Virtual object switching method, device, storage medium, and electronic device
The virtual object switching method allows players to autonomously select and accurately switch between multiple objects in a fixed order, enhancing gaming experience by predicting object changes and simplifying interactions.
Patent Information
- Application Number
- JP2025500759
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-07-08
- Filing Date
- 2023-04-17
- Publication Date
- 2025-08-05
- Estimated Expiration
- 2043-04-17
AI Technical Summary
Players in action games face difficulties in autonomously selecting and accurately switching between multiple virtual objects due to finger occupation and unpredictable switching rules, leading to a poor gaming experience, especially when objects are numerous or closely positioned.
A virtual object switching method involving a graphical user interface where players determine an initial locked object and perform drag operations on a touch area to select a target object in a fixed switching order, using operation parameters to sequence through multiple objects.
Enables players to autonomously select and accurately switch between virtual objects, predicting the next object and improving gaming experience by avoiding sudden lens changes and complex operations.
Smart Images

Figure 2025525488000001_ABST
Abstract
Description
Cross-Citation of Related Applications
[0001] This disclosure claims priority to a Chinese patent application bearing application number 202210800879.2 and entitled "Virtual Object Switching Method, Apparatus, Storage Medium, and Electronic Device," filed on July 8, 2022, the entire contents of which are incorporated herein by reference. [Technical Field]
[0002] The present disclosure relates to the computer field, and more particularly to a method, device, storage medium, and electronic device for switching virtual objects. [Background technology]
[0003] Currently, with the increasing popularity of action games, action games are widely used on various game devices, such as computers, mobile phones, and tablets. In mobile games, players typically use their fingers to input commands into the game device, for example, to control the movement and attack skills of a virtual character. However, because controlling the virtual character occupies the player's fingers, it becomes more difficult for the player to switch between attacking objects.
[0004] Furthermore, when the number of attack target objects is small or the target positions of the attack target objects are dispersed, the player can quickly and accurately switch between the attack target objects. However, when the number of attack target objects is too large or the positions are crowded together, the player may not be able to accurately recognize the object to be attacked or accurately select the object to be attacked.
[0005] In the prior art, a player can lock an object to be attacked with a single click by clicking a lock control. Clicking the control again randomly selects an object in the game scene, and long-pressing the control cancels the object selection. However, in this technical solution, the switching object is randomly switched and the switching rules are not determined by the player. This means that the player cannot autonomously select the object to be attacked, nor can they predict the object to be switched to and its information. Furthermore, because the object to be attacked may not be within the current lens, this technical solution also involves switching lenses, which can cause the game lens to suddenly switch while the player is playing the game. For example, if the game screen shown in Figure 1 has two enemy objects, when the player switches objects, the game screen will suddenly switch to the one shown in Figure 2, resulting in a poor gaming experience for the player.
[0006] To date, no effective solution has been proposed for the above problem. Summary of the Invention
[0007] At least some embodiments of the present disclosure provide a method, device, storage medium, and electronic device for switching virtual objects to at least solve the technical problem in the prior art that a player cannot autonomously select a virtual object in a game.
[0008] According to one embodiment of the present disclosure, there is provided a virtual object switching method for providing a graphical user interface by a terminal device, wherein content displayed on the graphical user interface includes at least a part of a game scene and a plurality of virtual objects located in the game scene, the method including: determining an initial locked virtual object from the plurality of virtual objects; in response to a drag operation on a first touch area located on the graphical user interface, determining a first switching object from the plurality of virtual objects starting from the initial locked virtual object in a first switching order based on operation parameters of the drag operation; and in response to a release operation on the first touch area, determining the first switching object as a target object.
[0009] Optionally, the method for switching virtual objects further comprises determining an initial lock virtual object from the plurality of virtual objects based on position information of the plurality of virtual objects in the graphical user interface.
[0010] Optionally, the virtual object switching method further includes: in response to a first operation on a first touch area, recording a first operation time length of the first operation; and if the first operation time length is greater than a first predetermined time length, displaying a predetermined mark in an object area corresponding to an initial locked virtual object, where the predetermined mark indicates that the virtual object having the predetermined mark is a current switching object; sequentially switching among the plurality of virtual objects in a first switching order starting from the initial locked virtual object, determining a first switching object from the plurality of virtual objects that corresponds to a first drag distance of the drag operation, and displaying the predetermined mark in an object area corresponding to the first switching object.
[0011] Optionally, the virtual object switching method further includes determining a position where a central axis of a first touch area is located to obtain a first position; determining a current position after dragging the first touch area with a touch medium to obtain a second position; and determining a first drag distance based on the distance between the first position and the second position.
[0012] Optionally, the virtual object switching method further includes determining an initial position when performing a drag operation on a first touch area on the graphical user interface by using a touch medium to obtain the first position; determining a current position after dragging the first touch area by using the touch medium to obtain a second position; and determining a first drag distance based on the distance between the first position and the second position.
[0013] Optionally, the virtual object switching method further includes: mapping position information of the plurality of virtual objects in the graphical user interface in a predetermined direction to obtain mapping positions corresponding to the plurality of virtual objects; and determining a first switching order for switching the plurality of virtual objects based on the mapping positions corresponding to the plurality of virtual objects and the initial mapping position of the initial locked virtual object.
[0014] Optionally, the virtual object switching method further includes, when detecting that the mapping positions of the at least two virtual objects are the same, determining object distances between the at least two virtual objects and a target virtual object; and determining a switching order of the at least two virtual objects based on the object distances.
[0015] Optionally, the virtual object switching method further includes, when detecting that a position of the first virtual object in the graphical user interface has changed, updating a mapping position of the first virtual object in a predetermined direction, and updating the first switching order based on the mapping position of the first virtual object, where the first virtual object is any of the plurality of virtual objects.
[0016] Optionally, the virtual object switching method further includes: displaying a predetermined mark in an object area corresponding to an initial locked virtual object; and if the first drag distance is greater than a first distance threshold, displaying a predetermined mark in an object area corresponding to a next object, where the next object is a next switching object corresponding to the first switching object in the first switching order.
[0017] Optionally, the virtual object switching method further includes: determining a drag direction corresponding to the drag operation; determining a movement distance corresponding to a predetermined mark based on a first drag distance, where the movement distance is a distance the predetermined mark moves within an object area corresponding to the currently locked virtual object according to the drag direction; and controlling the movement of the predetermined mark to stop if the movement distance is greater than a second distance threshold, where the second distance threshold is smaller than the first distance threshold.
[0018] Optionally, the content displayed on the graphical user interface further includes an information display area, and the virtual object switching method further includes displaying object information of the first switching object in the information display area. Optionally, the virtual object switching method further includes detecting whether the target object has multiple switching target areas, and if the target object has multiple switching target areas, displaying a predetermined mark in a second touch area in the graphical user interface to respond to a second operation on the first touch area, where the predetermined mark indicates that the first switching object has multiple switching target areas, and if the operation time length of the second operation is longer than a second predetermined time length, displaying corresponding area marks in the multiple switching target areas and displaying area information of the multiple switching target areas in the information display area.
[0019] Optionally, the virtual object switching method further includes: in response to a drag operation on the first touch area, sequentially switching among the multiple switching target areas in a second switching order, and determining a current switching area corresponding to a second drag distance, where the second drag distance is a current drag distance for performing the drag operation on the first touch area; and in response to a release operation on the first touch area, determining the current switching area as a target area corresponding to the target object.
[0020] Optionally, when the target object has multiple switching target areas, the virtual object switching method further includes: in response to a drag operation of the first touch area in a first direction, dragging the first touch area to a position of the second touch area so that the first touch area and the second touch area at least partially overlap; and in response to a drag operation of the first touch area in a second direction, sequentially switching the multiple virtual objects in a first switching order, wherein the first direction is different from the second direction.
[0021] According to one embodiment of the present disclosure, there is provided a virtual object switching device for providing a graphical user interface via a terminal device, wherein content displayed on the graphical user interface includes at least a portion of a game scene and a plurality of virtual objects located in the game scene, the device including: a first determination module, a switching module, and a second determination module, wherein the first determination module is configured to determine an initial locked virtual object from the plurality of virtual objects, and the switching module is configured to determine a first switching object from the plurality of virtual objects in a first switching order based on operation parameters of the drag operation in response to a drag operation on a first touch area located on the graphical user interface, with the initial locked virtual object as a starting point, and the second determination module is configured to determine the first switching object as a target object in response to a release operation on the first touch area.
[0022] According to one embodiment of the present disclosure, there is provided a computer-readable storage medium having a computer program stored thereon, the computer program being configured to, when executed, perform the above-described method for switching virtual objects.
[0023] According to an embodiment of the present disclosure, there is further provided an electronic device including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the computer program to perform the above-described virtual object switching method.
[0024] In at least some embodiments of the present disclosure, a method for realizing object switching by a drag operation on a switching control includes determining an initial lock virtual object from a plurality of virtual objects displayed on a graphical user interface, determining a first switching object from the plurality of virtual objects in a first switching order based on operation parameters of the drag operation in response to a drag operation on a first touch area located on the graphical user interface, and determining the first switching object as a target object in response to a release operation on the first touch area.
[0025] In the above process, the player can determine a target object from among the multiple virtual objects by performing a drag operation on the first touch area. Therefore, in the technical solution disclosed in the present disclosure, the player can autonomously select which virtual object to switch to, thereby achieving the goal of the player autonomously selecting a virtual object. In addition, in the present disclosure, the switching of the multiple virtual objects is performed in a fixed switching order, so that the player can predict the next virtual object to be switched to before the switching of the multiple virtual objects is completed, thereby avoiding the problem of the player being unable to predict the virtual object to be switched to in the prior art. In addition, in the process of switching the multiple virtual objects, the multiple virtual objects are switched in a fixed switching order, i.e., in the process of switching the multiple virtual objects, all virtual objects may be switched at once. This avoids the problem of the prior art in which accurate switching is not possible when there are too many virtual objects or they are positioned closely together, thereby achieving accurate switching of virtual objects.
[0026] In this way, the technical solution provided by the present disclosure achieves the purpose of switching between multiple virtual objects, realizes the technical effect of allowing players to autonomously select virtual objects, and further solves the technical problem in the prior art that players cannot autonomously select virtual objects in a game. [Brief explanation of the drawings]
[0027] The drawings described herein provide a further understanding of the present disclosure and constitute a part of the present disclosure, and the exemplary embodiments and descriptions thereof are intended to explain the present disclosure and are not intended to unduly limit the present disclosure. [Figure 1] FIG. 1 is a schematic diagram of a game screen in the prior art. [Figure 2] FIG. 1 is a schematic diagram of a game screen in the prior art. [Figure 3] FIG. 10 is a block diagram illustrating a hardware structure of a mobile terminal for a virtual object switching method according to an embodiment of the present disclosure. [Figure 4] 10 is a flowchart of a virtual object switching method according to an embodiment of the present disclosure. [Figure 5] FIG. 2 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure. [Figure 6] FIG. 2 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure. [Figure 7] FIG. 2 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure. [Figure 8] FIG. 2 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure. [Figure 9] FIG. 10 is a schematic diagram illustrating determination of a drag distance according to an embodiment of the present disclosure. [Figure 10] FIG. 1 is a schematic diagram of switching sensing according to one embodiment of the present disclosure. [Figure 11] FIG. 10 is a schematic diagram illustrating a first switching order determination according to an embodiment of the present disclosure. [Figure 12]FIG. 1 is a schematic diagram of a mapping location according to an embodiment of the present disclosure. [Figure 13] FIG. 1 is a schematic diagram of a mapping location according to an embodiment of the present disclosure. [Figure 14] FIG. 2 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure. [Figure 15] FIG. 2 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure. [Figure 16] FIG. 2 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure. [Figure 17] FIG. 2 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure. [Figure 18] FIG. 2 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure. [Figure 19] FIG. 10 is a schematic diagram of a screen for switching an entire object according to an embodiment of the present disclosure. [Figure 20] 1 is a block diagram illustrating a configuration of a virtual object switching device according to an embodiment of the present disclosure. [Figure 21] FIG. 1 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION
[0028] In order to allow those skilled in the art to better understand the technical solutions of the present disclosure, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below with reference to the drawings in the embodiments of the present disclosure, and it is obvious that the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, any other embodiments obtained by those skilled in the art without any creative work shall fall within the scope of protection of the present disclosure.
[0029] It should be noted that the terms "first," "second," and the like in the specification and claims of this disclosure and in the drawings are not intended to describe a particular order or chronology, but rather to distinguish between similar objects. The data used in this manner may be interchanged as appropriate so that the embodiments of the present disclosure described herein may be performed in an order other than that illustrated or described herein. Furthermore, the terms "comprise" and "have" and any variations thereof are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus comprising a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly shown or inherent to the process, method, product, or apparatus.
[0030] Example 1 According to one embodiment of the present disclosure, an embodiment of a method for switching virtual objects is provided, where the steps illustrated in the flowcharts of the figures may be performed in a computer system as a set of computer-executable commands, and although a logical order is depicted in the flowcharts, in some cases the steps shown or described herein may be performed in a different order than depicted or described herein.
[0031] In one embodiment of the present disclosure, the virtual object switching method can be executed on a local terminal device or a server. When the virtual object switching method is executed on a server, the virtual object switching method can be implemented and executed based on a cloud interactive system, where the cloud interactive system includes a server and a client device.
[0032] In an alternative embodiment, the cloud interactive system may execute various cloud applications, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In a cloud game execution mode, the entity that executes the game program and the entity that presents the game screen are separated. The storage and execution of the virtual object switching method are completed on the cloud game server. The role of the client device is to receive and transmit data and present the game screen. For example, the client device may be a display device with a data transmission function close to the user, such as a mobile terminal, television, computer, or personal digital assistant (PDA), but the virtual object switching method may be performed by a cloud game server. When playing a game, a player operates the client device to send operation commands to the cloud game server. The cloud game server executes the game based on the operation commands, encodes and compresses data such as game screens, and returns the data to the client device via a network. Finally, the client device decodes the data and outputs the game screen.
[0033] In an alternative embodiment, taking a game as an example, the local terminal device is configured to store a game program and present a game screen. The local terminal device is configured to interact with a player via a graphical user interface, i.e., a game program is downloaded, installed, and executed using a typical electronic device. The local terminal device may present the graphical user interface to the player in a variety of ways, including, for example, by rendering the interface on a terminal display or by holographic projection. For example, the local terminal device may include a display and a processor, the display being used to present the graphical user interface, the graphical user interface including a game screen, and the processor being configured to execute the game, generate the graphical user interface, and control the display of the graphical user interface on the display.
[0034] The local terminal device may be a mobile terminal, a computer terminal, or a similar computing device. Taking a mobile terminal as an example, the mobile terminal may be a smartphone (e.g., an Android mobile phone, an iOS mobile phone, etc.), a tablet computer, a palmtop computer, a mobile internet device (MID), a PAD, a game console, or other terminal device. FIG. 3 is a block diagram showing a hardware configuration of a mobile terminal for a virtual object switching method according to an embodiment of the present disclosure. As shown in FIG. 3 , the mobile terminal may include one or more (only one is shown in FIG. 3 ) processors 302 (the processors 302 may include, but are not limited to, a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microprocessor (MCU), a programmable logic device (FPGA: field programmable gate array), a neural processing unit (NPU), a tensor processing unit (TPU), an artificial intelligence (AI) type processor, or other processing devices) and a memory 304 for storing data. Optionally, the mobile terminal may further include a transmission device 306 for communication functions, an input / output device 308, and a display device 310. As will be appreciated by those skilled in the art, the structure shown in Figure 3 is merely exemplary and does not limit the structure of the mobile terminal. For example, the mobile terminal may further include more or fewer components than those shown in Figure 3, or may have a different configuration than that shown in Figure 3.
[0035] The memory 304 is configured to store computer programs, such as software programs and modules of application software, such as a computer program corresponding to the virtual object switching method of the embodiments of the present disclosure. The processor 302 executes the computer programs stored in the memory 304 to perform various functional applications and data processing, i.e., to realize the virtual object switching method. The memory 304 may include high-speed random access memory or non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 304 may further include memory located remotely from the processor 302, and these remote memories may be connected to the mobile terminal via a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.
[0036] The transmission device 306 transmits and receives data via a network. An example of such a network may include a wireless network provided by a communication provider of the mobile terminal. In one example, the transmission device 306 includes a network interface controller (NIC) and can connect to other network devices via a base station to communicate with the Internet. In one example, the transmission device 306 may be a radio frequency (RF) module for wirelessly communicating with the Internet.
[0037] Input on the I / O device 308 may come from a number of human interface devices (HIDs), such as a keyboard, mouse, game handle, or other specialized game controller (e.g., steering wheel, fishing rod, dance mat, remote control, etc.). In addition to input functionality, some HIDs can provide output functionality, such as force feedback and vibration for game handles or audio output for controllers.
[0038] The display device 310 may be, for example, a head-up display (HUD), a touch-sensitive liquid crystal display (LCD), and a touch display (also referred to as a "touch screen" or "touch display"). The LCD allows a user to interact with a user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), and a user can perform human-machine interactions with the GUI by touching a touch surface with a finger and / or gestures, where the human-machine interaction functions include web page creation, drawing, text processing, electronic document creation, games, video conferencing, instant messaging, email sending and receiving, call interface, digital video playback, digital music playback, and / or network browsing, and the like, in which executable commands for performing the human-machine interaction functions are located / stored in a computer program product executable by one or more processors or a readable storage medium.
[0039] In one possible embodiment, an embodiment of the present disclosure provides a method for switching virtual objects by providing a graphical user interface through a terminal device, where the terminal device may be the local terminal device or the client device in the cloud interaction system. Figure 4 is a flowchart of a method for switching virtual objects according to an embodiment of the present disclosure, where the terminal device provides a graphical user interface, and the content displayed on the graphical user interface includes at least a part of a game scene and a plurality of virtual objects located in the game scene. The terminal device may be the local terminal device or the client device in the cloud interaction system. As shown in Figure 4, the method includes the following steps:
[0040] In step S402, an initial locked virtual object is determined from the plurality of virtual objects.
[0041] In step S402, the multiple virtual objects may be objects in the enemy camp in the game, and the above-mentioned initially locked virtual object may be a virtual object that is switched first in the process of switching between the multiple virtual objects. For example, the above-mentioned initially locked virtual object may be a virtual object that is located at an intermediate position of the graphical user interface among the multiple virtual objects, the above-mentioned initially locked virtual object may be a virtual object that has the lowest life value among the multiple virtual objects, or the above-mentioned initially locked virtual object may be a virtual object that is closest to the virtual object controlled by the player among the multiple virtual objects.
[0042] In a certain scene, the plurality of virtual objects may be objects belonging to the same camp in the game. For example, in a multi-battle game, the plurality of virtual objects may be objects belonging to the same camp as a virtual object controlled by a player. That is, the plurality of virtual objects may be a virtual object controlled by the player and an ally object. Correspondingly, the initial locked virtual object may be a virtual object located at an intermediate position in the graphical user interface among the plurality of virtual objects. The initial locked virtual object may be a virtual object that is being rescued by the player among the plurality of virtual objects. The initial locked virtual object may be a virtual object with the lowest life value among the plurality of virtual objects. The initial locked virtual object may be a virtual object that is closest to the virtual object controlled by the player among the plurality of virtual objects.
[0043] The above-mentioned initial locked virtual object may be a virtual object that satisfies other conditions, and the description thereof will be omitted here.
[0044] In step S402, the initial locked virtual object is a virtual object among the multiple virtual objects displayed by the graphical user interface. That is, the virtual object to be initially switched is the virtual object currently displayed by the graphical user interface. Therefore, when switching objects, the player can predict when the virtual lens will switch. This allows the player to predict the switching of virtual objects and virtual lenses, improving the player's gaming experience.
[0045] In step S404, in response to a drag operation on a first touch area located on the graphical user interface, a first switching object is determined from the plurality of virtual objects starting from an initial locked virtual object in a first switching order based on operation parameters of the drag operation.
[0046] In step S404, the first touch area is an area in the graphical user interface that controls switching between virtual objects operated by the player, and in this embodiment, the player's drag operation on the first touch area may be a drag operation of a control corresponding to the touch area, that is, in this embodiment, the first touch area may be an area corresponding to a first switching control, and here, the first switching control is a control that controls switching between virtual objects operated by the player.
[0047] In step S404, the operation parameter of the player's drag operation on the first touch area may include, but is not limited to, one or more of the drag distance, drag speed, and drag direction of the player dragging the first touch area. For example, in the graphical user interface shown in FIG. 5, taking the drag distance as an example, if the initial locked virtual object is Enemy 1, i.e., the first switching object is Enemy 1, and the player drags the first switching control leftward, the first switching object is switched from Enemy 1 to Enemy 2. If the player continues to drag the first switching control leftward, the first switching object is switched from Enemy 2 to the virtual object to the left of Enemy 2.
[0048] The first switching order may be determined based on the positions of the multiple virtual objects in the graphical user interface. That is, after determining an initial locked virtual object, when the player drags the first switching control leftward, the game terminal sequentially switches the virtual objects leftward starting from the initial locked virtual object; when the player drags the first switching control rightward, the game terminal sequentially switches the virtual objects rightward starting from the initial locked virtual object.
[0049] In practical applications, the player can also click or quickly toss the first touch area to increase the speed of switching between virtual objects. For example, each time the player clicks the first touch area, the game terminal switches one virtual object. For example, in a scene where the player quickly tosses the first touch area, the player's touch medium (e.g., finger) touches the screen of the game terminal and performs a sliding operation, and then quickly releases the first touch area, thereby achieving the purpose of quickly switching between virtual objects.
[0050] Because step S404 switches between the multiple virtual objects in a fixed order, the player can predict the next virtual object to be switched before the switching of the multiple virtual objects is completed, thereby avoiding the problem of the player being unable to predict the virtual object to be switched in the prior art. Furthermore, in the process of switching between the multiple virtual objects, the multiple virtual objects are switched in a fixed order, i.e., in the process of switching between the multiple virtual objects, all of the virtual objects may be switched, thereby avoiding the problem of the prior art in which accurate switching is not possible when there are too many virtual objects and / or their positions are too close together, thereby realizing accurate virtual object switching.
[0051] In step S406, in response to a release operation on the first touch area, the first switching object is determined as the target object.
[0052] In step S406, the player's release operation on the first touch area may be, but is not limited to, a hand-raising operation (e.g., releasing the player's operation on the input device), a re-pressing operation (pressing the first touch area with a pressure greater than a predetermined pressure), or a long-pressing operation (pressing the first touch area for a period of time longer than a predetermined period of time). When the player releases the first touch area, the first switching object is a target object selected by the player; for example, if the first switching object is enemy 2 when the player releases the first touch area, enemy 2 is an object to be attacked by the player.
[0053] The player performs a drag operation on the first touch area and releases the first touch area to determine a target object from among the plurality of virtual objects, so that the player can autonomously select switching between the plurality of virtual objects, thereby achieving the objective of the player autonomously selecting a virtual object.
[0054] Based on the technical solution limited to the above steps S402 to S406, it can be seen that this embodiment adopts a method for realizing object switching by a drag operation on a switching control, in which an initial lock virtual object is determined from a plurality of virtual objects displayed on a graphical user interface; in response to a drag operation on a first touch area located on the graphical user interface, a first switching object is determined from the plurality of virtual objects in a first switching order based on the operation parameters of the drag operation, starting from the initial lock virtual object; and in response to a release operation on the first touch area, the first switching object is determined as a target object.
[0055] In the above process, the player can select a target object from among the multiple virtual objects by performing a drag operation on the first touch area. Therefore, the technical solution disclosed in the present disclosure allows the player to autonomously select which virtual object to switch among, thereby achieving the goal of the player autonomously selecting a virtual object. In addition, in the present disclosure, the switching of the multiple virtual objects is performed in a fixed switching order, so that the player can predict the next virtual object to be switched among before the switching of the multiple virtual objects is completed, thereby avoiding the problem of the player being unable to predict the next virtual object to be switched among in the prior art. In addition, in the process of switching the multiple virtual objects, the multiple virtual objects are switched in a fixed switching order, i.e., in the process of switching the multiple virtual objects, all virtual objects may be switched among, thereby avoiding the problem of the prior art in which accurate switching is not possible when there are too many virtual objects and / or they are located too close together, thereby achieving accurate virtual object switching.
[0056] In this way, the technical solution provided by the present disclosure achieves the purpose of switching between multiple virtual objects, thereby realizing the technical effect of players autonomously selecting virtual objects, and further resolving the technical problem in the prior art that players cannot autonomously select virtual objects in the game.
[0057] In an alternative embodiment, before switching between the plurality of virtual objects, the gaming terminal needs to determine an initial lock virtual object from the plurality of virtual objects displayed in the graphical user interface. Specifically, the gaming terminal determines the initial lock virtual object from the plurality of virtual objects based on position information of the plurality of virtual objects in the graphical user interface.
[0058] Optionally, the player may first send a game control command to the game terminal, the game control command indicating that the player needs to switch the virtual object. Here, the game control command may be an operation command for a control (e.g., click, long press, drag, etc.), or may be a voice command, a gesture command, an expression command, etc. After receiving the game control command, the game terminal may set a virtual object at an intermediate position in the graphical user interface as an initial locked virtual object and simultaneously perform a lock operation on the initial locked virtual object. That is, when the player first locks the movement of the virtual object and / or drags the screen with a touch medium (e.g., a finger) of the player to change the viewing angle, the locked initial locked virtual object always remains at an intermediate position in the graphical user interface and adapts to the lens change according to a certain rule.
[0059] Furthermore, by performing a lock operation on the initially locked virtual object, the problem of the prior art, in which the sudden change of the lens when switching lenses is eliminated, resulting in a poor game experience for the player. Furthermore, when switching objects, the player can predict when the virtual lens will change, thereby enabling the player to anticipate the change of virtual object or virtual lens, improving the player's game experience.
[0060] Furthermore, after determining an initial lock virtual object from the plurality of virtual objects, the game terminal can, in response to a drag operation on a first touch area located on the graphical user interface, determine a first switching object from the plurality of virtual objects starting from the initial lock virtual object in a first switching order based on operation parameters of the drag operation.
[0061] Specifically, in response to a first operation on a first touch area, the game terminal records a first operation duration of the first operation, and if the first operation duration is longer than a first predetermined duration, displays a predetermined mark within an object area corresponding to an initial locked virtual object. Then, in a first switching order, starting from the initial locked virtual object, the game terminal sequentially switches among the multiple virtual objects to determine a first switching object corresponding to a first drag distance of the drag operation from the multiple virtual objects, and displays a predetermined mark within the object area corresponding to the first switching object.
[0062] Optionally, the predetermined mark indicates that the virtual object having the predetermined mark is the currently switched object. For example, in the graphical user interface shown in FIG. 5 , the predetermined mark is set to Enemy 1, indicating that the currently switched virtual object is Enemy 1. In this case, the player can drag the first switching control left and right, as shown in FIG. 6 , thereby realizing switching among multiple virtual objects. As shown in FIG. 7 , when the player drags the first switching control leftward, the predetermined mark moves from Enemy 1 to Enemy 2, indicating that the currently switched virtual object is Enemy 2. After the player releases the first switching control, an object selection mark is displayed in the object area corresponding to Enemy 2, as shown in FIG. 8 , indicating that the player has selected Enemy 2.
[0063] In addition, the first operation may be a long press operation, i.e., when the player presses and holds the first touch area, the game terminal enters a game scene in which the virtual object is switched, and in the game scene, the player drags the first touch area to switch the virtual object.
[0064] Furthermore, by performing a long press operation on the first touch area, the game terminal can notify the player that it is entering a game scene in which the virtual object is switched, without the need to provide other touch areas or operate other controls. This avoids the problem of the graphical user interface being occupied by the new addition of other controls, which in turn affects the player's view of the game, and also avoids the problem of complicated operations caused by the player operating other controls.
[0065] Furthermore, after determining an initial locked virtual object from the plurality of virtual objects, the game terminal can switch between the plurality of virtual objects in response to a player's drag operation on the first touch area. Here, the game terminal switches between the plurality of virtual objects based on a first drag distance of the player on the first touch area. In the process of determining the first drag distance, the game terminal may determine the first drag distance based on a central axis of the first touch area, or may determine the first drag distance based on the player's touch position on the screen.
[0066] Optionally, in a scene where the first drag distance is determined based on the central axis of the first touch area, the game terminal determines the position where the central axis of the first touch area is located, obtains the first position, determines the current position after dragging the first touch area with the touch medium, obtains the second position, and determines the first drag distance based on the distance between the first position and the second position.
[0067] The touch medium may be, but is not limited to, a player's finger. That is, the current position of the first touch area may be the position of the first touch area after the player performs a drag operation on the first touch area (i.e., the second position), and the second position may also be determined based on the central axis of the first touch area. That is, in this scene, the first drag distance of the first touch area is the distance between the central axis of the first touch area before the drag and the central axis of the first touch area after the drag.
[0068] Optionally, in a scene in which the first drag distance is determined according to the touch position on the player's screen, the game terminal determines an initial position when dragging the first touch area on the graphical user interface with the touch medium, obtains the first position, determines a current position after dragging the first touch area with the touch medium, obtains the second position, and determines the first drag distance based on the distance between the first position and the second position.
[0069] In practical application, the position where the player touches the first touch area is not necessarily the position of the central axis of the first touch area. Therefore, in this embodiment, the game terminal may determine the first drag distance based on the touch start position and the current touch position of the player's touch medium.
[0070] In an optional embodiment, after determining the calculation method of the first drag distance, the game terminal may sequentially switch among the multiple virtual objects in a first switching order starting from an initial locked virtual object, and determine a first switching object corresponding to the first drag distance of the drag operation from the multiple virtual objects. Specifically, the game terminal displays a predetermined mark in an object area corresponding to the initial locked virtual object, and if the first drag distance is greater than a first distance threshold, displays a predetermined mark in an object area corresponding to a next object, where the next object is a next switching object corresponding to the first switching object in the first switching order.
[0071] The object area may be the area of a virtual object in a game scene. For example, in FIG. 7, the object area is the area formed by the entire human body corresponding to the virtual object. The first distance threshold may be 60 px, but is not limited to this. For example, in the schematic diagram of determining the drag distance shown in FIG. 9, the first touch area is the first switching control. The player switches virtual objects by dragging the first switching control left or right. That is, the player can drag the first switching control leftward or rightward from the central axis of the first switching control. The game terminal switches virtual objects based on the movement distance of the central axis of the first switching control. That is, the game terminal switches virtual objects once every time the player drags 60 px. For example, as shown in FIG. 7, if the player drags 60 px, the current switching object is switched from Enemy 1 to Enemy 2, and a predetermined mark is displayed within the object area of Enemy 2.
[0072] Furthermore, in order to allow the player to sense the switching movement during the virtual object switching process and improve the player's gaming experience, in this embodiment, the game terminal further determines a drag direction corresponding to the drag operation, determines a movement distance corresponding to the predetermined mark based on the first drag distance, and controls the predetermined mark to stop moving if the movement distance is greater than a second distance threshold, where the second distance threshold is smaller than the first distance threshold, and the movement distance is a distance moved by the predetermined mark along the drag direction within the object area corresponding to the currently locked virtual object.
[0073] Optionally, the switching detection schematic diagram shown in FIG. 10 is used as an example, where the first touch area is the first switching control. As shown in FIG. 10, the process includes three stages, where the first distance threshold is 60 px and the second distance threshold is 10 px. That is, as the distance the player drags the first switching control increases, the predetermined mark is slightly offset. As shown in FIG. 10, in stage 1, when the player drags the first switching control leftward by 50 px, the predetermined mark is offset leftward by 10 px. In stage 2, when the player continues to drag the first switching control leftward, the predetermined mark is no longer offset. In stage 3, when the player continues to drag the first switching control leftward, the drag distance of the first switching control is greater than 60 px, and the predetermined mark moves from the first switching object to the next object.
[0074] In the process of switching between multiple virtual objects, the game device also needs to determine the order in which the virtual objects are switched. Here, the game device can determine the order in which the virtual objects are switched by mapping the positions of the virtual objects in a specific direction.
[0075] Specifically, after responding to a drag operation on a first touch area, the game terminal maps position information of the multiple virtual objects in the graphical user interface in a predetermined direction, obtains mapping positions corresponding to the multiple virtual objects, and determines a first switching order for switching the multiple virtual objects based on the mapping positions corresponding to the multiple virtual objects and the initial mapping position of the initial locked virtual object.
[0076] The predetermined direction may be the horizontal direction, the vertical direction, or a direction forming a predetermined angle with the horizontal direction. In this embodiment, the predetermined direction is described as the horizontal direction, which is the horizontal axis direction of the screen.
[0077] Optionally, in the schematic diagram of determining the first switching order shown in FIG. 11, the game terminal maps the positions of all virtual objects horizontally, and determines the first switching order based on the drag direction in which the player drags the first touch area, starting from the initial locked virtual object (i.e., enemy 1 in FIG. 11). For example, in FIG. 11, if the player drags the first switching control leftward, the first switching order is enemy 1-enemy 2-enemy 3-enemy 4-enemy 5; and in FIG. 11, if the player drags the first switching control rightward, the first switching order is enemy 1-enemy 6-enemy 7-enemy 8-enemy 9.
[0078] In actual application, if the virtual object is switched to the leftmost or rightmost position, the player can continue dragging, and the game terminal can switch cyclically from the other end. For example, in Figure 11, if the player drags the first switching control leftward, the virtual objects will switch in the order of enemy 1, enemy 2, enemy 3, enemy 4, and enemy 5. If the current switching object is enemy 5 and the player continues dragging the first switching control leftward, the game terminal will switch from enemy 5 to enemy 9, and then cyclically switch in the order of enemy 9, enemy 8, enemy 7, enemy 6, enemy 1, enemy 2, enemy 3, enemy 4, enemy 5, and enemy 9.
[0079] Furthermore, even if the virtual object has been switched to the leftmost or rightmost position, if the player continues to drag, the game terminal does not need to perform circular switching. For example, in FIG. 11, when the player drags the first switching control leftward, the virtual objects are switched in the order of enemy 1, enemy 2, enemy 3, enemy 4, and enemy 5. If the current switching object is enemy 5, and the player continues to drag the first switching control leftward, the game terminal does not switch the virtual object, but directly generates presentation information, thereby notifying the player that the virtual object switching has been completed, and if the player wishes to continue switching, the game terminal will require another operation.
[0080] Furthermore, in the process of mapping virtual objects in a predetermined direction, there may be a scene in which the mapping positions of at least two virtual objects are the same, and in such a scene, the game terminal needs to determine the switching order of the virtual objects whose mapping positions overlap in another manner.
[0081] Specifically, when it is detected that the mapping positions of at least two virtual objects are the same, the game terminal determines object distances between the at least two virtual objects and a target virtual object, and determines a switching order of the at least two virtual objects based on the object distances.
[0082] In the above process, the target virtual object may be an initial locked virtual object or a virtual object controlled by a player. That is, if the mapping positions of at least two virtual objects are the same, the game terminal determines the switching order based on the object distance between the at least two virtual objects and the target virtual object. For example, if the mapping positions of enemy A and enemy B are the same, the game terminal calculates the object distances between enemy A and enemy B and the target virtual object, respectively. If the object distance corresponding to enemy A is shorter than the object distance corresponding to enemy B, then when switching virtual objects, the switching order of enemy A will be before enemy B.
[0083] In actual applications, when a player switches between virtual objects, the positions of the virtual objects in the graphical user interface may not be constant but may change in real time. When the positions of the virtual objects in the graphical user interface change, the corresponding mapping positions may also change. For example, in the schematic diagram of mapping positions shown in FIG. 12, enemy 2 is located to the right of enemy 3. However, as the positions of enemy 2 and enemy 3 in the game scene change, the mapping positions of enemy 2 and enemy 3 also change. For example, in the schematic diagram of mapping positions shown in FIG. 13, enemy 2 is located to the left of enemy 3.
[0084] In the scene, i.e., when detecting that the position of the first virtual object in the graphical user interface has changed, the game terminal updates the mapping position of the first virtual object in a predetermined direction and updates the first switching order based on the mapping position of the first virtual object, where the first virtual object is one of the multiple virtual objects. That is, in the above example, after detecting that the mapping position of the virtual object has changed, the game terminal updates the first switching order based on the changed mapping position, thereby ensuring the accuracy of the first switching order.
[0085] In an alternative embodiment, the content displayed in the graphical user interface further includes an information display area, where object information of the first switching object is displayed in the information display area, as shown in Figure 5. Optionally, the object information may include, but is not limited to, the virtual object's avatar, level, mark (e.g., name or nickname), life value, etc.
[0086] In actual applications, some virtual objects have multiple selectable positions (i.e., switchable regions), such as arms, legs, and heads. For example, in the graphical user interface shown in FIG. 14, the virtual object Enemy 1 includes three switchable regions, where the black circle indicates the initial switchable region (i.e., the first switchable region) and the dotted circle indicates a region that is not currently selected. Therefore, for a virtual object that includes multiple switchable regions, the player can further select a switchable region of the virtual object; for example, the player can select a specific part of the virtual object to attack.
[0087] Specifically, after determining the first switching object as the target object in response to a release operation on the first touch area, the game terminal detects whether the target object has multiple switching target areas, and if the target object has multiple switching target areas, displays a predetermined mark in the second touch area in the graphical user interface, and in response to a second operation on the first switching control, if the operation time length of the second operation is longer than a second predetermined time length, displays corresponding area marks in the multiple switching target areas and displays area information of the multiple switching target areas in the information display area, where the predetermined mark indicates that the first switching object has multiple switching target areas.
[0088] For example, in the graphical user interface shown in FIG. 14, if a player selects Enemy 1, the player determines Enemy 1 as the virtual object to be attacked. Since Enemy 1 has multiple switchable areas, a predetermined mark is displayed in the graphical user interface shown in FIG. 15. The predetermined mark may be a mark corresponding to the second touch area. If the second touch area is an area corresponding to a control, the predetermined mark may be a mark or icon corresponding to the second switchable control (i.e., the control corresponding to the second touch area). That is, in this embodiment, the presence of a predetermined mark in the graphical user interface indicates that the current virtual object has multiple switchable areas. Furthermore, in FIG. 15, the first touch area is the area where the first control is located. When the player presses and holds the first switchable control, the game terminal displays a corresponding area mark in the switchable area corresponding to Enemy 1 and displays area information for each switchable area in the information display area. For example, in FIG. 15, the currently selected switchable area is indicated as area (1), and area (1) is highlighted in the information display area. Furthermore, the information display area displays not only the area marks of the virtual object, but also information corresponding to each area mark, such as the probability of a successful attack for that area or the health value of that area. That is, in this embodiment, the area mark corresponding to the area to be switched and the area mark displayed in the information display area are matched with each other, and for example, in Fig. 15, if the current area is area (1), area (1) is highlighted in the information display area, and for example, in Fig. 16, if the current area is area (2), area (2) is highlighted in the information display area.
[0089] In this embodiment, if the target object has multiple switchable areas, the player can select only one target area from the multiple switchable areas, and the target area may be the area to be attacked.
[0090] In an optional embodiment, the player can switch among multiple switching target areas. Specifically, the game terminal sequentially switches among the multiple switching target areas in a second switching order in response to a drag operation on the first touch area, determines a current switching area corresponding to a second drag distance, and determines the current switching area as a target area corresponding to the target object in response to a release operation on the first touch area. Here, the second drag distance is the current drag distance of the drag operation on the first touch area.
[0091] Optionally, in the graphical user interface shown in Fig. 16, the first touch area corresponds to the first switching control, and the player can drag the first switching control left or right to realize switching operations for multiple switching target areas of the target object. This switching process is similar to the switching process for the virtual object described above, except that in the process of switching multiple switching target areas, the game terminal determines the switching order based on area marks corresponding to the multiple switching target areas.
[0092] In addition, in the process of switching areas for multiple switching target areas, the game terminal may or may not perform circular switching of areas, and the corresponding method is similar to the switching process for the virtual object described above, so the explanation will be omitted here.
[0093] Also, in the process of switching areas, if the player releases the first touch area, the game terminal sets the current switching area as the target area. For example, in the graphical user interface shown in FIG. 17, if the player selects area 2 as the target area and releases the first switching control, the object selection mark will be displayed at the position of area (2).
[0094] Also, if the player exits the selection of the area to be switched and needs to continue switching the virtual object, the player can drag the first touch area to the second touch area, thereby realizing the switching between the partition and the whole.
[0095] Specifically, when the target object has multiple switching target areas, in response to a drag operation of a first touch area in a first direction, the first touch area is dragged to the position of a second touch area, thereby at least partially overlapping the first touch area and the second touch area, and then in response to a drag operation of the first touch area in a second direction, the multiple virtual objects are sequentially switched in a first switching order, where the first direction is different from the second direction.
[0096] For example, in the graphical user interface shown in Fig. 18, if the player needs to switch from selecting a partition to selecting an entire object, the player can obtain the entire object switching screen shown in Fig. 19 by dragging the first switching control to the second switching control in the first direction shown in Fig. 18, and in Fig. 19, the object selection mark is displayed on the virtual object currently selected by the player. In this case, the player can realize the switching of the virtual object by dragging the first switching control left and right.
[0097] As can be seen from the above, the technical solution provided in the present disclosure enables accurate selection of virtual objects and switching regions by dragging a control. That is, in the present disclosure, the player has the autonomy to switch between virtual objects or regions, and the goal of the player's autonomous selection of virtual objects is achieved without relying on the randomness of the system. Furthermore, in the present disclosure, the graphical user interface has an information display area, allowing the player to know the currently selected virtual object or region through the information display area, further enabling the player to better interact with the system. Furthermore, in the present disclosure, for virtual objects with partitions, the player can ensure that switching between the partitions does not accidentally affect the entire other virtual object. A solution is provided for switching from the partition to the entire object, allowing the player to freely switch between the two without affecting each other.
[0098] From the above description of the embodiments, it will be apparent to those skilled in the art that the methods according to the above embodiments may be realized by adding a required general-purpose hardware platform to software, or by hardware, and that in many cases the former is a preferred embodiment. Based on this understanding, the technical solution of the present disclosure may be essentially embodied in the form of a software product, or a part that contributes to the prior art may be embodied in the form of a software product, and the computer software product is stored in a storage medium (e.g., ROM / RAM, magnetic disk, optical disk) and includes several instructions for causing a terminal (which may be a mobile phone, computer, server, network device, etc.) to execute the methods according to the embodiments of the present disclosure.
[0099] Example 2 In this embodiment, a virtual object switching device for realizing the above-described embodiment and preferred embodiment is also provided, and the description already given is omitted. As will be explained below, the term "module" can be realized by a combination of software and / or hardware for a given function. Note that while the device described in the following embodiment is preferably realized by software, it is also possible to realize it by hardware or a combination of software and hardware.
[0100] FIG. 20 is a block diagram of a virtual object switching device according to an embodiment of the present disclosure, which provides a graphical user interface through a terminal device, and the content displayed on the graphical user interface includes at least a part of a game scene and a plurality of virtual objects located in the game scene. As shown in FIG. 20 , the device includes a first determination module 2001, a switching module 2003, and a second determination module 2005.
[0101] Here, the first determination module 2001 is configured to determine an initial lock virtual object from the plurality of virtual objects, the switching module 2003 is configured to determine a first switching object from the plurality of virtual objects starting from the initial lock virtual object in a first switching order based on operation parameters of the drag operation in response to a drag operation located on a first touch area located on the graphical user interface, and the second determination module 2005 is configured to determine the first switching object as a target object in response to a release operation on the first touch area.
[0102] It should be noted that the first decision module 2001, the switching module 2003 and the second decision module 2005 correspond to steps S402 to S406 in the above embodiment, and the three modules are the same as the examples and application scenarios in which the corresponding steps are realized, but are not limited to the contents disclosed in the above embodiment.
[0103] Optionally, the first determining module includes a third determining module for determining an initial locked virtual object from the plurality of virtual objects based on position information of the plurality of virtual objects in the graphical user interface.
[0104] Optionally, the switching module includes a first response module, a first display module, and a first switching module, wherein the first response module is configured to record a first operation duration of the first operation in response to a first operation on the first touch region, the first display module is configured to display a predetermined mark in an object region corresponding to an initial locked virtual object if the first operation duration is longer than a first predetermined duration, where the predetermined mark displays the virtual object having the predetermined mark as a current switching object, and the first switching module is configured to sequentially switch among the plurality of virtual objects in a first switching order starting from the initial locked virtual object, determine a first switching object from the plurality of virtual objects corresponding to a first drag distance of the drag operation, and display the predetermined mark in the object region corresponding to the first switching object.
[0105] Optionally, the virtual object switching device further includes a fourth determination module, a fifth determination module, and a sixth determination module, wherein the fourth determination module is configured to determine a position where a central axis of the first touch area is located and obtain a first position, the fifth determination module is configured to determine a current position after dragging the first touch area with the touch medium and obtain a second position, and the sixth determination module is configured to determine a first drag distance based on a distance between the first position and the second position.
[0106] Optionally, the virtual object switching device further includes a seventh determination module, an eighth determination module, and a ninth determination module, wherein the seventh determination module is configured to determine an initial position when a drag operation is performed on a first touch area on the graphical user interface by a touch medium to obtain a first position, the eighth determination module is configured to determine a current position after dragging the first touch area by the touch medium to obtain a second position, and the ninth determination module is configured to determine a first drag distance based on a distance between the first position and the second position.
[0107] Optionally, the virtual object switching device further includes a mapping module and a tenth determination module, where the mapping module is configured to map position information of the plurality of virtual objects in the graphical user interface in a predetermined direction to obtain mapping positions corresponding to the plurality of virtual objects, and the tenth determination module is configured to determine a first switching order for switching the plurality of virtual objects based on the mapping positions corresponding to the plurality of virtual objects and the initial mapping position of the initial lock virtual object.
[0108] Optionally, the virtual object switching device further includes an eleventh determination module and a twelfth determination module, where the eleventh determination module is configured to determine object distances between the at least two virtual objects and the target virtual object when detecting that the mapping positions of the at least two virtual objects are the same, and the twelfth determination module is configured to determine a switching order of the at least two virtual objects based on the object distances.
[0109] Optionally, the virtual object switching device further includes an update module for, when detecting that a position of the first virtual object in the graphical user interface has changed, updating a mapping position of the first virtual object in the predetermined direction, and updating the first switching order based on the mapping position of the first virtual object, where the first virtual object is any object among the plurality of virtual objects.
[0110] Optionally, the first switching module includes a second display module and a second switching module, where the second display module is configured to display a predetermined mark in an object region corresponding to the initial locked virtual object, and the second switching module is configured to display a predetermined mark in an object region corresponding to a next object when the first drag distance is greater than a first distance threshold, where the next object is a next switching object corresponding to the first switching object in the first switching order.
[0111] Optionally, the virtual object switching device further includes a thirteenth determination module, a fourteenth determination module, and a control module, wherein the thirteenth determination module is configured to determine a drag direction corresponding to the drag operation, the fourteenth determination module is configured to determine a movement distance corresponding to the predetermined mark based on a first drag distance, where the movement distance is a distance by which the predetermined mark moves within the object area corresponding to the currently locked virtual object according to the drag direction, and the control module is configured to control to stop the movement of the predetermined mark when the movement distance is greater than a second distance threshold, where the second distance threshold is smaller than the first distance threshold.
[0112] Optionally, the content displayed on the graphical user interface further includes an information display area, and the virtual object switching device further includes a third display module for displaying object information of the first switching object in the information display area.
[0113] Optionally, the virtual object switching device further includes a detection module, a fourth display module, and a fifth display module, wherein the detection module is configured to detect whether the target object has multiple switching target regions, the fourth display module is configured to display a predetermined mark in a second touch region in the graphical user interface if the target object has multiple switching target regions, and respond to a second operation on the first touch region, where the predetermined mark indicates that the first switching object has multiple switching target regions, and the fifth display module is configured to display corresponding region marks in the multiple switching target regions and display region information of the multiple switching target regions in the information display region if an operation time length of the second operation is longer than a second predetermined time length.
[0114] Optionally, the virtual object switching device further includes a second response module and a third response module, wherein the second response module is configured to, in response to a drag operation on the first touch region, sequentially switch among the multiple switching target regions in a second switching order and determine a current switching region corresponding to a second drag distance, where the second drag distance is a current drag distance for performing the drag operation on the first touch region, and the third response module is configured to, in response to a release operation on the first touch region, determine the current switching region as a target region corresponding to the target object.
[0115] Optionally, the virtual object switching device further includes a fourth response module and a fifth response module, where, when the target object has multiple switching target regions, the fourth response module is configured to drag the first touch region to a position of the second touch region to at least partially overlap the first touch region with the second touch region in response to a drag operation of the first touch region in a first direction, and the fifth response module is configured to sequentially switch the multiple virtual objects in a first switching order in response to a drag operation of the first touch region in a second direction, where the first direction is different from the second direction.
[0116] Each of the above modules may be realized by software or hardware, and in the latter case, the modules may all be located on the same processor, or the modules may be located on different processors in any combination, but this is not limited to this.
[0117] Example 3 An embodiment of the present disclosure further provides a computer-readable storage medium having a computer program stored thereon, which, when executed, performs the steps of any of the above method embodiments.
[0118] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media that can store computer programs, such as a U disk, a read-only memory (abbreviated as ROM), a random access memory (abbreviated as RAM), a portable hard disk, a magnetic disk, or an optical disk.
[0119] Optionally, in this embodiment, the computer-readable storage medium may be located in any one of a group of computer terminals in a computer network, or may be located in any one of a group of mobile terminals.
[0120] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the steps of: determining an initial lock virtual object from a plurality of virtual objects; determining a first switching object from the plurality of virtual objects in a first switching order based on operation parameters of the drag operation in response to a drag operation on a first touch area located on the graphical user interface; and determining the first switching object as a target object in response to a release operation on the first touch area.
[0121] Optionally, the computer-readable storage medium is further configured to store program code for performing the step of determining an initial locked virtual object from the plurality of virtual objects based on position information of the plurality of virtual objects in the graphical user interface.
[0122] Optionally, the computer-readable storage medium is further configured to store program code for executing the steps of: in response to a first operation on the first touch area, recording a first operation time length of the first operation; if the first operation time length is greater than a first predetermined time length, displaying a predetermined mark in an object area corresponding to an initial locked virtual object, where the predetermined mark indicates that the virtual object having the predetermined mark is a current switching object; and sequentially switching through the plurality of virtual objects in a first switching order starting from the initial locked virtual object, determining a first switching object from the plurality of virtual objects that corresponds to a first drag distance of the drag operation, and displaying the predetermined mark in the object area corresponding to the first switching object.
[0123] Optionally, the computer-readable storage medium is further configured to store program code for executing the steps of determining a position where a central axis of the first touch area is located and obtaining a first position; determining a current position after dragging the first touch area with the touch medium and obtaining a second position; and determining a first drag distance based on the distance between the first position and the second position.
[0124] Optionally, the computer-readable storage medium is further configured to store program code for executing the steps of: determining an initial position when performing a drag operation on a first touch area on the graphical user interface by a touch medium and obtaining a first position; determining a current position after dragging the first touch area by the touch medium and obtaining a second position; and determining a first drag distance based on the distance between the first position and the second position.
[0125] Optionally, the computer-readable storage medium is further configured to store program code for performing: mapping position information of the plurality of virtual objects in the graphical user interface in a predetermined direction to obtain mapping positions corresponding to the plurality of virtual objects; and determining a first switching order for switching the plurality of virtual objects based on the mapping positions corresponding to the plurality of virtual objects and the initial mapping position of the initial locked virtual object.
[0126] Optionally, the computer-readable storage medium is further configured to store program code for performing, when detecting that the mapping positions of the at least two virtual objects are the same, determining object distances between the at least two virtual objects and a goal virtual object; and determining a switching order of the at least two virtual objects based on the object distances.
[0127] Optionally, the computer-readable storage medium is further configured to store program code for performing the steps of: updating a mapping position of the first virtual object in a predetermined direction when detecting a change in a position of the first virtual object in the graphical user interface, and updating the first switching order based on the mapping position of the first virtual object, wherein the first virtual object is any object of a plurality of virtual objects.
[0128] Optionally, the computer-readable storage medium is further configured to store program code for performing the steps of: displaying a predetermined mark in an object area corresponding to the initial locked virtual object; and, if the first drag distance is greater than a first distance threshold, displaying a predetermined mark in an object area corresponding to a next object, where the next object is a next switching object corresponding to the first switching object in the first switching order.
[0129] Optionally, the computer-readable storage medium is further configured to store program code for executing the steps of: determining a drag direction corresponding to the drag operation; determining a movement distance corresponding to a predetermined mark based on a first drag distance, where the movement distance is a distance the predetermined mark moves within an object area corresponding to the current locked virtual object according to the drag direction; and controlling to stop movement of the predetermined mark if the movement distance is greater than a second distance threshold, where the second distance threshold is smaller than the first distance threshold.
[0130] Optionally, the computer-readable storage medium is further configured to store program code for performing the step of: displaying object information of the first switching object in an information display area, where the content displayed in the graphical user interface further includes the information display area.
[0131] Optionally, the computer-readable storage medium is further configured to store program code for executing the steps of: detecting whether the target object has multiple switching target areas; if the target object has multiple switching target areas, displaying a predetermined mark in a second touch area in the graphical user interface and responding to a second operation on the first touch area, wherein the predetermined mark indicates that the first switching object has multiple switching target areas; and if the operation time length of the second operation is greater than a second predetermined time length, displaying corresponding area marks in the multiple switching target areas and displaying area information of the multiple switching target areas in the information display area.
[0132] Optionally, the computer-readable storage medium is further configured to store program code for executing: in response to a drag operation on the first touch area, sequentially switching among the plurality of switching target areas in a second switching order and determining a current switching area corresponding to a second drag distance, where the second drag distance is a current drag distance for performing the drag operation on the first touch area; and in response to a release operation on the first touch area, determining the current switching area as a target area corresponding to the target object.
[0133] Optionally, the computer-readable storage medium is further configured to store program code for performing, when the target object has multiple switch target regions, the steps of: in response to a drag operation of the first touch region in a first direction, dragging the first touch region to a position of the second touch region so that the first touch region and the second touch region at least partially overlap; and in response to a drag operation of the first touch region in a second direction, sequentially switching the multiple virtual objects in a first switching order, wherein the first direction is different from the second direction.
[0134] From the description of the above embodiments, it is clear to those skilled in the art that the methods according to the embodiments described herein may be realized by software or by adding a required general-purpose hardware platform to the software. The technical solutions according to the embodiments of the present disclosure may be embodied in the form of a software product, which is stored on a computer-readable storage medium (e.g., a CD-ROM, a U-disk, a portable hard disk) or a network, and includes several instructions for causing a computing device (which may be a personal computer, a server, a terminal device, a network device, etc.) to execute the methods according to the embodiments of the present disclosure.
[0135] In an exemplary embodiment of the present disclosure, a computer-readable storage medium stores a program product capable of implementing the above-described method according to the present disclosure. In some possible embodiments, each aspect of the present disclosure may be implemented in the form of a program product including program code, which, when executed on a terminal device, causes the terminal device to perform steps according to various exemplary embodiments of the present disclosure described in the "exemplary method" section of the present disclosure.
[0136] A program product for implementing the above method according to an embodiment of the present disclosure may contain program code using a portable compact disc read-only memory (CD-ROM) and may be executed on a terminal device such as a personal computer. However, the program product according to an embodiment of the present disclosure is not limited thereto, and in an embodiment of the present disclosure, a computer-readable storage medium may be any tangible medium that contains or stores a program, which is used by or in combination with a command execution system, apparatus, or device.
[0137] The program product may employ any combination of one or more computer-readable media. The computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (given as non-exhaustive examples) of computer-readable storage media include an electrical connection having one or more conductors, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.
[0138] It should be noted that the program code contained in the computer-readable storage medium may be transmitted over any suitable medium, including, but not limited to, wireless, wired, optical cable, RF, etc., or any suitable combination of the above.
[0139] Example 4 An embodiment of the present disclosure further provides an electronic device including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to execute the computer program to perform the steps of any of the method embodiments described above.
[0140] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.
[0141] Optionally, in this embodiment, the processor may be configured to perform the following steps by a computer program: determining an initial lock virtual object from the plurality of virtual objects; determining a first switching object from the plurality of virtual objects in a first switching order based on operation parameters of the drag operation in response to a drag operation on a first touch area located on the graphical user interface; and determining the first switching object as a target object in response to a release operation on the first touch area.
[0142] Optionally, the processor may be configured by the computer program to further perform the step of determining an initial lock virtual object from the plurality of virtual objects based on position information of the plurality of virtual objects in the graphical user interface.
[0143] Optionally, the processor may be configured by a computer program to perform the following steps: in response to a first operation on the first touch area, recording a first operation duration of the first operation; if the first operation duration is greater than a first predetermined duration, displaying a predetermined mark in an object area corresponding to an initial locked virtual object, wherein the predetermined mark indicates that the virtual object having the predetermined mark is a current switching object; sequentially switching among the plurality of virtual objects starting from the initial locked virtual object in a first switching order, determining a first switching object from the plurality of virtual objects that corresponds to a first drag distance of the drag operation, and displaying the predetermined mark in the object area corresponding to the first switching object.
[0144] Optionally, the processor may be configured to perform the following steps using a computer program: determining a position where a central axis of the first touch area is located and obtaining a first position; determining a current position after dragging the first touch area with a touch medium and obtaining a second position; and determining a first drag distance based on the distance between the first position and the second position.
[0145] Optionally, the processor may be configured to execute, by a computer program, the steps of determining an initial position when performing a drag operation on a first touch area on the graphical user interface using a touch medium and obtaining a first position, determining a current position after dragging the first touch area using the touch medium and obtaining a second position, and determining a first drag distance based on the distance between the first position and the second position.
[0146] Optionally, the processor may be further configured to perform, by a computer program: mapping position information of the plurality of virtual objects in the graphical user interface in a predetermined direction to obtain mapping positions corresponding to the plurality of virtual objects; and determining a first switching order for switching the plurality of virtual objects based on the mapping positions corresponding to the plurality of virtual objects and the initial mapping position of the initial locked virtual object.
[0147] Optionally, the processor may be further configured by the computer program to perform, when detecting that the mapping positions of the at least two virtual objects are the same, determining object distances between the at least two virtual objects and a goal virtual object, and determining a switching order of the at least two virtual objects based on the object distances.
[0148] Optionally, the processor may be further configured by the computer program to perform the steps of: when detecting that a position of the first virtual object in the graphical user interface has changed, updating a mapping position of the first virtual object in a predetermined direction and updating the first switching order based on the mapping position of the first virtual object, wherein the first virtual object is any one of a plurality of virtual objects.
[0149] Optionally, the processor may be further configured to execute, by a computer program, the steps of: displaying a predetermined mark in an object area corresponding to the initial locked virtual object; and, if the first drag distance is greater than a first distance threshold, displaying a predetermined mark in an object area corresponding to a next object, where the next object is a next switching object corresponding to the first switching object in the first switching order.
[0150] Optionally, the processor may be further configured to perform, by a computer program, the steps of: determining a drag direction corresponding to the drag operation; determining a movement distance corresponding to the predetermined mark based on the first drag distance, where the movement distance is a distance by which the predetermined mark moves within the object area corresponding to the currently locked virtual object according to the drag direction; and controlling to stop the movement of the predetermined mark if the movement distance is greater than a second distance threshold, where the second distance threshold is smaller than the first distance threshold.
[0151] Optionally, the processor may be configured by a computer program to further perform the step of displaying object information of the first switching object in an information display area, where the content displayed in the graphical user interface further includes the information display area.
[0152] Optionally, the processor may be further configured to perform the following steps using a computer program: detecting whether the target object has multiple switching target areas; if the target object has multiple switching target areas, displaying a predetermined mark in a second touch area in the graphical user interface and responding to a second operation on the first touch area, wherein the predetermined mark indicates that the first switching object has multiple switching target areas; and if the operation time length of the second operation is greater than a second predetermined time length, displaying corresponding area marks in the multiple switching target areas and displaying area information of the multiple switching target areas in the information display area.
[0153] Optionally, the processor may be configured by a computer program to perform the steps of: in response to a drag operation on the first touch area, sequentially switching among the multiple switching target areas in a second switching order and determining a current switching area corresponding to a second drag distance, where the second drag distance is a current drag distance for performing the drag operation on the first touch area; and in response to a release operation on the first touch area, determining the current switching area as a target area corresponding to the target object.
[0154] Optionally, the processor may be further configured by a computer program to perform, when the target object has multiple switching target areas, a step of dragging the first touch area to a position of the second touch area in response to a drag operation of the first touch area in a first direction so that the first touch area and the second touch area at least partially overlap each other, and a step of sequentially switching the multiple virtual objects in a first switching order in response to a drag operation of the first touch area in a second direction, wherein the first direction is different from the second direction.
[0155] 21 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. As shown in FIG. 21, an electronic device 2100 is merely an example and does not impose any limitations on the functions and scope of use of the embodiment of the present disclosure.
[0156] 21, electronic device 2100 is depicted as a general-purpose computing device. Components of electronic device 2100 may include, but are not limited to, at least one processor 2110, at least one memory 2120, a bus 2130 connecting different system components (including memory 2120 and processor 2110), and a display 2140.
[0157] Here, the memory 2120 may store program code, which may be executed by the processor 2110, thereby causing the processor 2110 to perform steps according to various exemplary embodiments of the present disclosure described in the above method section of the examples of the present disclosure.
[0158] The memory 2120 may include readable media in the form of volatile storage such as random access memory cells (RAM) 21201 and / or cache memory cells 21202, and may further include read-only memory (ROM) 21203, and may include non-volatile memory such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
[0159] In some examples, memory 2120 may further include programs / utilities 21204 having a set (at least one) program module 21205, including, but not limited to, an operating system, one or more application programs, other program modules, and program data, each of which, or a combination of these examples, may include implementation in a network environment. Memory 2120 may further include memory located remotely from processor 2110, and such remote memory may be connected to electronic device 2100 via a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.
[0160] Bus 2130 may represent any one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a processor 2110, and a local bus using any of a variety of bus architectures.
[0161] Display 2140 may be, for example, a touch-sensitive liquid crystal display (LCD) that allows a user to interact with a user interface of electronic device 2100.
[0162] Optionally, the electronic device 2100 may communicate with one or more external devices 2200 (e.g., a keyboard, a pointing device, a Bluetooth device, etc.), with one or more devices that allow a user to interact with the electronic device 2100, and / or with any device (e.g., a router, a modem, etc.) that allows the electronic device 2100 to communicate with one or more other computing devices. Such communication may occur via an input / output interface 2150. The electronic device 2100 may also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network such as the Internet) via a network adapter 2160. As shown in FIG. 21 , the network adapter 2160 communicates with other modules of the electronic device 2100 via a bus 2130. Although not shown in FIG. 21, other hardware and / or software modules may be used with electronic device 2100, including, but not limited to, microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0163] The electronic device 2100 may further include a keyboard, a cursor control device (eg, a mouse), an input / output interface (I / O interface), a network interface, a power supply, and / or a camera.
[0164] Those skilled in the art will recognize that the structure illustrated in FIG. 21 is merely schematic and does not limit the structure of the electronic device. For example, the electronic device 2100 may include more or fewer components than those illustrated in FIG. 21 , or may have a different configuration than that illustrated in FIG. 1 . The memory 2120 may be configured to store computer programs and corresponding data, such as computer programs and corresponding data corresponding to the virtual object switching method according to the embodiments of the present disclosure. The processor 2110 executes the computer programs stored in the memory 2120 to perform various functional applications and data processing, i.e., to realize the virtual object switching method described above.
[0165] The numbers of the embodiments of the present disclosure above are for illustrative purposes only and do not indicate superiority or inferiority of the embodiments.
[0166] In the above embodiments of the present disclosure, the description of each embodiment has its own emphasis, and for the parts not described in detail in one embodiment, reference can be made to the relevant descriptions of other embodiments.
[0167] It should be understood that in some embodiments provided in the present disclosure, the disclosed technical content may be realized in other ways. Here, the device embodiments described above are schematic. For example, the division of the units may be a division of logical functions. In actual implementation, other division methods may be used. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not implemented. In other respects, the shown or discussed mutual couplings or direct couplings or communication connections may be indirect couplings or communication connections via some interfaces, units, or modules, and may be electrical or other types.
[0168] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physically separated, i.e., they may be located in one place or distributed across multiple units, and some or all of the units may be selected to achieve the objectives of the technical solution of this embodiment according to actual needs.
[0169] Furthermore, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, each unit may exist physically independently, or two or more units may be integrated into one unit. The integrated unit may be implemented in the form of hardware or in the form of a software functional unit.
[0170] The integrated unit may be realized as a software functional unit and stored in a single computer-readable storage medium when sold or used as an independent product. Based on this understanding, the technical solution of the present disclosure, whether essentially or in part contributing to the prior art, or all or a part of the technical solution, may be embodied in the form of a software product, and the computer software product is stored in a single storage medium and includes several commands that cause a computer device (which may be a personal computer, a server, a network device, etc.) to execute all or a part of the steps of the methods described in each embodiment of the present disclosure. The storage medium includes various media capable of storing program code, such as a USB disk, a read-only memory (ROM), a random access memory (RAM), a portable hard disk, a magnetic disk, or an optical disk.
[0171] The above are only preferred embodiments of the present disclosure, and those skilled in the art may make some improvements and modifications without departing from the principles of the present disclosure, and these improvements and modifications should also be considered as the protection scope of the present disclosure.
Claims
1. A virtual object switching method for providing a graphical user interface by a terminal device, wherein content displayed on the graphical user interface includes at least a part of a game scene and a plurality of virtual objects located in the game scene, and the virtual object switching method includes: determining an initial locked virtual object from the plurality of virtual objects; In response to a drag operation on a first touch area located on the graphical user interface, determining a first switching object from the plurality of virtual objects starting from the initial lock virtual object in a first switching order based on an operation parameter of the drag operation; determining the first switching object as a target object in response to a release operation on the first touch area; A method for switching between virtual objects.
2. The step of determining an initial locked virtual object from the plurality of virtual objects includes: determining the initial locked virtual object from the plurality of virtual objects based on position information of the plurality of virtual objects in the graphical user interface; The method for switching virtual objects according to claim 1 .
3. determining a first switching object from the plurality of virtual objects starting from the initial lock virtual object in a first switching order based on an operation parameter of the drag operation in response to a drag operation on a first touch area located on the graphical user interface, In response to a first operation on the first touch area, recording a first operation duration of the first operation; When the first operation time length is greater than a first predetermined time length, displaying a predetermined mark in an object area corresponding to the initial locked virtual object, the predetermined mark indicating that the virtual object having the predetermined mark is a current switching object; sequentially switching the plurality of virtual objects in the first switching order starting from the initial locked virtual object, determining a first switching object from the plurality of virtual objects corresponding to a first drag distance of the drag operation, and displaying the predetermined mark within an object area corresponding to the first switching object, The method for switching virtual objects according to claim 2 .
4. determining a position where a central axis of the first touch area is located to obtain a first position; determining a current position after dragging the first touch area with a touch medium to obtain a second position; determining the first drag distance based on a distance between the first position and the second position. The method for switching virtual objects according to claim 3 .
5. determining an initial position when performing the drag operation on the first touch area on the graphical user interface using a touch medium, and obtaining a first position; determining a current position after dragging the first touch area with the touch medium to obtain a second position; determining the first drag distance based on a distance between the first position and the second position. The method for switching virtual objects according to claim 3 .
6. mapping position information of the plurality of virtual objects in the graphical user interface in a predetermined direction to obtain mapping positions corresponding to the plurality of virtual objects; determining a first switching order for switching the plurality of virtual objects based on mapping positions corresponding to the plurality of virtual objects and an initial mapping position of the initial locked virtual object. The method for switching virtual objects according to claim 3 .
7. determining object distances between the at least two virtual objects and a target virtual object when detecting that the mapping positions of the at least two virtual objects are the same; determining a switching order of the at least two virtual objects based on the object distance; The method for switching virtual objects according to claim 6 .
8. and when detecting that a position of a first virtual object on the graphical user interface has changed, updating a mapping position of the first virtual object in the predetermined direction and updating the first switching order based on the mapping position of the first virtual object, wherein the first virtual object is any one of the plurality of virtual objects. The method for switching virtual objects according to claim 6 .
9. the step of sequentially switching the plurality of virtual objects in the first switching order starting from the initial locked virtual object and determining a first switching object from the plurality of virtual objects corresponding to a first drag distance of the drag operation, displaying the predetermined mark within an object area corresponding to the initial locked virtual object; If the first drag distance is greater than a first distance threshold, displaying the predetermined mark within an object region corresponding to a next object; the next object is a next switching object corresponding to the first switching object in the first switching order. The method for switching virtual objects according to claim 6 .
10. determining a drag direction corresponding to the drag operation; determining a movement distance corresponding to the predetermined mark based on the first drag distance, the movement distance being a distance moved within an object area corresponding to a currently locked virtual object according to the drag direction of the predetermined mark; and a step of controlling to stop the movement of the predetermined mark when the movement distance is greater than a second distance threshold, the second distance threshold being smaller than the first distance threshold. The method for switching virtual objects according to claim 9 .
11. The content displayed on the graphical user interface further includes an information display area, and the virtual object switching method further includes: displaying object information of the first switching object in the information display area, The method for switching virtual objects according to claim 9 .
12. detecting whether the target object has multiple switching target regions; If the target object has the plurality of switching target regions, displaying a predetermined mark on a second touch region in the graphical user interface to respond to a second operation on the first touch region, the predetermined mark indicating that the first switching object has the plurality of switching target regions; and when an operation time length of the second operation is longer than a second predetermined time length, displaying corresponding area marks in the plurality of switching target areas and displaying area information of the plurality of switching target areas in the information display area. The method for switching virtual objects according to claim 11 .
13. a step of sequentially switching the plurality of switching target areas in a second switching order in response to a drag operation on the first touch area, and determining a current switching area corresponding to a second drag distance, the second drag distance being a current drag distance for performing the drag operation on the first touch area; determining the current switching region as a target region corresponding to the target object in response to a release operation on the first touch region; The method for switching virtual objects according to claim 12 .
14. When the target object has the plurality of switching target regions, in response to a drag operation of the first touch region in a first direction, dragging the first touch region to the position of the second touch region so that the first touch region and the second touch region at least partially overlap each other; and sequentially switching the plurality of virtual objects in the first switching order in response to a drag operation in a second direction on the first touch area, wherein the first direction is different from the second direction. The method for switching virtual objects according to claim 12 .
15. A virtual object switching device that provides a graphical user interface via a terminal device, wherein content displayed on the graphical user interface includes at least a part of a game scene and a plurality of virtual objects located in the game scene, the virtual object switching device comprising: a first determination module, a switching module, and a second determination module; the first determination module is configured to determine an initial locked virtual object from the plurality of virtual objects; the switching module is configured to, in response to a drag operation on a first touch area located on the graphical user interface, determine a first switching object from the plurality of virtual objects starting from the initial locked virtual object in a first switching order based on an operation parameter of the drag operation; the second determination module is configured to determine the first switching object as a target object in response to a release operation on the first touch area; A virtual object switching device.
16. A computer-readable storage medium having a computer program stored thereon, the computer program being configured to, when executed by a processor, perform the virtual object switching method according to any one of claims 1 to 14. A computer-readable storage medium comprising:
17. An electronic device including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the computer program to perform the virtual object switching method according to any one of claims 1 to 14. An electronic device characterized by:
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