Method, device, terminal, and program for transferring virtual items

By providing virtual item transfer control in multiplayer online first-person shooting games, users can directly point to the virtual object of the same camp through the target center and trigger transfer control, realizing one-click transfer of virtual items, solving the problem of complex virtual item exchange process in the existing technology, and improving transfer efficiency and user interaction.

JP2025508231AActive Publication Date: 2025-03-21TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024555203
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-03-25
Filing Date
2022-12-09
Publication Date
2025-03-21
Estimated Expiration
2042-12-09

AI Technical Summary

Technical Problem

The prior art virtual item exchange process in multiplayer online first-person shooting games is complicated and requires multiple steps, such as opening a backpack, selecting replacement items, discarding and marking items, picking items, etc.

Method used

A method and device are provided for direct transfer of virtual items. By displaying item transfer control on the game screen, when the virtual object has an item acquisition requirement and the target center points to another virtual object with the same camp, the user can realize one-click transfer of virtual items by triggering item transfer control.

Benefits of technology

It simplifies the transfer process of virtual items, reduces operating costs, improves the efficiency of item transfer, reduces user interaction steps during item transfer, and enhances interaction and collaboration among team members.

✦ Generated by Eureka AI based on patent content.

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Abstract

A method, device, terminal, storage medium, and program product for transferring a virtual item, which belong to the technical field of man-machine interaction. The method includes a step (201) of displaying a game screen, in which a first virtual object is included in the game screen, a step (202) of displaying an item transfer control when the first virtual object has an item acquisition need and the aiming center of a second virtual object points to the first virtual object, and a step (203) of controlling the second virtual object to transfer a virtual item to the first virtual object in response to a trigger operation on the item transfer control. The method can improve the efficiency of transferring the virtual item.
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Description

[Technical Field]

[0001] The embodiments of the present application relate to the technical field of man-machine interaction, and in particular to a method, device, terminal, storage medium, and program product for transferring virtual items.

[0002] This application claims priority to a Chinese patent application filed on March 25, 2022, bearing application number 202210307698.6 and titled "Virtual item transfer method, device, terminal, storage medium, and program product," the entire contents of which are incorporated herein by reference. [Background technology]

[0003] A first-person shooter game (FPS) is an application program based on a three-dimensional virtual environment in which users can control virtual objects in the virtual environment and perform actions such as walking, running, climbing, and shooting. Multiple users can also team up online to complete tasks cooperatively in the same virtual environment.

[0004] In the related art, during the game, it is often necessary for members of the same team to exchange materials due to shortage of materials or the need to distribute materials, etc. The complete material exchange process is as follows: the material provider needs to open the backpack, select the replacement material, discard and mark the material, and the material recipient correspondingly picks up the material at the designated location.

[0005] As is evident, in the related art, the exchange process of materials during the game is relatively complicated. Summary of the Invention [Means for solving the problem]

[0006] The embodiments of the present application provide a method, device, terminal, storage medium, and program product for transferring virtual items. The above technical means are as follows:

[0007] In one aspect, an embodiment of the present application provides a method for transferring a virtual item, the method being performed by a terminal, the method comprising: a step of displaying a game screen, the game screen including a first virtual object; a step of displaying an item transfer control when the first virtual object has an item acquisition need and the center of aim of a second virtual object is pointing at the first virtual object, wherein the first virtual object and the second virtual object belong to the same camp; and controlling the second virtual object to transfer a virtual item to the first virtual object in response to a trigger operation on the item transfer control.

[0008] In another aspect, an embodiment of the present application provides a method for transferring a virtual item, performed by a terminal, the method comprising: displaying an item acquisition control, the item acquisition control being used to trigger a first virtual object to request a transfer of a virtual item from a second virtual object, the first virtual object and the second virtual object belonging to the same faction; determining a first virtual item in response to a trigger operation on a sub-control of an item acquisition control, the sub-control being used to indicate the first virtual item that the first virtual object requests to acquire; Displaying an item identifier of the first virtual item around the first virtual object, the item identifier being used to characterize the first virtual object as having an item acquisition need; The method further includes a step of receiving the first virtual item transferred by the second virtual object to the first virtual object, and the second virtual object triggering the transfer of the first virtual item by an item transfer control, wherein the item transfer control is used to be displayed when the center of aim of the second virtual object is pointing at the first virtual object.

[0009] In another aspect, an embodiment of the present application provides a device for transferring a virtual item, the device including: a display module; and a control module; the display module is used to display a game screen, and the game screen includes a first virtual object; the display module is further configured to display an item transfer control when the first virtual object has an item acquisition need and the center of aim of the second virtual object is pointing at the first virtual object, and the first virtual object and the second virtual object belong to the same camp; The control module is used to control the second virtual object to transfer a virtual item to the first virtual object in response to a trigger operation on the item transfer control.

[0010] In another aspect, an embodiment of the present application provides a device for transferring a virtual item, the device further comprising: a display module; a determination module; and a receiving module; The display module is used to display an item acquisition control, and the item acquisition control is used to trigger a first virtual object to request a transfer of a virtual item from a second virtual object, and the first virtual object and the second virtual object belong to the same camp; the determination module is used to determine a first virtual item in response to a trigger operation on a sub-control of an item acquisition control, and the sub-control is used to indicate the first virtual item that the first virtual object requests to be acquired; The display module is further configured to display an item identifier of the first virtual item around the first virtual object, the item identifier being configured to characterize the first virtual object as having an item acquisition need; The receiving module is used to receive the first virtual item transferred by the second virtual object to the first virtual object, and the second virtual object triggers the transfer of the first virtual item through an item transfer control, and the item transfer control is displayed when the center of aim of the second virtual object is pointing at the first virtual object.

[0011] In another aspect, an embodiment of the present application provides a terminal, the terminal including a processor and a memory, wherein at least one segment of a program is stored in the memory, and the at least one segment of the program is uploaded and executed by the processor to realize the virtual item transfer method described in the above aspect.

[0012] In another aspect, an embodiment of the present application provides a computer-readable storage medium having at least one segment of a program stored therein, the at least one segment of the program being uploaded and executed by a processor to realize the virtual item transfer method described in the above aspect.

[0013] In another aspect, an embodiment of the present application provides a computer program product, the computer program product including computer instructions stored in a computer-readable storage medium, a processor of a terminal reading the computer instructions from the computer-readable storage medium, and the processor executing the computer instructions to cause the terminal to perform a virtual item transfer method provided in various selectable implementation forms of the above aspect. [Effects of the Invention]

[0014] The beneficial effects of the technical means provided by the embodiments of the present application include at least the following:

[0015] A method for transferring virtual items between virtual objects during a game is provided. When a first virtual object needs to acquire a virtual item, a second virtual object belonging to the same camp can transfer the virtual item to the first virtual object by aiming at the first virtual object and clicking an item transfer control. Compared to related technologies that require several steps, such as opening a backpack, selecting exchange materials, discarding and marking the materials, and picking them up, the virtual item transfer method provided herein greatly simplifies the steps required for transferring virtual items, reducing the operational cost of transferring virtual items and thereby improving the efficiency of transferring virtual items. In addition, the virtual item giver (virtual item transferor) can trigger the item transfer control to transfer the virtual item with one click, thereby reducing the item transfer cost for the virtual item giver. This encourages more users to control virtual objects and become virtual item givers, enhancing teammate interaction and increasing the frequency of use of the virtual item transfer function during a game. [Brief explanation of the drawings]

[0016] [Figure 1]1 shows a schematic diagram of an implementation environment provided by one embodiment of the present application. [Figure 2] 1 illustrates a flowchart of a virtual item transfer method provided by one exemplary embodiment of the present application. [Figure 3] 1 is a schematic diagram of a virtual item transfer process according to one exemplary embodiment of the present application; [Figure 4] 1 illustrates a flowchart of a virtual item transfer method provided by another exemplary embodiment of the present application. [Figure 5] FIG. 10 is a schematic diagram of a virtual item transfer process according to another exemplary embodiment of the present application. [Figure 6] 1 illustrates a flowchart of a virtual item transfer method provided by another exemplary embodiment of the present application. [Figure 7] FIG. 10 is a schematic diagram of an operation for editing an item transfer control according to one exemplary embodiment of the present application; [Figure 8] 1 illustrates a flowchart for a virtual item grantor to transfer a virtual item according to one exemplary embodiment of the present application. [Figure 9] 1 illustrates a flowchart of a virtual item transfer method provided by another exemplary embodiment of the present application. [Figure 10] FIG. 1 is a schematic diagram of a process for initiating an item acquisition request according to one exemplary embodiment of the present application; [Figure 11] FIG. 2 is a schematic diagram of a virtual item selection process according to one exemplary embodiment of the present application. [Figure 12] 1 illustrates a flowchart for a virtual item loser to transfer a virtual item according to one exemplary embodiment of the present application. [Figure 13] 1 is a structural block diagram of a virtual item transfer device provided by one exemplary embodiment of the present application; [Figure 14] FIG. 10 is a structural block diagram of a virtual item transfer device provided by another exemplary embodiment of the present application. [Figure 15] FIG. 2 is a structural block diagram of a terminal provided by one exemplary embodiment of the present application; DETAILED DESCRIPTION OF THE INVENTION

[0017] Referring to Figure 1, a schematic diagram of an implementation environment provided by one embodiment of the present application is shown. The implementation environment may include a first terminal 110, a server 120, and a second terminal 130.

[0018] An application program 111 supporting a virtual environment is running on the first terminal 110, and the application program 111 may be a multiplayer online battle program. When the first terminal runs the application program 111, a user interface of the application program 111 is displayed on the screen of the first terminal 110. The application program 111 may be any one of a multiplayer online battle arena game (MOBA) and a simulation game (SLG). In this embodiment, the application program 111 is a first-person shooter game (FPS). The first terminal 110 is used by a first user 112. The first user 112 uses the first terminal 110 to control the movement of a first virtual object located in the virtual environment. The first virtual object may be referred to as the first user's 112's master virtual object. The movement of the first virtual object includes, but is not limited to, at least one of body posture adjustment, crawling, walking, running, cycling, jumping, jumping, motion, picking up, shooting, attacking, throwing, and skill activation (also referred to as "skill casting"). Generally, the first virtual object is a first virtual person, for example, a simulated person or an animated person.

[0019] An application program 131 supporting a virtual environment runs on the second terminal 130, and the application program 131 may be a multiplayer online battle program. When the second terminal 130 runs the application program 131, a user interface of the application program 131 is displayed on the screen of the second terminal 130. The client may be any one of an MOBA game and an SLG game. In this embodiment, the application program 131 is an FPS game. The second terminal 130 is used by a second user 132, who uses the second terminal 130 to control the movement of a second virtual object located in the virtual environment. The second virtual object may be referred to as the second user's 132 master virtual character. Generally, the second virtual object is a second virtual person, such as a simulated character or an animated character.

[0020] Optionally, the first virtual object and the second virtual object are located in the same virtual world. Optionally, the first virtual object and the second virtual object may belong to the same camp, team, organization, have a friendship relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object may belong to different camps, teams, organizations, or have an enemy relationship.

[0021] Alternatively, the application programs installed on the first terminal 110 and the second terminal 130 may be the same, or the application programs installed on the two terminals may be the same type of application program on different operating system platforms (Android or IOS). The first terminal 110 may refer collectively to one of a plurality of terminals, and the second terminal 130 may refer collectively to another of the plurality of terminals. In this embodiment, only the first terminal 110 and the second terminal 130 will be described as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and may include at least one of a smartphone, a tablet computer, an e-book reader, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a laptop computer, and a desktop computer.

[0022] Although only two terminals are shown in Figure 1, in different embodiments, there may be multiple other terminals that can access the server 120. Optionally, there may be one or more terminals corresponding to developers, on which an application program development and editing platform supporting a virtual environment is installed, allowing developers to edit and update application programs on the terminals. The updated application program installation package is transmitted to the server 120 via a wired or wireless network, and the first terminal 110 and the second terminal 130 can download the application program installation package from the server 120 to update the application program.

[0023] The first terminal 110, the second terminal 130, and other terminals are connected to the server 120 by a wireless network or a wired network.

[0024] The server 120 may include at least one of a single server, a server cluster consisting of multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services to application programs supporting a 3D virtual environment. Alternatively, the server 120 may perform the main computing tasks, and the terminal may perform the secondary computing tasks, or the server 120 may perform the secondary computing tasks, and the terminal may perform the main computing tasks, or a distributed computing architecture may be adopted between the server 120 and the terminal to perform collaborative computing.

[0025] In one schematic example, the server 120 includes a memory 121, a processor 122, a user account database 123, a battle service module 124, and a user input / output interface (I / O interface) 125. The processor 122 is used to upload instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is used to store data on user accounts used by the first terminal 110, the second terminal 130, and other terminals, such as the user account avatar, the user account nickname, the user account combat power index, and the service zone in which the user account is located. The battle service module 124 is used to provide multiple battle rooms for user battles, such as 1v1 battles, 3v3 battles, 5v5 battles, etc. The user I / O interface 125 is used to communicate and exchange data with the first terminal 110 and / or the second terminal 130 via a wireless or wired network.

[0026] It should be noted that the virtual bullets, virtual medicines, medical kits, energy drinks, bandages, etc. in the embodiments of the present application are all virtual items in the game.

[0027] Referring to Figure 2, a flowchart of a virtual item transfer method provided by an exemplary embodiment of the present application is shown. In this embodiment, the method is described as being used in the first terminal 110, the second terminal 130, or other terminals in the implementation environment shown in Figure 1. The method includes the following steps 201 to 203.

[0028] Step 201: A game screen is displayed, and the game screen includes a first virtual object.

[0029] In one possible embodiment, after a user controls a second virtual object to enter a game, the user can control the second virtual object to move in the virtual environment using a terminal, and the corresponding terminal will display a game screen from a viewpoint corresponding to the second virtual object.

[0030] Alternatively, the game screen may be a screen for observing the virtual environment from a first-person perspective, where the second virtual object controlled by the user is not displayed on the game screen from the first-person perspective, or the first game screen may be a screen for observing the virtual environment from a third-person perspective, where the second virtual object controlled by the user is displayed on the game screen from the third-person perspective.

[0031] Optionally, in the present embodiment, the viewpoint is the angle at which a virtual object is observed by a video camera model in a virtual environment. When a first-person viewpoint is adopted, the video camera model is located near the head of the virtual object or at the head of the virtual object. When a third-person viewpoint is adopted, the video camera model is located behind the virtual object and can be bound to the virtual object. It may be located at any position within a predetermined distance from the virtual object, and the video camera model can observe the virtual object located in the virtual environment from different angles. Optionally, when the third-person viewpoint is a first-person over-the-shoulder viewpoint, the video camera model is located behind the virtual object (e.g., the head or shoulders of a virtual character). Optionally, in addition to the first-person viewpoint and the third-person viewpoint, the viewpoint can also include other viewpoints, such as a bird's-eye viewpoint. When a bird's-eye viewpoint is adopted, the video camera model can be located in the sky above the head of the virtual object, and the bird's-eye viewpoint is a viewpoint at which the virtual environment is observed from a bird's-eye view from the sky. Optionally, the video camera model is not actually displayed in the virtual environment, ie, the video camera model is not displayed in the virtual environment displayed in the user interface.

[0032] Optionally, in addition to displaying the virtual objects, the game screen may also display a virtual environment, which may include at least one of the following elements: mountains, plains, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles. Optionally, if another virtual object exists within the field of view of the second virtual object, the other virtual object may be displayed on the game screen.

[0033] It is important to note that in this embodiment, during the process of transferring a virtual item, the first virtual object (a virtual object for which an item needs to be acquired) must be within the field of view of the user's master virtual object (second virtual object), so that the transfer of the virtual item to the first virtual object can be triggered by aiming at the first virtual object. That is, in the item transfer scene shown in this embodiment, at least the first virtual object for which an item needs to be acquired must be present on the game screen, and the first virtual object and the second virtual object primarily controlled by the terminal must belong to the same camp.

[0034] 3 is a schematic diagram of a virtual item transfer process according to an exemplary embodiment of the present application. After a user controls a second virtual object to enter a game, a game screen 301 (the game screen 301 is a game screen from a first-person perspective) is displayed. Optionally, a movement control 302, a damage control 303, an item bar 304, etc. are also displayed on the upper layer of the game screen 301. The movement control 302 is used to control the second virtual object to move in a certain direction in the virtual environment, and the damage control 303 is used to control the second virtual object to perform damage operations. The item bar 304 is used to switch the virtual item currently held by the second virtual object. Optionally, if a first virtual object 305 is within the field of view of the second virtual object, the first virtual object 305 is also displayed on the game screen 301.

[0035] Step 202: When the first virtual object has an item acquisition need and the center of aim of the second virtual object is pointing at the first virtual object, an item transfer control is displayed, and the first virtual object and the second virtual object belong to the same camp.

[0036] Unlike the related art's virtual item transfer process, which requires the virtual item sender to discard the virtual item and then the virtual item receiver to pick it up, this embodiment provides an item transfer control that can be activated in a specific manner to display the item transfer control, thereby realizing the effect of one-click virtual item transfer, thereby reducing both operation processes in the virtual item transfer process and improving the efficiency of virtual item transfer during the game.

[0037] In order to enable the terminal to clarify whether the second virtual object has a need to transfer a virtual item to the first virtual object, in one possible embodiment, when the first virtual object has an item acquisition need, when the user controls the second virtual object so that the aiming center of the second virtual object points at the first virtual object, it represents that the user has a need to control the second virtual object to transfer a virtual item to the first virtual object, and thus an item transfer control can be displayed, whereby the user can subsequently trigger the item transfer control to realize the transfer of the virtual item.

[0038] Alternatively, the method by which the user determines whether the first virtual object needs to acquire an item may include displaying a specific mark around or near the first virtual object, which mark may be used to indicate that the first virtual object needs to acquire an item. The user who primarily controls the first virtual object may send a voice message or a text message to other users through a chat channel, which may indicate that the first virtual object needs to acquire an item, but the embodiment of the present application is not limited thereto.

[0039] Alternatively, the aiming center may be a center corresponding to a virtual item currently held by the second virtual object, and the virtual item may be a virtual shooting-type item having a center, or a virtual item that allows the position of a virtual object, such as a telescope, to be viewed.

[0040] 3 , when an item acquisition need exists for the first virtual object, when an item identifier 306 is displayed around the first virtual object 305, the first virtual object 305 is characterized as having an item acquisition need. When a user needs to transfer a virtual item to the first virtual object 305, the aiming center 307 can be made to point to the first virtual object 305, and when the corresponding terminal determines that the aiming center 307 is pointing to the first virtual object 305, an item transfer control 308 can be displayed on the game screen 301.

[0041] Optionally, in another possible embodiment, when the first virtual object has an item acquisition need and the center of aim of the second virtual object is pointing at the first virtual object, the item transfer control is set from an inactive state to an active state. In this way, the user can control the second virtual object to transfer a virtual item to the first virtual object by triggering the item transfer control. Here, an item transfer control in an inactive state cannot be triggered.

[0042] Step 203: In response to the trigger operation on the item transfer control, control the second virtual object to transfer the virtual item to the first virtual object.

[0043] In one possible embodiment, after a user determines to transfer a virtual item to the first virtual object, the user can click an item transfer control. The corresponding terminal receives a trigger operation on the item transfer control and controls the second virtual object to transfer the virtual item to the first virtual object. After the transfer of the virtual item is completed, the number of virtual items owned by the second virtual object decreases, and the number of virtual items owned by the first virtual object increases. The increased number of items of the first virtual object is equal to the decreased number of items of the second virtual object.

[0044] 3, after a user clicks the item transfer control 308, the corresponding terminal can control the second virtual object to transfer the virtual item to the first virtual object 305 after receiving a trigger operation on the item transfer control 308. Optionally, since the first virtual object 305 has received the virtual item, the display of the item identifier 306 around or around the corresponding first virtual object 305 can be stopped, which indicates that the first virtual object has already received the virtual item and does not need to acquire the item for the time being.

[0045] Alternatively, the process of controlling the second virtual object to transfer a virtual item to the first virtual object may be performed by the terminal. After receiving a trigger operation on the item transfer control, the terminal may decrease the number of virtual items owned by the second virtual object. Correspondingly, the server transmits item transfer response information to the terminal controlling the first virtual object. After receiving the item transfer response information, the master terminal of the corresponding first virtual object may increase the number of virtual items owned by the first virtual object. Alternatively, the process of controlling the second virtual object to transfer a virtual item to the first virtual object may be performed jointly by both the terminal and the server. After receiving a trigger operation on the item transfer control, the terminal may send an item transfer request to the server. The server checks the item transfer request and, after the check is successful, feeds back check success information to the terminal. After receiving the check success information, the corresponding terminal decreases the number of virtual items owned by the second virtual object and simultaneously transmits the item transfer response information to the master terminal of the first virtual object. The master terminal of the corresponding first virtual object increases the number of items of the virtual items owned by the first virtual object after receiving the item transfer response information.

[0046] As described above, an embodiment of the present application provides a method for transferring virtual items between virtual objects during a game. When a first virtual object needs to acquire a virtual item, a second virtual object belonging to the same camp can transfer the virtual item to the first virtual object by aiming at the first virtual object and clicking an item transfer control. Compared to related technologies that require several steps, such as opening a backpack, selecting exchange materials, discarding and marking the materials, and picking them up, the virtual item transfer method provided by the present application greatly simplifies the steps of the virtual item transfer operation, reduces the operational cost of transferring virtual items, and thereby improves the efficiency of virtual item transfer. In addition, the virtual item giver (virtual item transferor) can trigger the item transfer control to transfer the virtual item with one click, thereby reducing the item transfer cost for the virtual item giver. This encourages more users to control virtual objects and become virtual item givers, enhances teammate interaction, and increases the frequency of use of the virtual item transfer function during a game.

[0047] To further improve the efficiency of transferring virtual items, in one possible embodiment, the virtual item giver does not need to manually select the number of virtual items to be given. The terminal automatically determines the number of remaining virtual items owned by the second virtual object and displays it through the item transfer control, and the user further determines whether to trigger the item transfer control.

[0048] In one illustrative example, as shown in Figure 4, a flowchart of a virtual item transfer method provided by another illustrative embodiment of the present application is illustrated. In this embodiment, the method is described as being used in the first terminal 110, the second terminal 130, or other terminals in the implementation environment shown in Figure 1. The method includes the following steps 401 to 404.

[0049] Step 401: A game screen is displayed, and a first virtual object is included in the game screen.

[0050] The implementation of step 401 can refer to step 201, so it will not be described in detail in this embodiment.

[0051] Step 402: When an item acquisition need exists for the first virtual object, the object distance between the first virtual object and the second virtual object satisfies a distance condition, and the center of aim of the second virtual object points to the first virtual object, an item transfer control is displayed.

[0052] In order to allow other users in the same camp to clearly see that the first virtual object has an item acquisition need, in one possible embodiment, after the first virtual object initiates an item acquisition request, an item identifier of a virtual item (i.e., a virtual item that the first virtual object needs to acquire) can be displayed around or around the first virtual object. The item identifier is used to characterize that the first virtual object has an item acquisition need, and the item identifier can clarify the virtual item that the first virtual object needs to acquire. Thus, by determining whether an item identifier is displayed around or around the first virtual object, other users can determine whether the first virtual object has an item acquisition need, and if the first virtual object has an item acquisition need, the virtual item that needs to be acquired.

[0053] Alternatively, when the first virtual object is located within the field of view of the second virtual object, the first virtual object is displayed on the game screen of the second virtual object, and an item identifier is displayed around or in the vicinity of the first virtual object. Here, the first virtual object being located within the field of view of the second virtual object may be when the object distance between the first virtual object and the second virtual object is equal to or less than a preset distance threshold, and the preset distance threshold may be 100 m.

[0054] Optionally, to prevent other users belonging to an opposing camp to the first virtual object from learning about the virtual item that the first virtual object is missing, the item identifier can be set to be visible only to other virtual objects belonging to the same camp as the first virtual object.

[0055] Alternatively, in another possible embodiment, the item identifier may be set to be visible to a third virtual object (the third virtual object refers to a virtual object belonging to a different camp from the first virtual object) under a specific condition. The specific condition may be that when the third virtual object is equipped with a specific virtual item and the first virtual object is located within the field of view of the third virtual object, the third virtual object can see the item identifier displayed around or around the first virtual object, thereby learning about the virtual item that the first virtual object lacks. The specific virtual item may be a virtual item with a see-through function or a virtual item with a remote viewing function, such as a telescope. The specific condition may be that when the third virtual object triggers or uses a specific object skill and the first virtual object is located within the field of view of the third virtual object, the third virtual object can see the item identifier displayed around or around the first virtual object. The specific object skill may be a remote viewing skill, a X-ray skill, or the like.

[0056] Optionally, an item identifier displayed around or near a first virtual object can be seen only when the first virtual object is located within the field of view of another virtual object, and the field of view may be affected by the virtual item being used. For example, the field of view of a virtual object using a telescope may be farther than the field of view of a virtual object not using a telescope. Therefore, in one possible embodiment, if a second virtual object currently possesses a different virtual item, the field of view of the second virtual object when determining that the first virtual object has an item acquisition need may differ.

[0057] To improve the success rate of transferring a virtual item and thereby prevent other obstacles between the first and second virtual objects from affecting the center of aim, in one possible embodiment, when the object distance between the first and second virtual objects is set to satisfy a distance condition, the second virtual object can become a virtual item giver. Correspondingly, when the first virtual object has an item acquisition need, the object distance between the first and second virtual objects satisfies the distance condition, and the center of aim corresponding to the second virtual object is pointing at the first virtual object, an item transfer control is displayed. Furthermore, in the process of determining whether to display the item transfer control, when the first virtual object has an item acquisition need, the object distance between the first and second virtual objects is first obtained, and then it is determined whether the object distance satisfies the distance condition. After the distance condition is satisfied, the subsequent center determination process is performed.

[0058] Here, the distance condition may be that the object distance between the first virtual object and the second virtual object is less than a distance threshold.

[0059] In one possible embodiment, when there is a need to acquire an item from the first virtual object, the object distance between the second virtual object and the first virtual object is acquired in real time, and when it is determined that the object distance is less than the distance threshold, it is further determined whether the center of aim of the second virtual object is pointing at the first virtual object, and when the center of aim is pointing at the first virtual object, it is determined that there is a need for the second virtual object primarily controlled by the user to transfer a virtual item to the first virtual object, and an item transfer control is displayed.

[0060] Here, the distance threshold can be set by the developer, and roughly speaking, the distance threshold may be 1 m.

[0061] When determining whether the second virtual object can be called a virtual item giver, not only needs to determine whether the object distance between the second virtual object and the first virtual object satisfies a certain relationship, but also needs the second virtual object to have a predetermined number of virtual items, so that some of the virtual items can be transferred to the first virtual object. In one corresponding illustrative example, step 402 may include step 402A and step 402B.

[0062] Step 402A: When the first virtual object has an item acquisition need, the object distance between the first virtual object and the second virtual object satisfies a distance condition, and the center of aim of the second virtual object points at the first virtual object, the number of remaining virtual items owned by the second virtual object is obtained.

[0063] In one possible embodiment, to determine whether the second virtual object has the ability to gift a virtual item to the first virtual object, when it is determined that the object distance is less than the distance threshold (the object distance satisfies the distance condition) and the center of aim of the second virtual object is pointing at the first virtual object, it is necessary to obtain the number of remaining virtual items currently owned by the second virtual object, thereby determining whether the second virtual object will become a virtual item giver.

[0064] Step 402B: If the number of remaining items is greater than a first number threshold, display an item transfer control.

[0065] Here, the first number threshold may be set by a developer, and generally, the first number threshold may be 1. Optionally, the setting of the first number threshold may be determined based on the number of one-time uses of the virtual item, and if the number of one-time uses is 1, the first number threshold may be 1, and if the number of one-time uses is 2, the first number threshold may be 3. That is, the number of remaining items needs to be at least twice the number of one-time uses, thereby ensuring that after the second virtual object gives the virtual item to the first virtual object, some virtual items still remain in the second virtual object, and that the number of virtual items transferred from the second virtual object to the first virtual object satisfies at least the first virtual object's one use of the virtual item.

[0066] In one possible embodiment, if it is determined that the number of remaining items is greater than the first threshold, it indicates that the second virtual object has the ability to gift some virtual items to the first virtual object, and an item transfer control may be displayed, allowing the user to perform a subsequent item transfer operation. Conversely, if the number of remaining items is less than the first threshold, it indicates that the second virtual object does not have the ability to transfer some virtual items to the first virtual object, and it is not necessary to display the item transfer control, and instead, prompt information is displayed, prompting the user that the number of virtual items provided by the second virtual object is insufficient and the item transfer operation cannot be performed.

[0067] In the related art, the process of transferring virtual items often requires the virtual item giver to select the virtual items that need to be transferred from the backpack and the number of virtual items that need to be transferred, which makes the operation relatively cumbersome. To further improve the efficiency of transferring virtual items, in one possible embodiment, the terminal can automatically determine the first transfer number that needs to be transferred to the first virtual object based on the remaining number of virtual items. Correspondingly, in one illustrative example, step 402B may include step 402b1 and step 402b2.

[0068] 402b1: When the number of remaining items is greater than a first number threshold, determine a first transfer number for transferring virtual items to a first virtual object based on the number of remaining items.

[0069] In one possible embodiment, when it is determined that the number of remaining items is greater than a first number threshold, the second virtual object has the ability to transfer virtual items to the first virtual object, and further, a first transfer number for transferring virtual items to the first virtual object can be determined based on the number of remaining items.

[0070] Here, in the process of automatically determining the first transfer number, the terminal may comprehensively consider the first transfer number of virtual items to be transferred to the first virtual object based on the number of remaining items, the number of virtual items that the second virtual object can transfer, and the number of virtual items that the first virtual object can receive. Correspondingly, in one illustrative example, step 402b1 may include steps 1 to 3.

[0071] Step 1: Determine a second transfer number of virtual items that the second virtual object can transfer based on the number of remaining items.

[0072] In one possible embodiment, after obtaining the number of remaining items provided in the second virtual object, the second transfer number of virtual items that the second virtual object can transfer can be determined based on the number of remaining items and a preset granting rule, that is, first determine how many virtual items the second virtual object can transfer to the first virtual object.

[0073] Here, the preset allocation rule can be set by the developer himself, for example, the preset allocation rule may be to allocate half of the number of remaining items, or to allocate one-third of the number of remaining items, or based on a specific number of remaining items, etc., and the embodiments of the present application do not limit the preset allocation rule.

[0074] Optionally, different preset granting rules can be set based on different types of virtual items, for example, for a virtual item of a type of virtual medicine, the preset granting rule may be to grant half of the number of remaining items, for a virtual item of a type of virtual ammunition, the preset granting rule may be to grant 1 / 3 of the number of remaining items, etc.

[0075] Optionally, the virtual item granting rule can be determined based on the number of remaining items, and correspondingly, in one illustrative example, step 1 may further include step 1-1 and step 1-2.

[0076] Step 1-1: When the number of remaining items is greater than the third number threshold, the transfer number threshold of the virtual item is determined as the second transfer number, and different virtual items correspond to different transfer number thresholds.

[0077] In one possible embodiment, a third threshold value is set to prevent the transfer of a relatively large number of virtual items to the first virtual object from affecting the game balance during the game. The third threshold value is the maximum number of virtual items that can be transferred at one time. When the number of remaining items is greater than the third threshold value, it indicates that the second virtual object possesses a relatively large number of virtual items. In this case, the transfer threshold value of the virtual items is determined as the second transfer number. In other words, the transfer threshold value is the upper limit of the number of virtual items that the second virtual object can transfer to the first virtual object.

[0078] Optionally, different transfer number thresholds can be set for different types of virtual items; generally, if the virtual item is virtual ammunition, its corresponding transfer number threshold may be 30 rounds.

[0079] Optionally, the third number threshold may be set by a developer, and different third number thresholds may be set according to different types of virtual items. Generally, if the virtual item is virtual ammunition, the corresponding third number threshold may be 60.

[0080] Step 1-2: If the number of remaining items is equal to or less than the third number threshold, the second transfer number is determined based on the number of remaining items and the transfer rate.

[0081] In one possible embodiment, if the number of remaining items is equal to or less than the third number threshold, it indicates that the number of remaining items is relatively small, and the number of items that account for the transfer proportion of the number of remaining items can be determined as the second transfer number.

[0082] Here, the transfer ratio is a ratio of the maximum number of remaining items that can be transferred, and may be 1 / 2 (1 / 2 of the number of remaining items is determined as the second transfer number), 1 / 3 (1 / 3 of the number of remaining items is determined as the second transfer number), 1 / 4 (1 / 4 of the number of remaining items is determined as the second transfer number), etc., and the embodiments of the present application are not limited to this.

[0083] Optionally, the relationship between the third number threshold, the transfer number threshold, and the transfer percentage may be: third number threshold≧2*transfer number threshold≧2*number of remaining items*transfer percentage.

[0084] Step 2: If the second transfer number is greater than the second number threshold, determine the first transfer number based on the second number threshold, where the second number threshold is determined by the number of virtual items that the first virtual object can receive.

[0085] The process of determining the second transfer number based on the relationship between the number of remaining items and the third number threshold is used to determine the number of virtual items that the second virtual object can transfer to the first virtual object. After the first virtual object receives the virtual items transferred by the second virtual object, the first virtual object often needs to store the virtual items in its backpack. The remaining capacity of the backpack also affects the number of virtual items that the first virtual object can receive, which in turn affects the number of items that the second virtual object actually transfers to the first virtual object. Therefore, to avoid the first virtual object being unable to receive all of the transferred virtual items, in one possible embodiment, when determining the first transfer number, it is necessary to consider not only the number of virtual items that the second virtual object can transfer to the first virtual object, but also the number of virtual items that the first virtual object can receive. The corresponding terminal can obtain the number of virtual items that the first virtual object can receive, i.e., the second number threshold, and determine the relationship between the second transfer number (the number of virtual items that the second virtual object can transfer) and the second number threshold (the number of virtual items that the first virtual object can receive), and further determine the first transfer number of virtual items that the second virtual object can actually transfer to the first virtual object based on the relationship determination result.

[0086] Alternatively, when the second transfer number is greater than the second number threshold, it indicates that the number of items that the second virtual object can transfer is greater than the number of items that the first virtual object can receive. In this case, to avoid the first virtual object being unable to receive all the transferred virtual items and causing a virtual item transfer failure, the second transfer number is adjusted downward to the maximum number of items that the first virtual object can receive, i.e., the second number threshold can be determined as the first transfer number.

[0087] In one illustrative example, if the number of virtual ammunition that the second virtual object can transfer (second transfer number) is 30 rounds and the number of virtual ammunition that the first virtual object can receive (second number threshold) is 20 rounds, then the first transfer number of virtual ammunition that the second virtual object can actually transfer to the first virtual object is 20 rounds.

[0088] Step 3: If the second transfer count is equal to or less than the second count threshold, the second transfer count is determined to be the first transfer count.

[0089] Alternatively, if the second transfer number is equal to or less than the second number threshold, it indicates that the number of items that the second virtual object can transfer is equal to or less than the number of items that the first virtual object can receive, and the first virtual object can receive all of the virtual items that the second virtual object can transfer. In this case, the second transfer number can be directly determined as the first transfer number.

[0090] In one illustrative example, if the number of virtual ammunition that the second virtual object can transfer (second transfer number) is 25 rounds and the number of virtual ammunition that the first virtual object can receive (second number threshold) is 30 rounds, then the first transfer number of virtual ammunition that the second virtual object can actually transfer to the first virtual object is 25 rounds.

[0091] Optionally, the second number threshold may be determined by the number of virtual items required for the first virtual object. For example, when the first virtual object requests the transfer of a virtual item, not only can item identifiers of the virtual items be displayed around the first virtual object, but also a transfer number identifier of the virtual items can be displayed. The transfer number identifier is used to indicate the number of virtual items required for the first virtual object, i.e., the number of virtual items that the first virtual object can receive. Optionally, if the number of virtual items that the first virtual object can carry is greater than the number of items indicated by the transfer number identifier, the number of items indicated by the transfer number identifier is determined as the second number threshold. If the number of virtual items that the first virtual object can carry is less than the number of items indicated by the transfer number identifier, indicating that the first virtual object cannot fully receive the number of items indicated by the transfer number identifier even if the second virtual object transfers the number of items indicated by the transfer number identifier to the first virtual object, determining the number of virtual items that the first virtual object can carry as the second number threshold prevents wasting virtual items.

[0092] 402b2: Display the first transfer number and virtual item in the item transfer control.

[0093] In an embodiment of the present application, a first transfer number of virtual items is automatically determined in the background of the device based on the number of remaining items owned by the second virtual object. Therefore, in this case, in order to allow the user to decide whether to allow the transfer of the first transfer number of virtual items to the first virtual object, in one possible embodiment, after determining the first transfer number, when the item transfer control is displayed, the virtual items to be transferred and the first transfer number corresponding to the virtual items can be displayed on the item transfer control, allowing the user to decide whether to transfer them.

[0094] Optionally, when displaying a virtual item in the item transfer control, the item name of the virtual item may be displayed, or an icon style of the item corresponding to the virtual item may be displayed. In other words, as long as it is clear to the user which virtual item to transfer, the embodiment of the present application is not limited thereto.

[0095] 5 is a schematic diagram of a virtual item transfer process according to another exemplary embodiment of the present application. A first virtual object 502 is displayed on a game screen 501. When the first virtual object 502 has an item acquisition need, an item identifier 503 is displayed around or near the first virtual object 502. When a user needs to transfer a virtual item to the first virtual object 502, a aiming center 504 can be made to point to the first virtual object 502. When the corresponding terminal determines that the aiming center 504 is pointing to the first virtual object 502, an item transfer control 505 can be displayed on the game screen 501. A virtual item 506 to be transferred and a first transfer number 507 are also displayed on the item transfer control 505.

[0096] Since the item transfer control is for realizing the transfer of a virtual item, if, for example, the first virtual object has already received a virtual item transferred by another virtual object while the user is adjusting the center of aim to point at the first virtual object before displaying the item transfer control, in order to avoid repeating the virtual item transfer process, in one possible embodiment, before displaying the item transfer control, it is further necessary to determine whether the first virtual object has received a virtual item transferred by another virtual object. If the first virtual object has not received a virtual item transferred by another virtual object, the item transfer control is displayed.

[0097] In summary, it is clear that if a second virtual object needs to become a virtual item giver of a first virtual object, at least four conditions must be met: the second virtual object owns the virtual item (the number of remaining items is greater than a first number threshold), the object distance between the first virtual object and the second virtual object is less than a distance threshold, the first virtual object has not received a virtual item transferred by another virtual object, and the aiming center of the second virtual object must point to the first virtual object.

[0098] During the virtual item transfer process, there may be a situation where the number of virtual items transferred from the second virtual object to the first virtual object is less than the number of virtual items required for the first virtual object, i.e., a single item transfer operation cannot satisfy the number of virtual items required for the first virtual object. Optionally, each time the first virtual object initiates an item acquisition request, the first virtual object is configured to receive the virtual item transferred by another virtual object only once. In other words, if the first virtual object has already received the virtual item transferred by another virtual object once, the display of the item identifier and the transfer number identifier around the first virtual object is stopped, regardless of whether the number of received virtual items satisfies the number of items required for the first virtual object (the number of items indicated by the transfer number identifier). Optionally, each time the first virtual object initiates an item acquisition request, the first virtual object may be configured to receive the virtual item transferred by another virtual object multiple times. In other words, the first virtual object can receive virtual items transferred by multiple other virtual objects until the number of virtual items required for the first virtual object is satisfied. For example, if the transfer number identifier displayed around the first virtual object indicates that the first virtual object needs 30 rounds of virtual ammunition, during the item acquisition request period, the first virtual object can receive 10 rounds of virtual ammunition transferred by the second virtual object A, and then receive 20 rounds of virtual ammunition transferred by the second virtual object B. After the 30 rounds of virtual ammunition required for the first virtual object are met, the display of the item identifier and the transfer number identifier around the first virtual object is stopped, indicating that the first virtual object does not currently need to acquire an item.

[0099] Step 403: In response to a trigger operation on the item transfer control, control the second virtual object to transfer the virtual item to the first virtual object.

[0100] In one possible embodiment, the item transfer control displays the virtual items to be transferred and the first transfer number that needs to be transferred. If the user determines that the first transfer number matches the user's desire, he or she can click the item transfer control, and the corresponding terminal can receive a trigger operation on the item transfer control and control the second virtual object to transfer the first transfer number of virtual items to the first virtual object.

[0101] Optionally, after the item transfer is successful, for the second virtual object, the terminal decreases the first transfer number of virtual items from the number of remaining items, and for the first virtual object, the terminal increases the first transfer number of virtual items.

[0102] Step 404: When the first virtual object receives the virtual item transferred by the second virtual object, stop displaying the item identifier around the first virtual object.

[0103] The item identifiers displayed around or around the first virtual object are intended to remind teammates that the first virtual object has an item acquisition need. Therefore, to prevent teammates from repeatedly transferring virtual items to the first virtual object, in one possible embodiment, when the first virtual object receives a virtual item transferred by a second virtual object, the display of item identifiers around or around the first virtual object can be stopped, thereby reminding other teammates that the first virtual object has already received a sufficient number of virtual items and has no immediate item acquisition need.

[0104] Alternatively, there may be a case where, after the first virtual object initiates an item acquisition request, the other virtual object does not have a corresponding virtual item and the virtual item cannot be transferred to it. To avoid displaying the item identifier in the vicinity or around the virtual object for a long period of time, in one possible embodiment, a display duration of the item identifier is acquired in real time, and when the display duration of the item identifier is longer than a duration threshold, the display of the item identifier in the vicinity or around the first virtual object is stopped.

[0105] In this embodiment, whether to display the item transfer control is determined by determining whether the object distance between the first virtual object and the second virtual object meets certain specific conditions, whether the second virtual object possesses a certain number of virtual items, whether the second virtual object is aiming at the first virtual object, and whether the first virtual object has received virtual items transferred by other virtual objects, thereby ensuring the success rate of virtual item transfer. In addition, the background of the device automatically determines the first transfer number that the second virtual object actually needs to transfer to the first virtual object based on the number of remaining virtual items owned by the second virtual object, the number of virtual items the second virtual object can transfer, and the number of virtual items the first virtual object can receive. This eliminates the need for the user to search the backpack and automatically inputs the number of items that need to be transferred, improving the efficiency of virtual item transfer. Furthermore, the first virtual object can receive the first transfer number automatically determined by the device, improving the success rate of virtual item transfer. In addition, by displaying an item identifier and a transfer number identifier around the first virtual object, other virtual objects can clarify the virtual items required by the first virtual object and the number of virtual items required, thereby further determining whether the first virtual object has the ability to grant virtual items and avoiding unnecessary granting actions if the first virtual object does not have the ability to grant virtual items.

[0106] In another possible application scenario, when the first virtual object initiates an item acquisition request, the number of virtual items that need to be acquired can be edited. Correspondingly, in one possible embodiment, to remind teammates of the number of items required, item identifiers can be displayed around or around the first virtual object. This not only reminds teammates of the virtual items that need to be acquired, but also displays item identifiers corresponding to the virtual items around or around the first virtual object. The transfer number identifier can characterize the number of virtual items required for the first virtual object, so that other teammates can, after seeing the transfer number identifier, determine the number of virtual items required for the first virtual object based on the transfer number identifier and determine whether they themselves have the ability to transfer virtual items to the first virtual object.

[0107] Alternatively, after the first virtual object initiates an item acquisition request, the first virtual object can only accept one item transfer during the current item request process. That is, after the first virtual object receives the virtual item transferred by the second virtual object, the display of the item identifier and the transfer number identifier around or in the vicinity of the first virtual object is stopped. That is, regardless of whether the first transfer number (the number of virtual items transferred by the second virtual object to the first virtual object) is the same as the number of items indicated by the transfer number identifier, the current item request process ends and the display of the item identifier and the transfer number identifier around or in the vicinity of the first virtual object is stopped. If the first transfer number is less than the number of items indicated by the transfer number identifier, the first virtual object needs to restart the item acquisition request.

[0108] Optionally, in another possible embodiment, after the first virtual object initiates the item acquisition request, the first virtual object stops displaying the item identifiers and the transfer number identifier around or around the first virtual object only after receiving the number of virtual items indicated by the transfer number identifier, i.e., the current item request process ends only after the first virtual object receives the number of items indicated by the transfer number identifier.

[0109] Optionally, the process of the first virtual object receiving the number of virtual items indicated by the transfer number identifier may be as follows: the second virtual object transfers the number of items indicated by the transfer number identifier to the first virtual object through N item transfer operations, where N is a positive integer, and when N is 1, it represents that the first transfer number transferred by the second virtual object to the first virtual object in one operation is equal to or greater than the number of items indicated by the transfer number identifier, and when N is greater than 1, the second virtual object transfers the number of items indicated by the transfer number identifier to the first virtual object through multiple item transfer operations.

[0110] When N is greater than 1, the same second virtual object may transfer the number of items indicated by the transfer number identifier to the first virtual object through multiple item transfer operations, and a different second virtual object may transfer the number of items indicated by the transfer number identifier to the first virtual object through multiple item transfer operations.

[0111] Optionally, when N is greater than 1, the transfer number identifier may be updated according to the number of virtual items already received by the first virtual object. The number of items indicated by the transfer number identifier = the initial number of items - the number of items already received, where the initial number of items is the number of virtual items that the first virtual object needs to acquire in this item acquisition request.

[0112] In one illustrative example, when a first virtual object has not received any virtual items transferred by other virtual objects, the transfer number identifier may be "30," and when the first virtual object has received 20 virtual items transferred by a second virtual object, the transfer number identifier may be "10," immediately reminding teammates of the number of virtual items the first virtual object is currently missing.

[0113] The item transfer control displays a first transfer number determined based on a preset allocation rule on the background of the device. If the first transfer number meets the user's needs, the user can trigger the item transfer control to achieve one-click transfer. If the first transfer number does not meet the user's needs, in one possible embodiment, the user is allowed to directly modify the first transfer number displayed on the item transfer control, to avoid having to manually open the backpack, select the virtual item to transfer, and select the transfer number, thereby further improving the efficiency of item transfer.

[0114] 6 shows a flowchart of a virtual item transfer method provided by another exemplary embodiment of the present application. In this embodiment, the method is described as being used in the first terminal 110, the second terminal 130, or other terminals in the implementation environment shown in FIG. 1. The method includes the following steps 601 to 604.

[0115] Step 601: A game screen is displayed, and a first virtual object is included in the game screen.

[0116] Step 602: When the first virtual object has an item acquisition need and the center of aim of the second virtual object is pointing at the first virtual object, an item transfer control is displayed. The first virtual object and the second virtual object belong to the same camp.

[0117] Optionally, the item transfer control displays the virtual items to be transferred and a first transfer count of the virtual items. Here, the first transfer count is automatically determined based on the number of remaining items in the background of the device. For the process of determining the first transfer count based on the number of remaining items, refer to the above embodiment.

[0118] The implementation of step 601 and step 602 can refer to the above embodiment, so this embodiment will not be described in detail here.

[0119] Step 603: In response to an edit operation on the item transfer control, modify the first transfer number based on the edit operation.

[0120] To prevent the first transfer number displayed on the item transfer control from not matching the user's preference, in one possible embodiment, the device provides the user with an editing function for the first transfer number on the item transfer control. If the user determines that the first transfer number displayed on the item transfer control does not match the user's preference, the device allows the user to long press the item transfer control. The corresponding terminal receives an editing operation on the item transfer control and sets the item transfer control to an editable state. In the editable state, the user can edit the first transfer number, and the corresponding terminal determines the revised first transfer number based on the editing operation.

[0121] Step 604: In response to a confirmation operation on the item transfer control, control the second virtual object to transfer the virtual item to the first virtual object based on the modified first transfer number.

[0122] Optionally, after the user modifies and completes the first transfer number, the user can click the item transfer control, and the corresponding terminal receives a confirmation operation on the item transfer control and controls the second virtual object to transfer the virtual item to the first virtual object according to the modified first transfer number.

[0123] Optionally, to prevent the user from unlimitedly transferring virtual items to the first object via the second virtual object, after the user modifies the first transfer number, the terminal needs to check the modified first transfer number, and after passing the check of the first transfer number, allows the user to transfer virtual items to the first virtual object by triggering an item transfer control.

[0124] Optionally, checking the first number of transfers may be checking whether the first number of transfers exceeds a certain number threshold.

[0125] 7 is a schematic diagram of an operation for editing an item transfer control according to an exemplary embodiment of the present application. A first virtual object 702 is displayed on a game screen 701. When the first virtual object 702 has an item acquisition need, an item identifier 703 is displayed around or around the first virtual object 702. When a user needs to transfer a virtual item to the first virtual object 702, the center of reticle 704 can be pointed at the first virtual object 702. When the corresponding terminal determines that the center of reticle 704 is pointing at the first virtual object 702, an item transfer control 705 can be displayed on the game screen 701, and a virtual item 706 to be transferred and a first transfer number 707 are displayed on the item transfer control 705. Optionally, when a user needs to modify the first transfer number 707, the user can long press the item transfer control 705. The corresponding terminal receives a long press operation on the item transfer control 705, and the item transfer control 705 can enter an editing state. Correspondingly, an edit control 708 is displayed, and the user can modify the first transfer number 707 by triggering the edit control 708 .

[0126] In this embodiment, by allowing the user to modify the first transfer number displayed in the item transfer control, the first transfer number can be adjusted to meet the user's needs, and at the same time, the user can avoid the process of manually selecting the virtual items and transfer number from the backpack, thereby further improving the efficiency of item transfer.

[0127] 8, a flowchart of a virtual item giver transferring a virtual item according to an exemplary embodiment of the present application is shown. The virtual item giver corresponds to the second virtual object in the above embodiment, and the process includes the following steps 801 to 817:

[0128] Step 801: Determine the distance between the player and the lost person in real time.

[0129] When a player who has lost a game starts a request for supplies, the distance between the player and the player who has lost the game is first determined. Optionally, after the player who has lost a game starts a request for supplies, all other players belonging to the same camp can receive the request for supplies.

[0130] Step 802: The distance is ≥ 1 meter.

[0131] When the distance between the player (corresponding to the second virtual object in the above embodiment) and the loser (corresponding to the first virtual object in the above embodiment) is greater than one meter, the request has no effect on the player, i.e., the second virtual object cannot transfer the virtual item to the first virtual object.

[0132] Step 803: The request is not made available to the player.

[0133] Step 804: The distance is <1 meter.

[0134] When the distance between the player and the lost item is less than one meter, the process continues to determine whether the player's sight (center of aim) is aligned with the lost item. If it is aligned with the lost item, the process proceeds to step 807 and continues to determine whether the player has that type of item.

[0135] Step 805: Determine in real time whether the player's front sight is aligned with the lost person.

[0136] Step 806: The request does not take effect for the player.

[0137] If the center of aim of the second virtual object is not aligned with the first virtual object, the second virtual object also cannot transfer a virtual item to the first virtual object.

[0138] Step 807: Determine in real time whether the player owns the item of that type.

[0139] If the player owns that type of supply, continue to determine how many supplies need to be transferred.

[0140] Step 808: The request does not take effect for the player.

[0141] If the second virtual object does not have the material, the second virtual object cannot transfer the material or virtual item to the first virtual object.

[0142] Step 809: Determine how many of the item the player owns.

[0143] Step 810: If the supply is a virtual medicine, half the current number is given.

[0144] If the virtual item requested by the first virtual object is a virtual medicine, the second virtual object is configured to grant the first virtual object half the number of remaining items, where the number of remaining items is the number of virtual items currently owned by the second virtual object.

[0145] Step 811: If the supplies are virtual bullets, determine whether the number of supplies owned by the player is greater than 60.

[0146] Step 812: If the number of supplies is ≧60, grant 30 rounds.

[0147] If the virtual item requested by the first virtual object is a virtual bullet, it continues to determine whether the number of remaining items of virtual bullets owned by the second virtual object is greater than 60, and if it is greater than 60, it sets the second virtual object to grant 30 virtual bullets to the first virtual object.

[0148] Step 813: If the number of supplies is <60, grant half the current quantity.

[0149] If the number of remaining items of virtual bullets owned by the second virtual object is less than 60, the second virtual object is set to give half the number of remaining items of virtual bullets to the first virtual object.

[0150] Step 814: Determine whether the remaining capacity of the lost person's backpack is sufficient to receive the number of supplies.

[0151] Step 815: If there is enough to receive, display the grant button.

[0152] Step 816: If there are not enough to receive, adjust downward to the maximum number that can be received and display the Give button.

[0153] If the remaining capacity of the backpack of the first virtual object is sufficient to receive the number of virtual items, a grant button (item transfer control) is displayed and the items are transferred by triggering the item transfer control. If the remaining capacity of the backpack of the first virtual object is not sufficient to receive the number of virtual items, the number is adjusted downward to the maximum number that can be received, and the grant button is displayed.

[0154] Step 817: Click the Give button to give the item to the lost person.

[0155] The above embodiment mainly describes how to control a second virtual object to transfer a virtual item to a first virtual object. Compared with the virtual item transfer process in the related art, the virtual item transfer method provided in the embodiment of the present application not only improves the item transfer efficiency of the virtual item giver, but also eliminates the need for the virtual item recipient to pick up the virtual item. This embodiment mainly describes how the virtual item recipient (the first virtual object in the above embodiment) initiates an item acquisition request.

[0156] Referring to Figure 9, a flowchart of a virtual item transfer method provided by another exemplary embodiment of the present application is shown. In this embodiment, the method is described as being used in the first terminal 110, the second terminal 130, or other terminals in the implementation environment shown in Figure 1. The method includes the following steps 901 to 904.

[0157] Step 901: Display an item acquisition control, which is used to trigger a first virtual object to request a transfer of a virtual item from a second virtual object, and the first virtual object and the second virtual object belong to the same camp.

[0158] In one possible embodiment, a user invokes an item acquisition control and triggers a first virtual object (a virtual object primarily controlled by the user) to request a transfer of a virtual item to a second virtual object, the second virtual object being a virtual object belonging to the same camp as the first virtual object, through a trigger operation on the item acquisition control.

[0159] Generally speaking, the item acquisition control may be a virtual roulette.

[0160] FIG. 10 is a schematic diagram of an item acquisition request initiation process according to an exemplary embodiment of the present application. A game screen 1001 displays a first virtual object (a game screen from a third-person perspective). When a user who primarily controls the first virtual object needs to acquire an item, the user can call up an item acquisition control 1002. The item acquisition control 1002 includes multiple sub-controls. When the user needs to acquire a virtual bullet, the user can click on sub-control 1003. A corresponding terminal receives a trigger operation on sub-control 1003, determines the first virtual item (virtual bullet 2) required based on the item type (virtual bullet) indicated by sub-control 1003, and initiates an item acquisition request to acquire virtual bullet 2. Correspondingly, a target message (virtual bullet 2 is needed) is displayed in the chat channel 1004.

[0161] Step 902: Determine a first virtual item in response to a trigger operation on a sub-control of the item acquisition control, which is used to indicate the first virtual item that the first virtual object requests to acquire.

[0162] Because there are a relatively large number of virtual items, in one possible embodiment, in order to enable a user to relatively quickly initiate a required item acquisition request through the item acquisition control, the item acquisition control includes multiple sub-controls. Different sub-controls can indicate different virtual items, and the user selects a first virtual item that needs to be acquired by triggering a different sub-control. A corresponding terminal can receive a trigger operation on a sub-control in the item acquisition control and determine the first virtual item that the first virtual object needs to request to be acquired based on the sub-control.

[0163] Generally speaking, if a sub-control is used to instruct the acquisition of virtual ammunition, the corresponding first virtual item is virtual ammunition.

[0164] Optionally, after the terminal receives the first virtual item requested by the first virtual object, it can send a target message to the chat channel requesting the first virtual item, and at the same time, the terminal where the second virtual object is located will receive and display the target message.

[0165] It should be noted that the first virtual item in this embodiment corresponds to the virtual item in the above embodiment, and both indicate the virtual item that the first virtual object requests to be transferred from another virtual object.

[0166] Step 903: Display an item identifier of a first virtual item around the first virtual object, where the item identifier is used to characterize that the first virtual object has an item acquisition need.

[0167] In order to remind teammates that the first virtual object has an item acquisition need, in one possible embodiment, an item identifier of the first virtual item can be further displayed around or around the first virtual object, so that other users can very intuitively determine that the first virtual object has an item acquisition need and which first virtual item they need to acquire.

[0168] Alternatively, the item identifier may be an item name corresponding to the first virtual item, or an identifier that can uniquely identify the first virtual item, such as an item icon corresponding to the first virtual item, although embodiments of the present application are not limited thereto.

[0169] Alternatively, for the display position of the item identifier around or around the first virtual object, the item identifier may be displayed on the top of the object of the first virtual object, on the left side of the object of the first virtual object, on the right side of the object of the first virtual object, etc.

[0170] Alternatively, if the first virtual object simultaneously needs to acquire multiple types of virtual items, item identifiers for different virtual items may be displayed at different positions around the first virtual object. Correspondingly, when a second virtual object transfers a virtual item to the first virtual object, the virtual item to be transferred to the first virtual object may be determined based on the position of the aiming center. For example, if the first virtual object simultaneously needs to acquire virtual ammunition and virtual medicine, a first item identifier for virtual ammunition may be displayed on the top of the first virtual object's head, and a second item identifier for virtual medicine may be displayed to the left of the first virtual object. Correspondingly, if the second virtual object transfers virtual ammunition to the first virtual object, the conditions that must be met include the object distance between the second virtual object and the first virtual object satisfying a distance condition, the aiming center of the second virtual object pointing to the head region of the first virtual object, the second virtual object possessing a specific number of virtual ammunition, and the first virtual object not receiving virtual ammunition transferred by another virtual object. Only when the above conditions are met, an item transfer control is displayed, thereby triggering the item transfer control to transfer virtual ammunition to the first virtual object by the second virtual object. If the second virtual object needs to transfer virtual medicine to the first virtual object, conditions that need to be met include that the object distance between the second virtual object and the first virtual object satisfies a distance condition, the center of aim of the second virtual object points to an area position on the left side of the first virtual object's body, the second virtual object possesses a certain number of virtual medicines, and the first virtual object has not received virtual medicines transferred by another virtual object. Only when the above conditions are met, an item transfer control is displayed, thereby triggering the item transfer control to transfer virtual medicine to the first virtual object by the second virtual object.

[0171] Optionally, in another possible embodiment, if the first virtual object has simultaneous acquisition needs for multiple types of virtual items, when the center of aim of the second virtual object points to the first virtual object (regardless of which position on the body of the first virtual object it points to), the object distance between the second virtual object and the first virtual object satisfies the distance condition, the second virtual object has the ability to transfer multiple types of virtual items, and the first virtual object has not received a virtual item transferred by another virtual object, multiple item transfer controls can be displayed to distinguish transfer operations for different virtual items, and the different item transfer controls are used to transfer different virtual items.

[0172] Alternatively, if the current game screen is a first-person perspective screen, the first virtual object may not be displayed on the game screen, and the item identifier may not be displayed on the game screen. If the game screen is a third-person perspective screen, the first virtual object and the item identifier are displayed on the game screen.

[0173] Step 904: The second virtual object receives the first virtual item transferred to the first virtual object, and the second virtual object triggers the transfer of the first virtual item through an item transfer control, which is displayed when the center of sight of the second virtual object is pointing at the first virtual object.

[0174] In one possible embodiment, when the user who primarily controls the second virtual object determines that the first virtual object needs to acquire an item, the user can transfer the first virtual item to the first virtual object using the virtual item transfer method described in the above embodiment. The corresponding terminal receives the first virtual item transferred by the second virtual object to the first virtual object, and the user can transfer the first virtual item to the first virtual object with one click using the item transfer control. This eliminates the need for the first virtual object to move to a destination and collect the item, thereby improving the efficiency of the first virtual object receiving the first virtual item.

[0175] Here, the process in which the second virtual object transfers the first virtual item to the first virtual object can be referred to in the above embodiment, so this embodiment will not be described in detail here.

[0176] Optionally, when a first virtual object receives a first virtual item transferred by a second virtual object, the display of the item identifier in or around the first virtual object can be set to stop, thereby preventing other virtual objects from repeating the item transfer process.

[0177] Optionally, after displaying the item identifier in or around the first virtual object, a display duration of the item identifier is further obtained, and when the display duration of the item identifier is longer than a duration threshold, the display of the item identifier in or around the first virtual object can be stopped.

[0178] As described above, in the embodiment of the present application, after the first virtual object initiates a request to acquire an item, an item identifier can be displayed around or around the first virtual object, thereby reminding other users that the first virtual object needs to acquire an item, avoiding the tendency for other users to ignore the need to acquire an item simply by displaying it in text, and further improving the success rate of virtual item transfer. In addition, since the first virtual object does not need to be controlled to move to a specific location to pick up the virtual item, and can directly receive the virtual item transferred by the second virtual object, the efficiency of the first virtual object receiving the virtual item can be further improved.

[0179] In one possible application scenario, the sub-control can only indicate the item type of the virtual item that needs to be requested, but cannot indicate the specific first virtual item, and can determine the first virtual item in combination with the selected item type based on preset item request rules to determine the first virtual item that meets the current user's wishes.

[0180] In one illustrative example, step 902 may include steps 902A to 902C.

[0181] Step 902A: In response to a trigger operation on a sub-control in the item acquisition control, the item type indicated by the sub-control is determined.

[0182] Here, the sub-control is used only to indicate an item type, and generally, the sub-control is used to indicate virtual ammunition. In one possible embodiment, after the terminal receives a trigger operation on a sub-control in the item acquisition control, it can determine the item type indicated by the sub-control based on the relationship between the sub-control and the item type.

[0183] Step 902B: Determine at least one second virtual item that belongs to the item type based on the item type.

[0184] Taking the item type as an example, in the game, different types of virtual ammunition are arranged for different virtual items, therefore, in order to more accurately determine the first virtual item that the first virtual object needs to require, in one possible embodiment, after the terminal determines the item type based on the sub-control, it needs to determine the first virtual item from a plurality of second virtual items corresponding to the item type.

[0185] Step 902C: Determine the first virtual item from the second virtual item based on the item priority of each second virtual item.

[0186] Optionally, in the item transfer scene, an item priority is set for each second virtual item, and the item priority indicates the order in which each second virtual item is requested to be acquired. For example, if the item type is virtual ammunition and the virtual ammunition category includes five types of virtual ammunition, the item priority is virtual ammunition 1 > virtual ammunition 3 > virtual ammunition 4 > virtual ammunition 2 > virtual ammunition 5. As can be seen from the item priority, virtual ammunition 1 is requested first.

[0187] In one possible embodiment, the terminal can determine the second virtual item with the highest item priority as the first virtual item based on each second virtual item corresponding to an item type and the item priority.

[0188] During the game, virtual items have a collection limit, so when initiating an item acquisition request, after determining the second virtual item with the highest item priority, it is necessary to further consider whether the number of items corresponding to the second virtual item reaches the collection limit. If the collection limit is reached, the candidate virtual item cannot be requested. Correspondingly, in one illustrative example, step 902C may further include the following steps 1 to 3:

[0189] Step 1: Determine the second virtual item with the highest item priority.

[0190] Step 2: Determine the number of items held by the second virtual item.

[0191] In one possible embodiment, based on the item priority of each second virtual item, determine the second virtual item with the highest item priority, and then determine the number of items held by the second virtual item, thereby determining whether the number of held items reaches the collection limit.

[0192] Step 3: if the number of items held is less than a fourth number threshold, determine the second virtual item as the first virtual item.

[0193] Optionally, when the number of items corresponding to the second virtual item with the highest item priority is less than a fourth number threshold, it indicates that the second virtual item has not reached the upper limit of collection, and a request can be made to acquire the second virtual item, and accordingly, the second virtual item is determined to be the first virtual item.

[0194] Optionally, if the number of items held by the second virtual item with the highest item priority is equal to or greater than the fourth number threshold, indicating that the second virtual item has reached its collection limit, the second virtual item of the next level can be selected based on the item priority to determine the number of items held and the fourth number threshold. If the second virtual item has not reached its collection limit, the second virtual item of the next level can be determined as the first virtual item.

[0195] In another possible embodiment, the first virtual item that needs to be acquired can be further determined based on the virtual item currently being used by the first virtual object. In another illustrative example, step 902 may further include steps 902D to 902F.

[0196] Step 902D: In response to a trigger operation on a sub-control in the item acquisition control, the held virtual item used by the first virtual object and the item type indicated by the sub-control are acquired.

[0197] For example, if the item type is virtual ammunition, the user may be more likely to request to acquire the virtual ammunition needed for the currently held virtual item. Therefore, in one possible embodiment, when the terminal receives a trigger operation on a sub-control in the item acquisition control, it can acquire the held virtual item used by the first virtual object and the item type indicated by the sub-control, and further determine the first virtual item from the second virtual item based on the held virtual item.

[0198] Step 902E: Determine at least one second virtual item that belongs to the item type.

[0199] Step 902F: If the second virtual item includes a virtual item required in the process of using the held virtual item, the second virtual item required in the process of using the held virtual item is determined as the first virtual item.

[0200] In one possible embodiment, if the second virtual item contains a virtual item required for the use of the retained virtual item, it may indicate that the user is more willing to request the virtual item required for the use of the retained virtual item, in which case the second virtual item required for the use of the retained virtual item may be determined as the first virtual item.

[0201] In one illustrative example, if the item type is virtual ammunition, the item type includes five different model numbers of virtual ammunition, and the held virtual item used by the first virtual object requires the use of virtual ammunition 3, then virtual ammunition 3 is correspondingly determined to be the first virtual item.

[0202] Optionally, to further refine the accuracy of the requested first virtual item, the user may further manually select the virtual item that needs to be requested. In another illustrative example, step 902 may further include step 902G and step 902H.

[0203] Step 902G: In response to a long press operation on a sub-control in the item acquisition control, display at least one second virtual item belonging to an item type, where the item type is the item type indicated by the sub-control.

[0204] In one possible embodiment, each second virtual item can be displayed in the user interface, so that the user manually selects a first virtual item that needs to request the transfer of another virtual object, and the corresponding terminal can display at least one second virtual item corresponding to the item type around or around the item acquisition control after receiving a long press operation on a sub-control in the item acquisition control.

[0205] Optionally, when displaying a plurality of second virtual items, only the item name or item icon corresponding to each second virtual item can be displayed.

[0206] Step 902H: In response to a selection operation on the second virtual item, the first virtual item is determined.

[0207] Optionally, after the terminal receives a selection operation for a second virtual item, the second virtual item indicated in the selection operation can be determined as the first virtual item.

[0208] FIG. 11 is a schematic diagram of a first virtual item selection process according to an exemplary embodiment of the present application. A first virtual object (a game screen from a third-person perspective) is displayed on a game screen 1101. When a user who primarily controls the first virtual object needs to acquire an item, the user can call up an item acquisition control 1102. The item acquisition control 1102 includes multiple sub-controls. When the user needs to acquire a virtual bullet, the user can long-press a sub-control 1103. A corresponding terminal receives a trigger operation on the sub-control 1103 and displays multiple second virtual items 1104 around or near the item acquisition control 1102. If the terminal receives a trigger operation on the second virtual item 1104, the terminal determines the second virtual item (virtual bullet 2) as the first virtual item. Correspondingly, the terminal initiates an item acquisition request to acquire virtual bullet 2, and simultaneously displays a target message ("virtual bullet 2 is needed") on a chat channel 1105.

[0209] Optionally, in another possible embodiment, the terminal can further comprehensively analyze the first virtual items that the current user is more likely to acquire based on parameters such as the frequency of past use of each second virtual item corresponding to the item type, the frequency of past acquisition requests, pre-set item priorities, and the number of items owned.

[0210] In one illustrative example, step 902 may further include steps 902I to 902L.

[0211] Step 902I: In response to a trigger operation on a sub-control in the item acquisition control, determine at least one second virtual item belonging to the item type based on the item type indicated in the sub-control.

[0212] The embodiment of step 902I can refer to the above embodiment, so this embodiment will not be described in detail here.

[0213] Step 902J: Obtain virtual item parameters for each second virtual item, where the virtual item parameters include the frequency of past use of the second virtual item, the frequency of past acquisition requests, the preset item priority, and the number of items owned.

[0214] In order to allow the terminal to select a first virtual item that better matches the user's preferences, the terminal can analyze virtual item parameters such as the frequency of past use of the virtual item (the user may be more likely to acquire a second virtual item that has been used more frequently in the past), the frequency of past requests for acquisition (this can be obtained by analyzing the second virtual items that the user frequently requests during the game from the virtual items that the user has requested to acquire in the past), the preset priority of items, and the number of items owned (the user may be more likely to acquire a second virtual item that the user has a relatively small number of items in).

[0215] Step 902K: Determine an item selection score for each second virtual item based on the virtual item parameters and the parameter weights of the virtual item parameters.

[0216] Because each virtual item parameter can be analyzed comprehensively and each virtual item parameter is not on the same level, in one possible embodiment, a parameter weight can be assigned to each virtual item parameter. Correspondingly, an item selection score corresponding to each second virtual item is determined based on the product of the virtual item parameter and each virtual item parameter weight. Here, a higher item selection score indicates a higher tendency for the user to select the second virtual item.

[0217] Step 902L: The second virtual item with the highest item selection score is determined as the first virtual item.

[0218] In one possible embodiment, the second virtual item with the highest item selection score is determined as the first virtual item.

[0219] Alternatively, if the second virtual item with the highest item selection score has already reached the upper limit of the item collection, the second virtual item with the next highest item selection score is determined to have reached the upper limit of the item collection, and if the upper limit of the item collection has not been reached, the second virtual item with the next highest item selection score is determined to be the first virtual item.

[0220] In this embodiment, multiple methods for selecting a first virtual item are provided, such as determining the first virtual item based on item priority or retained virtual items, and matching the screened first virtual item with the virtual item currently required by the first virtual object. This eliminates the need for the user to manually select the virtual item required by the first virtual object, thereby improving the efficiency of item selection. In addition, a second virtual item is displayed and can be manually selected by the user, thereby improving the accuracy of item selection.

[0221] 12, a flowchart of a virtual item loser transferring a virtual item according to an exemplary embodiment of the present application is shown. The virtual item loser corresponds to the first virtual object in the above embodiment, and the process includes the following steps 1201 to 1220:

[0222] Step 1201: The loser issues a request for supplies by using the roulette.

[0223] The first virtual object issues a material request by a virtual roulette (item acquisition control).

[0224] Step 1202: The player determines the starting supply type.

[0225] The type of resource that the player starts with is determined by the trigger operation of the roulette by the loser.

[0226] Step 1203: If the supply type is virtual bullets, determine whether the player currently possesses a virtual item that requires the use of virtual bullets.

[0227] An example will be described in which two types of virtual items are requested: virtual bullets and virtual medicines.

[0228] Step 1204: Initiate a request to acquire a virtual bullet of a given type.

[0229] Step 1205: Initiate a request to acquire a virtual bullet of the bullet type corresponding to the currently owned virtual item.

[0230] Step 1206: A bubble appears on top of the lost person's head, displaying the identifier of the requested item.

[0231] If the first virtual object requests a virtual bullet, the controller 10 continues to determine whether the first virtual object possesses a virtual item that requires the virtual bullet to be consumed in order to perform an attack operation. If the first virtual object possesses the virtual item, the controller 10 initiates an item acquisition request for the virtual bullet required for the currently possessed item. Conversely, if the first virtual object does not currently possess the virtual item, the controller 10 initiates an item acquisition request for the default virtual bullet.

[0232] Step 1207: It is determined whether there is a donor who can donate the material.

[0233] Step 1208: After the duration threshold is reached, there are no more bubbles and the process ends.

[0234] Step 1209: There are no more bubbles and the process ends.

[0235] Step 1210: If the supply type is a virtual medicine, determine the number of virtual medicines the player currently has.

[0236] Step 1211: Determine whether the number of medical kits is equal to or greater than the upper limit of collection.

[0237] Step 1212: Determine that the requested supplies are medical kits.

[0238] Step 1213: It is determined whether the number of bandages is equal to or greater than the upper limit of collection.

[0239] Step 1214: Determine that the requested supply is a bandage.

[0240] Step 1215: It is determined whether the number of painkillers is equal to or greater than the upper limit of the collection limit.

[0241] Step 1216: Determine that the requested supply is pain medication.

[0242] Step 1217: Determine that the requested supply is an energy drink.

[0243] If the first virtual object requests virtual medicine, since there is a collection limit for virtual medicine, it is necessary to obtain the number of virtual medicines that the first virtual object currently has, and first determine whether the number of medical kits is greater than or equal to the collection limit, and if it is less than the collection limit, it can directly initiate an item acquisition request for medical kits, if it is greater than or equal to the collection limit, it continues to determine whether the number of bandages is greater than or equal to the collection limit, and if it is less than the collection limit, it directly initiates an item acquisition request for bandages, if it is greater than or equal to the collection limit, it continues to determine whether the number of painkillers is greater than or equal to the collection limit, and if it is less than the collection limit, it initiates an item acquisition request for painkillers, and if it is greater than or equal to the collection limit, it initiates an item acquisition request for energy drinks.

[0244] Step 1218: It is determined whether there is a donor who can donate the material.

[0245] Step 1219: After the duration threshold is reached, there are no more bubbles and the process ends.

[0246] Step 1220: There are no more bubbles and the process ends.

[0247] FIG. 13 is a structural block diagram of a virtual item transfer device provided by one exemplary embodiment of the present application, the device including: a display module 1301 and a control module 1302: The display module 1301 is used to display a game screen, and the game screen includes a first virtual object; The display module 1301 is further configured to display an item transfer control when the first virtual object has an item acquisition need and the center of aim of the second virtual object is pointing at the first virtual object, and the first virtual object and the second virtual object belong to the same camp; The control module 1302 is used to control the second virtual object to transfer a virtual item to the first virtual object in response to a trigger operation on the item transfer control.

[0248] Optionally, the display module 1301 further comprises: The item transfer control is displayed when the first virtual object has an item acquisition need, the object distance between the first virtual object and the second virtual object satisfies a distance condition, and the aiming center of the second virtual object points to the first virtual object.

[0249] Optionally, the display module 1301 further comprises: When the first virtual object has an item acquisition need, the object distance between the first virtual object and the second virtual object satisfies the distance condition, and the aiming center of the second virtual object points to the first virtual object, acquiring the number of remaining virtual items owned by the second virtual object; and displaying the item transfer control if the number of remaining items is greater than a first number threshold.

[0250] Optionally, the display module 1301 further comprises: When the number of the remaining items is greater than the first number threshold, determining a first transfer number for transferring the virtual items to the first virtual object based on the number of the remaining items; The item transfer control is used to display the first transfer number and the virtual item.

[0251] Optionally, the display module 1301 further comprises: determining a second transfer number of the virtual items that the second virtual object can transfer based on the number of remaining items; When the second transfer number is greater than a second number threshold, determining the first transfer number based on the second number threshold, where the second number threshold is determined by the number of virtual items that the first virtual object can receive; When the second transfer count is equal to or less than the second number threshold, the second transfer count is determined to be the first transfer count.

[0252] Optionally, the display module 1301 further comprises: When the number of remaining items is greater than a third number threshold, determining the transfer number threshold of the virtual item as the second transfer number, where different virtual items correspond to different transfer number thresholds; When the number of remaining items is equal to or less than the third number threshold, the second transfer number is determined based on the number of remaining items and the transfer rate.

[0253] Optionally, the display module 1301 further comprises: acquiring the object distance between the first virtual object and the second virtual object when the need to acquire the item exists for the first virtual object; and displaying the item transfer control when the object distance is less than a distance threshold and the aiming center of the second virtual object points to the first virtual object.

[0254] Optionally, the display module 1301 is further used to display an item identifier of the virtual item around the first virtual object, and the item identifier is used to characterize the existence of the item acquisition need in the first virtual object.

[0255] Optionally, the device comprises: The virtual object further includes a stop display module, which is used to stop displaying the item identifier around the first virtual object when the first virtual object receives the virtual item transferred by the second virtual object.

[0256] Optionally, the device comprises: The display device further includes a stop display module, which is used to stop displaying the item identifier around the first virtual object when the display duration of the item identifier is longer than a duration threshold.

[0257] Optionally, the display module 1301 further comprises: The transfer number identifier is used to display a transfer number identifier of the virtual item around the first virtual object, the transfer number identifier is used to characterize the number of items of the virtual item required for the first virtual object, and the transfer number identifier is updated according to the transfer number of the virtual item that the first virtual object has already received.

[0258] Optionally, the display module 1301 further comprises: The item transfer control is displayed when the first virtual object has not received the virtual item transferred by another virtual object.

[0259] Optionally, the item transfer control displays the virtual item to transfer and a first transfer number of the virtual item; The device comprises: an editing module adapted to modify the first transfer number based on an editing operation in response to an editing operation on the item transfer control; The control module 1302 further In response to a confirmation operation on the item transfer control, the second virtual object is controlled to transfer the virtual item to the first virtual object based on the modified first transfer number.

[0260] As described above, an embodiment of the present application provides a method for transferring virtual items between virtual objects during a game. After a first virtual object requests a virtual item, a second virtual object belonging to the same camp can transfer the virtual item to the first virtual object by aiming at the first virtual object and clicking an item transfer control. Compared to related technologies that require several steps, such as opening a backpack, selecting exchange materials, discarding and marking the materials, and picking them up, the virtual item transfer method provided by the present application greatly simplifies the steps of the virtual item transfer operation, reducing the operational cost of transferring virtual items and improving the efficiency of virtual item transfer. In addition, the virtual item giver (virtual item transferor) can trigger the item transfer control to transfer the virtual item with one click, thereby reducing the item transfer cost for the virtual item giver. This encourages more users to control virtual objects and become virtual item givers, enhancing teammate interaction and increasing the frequency of use of the virtual item transfer function during a game.

[0261] FIG. 14 is a structural block diagram of a virtual item transfer device provided by another exemplary embodiment of the present application, the device including: a display module 1401, a determination module 1402, and a receiving module 1403; The display module 1401 is used to display an item acquisition control, and the item acquisition control is used to trigger a first virtual object to request a second virtual object to transfer a virtual item, and the first virtual object and the second virtual object belong to the same camp; The determination module 1402 is used to determine a first virtual item in response to a trigger operation on a sub-control of the item acquisition control, and the sub-control is used to indicate the first virtual item that the first virtual object requests to acquire; The display module 1401 is further used to display an item identifier of the virtual item around the first virtual object, and the item identifier is used to characterize that the first virtual object has an item acquisition need; The receiving module 1403 is used to receive the first virtual item transferred by the second virtual object to the first virtual object, and the second virtual object triggers the transfer of the first virtual item through an item transfer control, which is displayed when the center of aim of the second virtual object points to the first virtual object.

[0262] Optionally, the determining module 1402 further comprises: In response to a trigger operation on the sub-control of the item acquisition control, determining an item type indicated by the sub-control; determining, based on the item type, at least one second virtual item belonging to the item type; and determining the first virtual item from the second virtual item based on an item priority of each of the second virtual items.

[0263] Optionally, the determining module 1402 further comprises: determining the second virtual item having the highest priority of the item; determining the number of items held by the second virtual item; When the number of items held is less than a fourth number threshold, the second virtual item is determined to be the first virtual item.

[0264] Optionally, the determining module 1402 further comprises: In response to a trigger operation on the sub-control of the item acquisition control, acquiring the held virtual item used by the first virtual object and the item type indicated by the sub-control; determining at least one second virtual item belonging to the item type; When the second virtual item includes a virtual item required in the process of using the held virtual item, the second virtual item required in the process of using the held virtual item is determined to be the first virtual item.

[0265] Optionally, the determining module 1402 further comprises: In response to a long press operation on the sub-control of the item acquisition control, displaying at least one second virtual item belonging to an item type, the item type being an item type indicated by the sub-control; and determining the first virtual item in response to a selection operation on the second virtual item.

[0266] Optionally, the display module 1401 is further used to stop displaying the item identifier around the first virtual object when the first virtual object receives the first virtual item transferred by the second virtual object.

[0267] Optionally, the display module 1401 is further used for stopping display of the item identifier around the first virtual object when the display duration of the item identifier is longer than a duration threshold.

[0268] As described above, in the embodiment of the present application, after the first virtual object initiates a request to acquire an item, an item identifier can be displayed around the first virtual object, thereby reminding other users that the first virtual object needs to acquire an item, avoiding the tendency of other users to ignore the need to acquire an item simply by displaying it in text, and further improving the success rate of virtual item transfer. In addition, the first virtual object does not need to be controlled to move to a specific location to pick up the virtual item, and can directly receive the virtual item transferred by the second virtual object, further improving the efficiency of the first virtual object receiving the virtual item.

[0269] 15, there is shown a structural block diagram of a terminal 1500 provided by one exemplary embodiment of the present application. The terminal 1500 may be a portable mobile terminal, such as a smartphone, a tablet computer, an MP3 player, or an MP4 player. The terminal 1500 may also be referred to as a user equipment, a mobile terminal, or the like.

[0270] Typically, the terminal 1500 includes a processor 1501 and a memory 1502 .

[0271] The processor 1501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1501 may be implemented using at least one hardware form of a digital signal processing (DSP), a field-programmable gate array (FPGA), or a programmable logic array (PLA). The processor 1501 may include a main processor and a coprocessor. The main processor is a processor used to process data in a wake-up state and is also called a central processing unit (CPU). The coprocessor is a low-power processor used to process data in a standby state. In some embodiments, the processor 1501 may be integrated with a graphics processing unit (GPU), which is used to render and draw content that needs to be displayed on a display screen. In some embodiments, the processor 1501 may further include an artificial intelligence (AI) processor, which is used to process computational operations related to machine learning.

[0272] Memory 1502 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1502 may further include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices or flash memory storage devices. In some embodiments, the non-transitory computer-readable storage media in memory 1502 is used to store at least one instruction, which is executed by processor 1501 to implement the virtual item transfer method provided by embodiments of the present application.

[0273] In some embodiments, terminal 1500 may optionally further include a peripheral interface 1503 and at least one peripheral device, such as a radio frequency circuit, a touch display screen, a camera unit, an audio circuit, or a power supply.

[0274] As can be appreciated by those skilled in the art, the structure shown in FIG. 15 does not constitute a limitation on terminal 1500, which may include more or fewer assemblies than those shown, or may combine certain assemblies, or employ different arrangements of assemblies.

[0275] An embodiment of the present application further provides a computer-readable storage medium, in which at least one segment of a program is stored, and the at least one segment of the program is uploaded and executed by a processor, thereby realizing the virtual item transfer method described in each of the above embodiments.

[0276] According to one aspect of the present application, there is provided a computer program product, the computer program product including computer instructions stored in a computer-readable storage medium, a processor of a terminal reading the computer instructions from the computer-readable storage medium, and the processor executing the computer instructions to cause the terminal to perform a virtual item transfer method provided in various selectable implementation forms of the above aspect.

Claims

1. 1. A method for transferring a virtual item, executed by a terminal, the method comprising: A step of displaying a game screen, the game screen including a first virtual object; a step of displaying an item transfer control when the first virtual object has an item acquisition need and the center of aim of the second virtual object is pointing to the first virtual object, the step being such that the first virtual object and the second virtual object belong to the same camp; and controlling the second virtual object to transfer a virtual item to the first virtual object in response to a trigger operation on the item transfer control.

2. Displaying an item transfer control when an item acquisition need exists for the first virtual object and a targeting center of a second virtual object points to the first virtual object, 2. The method of claim 1, comprising displaying the item transfer control when the item acquisition need exists for the first virtual object, an object distance between the first virtual object and the second virtual object satisfies a distance condition, and the aiming center of the second virtual object points to the first virtual object.

3. When the first virtual object has an item acquisition need, an object distance between the first virtual object and the second virtual object satisfies a distance condition, and the aiming center of the second virtual object points to the first virtual object, the step of displaying the item transfer control includes: acquiring a remaining number of the virtual items owned by the second virtual object when the item acquisition need exists for the first virtual object, the object distance between the first virtual object and the second virtual object satisfies the distance condition, and the aiming center of the second virtual object points to the first virtual object; and displaying the item transfer control if the number of remaining items is greater than a first number threshold.

4. When the number of remaining items is greater than a first number threshold, displaying the item transfer control includes: When the number of the remaining items is greater than the first number threshold, determining a first transfer number of the virtual items to be transferred to the first virtual object based on the number of the remaining items; and displaying the first transfer number and the virtual item in the item transfer control.

5. The step of determining a first transfer number of the virtual items to be transferred to the first virtual object based on the number of the remaining items includes: determining a second number of the virtual items that the second virtual object can transfer based on the number of remaining items; determining the first transfer count based on a second number threshold when the second transfer count is greater than a second number threshold, the second number threshold being determined by a number of virtual items that the first virtual object can receive; The method of claim 4 , further comprising: determining, when the second number of transfers is equal to or less than the second number threshold, that the second number of transfers is the first number of transfers.

6. The step of determining a second number of the virtual items that the second virtual object can transfer based on the number of the remaining items includes: determining a transfer number threshold of the virtual item as the second transfer number when the number of remaining items is greater than a third number threshold, where different virtual items correspond to different transfer number thresholds; and if the number of remaining items is less than or equal to the third number threshold, determining the second number to be transferred based on the number of remaining items and a transfer percentage.

7. When the first virtual object has an item acquisition need, an object distance between the first virtual object and the second virtual object satisfies a distance condition, and the aiming center of the second virtual object points to the first virtual object, the step of displaying the item transfer control includes: acquiring the object distance between the first virtual object and the second virtual object when the item acquisition need exists for the first virtual object; and displaying the item transfer control if the object distance is less than a distance threshold and the center of aim of the second virtual object is pointing at the first virtual object.

8. The method comprises: The method according to any one of claims 1 to 7, further comprising the step of displaying an item identifier of the virtual item around the first virtual object, the item identifier being used to characterize the existence of a need to acquire the item in the first virtual object.

9. The method comprises: The method of claim 8 , further comprising ceasing to display the item identifier around the first virtual object when the first virtual object receives the virtual item transferred by the second virtual object.

10. The method comprises: The method of claim 8 , further comprising ceasing display of the item identifier around the first virtual object if a display duration of the item identifier is greater than a duration threshold.

11. The method comprises:

10. The method of claim 8, further comprising: displaying a transfer number identifier of the virtual item around the first virtual object, the transfer number identifier being used to characterize a number of items of the virtual item required for the first virtual object, the transfer number identifier being updated according to a transfer number of the virtual item already received by the first virtual object.

12. To display the item transfer controls, The method of any one of claims 1 to 7, comprising displaying the item transfer control if the first virtual object has not received the virtual item transferred by another virtual object.

13. the item transfer control displays the virtual item to be transferred and a first transfer number of the virtual item; The method comprises: and further comprising the step of: in response to an editing operation on the item transfer control, modifying the first transfer number based on the editing operation; The step of controlling the second virtual object to transfer a virtual item to the first virtual object in response to a trigger operation on the item transfer control includes: The method according to any one of claims 1 to 7, further comprising a step of controlling the second virtual object to transfer the virtual item to the first virtual object based on the modified first transfer number in response to a confirmation operation on the item transfer control.

14. 1. A method for transferring a virtual item, executed by a terminal, the method comprising: displaying an item acquisition control, the item acquisition control being used to trigger a first virtual object to request a transfer of a virtual item to a second virtual object, the first virtual object and the second virtual object belonging to the same faction; determining a first virtual item in response to a trigger operation on a sub-control of the item acquisition control, the sub-control being used to indicate the first virtual item that the first virtual object requests to acquire; Displaying an item identifier of the first virtual item around the first virtual object, the item identifier being used to characterize the existence of an item acquisition need in the first virtual object; The method for transferring a virtual item further includes a step of receiving the first virtual item transferred by the second virtual object to the first virtual object, and the second virtual object triggering the transfer of the first virtual item by an item transfer control, the item transfer control being displayed when a center of aim of the second virtual object is pointing at the first virtual object.

15. The step of determining a first virtual item in response to a trigger operation on a sub-control in the item acquisition control includes: determining an item type indicated by the sub-control in response to a trigger operation on the sub-control in the item acquisition control; determining, based on the item type, at least one second virtual item that belongs to the item type; and determining the first virtual item from the second virtual item based on an item priority of each of the second virtual items.

16. determining the first virtual item from the second virtual items based on an item priority of each of the second virtual items, determining the second virtual item that has the highest priority of the item; determining a number of items held by the second virtual item; and determining the second virtual item as the first virtual item if the number of held items is less than a fourth number threshold.

17. The step of determining a first virtual item in response to a trigger operation on a sub-control in the item acquisition control includes: In response to a trigger operation on the sub-control in the item acquisition control, acquiring a held virtual item used by the first virtual object and an item type indicated by the sub-control; determining at least one second virtual item belonging to the item type; The method of claim 14 , further comprising: when the second virtual item includes a virtual item required for the process of using the retained virtual item, determining the second virtual item required for the process of using the retained virtual item as the second virtual item.

18. The step of determining a first virtual item in response to a trigger operation on a sub-control in the item acquisition control includes: displaying at least one second virtual item belonging to an item type in response to a long press operation on the sub-control of the item acquisition control, the item type being an item type indicated by the sub-control; and determining the first virtual item in response to a selection operation on the second virtual item.

19. The method comprises: The method according to any one of claims 14 to 18, further comprising the step of ceasing to display the item identifier around the first virtual object when the first virtual object receives the first virtual item transferred by the second virtual object.

20. The method comprises: The method of claim 14 , further comprising ceasing display of the item identifier around the first virtual object if a display duration of the item identifier is greater than a duration threshold.

21. 1. A device for transferring a virtual item, the device including: a display module; and a control module; The display module is used for displaying a game screen, and the game screen includes a first virtual object; The display module is further used for displaying an item transfer control when the first virtual object has an item acquisition need and the aiming center of the second virtual object points to the first virtual object, and the first virtual object and the second virtual object belong to the same camp; A virtual item transfer device, wherein the control module is used to control the second virtual object to transfer a virtual item to the first virtual object in response to a trigger operation on the item transfer control.

22. A virtual item transfer device, the device further including a display module, a determination module, and a receiving module; The display module is used to display an item acquisition control, and the item acquisition control is used to trigger a first virtual object to request a transfer of a virtual item to a second virtual object, and the first virtual object and the second virtual object belong to the same camp; The determination module is used to determine a first virtual item in response to a trigger operation on a sub-control of an item acquisition control, and the sub-control is used to indicate the first virtual item that the first virtual object requests to be acquired; The display module is further used to display an item identifier of the first virtual item around the first virtual object, the item identifier being used to characterize the existence of an item acquisition need in the first virtual object; The receiving module is used to receive the first virtual item transferred by the second virtual object to the first virtual object, the second virtual object triggers the transfer of the first virtual item by an item transfer control, and the item transfer control is displayed when the center of aim of the second virtual object is pointing at the first virtual object.

23. A terminal, the terminal including a processor and a memory, at least one segment of a program stored in the memory, the at least one segment of the program being uploaded and executed by the processor to realize a method for transferring a virtual item described in any one of claims 1 to 13, or a method for transferring a virtual item described in any one of claims 14 to 20.

24. A computer-readable storage medium having at least one segment of a program stored therein, the at least one segment of the program being uploaded and executed by a processor to realize the method for transferring a virtual item described in any one of claims 1 to 13, or the method for transferring a virtual item described in any one of claims 14 to 20.

25. A computer program product, the computer program product including computer instructions, the computer instructions being stored in a computer-readable storage medium, and a processor reading and executing the computer instructions from the computer-readable storage medium to realize the method for transferring a virtual item according to any one of claims 1 to 13, and to realize the method for transferring a virtual item according to any one of claims 14 to 20.