual item, based on the total number of sub-virtual items in the target composite virtual item, includes: The total number of sub-virtual props of the target composite virtual prop after the update is counted, and the target layout rule is determined based on the total number of sub-virtual props, wherein the target layout rule includes node interval parameters and distribution benchmark parameters; Based on the node interval parameter, the distribution reference parameter, and the arrangement order of each sub-virtual prop, the target position of each sub-virtual prop is determined, and corresponding orientation compensation information is generated according to the target position of each sub-virtual prop. Based on the difference between the total number of sub-virtual props and the preset baseline number, a running correction amount is determined, and the running parameters of the target composite virtual prop are adjusted based on the running correction amount.

6. The method for controlling composite virtual items in a game according to claim 5, characterized in that, The step involves determining the target position of each sub-virtual prop based on the node interval parameter, the distribution reference parameter, and the arrangement order of each sub-virtual prop, and generating corresponding orientation compensation information based on the target position of each sub-virtual prop, including: Based on the node interval parameter and the arrangement order of each sub-virtual prop, determine the order offset of each sub-virtual prop relative to the distribution reference parameter; Based on the distribution reference parameters and the sequence offset, the target position of each sub-virtual prop in the target composite virtual prop is determined; Based on the target positions of each sub-virtual prop and the target positions of adjacent sub-virtual props, the movement orientation of each sub-virtual prop is determined, and based on the difference between the movement orientation of each sub-virtual prop and its default orientation, orientation compensation information for each sub-virtual prop is generated.

7. The method for controlling composite virtual items in a game according to claim 1, characterized in that, The method further includes: After determining the target composite virtual prop from multiple composite virtual props, the collision detection component of the target composite virtual prop is deactivated. After adjusting the layout information of each sub-virtual prop in the target composite virtual prop and the operating parameters of the target composite virtual prop, a collision activation delay command is generated, and in response to the collision activation delay command, the collision detection component is activated after a preset delay period.

8. A control device for composite virtual items in a game, characterized in that, include: The parsing module is configured to parse the item control event when the item control event is triggered, obtain the composite item identifier and item adjustment information, and determine the target composite virtual item from multiple composite virtual items based on the composite item identifier, wherein the target composite virtual item includes multiple levels of sub-virtual items; The update module is configured to update the number of sub-virtual props of the corresponding level in the target composite virtual prop according to the prop adjustment information, and to merge and upgrade the sub-virtual props of the corresponding level when the number of sub-virtual props of any level reaches the corresponding preset number during the update process. The adjustment module is configured to, upon completion of the update, adjust the layout information of each sub-virtual prop in the target composite virtual prop and the operating parameters of the target composite virtual prop based on the total number of sub-virtual props in the target composite virtual prop.

9. A control device for composite virtual items in a game, characterized in that, The device includes: one or more processors; and a storage device configured to store one or more programs, which, when executed by the one or more processors, cause the one or more processors to implement the control method for composite virtual items in a game as described in any one of claims 1-7.

10. A non-volatile storage medium for storing computer-executable instructions, characterized in that, The computer-executable instructions, when executed by a computer processor, are configured to perform the control method for composite virtual items in a game as described in any one of claims 1-7.