Methods, devices, storage media, and electronic devices for switching virtual objects.

The method and device provide a fixed switching order for virtual objects in action games, allowing players to predict and accurately select targets, enhancing gameplay experience.

JP7869398B2Active Publication Date: 2026-06-02NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-04-17
Publication Date
2026-06-02

AI Technical Summary

Technical Problem

Players in action games struggle to accurately and autonomously select virtual objects to attack, especially when there are many objects or their positions are close together, leading to unpredictable and inaccurate switching.

Method used

A method and device for switching virtual objects that allow players to determine an initial locked object and sequentially switch to a target object through drag and release operations on a touch area, based on operation parameters, ensuring a fixed switching order and predictable object selection.

Benefits of technology

Enables players to autonomously select virtual objects and predict the next object to be switched, improving accuracy and gaming experience by ensuring consistent and accurate switching even with multiple or closely positioned objects.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Abstract

A virtual object switching method, device, storage medium, and electronic device are provided. The method provides a graphical user interface (GUI) on a terminal device, and content displayed on the GUI includes at least a part of a game scene and a plurality of virtual objects located in the game scene. The method includes: determining an initial locked virtual object from the plurality of virtual objects (step S402); 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 GUI (step S404); and determining the first switching object as a target object in response to a release operation on the first touch area (step S406). This solves the technical problem of players being unable to autonomously select virtual objects in a game in the prior art.
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Description

Cross-reference to Related Applications

[0001] This disclosure claims the priority of a Chinese patent application with application number 202210800879.2 and title "Method, Apparatus, Storage Medium, and Electronic Device for Switching Virtual Objects" filed on July 8, 2022, and all the contents of the Chinese patent application are incorporated herein by reference.

Technical Field

[0002] This disclosure relates to the field of computers, and in particular, to a method, apparatus, storage medium, and electronic device for switching virtual objects.

Background Art

[0003] Currently, with the increasing popularity of action games, action games are widely used on various game terminals, such as computers, mobile phones, tablets, etc. In mobile games, players usually input commands to the game terminal by finger. For example, players control the movement and attack skills of virtual characters by finger. However, since the control of virtual characters occupies the player's fingers, it becomes more difficult for players to switch the objects to be attacked.

[0004] Also, when the number of objects to be attacked is small or the target positions of the objects to be attacked are dispersed, players can quickly and accurately switch the objects to be attacked. However, when the number of objects to be attacked is too large or the positions are concentrated, players may not be able to accurately recognize the object to be attacked or accurately select the object to be attacked.

[0005] In conventional technology, players can lock onto 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 proposed technology, the switching objects are switched randomly, and the switching rules are not determined by the player. Therefore, the player cannot autonomously select an object to be attacked, nor can they predict the object to be switched or its information. Furthermore, because the object to be attacked may not be within the current lens, this proposed technology is also related to lens switching, and the game lens may suddenly switch while the player is playing the game. For example, if there are two enemy objects in the game screen shown in Figure 1, and the player switches between objects, the game screen may suddenly switch to the one shown in Figure 2, degrading the player's gaming experience.

[0006] Currently, no effective solutions have been proposed to address the above problem. [Overview of the project]

[0007] At least some embodiments of this disclosure provide a method, apparatus, storage medium, and electronic device for switching virtual objects to at least solve the technical problem in the prior art that players cannot autonomously select virtual objects in a game.

[0008] According to one embodiment of the present disclosure, a method for switching virtual objects that provide a graphical user interface via a terminal device is provided, wherein the 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, and the method includes the steps of: determining an initial locked virtual object from the plurality of virtual objects; determining a first switching object from the plurality of virtual objects in a first switching order starting from the initial locked virtual object in response to a drag operation on a first touch area located on the graphical user interface, based on the operation parameters of the drag operation; and determining the first switching object as a target object in response to a release operation on the first touch area.

[0009] Optionally, the method for switching virtual objects further includes the step of determining an initial locked virtual object from among multiple virtual objects based on the positional information of the multiple virtual objects in the graphical user interface.

[0010] Optionally, a method for switching virtual objects further includes the steps of: recording a first operation duration for a first operation in response to a first operation on a first touch area; displaying a predetermined mark in the object area corresponding to the initial locked virtual object if the first operation duration is greater than a first predetermined duration, wherein the predetermined mark indicates that the virtual object having the predetermined mark is the current switching object; and sequentially switching a 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 for a drag operation, and displaying a predetermined mark in the object area corresponding to the first switching object.

[0011] Optionally, a method for switching virtual objects further includes the steps of: determining the position where the central axis of a first touch area is located and obtaining a first position; determining the 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.

[0012] Optionally, a method for switching virtual objects further includes the steps of: determining the initial position when performing a drag operation on a first touch area on a graphical user interface using a touch medium and obtaining a first position; determining the 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.

[0013] Optionally, a method for switching virtual objects further includes the steps of: mapping the positional information of multiple virtual objects in a graphical user interface in a predetermined direction to obtain mapping positions corresponding to multiple virtual objects; and determining a first switching order for switching multiple virtual objects based on the mapping positions corresponding to multiple virtual objects and the initial mapping position of an initial locked virtual object.

[0014] Optionally, a method for switching virtual objects further includes the steps of: determining the object distance between at least two virtual objects and a target virtual object if it is detected that the mapping positions of at least two virtual objects are the same; and determining the switching order of at least two virtual objects based on the object distance.

[0015] Optionally, the method for switching virtual objects further includes the step of detecting a change in the position of the first virtual object in the graphical user interface, updating the mapping position of the first virtual object in a given direction, and updating the first switching order based on the mapping position of the first virtual object, wherein the first virtual object is one of a plurality of virtual objects.

[0016] Optionally, a method for switching virtual objects further includes the steps of displaying a predetermined mark in the 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 the object area corresponding to the next object, wherein the next object is the next switching object corresponding to the first switching object in the first switching sequence.

[0017] Optionally, a method for switching virtual objects further includes the steps of: determining a drag direction corresponding to a drag operation; determining a movement distance corresponding to a predetermined mark based on a first drag distance, wherein the movement distance is the distance the predetermined mark moves within the 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, wherein the second distance threshold is less than the first distance threshold.

[0018] Optionally, the content displayed in the graphical user interface further includes an information display area, and the virtual object switching method further includes the step of displaying object information of the first switching object in the information display area. Optionally, the virtual object switching method further includes the step of detecting whether a 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.

[0019] Optionally, a method for switching virtual objects includes the steps of sequentially switching a plurality of target areas in a second switching order in response to a drag operation on a first touch area, and determining the current switching area corresponding to a second drag distance, wherein the second drag distance is the current drag distance for performing the drag operation on the first touch area, and determining the current switching area as the target area corresponding to the target object in response to a release operation on the first touch area.

[0020] Optionally, a method for switching virtual objects, if the target object has multiple switching target areas, further includes the steps of: dragging the first touch area to the 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 overlap at least partially; and 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.

[0021] According to one embodiment of the present disclosure, a virtual object switching device is provided that provides a graphical user interface via a terminal device, wherein the 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, and the device comprises a first decision module, a switching module, and a second decision module, wherein the first decision module is configured to determine an initial locked virtual object from the plurality of virtual objects, the switching module is configured to determine a first switching object from the plurality of virtual objects in a first switching order, starting from the initial locked virtual object, in response to a drag operation on a first touch area located on the graphical user interface, based on the operation parameters of the drag operation, and the second decision module is configured to determine the first switching object as the target object in response to a release operation on the first touch area.

[0022] According to one embodiment of the present disclosure, a computer-readable storage medium is provided in which a computer program is stored, and the computer program is configured to perform the above-described method of switching virtual objects when executed.

[0023] According to one embodiment of the present disclosure, an electronic device is provided which includes memory and a processor, wherein a computer program is stored in the memory and the processor is configured to execute the computer program and perform the method of switching the above-mentioned virtual objects.

[0024] In at least some embodiments of this disclosure, a method for switching objects by dragging a switching control involves determining an initial locked virtual object from a plurality of virtual objects displayed on a graphical user interface, determining a first switching object from a plurality of virtual objects in a first switching order starting from the initial locked virtual object in response to a drag operation on a first touch area located on the graphical user interface, based on the operation parameters of the drag operation, and determining the first switching object as the target object in response to a release operation on the first touch area.

[0025] In the process described above, the player can determine a target object from multiple virtual objects by performing a drag operation on the first touch area. Therefore, in the proposed technology disclosed herein, the player can autonomously select which virtual object to switch to, thus achieving the objective of the player autonomously selecting a virtual object. Furthermore, in this disclosure, since the switching of multiple virtual objects is performed in a fixed switching order, the player can predict which virtual object will be switched to next before the switching of multiple virtual objects is completed, thus avoiding the problem in the prior art where the player cannot predict which virtual object will be switched to. In addition, in the process of switching multiple virtual objects, the multiple virtual objects are switched in a fixed switching order, that is, in the process of switching multiple virtual objects, there is a possibility that any of the virtual objects will be switched. This avoids the problem in the prior art where accurate switching is not possible when there are too many virtual objects or when their positions are close together, and thus achieves accurate switching to virtual objects.

[0026] Thus, the technical solution provided by the present disclosure achieves the purpose of switching multiple virtual objects, realizes the technical effect that a player can autonomously select virtual objects, and further solves the technical problem that in the prior art, a player could not autonomously select virtual objects during a game.

Brief Description of the Drawings

[0027] The drawings described herein provide a further understanding of the present disclosure, constitute a part of the present disclosure, and the exemplary embodiments and their descriptions of the present disclosure are for explaining the present disclosure and are not intended to unduly limit the present disclosure. In the drawings, [Figure 1] It is a schematic diagram of a game screen in the prior art. [Figure 2] It is a schematic diagram of a game screen in the prior art. [Figure 3] It is a block diagram showing the hardware structure of a mobile terminal of a method for switching virtual objects according to an embodiment of the present disclosure. [Figure 4] It is a flowchart of a method for switching virtual objects according to an embodiment of the present disclosure. [Figure 5] It is a schematic diagram of a graphical user interface according to an embodiment of the present disclosure. [Figure 6] It is a schematic diagram of a graphical user interface according to an embodiment of the present disclosure. [Figure 7] It is a schematic diagram of a graphical user interface according to an embodiment of the present disclosure. [Figure 8] It is a schematic diagram of a graphical user interface according to an embodiment of the present disclosure. [Figure 9] It is a schematic diagram for determining a drag distance according to an embodiment of the present disclosure. [Figure 10] It is a schematic diagram of switching perception according to an embodiment of the present disclosure. [Figure 11] It is a schematic diagram for determining a first switching order according to an embodiment of the present disclosure. [Figure 12]This is a schematic diagram of the mapping position according to one embodiment of the present disclosure. [Figure 13] This is a schematic diagram of the mapping position according to one embodiment of the present disclosure. [Figure 14] This is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure. [Figure 15] This is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure. [Figure 16] This is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure. [Figure 17] This is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure. [Figure 18] This is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure. [Figure 19] This is a schematic diagram of the screen for switching all objects according to one embodiment of the present disclosure. [Figure 20] This is a block diagram showing the configuration of a virtual object switching device according to one embodiment of the present disclosure. [Figure 21] This is a schematic diagram of an electronic device according to one embodiment of the present disclosure. [Modes for carrying out the invention]

[0028] To enable those skilled in the art to better understand the technical concepts of this disclosure, the technical concepts of the embodiments of this disclosure will be clearly and completely described below with reference to the drawings of the embodiments of this disclosure. Clearly, the embodiments described are only a subset of the embodiments of this disclosure, not all of them. Based on the embodiments of this disclosure, those skilled in the art will know that all other embodiments obtained without creative work should fall within the scope of protection of this disclosure.

[0029] Furthermore, the terms “first,” “second,” etc., in the specification, claims, and drawings of this disclosure are not intended to describe a specific order or sequence, but rather to distinguish similar subjects. The data used in this manner may be replaced as appropriate so that the embodiments of this disclosure described herein can be carried out in an order other than that illustrated or described herein. Also, “includes” and “has” and any variations thereof are intended to cover non-exclusive inclusion, for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units that are explicitly listed, and may include other steps or units that are not explicitly shown or that are specific to these processes, methods, products, or apparatus.

[0030] Example 1 One embodiment of the present disclosure provides an embodiment of a method for switching virtual objects, wherein the steps shown in the flowchart of the drawings may be performed in a computer system such as a set of computer-executable commands, and although the flowchart shows a logical order, the steps shown or described herein may be performed in a different order depending on the circumstances.

[0031] A method for switching virtual objects in one embodiment of this disclosure can be performed on a local terminal device or a server. When the method for switching virtual objects is performed on a server, the method may be implemented and executed based on a cloud interactive system, where the cloud interactive system includes a server and client devices.

[0032] In selectable embodiments, the cloud interactive system can run various cloud applications, such as cloud games. Taking cloud games as an example, a cloud game refers to a game format based on cloud computing. In the execution mode of a cloud game, the entity executing the game program and the entity presenting the game screen are separated. The storage and execution of the virtual object switching method are completed on the cloud game server, and the client device is used for receiving and transmitting data and presenting the game screen. For example, the client device may be a display device with data transmission capabilities 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 in the cloud. When playing a game, the 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 the game screen, and sends it back to the client device via the network. Finally, the client device decodes the data and outputs the game screen.

[0033] In an optional embodiment, using 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 the player via a graphical user interface, i.e., to download, install, and run the game program using a conventional electronic device. The methods by which the local terminal device provides the graphical user interface to the player may include multiple methods, for example, rendering and displaying it on the terminal's display, or providing it to the player by hologram projection. For example, the local terminal device includes a display and a processor, the display being used to present a graphical user interface, the graphical user interface including a game screen, and the processor being configured to run 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 processing unit. Taking a mobile terminal as an example, the mobile terminal may be a terminal device such as a smartphone (e.g., an Android phone, an iOS phone), a tablet computer, a palmtop computer, a Mobile Internet Device (MID), a PAD, or a game console. Figure 3 is a block diagram showing the hardware configuration of a mobile terminal for a virtual object switching method according to an embodiment of the present disclosure. As shown in Figure 3, the mobile terminal may include one or more (only one is shown in Figure 3) processors 302 (processors 302 may include, but are not limited to, processing units such as a central processing unit (CPU), graphics processing unit (GPU), digital signal processing (DSP) chip, microprocessor (MCU), programmable logic device (FPGA: field-programmable gate array), neural processing unit (NPU), tensor processing unit (TPU), or artificial intelligence (AI) type processor) and 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 those skilled in the art will understand, the structure shown in Figure 3 is illustrative and not limiting to 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 from that shown in Figure 3.

[0035] Memory 304 is configured to store computer programs, such as software programs and modules of application software, including computer programs corresponding to the virtual object switching method in the embodiments of this disclosure. The processor 302 executes various functional applications and data processing by executing the computer programs stored in memory 304, thereby realizing the virtual object switching method described above. Memory 304 may include high-speed random-access memory and may include non-volatile memory such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, memory 304 may further include memory located remotely from the processor 302, and these remote memories may be connected to a mobile terminal via a network. Examples of the network include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.

[0036] The transmission device 306 transmits and receives data over a network. Specific examples of the above network may include a wireless network provided by a mobile terminal's communication provider. In one example, the transmission device 306 includes a network adapter (Network Interface Controller, abbreviated as 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] The inputs to the input / output device 308 may come from multiple Human Interface Devices (HIDs). For example, these may be keyboards, mice, game handles, or other dedicated game controllers (e.g., steering wheels, fishing rods, dance mats, remote controls, etc.). Some Human Interface Devices may provide output functions in addition to input functions, such as force feedback and vibration from game handles, or audio output from controllers.

[0038] The display device 310 may be, for example, a head-up display (HUD), a touch-panel liquid crystal display (LCD), and a touch display (also called a "touchscreen" or "touch display"). The liquid crystal display can allow the user to interact with the user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), and the user can interact with the GUI by touching the touch surface with their finger and / or making gestures, the human-machine interaction functions herein include interactions in which executable commands for performing the human-machine interaction functions are placed / stored in a computer program product or a readable storage medium that can be executed by one or more processors, such as creating, drawing, processing text, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, calling interfaces, playing digital video, playing digital music, and / or browsing a network.

[0039] In one possible embodiment, an embodiment of the present disclosure provides a method for switching virtual objects that provide a graphical user interface via a terminal device, where the terminal device may be a local terminal device as defined above, or a client device in a cloud interaction system as defined above. Figure 4 is a flowchart of a method for switching virtual objects according to one embodiment of the present disclosure, wherein a graphical user interface is provided via a terminal device, and the content displayed on the graphical user interface includes at least some game scenes and a plurality of virtual objects located in the game scenes, where the terminal device may be a local terminal device as defined above, or a client device in a cloud interaction system as defined above, and as shown in Figure 4, the method includes the following steps.

[0040] In step S402, the initial lock virtual object is determined from among multiple virtual objects.

[0041] In step S402, the multiple virtual objects may be objects in the enemy's faction in the game, the initial locked virtual object may be the first virtual object to be switched to in the process of switching between multiple virtual objects, for example, the initial locked virtual object may be a virtual object located in the middle of the graphical user interface among the multiple virtual objects, the initial locked virtual object may be the virtual object with the lowest life value among the multiple virtual objects, and the initial locked virtual object may be the virtual object that is closest to the virtual object controlled by the player among the multiple virtual objects.

[0042] Furthermore, in a given scene, the above-mentioned multiple virtual objects may be objects belonging to the same faction in the game. For example, in a multi-battle game, the above-mentioned multiple virtual objects may belong to the same faction as the virtual object controlled by the player. That is, the above-mentioned multiple virtual objects may be a virtual object controlled by the player and an ally object. Correspondingly, the above-mentioned initial locked virtual object may be a virtual object located in the middle of the graphical user interface among the multiple virtual objects, a virtual object that the player is attempting to rescue among the multiple virtual objects, the virtual object with the lowest life value among the multiple virtual objects, and the virtual object that is closest to the virtual object controlled by the player among the multiple virtual objects.

[0043] Note that the initial lock virtual object mentioned above may be any other virtual object that satisfies other conditions, and we will omit the explanation here.

[0044] Furthermore, in step S402, the initial locked virtual object is one of the multiple virtual objects displayed by the graphical user interface. In other words, the first virtual object to be switched is the virtual object currently displayed by the graphical user interface. Therefore, when switching objects, the player can anticipate when the virtual lens switch will occur, thereby allowing the player to anticipate 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 in the graphical user interface, a first switching object is determined from a plurality of virtual objects, starting with an initial locked virtual object, based on the 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. In this embodiment, the player's drag operation on the first touch area may also be a drag operation on a control corresponding to the touch area. That is, in this embodiment, the first touch area may also be an area corresponding to the first switching control, where the first switching control is a control that controls switching between virtual objects operated by the player.

[0047] Furthermore, in step S404, the operation parameters for the player's drag operation on the first touch area may include, but are not limited to, one or more of the drag distance, drag speed, and drag direction used by the player to drag the first touch area. For example, in the graphical user interface shown in Figure 5, taking the drag distance as an example, the initial locked virtual object is enemy 1, i.e., the first switching object is enemy 1, and when the player drags the first switching control to the left, the first switching object is switched from enemy 1 to enemy 2. If the player continues to drag the first switching control to the left, the first switching object is switched from enemy 2 to the virtual object to the left of enemy 2.

[0048] The first switching order described above may be determined based on the positions of multiple virtual objects in the graphical user interface. That is, after determining the initial locked virtual object, if the player drags the first switching control to the left, the game terminal will sequentially switch the virtual objects to the left, starting from the initial locked virtual object. If the player drags the first switching control to the right, the game terminal will sequentially switch the virtual objects to the right, starting from the initial locked virtual object.

[0049] Furthermore, in practical applications, players can improve the speed of virtual object switching by clicking or quickly tossing the first touch area. For example, each time the player clicks the first touch area, the game terminal switches one virtual object. Also, for example, in a scene where the first touch area is quickly tossed, the player's touch medium (e.g., finger) slides while touching the game terminal screen, and by quickly releasing the first touch area, the objective of rapidly switching virtual objects is achieved.

[0050] Step S404 ensures that the switching of multiple virtual objects is performed in a fixed switching order. This allows the player to predict which virtual object will be switched next before the switching of multiple virtual objects is complete, thus avoiding the problem in the prior art where the player cannot predict which virtual object will be switched. Furthermore, in the process of switching multiple virtual objects, the switching of multiple virtual objects is performed in a fixed switching order. This means that any of the virtual objects may be switched during the process of switching multiple virtual objects. This avoids the problem in the prior art where accurate switching is not possible when there are too many virtual objects and / or when their locations are close together, ultimately achieving accurate switching of virtual objects.

[0051] In step S406, in response to a release operation on the first touch area, the first switching object is determined to be the target object.

[0052] In step S406, the player's release operation of the first touch area may be, but is not limited to, a hand-raise operation (e.g., releasing the player's operation on the input device), a re-press operation (pressure applied to the first touch area is greater than a predetermined pressure), or a long-press operation (pressure applied to the first touch area for a duration longer than a predetermined duration). When the player releases the first touch area, the first switching object is the target object selected by the player. For example, when the player releases the first touch area, if the first switching object is enemy 2, then enemy 2 is the target object that the player intends to attack.

[0053] Furthermore, the player performs a drag operation on the first touch area and then releases the first touch area to determine the target object from among multiple virtual objects. Thus, the player can autonomously select to switch between multiple virtual objects, achieving the objective of the player autonomously selecting virtual objects.

[0054] Based on the technical proposal limited to steps S402 to S406 described above, this embodiment employs a method for switching objects by dragging a switching control, determining an initial locked virtual object from a plurality of virtual objects displayed on the graphical user interface, determining a first switching object from a plurality of virtual objects in a first switching order starting from the initial locked virtual object in response to a drag operation on a first touch area located on the graphical user interface based on the operation parameters of the drag operation, and determining the first switching object as the target object in response to a release operation on the first touch area.

[0055] In the process described above, the player can determine a target object from among multiple virtual objects by performing a drag operation on the first touch area. Therefore, in the proposed technology disclosed herein, the player can autonomously select which virtual object to switch to, thus achieving the objective of the player autonomously selecting a virtual object. Furthermore, in this disclosure, since the switching of multiple virtual objects is performed in a fixed switching order, the player can predict which virtual object will be switched to next before the switching of multiple virtual objects is completed, thus avoiding the problem in the prior art where the player cannot predict which virtual object will be switched to. In addition, in the process of switching multiple virtual objects, the multiple virtual objects are switched in a fixed switching order, that is, in the process of switching multiple virtual objects, each virtual object has the potential to be switched, thus avoiding the problem in the prior art where accurate switching is not possible when there are too many virtual objects and / or when their positions are close together, and thereby achieving accurate switching of virtual objects.

[0056] Thus, the proposed technology provided in this disclosure achieves the objective of switching between multiple virtual objects, thereby realizing the technical effect of allowing the player to autonomously select virtual objects, and furthermore, solving the technical problem in prior art where the player cannot autonomously select virtual objects in the game.

[0057] In selectable embodiments, before switching between multiple virtual objects, the game terminal needs to determine an initial locked virtual object from among the multiple virtual objects displayed in the graphical user interface. Specifically, the game terminal determines the initial locked virtual object from among the multiple virtual objects based on the positional information of the multiple virtual objects in the graphical user interface.

[0058] Optionally, the player may first send a game control command to the game terminal, which indicates that the player needs to switch virtual objects. Here, the game control command may be an operation command for a control (e.g., click, long press, drag, etc.), or it may be a voice command, gesture command, facial expression command, etc. After receiving the game control command, the game terminal may designate the virtual object in the middle position in the graphical user interface as the initial locked virtual object and simultaneously perform a lock operation on the initial locked virtual object, that is, lock the movement of the virtual object first, and / or when the player drags the screen with a touch medium (e.g., finger) to change the viewing angle, the locked initial locked virtual object will always be in the middle position in the graphical user interface and will adapt to changes in the lens according to certain rules.

[0059] Furthermore, by performing a lock operation on the initially locked virtual object and switching lenses, it is possible to avoid the problem in conventional technology where the sudden switching of lenses negatively impacts the player's game experience. In addition, when switching objects, the player can anticipate when the virtual lens will switch, thereby allowing the player to anticipate the switching of virtual objects and virtual lenses, and improving the player's game experience.

[0060] Furthermore, after determining an initial locked virtual object from multiple virtual objects, the game terminal can, in response to a drag operation on a first touch area located in the graphical user interface, determine a first switching object from multiple virtual objects in a first switching order, starting from the initial locked virtual object, based on the operation parameters of the drag operation.

[0061] Specifically, the game terminal, in response to a first operation on a first touch area, records the first operation duration of the first operation. If the first operation duration is longer than a predetermined duration, it displays a predetermined mark in the object area corresponding to the initial locked virtual object. Then, in a first switching order, it sequentially switches multiple virtual objects starting from the initial locked virtual object to determine a first switched object from the multiple virtual objects that corresponds to the first drag distance of the drag operation, and displays a predetermined mark in the object area corresponding to the first switched object.

[0062] Optionally, a predetermined mark indicates that the virtual object bearing the predetermined mark is the currently switched object. For example, in the graphical user interface shown in Figure 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 switch control left or right, as shown in Figure 6, thereby enabling switching between multiple virtual objects. As shown in Figure 7, when the player drags the first switch control to the left, 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 switch control, as shown in Figure 8, an object selection mark is displayed in the object area corresponding to Enemy 2, indicating that the player has selected Enemy 2.

[0063] Furthermore, the first operation described above may also be a long press operation; that is, when the player long presses the first touch area, the game terminal enters a game scene in which virtual objects are switched, and in that game scene, the player switches to a virtual object by dragging the first touch area.

[0064] Furthermore, by performing a long press on the first touch area, the game terminal can be notified that it is entering a game scene where virtual objects are being switched. This eliminates the need to provide other touch areas or perform operations on other controls, thereby avoiding the problem of the graphical user interface being occupied by the addition of new controls, which would in turn affect the player's field of view, and also avoids the cumbersome operation caused by the player having to operate other controls.

[0065] Furthermore, after determining an initial locked virtual object from a plurality of virtual objects, the game terminal can switch between the plurality of virtual objects in response to the player's drag operation on the first touch area. Here, the game terminal switches between the plurality of virtual objects based on the player's first drag distance 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 the central axis of the first touch area, or it may determine the first drag distance based on the player's touch position on the screen.

[0066] In a scene where the user optionally chooses to determine a first drag distance based on the central axis of a first touch area, the game terminal determines the position where the central axis of the first touch area is located, obtains a first position, determines the current position after dragging the first touch area with the touch medium, obtains a second position, and then determines the first drag distance based on the distance between the first position and the second position.

[0067] The touch medium described above may be the player's finger, but is not limited to this. That is, the current position of the first touch area may be the position of the first touch area after the player has performed a drag operation on it (i.e., the second position), and this second position may similarly be determined based on the central axis of the first touch area. In other words, 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 dragging and the central axis of the first touch area after dragging.

[0068] In a scene where the player optionally determines the first drag distance based on the touch position on the screen, the game terminal determines the initial position when dragging the first touch area on the graphical user interface using the touch medium, obtains the first position, determines the current position after dragging the first touch area using the touch medium, obtains the second position, and then determines the first drag distance based on the distance between the first position and the second position.

[0069] In actual applications, 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 player's touch start position and the current position of the touch on the touch medium.

[0070] In a selective embodiment, after determining a first drag distance calculation method, the game terminal can sequentially switch between multiple virtual objects in a first switching order, starting from the initial locked virtual object, to determine a first switching object corresponding to the first drag distance of the drag operation from among the multiple virtual objects. Specifically, the game terminal displays a predetermined mark in the object area corresponding to the initial locked virtual object, and if the first drag distance is greater than a first distance threshold, it displays a predetermined mark in the object area corresponding to the next object, where the next object is the next switching object corresponding to the first switching object in the first switching order.

[0071] The object region described above may also be the region of the virtual object in the game scene. For example, in Figure 7, the object region is the region formed by the entire human body corresponding to the virtual object. The first distance threshold described above may be 60px, but is not limited to this. For example, in the schematic diagram for determining the drag distance shown in Figure 9, the first touch region is the first switching control, and the player switches virtual objects by dragging the first switching control left or right. That is, the player can drag the first switching control to the left or right from the central axis of the first switching control, and the game terminal switches virtual objects based on the distance moved by the central axis of the first switching control. That is, every time the player drags 60px, the game terminal switches the virtual object once. For example, as shown in Figure 7, when the player drags 60px, the current switching object is switched from enemy 1 to enemy 2, and a predetermined mark is displayed within the object region of enemy 2.

[0072] Furthermore, in order to allow the player to sense the switching motion during the virtual object switching process and to improve the player's gaming experience, in this embodiment, the game terminal further determines the drag direction corresponding to the drag operation, determines the movement distance corresponding to a predetermined mark based on the first drag distance, and controls 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 less than the first distance threshold, and the movement distance is the distance moved along the drag direction by the predetermined mark within the object area corresponding to the currently locked virtual object.

[0073] Optionally, the schematic diagram of the toggle detection shown in Figure 10 will be used as an example, where the first touch area is the first toggle control. As shown in Figure 10, the process includes three stages, and the first distance threshold is 60px, and the second distance threshold is 10px. That is, as the distance the player drags the first toggle control increases, the predetermined mark will be slightly offset. As shown in Figure 10, in stage 1, when the player drags the first toggle control to the left by 50px, the predetermined mark is offset 10px to the left. In stage 2, as the player continues to drag the first toggle control to the left, the predetermined mark no longer offsets. In stage 3, as the player continues to drag the first toggle control to the left, the drag distance of the first toggle control is greater than 60px, and the predetermined mark moves the first toggle object to the next object.

[0074] Furthermore, during the process of switching between multiple virtual objects, the game terminal also needs to determine the switching order of the virtual objects. The game terminal can achieve this by mapping the positions of the virtual objects to specific directions.

[0075] Specifically, after responding to a drag operation on the first touch area, the game terminal maps the positional information of multiple virtual objects in a predetermined direction in the graphical user interface, obtains the mapping positions corresponding to the multiple virtual objects, and determines a first switching order for switching between 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 mentioned above may be horizontal, vertical, or a direction that makes a predetermined angle with the horizontal direction. In this embodiment, the predetermined direction is explained as being horizontal, and this horizontal direction is the horizontal axis direction of the screen.

[0077] Optionally, in the schematic diagram for determining the first switching order shown in Figure 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 Figure 11). For example, in Figure 11, if the player drags the first switching control to the left, the first switching order is enemy 1-enemy 2-enemy 3-enemy 4-enemy 5, and in Figure 11, if the player drags the first switching control to the right, the first switching order is enemy 1-enemy 6-enemy 7-enemy 8-enemy 9.

[0078] In actual applications, if a virtual object is switched to the leftmost or rightmost position, the player continues dragging, and in this case, the game terminal may cycle through the objects from the other end. For example, in Figure 11, when the player drags the first switch control to the left, the virtual objects are switched in the order of enemy 1-enemy 2-enemy 3-enemy 4-enemy 5. If the current object being switched is enemy 5, and the player continues dragging the first switch control to the left, the game terminal switches from enemy 5 to enemy 9, and then cycles through the objects in the order of enemy 9-enemy 8-enemy 7-enemy 6-enemy 1-enemy 2-enemy 3-enemy 4-enemy 5-enemy 9.

[0079] Furthermore, even if a virtual object is switched to the leftmost or rightmost position, if the player continues to drag, the game terminal does not need to perform a cyclical switch. For example, in Figure 11, if the player drags the first switch control to the left, the virtual objects are switched in the order of enemy 1-enemy 2-enemy 3-enemy 4-enemy 5. If the current switched object is enemy 5, and the player continues to drag the first switch control to the left, the game terminal does not switch the virtual object, but directly generates presentation information to notify the player that the virtual object switch is complete, requiring further action if the player wishes to continue switching.

[0080] Furthermore, in the process of mapping virtual objects in a predetermined direction, there is a possibility that there are scenes in which at least two virtual objects have the same mapping position. In such scenes, the game terminal needs to determine the switching order of virtual objects whose mapping positions overlap by another method.

[0081] Specifically, if the game terminal detects that the mapping positions of at least two virtual objects are the same, it determines the object distance between the at least two virtual objects and the target virtual object, and based on the object distance, determines the switching order of the at least two virtual objects.

[0082] In the process described above, the target virtual object may be the initial locked virtual object or a virtual object controlled by the player. That is, if at least two virtual objects have the same mapping position, the game terminal determines the switching order based on the object distance between at least two virtual objects and the target virtual object. For example, if enemy A and enemy B have the same mapping position, the game terminal calculates the object distance between enemy A and enemy B and the target virtual object, and if the object distance corresponding to enemy A is smaller than the object distance corresponding to enemy B, then when switching virtual objects, enemy A is switched before enemy B.

[0083] In actual applications, the position of a virtual object in the graphical user interface is not constant and may change in real time during the process of a player switching between virtual objects. When the position of a virtual object in the graphical user interface changes, the corresponding mapping position may also change. For example, in the schematic diagram of the mapping position shown in Figure 12, enemy 2 is 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 the mapping position shown in Figure 13, enemy 2 is to the left of enemy 3.

[0084] In the scene in question, that is, when the game terminal detects that the position of the first virtual object in the graphical user interface has changed, it 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 several virtual objects. In other words, in the above example, after detecting that the mapping position of the virtual object has changed, the game terminal ensures the accuracy of the first switching order by updating the first switching order based on the changed mapping position.

[0085] In an optional embodiment, as shown in Figure 5, the content displayed in the graphical user interface further includes an information display area, where the object information of the first toggle object is displayed. 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, several virtual objects may have multiple selectable locations (i.e., switching areas), such as arms, legs, and heads. For example, in the graphical user interface shown in Figure 14, virtual object Enemy 1 contains three switching areas, where the black circle indicates the initial switching area (i.e., the first switching area), and the dotted circle indicates an area that is not currently selected. Therefore, for a virtual object containing multiple switching areas, the player can further select switching areas of the virtual object. For example, the player can select a specific part of the virtual object to be attacked.

[0087] Specifically, in response to a release operation on the first touch area, the game terminal determines the first switching object as the target object, then detects whether the target object has multiple switching target areas. If the target object has multiple switching target areas, it displays a predetermined mark on the second touch area of ​​the graphical user interface. In response to a second operation on the first switching control, if the operation time of the second operation is longer than a second predetermined time, it displays a corresponding area mark within the multiple switching target areas and displays area information for the multiple switching target areas within 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 Figure 14, when the player selects enemy 1, that is, the player determines enemy 1 as the virtual object to be attacked. Since enemy 1 has multiple switching target areas, a predetermined mark is displayed in the graphical user interface shown in Figure 15. This predetermined mark may correspond to a second touch area, and if the second touch area corresponds to a control, the predetermined mark may correspond to a mark or icon for the second switching control (i.e., the control corresponding to the second touch area). In other words, in this embodiment, the presence of a predetermined mark in the graphical user interface indicates that the current virtual object is a virtual object having multiple switching target areas. Furthermore, in Figure 15, the first touch area is the area where the first control is located. When the player long-presses the first switching control, the game terminal displays a corresponding area mark within the switching target area corresponding to enemy 1, and displays area information for each switching target area in the information display area. For example, in Figure 15, it is indicated that the currently selected switching target area is area (1), and area (1) is highlighted in the information display area. Furthermore, the information display area shows not only the area markers of the virtual object, but also information corresponding to each area marker, such as the probability that the area was successfully attacked, or the health value of the area. In other words, in this embodiment, the area markers corresponding to the area to be switched and the area markers displayed in the information display area match each other. For example, in Figure 15, if the current area is area (1), area (1) is highlighted in the information display area. Similarly, in Figure 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 switching target areas, the player can select only one target area from the multiple switching target areas, and that target area may be an area targeted for attack.

[0090] In selectable embodiments, the player can also select from multiple switchable target areas. Specifically, the game terminal, in response to a drag operation on a first touch area, sequentially switches between multiple switchable target areas in a second switching order, determines the current switchable area corresponding to the second drag distance, and, in response to a release operation on the first touch area, determines the current switchable area as the target area corresponding to the target object. Here, the second drag distance is the current drag distance for the drag operation on the first touch area.

[0091] Optionally, in the graphical user interface shown in Figure 16, the first touch area corresponds to the first switching control, and the player can perform a switching operation on multiple switching target areas of the target object by dragging the first switching control left or right. This switching process is similar to the switching process for the virtual object described above, the difference being that in the process of switching between multiple switching target areas, the game terminal determines the switching order based on the area marks corresponding to the multiple switching target areas.

[0092] Furthermore, in the process of switching between multiple target regions, the game terminal may or may not perform a cyclical switching of regions. The corresponding method is similar to the switching process for virtual objects described above, so an explanation is omitted here.

[0093] Furthermore, during the process of switching regions, if the player releases the first touch region, the game terminal will set the currently switched region as the target region. For example, in the graphical user interface shown in Figure 17, if the player selects region 2 as the target region and releases the first switching control, the object selection mark will be displayed at the location of region (2).

[0094] Furthermore, if the player needs to exit the selection of the area to be switched and continue switching virtual objects, the player can drag the first touch area to the second touch area, thereby achieving a partition and overall switching.

[0095] Specifically, if the target object has multiple switching target areas, in response to a drag operation of the first touch area in a first direction, the first touch area is dragged to the position of the second touch area, thereby overlapping the first and second touch areas at least partially. 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 Figure 18, the player needs to switch from selecting a partition to selecting the entire object. In this case, the player can obtain the screen for switching the entire object shown in Figure 19 by dragging the first switch control to the second switch control in the first direction shown in Figure 18. In Figure 19, the object selection mark is displayed on the virtual object currently selected by the player. In this case, the player can switch virtual objects by dragging the first switch control left or right.

[0097] As can be seen from the above, the proposed technology provided in this disclosure enables precise selection of virtual objects and switchable areas by dragging controls. In other words, in this disclosure, the player has autonomy in switching virtual objects or areas, achieving the objective of autonomous selection of virtual objects by the player without relying on randomness of the system. Furthermore, in this disclosure, the graphical user interface has an information display area, through which the player can know the currently selected virtual object or area, and furthermore, the player can interact with the system better. In addition, in this disclosure, for virtual objects with partitions, the player can ensure that when switching partitions, the entire virtual object is not accidentally operated on, and a proposal is provided to switch from a partition to the entire object, and it is possible to switch between the two freely and they do not affect each other.

[0098] As described above, those skilled in the art will see that the methods according to the above embodiments may be implemented by adding a general-purpose hardware platform required for the software, or by hardware, but that in many cases the former is a preferred embodiment. Based on this understanding, the technical proposals of the present disclosure may be embodied in the form of a software product, either essentially or in part with respect to the prior art, the computer software product being stored on a single storage medium (e.g., ROM / RAM, magnetic disk, optical disk) and containing several instructions for causing a single terminal (which may be a mobile phone, computer, server, or network device, etc.) to perform the methods according to each embodiment of the present disclosure.

[0099] Example 2 In this embodiment, a virtual object switching device for realizing the above embodiment and preferred embodiments is also provided, and the previously described explanation is omitted. As described below, the term "module" can realize a combination of software and / or hardware with a predetermined function. In the following embodiment, the device is preferably realized in software, but realization in hardware or a combination of software and hardware is also possible.

[0100] Figure 20 is a block diagram of the configuration of a virtual object switching device according to one embodiment of the present disclosure, which provides a graphical user interface via a terminal device, and the content displayed on the graphical user interface includes at least some game scenes and a plurality of virtual objects located in the game scenes, and as shown in Figure 20, the device includes a first decision module 2001, a switching module 2003 and a second decision module 2005.

[0101] Here, the first decision module 2001 is configured to determine an initial locked virtual object from a plurality of virtual objects, the switching module 2003 is configured to determine a first switching object from a plurality of virtual objects in a first switching order, starting from the initial locked virtual object, in response to a drag operation located in a first touch area located in a graphical user interface, based on the operation parameters of the drag operation, and the second decision module 2005 is configured to determine the first switching object as the target object in response to a release operation on the first touch area.

[0102] The first decision module 2001, the switching module 2003, and the second decision module 2005 correspond to steps S402 to S406 of the above embodiment, and the three modules are the same as the examples and application scenes realized by the corresponding steps, but are not limited to the contents disclosed in the above embodiment.

[0103] Optionally, the first decision module includes a third decision module for determining an initial locked virtual object from among multiple virtual objects based on their positional information in the graphical user interface of those multiple virtual objects.

[0104] Optionally, the switching module includes a first response module, a first display module, and a first switching module. Here, the first response module is configured to record a first operation time length of a first operation in response to a first operation on a first touch area, and the first display module is configured to display a predetermined mark in the object area corresponding to the initial locked virtual object if the first operation time length is longer than a first predetermined time length, where the predetermined mark displays the virtual object having the predetermined mark as the current switching object, and the first switching module is configured to sequentially switch a plurality of virtual objects starting from the initial locked virtual object in a first switching order to determine a first switching object corresponding to a first drag distance of a drag operation from the plurality of virtual objects, and to display a predetermined mark in the object area corresponding to the first switching object.

[0105] Optionally, the virtual object switching device further includes a fourth decision module, a fifth decision module, and a sixth decision module. Here, the fourth decision module is configured to determine the position of the central axis of the first touch area and obtain a first position; the fifth decision module is configured to determine the current position after dragging the first touch area with the touch medium and obtain a second position; and the sixth decision module is configured to determine a first drag distance based on the distance between the first position and the second position.

[0106] Optionally, the virtual object switching device further includes a seventh decision module, an eighth decision module, and a ninth decision module. Here, the seventh decision module is configured to determine the initial position when a drag operation is performed on a first touch area on a graphical user interface using a touch medium, and to obtain a first position; the eighth decision module is configured to determine the current position after dragging the first touch area using a touch medium, and to obtain a second position; and the ninth decision module is configured to determine a first drag distance based on the 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. The mapping module is configured to map the positional information of a plurality of virtual objects in a graphical user interface in a predetermined direction and to obtain the 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 locked virtual object.

[0108] Optionally, the virtual object switching device further includes an eleventh decision module and a twelfth decision module, wherein the eleventh decision module is configured to determine the object distance between at least two virtual objects and a target virtual object if it detects that the mapping positions of at least two virtual objects are the same, and the twelfth decision module is configured to determine the switching order of at least two virtual objects based on the object distance.

[0109] Optionally, the virtual object switching device further includes an update module for updating the mapping position of the first virtual object in a predetermined direction and updating the first switching sequence based on the mapping position of the first virtual object when it detects that the position of the first virtual object in the graphical user interface has changed, wherein the first virtual object is one of a plurality of virtual objects.

[0110] Optionally, the first switching module includes a second display module and a second switching module, wherein the second display module is configured to display a predetermined mark in the object area corresponding to the initial locked virtual object, and the second switching module is configured to display a predetermined mark in the object area corresponding to the next object if the first drag distance is greater than a first distance threshold, wherein the next object is the next switching object corresponding to the first switching object in the first switching sequence.

[0111] Optionally, the virtual object switching device further includes a 13th decision module, a 14th decision module, and a control module, wherein the 13th decision module is configured to determine the drag direction corresponding to a drag operation, the 14th decision module is configured to determine the movement distance corresponding to a given mark based on a first drag distance, where the movement distance is the distance the given mark moves within the object area corresponding to the current locked virtual object according to the drag direction, and the control module is configured to control the movement of the given mark to stop if the movement distance is greater than a second distance threshold, where the second distance threshold is less than the first distance threshold.

[0112] Optionally, the content displayed in 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 a 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. Here, the detection module is configured to detect whether a target object has multiple switching target areas, the fourth display module is configured to display a predetermined mark in a second touch area of ​​the graphical user interface and 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 the fifth display module is configured to display a corresponding area mark in the multiple switching target areas and to display area information for the multiple switching target areas in the information display area if the operation time of the second operation is greater than a second predetermined time length.

[0114] Optionally, the virtual object switching device further includes a second response module and a third response module. The second response module is configured to sequentially switch a plurality of target regions in a second switching order in response to a drag operation on a first touch region and to determine the current switching region corresponding to a second drag distance, where the second drag distance is the current drag distance for the drag operation on the first touch region, and the third response module is configured to determine the current switching region as the target region corresponding to the target object in response to a release operation on the first touch region.

[0115] Optionally, the virtual object switching device further includes a fourth response module and a fifth response module. Here, the fourth response module is configured to, when the target object has multiple switching target areas, to respond to a drag operation of the first touch area in a first direction by dragging the first touch area to the position of the second touch area so that the first touch area and the second touch area overlap at least partially, and the fifth response module is configured to respond to a drag operation of the first touch area in a second direction by sequentially switching multiple virtual objects in a first switching order, where the first direction is different from the second direction.

[0116] Each of the above modules may be implemented by software or hardware, and in the latter case, the modules may all be located on the same processor, or they may be located on different processors in any combination, but are not limited to these forms.

[0117] Example 3 Embodiments of the present disclosure further provide a computer-readable storage medium on which a computer program is stored, and when the computer program is executed, the steps of any embodiment of the above method are performed.

[0118] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media capable of storing computer programs, such as U disks, read-only memory (ROM), random access memory (RAM), portable hard disks, magnetic disks, or optical disks.

[0119] Optionally, in this embodiment, the computer-readable storage medium may be located at any of the computer terminals in a computer network, or at any of the mobile terminals in 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 following steps: determining an initial locked virtual object from a plurality of virtual objects; determining a first switched object from a plurality of virtual objects in a first switching order starting from the initial locked virtual object based on the operation parameters of the drag operation in response to a drag operation on a first touch area located on a graphical user interface; and determining the first switched object as the target object in response to a release operation on the first touch area.

[0121] Optionally, the computer-readable storage medium described above may be further configured to store program code for performing the step of determining an initial locked virtual object from among multiple virtual objects based on their positional information in the graphical user interface of the multiple virtual objects.

[0122] Optionally, the computer-readable storage medium is further configured to store program code for performing the following steps: recording a first operation time for a first operation in response to a first operation on a first touch area; displaying a predetermined mark in the object area corresponding to the initial locked virtual object if the first operation time is greater than a first predetermined time, wherein the predetermined mark indicates that the virtual object having the predetermined mark is the current switching object; and sequentially switching a 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 for a drag operation, and displaying a predetermined mark in the object area corresponding to the first switching object.

[0123] Optionally, the computer-readable storage medium described above may be further configured to store program code for performing the steps of: determining the position of the central axis of a first touch area and obtaining a first position; determining the 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 described above may be further configured to store program code for performing the following steps: determining the initial position when a drag operation is performed on a first touch area on a graphical user interface using the touch medium and obtaining a first position; determining the 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.

[0125] Optionally, the computer-readable storage medium described above may be further configured to store program code for performing the steps of: mapping the positional information of a plurality of virtual objects in a graphical user interface in a predetermined direction to obtain the mapping positions corresponding to the plurality of virtual objects; and determining a first switching order for switching between the plurality of virtual objects based on the mapping positions corresponding to the plurality of virtual objects and the initial mapping position of an initial locked virtual object.

[0126] Optionally, the computer-readable storage medium described above may be further configured to store program code for performing the steps of: determining the object distance between at least two virtual objects and a target virtual object if it detects that the mapping positions of at least two virtual objects are the same; and determining the switching order of at least two virtual objects based on the object distance.

[0127] Optionally, the computer-readable storage medium is further configured to store program code for performing the steps of: detecting a change in the position of the first virtual object in the graphical user interface, updating the 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 one 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 the 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 the object area corresponding to the next object, wherein the next object is the next switching object corresponding to the first switching object in a first switching sequence.

[0129] Optionally, the computer-readable storage medium is further configured to store program code for performing the following steps: determining a drag direction corresponding to a drag operation; determining a movement distance corresponding to a predetermined mark based on a first drag distance, wherein the movement distance is the distance the predetermined mark moves within the object area corresponding to the current 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, wherein the second distance threshold is less than the first distance threshold.

[0130] Optionally, the computer-readable storage medium described above may be further configured to store program code for performing the step of displaying object information of a first switching object in an information display area. Here, the content displayed in the graphical user interface further includes an information display area.

[0131] Optionally, the computer-readable storage medium is further configured to store program code for performing the following steps: detecting whether a target object has multiple switchable areas; if the target object has multiple switchable areas, displaying a predetermined mark in a second touch area of ​​a graphical user interface and responding to a second operation on the first touch area, wherein the predetermined mark indicates that the first switchable object has multiple switchable areas; and if the operation time of the second operation is greater than a second predetermined time, displaying a corresponding area mark in the multiple switchable areas and displaying area information for the multiple switchable areas in an information display area.

[0132] Optionally, the computer-readable storage medium is further configured to store program code for performing the following steps: sequentially switching a plurality of target areas in a second switching order in response to a drag operation on a first touch area, and determining the current switching area corresponding to a second drag distance, wherein the second drag distance is the current drag distance for performing the drag operation on the first touch area; and determining the current switching area as a target area corresponding to a target object in response to a release operation on the first touch area.

[0133] Optionally, the computer-readable storage medium is further configured to store program code for performing the following steps: dragging the first touch area to the position of the second touch area in response to a drag operation of the first touch area in a first direction such that the first touch area and the second touch area overlap at least partially, when the target object has multiple switchable areas; and sequentially switching 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.

[0134] From the above description of the embodiments, it will be apparent to those skilled in the art that the methods relating to the embodiments described herein may be implemented by software or by adding a general-purpose hardware platform required for the software. The technical solutions according to the embodiments of this 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, U disk, portable hard disk) or on a network and includes several instructions for causing a computing device (which may be a personal computer, server, terminal device, or network device, etc.) to perform the methods according to the embodiments of this disclosure.

[0135] In exemplary embodiments of the present disclosure, a computer-readable storage medium stores a program product capable of implementing the method according to this embodiment. In some possible embodiments, each aspect of the embodiments of the present disclosure may also be implemented in the form of a program product including program code, which, when executed on a terminal device, is used to cause the terminal device to perform steps according to various exemplary embodiments of the present disclosure as described in the “exemplary method” portion of this embodiment.

[0136] A program product for implementing the above-described method according to the embodiments of this disclosure includes program code using a portable compact disc read-only memory (CD-ROM) and can be executed on a terminal device such as a personal computer. However, the program product of the embodiments of this disclosure is not limited thereto, and in the embodiments of this disclosure, the computer-readable storage medium may be any tangible medium containing or storing a program, and the program may be used or used in combination with a command execution system, apparatus, or device.

[0137] The above-mentioned program products may employ any combination of one or more computer-readable media. Such computer-readable storage media may, but are not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any combination of more than these. More specific examples (non-exclusive examples) of computer-readable storage media include electrical connections with one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the above.

[0138] It should be noted that program code contained in a computer-readable storage medium may be transmitted via any suitable medium, including but not limited to wireless, wired, optical cable, RF, or any suitable combination thereof.

[0139] Example 4 Embodiments of the present disclosure further provide electronic equipment including memory and a processor, wherein a computer program is stored in the memory and the processor is configured to execute the computer program and perform the steps in any of the embodiments of the above method.

[0140] The electronic device may optionally 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 locked virtual object from a plurality of virtual objects; determining a first switching object from a plurality of virtual objects in a first switching order starting from the initial locked virtual object based on the operation parameters of the drag operation in response to a drag operation on a first touch area located on a graphical user interface; and determining the first switching object as the target object in response to a release operation on the first touch area.

[0142] Optionally, the processor may be configured to perform a further step by a computer program to determine an initial locked virtual object from among multiple virtual objects based on their positional information in the graphical user interface of those multiple virtual objects.

[0143] Optionally, the processor may be configured to perform the following steps in response to a first operation on a first touch area, by a computer program: recording a first operation time for a first operation; displaying a predetermined mark in the object area corresponding to the initial locked virtual object if the first operation time is greater than a first predetermined time, wherein the predetermined mark displays the virtual object having the predetermined mark as the current switched object; sequentially switching a plurality of virtual objects starting from the initial locked virtual object in a first switching order; determining a first switched object from the plurality of virtual objects that corresponds to a first drag distance for a drag operation; and displaying a predetermined mark in the object area corresponding to the first switched object.

[0144] Optionally, the processor may be configured to perform the following steps by a computer program: determine the position of the central axis of the first touch area and obtain a first position; determine the current position after dragging the first touch area with the touch medium and obtain a second position; and determine a first drag distance based on the distance between the first position and the second position.

[0145] Optionally, the processor may be configured to perform the following steps by a computer program: determine the initial position when a drag operation is performed on a first touch area on a graphical user interface using a touch medium and obtain a first position; determine the current position after dragging the first touch area using the touch medium and obtain a second position; and determine 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 the following steps: map the positional information of a plurality of virtual objects in a graphical user interface in a predetermined direction using a computer program to obtain mapping positions corresponding to the plurality of virtual objects; and determine a first switching order for switching between the plurality of virtual objects based on the mapping positions corresponding to the plurality of virtual objects and the initial mapping position of an initial locked virtual object.

[0147] Optionally, the processor may be further configured to perform the steps of determining the object distance between at least two virtual objects and a target virtual object if a computer program detects that the mapping positions of at least two virtual objects are the same, and determining the switching order of at least two virtual objects based on the object distance.

[0148] Optionally, the processor may be further configured to perform the following steps: when a computer program detects that the position of the first virtual object in the graphical user interface has changed, update the mapping position of the first virtual object in a predetermined direction, and update the first switching order based on the mapping position of the first virtual object, wherein the first virtual object is one of a plurality of virtual objects.

[0149] Optionally, the processor may be further configured to perform, by a computer program, the steps of: displaying a predetermined mark in the 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 the object area corresponding to the next object, wherein the next object is the next switching object corresponding to the first switching object in the first switching sequence.

[0150] Optionally, the processor may be further configured to perform the following steps by a computer program: determining a drag direction corresponding to a drag operation; determining a movement distance corresponding to a predetermined mark based on a first drag distance, wherein the movement distance is the distance the predetermined mark moves within the object area corresponding to the current 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, wherein the second distance threshold is less than the first distance threshold.

[0151] Optionally, the processor may be configured to perform a further step by a computer program of displaying object information of a first switching object in an information display area. Here, 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: a computer program detects whether a target object has multiple switching target areas; if the target object has multiple switching target areas, a predetermined mark is displayed in a second touch area of ​​the graphical user interface and responds 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 of the second operation is greater than a second predetermined time, a corresponding area mark is displayed in the multiple switching target areas and area information of the multiple switching target areas is displayed in the information display area.

[0153] Optionally, the processor may be configured to perform the following steps in response to a drag operation on a first touch area, by a computer program: sequentially switching a plurality of target areas in a second switching order and determining the current switching area corresponding to a second drag distance, wherein the second drag distance is the current drag distance for performing the drag operation on the first touch area; and determining the current switching area as the target area corresponding to the target object in response to a release operation on the first touch area.

[0154] Optionally, the processor may be further configured to perform, in response to a drag operation of the first touch area in a first direction, the steps of dragging the first touch area to the position of the second touch area so that the first touch area and the second touch area at least partially overlap, when the target object has multiple switching target areas, and sequentially switching 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] Figure 21 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. As shown in Figure 21, the electronic device 2100 is merely an example and does not impose any limitations on the function and scope of use of the embodiment of the present disclosure.

[0156] As shown in Figure 21, the electronic device 2100 is represented as a general-purpose computing device. The components of the electronic device 2100 may include, but are not limited to, the at least one processor 2110, the at least one memory 2120, a bus 2130 connecting different system components (including the memory 2120 and the processor 2110), and a display 2140.

[0157] Here, the memory 2120 stores program code, which may be executed by the processor 2110, thereby enabling the processor 2110 to perform steps according to various exemplary embodiments of the present disclosure as described in the method portion of the embodiments of the present disclosure.

[0158] The memory 2120 may include a readable medium in the form of a volatile memory unit such as a random access memory cell (RAM) 21201 and / or a cache memory cell 21202, and may further include a read-only memory unit (ROM) 21203, and may include one or more non-volatile memories such as magnetic memory devices, flash memory, or other non-volatile solid memory.

[0159] In some examples, memory 2120 may further include a program / utility 21204 having a set (at least one) of program modules 21205, such program modules 21205 including, but not limited to, an operating system, one or more application programs, other program modules and program data, and each or any combination of these examples may include the implementation of a network environment. Memory 2120 may further include memory located remotely from the processor 2110, and these remote memories may be connected to electronic equipment 2100 via a network. Examples of the network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network and combinations thereof.

[0160] Bus 2130 represents one or more of several types of bus structures, such as a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a processor 2110, and a local bus using one of various bus architectures.

[0161] The display 2140 may be, for example, a touch-panel liquid crystal display (LCD), which allows the user to interact with the user interface of the 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 enable a user to interact with the electronic device 2100, and / or with any device (e.g., a router, a modem, etc.) that enables the electronic device 2100 to communicate with one or more other computing devices. Such communication can be performed via the 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, e.g., the Internet) via the network adapter 2160. As shown in Figure 21, the network adapter 2160 communicates with other modules of the electronic device 2100 via the bus 2130. Although not shown in Figure 21, other hardware and / or software modules may be used with the electronic device 2100, and may include, but are 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 (e.g., 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 understand that the structure shown in Figure 21 is merely schematic and does not limit the structure of the electronic device described above. For example, the electronic device 2100 may include more or fewer components than those shown in Figure 21, or it may have a different configuration from that shown in Figure 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 in the embodiments of this disclosure. The processor 2110 executes various functional applications and data processing by executing the computer programs stored in the memory 2120, thereby realizing the virtual object switching method described above.

[0165] The example numbers in the above disclosure are for illustrative purposes only and do not indicate any indication of superiority or inferiority among the examples.

[0166] In the embodiments described herein, each embodiment has its own emphasis, and for aspects not detailed in one embodiment, you can refer to the relevant descriptions in other embodiments.

[0167] In some embodiments provided in this disclosure, it should be understood that the disclosed technical content may be implemented in other ways. Herein, the embodiments of the apparatus described above are schematic, and for example, the division of the units may be a division of logical functions, there may be other methods of division in actual implementation, for example, multiple units or components may be combined, or integrated into another system, or some features may be ignored or not performed. In other words, the combinations, direct combinations or communication connections between them that are shown or discussed may be indirect combinations or communication connections via some interfaces, units or modules, and may be in electrical or other forms.

[0168] The units described as separating members may or may not be physically separated, and the members shown as units may or may not be physically separated; that is, they may be located in one place or distributed among multiple units. Depending on the actual needs, some or all of these units can be selected to realize the objective of the technical proposal of this embodiment.

[0169] Furthermore, each functional unit in each embodiment of this disclosure may be integrated into a single processing unit, each unit may exist physically independently, or two or more units may be integrated into a single unit. The integrated unit may be implemented in hardware form or in the form of a software functional unit.

[0170] The integrated unit may be implemented as a software functional unit and, if sold or used as an independent product, may be stored on a single computer-readable storage medium. Based on this understanding, the proposed techniques of the present disclosure may be implemented in the form of a software product, either essentially or in part, that contributes to the prior art, or all or part of the proposed techniques may be implemented in the form of a computer software product, which is stored on a single storage medium and includes several commands for causing a single computer device (which may be a personal computer, server, or network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present disclosure. The storage medium includes a variety of media capable of storing program code, such as USB disks, read-only memory (ROM), random access memory (RAM), portable hard disks, magnetic disks, or optical disks.

[0171] The foregoing are merely preferred embodiments of the present disclosure, and those skilled in the art can make several improvements and modifications without departing from the principles of the present disclosure, and these improvements and modifications should also be considered within the scope of the present disclosure.

Claims

1. A method for switching virtual objects that provide a graphical user interface via a terminal device, wherein the content displayed in the graphical user interface includes at least a portion of a game scene and a plurality of virtual objects located in the game scene, and the method for switching virtual objects is: The steps include determining an initial lock virtual object from the aforementioned plurality of virtual objects, In response to a drag operation on a first touch area located in the graphical user interface, the steps include determining a first switching object from the plurality of virtual objects in a first switching order, starting from the initial locked virtual object, based on the operation parameters of the drag operation, The process includes the step of determining the first switching object as the target object in response to a release operation on the first touch area, The step of determining the initial lock virtual object from the plurality of virtual objects is: The step includes determining the initial locked virtual object from the plurality of virtual objects based on the positional information of the plurality of virtual objects in the graphical user interface, In response to a drag operation on a first touch area located in the graphical user interface, the step of determining a first switching object from the plurality of virtual objects in a first switching order, starting from the initial locked virtual object, based on the operation parameters of the drag operation, is: A step of recording a first operation time for the first operation in response to a first operation on the first touch area, If the first operation time length is greater than a first predetermined time length, the step is to display a predetermined mark in the object area corresponding to the initial lock virtual object, wherein the predetermined mark indicates that the virtual object having the predetermined mark is the current switching object. The process includes the steps of sequentially switching the plurality of virtual objects starting from the initial locked virtual object in the first switching order, determining a first switching object corresponding to the first drag distance of the drag operation from the plurality of virtual objects, and displaying the predetermined mark within the object area corresponding to the first switching object, A method for switching virtual objects, characterized by the following features.

2. The steps include determining the position where the central axis of the first touch area is located and obtaining the first position, The steps include determining the current position after dragging the first touch area using a touch medium and obtaining a second position, The process further includes the step of determining the first drag distance based on the distance between the first position and the second position, The method for switching virtual objects as described in feature 1.

3. The steps include determining the initial position when performing the drag operation on the first touch area on the graphical user interface using a touch medium, and obtaining the first position, The steps include determining the current position after dragging the first touch area using the touch medium and obtaining a second position, The process further includes the step of determining the first drag distance based on the distance between the first position and the second position, The method for switching virtual objects as described in feature 1.

4. The steps include mapping the positional information of the plurality of virtual objects in the graphical user interface in a predetermined direction to obtain the mapping position corresponding to the plurality of virtual objects, The step further includes 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. The method for switching virtual objects as described in feature 1.

5. If it is detected that the mapping positions of at least two virtual objects are the same, the step of determining the object distance between the at least two virtual objects and the target virtual object, The further step includes determining the switching order of the at least two virtual objects based on the object distance, The method for switching virtual objects as described in feature 4.

6. The further step includes detecting a change in the position of the first virtual object in the graphical user interface, updating the 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 one of the plurality of virtual objects. The method for switching virtual objects as described in feature 4.

7. The steps of sequentially switching the plurality of virtual objects starting from the initial locked virtual object in the first switching order, and determining the first switching object corresponding to the first drag distance of the drag operation from the plurality of virtual objects, are: The steps include: displaying the predetermined mark in the object area corresponding to the initial locked virtual object; The process includes the step of displaying the predetermined mark within the object area corresponding to the next object if the first drag distance is greater than the first distance threshold, The following object is the next switching object corresponding to the first switching object in the first switching sequence. The method for switching virtual objects as described in feature 4.

8. The steps include determining the drag direction corresponding to the aforementioned drag operation, A step of determining a movement distance corresponding to a predetermined mark based on the first drag distance, wherein the movement distance is the distance moved within the object area corresponding to the current locked virtual object according to the drag direction by the predetermined mark, The steps include controlling the movement of a predetermined mark to stop if the distance traveled is greater than a second distance threshold, wherein the second distance threshold is less than the first distance threshold, The method for switching virtual objects according to feature 7.

9. The content displayed in the graphical user interface further includes an information display area, and the method for switching virtual objects further includes: The information display area includes the step of displaying object information of the first switching object, The method for switching virtual objects according to feature 7.

10. The steps include detecting whether the target object has multiple switching target regions, If the target object has the plurality of switchable areas, the user displays a predetermined mark in the second touch area of ​​the graphical user interface and responds to a second operation on the first touch area, wherein the predetermined mark indicates that the first switchable object has the plurality of switchable areas. If the operation time of the second operation is longer than the second predetermined time, the process further includes the step of displaying a corresponding area mark in the plurality of switching target areas and displaying area information for the plurality of switching target areas in the information display area. The method for switching virtual objects as described in feature 9.

11. Steps include: 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 the current switching area corresponding to a second drag distance, wherein the second drag distance is the current drag distance for performing the drag operation on the first touch area; The process further includes the step of determining the current switching region as the 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 feature 10.

12. If the target object has the plurality of switching target areas, the first touch area is dragged to the 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 overlap at least partially. The step of sequentially switching the plurality of virtual objects in a first switching order in response to a drag operation in a second direction of the first touch area, further comprising the step of the first direction being different from the second direction, The method for switching virtual objects according to feature 10.

13. A virtual object switching device that provides a graphical user interface via a terminal device, wherein the 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, and the virtual object switching device comprises a first decision module, a switching module, and a second decision module. The first decision module is configured to determine the initial lock virtual object from the plurality of virtual objects, The switching module is configured to respond to a drag operation on a first touch area located in the graphical user interface, and to determine a first switching object from the plurality of virtual objects in a first switching order, starting with the initial locked virtual object, based on the operation parameters of the drag operation. The second decision module is configured to determine the first switching object as the target object in response to a release operation on the first touch area. The step of determining the initial lock virtual object from the plurality of virtual objects is: The step includes determining the initial locked virtual object from the plurality of virtual objects based on the positional information of the plurality of virtual objects in the graphical user interface, In response to a drag operation on a first touch area located in the graphical user interface, the step of determining a first switching object from the plurality of virtual objects in a first switching order, starting from the initial locked virtual object, based on the operation parameters of the drag operation, is: A step of recording a first operation time for the first operation in response to a first operation on the first touch area, If the first operation time length is greater than a first predetermined time length, the step is to display a predetermined mark in the object area corresponding to the initial lock virtual object, wherein the predetermined mark indicates that the virtual object having the predetermined mark is the current switching object. The process includes the steps of sequentially switching the plurality of virtual objects starting from the initial locked virtual object in the first switching order, determining a first switching object corresponding to the first drag distance of the drag operation from the plurality of virtual objects, and displaying the predetermined mark within the object area corresponding to the first switching object, A virtual object switching device characterized by the following features.

14. A computer-readable storage medium in which a computer program is stored, wherein the computer program is configured, when executed by a processor, to perform the virtual object switching method described in any one of claims 1 to 12. A computer-readable storage medium characterized by the following features.

15. An electronic device comprising memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to execute the computer program and perform the virtual object switching method described in any one of claims 1 to 12. An electronic device characterized by the following features.