Virtual object display method and apparatus, computer readable storage medium, computer program product and electronic device

By dynamically displaying and processing virtual objects in virtual scenes, the problem of low efficiency in virtual objects transfer in virtual scenes is solved, achieving more efficient collaboration and better gaming experience.

WO2025123896A1PCT designated stage expired Publication Date: 2025-06-19TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2024/123885
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-12-14
Filing Date
2024-10-10
Publication Date
2025-06-19

AI Technical Summary

Technical Problem

In a virtual scenario, after the virtual objects between accounts are transferred, the processing efficiency is low, resulting in poor collaboration efficiency.

Method used

By displaying the virtual scenes of each account in the current game and responding to interactive operations, the dynamic display and processing of virtual objects between different accounts is realized, and processing efficiency is improved.

Benefits of technology

It improves the processing efficiency of virtual objects, simplifies the collaboration process between accounts, and improves the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application discloses a virtual object display method and apparatus, a computer readable storage medium, a computer program product and an electronic device. The method comprises: displaying a first virtual scene corresponding to a first account in the current game; in response to a first interaction operation executed by the first account in the first virtual scene, displaying a second virtual scene corresponding to a second account and a first virtual object, wherein the first interaction operation is an operation of determining the first virtual object from a group of virtual objects, and determining the second account from a group of accounts other than the first account; and in response to a second interaction operation executed by the first account in the second virtual scene, displaying the first virtual object in a target area, wherein the second interaction operation is an operation of determining the target area from the second virtual scene by the first account, and displaying the first virtual object in the target area indicates that the first virtual object is owned by the second account.
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Description

Method and device for displaying virtual objects, computer-readable storage medium, computer program product, and electronic device

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application is based on the Chinese patent application with application number 2023117301344 and application date December 14, 2023, and claims the priority of the Chinese patent application. The entire content of the Chinese patent application is hereby introduced into this application as a reference. Technical Field

[0003] The present application relates to the field of computers, and more specifically, to a method and device for displaying a virtual object, a computer-readable storage medium, a computer program product, and an electronic device. Background Art

[0004] Currently, multiple accounts can participate in the same virtual scene. These accounts can exchange their virtual objects through gifting or trading. In related technologies, when a sender transfers a virtual object to a receiver, the sender's virtual scene can only be viewed from the sender's perspective. However, the receiver's perspective is different from the sender's. Therefore, when the sender transfers a virtual object to the receiver, the receiver needs to configure the virtual object before using it. This configuration takes a certain amount of time, which reduces the efficiency of collaboration between the sender and receiver, leading to a technical problem of low processing efficiency for the virtual object after the transfer.

[0005] Summary of the Invention

[0006] Embodiments of the present application provide a method, apparatus, computer-readable storage medium, computer program product, and electronic device for displaying virtual objects, so as to at least improve the processing efficiency of virtual objects.

[0007] An embodiment of the present application provides a method for displaying a virtual object, the method being executed by an electronic device and comprising:

[0008] Displaying a first virtual scene corresponding to a first account in a current game, wherein the accounts participating in the current game include a group of accounts, the group of accounts includes the first account, and the first virtual scene displays a group of virtual objects owned by the first account;

[0009] In response to a first interactive operation performed by the first account in the first virtual scene, displaying a second virtual scene and a first virtual object corresponding to the second account, wherein the first interactive operation is an operation of determining the first virtual object from the group of virtual objects and determining the second account from accounts in the group of accounts other than the first account;

[0010] In response to a second interactive operation performed by the first account in the second virtual scene, the first virtual object is displayed in a target area in the second virtual scene, wherein the second interactive operation is an operation of determining the target area from the second virtual scene, and the display of the first virtual object in the target area indicates that the first virtual object is held by the second account.

[0011] An embodiment of the present application provides a device for displaying a virtual object, comprising:

[0012] a first display module configured to display a first virtual scene corresponding to a first account in a current game, wherein the accounts participating in the current game include a group of accounts, the group of accounts includes the first account, and the first virtual scene displays a group of virtual objects owned by the first account;

[0013] a second display module configured to display a second virtual scene and a first virtual object corresponding to a second account in response to a first interactive operation performed by the first account in the first virtual scene, wherein the first interactive operation is an operation of determining the first virtual object from the group of virtual objects and determining the second account from accounts in the group of accounts other than the first account;

[0014] The third display module is configured to display the first virtual object in a target area in the second virtual scene in response to a second interactive operation performed by the first account in the second virtual scene, wherein the second interactive operation is an operation of determining the target area from the second virtual scene, and the display of the first virtual object in the target area indicates that the first virtual object is held by the second account.

[0015] An embodiment of the present application provides a computer-readable storage medium, which stores a computer program or computer-executable instructions, wherein the computer program or computer-executable instructions are configured to execute the above-mentioned virtual object display method when running.

[0016] An embodiment of the present application provides a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer program or computer-executable instructions from the computer-readable storage medium and executes the computer program or computer-executable instructions, causing the electronic device to perform the above-described method for displaying a virtual object.

[0017] An embodiment of the present application provides an electronic device, including a memory and a processor, wherein the memory stores a computer program or computer-executable instructions, and the processor is configured to execute the above-mentioned virtual object display method through the computer program or computer-executable instructions.

[0018] In an embodiment of the present application, a first virtual scene corresponding to a first account in a current game is displayed, wherein the accounts participating in the current game include a group of accounts, the group of accounts includes the first account, and the first virtual scene displays a group of virtual objects owned by the first account; in response to a first interactive operation performed by the first account in the first virtual scene, a second virtual scene and a first virtual object corresponding to a second account are displayed, wherein the first interactive operation is to determine the first virtual object from the group of virtual objects and to determine the second account from the group of accounts other than the first account; in response to a second interactive operation performed by the first account in the second virtual scene, the first virtual object is displayed in a target area in the second virtual scene, wherein the second interactive operation is to determine the first virtual object from the group of virtual objects and to determine the second account from the accounts other than the first account in the group of accounts; The operation of defining a target area, the first virtual object is displayed in the target area, indicating that the first virtual object is owned by the second account. The first interactive operation is performed through the first account, so that at least one virtual object among the owned virtual objects can be determined as the first virtual object in the first virtual scene, and the second virtual scene corresponding to the second account is displayed through the first interactive operation. The second interactive operation is performed through the first account, so that the first virtual object is displayed in the second virtual scene, so that the first account can assist the second account to process the first virtual object shared by the first account, thereby improving the processing efficiency of the virtual objects, and solving the technical problem of low processing efficiency of the virtual objects after the transfer of the virtual objects is completed due to the complex communication method between the accounts.

[0019] In addition, the first account can quickly determine the target area through the second interactive operation in the second virtual scene. After determining the target area, the first virtual object can be automatically placed in the target area, so that the first account assists the second account in processing the first virtual object. In other words, using the virtual object display method proposed in this application can reduce the decision-making pressure of the second account when receiving the first virtual object, thereby simplifying the second account's operation process for the first virtual object and improving the gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0021] FIG1 is a schematic diagram of an application environment of an optional method for displaying a virtual object according to an embodiment of the present application;

[0022] FIG2 is a schematic flow chart of an optional method for displaying a virtual object according to an embodiment of the present application;

[0023] FIG3 is a schematic diagram of an optional method for displaying a virtual object according to an embodiment of the present application;

[0024] FIG4 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;

[0025] FIG5 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;

[0026] FIG6 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;

[0027] FIG7 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;

[0028] FIG8 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;

[0029] FIG9 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;

[0030] FIG10 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;

[0031] FIG11 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;

[0032] FIG12 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;

[0033] FIG13 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;

[0034] FIG14 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;

[0035] FIG15 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;

[0036] FIG16 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;

[0037] FIG17 is a schematic structural diagram of an optional device for displaying a virtual object according to an embodiment of the present application;

[0038] FIG18 is a schematic structural diagram of an optional virtual object display product according to an embodiment of the present application;

[0039] FIG19 is a schematic structural diagram of an optional electronic device according to an embodiment of the present application. DETAILED DESCRIPTION

[0040] In order to enable those skilled in the art to better understand the present invention, the following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments in the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of this application.

[0041] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0042] First, some nouns or terms that appear in the description of the embodiments of the present application are subject to the following interpretations:

[0043] 1) Auto Chess: A genre of tactical strategy video games, often with elements similar to chess, and in some ways also considered a war chess game. During a preparation phase, players place virtual objects on a grid-shaped battlefield. These virtual objects then automatically battle each other, typically without further player input. Players build their own in-game economies and use virtual objects to engage in combat. During combat, these virtual objects automatically engage in combat.

[0044] 2) A virtual scene is a virtual scene displayed (or provided) when an application (such as a game) is running on a terminal. This virtual scene can be a simulated environment of the real world, a virtual environment that is partially simulated and partially fictional, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. This is not limited in the present embodiment.

[0045] 3) Virtual objects are the images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene, such as virtual props in a virtual scene, virtual characters controlled by a user's account (such as the player mentioned above), etc. In the embodiments of this application, different virtual objects can interact in the virtual scene, such as virtual attacks, virtual defenses, virtual evasions, etc.

[0046] 4) Account: This refers to a personal account created by a user within an application (using a game). It uniquely identifies the user within the application. For example, in games, an account serves as a user's identity and tool for participating in games, storing game data, and managing game characters. In the embodiments of this application, different user accounts can be distinguished by using "first account" and "second account." Furthermore, the virtual scenes associated with different accounts can be distinguished by using "first virtual scene" and "second virtual scene."

[0047] 5) Interaction operations refer to actions performed by a user when making decisions related to controlling virtual objects in a virtual scene, issuing commands, and so on. Examples include selecting a specific virtual object from among the virtual objects held, sharing the selected virtual object with teammates, and so on. In the embodiments of this application, different interaction operations can be distinguished by first interaction operations, second interaction operations, and so on.

[0048] 6) The target area is the area within the recipient's virtual scene where the sharer wishes to place the shared virtual object. For example, in Auto Chess, the target area could be the recipient's preparation area or the recipient's chessboard.

[0049] 7) The backup area refers to an alternative area for placing virtual objects when the target area is no longer available. If there are no remaining spaces in the target area or the target area is locked, it is considered that no virtual objects can be placed.

[0050] 8) Cancel control, which is used by the sharing party to cancel the sharing of the virtual object.

[0051] The present application will be described below with reference to the following embodiments:

[0052] According to one aspect of an embodiment of the present application, a method for displaying a virtual object is provided. In this embodiment of the present application, the method for displaying a virtual object can be applied to a hardware environment consisting of a server 101 and a terminal 103 as shown in FIG1 . As shown in FIG1 , the server 101 is connected to the terminal 103 via a network and can be used to provide services to the terminal or an application 107 installed on the terminal. The application can be a video application, an instant messaging application, a browser application, an educational application, a game application, etc. A database 105 may be set up on the server or independently of the server to provide data storage services for the server 101, for example, a game data storage server. The above-mentioned network may include but is not limited to: a wired network, a wireless network, wherein the wired network includes: a local area network, a metropolitan area network and a wide area network, and the wireless network includes: Bluetooth, WIFI and other networks that realize wireless communication. The terminal 103 may be a terminal configured with an application, and may include but is not limited to at least one of the following: a mobile phone, a laptop computer, a tablet computer, a PDA, a MID (Mobile Internet Devices), a PAD, a desktop computer, a smart TV, an intelligent voice interaction device, a smart home appliance, a vehicle-mounted terminal, an aircraft, a virtual reality (VR) terminal, an augmented reality (AR) terminal, a mixed reality (MR) terminal and other electronic devices. The above-mentioned server may be a single server, a server cluster consisting of multiple servers, or a cloud server.

[0053] As shown in FIG1 , the above-mentioned method for displaying a virtual object may be executed by an electronic device, which may be a terminal or a server. The above-mentioned method for displaying a virtual object may be implemented separately by the terminal or the server, or jointly by the terminal and the server.

[0054] The above is only an example and is not specifically limited in this embodiment.

[0055] The following describes a method for displaying a virtual object using an electronic device as an example. As an embodiment, as shown in FIG2 , the method for displaying a virtual object includes:

[0056] S202, displaying a first virtual scene corresponding to a first account in a current game, wherein the accounts participating in the current game include a group of accounts, the group of accounts includes the first account, and the first virtual scene displays a group of virtual objects owned by the first account;

[0057] In this embodiment, the above-mentioned game may include but is not limited to the game of MOBA game, MOBA (English full name: Multiplayer Online Battle Arena, abbreviation: MOBA, Chinese translation: Multiplayer Online Tactical Competitive Game), also known as Action Real-Time Strategy (abbreviation: Action RTS, ARTS) action real-time strategy game, the above-mentioned MOBA game can be run on the terminal (for example, mobile phone, PC segment), and the player can use the first account in a group of accounts to log in to the game, for example, the auto chess game application. The above-mentioned first account can be a registered game account, an account of a third-party application, etc. The above-mentioned game can include but is not limited to running in the game application, and can also include but is not limited to running in the mini-program or web page associated in other application scenarios.

[0058] It should be noted that the above-mentioned first account enters the above-mentioned game, and multiple accounts may exist in the game at the same time. That is, multiple accounts in a game can play games at the same time. For example, multiple accounts operate their respective virtual objects to fight, communicate, etc., that is, the above-mentioned group of accounts includes multiple accounts, and the above-mentioned first account is one of the accounts in this group of accounts.

[0059] A player can use a first account on a terminal to enter the aforementioned game. A first virtual scene corresponding to the first account can be displayed on the terminal's display interface. The first virtual scene may include, but is not limited to, virtual objects, etc. Virtual objects may include, but are not limited to, game characters, virtual equipment, virtual pets, digital artwork, virtual real estate, and items in a virtual reality world. For example, the first account can use a game character to fight in a game application, or add virtual equipment to the game character in the game application. That is, the first virtual scene can display the virtual objects, etc., owned by the first account.

[0060] For example, FIG3 is a schematic diagram of an optional method for displaying virtual objects according to an embodiment of the present application. Taking the Auto Chess game application as an example, as shown in FIG3 , a first virtual scene 304 is displayed on the terminal display interface, wherein a first account owns virtual objects 306 and 308. The first account can perform corresponding actions on virtual objects 306 and 308, such as giving virtual object 306 to other accounts in the game, or directly discarding virtual object 308. The first virtual scene 304 includes a chessboard battle area and a chessboard preparation area, where the chessboard battle area is respectively provided with the positions of the player's chess pieces and the opponent's chess pieces. The first virtual scene 304 also displays the virtual props held by the first account and the account IDs of other accounts participating in the current game.

[0061] S204, in response to a first interactive operation performed by the first account in the first virtual scene, displaying a second virtual scene and a first virtual object corresponding to the second account, wherein the first interactive operation is an operation of determining the first virtual object from a group of virtual objects and determining the second account from accounts other than the first account in the group of accounts;

[0062] In an embodiment of the present application, the above-mentioned second account can be a registered game account, a third-party application account, etc., and the above-mentioned first interactive operation can include but is not limited to touch operations implemented on a touch screen, or touch operations performed through input devices such as a mouse, keyboard, and stylus.

[0063] Exemplarily, the first account and the second account enter the game at the same time, and the display interface of the terminal of the second account displays the second virtual scene corresponding to the second account. The second virtual scene may include but is not limited to virtual objects, etc., and the virtual objects may include but are not limited to game characters, virtual equipment, etc. For example, the second account can use the game character to fight in the game, or add virtual equipment to the game character in the game. That is, the virtual objects owned by the second account can be known through the second virtual scene.

[0064] Figure 4 is a schematic diagram of an optional method for displaying virtual objects according to an embodiment of the present application. As shown in Figure 4, if multiple accounts enter the above-mentioned current game at the same time, these multiple accounts include a first account 402 and a second account 404. The interaction between the first account 402 and the second account 404 may include but is not limited to dialogue exchanges, sharing of health points, and sending virtual resources to each other. For example, when the first account 402 defeats any of the multiple accounts except the first account 402 and the second account 404, and the second account 404 is still in battle, the remaining virtual resources of the first account 402, such as virtual objects that the first account 402 has not used in the battle, can be automatically transferred to the second account 404 to help the second account 404 fight. The battles in the game may include but are not limited to two-party battles (for example, red and blue teams), or multi-party battles (for example, one person in a group, or multiple people in a group, with more than two teams fighting). Each team may have one or multiple operable virtual objects. The game may be divided into a preparation phase and a battle phase. In different game phases, the perspectives of the game camera may include but are not limited to separate configurations or unified configurations.

[0065] In an embodiment of the present application, the above-mentioned first account performs a first interactive operation in the first virtual scene, that is, the first account selects a virtual object as the above-mentioned first virtual object from the virtual objects associated with the first account through a touch screen or other means, and determines the second account from the multiple accounts participating in the game in the above-mentioned game.

[0066] Exemplarily, Figure 5 is a schematic diagram of an optional method for displaying virtual objects according to an embodiment of the present application. As shown in Figure 5, taking the above-mentioned game running in a game application as an example, the first interactive operation can be implemented through the following steps: using the first account to enter a game on the terminal, the first virtual scene 502 corresponding to the first account includes the first account identifier 504, the second account identifier 506, virtual object 508, and virtual object 510, wherein the above-mentioned first virtual scene 502 is the game area corresponding to the first account in the game application, and the virtual objects 508 and virtual objects 510 are virtual objects owned by the first account. At this time, when it is detected that the player selects the virtual object 508 by touching the screen with a finger, the selected virtual object 508 is used as the first virtual object, and when it is detected that the player moves the virtual object 508 to the second account identifier 506 by a finger, the second account identifier 506 is highlighted, indicating that the first virtual object needs to be transferred to the second account.

[0067] It should be noted that in this application, the first account and the second account are both accounts in the aforementioned group of accounts, participating in the same game. Furthermore, the first account and the second account may be teammates, or they may not be teammates. In this case, the first account can still identify the second account by performing the first interactive operation in the first virtual scene. The second account can obtain the first virtual object by transferring virtual resources to the first account. The virtual resources here may include, but are not limited to, virtual gold coins. For example, in a game, the first account is on Team A and the second account is on Team B. The first account posts a message in the game's public chat channel indicating that it has excess first virtual objects for sale. At this point, since the second account needs the first virtual object, it can communicate with the first account, including but not limited to communicating in the game's public chat channel or initiating a chat request to the first account to communicate with the first account, indicating its need for the first virtual object. Afterwards, the first account can set the selling price of the first virtual object to 5 gold coins. If the second account indicates that the price is too high, the first account can adjust the price after communicating with the second account. If the two parties reach an agreement on the price through communication, the second account transfers the corresponding number of gold coins to the first account. The first account can determine the second account through the first interactive operation to facilitate the subsequent transfer of the first virtual object to the second account.

[0068] S206, in response to a second interactive operation performed by the first account in the second virtual scene, displaying the first virtual object in a target area in the second virtual scene, wherein the second interactive operation is an operation of determining the target area from the second virtual scene, and the display of the first virtual object in the target area indicates that the first virtual object is owned by the second account.

[0069] In an embodiment of the present application, the above-mentioned second interactive operation may include but is not limited to a touch operation implemented on a touch screen, or a touch operation performed by an input device such as a mouse, keyboard, or stylus. It should be noted that the above-mentioned target area refers to the area where the first account (i.e., the sharing party mentioned above) expects to place the shared first virtual object, and the target area is set in the second virtual scene corresponding to the second account. Taking Auto Chess as an example, the target area can be the preparation area of ​​the second account (i.e., the recipient mentioned above), or it can be the chessboard area of ​​the recipient. The above-mentioned target area can be any area in the above-mentioned second virtual scene.

[0070] Exemplarily, after detecting that the first account performs a first interactive operation in the first virtual scene, the terminal can display the above-mentioned second virtual scene. In other words, after using the first account to enter the first virtual scene and performing the first interactive operation, the content displayed on the terminal display interface will change, that is, the terminal display interface originally displays the first virtual scene, and the player can know the virtual objects owned by the first account in the first virtual scene. At this time, the above-mentioned first virtual objects do not exist in the second virtual scene; after detecting that the first account performs the first interactive operation, the terminal display interface will display the second virtual scene, and the player can know the virtual objects owned by the second account in the second virtual scene. At this time, the second virtual scene includes the above-mentioned first virtual objects. In other words, the above process can be understood as the first interactive operation performed by the first account in the first virtual scene, so that the first virtual object is allowed to appear in the second virtual scene.

[0071] It should be noted that after the first account enters the second virtual scene, the second interactive operation can be performed in the second virtual scene. The actions performed by the first account on the first virtual object in the second virtual scene may include but are not limited to single-clicking the first virtual object, double-clicking the first virtual object, long pressing the first virtual object, dragging the first virtual object with a finger, etc. The terminal performs the second interactive operation in the second virtual scene according to the first account, and determines the target area in the second virtual scene. The target area is the area in the second virtual scene where the first account places the first virtual object. At this time, the second virtual scene includes the first virtual object. In this way, the second account can operate on the first virtual object, that is, the second account owns the first virtual object, thereby associating the second account with the first virtual object.

[0072] For example, FIG6 is a schematic diagram of an optional method for displaying a virtual object according to an embodiment of the present application. As shown in FIG6 , taking the above-mentioned game running in a game application as an example, the second interactive operation can be implemented through the following steps:

[0073] A first account is logged in on the terminal. When the terminal detects that the player performs a first interactive operation in the first virtual scene 602, it will display a second virtual scene 604. The second virtual scene 604 includes the identifier 606 of the first account, the identifier 608 of the second account, a virtual object 610, and a virtual object 612. After displaying the second virtual scene 604, the terminal will display the first virtual object 614 in the second virtual scene 604. The second virtual scene 604 is the game area corresponding to the second account in the game application, and the virtual objects 610 and 612 are virtual objects owned by the second account. The terminal displays the virtual objects 610 and 612 controlled by the second account on the second virtual scene 604. At this time, if the terminal detects that player A drags the virtual object 614 to the target area 616 with his finger, the virtual object 614 is transferred to the second account, that is, the virtual object 614 becomes one of the virtual objects owned by the second account.

[0074] Taking the Auto Chess game application as an example, the target area can be determined in the second virtual scene in the following ways, including but not limited to the following situations:

[0075] Case 1 will be described in conjunction with Figure 7. Figure 7 is a schematic diagram of an optional virtual object display method according to an embodiment of the present application. As shown in Figure 7, the terminal detects that a player uses a first account to drag a first virtual object 702 to an area of ​​a chessboard battle area 704 in a second virtual scene corresponding to a second account. If the number of virtual objects in the chessboard battle area 704 of the second account has not reached the upper limit of virtual objects, the first virtual object 702 will be placed as a chess piece in an area 706 of the chessboard battle area 704, wherein the virtual object in the chessboard battle area 704 can participate in the current battle. That is, there is still an empty area in the chessboard battle area 704 of the second account that can be placed with a chess piece. The terminal detects that the player uses the first account to drag the first virtual object 702 to an area of ​​the chessboard battle area 704 of the second account, and after detecting that the player releases the first virtual object 702, the first virtual object 702 will automatically be placed in an empty area in the chessboard battle area 704 of the second account, and enter the current battle as a virtual object of the second account. At this time, the target area is determined to be an area 706 in the chessboard battle area 704.

[0076] Among them, the upper limit of the number of virtual objects on the chessboard battle area of ​​the second account may include but is not limited to being associated with the account level of the second account. For example, the higher the account level of the second account, the more virtual objects can be placed on the chessboard battle area in a game.

[0077] Case 2 will be described in conjunction with Figure 8. Figure 8 is a schematic diagram of an optional method for displaying virtual objects according to an embodiment of the present application. As shown in Figure 8, the terminal detects that a player uses a first account to drag a first virtual object 802 to an area 806 in a chessboard battle area 804 in a second virtual scene corresponding to a second account. If the number of virtual objects in the chessboard battle area 804 has reached the upper limit of the number of virtual objects, the form of the first virtual object 802 can be changed, which may include but is not limited to, the first virtual object 802 is originally in the form of a chess piece that can enter the current battle. At this time, the first virtual object 802 is transformed into a virtual trophy 808 that does not participate in the current battle and is displayed in the chessboard battle area 804 of the second account. The second account can pick up the virtual trophy 808 in the chessboard battle area 804 in the following ways, including but not limited to long pressing the virtual trophy 808, single-clicking the virtual trophy 808, double-clicking the virtual trophy 808, etc. In other words, when the number of virtual objects in the chessboard battle area 804 of the second account has reached the upper limit of the number of virtual objects and there is no free area to place the first virtual object 802, the terminal detects that the first account drags the virtual object 802 to an area 806 in the chessboard battle area 804 of the second account, and after the first account lets go, it will transform the first virtual object 802 into a virtual loot 808 that can be picked up by the second account. At this time, the target area is determined to be an area 806 in the chessboard battle area 804.

[0078] Case three will be explained in conjunction with Figure 9. Figure 9 is a schematic diagram of an optional method for displaying virtual objects according to an embodiment of the present application. As shown in Figure 9, the terminal detects that a player uses a first account to drag a first virtual object 902 to a chessboard preparation seat area 904 in a second virtual scene corresponding to a second account, wherein the chessboard preparation seat area 904 of the second account may include but is not limited to multiple virtual objects. The virtual objects in the chessboard preparation seat area 904 of the second account are virtual objects held by the second account but have not participated in the current battle. These virtual objects will enter the chessboard battle area 906 to fight only when the second account issues an instruction for the virtual objects to join the battle. The virtual objects in the chessboard preparation area 904 of the second account can be upgraded. The upgrade method may include but is not limited to when a virtual object wins a battle, it usually gains experience points. When a certain amount of experience points are accumulated, the virtual object is upgraded, or specific virtual props are used to directly increase the level of the virtual object, or when the virtual object is in a specific area of ​​the chessboard, it is upgraded, etc., or when there are a specified number of virtual objects of the same type, multiple low-level virtual objects are merged and upgraded to obtain a high-level virtual object. For example, two low-level virtual objects of the same type can be synthesized into a high-level virtual object.

[0079] Case 4 will be described in conjunction with Figure 10. In the steps of Case 3 above, Figure 10 is a schematic diagram of an optional method for displaying virtual objects according to an embodiment of the present application. As shown in Figure 10, the first virtual object 1002 is the first virtual object 902 shown in Figure 9. The first virtual object 1002 will be placed in the chessboard preparation area 1004 in the second virtual scene corresponding to the second account. If the first virtual object 1002 cannot be upgraded in the second account's chessboard preparation area 1004, the first virtual object 1002 will be placed in the second account's chessboard preparation area 1004 as a virtual object in preparation. Only when the terminal detects that the second account has issued a command for the first virtual object 1002 to join the battle will the first virtual object 1002 move to the chessboard battle area 1006 to fight. Alternatively, if the terminal determines that the first virtual object 1002 meets the upgrade conditions, it will upgrade the first virtual object 1002. For example, if the terminal detects that the second account has obtained a virtual object of the same type and level as the first virtual object 1002, it can merge the virtual object with the first virtual object 1002 to obtain a higher-level first virtual object 1002. In this process, the target area is determined to be an area in the chessboard battle area 1004.

[0080] Case 5 will be explained in conjunction with Figure 11. In the steps of Case 3 above, Figure 11 is a schematic diagram of an optional virtual object display method according to an embodiment of the present application. As shown in Figure 11, first virtual object 1102 is first virtual object 902 shown in Figure 9. First virtual object 1102 will be placed in area 1106 of the chessboard preparation area 1104 in the second virtual scene corresponding to the second account. If the terminal determines that first virtual object 1102 meets the upgrade conditions, it will perform an upgrade operation on first virtual object 1102 to obtain a higher-level virtual object 1108, and then place virtual object 1108 in area 1106. In this process, the target area is determined to be area 1106.

[0081] Case six will be explained in conjunction with Figure 12. After the steps of Case Five above, Figure 12 is a schematic diagram of an optional method for displaying virtual objects according to an embodiment of the present application. As shown in Figure 12, the number of virtual objects in the chessboard preparation area 1202 in the second virtual scene corresponding to the second account has reached the upper limit, that is, no new virtual objects can be placed in the chessboard preparation area 1202 of the second account. At this time, the electronic device will change the first virtual object 1204 into a virtual trophy 1206 and place it in an area 1210 in the chessboard battle area 1208. The second account picks up the virtual trophy 1206. In this process, an area 1210 in the chessboard battle area 1208 is the above-mentioned target area;

[0082] Among them, the upper limit of the number of virtual objects on the chessboard preparation area 1202 of the second account may include but is not limited to being associated with the account level of the second account. For example, the higher the account level of the second account, the more virtual objects can be placed on the chessboard preparation area 1202 in a game, or, regardless of the account level, in a game, the number of virtual objects that can be accommodated in the chessboard preparation area of ​​multiple accounts is the same.

[0083] In an exemplary embodiment, FIG13 is a schematic diagram of an optional method for displaying virtual objects according to an embodiment of the present application. The method for displaying virtual objects proposed in this application can be applied to an Auto Chess game application. The display interface of the Auto Chess game application can be as shown in FIG13. A player can use a first account to enter the Auto Chess game application and choose to team up with a second account operated by another player to play the game in two-player mode. FIG14 is a schematic diagram of an optional method for displaying virtual objects according to an embodiment of the present application. The method is executed by a terminal, as shown in FIG14, and includes but is not limited to:

[0084] S1402: When it is detected that a player uses a first account to start a game, a first virtual scene is displayed on a terminal display interface.

[0085] S1404: Determine whether to move the selected first virtual object to the designated area. If so, execute S1406; otherwise, execute S1402. Here, selecting the first virtual object in the first virtual scene can be achieved by the following methods, including but not limited to long pressing the first virtual object, single-clicking the first virtual object, double-clicking the first virtual object, etc.; methods for moving the first virtual object to the designated area on the terminal display interface include but are not limited to dragging the first virtual object to the designated area with a finger, or issuing a command through voice, special gestures, etc. to move the virtual object to the designated area.

[0086] S1406: The second account is highlighted and a countdown bar is displayed. When the account identifier of the second account is highlighted and the second account enters the standby state, a countdown bar is displayed in a designated area of ​​the terminal display interface of the first account, and the countdown begins. The designated area may include but is not limited to the right or left side of the terminal display interface. The countdown bar time can be flexibly set and is not limited in this application.

[0087] S1408, determine whether the player stays on the account identification area of ​​the second account for more than 1 second. If so, execute S1410, otherwise, execute S1406. Here, the first account is detected to keep moving the first virtual object to the account identification area of ​​the second account on the terminal display interface. That is, after detecting that the player has moved the first virtual object to the account identification area of ​​the second account, no further action is taken. For example, after dragging the first virtual object to the account identification area of ​​the second account by finger and not releasing the finger, the chessboard of the second account is displayed when the countdown bar ends (for example, waiting for 1 second). Therefore, the player logged in to the first account can see the chessboard of the second account and the information displayed on the terminal display interface of the second account.

[0088] S1410, displaying the second virtual scene on the terminal display interface. The display of the second virtual scene here may include but is not limited to the player continuing to perform actions on the first virtual object, for example, giving the first virtual object to the second account, selecting the first virtual object by touch screen or other means and dragging it on the chessboard of the second account, that is, the first account drags the first virtual object to an area in the chessboard battle area of ​​the second account. If the number of virtual objects on the chessboard battle area of ​​the second account does not reach the upper limit of virtual objects, the first virtual object will be placed as a chess piece in an area of ​​the chessboard battle area, wherein the virtual object in the chessboard battle area can participate in the current battle. That is, there is still an idle area in the chessboard battle area of ​​the second account where chess pieces can be placed. The terminal detects that the first account drags the first virtual object to an area in the chessboard battle area of ​​the second account, and after the first account lets go, the first virtual object will be displayed in an idle area in the chessboard battle area of ​​the second account, so that the second virtual object can enter the current battle as a virtual object of the second account;

[0089] S1412: Detecting that the first account has released the chess piece in the chessboard battle area and the number of objects in the chessboard battle area has not reached the upper limit, the chess piece is placed in the chessboard battle area. If the upper limit has been reached, execute S1420. More specifically, when detecting that the first account has dragged the first virtual object to an area in the chessboard battle area of ​​the second account and the number of virtual objects in the chessboard battle area of ​​the second account has reached the upper limit of virtual objects, the terminal will change the form of the first virtual object, which may include but is not limited to, the first virtual object originally being in the form of a chess piece that can enter the current battle, and then being transformed into a virtual trophy that does not enter the current battle and displayed in the chessboard battle area of ​​the second account. The second account can pick up the first virtual object in the chessboard battle area in the following ways, including but not limited to long pressing the first virtual object, single-clicking the first virtual object, double-clicking the first virtual object, etc., that is, when the number of virtual objects in the chessboard battle area of ​​the second account has reached the upper limit of the number of virtual objects and there is no free area to place the first virtual object, if the terminal detects that the first account drags the first virtual object to an area in the chessboard battle area of ​​the second account, and after the first account lets go, the first virtual object will be changed into a form that is convenient for the second account to pick up and displayed.

[0090] S1414: Detecting that the first account releases the chess piece in the chessboard preparation area, determining whether there are relevant chess pieces on the chessboard preparation area that can be upgraded, if so, executing S1418; if not, executing S1424. The chessboard preparation area of ​​the second account may include, but is not limited to, multiple virtual objects. Virtual objects in the chessboard preparation area of ​​the second account do not participate in the current battle. Only when the second account issues a command for the virtual object to participate in the battle will the virtual object enter the chessboard battle area to fight. Virtual objects in the chessboard preparation area of ​​the second account can be upgraded. The upgrade method may include, but is not limited to, when a virtual object wins a battle, gaining experience points. When a certain amount of experience points is accumulated, the virtual object will be upgraded to improve its own attributes and abilities. Using specific virtual props to directly upgrade the level of the virtual object, or upgrading when the virtual object is in a specific area of ​​the chessboard, etc., or, when a specified number of virtual objects of the same type exist, multiple low-level virtual objects are merged and upgraded to obtain a high-level virtual object. For example, two low-level virtual objects of the same type can be combined into a high-level virtual object.

[0091] S1416: Place the chess piece in the chessboard preparation area. Assuming the first virtual object will be placed in the chessboard preparation area of ​​the second account, if the first virtual object cannot be upgraded in the chessboard preparation area of ​​the second account, the first virtual object can be placed in the chessboard preparation area of ​​the second account as a virtual object for preparation. Only when the second account issues a command for the first virtual object to join the battle will the first virtual object move to the chessboard battle area to fight. Alternatively, if the first virtual object meets the upgrade conditions, the first virtual object can be upgraded. For example, if the second account obtains a virtual object of the same type and level as the first virtual object, the terminal can merge the virtual object with the first virtual object to obtain a higher-level first virtual object.

[0092] S1418: Upgrading the chess piece according to the star-up logic. Assuming that the first virtual object will be placed in the chessboard preparation area of ​​the second account, if the first virtual object meets the upgrade conditions, the terminal upgrades the first virtual object to obtain a higher-level virtual object and places the virtual object in the chessboard preparation area of ​​the second account.

[0093] S1420: Convert the chess piece into a trophy and place it in the chessboard battle area. If the number of virtual objects in the chessboard preparation area of ​​the second account has reached the upper limit, that is, no new virtual objects can be placed in the chessboard preparation area of ​​the second account, then the terminal will change the form of the first virtual object so that the first virtual object becomes a virtual trophy that can be placed in the chessboard battle area and picked up by the second account.

[0094] S1422, upon detecting that the first account releases the cancel button, the chessboard of the first account is redisplayed, that is, the display of the chessboard of the second account is canceled, and the first virtual scene of the first account is displayed again on the terminal display interface. The above operation includes but is not limited to dragging the first virtual object to the cancel button on the terminal display interface and releasing it.

[0095] S1424: Determine whether the number of chess pieces in the chessboard preparation seat has reached the upper limit. If yes, execute S1416; if no, execute S1420.

[0096] It should be noted that the upgrade in the above process can be completed by the terminal itself. For example, the terminal determines whether the first virtual object can be upgraded based on the upgrade logic of the game application (for example, whether the experience value obtained meets the conditions, or whether the task progress meets the conditions, etc.). When the first virtual object can be upgraded, the terminal itself calculates new attribute data for the first virtual object, such as maximum health value, skill level, etc., so as to upgrade it; the upgrade in the above process can also be completed by the terminal and the server in collaboration. For example, the terminal can carry the level-related data of the first virtual object (such as experience value, task progress, etc.) in the upgrade request at regular intervals and report it to the server. The server parses the level-related data to determine whether it meets the upgrade conditions. If it meets the conditions, it recalculates the latest attribute data for the first virtual object, such as maximum health value, skill level, etc., and sends the latest attribute data to the terminal. The terminal updates the attribute data of the first virtual object based on the attribute data to complete the upgrade.

[0097] Similarly, the transformation of the first virtual object into a virtual trophy in the aforementioned process can be accomplished by the terminal itself or through collaboration between the terminal and the server. For example, the terminal can render and display the virtual trophy using stored virtual trophy data to complete the transformation. Alternatively, the terminal can obtain the virtual trophy data from the server through a data request, and then render and display the virtual trophy to complete the transformation.

[0098] In another exemplary embodiment, the virtual object display method proposed in this application can also be applied to a network disk program, including but not limited to:

[0099] S1, when it is detected that a user uses a first account to enter a network disk program and selects to transfer a file to a second account, a first network disk scene is displayed on a terminal display interface, and a file is selected when the first network disk scene detects the following operations, including but not limited to long pressing a file, single-clicking a file, double-clicking a file, etc. When the file is selected, the terminal moves the file to a designated area on the terminal display interface when it detects the following operations, including but not limited to dragging the file to the designated area with a finger, or issuing a command through voice, special gestures, etc., so that the file is moved to the designated area;

[0100] S2: When the account identification area of ​​the second account is highlighted and the second account enters the standby state, a countdown bar is displayed in a designated area of ​​the terminal display interface of the first account, and the countdown begins. The designated area may include but is not limited to the right side or left side of the terminal display interface. The countdown bar time can be flexibly set and is not limited in this application.

[0101] S3, when it is detected that the first account continues to move the file to the account identification area of ​​the second account on the terminal display interface, the second network disk scene of the second account is displayed. That is, after detecting that the user has moved the file to the account identification area of ​​the second account, no further action is taken, for example, by dragging the file to the account identification area of ​​the second account with a finger and not releasing the finger, and waiting for the countdown bar to end (for example, waiting for 1 second), the display interface of the second account is displayed, so that the user logged in to the first account can see the network disk storage space of the second account and the information displayed on the terminal display interface of the second account;

[0102] S4, displaying the second network disk scene on the terminal display interface, may include but is not limited to the actions that the user continues to perform on the file, for example, transferring the file to the second account, selecting the file in the network disk storage space of the second account by touching the screen, etc. and dragging it, that is, the first account drags the file to an area in the local storage space area of ​​the second account. If the number of files in the local storage space area of ​​the second account does not reach the upper limit of the number of files, the file will be placed in an area of ​​the local storage space area, that is, there is still a free area in the local storage space area of ​​the second account that can be used to place the file. When the terminal detects that the first account drags the file to an area in the local storage space area of ​​the second account, and after the first account lets go, the file will be displayed in the free area in the local storage space area of ​​the second account, so that the file can be used as a file stored locally by the second account;

[0103] S5. When it is detected that the first account drags a file to an area in the local storage space area of ​​the second account, and the number of files in the local storage space area of ​​the second account has reached the upper limit, the terminal will change the form of the file, which may include but is not limited to, the file was originally in voice form, and it is now converted into text form in the local storage space area of ​​the second account. The second account can obtain files in the temporary storage space area in the following ways, including but not limited to long pressing the file, single-clicking the file, double-clicking the file, etc. For example, when the number of voice-form files in the local storage space area of ​​the second account has reached the upper limit, and there is no free area to place the voice-form files, if the terminal detects that the first account drags the voice-form file to an area in the local storage space area of ​​the second account, and after the first account lets go, the voice-form file will automatically be converted into text form, and the second account will organize it in the local storage space after obtaining it;

[0104] S6, detecting whether the first account drags a file to the cloud storage area of ​​the second account. The cloud storage area of ​​the second account may include, but is not limited to, multiple files. Assuming the files are of the same type, that is, multiple small files can be combined into a large file, the files can be merged and upgraded;

[0105] S7. In step S6, assuming that the file will be placed in the cloud storage area of ​​the second account, if the file cannot be upgraded in the cloud storage area of ​​the second account, the file can be placed in the cloud storage area of ​​the second account as a backup file. Only when the second account needs to use the file will the file be moved to the local storage area. Alternatively, the file can be upgraded if the file meets the upgrade conditions. For example, if the second account obtains another file of the same type as the file, the terminal can merge the files to obtain a new file.

[0106] S8, in step S6, assuming that the file will be placed in the cloud storage space area of ​​the second account, if the file meets the upgrade conditions, the terminal will upgrade the file to obtain a higher-level file D, and place the file D in the cloud storage space area of ​​the second account;

[0107] S9, in step S6, assuming that the number of files in the cloud storage area of ​​the second account has reached the upper limit, that is, no new files can be added to the cloud storage area of ​​the second account, the terminal will change the form of the file so that it can be placed in the local storage area and retrieved by the second account;

[0108] S10. After displaying the network disk storage space of the second account, the terminal can also cancel the display of the network disk storage space of the second account when detecting the following operations, and display the first network disk scene of the first account again on the terminal display interface. The above operations include but are not limited to dragging a file to the cancel button on the terminal display interface and releasing it, that is, canceling the action of transferring the file to the second account and returning to the first network disk scene.

[0109] Through the embodiment of the present application, a first virtual scene corresponding to the first account in the current game is displayed, wherein the accounts participating in the current game include a group of accounts, the group of accounts includes the first account, and the first virtual scene displays a group of virtual objects owned by the first account; in response to a first interactive operation performed by the first account in the first virtual scene, a second virtual scene and a first virtual object corresponding to the second account are displayed, wherein the first interactive operation is to determine the first virtual object from the group of virtual objects, and to determine the operation of the second account from the accounts other than the first account in the group of accounts; in response to a second interactive operation performed by the first account in the second virtual scene, the first virtual object is displayed in a target area in the second virtual scene, wherein the second interactive operation is to determine Operation of the target area, the first virtual object is displayed in the target area, indicating that the first virtual object is held by the second account. The first interactive operation is performed through the first account, and at least one virtual object among the owned virtual objects can be determined as the first virtual object in the first virtual scene, and the second virtual scene corresponding to the second account is displayed through the first interactive operation. The second interactive operation is performed through the first account, so that the first virtual object is displayed in the second virtual scene, so that the first account can assist the second account to operate and process the first virtual object shared by the first account, thereby improving the processing efficiency of virtual objects, and solving the technical problem of low processing efficiency of virtual objects after the transfer of virtual objects is completed due to the complex communication method between accounts.

[0110] In addition, the first account can quickly determine the target area through the second interactive operation in the second virtual scene. After determining the target area, the first virtual object can be automatically placed in the target area, so that the first account assists the second account in processing the first virtual object. In other words, using the virtual object display method proposed in this application can reduce the decision-making pressure of the second account when receiving the first virtual object, thereby simplifying the second account's operation process for the first virtual object and improving the gaming experience.

[0111] As an implementation scheme, the second interactive operation includes: controlling the first virtual object to move to the target area, and displaying the first virtual object in the target area in the second virtual scene in response to the second interactive operation performed by the first account in the second virtual scene, including: in response to the first account controlling the first virtual object to move to the target area in the second virtual scene, determining a first comparative relationship between the number of virtual objects deployed in the target area and a first upper limit; when the first comparative relationship indicates that the number of virtual objects deployed in the target area has not reached the first upper limit, displaying the first virtual object in the target area.

[0112] The target area here can be the first area or the second area. The first area is used to deploy virtual objects that the second account needs to use in the next round of the current game; the second area is used to deploy virtual objects that the second account does not need to use in the next round of the current game and that are held by the second account. It should be noted that the current game will include multiple rounds, and the first area is the area used to deploy virtual objects participating in the battle in each round, so that at the beginning of each round, virtual objects in the first area will be used to fight, and at the end of each round, virtual objects can be redeployed in the first area. The next round of the current game refers to the next round after the round that has been completed in the current game.

[0113] That is, in response to the first account controlling the first virtual object to move to the first area in the second virtual scene, and the number of virtual objects deployed in the first area does not reach the upper limit of the first area (that is, the value of the first upper limit when the target area is the first area), the terminal will display the first virtual object in the first area;

[0114] Similarly, in response to the first account controlling the first virtual object to move to the second area in the second virtual scene, and the number of virtual objects deployed in the second area does not reach the upper limit of the second area (that is, when the target area is the second area, the value of the first upper limit), the terminal will display the first virtual object in the second area.

[0115] In an embodiment of the present application, the above-mentioned first area and second area can be understood as two different areas in the above-mentioned second virtual scene. The above-mentioned first area and second area can both include but are not limited to virtual objects. The virtual objects in the first area can be used as virtual objects that can be put on the field in the next round after the current round of the current game. The virtual objects in the second area are virtual objects already owned by the second account and may not be put on the field in the next round after the current round. In other words, they can be understood as spare virtual objects. Only after the terminal detects that the second account selects a virtual object in the second area and issues an indication to put the virtual object on the field, indicating that the virtual object can be put on the field, the virtual object is placed in the above-mentioned first area.

[0116] Exemplarily, the first virtual object can be moved to the first area in the second virtual scene when the terminal detects the following operation of the first account, including but not limited to touch screen, voice, etc. Assume that there are N virtual objects in the first area, and based on game restrictions or second account level restrictions, the upper limit of the number of virtual objects in the first area is determined to be M (N and M are both positive integers). If N is less than M, the first area can accommodate new virtual objects. In other words, the first virtual object can be placed in the first area as the virtual object to be used by the second account in the next round.

[0117] For another example, the first virtual object may be moved to the second area in the second virtual scene when the terminal detects the following operation of the first account, including but not limited to touch screen, voice, etc. Assume that there are P virtual objects in the second area, and the upper limit of the number of virtual objects in the second area is determined to be Q (P and Q are both positive integers) based on factors such as game restrictions or second account level restrictions. If P is less than Q, it indicates that the second area can accommodate new virtual objects, so that the first virtual object can be placed in the second area as a virtual object already owned by the second account in the current game. When the second account issues an instruction to enter the game, the first virtual object enters the first area. For example, the second account drags the first virtual object in the second area to the first area by dragging a finger.

[0118] Through the embodiments of the present application, in the second virtual scene, the first account moves the first virtual object to the target area, and determines whether the target area can accommodate the first virtual object based on the first quantity upper limit of the target area. If the first virtual object can be accommodated, the first account places the first virtual object in the corresponding area, thereby achieving the purpose of the first account assisting the second account in managing the virtual object, and thereby achieving the technical effect of shortening the time for processing the first virtual object in the second virtual scene.

[0119] As an embodiment, after determining a first comparison relationship between the number of virtual objects deployed in the target area and a first upper limit in response to the first account controlling the first virtual object to move to the target area in the second virtual scene, the method further includes: if the first comparison relationship indicates that the number of virtual objects deployed in the target area has reached the first upper limit, performing one of the following operations:

[0120] Displaying a virtual object identifier in the target area, wherein the virtual object identifier is used to indicate that the first account has transferred the first virtual object to the second account, and the number of virtual objects deployed in the target area has reached the first upper limit;

[0121] determining a second comparison relationship between virtual objects already deployed in a substitute area corresponding to the target area and a second upper limit, and displaying the first virtual object in the substitute area if the second comparison relationship indicates that the number of virtual objects already deployed in the substitute area does not reach the second upper limit;

[0122] The second virtual scene is canceled and the first virtual scene is displayed.

[0123] It should be noted that, if the target area includes the first area, the backup area includes the second area, and the first maximum number includes the maximum number of the first area; if the target area includes the second area, the backup area includes the first area, and the first maximum number includes the maximum number of the second area. In other words, the first area and the second area serve as backup areas for each other, where the backup area refers to an alternative area that can be used to place virtual objects when the target area is no longer suitable for placement of virtual objects.

[0124] That is, when the target area is the first area, the terminal controls the first virtual object to move to the first area in response to the first account, and the number of virtual objects deployed in the first area reaches the upper limit of the first area, then displays a first virtual object identifier in the first area, wherein the first virtual object identifier indicates that the first account has transferred the first virtual object to the second account, and the number of virtual objects deployed in the first area reaches the upper limit of the first area; or when the terminal controls the first virtual object to move to the first area in response to the first account, and the number of virtual objects deployed in the first area reaches the upper limit of the first area, and the number of virtual objects deployed in the second area does not reach the upper limit of the second area (i.e., the value of the second upper limit when the target area is the first area), then displays the first virtual object in the second area; or when the terminal controls the first virtual object to move to the first area in response to the first account, and the number of virtual objects deployed in the first area reaches the upper limit of the first area, then cancels display of the second virtual scene and displays the first virtual scene.

[0125] It should be noted that the above-mentioned first virtual object identifier can be understood as another form of expression of the above-mentioned first virtual object in the above-mentioned second virtual scene. When the first virtual object is moved by the first account to the first area in the second virtual scene and the first area cannot accommodate the new virtual object, the terminal will display the first virtual object identifier in the first virtual scene instead of displaying the first virtual object. For example, the first virtual object is a game character. At this time, the first virtual object identifier can be the trophy form of the game character.

[0126] Exemplarily, the upper limit of the number of the above-mentioned first area can be equal to the number of virtual objects that already exist in the current first area, that is, the first area cannot accommodate new virtual objects. At this time, the first virtual object can be converted into a virtual loot form, such as the first virtual object 802 shown in Figure 8 becomes a virtual loot 808. The virtual loot 808 is still displayed in the above-mentioned first area and can be obtained by the second account.

[0127] In some embodiments, when the first area cannot accommodate new virtual objects, at this time, if the upper limit of the number of second areas is greater than the number of virtual objects already existing in the current second area, that is, the second area can accommodate new virtual objects, and the first virtual object can also be displayed in the second area. In other words, when the terminal detects that the first account places the first virtual object in the first area that can no longer accommodate new virtual objects, the first virtual object will be automatically displayed in the second area.

[0128] In addition, when the first area cannot accommodate the new virtual object, the second virtual scene can be canceled and the first virtual scene can be displayed. At this time, the first virtual object will no longer be displayed in the second virtual scene. The virtual object appears in the first virtual scene. For example, if the first account finds that the first area cannot accommodate the new virtual object, it can drag the first virtual object to the cancel control in the second virtual scene displayed on the terminal display interface through touch screen or other means, indicating that the second virtual scene is canceled. At this time, the second virtual scene will no longer be displayed on the terminal display interface, and the first virtual scene will be displayed instead.

[0129] Through the embodiments of the present application, when the target area is the first area and the number of virtual objects included in the first area reaches the upper limit of the number of the corresponding first area, three different display methods are provided for the first virtual object: displaying the first virtual object identifier in the first area, displaying the first virtual object in the second area, or canceling the display of the first virtual object in the second virtual scene and displaying the first virtual object in the first virtual scene, thereby achieving the purpose of expanding the display method of the first virtual object, and thereby improving the quality of gameplay and interactive experience.

[0130] When the target area is the second area, in response to the first account controlling the movement of the first virtual object to the second area, and the number of virtual objects deployed in the second area reaches the upper limit of the second area, the terminal displays a first virtual object identifier in the second area (of course, the first virtual object identifier may also be displayed in the first area at this time), wherein the first virtual object identifier is used to indicate that the first account has transferred the first virtual object to the second account, and the number of virtual objects deployed in the second area has reached the upper limit of the second area; in response to the first account controlling the movement of the first virtual object to the second area, and the number of virtual objects deployed in the second area has reached the upper limit of the second area, and the number of virtual objects deployed in the first area has not reached the upper limit of the first area (i.e., the value of the second upper limit when the target area is the second area), the terminal displays the first virtual object in the first area; or, in response to the first account controlling the movement of the first virtual object to the second area, and the number of virtual objects deployed in the second area has reached the upper limit of the second area, the terminal cancels display of the second virtual scene and displays the first virtual scene.

[0131] Exemplarily, the upper limit of the number of the above-mentioned second areas can be equal to the number of virtual objects already existing in the current second area, that is, the second area cannot accommodate new virtual objects. At this time, the first virtual object can be converted into a trophy form, such as the first virtual object 1204 shown in Figure 12 becomes a virtual trophy 1206, and the virtual trophy 1206 is displayed in the above-mentioned first area.

[0132] In some embodiments, when the second area cannot accommodate new virtual objects, the upper limit of the number of the first area is greater than the number of virtual objects that already exist in the current first area. That is, the first area can accommodate new virtual objects and the second virtual object can also be displayed in the first area. In other words, when the terminal detects that the first account places the second virtual object in the second area that can no longer accommodate new virtual objects, the second virtual object will be automatically displayed in the first area.

[0133] In addition, when the second area cannot accommodate the new virtual object, the second virtual scene can be canceled and the first virtual scene can be displayed. At this time, the first virtual object will no longer be displayed in the second virtual scene. The virtual object appears in the first virtual scene. For example, if the first account finds that the second area cannot accommodate the new virtual object, it can drag the first virtual object to the cancel control in the second virtual scene displayed on the terminal display interface through touch screen or other means, indicating that the second virtual scene is canceled. At this time, the second virtual scene will no longer be displayed on the terminal display interface, and the first virtual scene will be displayed instead.

[0134] Through the embodiments of the present application, when the target area is the second area and the number of virtual objects included in the second area reaches the upper limit of the number of the corresponding second area, three different display methods are provided for the first virtual object: displaying the first virtual object identifier in the second area, displaying the first virtual object in the first area, or canceling the display of the first virtual object in the second virtual scene and displaying the first virtual object in the first virtual scene, thereby achieving the purpose of expanding the display method of the first virtual object, thereby improving the game's visual expressiveness.

[0135] As an embodiment, the second interactive operation includes: controlling the first virtual object to move to the target area. In this case, in response to the second interactive operation performed by the first account in the second virtual scene, the above method also includes: in response to the above first account controlling the first virtual object to move to the above target area, and the above target area displays the second virtual object, displaying a third virtual object in the above target area and canceling the display of the above second virtual object, wherein the above second virtual object is allowed to be merged with the above first virtual object into the above third virtual object; in response to the above first account controlling the first virtual object to move to the above target area, and the substitute area corresponding to the above target area displays the above second virtual object, selecting one from the above target area and the above substitute area to display the above third virtual object, and canceling the display of the above second virtual object.

[0136] In more detail, when the target area is the second area and the substitute area is the first area, the terminal controls the first virtual object to move to the second area in response to the first account, and when the second area displays the second virtual object, the third virtual object is displayed in the second area, and the second virtual object is canceled; when the target area is the first area and the substitute area is the second area, the terminal controls the first virtual object to move to the first area in response to the first account, and when the second virtual object is displayed in the first area, the third virtual object is displayed in the first area, and the second virtual object is canceled.

[0137] When the target area is the first area and the substitute area is the second area, the terminal controls the first virtual object to move to the first area in response to the first account, and when the second area displays the second virtual object, the terminal displays the third virtual object in the first area or the second area, and cancels the display of the second virtual object; when the target area is the second area and the substitute area is the first area, the terminal controls the first virtual object to move to the second area in response to the first account, and when the first area displays the second virtual object, the terminal displays the third virtual object in the first area or the second area, and cancels the display of the second virtual object.

[0138] For example, the second virtual object can be understood as the virtual object in the second virtual scene before the first account moves the first virtual object to the second virtual scene, that is, the virtual object already owned by the second account in the current game. The second virtual object can have the same type, level, and other information as the first virtual object, and can include one or more virtual objects. The third virtual object can be understood as a virtual object obtained by merging the first virtual object with other virtual objects.

[0139] For example, the first virtual object is a game character. Before the first account moves the first virtual object to the second area, there are already two game characters of the same type and level as the first virtual object in the second area, namely, the second virtual objects. At this time, the second virtual object and the first virtual object can be merged to obtain a third virtual object. The third virtual object is also a game character of the same type as the first virtual object. The level of the third virtual object can be higher than the levels of the first virtual object and the second virtual object. After the second virtual object and the first virtual object are merged, the second area will no longer display the second virtual object, and the third virtual object will be displayed.

[0140] For another example, the first virtual object is a game character. Before the first account moves the first virtual object to the first area, there is already a game character of the same type and level as the first virtual object in the first area, namely the second virtual object. At this time, the second virtual object and the first virtual object can be merged to obtain a third virtual object. The third virtual object is also a game character of the same type as the first virtual object. The level of the third virtual object can be higher than the levels of the first virtual object and the second virtual object. After the second virtual object and the first virtual object are merged, the first area will no longer display the second virtual object, and the third virtual object will be displayed.

[0141] For another example, if before the first account moves the first virtual object to the first area, there are already three game characters of the same type and level as the first virtual object in the second area, that is, the second virtual object. At this time, the second virtual object and the first virtual object can be merged to obtain a third virtual object. After the second virtual object and the first virtual object are merged, the first area will no longer display the second virtual object, and the third virtual object will be displayed. Similarly, if before the first account moves the first virtual object to the second area, there are already four game characters of the same type and level as the first virtual object in the first area, that is, the second virtual object. At this time, the second virtual object and the first virtual object can be merged to obtain a third virtual object. After the second virtual object and the first virtual object are merged, the second area will no longer display the second virtual object, and the third virtual object will be displayed.

[0142] Exemplarily, when the first account moves the first virtual object to the first area, the terminal can merge it with the second virtual object in the first area, or with the second virtual object in the second area, to obtain a third virtual object, and then display the third virtual object in the first area while canceling the display of the second virtual object; when the first account moves the first virtual object to the second area, the terminal can merge it with the second virtual object in the first area, or with the second virtual object in the second area, to obtain a third virtual object, and then display the third virtual object in the second area while canceling the display of the second virtual object. Moreover, in an embodiment of the present application, the area occupied by each virtual object may be of different sizes. For example, the area occupied by the first virtual object may be smaller than the area occupied by the third virtual object. Assume that the third virtual object obtained by merging the first virtual object and the second virtual object needs to occupy area A, and both the first virtual object and the second virtual object need to occupy area B (area B is smaller than area A). At this time, if the area of ​​the first area that can currently accommodate virtual objects is area B, the area of ​​the second area that can currently accommodate virtual objects is area C, and area C is greater than or equal to area A, that is, if the first area cannot accommodate the third virtual object, but the second area can accommodate the third virtual object, the terminal will automatically select the second area to display the third virtual object.

[0143] Through the embodiments of the present application, when a second virtual object exists in a second virtual scene, a merge operation can be performed on the second virtual object and the first virtual object to obtain a third virtual object. The third virtual object can be displayed in the first area and also in the second area, thereby realizing rapid merging of the first virtual object to obtain a third virtual object of the same type as the first virtual object but with a higher level, thereby providing a richer gaming experience for the second account. In addition, the second virtual object is automatically merged with the first virtual object, thereby achieving the purpose of increasing the rate at which the second account obtains the third virtual object.

[0144] As an implementation scheme, in response to the first account controlling the first virtual object to move to the target area, and the second virtual object being displayed in the substitute area corresponding to the target area, one of the target area and the substitute area is selected to display the third virtual object, including: in response to the first account controlling the first virtual object to move to the target area, the second virtual object is displayed in the substitute area, and the number of virtual objects deployed in the target area reaches the first upper limit, the third virtual object is displayed in the substitute area; in response to the first account controlling the first virtual object to move to the target area, the second virtual object is displayed in the substitute area, and the number of virtual objects deployed in the target area does not reach the first upper limit, the third virtual object is displayed in the target area.

[0145] When the target area is the first area and the substitute area is the second area, the terminal controls the first virtual object to move to the first area in response to the first account, and the second virtual object is displayed in the second area, and the number of virtual objects deployed in the first area reaches the upper limit of the first area, then the third virtual object is displayed in the second area; when the first account controls the first virtual object to move to the first area, the second virtual object is displayed in the second area, and the number of virtual objects deployed in the first area does not reach the upper limit of the first area, then the third virtual object is displayed in the first area.

[0146] When the target area is the second area and the substitute area is the first area, the terminal controls the first virtual object to move to the second area in response to the first account, and the first area displays the second virtual object, and the number of virtual objects deployed in the second area reaches the upper limit of the second area, the third virtual object is displayed in the first area; when the first account controls the first virtual object to move to the second area, the first area displays the second virtual object, and the number of virtual objects deployed in the second area does not reach the upper limit of the second area, the third virtual object is displayed in the second area.

[0147] Exemplarily, when the first account moves the above-mentioned first virtual object to the first area, and the number of virtual objects in the first area has reached the upper limit of the number of the first area, that is, when the first area cannot accommodate new virtual objects, at this time, the third virtual object generated by merging the first virtual object with the second virtual object in the second area can be displayed in the second area, and the second virtual object will no longer be displayed in the second area. When the first account moves the above-mentioned first virtual object to the first area, and the number of virtual objects in the first area has not reached the upper limit of the number of the first area, that is, when the first area can accommodate new virtual objects, at this time, the third virtual object generated by merging the first virtual object with the second virtual object in the second area can be displayed in the first area, and the second virtual object will no longer be displayed in the first area.

[0148] As an implementation scheme, the second interactive operation includes: controlling the first virtual object to move to a cancel control, so that the terminal's processing in response to the second interactive operation performed by the first account in the second virtual scene also includes the following processing: in response to the first account controlling the first virtual object to move to a cancel control, canceling the display of the second virtual scene, displaying the first virtual scene, and displaying the first virtual object in the first virtual scene, and the cancel control is a control for canceling the transfer of the first virtual object to the second account.

[0149] Among them, the cancel control can be set in the third area of ​​the second virtual scene, that is, the terminal can exit the second virtual scene and redisplay the first virtual scene in response to the first account controlling the first virtual object to move to the cancel control set in the third area.

[0150] As an implementation scheme, the first virtual object is controlled to move to the fourth area, so that the terminal's processing in response to the second interactive operation performed by the first account in the second virtual scene also includes the following processing: in response to the first account controlling the first virtual object to move to the fourth area in the second virtual scene, the first virtual object is displayed in the fourth area, wherein the movement of the first virtual object to the fourth area indicates that the first account allows the second account to use the first virtual object transferred from the first account to the second account in the next round of the current game.

[0151] In an embodiment of the present application, the above-mentioned third area can be understood as an area in the above-mentioned second virtual scene, and the above-mentioned fourth area can be understood as an area in the above-mentioned second virtual scene. The third area, the fourth area and the first area and the second area may have overlapping parts. This application does not limit the positional relationship between the first area, the second area, the third area and the fourth area.

[0152] For example, FIG15 is a schematic diagram of another optional method for displaying virtual objects according to an embodiment of the present application. As shown in FIG15 , if the first account moves the first virtual object in the second virtual scene 1502 to the third area 1504, and the third area 1504 includes a cancel control, the terminal display interface of the first account will no longer display the second virtual scene 1502, but instead display the first virtual scene 1506 associated with the first account. That is, when the first virtual object is displayed in the third area 1504, it means that the game screen on the terminal display interface of the first account is switched, and the second virtual scene 1502 is converted into the first virtual scene 1506. In addition, if the first account moves the first virtual object in the second virtual scene to the fourth area, at this time, the first virtual object may not be used in the current round of the current game, but may be used in the next round of the current game. In other words, displaying the first virtual object in the fourth area indicates that the first virtual object is one of the virtual objects owned by the second account in the next round of the current game.

[0153] Through the embodiments of the present application, when it is necessary to cancel the display of the first virtual object in the second virtual scene, the first virtual object will be displayed in the third area, or when the first virtual object is used in the next round of the current game, the first virtual object will be displayed in the fourth area. This achieves the purpose of expanding the display method of the first virtual object and improving the quality of the game play and the interactive experience of the game.

[0154] As an implementation scheme, the first interactive operation may include: an object selection sub-operation and an account selection sub-operation, so that, in response to the first interactive operation performed by the first account in the first virtual scene, the second virtual scene and the first virtual object corresponding to the second account are displayed, including: in response to the object selection sub-operation, determining the first virtual object from the group of virtual objects, and displaying the virtual object identifier of the first virtual object, wherein the virtual object identifier allows controlled movement; in response to the account selection sub-operation, moving the virtual object identifier to the target account identifier, and determining the account corresponding to the target account identifier in the group of accounts as the second account; in response to the second account being determined, displaying the corresponding second virtual scene, and displaying the first virtual object in the second virtual scene.

[0155] In an embodiment of the present application, the above-mentioned virtual object identifier can be used to represent a first virtual object, and the virtual object identifier is movable. In other words, the first account can move the virtual object identifier by touching the screen or other means. The movement of the virtual object identifier indicates a change in the area where the first virtual object is located. The first account can determine the first virtual object from a group of virtual objects, and use the virtual object identifier to represent the first virtual object in the first virtual scene and the second virtual scene. The object selection sub-operation refers to the operation of the first account selecting a virtual object from a group of virtual objects. The virtual object selected by the object selection sub-operation is the first virtual object. The account selection sub-operation refers to the operation of selecting an account from a group of accounts. The account selected by the account selection sub-operation is the second account.

[0156] The target account identifier can be used to represent the second account. The first account can use the account selection sub-operation to move the virtual object identifier to an account identifier. This account identifier becomes the target account identifier. This allows the second account to be identified using the target account identifier. After the second account is identified, the terminal display interface of the first account will no longer display the first virtual scene, but instead display the second virtual scene. The first virtual object will then appear in the second virtual scene. The account selection sub-operation can be implemented as a drag operation on the virtual object identifier.

[0157] Through the embodiments of the present application, a virtual object identifier is used to refer to the first virtual object, and the second account that receives the first virtual object is determined by moving the virtual object identifier to the target account identifier, thereby achieving the purpose of quickly determining the second account, thereby achieving the technical effect of improving the display efficiency of the second game scene.

[0158] As an embodiment, the object selection sub-operation includes: a first operation or a second operation. In this case, in response to the object selection sub-operation, the first virtual object is determined from the group of virtual objects, and the virtual object identifier of the first virtual object is displayed, including one of the following processes: in response to the first operation of selecting a virtual object in the group of virtual objects, the virtual object corresponding to the first operation is determined as the first virtual object, and the virtual object identifier is displayed; in response to the second operation of applying a target virtual prop to a virtual object in the group of virtual objects, the virtual object to which the target virtual prop is applied is determined as the first virtual object, and the virtual object identifier is displayed, wherein the target virtual prop is used to transfer virtual objects between different accounts.

[0159] In the embodiment of the present application, the first operation and the second operation may include, but are not limited to, touch operations implemented on a touch screen, or touch operations performed via an input device such as a mouse, keyboard, or stylus. The target virtual item may be understood as a virtual resource owned by the first account. The target virtual item may be used to transfer a virtual object held by one account to another account, such as a rune item. The target virtual item may be used to enhance the attributes of the virtual object. This may be understood as giving a virtual object equipped with the target virtual item greater capabilities than a virtual object not equipped with the target virtual item. For example, assuming the virtual object is a warrior, the movement speed of the virtual object equipped with the target virtual item may be faster than that of the virtual object not equipped with the target virtual item.

[0160] Exemplarily, after the first account performs a first operation on a virtual object in the set of virtual objects, the virtual object is determined to be the first virtual object. At this time, the virtual object identifier corresponding to the first virtual object is displayed in the first virtual scene. For another example, FIG16 is a schematic diagram of another optional method for displaying virtual objects according to an embodiment of the present application. As shown in FIG16, a second operation is performed on a target virtual prop 1602. For example, after selecting the target virtual prop 1602 by touching the screen, the target virtual prop 1602 is dragged to a virtual object 1604 in the set of virtual objects, and the target virtual prop 1602 is applied to the virtual object 1604, thereby determining the virtual object 1604 as the first virtual object.

[0161] As an implementation scheme, the above-mentioned determining the account corresponding to the target account identifier in the above-mentioned group of accounts as the second account includes: when the length of time that the above-mentioned virtual object identifier stays on the above-mentioned target account identifier meets the time condition, determining the account corresponding to the above-mentioned target account identifier in the above-mentioned group of account identifiers as the above-mentioned second account.

[0162] Exemplarily, the above-mentioned account selection sub-operation may include but is not limited to touch operations implemented on a touch screen, or touch operations performed by input devices such as a mouse, keyboard, and stylus. For example, the virtual object identifier is moved to an account identifier of the above-mentioned group of account identifiers by touching the screen, and the account identifier is the target account identifier.

[0163] It should be noted that after the above-mentioned virtual object identifier is moved to the target account identifier by dragging, it can stay on the target account identifier for a period of time. The above-mentioned duration condition can be understood as the preset duration of the virtual object identifier. For example, when the duration of the virtual object identifier staying on an account identifier is greater than or equal to 1 second, it is considered that the duration of the virtual object identifier staying on the target account identifier meets the duration condition, and the account identifier is determined as the target account identifier. If the duration of the virtual object identifier staying on an account identifier is less than 1 second, it is considered that the duration of the virtual object identifier staying on the target account identifier does not meet the duration condition.

[0164] As an implementation scheme, after the above-mentioned virtual object identifier is moved to the above-mentioned target account identifier in response to the above-mentioned object moving sub-operation, and before the account corresponding to the above-mentioned target account identifier in the above-mentioned group of accounts is determined as the above-mentioned second account when the above-mentioned virtual object identifier stays on the above-mentioned target account identifier and satisfies the duration condition, the above-mentioned method also includes: highlighting the above-mentioned target account identifier and displaying the timer corresponding to the target account identifier.

[0165] In this case, when the length of time that the virtual object identifier stays on the target account identifier meets the length of time condition, the account corresponding to the target account identifier in the group of accounts is determined as the second account. This can be achieved through the following processing: when the timer corresponding to the target account identifier indicates that the length of time that the virtual object identifier stays on the target account identifier meets the length of time condition, the account corresponding to the target account identifier in the group of accounts is determined as the second account.

[0166] It should be noted that, after highlighting the target account identifier and displaying the timer corresponding to the target account identifier, the following processing may also be included: when the timer indicates that the length of time the virtual object identifier stays on the target account identifier has not met the time condition, in response to controlling the virtual object identifier to leave the selection cancellation sub-operation of the target account identifier, the highlighting of the target account identifier is canceled, and the display of the timer is canceled.

[0167] It should be noted that the display area corresponding to the aforementioned set of account identifiers includes display sub-areas, and one account identifier within the set of account identifiers is located in a display sub-area. When a virtual object identifier is moved to a display sub-area, the account identifier in that display sub-area will be highlighted, and a timer will be displayed on the game screen. If the virtual object identifier moves to the display sub-area corresponding to the target account identifier, the target account identifier will be highlighted, and the displayed timer will be the timer for the target account identifier. If the virtual object identifier remains on the target account identifier for a period of time that meets the duration condition, the game screen displayed on the terminal display interface of the first account will no longer display the first virtual scene, but will instead display the second virtual scene, and the first virtual object will be displayed in the second virtual scene.

[0168] In some embodiments, if the virtual object identifier moves to the display sub-area corresponding to the target account identifier, the target account identifier is highlighted. However, the length of time the virtual object identifier stays on the target account identifier does not meet the duration condition. It can be understood that at this time the first account control moves the virtual object identifier again to cancel the operation of selecting the account corresponding to the target account identifier as the second account, so that the virtual object identifier is no longer in the display sub-area corresponding to the target account identifier, and the highlighting of the target account identifier and the timer will be canceled.

[0169] Through the embodiments of the present application, the target account identifier is highlighted when the virtual object identifier is moved to the display sub-area corresponding to the target account identifier, and a timer is used to reflect the length of time the virtual object identifier stays on the target account identifier. When the length of time the virtual object identifier stays on the target account identifier meets the time condition, the account corresponding to the target account identifier is determined as the second account. Otherwise, the second account cannot be determined, so as to achieve the purpose of quickly identifying and locating the second account, and further, achieve the technical effect of improving the game account experience and operation efficiency.

[0170] In an exemplary embodiment, taking tactical strategy electronic games as an example, the present application can be applied to the teammate cooperation application scenario of the auto chess game, wherein two accounts form a team, and the above two accounts generate interactive data during the game, which may include but is not limited to giving virtual resources, etc. For example, one account gives a virtual object to another account, allowing the other account to achieve a game achievement and synthesize the low-level virtual objects it owns into a high-level virtual object. In the related art, since chess pieces are sent one-way between accounts, when the sending account, i.e., the first account, and the receiving account, i.e., the second account, do not communicate in real time, if the receiving account is busy and cannot get off the field to pick up the chess pieces in time, the receiving account cannot use the chess pieces in the game. The sending account can only send chess pieces to the receiving account and cannot help the receiving account use the chess pieces. When the sending account and the receiving account use the two-player mode to enter the game, the number of decisions and operation costs of the accounts in the same round time period are increased. The related technical solution cannot easily realize the transfer of chess pieces between the sender and the receiver, making the two-player mode more difficult than the ordinary mode. That is, when the sending account and the receiving account cannot communicate face to face or communicate with each other through microphones, the difficulty of the two-player mode increases due to information errors and insufficient communication in the current communication methods of both parties.

[0171] For example, the virtual object display method proposed in this application can be applied to the team cooperation application scenario of the Auto Chess game in the following manner. Assume that a first account and a second account form a team to play the game:

[0172] S1, the terminal detects that the first account selects the first virtual object when performing the following operations on the terminal display interface. The operation (i.e., the object selection sub-operation) may include but is not limited to long pressing the first virtual object, single-clicking the first virtual object, double-clicking the first virtual object, etc. When the first virtual object is selected, the first virtual object can be moved to a designated area of ​​the terminal display interface by dragging or the like (account selection sub-operation) to select the second account. The designated area may include but is not limited to the right edge of the terminal display interface, the left edge of the terminal display interface, the teammate avatar area of ​​the account list on the right side of the terminal display interface, and the account identification area of ​​the second account in the account list on the left side of the terminal display interface, wherein the account list may include but is not limited to the account identification of the first account, the account identification of the second account, and the account identification of other teams that are playing against the first account and the second account;

[0173] S2: The account identifier of the second account (i.e., the target account identifier) ​​is highlighted, and when the second account enters a standby state, a countdown bar (i.e., a timer) is displayed in a designated area of ​​the terminal display interface of the first account, and the countdown begins. The designated area may include, but is not limited to, the right side or left side of the terminal display interface. The countdown bar time can be flexibly set and is not limited in this application.

[0174] S3, the terminal detects that the first account maintains the action of moving the first virtual object to the account identification area of ​​the second account on the terminal display interface, that is, after moving the first virtual object to the account identification area of ​​the second account, no further action is taken. For example, the first account drags the first virtual object to the account identification area of ​​the second account with a finger and does not release it, waiting for the countdown reading bar to end, for example, waiting for 1 second (i.e., the time length condition). At this time, the terminal displays the chessboard of the second account (i.e., the second virtual scene) on the terminal display interface of the first account, so that the first account can see the chessboard of the second account and the information displayed on the terminal display interface of the second account;

[0175] S4, displaying the chessboard of the second account in the interface of the first account, may include but is not limited to continuing the action performed on the first virtual object, for example, giving the first virtual object to the second account, selecting the first virtual object by touch screen or other means and dragging it in the chessboard of the second account, that is, the first account drags the first virtual object to an area in the chessboard battle area of ​​the second account. If the number of virtual objects on the chessboard battle area of ​​the second account does not reach the upper limit of virtual objects, the first virtual object will be placed in an area of ​​the chessboard battle area as a chess piece, wherein the virtual objects in the chessboard battle area can participate in the current battle. That is, there are still free areas in the chessboard battle area of ​​the second account where chess pieces can be placed. When the terminal detects that the first account drags the first virtual object to an area in the chessboard battle area of ​​the second account, and after the first account lets go, the first virtual object will be displayed in a free area in the chessboard battle area of ​​the second account, so that the second virtual object can enter the current battle as a virtual object of the second account;

[0176] S5, when it is detected that the first account drags the first virtual object to an area in the chessboard battle area (first area) of the second account, and the number of virtual objects in the chessboard battle area of ​​the second account has reached the upper limit of virtual objects, the terminal will change the form of the first virtual object, which may include but is not limited to, the first virtual object was originally in the form of a chess piece and can enter the current battle, and at this time it is transformed into a virtual trophy form (i.e., a virtual object identifier) ​​that does not enter the current battle, and is displayed in the chessboard battle area of ​​the second account. The second account can pick up the first virtual object in the chessboard battle area in the following ways, including but not limited to long pressing the first virtual object, single-clicking the first virtual object, double-clicking the first virtual object, etc., that is, when the number of virtual objects in the chessboard battle area of ​​the second account has reached the upper limit of the number of virtual objects and there is no free area to place the first virtual object, if the terminal detects that the first account drags the first virtual object to an area in the chessboard battle area of ​​the second account, and after the first account lets go, the first virtual object will be changed into a form that is easy for the second account to pick up and displayed;

[0177] S6, detecting whether the first account drags the first virtual object to the chessboard preparation area of ​​the second account. Wherein, the chessboard preparation area of ​​the second account may include but is not limited to multiple virtual objects, and the virtual object in the chessboard preparation area of ​​the second account (i.e., the second area) does not participate in the current battle. Only when the second account issues an instruction for the virtual object to participate in the battle, the virtual object will enter the chessboard battle area to fight; and the virtual object in the chessboard preparation area of ​​the second account can be upgraded, and the upgrade method may include but is not limited to when a virtual object wins in a battle, usually gaining experience points, when a certain amount of experience points is accumulated, the virtual object will be upgraded to improve its own attributes and abilities, using specific virtual props to directly upgrade the level of the virtual object, or, when the virtual object is in a specific area of ​​the chessboard to achieve upgrades, etc., or, when there are a specified number of virtual objects of the same type, multiple low-level virtual objects are merged and upgraded to obtain a high-level virtual object, for example, two low-level virtual objects of the same type can be synthesized into a high-level virtual object;

[0178] S7-1, in step S6, assuming that the first account lets go, the first virtual object will be placed in the chessboard preparation area of ​​the second account. If the first virtual object cannot be upgraded in the chessboard preparation area of ​​the second account, the first virtual object can be placed in the chessboard preparation area of ​​the second account as a virtual object for preparation. Only when the second account issues a command for the first virtual object to join the battle, the first virtual object will move to the chessboard battle area to fight; or, if the first virtual object meets the upgrade conditions, the first virtual object will be upgraded. For example, if the second account obtains a virtual object of the same type and level as the first virtual object, the terminal can merge the virtual object with the first virtual object to obtain a higher-level first virtual object;

[0179] S7-2: In step S6, assuming that the first account releases the first virtual object, the first virtual object will be placed in the chessboard preparation area of ​​the second account. If the first virtual object meets the upgrade conditions, the terminal upgrades the first virtual object to obtain a higher-level virtual object D, and places the virtual object D in the chessboard preparation area of ​​the second account.

[0180] S7-3, in step S6, assuming that the first account releases the game, and the number of virtual objects in the second account's chessboard preparation area has reached the upper limit, that is, no new virtual objects can be placed in the second account's chessboard preparation area, then the terminal will change the form of the first virtual object so that the first virtual object becomes a virtual loot that can be placed in the chessboard battle area and picked up by the second account;

[0181] S8. After displaying the chessboard of the second account, the terminal can also cancel the display of the chessboard of the second account upon detecting the following operation, and display the first virtual scene of the first account again on the terminal display interface. The above operation includes but is not limited to dragging the first virtual object to the cancel button on the terminal display interface and releasing it.

[0182] It should be noted that if in step S1, the first account does not move the first virtual object to the designated area of ​​the terminal display interface, subsequent operations will not be performed. In other words, in step S1, it can be detected whether the first account has moved the first virtual object to the designated area of ​​the terminal display interface. Assume that the first account moves the first virtual object to the designated area of ​​the terminal display interface, the account identification area of ​​the second account is highlighted, and a countdown bar appears. In addition, the countdown bar time can be set to 1 second. Before the countdown bar time ends, if the first account moves the first virtual object out of the designated area of ​​the terminal display interface, the highlight and countdown bar display of the account identification area of ​​the second account are cancelled. If the first account keeps the first virtual object in the designated area of ​​the terminal display interface, the display of the chessboard is switched, and the first account enters the chessboard of the second account.

[0183] In the above step S5, assuming that the first account drags the first virtual object to an area in the chessboard battle area of ​​the second account and then lets go, it is first determined whether the number of virtual objects in the chessboard battle area of ​​the second account has reached the upper limit of the level limit of the second account. Only when the number of virtual objects in the chessboard battle area of ​​the second account has not reached the upper limit of the level limit of the second account, the subsequent operations will continue to be executed. When the number of virtual objects in the chessboard battle area of ​​the second account has reached the upper limit of the level limit of the second account, when the first account drags the first virtual object to an area in the chessboard battle area of ​​the second account and then lets go, the first virtual object will automatically become a virtual loot and fall in the chessboard battle area of ​​the second account. Otherwise, the first virtual object will be directly placed in the area where the first account let go.

[0184] In the above-mentioned step S6, after the first account drags the first virtual object to the chessboard preparation area of ​​the second account and releases it, it is first determined whether there are already a specified number of virtual objects of the same level and type as the first virtual object in the chessboard preparation area of ​​the second account. In addition, this application does not specifically limit the above-mentioned specified number. For example, it can be two, or it can be three, etc. The virtual object is a low-level virtual object. If it exists, the first virtual object will be merged and upgraded. That is, assuming that there are already two virtual objects of the same level and type as the first virtual object in the chessboard preparation area of ​​the second account, these two virtual objects will be merged and upgraded with the first virtual object to obtain a virtual object of a higher level, and the virtual object will be placed in the chessboard preparation area of ​​the second account. At this time, the chessboard preparation area of ​​the second account will no longer have the above-mentioned two virtual objects of the same level and type as the first virtual object, and only the upgraded and merged virtual object will exist.

[0185] In addition, if there are no specified number of virtual objects of the same level and type as the first virtual object in the chessboard preparation area of ​​the second account, it will be determined whether the number of virtual objects in the chessboard preparation area of ​​the second account has reached the upper limit. If the number of virtual objects in the chessboard preparation area has reached the upper limit, after the first account drags the first virtual object to the chessboard preparation area of ​​the second account and lets go, the first virtual object will automatically become a virtual loot and fall into the chessboard of the second account. Otherwise, the first virtual object will be directly placed in the area where the first account lets go.

[0186] It should be noted that if the first account releases the button within the range of the cancel button on the terminal display interface, it means canceling the gift of the first virtual object to the second account. At this time, the chessboard of the second account will no longer be displayed on the terminal display interface of the first account, but the chessboard of the first account will be displayed, and the first virtual object will cancel the dragging action.

[0187] Exemplarily, this solution provides a method for displaying virtual objects, where an account can give virtual objects to other accounts in the same team as the account, and directly assist the account receiving the virtual object to prepare the virtual object on the preparation seat. For the giving account, when giving the virtual object, there is no need to switch back and forth between the terminal display interface of the giving account and the receiving account to verify the gift information of the virtual object, which effectively reduces the operating cost. For the receiving account, when there is a vacant seat on the preparation seat or the chessboard, the received virtual object can be directly placed in the preparation seat or the virtual object can be directly put on the field to enter the battle. There is no need to go off the field to pick up the virtual object, which reduces the operation steps and improves the processing efficiency of the virtual object. In addition, the decision-making pressure of the receiving account is reduced within the countdown of the same round, and the account in the same team can assist in the operation, making the operation smoother and more convenient, reducing the difficulty of the receiving account in operating the virtual object, and improving the gaming experience of the receiving account.

[0188] It is understandable that in the specific implementation of this application, related data such as user information is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.

[0189] It should be noted that for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that this application is not limited by the order of the actions described, because according to this application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by this application.

[0190] According to another aspect of the embodiments of the present application, a virtual object display device for implementing the above-mentioned virtual object display method is also provided. As shown in FIG17 , the device includes:

[0191] A first display module 1702 is configured to display a first virtual scene corresponding to a first account in a current game, wherein the accounts participating in the current game include a group of accounts, the group of accounts includes the first account, and the first virtual scene displays a group of virtual objects owned by the first account;

[0192] The second display module 1704 is configured to display a second virtual scene and a first virtual object corresponding to the second account in response to a first interactive operation performed by the first account in the first virtual scene, wherein the first interactive operation is an operation of determining the first virtual object from the set of virtual objects and determining the second account from accounts in the set of accounts other than the first account;

[0193] The third display module 1706 is configured to display the first virtual object in a target area in the second virtual scene in response to a second interactive operation performed by the first account in the second virtual scene, wherein the second interactive operation is an operation of determining the target area from the second virtual scene, and the display of the first virtual object in the target area indicates that the first virtual object is held by the second account.

[0194] In the above scheme, the second interactive operation includes: controlling the first virtual object to move to a target area; the above device is configured to display the first virtual object in the target area in the above second virtual scene in response to the second interactive operation performed by the above first account in the above second virtual scene in the following manner: in response to the above first account controlling the first virtual object to move to the target area in the above second virtual scene, determining a first comparative relationship between the number of virtual objects deployed in the target area and a first upper limit; when the above first comparative relationship indicates that the number of virtual objects deployed in the above target area has not reached the first upper limit, displaying the first virtual object in the above target area.

[0195] In the above scheme, the above device is configured to respond to the first account controlling the first virtual object to move to the target area in the second virtual scene, and after determining a first comparative relationship between the number of virtual objects deployed in the target area and a first upper limit, perform the following processing: when the first comparative relationship indicates that the number of virtual objects deployed in the target area has reached the first upper limit, perform one of the following processing: display a virtual object identifier in the above target area, wherein the above virtual object identifier is used to indicate that the above first account has transferred the above first virtual object to the above second account, and the number of virtual objects deployed in the above target area has reached the above first upper limit; determine a second comparative relationship between the virtual objects deployed in the substitute area corresponding to the target area and a second upper limit, and when the second comparative relationship indicates that the number of virtual objects deployed in the above substitute area has not reached the above second upper limit, display the above first virtual object in the above substitute area; cancel the display of the above second virtual scene, and display the above first virtual scene.

[0196] In the above scheme, the second interactive operation includes: controlling the first virtual object to move to the target area; the above device is further configured to respond to the second interactive operation performed by the above first account in the above second virtual scene in the following manner: in response to the above first account controlling the first virtual object to move to the above target area, and the above target area displays the second virtual object, displaying a third virtual object in the above target area, and canceling the display of the above second virtual object, wherein the above second virtual object is allowed to be merged with the above first virtual object into the above third virtual object; in response to the above first account controlling the first virtual object to move to the above target area, and the substitute area corresponding to the above target area displays the above second virtual object, selecting one from the above target area and the above substitute area to display the above third virtual object, and canceling the display of the above second virtual object.

[0197] In the above scheme, the above device is configured to, in response to the first account controlling the first virtual object to move to the target area and the second virtual object being displayed in the substitute area corresponding to the target area, select one from the target area and the substitute area to display the third virtual object in the following manner: in response to the first account controlling the first virtual object to move to the target area, the second virtual object being displayed in the substitute area, and the number of virtual objects deployed in the target area reaches the first upper limit, display the third virtual object in the substitute area; in response to the first account controlling the first virtual object to move to the target area, the second virtual object being displayed in the substitute area, and the number of virtual objects deployed in the target area does not reach the first upper limit, display the third virtual object in the target area.

[0198] In the above scheme, the second interactive operation includes: controlling the first virtual object to move to the cancel control; the above device is also configured to respond to the second interactive operation performed by the above first account in the above second virtual scene in the following manner: in response to the above first account controlling the above first virtual object to move to the above cancel control, canceling the display of the above second virtual scene, displaying the above first virtual scene, and displaying the above first virtual object in the above first virtual scene, and the above cancel control is a control for canceling the transfer of the first virtual object to the second account.

[0199] In the above scheme, the first interactive operation includes: an object selection sub-operation and an account selection sub-operation; the above device is further configured to display the second virtual scene and the first virtual object corresponding to the second account in response to the first interactive operation performed by the above first account in the above first virtual scene in the following manner: in response to the above object selection sub-operation, the above first virtual object is determined from the above group of virtual objects, and the virtual object identifier of the above first virtual object is displayed, wherein the above virtual object identifier allows controlled movement; in response to the account selection sub-operation, the above virtual object identifier is moved to the target account identifier, and the account corresponding to the target account identifier in the above group of accounts is determined as the above second account; in response to the above second account being determined, the corresponding above second virtual scene is displayed, and the above first virtual object is displayed in the above second virtual scene.

[0200] In the above scheme, the object selection sub-operation includes: a first operation or a second operation; the above device is configured to respond to the object selection sub-operation in one of the following ways, determine the above-mentioned first virtual object from the above-mentioned group of virtual objects, and display the virtual object identifier of the above-mentioned first virtual object: in response to the first operation of selecting a virtual object in the above-mentioned group of virtual objects, determine the virtual object corresponding to the above-mentioned first operation as the above-mentioned first virtual object, and display the virtual object identifier; in response to the second operation of applying the target virtual prop to the virtual object in the above-mentioned group of virtual objects, determine the virtual object to which the above-mentioned target virtual prop is applied as the above-mentioned first virtual object, and display the above-mentioned virtual object identifier, wherein the above-mentioned target virtual prop is used to transfer virtual characters between different accounts.

[0201] In the above scheme, the above device is also configured to determine the account corresponding to the target account identifier in the group of accounts as the second account in the following manner: when the length of time that the above virtual object identifier stays on the above target account identifier meets the time condition, the account corresponding to the above target account identifier in the group of accounts is determined as the above second account.

[0202] In the above scheme, the above device is also configured to: highlight the target account identifier and display the timer corresponding to the target account identifier; when the above timer indicates that the length of time the above virtual object identifier stays on the above target account identifier meets the above time condition, the account corresponding to the target account identifier in the group of accounts is determined as the second account.

[0203] In the above scheme, the above device is also configured to: when the above timer indicates that the stay time of the above virtual object identifier on the above target account identifier has not met the above time condition, in response to the selection cancellation sub-operation of controlling the above virtual object identifier to leave the above target account identifier, cancel the highlighting of the above target account identifier and cancel the display of the above timer.

[0204] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program that has a predetermined function and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.

[0205] Regarding the apparatus in the above embodiment, the specific manner in which each module performs operations has been described in detail in the embodiment of the method, and will not be elaborated here.

[0206] An embodiment of the present application provides a computer program product, which includes a computer program or computer-executable instructions. When the computer program or computer-executable instructions are executed by a processor, the method for displaying a virtual object provided by the embodiment of the present application is implemented.

[0207] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0208] FIG18 schematically shows a block diagram of a computer system structure of an electronic device for implementing an embodiment of the present application.

[0209] It should be noted that the computer system 1800 of the electronic device shown in FIG18 is merely an example and should not impose any limitations on the functions and scope of use of the embodiments of the present application.

[0210] As shown in Figure 18, the computer system 1800 includes a central processing unit (CPU) 1801, which can perform various appropriate actions and processes according to the program stored in the read-only memory 1802 (ROM) or the program loaded from the storage part 1808 into the random access memory 1803 (RAM). Various programs and data required for system operation are also stored in the random access memory 1803. The CPU 1801, the read-only memory 1802, and the random access memory 1803 are connected to each other via a bus 1804. An input / output interface 1805 (i.e., an I / O interface) is also connected to the bus 1804.

[0211] The following components are connected to the input / output interface 1805: an input section 1806 including a keyboard, a mouse, and the like; an output section 1807 including devices such as a cathode ray tube (CRT), a liquid crystal display (LCD), and speakers; a storage section 1808 including a hard disk; and a communication section 1809 including a network interface card such as a local area network card or a modem. The communication section 1809 performs communication processing via a network such as the Internet. A drive 1810 is also connected to the input / output interface 1805 as needed. Removable media 1811, such as a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, is installed in the drive 1810 as needed, so that computer programs read therefrom can be installed into the storage section 1808 as needed.

[0212] In particular, according to an embodiment of the present application, the processes described in the various method flow charts can be implemented as computer software programs. For example, an embodiment of the present application includes a computer program product comprising a computer program or computer executable instructions carried on a computer-readable medium, wherein the computer program or computer executable instructions contain program code for executing the methods shown in the flow charts. In such an embodiment, the computer program can be downloaded and installed from a network via the communication portion 1809 and / or installed from a removable medium 1811. When the computer program or computer executable is executed by the central processor 1801, the various functions defined in the system of the present application are performed.

[0213] In such an embodiment, the computer program or computer executable instructions can be downloaded and installed from the network through the communication portion 1809, and / or installed from the removable medium 1811. When the computer program or computer executable instructions are executed by the central processing unit 1801, various functions provided by the embodiments of the present application are performed.

[0214] According to another aspect of the embodiments of the present application, an electronic device for implementing the above-mentioned method for displaying a virtual object is also provided. The electronic device may be a terminal or a server as shown in FIG1 . This embodiment is described using the electronic device as an example of a terminal. As shown in FIG19 , the electronic device includes a memory 1902 and a processor 1904. The memory 1902 stores a computer program or computer-executable instructions. The processor 1904 is configured to execute the steps in any of the above-mentioned method embodiments through the computer program or computer-executable instructions.

[0215] In this embodiment, the electronic device may be located in at least one network device among a plurality of network devices in a computer network.

[0216] In this embodiment, the above-mentioned processor can be configured to execute the methods in each embodiment of the present application through a computer program.

[0217] Those skilled in the art will appreciate that the structure shown in FIG19 is merely illustrative and does not limit the structure of the electronic device. For example, the electronic device may include more or fewer components (such as network interfaces) than those shown in FIG19 , or may have a configuration different from that shown in FIG19 .

[0218] Memory 1902 can be used to store software programs and modules, such as program instructions / modules corresponding to the virtual object display method and device in the embodiments of the present application. Processor 1904 executes the software programs and modules stored in memory 1902 to perform various functional applications and data processing, thereby implementing the aforementioned virtual object display method. Memory 1902 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some embodiments, memory 1902 may further include memory remotely located from processor 1904, which can be connected to the terminal via a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof. Memory 1902 can specifically, but is not limited to, be used to store information such as the first virtual object, the second virtual object, and the third virtual object. As an example, as shown in FIG. 19 , memory 1902 may, but is not limited to, include the first display module 1702, the second display module 1704, and the third display module 1706 of the aforementioned virtual object display device. In addition, it may also include but is not limited to other module units in the above-mentioned virtual object display device, which will not be repeated in this example.

[0219] The transmission device 1906 is used to receive or send data via a network. Specific examples of the network include wired networks and wireless networks. In one embodiment, the transmission device 1906 includes a network interface controller (NIC), which can be connected to other network devices and a router via a network cable to communicate with the Internet or a local area network. In one embodiment, the transmission device 1906 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0220] In addition, the electronic device further includes: a display 1908 for displaying the first game scene and the second game scene; and a connection bus 1910 for connecting various module components in the electronic device.

[0221] In other embodiments, the terminal or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, which may be a distributed system formed by connecting multiple nodes via network communication. The nodes may form a peer-to-peer network, and any computing device, such as a server, terminal, or other electronic device, may become a node in the blockchain system by joining the peer-to-peer network.

[0222] An embodiment of the present application provides a computer-readable storage medium, and a processor of an electronic device reads the computer program or computer-executable instructions from the computer-readable storage medium, and the processor executes the computer program or computer-executable instructions, so that the electronic device executes the virtual object display method provided in various optional implementations of the above-mentioned virtual object display.

[0223] In this embodiment, the above-mentioned computer-readable storage medium can be configured to store data for executing the methods in various embodiments of the present application.

[0224] In this embodiment, a person of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructing terminal-related hardware through a program, and the program can be stored in a computer-readable storage medium, which may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0225] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0226] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above-mentioned computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for causing one or more electronic devices to execute all or part of the steps of the method described in each embodiment of the present application.

[0227] In the above embodiments of the present application, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.

[0228] In the several embodiments provided in this application, it should be understood that the disclosed applications can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0229] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0230] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.

[0231] The above is only a preferred embodiment of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.

Claims

1. A method for displaying a virtual object, the method being executed by an electronic device, comprising: Displaying a first virtual scene corresponding to a first account in a current game, wherein the accounts participating in the current game include a group of accounts, the group of accounts includes the first account, and the first virtual scene displays a group of virtual objects owned by the first account; In response to a first interactive operation performed by the first account in the first virtual scene, displaying a second virtual scene and a first virtual object corresponding to the second account, wherein the first interactive operation is an operation of determining the first virtual object from the group of virtual objects and determining the second account from accounts other than the first account in the group of accounts; In response to a second interactive operation performed by the first account in the second virtual scene, the first virtual object is displayed in a target area in the second virtual scene, wherein the second interactive operation is an operation of determining the target area from the second virtual scene, and the display of the first virtual object in the target area indicates that the first virtual object is held by the second account.

2. The method according to claim 1, wherein: The second interactive operation includes: controlling the first virtual object to move to a target area; and in response to the second interactive operation performed by the first account in the second virtual scene, displaying the first virtual object in the target area in the second virtual scene includes: In response to the first account controlling the first virtual object to move to the target area in the second virtual scene, determining a first comparison relationship between the number of virtual objects deployed in the target area and a first upper limit of the number; When the first comparison relationship indicates that the number of virtual objects deployed in the target area has not reached a first upper limit, the first virtual object is displayed in the target area.

3. The method according to claim 2, wherein: After determining a first comparison relationship between the number of virtual objects deployed in the target area and a first upper limit in response to the first account controlling the first virtual object to move to the target area in the second virtual scene, the method further includes: When the first comparison relationship indicates that the number of virtual objects deployed in the target area has reached a first upper limit, one of the following processes is performed: Displaying a virtual object identifier in the target area, wherein the virtual object identifier is used to indicate that the first account has transferred the first virtual object to the second account, and the number of virtual objects deployed in the target area has reached the first upper limit; determining a second comparison relationship between virtual objects deployed in a substitute area corresponding to the target area and a second upper limit, and displaying the first virtual object in the substitute area if the second comparison relationship indicates that the number of virtual objects deployed in the substitute area does not reach the second upper limit; The second virtual scene is canceled and the first virtual scene is displayed.

4. The method according to claim 1, wherein: The second interactive operation includes: controlling the first virtual object to move to a target area; in response to the second interactive operation performed by the first account in the second virtual scene, the method further includes: In response to the first account controlling the first virtual object to move to the target area, and the target area displays a second virtual object, displaying a third virtual object in the target area and canceling the display of the second virtual object, wherein the second virtual object is allowed to be merged with the first virtual object into the third virtual object; In response to the first account controlling the first virtual object to move to the target area, and a substitute area corresponding to the target area displays the second virtual object, one of the target area and the substitute area is selected to display the third virtual object, and the second virtual object is canceled.

5. The method according to claim 4, wherein: In response to the first account controlling the first virtual object to move to the target area, and in a case where the second virtual object is displayed in a substitute area corresponding to the target area, selecting one of the target area and the substitute area to display the third virtual object includes: In response to the first account controlling the first virtual object to move to the target area, the second virtual object is displayed in the substitute area, and when the number of virtual objects deployed in the target area reaches a first upper limit, the third virtual object is displayed in the substitute area; In response to the first account controlling the first virtual object to move to the target area, the second virtual object is displayed in the substitute area, and the number of virtual objects deployed in the target area does not reach the first upper limit, the third virtual object is displayed in the target area.

6. The method according to claim 3 or 5, wherein: In a case where the target area includes a first area, the substitute area includes a second area, and in a case where the target area includes the second area, the substitute area includes the first area; The first area is used to deploy virtual objects that the second account needs to use in the next round of the current game, and the second area is used to deploy virtual objects that the second account does not need to use in the next round of the current game and are owned by the second account.

7. The method according to claim 1, wherein: The second interactive operation includes: controlling the first virtual object to move to a cancel control; in response to the second interactive operation performed by the first account in the second virtual scene, the method further includes: In response to the first account controlling the first virtual object to move to the cancel control, the second virtual scene is canceled, the first virtual scene is displayed, and the first virtual object is displayed in the first virtual scene. The cancel control is a control for canceling the transfer of the first virtual object to the second account.

8. The method according to any one of claims 1 to 7, wherein: The first interactive operation includes: an object selection sub-operation and an account selection sub-operation; and in response to the first interactive operation performed by the first account in the first virtual scene, displaying the second virtual scene and the first virtual object corresponding to the second account includes: In response to the object selection sub-operation, determining the first virtual object from the group of virtual objects, and displaying a virtual object identifier of the first virtual object, wherein the virtual object identifier allows being controlled to move; In response to the account selection sub-operation, the virtual object identifier is moved to a target account identifier, and an account in the group of accounts corresponding to the target account identifier is determined as the second account; In response to the second account being confirmed, the corresponding second virtual scene is displayed, and the first virtual object is displayed in the second virtual scene.

9. The method according to claim 8, wherein: The object selection sub-operation includes: a first operation or a second operation; and in response to the object selection sub-operation, determining the first virtual object from the group of virtual objects and displaying the virtual object identifier of the first virtual object includes one of the following processes: In response to the first operation of selecting a virtual object in the group of virtual objects, determining the virtual object corresponding to the first operation as the first virtual object, and displaying a virtual object identifier; In response to a second operation of applying a target virtual prop to a virtual object in the group of virtual objects, the virtual object to which the target virtual prop is applied is determined as the first virtual object, and the virtual object identifier is displayed, wherein the target virtual prop is used to transfer virtual objects between different accounts.

10. The method according to claim 8 or 9, wherein: The step of determining the account number in the group of accounts corresponding to the target account identifier as the second account number includes: When the duration of the virtual object identifier staying on the target account identifier satisfies a duration condition, the account corresponding to the target account identifier in the group of accounts is determined as the second account.

11. The method according to claim 10, wherein: In response to the account selection sub-operation, the virtual object identifier is moved to behind the target account identifier, and before the account corresponding to the target account identifier in the group of accounts is determined as the second account if the stay time of the virtual object identifier on the target account identifier satisfies a time condition, the method further includes: Highlighting the target account identifier and displaying a timer corresponding to the target account identifier; The step of determining, when the length of time the virtual object identifier stays on the target account identifier satisfies a length condition, an account corresponding to the target account identifier in the group of accounts as the second account includes: When the timer indicates that the duration of the virtual object identifier staying on the target account identifier satisfies the duration condition, the account corresponding to the target account identifier in the group of accounts is determined as the second account.

12. The method according to claim 11, wherein: After highlighting the target account identifier and displaying a timer corresponding to the target account identifier, the method further includes: When the timer indicates that the length of time the virtual object identifier stays on the target account identifier has not satisfied the duration condition, in response to a selection cancellation sub-operation of controlling the virtual object identifier to leave the target account identifier, the target account identifier is unhighlighted and the timer is undisplayed.

13. A display device for a virtual object, comprising: A first display module is configured to display a first virtual scene corresponding to a first account in a current game, wherein the accounts participating in the current game include a group of accounts, the group of accounts includes the first account, and the first virtual scene displays a group of virtual objects owned by the first account; A second display module is configured to display a second virtual scene and a first virtual object corresponding to a second account in response to a first interactive operation performed by the first account in the first virtual scene, wherein the first interactive operation is an operation of determining the first virtual object from the group of virtual objects and determining the second account from accounts in the group of accounts other than the first account; A third display module is configured to display the first virtual object in a target area in the second virtual scene in response to a second interactive operation performed by the first account in the second virtual scene, wherein the second interactive operation is an operation of determining the target area from the second virtual scene, and the display of the first virtual object in the target area indicates that the first virtual object is held by the second account.

14. A computer-readable storage medium, the computer-readable storage medium comprising a stored computer program or computer-executable instructions, wherein: The computer program or computer executable instructions can execute the method according to any one of claims 1 to 12 when executed by an electronic device.

15. A computer program product, comprising a computer program or a computer executable instruction, which, when executed by a processor, implements the method according to any one of claims 1 to 12.

16. An electronic device comprising a memory and a processor, wherein the memory stores a computer program or a computer executable instruction, and the processor is configured to execute the method according to any one of claims 1 to 12 through the computer program or the computer executable instruction.

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