Method and apparatus for collecting game supplies, and storage medium and electronic apparatus
By using synchronous target windows and virtual characters to collaborate search interactions in multiplayer online games, the problem of complex, difficult and inefficient collection of materials in multiplayer team games is solved, and convenient collaborative collection of materials is achieved, improving the gaming experience.
Patent Information
- Application Number
- PCT/CN2024/140359
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-01-29
- Filing Date
- 2024-12-18
- Publication Date
- 2025-08-07
AI Technical Summary
In a multiplayer team game, the communication cost of jointly collecting game materials between players is high, difficult to operate, and low efficiency, resulting in poor gaming experience.
Through the target windows displayed synchronously by the first client and the second client and the collaborative search interaction between the first virtual character and the second virtual character, the collaborative collection of game materials is realized, reducing the communication needs between players.
It improves the operation efficiency of collaboratively collecting game materials in game scenarios, reduces the communication cost and operation difficulty between players, and improves the gaming experience.
Smart Images

Figure CN2024140359_07082025_PF_FP_ABST
Abstract
Description
Method, device, storage medium and electronic device for collecting game materials
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This disclosure claims priority to Chinese patent application number 202410125266.2, filed on January 29, 2024, entitled “Method, device, storage medium and electronic device for collecting game supplies”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the fields of computer technology and electronic game technology, and in particular to a method, device, storage medium, and electronic device for collecting game supplies. Background Art
[0004] In some multiplayer team game scenarios that require players to collect game supplies, multiple players usually need to communicate to achieve the effect of collaborative collection of game supplies. When collaboratively collecting, multiple players first need to communicate through voice or text messages to determine the materials to be collected. In this communication method, the cost of players describing the collected materials is relatively high. For example, players need to describe which type of accessories on which type of virtual weapons they want to collect (such as grip accessories equipped on a certain model of virtual gun). In particular, when more than two players are collaboratively collecting, players need to continue to communicate to confirm the current collection progress of the materials to be collected. In other words, according to relevant technologies, the communication cost of collaborative collection of game supplies between players in multiplayer team games is high, the operation is difficult, and the collection efficiency is low.
[0005] To address the above-mentioned problems, no effective solutions have been proposed so far.
[0006] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute relevant technology known to ordinary technicians in the field. Summary of the Invention
[0007] At least some embodiments of the present disclosure provide a method, device, storage medium, and electronic device for collecting game supplies, so as to at least solve the technical problems of complex, difficult, and inefficient collaborative supply collection operations in game scenarios.
[0008] According to one embodiment of the present disclosure, a method for collecting game supplies is provided, which is applied to a multiplayer online game. The multiplayer online game includes: a first virtual character controlled by a first client and a second virtual character controlled by a second client, the first virtual character and the second virtual character belong to the same character camp, and the display content of the first graphical user interface of the first client includes: part or all of the game scene of the multiplayer online game. The method for collecting game supplies includes: in response to the first virtual character performing a preset game behavior in the game scene, displaying a first control on the first graphical user interface; in response to a first control operation acting on the first control, initiating a collaborative collection request to the second virtual character, and popping up a target window in the first graphical user interface, wherein the collaborative collection request is used to request the second virtual character and the first virtual character to collaboratively collect target supplies in the game scene, and the target window is used to display the collection progress of the target supplies; in response to first collection information fed back by the second client, updating the collection progress displayed in the target window, wherein the first collection information is determined by the second control operation performed by the second virtual character in response to the collaborative collection request.
[0009] According to one embodiment of the present disclosure, a method for collecting game supplies is provided, which is applied to a multiplayer online game. The multiplayer online game includes: a first virtual character controlled by a first client and a second virtual character controlled by a second client, the first virtual character and the second virtual character belong to the same character camp, and the display content of the second graphical user interface of the second client includes: part or all of the game scene of the multiplayer online game. The method for collecting game supplies includes: in response to receiving a collaborative collection request sent by the first client, popping up a target window in the second graphical user interface of the second client, wherein the collaborative collection request is used to request the second virtual character and the first virtual character to collaboratively collect target supplies in the game scene, and the target window is used to display the collection progress of the target supplies; in response to a pre-delivery control operation acting on the target window, generating first collection information according to the pre-delivery control operation, and feeding the first collection information back to the first client, wherein the pre-delivery control operation is used to determine the collection of target supplies and mark the target supplies as pre-delivery supplies to be delivered to the first virtual character; and using the first collection information, updating the collection progress in the target window.
[0010] According to one embodiment of the present disclosure, a device for collecting game supplies is provided, which is applied to a multiplayer online game. The multiplayer online game includes: a first virtual character controlled by a first client and a second virtual character controlled by a second client, the first virtual character and the second virtual character belonging to the same character faction, and the display content of a first graphical user interface of the first client includes: part or all of a game scene of the multiplayer online game. The device for collecting game supplies includes: a first display module configured to display a first control on the first graphical user interface in response to the first virtual character performing a preset game behavior in the game scene; a second display module configured to initiate a collaborative collection request to the second virtual character in response to a first control operation applied to the first control, and pop up a target window in the first graphical user interface, wherein the collaborative collection request is used to request the second virtual character to collaboratively collect target supplies with the first virtual character in the game scene, and the target window is used to display the collection progress of the target supplies; and an update module configured to update the collection progress displayed in the target window in response to first collection information fed back by the second client, wherein the first collection information is determined by a second control operation performed by the second virtual character in response to the collaborative collection request.
[0011] According to one embodiment of the present disclosure, a device for collecting game supplies is provided, which is applied to a multiplayer online game. The multiplayer online game includes: a first virtual character controlled by a first client and a second virtual character controlled by a second client, the first virtual character and the second virtual character belonging to the same character faction. The display content of a second graphical user interface of the second client includes: part or all of a game scene of the multiplayer online game. The device for collecting game supplies includes: a display module configured to, in response to receiving a collaborative collection request from the first client, pop up a target window in the second graphical user interface of the second client, wherein the collaborative collection request is used to request the second virtual character and the first virtual character to collaboratively collect target supplies in the game scene, and the target window is used to display the collection progress of the target supplies; a generation module configured to, in response to a pre-delivery control operation acting on the target window, generate first collection information based on the pre-delivery control operation, and feed the first collection information back to the first client, wherein the pre-delivery control operation is used to determine the collection of the target supplies and mark the target supplies as pre-delivered supplies to be delivered to the first virtual character; and an update module configured to update the collection progress displayed in the target window using the first collection information.
[0012] According to one embodiment of the present disclosure, a computer-readable storage medium is further provided, in which a computer program is stored, wherein the computer program is configured to execute any of the above methods for collecting game supplies when running.
[0013] According to one embodiment of the present disclosure, an electronic device is further provided, comprising: a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute any of the above methods for collecting game supplies.
[0014] In at least some embodiments of the present disclosure, in a multiplayer online game, in response to a first virtual character performing a preset game behavior in a game scene, a first control is displayed on a first graphical user interface; in response to a first control operation acting on the first control, a collaborative collection request is initiated to a second virtual character, and a target window pops up in the first graphical user interface, wherein the collaborative collection request is used to request the second virtual character and the first virtual character to collaboratively collect target materials in the game scene, and the target window is used to display the collection progress of the target materials; in response to first collection information fed back by the second client, the collection progress is updated and displayed in the target window, wherein the first collection information is determined by the second control operation performed by the second virtual character in response to the collaborative collection request. Thus, the present disclosure achieves the purpose of conveniently realizing the collaborative collection of game materials by multiple virtual characters in the game scene through the target windows synchronously displayed by the first client and the second client and the collaborative search interaction between the first virtual character and the second virtual character, thereby achieving the technical effect of improving the operational efficiency of collaborative collection of game materials in the game scene, thereby solving the technical problem of complex, difficult and inefficient collaborative collection of game materials in the game scene. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] The drawings described herein are used to provide a further understanding of the present disclosure and constitute a part of the present disclosure. The exemplary embodiments of the present disclosure and their descriptions are used to explain the present disclosure and do not constitute an improper limitation of the present disclosure. In the drawings:
[0016] FIG1 is a hardware structure block diagram of a mobile terminal for a method of collecting game supplies according to one embodiment of the present disclosure;
[0017] FIG2 is a flow chart of a method for collecting game supplies according to one embodiment of the present disclosure;
[0018] FIG3 is a schematic diagram of an operation process of an optional first control operation according to one embodiment of the present disclosure;
[0019] FIG4 is a schematic diagram of an operation process of another optional first control operation according to one embodiment of the present disclosure;
[0020] FIG5 is a schematic diagram of an operation process of another optional first control operation according to one embodiment of the present disclosure;
[0021] FIG6 is a schematic diagram of an optional first graphical user interface according to one embodiment of the present disclosure;
[0022] FIG7 is a schematic diagram of another optional first graphical user interface according to one embodiment of the present disclosure;
[0023] FIG8 is a schematic diagram of another optional first graphical user interface according to one embodiment of the present disclosure;
[0024] FIG9 is a schematic diagram of another optional first graphical user interface according to one embodiment of the present disclosure;
[0025] FIG10 is a schematic diagram of an optional material replacement process according to one embodiment of the present disclosure;
[0026] FIG11 is a schematic diagram of an optional material delivery process according to one embodiment of the present disclosure;
[0027] FIG12 is a flowchart of another method for collecting game supplies according to one embodiment of the present disclosure;
[0028] FIG13 is a schematic diagram of an optional second graphical user interface according to one embodiment of the present disclosure;
[0029] FIG14 is a structural block diagram of a device for collecting game supplies according to one embodiment of the present disclosure;
[0030] FIG15 is a structural block diagram of another apparatus for collecting game supplies according to one embodiment of the present disclosure;
[0031] FIG16 is a schematic diagram of an electronic device according to one embodiment of the present disclosure. DETAILED DESCRIPTION
[0032] In order to enable those skilled in the art to better understand the solutions of the present disclosure, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of the embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present disclosure.
[0033] It should be noted that the terms "first", "second", etc. in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that the numbers used in this way can be interchanged where appropriate, so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes 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.
[0034] It should be noted that, in the specification of the present disclosure, the word "for example" is used to mean "used as an example, illustration or explanation". Any embodiment described as "for example" in the present disclosure is not necessarily to be construed as being more preferred or advantageous than other embodiments. In order to enable any person skilled in the art to implement and use the present disclosure, the following description is given. In the following description, details are listed for the purpose of explanation. It should be understood that a person of ordinary skill in the art can recognize that the present disclosure can be implemented without using these specific details. In other examples, well-known structures and processes will not be elaborated in detail to avoid obscuring the description of the present disclosure with unnecessary details. Therefore, the present disclosure is not intended to be limited to the embodiments shown, but is consistent with the widest scope consistent with the principles and features disclosed in the present disclosure.
[0035] In some multiplayer team games, players need to control virtual characters to collect game supplies in the game scene to improve the combat effectiveness of the virtual characters. Multiple players often need to assist each other in collecting and exchanging game supplies.
[0036] According to relevant technologies, multiple players need to communicate through voice or text messages to determine the materials to be collected, and maintain voice or text message communication during the collaborative collection process to determine the collection progress (because it is possible that multiple responding players will repeatedly collect the same game materials for a request from the same requesting player, resulting in wasted backpack space) or re-determine the materials to be collected (because players may forget the materials to be collected that were previously communicated). Obviously, in this related collaborative collection method for game materials, the communication cost between players is high, the operation of players controlling virtual characters to collaboratively collect and deliver materials is difficult, and the efficiency of material collection is low, which will further lead to a poor gaming experience for players and may make players unwilling to work together as a team.
[0037] In one possible implementation of the present disclosure, with respect to the scheme commonly used in scenarios involving collaborative collection of game supplies in the fields of computer technology and electronic game technology, which relies on verbal or written communication between players to determine the materials to be collected and the collection progress, the inventor, through practice and careful research, still found technical problems such as the complexity, difficulty and low efficiency of collaborative material collection operations. Based on this, an embodiment of the present disclosure proposes a method for collecting game supplies, which adopts the technical concept of realizing collaborative collection of game supplies through a target window synchronously displayed by a first client and a second client, and a collaborative search interaction between a first virtual character and a second virtual character. In response to the first virtual character performing a preset game behavior in a game scene, a first control is displayed on a first graphical user interface; in response to a first control operation acting on the first control, a collaborative collection request is initiated to the second virtual character, and a target window pops up in the first graphical user interface, wherein the collaborative collection request is used to request the second virtual character to collaboratively collect target supplies with the first virtual character in the game scene, and the target window is used to display the collection progress of the target supplies; in response to first collection information fed back by the second client, the collection progress is updated and displayed in the target window, wherein the first collection information is determined by the second control operation performed by the second virtual character in response to the collaborative collection request. The present disclosure achieves the purpose of conveniently realizing the collaborative collection of game supplies by multiple virtual characters in a game scene, thereby achieving the technical effect of improving the operational efficiency of collaborative collection of game supplies in a game scene, and further solving the technical problem that the collaborative collection of supplies in a game scene is complex, difficult, and inefficient.
[0038] The above-mentioned method embodiments involved in the present disclosure can be executed in a terminal device (e.g., a mobile terminal, a computer terminal, or a similar computing device). Taking running on a mobile terminal as an example, the mobile terminal can be a smartphone, a tablet computer, a PDA, a mobile Internet device, a game console, or other terminal device.
[0039] FIG1 is a hardware block diagram of a mobile terminal for a method of collecting game supplies according to one embodiment of the present disclosure. As shown in FIG1 , the mobile terminal may include one or more (only one is shown in FIG1 ) processors 102, a memory 104, a transmission device 106, an input / output device 108, and a display device 110. Taking the method of collecting game supplies as an example, the processor 102 calls and runs a computer program stored in the memory 104 to execute the method of collecting game supplies, and the corresponding graphical user interface of the electronic game scene is transmitted to the input / output device 108 and / or the display device 110 via the transmission device 106.
[0040] Still as shown in Figure 1, the processor 102 may include but is not limited to: a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microcontroller unit (MCU), a programmable logic device (Field Programmable Gate Array, FPGA), a neural network processor (NPU), a tensor processing unit (TPU), an artificial intelligence (AI) type processor, and other processing devices.
[0041] Those skilled in the art will appreciate that the structure shown in FIG1 is merely illustrative and does not limit the structure of the mobile terminal. For example, the mobile terminal may include more or fewer components than shown in FIG1 , or have a configuration different from that shown in FIG1 .
[0042] In some optional embodiments mainly based on gaming scenarios, the above-mentioned terminal device can also provide a human-computer interaction interface with a touch-sensitive surface, which can sense finger contact and / or gestures to perform human-computer interaction with a graphical user interface (GUI). The human-computer interaction function may include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interface, playing digital videos, playing digital music and / or web browsing, etc. The executable instructions for executing the above-mentioned human-computer interaction functions are configured / stored in a computer program product or readable storage medium executable by one or more processors.
[0043] The above-mentioned method embodiments involved in the present disclosure can also be executed in a server. Among them, the server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and basic cloud computing services such as big data and artificial intelligence platforms. Taking the method of collecting game supplies as an example of applying it to an electronic game scene through an electronic game server, the electronic game server provides a collaborative game supply collection function for the electronic game scene based on the method of collecting game supplies, and provides the graphical user interface of the game scene to the player (for example, it can be rendered and displayed on the display screen of the player's terminal, or provided to the player through holographic projection, etc.).
[0044] According to one embodiment of the present disclosure, an embodiment of a method for collecting game supplies is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.
[0045] In this embodiment, a method for collecting game supplies running on the mobile terminal is provided, which is applied to a multiplayer online game. The multiplayer online game includes: a first virtual character controlled by a first client and a second virtual character controlled by a second client, the first virtual character and the second virtual character belonging to the same character camp. FIG2 is a flow chart of a method for collecting game supplies according to one embodiment of the present disclosure. The display content of the first graphical user interface of the first client includes: part or all of the game scene of the multiplayer online game. As shown in FIG2, the method includes the following steps:
[0046] Step S21, in response to the first virtual character performing a preset game behavior in the game scene, displaying a first control on the first graphical user interface;
[0047] Step S22, in response to the first control operation applied to the first control, initiating a collaborative collection request to the second virtual character, and popping up a target window in the first graphical user interface, wherein the collaborative collection request is used to request the second virtual character to collaborate with the first virtual character to collect target materials in the game scene, and the target window is used to display the collection progress of the target materials;
[0048] Step S23 , in response to the first collection information fed back by the second client, updating and displaying the collection progress in the target window, wherein the first collection information is determined by the second control operation performed by the second virtual character in response to the collaborative collection request.
[0049] The aforementioned multiplayer online games may be games involving virtual characters collecting game supplies within a virtual game scene. This disclosure does not limit the specific game types of multiplayer online games. For example, the game types of such multiplayer online games may include, but are not limited to: action games (e.g., first-person or third-person shooters, two-dimensional or three-dimensional fighting games, war action games, and sports action games), adventure games (e.g., exploration games, collectible games, puzzle games), simulation games (e.g., simulation sandbox games, simulation development games, strategy simulation games, city building simulation games, business simulation games), role-playing games, and casual games (e.g., chess and card games, casual competitive games, music rhythm games, dress-up development games, etc.). In the aforementioned multiplayer online games, multiple players each control multiple virtual game characters to move around in a virtual game scene.
[0050] The target materials can be virtual weapon parts, virtual ammunition, virtual medicine, or virtual props (e.g., offensive props, defensive props, consumable props, etc.) in the game scene. The first control is used to initiate a collaborative collection request for the target materials. Specifically, the player can use the first control to set the type and quantity of the target materials to be collected.
[0051] The first control can be a resident control within the graphical user interface, or it can be a control that is triggered and displayed on the first graphical user interface after detecting that the first virtual character has performed a preset game behavior. The preset game behavior can include entering a target game level, entering a target scene area, picking up a preset type of supplies, enabling a collaborative collection option, etc. For example, when the first player enters a game level that supports collaborative collection, a "Collaborative Collection" button is displayed on the first player's graphical user interface. Through this "Collaborative Collection" button, the first player can control the first virtual character to initiate a request to "Please help me collect two first aid kits." For another example, when the first player picks up a primary weapon or secondary weapon, a "Collaborative Assembly" button is displayed in the display area corresponding to the primary weapon or secondary weapon. Through this "Collaborative Assembly" button, the first player can control the first virtual character to initiate a request to "Please help me collect weapon accessories."
[0052] The first virtual character is the requestor for collaboratively collecting game resources, and the second virtual character is the responder. The responders for collaboratively collecting game resources can include multiple virtual characters. For example, in a game scenario, the virtual character currently controlled by Player 1 initiates a collaborative collection request to the other virtual characters in their team. The other virtual characters include the three virtual characters controlled by Players 2, 3, and 4, respectively.
[0053] During the running of a multiplayer online game, upon detecting that a first player controlling a first virtual character performs a first control operation on a first control element, the first client generates a collaborative collection request message based on the first control operation and sends the collaborative collection request message to (at least one) second client, requesting collaboration with the second virtual character to collect target resources in the game scene. Upon detecting that the first player controlling the first virtual character performs the first control operation on the first control element, a target window is generated based on the current collection progress of the target resource, and the target window pops up on the first graphical user interface.
[0054] It should be noted that in one application scenario, when a collaborative collection request is initiated, the collection progress of the target material is determined by the first virtual character's collected information on the target material. For example, if the first virtual character needs to collect 3 first aid kits and has already collected 1 before initiating the collaborative collection request, the collection progress is 1 / 3. In another application scenario, when a collaborative collection request is initiated, the collection progress of the target material is set to 0. For example, the first virtual character determines through the first control operation that 3 first aid kits need to be collaboratively collected. Regardless of whether the first aid kits have been collected before initiating the collaborative collection request, the collection progress is set to 0. In other words, even if 1 first aid kit has been collected before initiating the collaborative collection request, a collaborative collection of 3 additional first aid kits is requested.
[0055] After the second client receives the collaborative collection request message sent by the first client, it displays the collaborative collection request message and / or the target window on the second graphical user interface. At this time, the second player controlling the second virtual character can determine the type and quantity of the target material that the first player requests to collaboratively collect through the collaborative collection request message and / or the target window. During the game, after the second player controls the second virtual character to collect the target material in the game scene through the second control operation (such as the operation of picking up the target material), the second client generates the first collection information and feeds back the first collection information to the first client. Based on the first collection information, the collection progress of the target material is re-determined, and the collection progress is updated and displayed in the target window.
[0056] For example, player No. 1 issues a collaborative collection request of "Please help me collect 3 first aid kits". Player No. 2 picks up a first aid kit in the game scene and marks the first aid kit as supplies to be delivered to player No. 1. The client used by player No. 2 will send the first collection information to the client of player No. 1. Based on the first collection information, it is determined that the collection progress of the first aid kit is 1 / 3 (in this example, it is assumed that only player No. 2 has collected 1 first aid kit for player No. 1), and the collection progress is updated in the target window.
[0057] It should be noted that the triggering event for the above-mentioned second control operation is that the second player drags the target material from the environmental material area of the virtual scene to the target window corresponding to the target material through touch operation, or drags the target material that has been picked up in the virtual backpack from the virtual backpack to the target window corresponding to the target material. In other words, after encountering the target material, the second player can flexibly choose to pick up the target material for personal use (storing it in the backpack or loading it onto equipment) or drag the target material to the target window to temporarily store it in the backpack as a collaborative collection of materials.
[0058] It is easy to notice that, through the above-mentioned method steps, in a multiplayer online game, the first player sends a collaborative collection request for the target material to the second player through the first control and understands the collection progress of the target material in real time through the target window. The second player determines the target material to be collaboratively collected through the collaborative collection request. During this process, the first player and the second player do not have to communicate verbally or through text messages. In other words, during the game, players have a low demand for maintaining smooth voice communication or frequent text message communication. Even when the player does not turn on the internal voice, they can achieve accurate and efficient communication involved in the collaborative collection of materials. Therefore, the above-mentioned method provided by the embodiment of the present disclosure can also help save power consumption and communication traffic consumption for the device running the game. In addition, by improving the communication efficiency in the collaborative collection of materials process, the present disclosure can also speed up the game process and enhance the player's gaming experience.
[0059] In an embodiment of the present disclosure, in a multiplayer online game, in response to a first virtual character performing a preset game behavior in a game scene, a first control is displayed on a first graphical user interface; in response to a first control operation acting on the first control, a collaborative collection request is initiated to a second virtual character, and a target window pops up in the first graphical user interface, wherein the collaborative collection request is used to request the second virtual character to collaboratively collect target materials with the first virtual character in the game scene, and the target window is used to display the collection progress of the target materials; in response to first collection information fed back by the second client, the collection progress is updated and displayed in the target window, wherein the first collection information is determined by the second control operation performed by the second virtual character in response to the collaborative collection request. Thus, the present disclosure achieves the purpose of conveniently realizing the collaborative collection of game materials by multiple virtual characters in the game scene through the target windows synchronously displayed by the first client and the second client and the collaborative search interaction between the first virtual character and the second virtual character, thereby achieving the technical effect of improving the operational efficiency of collaborative collection of game materials in the game scene, thereby solving the technical problem of complex, difficult and inefficient collaborative collection of materials in the game scene.
[0060] The above method of the embodiment of the present disclosure is further introduced below.
[0061] Optionally, in step S22, in response to the first control operation, initiating a collaborative collection request to the second virtual character may include the following execution steps:
[0062] Step S221, in response to the first control operation, determining the type and quantity of target materials to be collected;
[0063] Step S222: Generate a first request message using the type and quantity to be collected;
[0064] Step S223: Send the first request message to the second client to initiate a collaborative collection request to the second virtual character.
[0065] The first control may be a virtual button within a graphical user interface. The first control operation performed on the first control may be a single touch operation or a combination of multiple touch operations in a sequential manner. The type and quantity of the target materials to be collaboratively collected are determined based on the first control operation.
[0066] According to the above method steps, an operation flow of a first control operation is provided as shown in Figure 3, which shows the graphical user interface of player No. 2. During the operation of a multiplayer online game, when it is detected that player No. 2 presses the "Help Me Search" button, a roulette component is displayed, and multiple areas of the roulette component correspond to multiple types of supplies. When it is detected that player No. 2 slides to a certain area, the type of supplies corresponding to the area is determined as the type to be collected, and a quantity input window pops up in the graphical user interface. Player No. 2 can enter the quantity of the target supplies to be collected in the quantity input window. As shown in Figure 3, after the above control operation, the type of target supplies to be collected is determined to be first aid kits, and the quantity to be collected is 3.
[0067] Furthermore, a first request message is generated using the type and quantity to be collected. The first request message can be a collaborative collection request message described in natural language, such as "Please help me collect 3 first aid kits." The first request message can also be a request message written in machine language to represent the collaborative collection request.
[0068] Optionally, the first control includes multiple switch controls corresponding to multiple virtual weapons equipped by the first virtual character; in the above step S221, in response to the first control operation applied to the first control, determining the type and quantity of target materials to be collected may further include the following execution steps:
[0069] Step S2211, in response to an on-operation of a target switch control among the plurality of switch controls, determining the to-be-assembled parts of the target virtual weapon corresponding to the target switch control as target supplies;
[0070] Step S2212: determining the types of parts to be collected according to the types of the parts to be assembled, and determining the quantities of parts to be collected according to the quantities of the parts to be assembled.
[0071] In one exemplary application scenario, a multiplayer online game is a team-based battle game in which multiple players control virtual characters to collect game supplies (including weapons, ammunition, medicine, props, etc.) and engage in combat within the game scene. Each virtual character can be equipped with multiple virtual weapons, typically two virtual weapons (such as a primary weapon and a secondary weapon). Each virtual weapon has a corresponding switch control that determines whether the corresponding virtual weapon is set as a weapon that requires a coordinated assembly component.
[0072] According to the above method steps, an operation flow of a first control operation as shown in Figure 4 is provided. Figure 4 shows the graphical user interface of player No. 3. During the operation of the multiplayer online game, when it is detected that player No. 3 clicks the "backpack" button, the view displayed on the graphical user interface is switched to the material view. In the material view, the display content of the material view can also be adjusted through multiple tabs. The multiple tabs include equipment, appearance, props, spray and action. The equipment subwindow corresponding to the equipment tab displays multiple virtual weapons currently equipped by the virtual character. The multiple virtual weapons include main weapons (automatic rifle A in this example), secondary weapons (automatic rifle B in this example) and other weapons (including pistols, throwing objects, melee weapons, bulletproof vests, helmets, etc. in this example). The above multiple virtual weapons are supplies worn or held by the virtual character.
[0073] Still as shown in Figure 4, in the Equipment subwindow corresponding to the Equipment tab, the Primary Weapon column and the Secondary Weapon column each display a "Collaborative Assembly" switch button. Clicking this "Collaborative Assembly" switch button toggles the collaborative assembly state of the corresponding virtual weapon on or off. In the current state shown in Figure 4, the virtual character controlled by Player 3 is holding Automatic Rifle A in the game scene. Player 3 clicks the "Collaborative Assembly" switch corresponding to Automatic Rifle A, switching Automatic Rifle A to the collaborative assembly state, while Automatic Rifle B remains in the collaborative assembly state. At this point, the multiple accessories required by Automatic Rifle A are identified as target supplies. Specifically, Automatic Rifle A requires accessories including: a rifle muzzle, a grip, a rifle magazine, a buttstock, and a scope. Therefore, the types of items to be collected include rifle muzzles, grips, rifle magazines, buttstocks, and scopes, and the number of items to be collected is five.
[0074] Alternatively, the quantity to be collected can be represented as a one-dimensional array, which includes the quantity to be collected for each type of target material and the total quantity of multiple types of target materials. For example, the quantity to be collected for the automatic rifle A mentioned above is represented as [5,1,1,1,1,1], indicating that the total number of target materials to be collected is 5, and 1 of each of the five types of accessories is required.
[0075] In another exemplary application scenario, an operational flow of a first control operation is provided as shown in FIG5 . FIG5 shows a graphical user interface of player 3. When player 3 is detected to have picked up a virtual weapon, a "Collaborative Packing" button is displayed in the display area of the virtual weapon in the graphical user interface. Player 3 clicks the "Collaborative Packing" button to set the virtual weapon as a weapon to be collaboratively packed, and identifies multiple accessories required for the virtual weapon as target materials, thereby initiating a collaborative packing request without opening the backpack view.
[0076] Through the above method and steps, players can quickly initiate collaborative collection requests through the switch controls corresponding to each virtual weapon, and accurately determine the types and quantities of accessories to be collected. The operation is simple and the communication cost is low.
[0077] Optionally, the target window includes at least: a progress component and at least one item column corresponding to the type of target material to be collected; in step S23, updating and displaying the collection progress in the target window may include the following execution steps:
[0078] Step S231, determining the collected types and quantities of target materials based on the first collected information and the second collected information, wherein the second collected information is determined by a material collection operation performed on the target window in the first graphical user interface;
[0079] Step S232: updating the current progress displayed in the progress component based on the quantity of target materials to be collected and the quantity already collected;
[0080] Step S233: updating display information of at least one item column based on the collected categories.
[0081] The target window is collapsible. In multiplayer online games, players can collapse the target window as needed to avoid obstructing the game scene and affecting the avatar's field of view. The target window can be expanded to perform collaborative collection operations, providing greater operational flexibility.
[0082] In a multiplayer online game, each player's corresponding graphical user interface can display multiple target windows, each corresponding to a collaborative collection request. Multiple collaborative collection requests originate from one or more virtual characters. For example, a first graphical user interface displays a target window corresponding to a collaborative collection request initiated by a first virtual character, and also displays multiple target windows corresponding to multiple collaborative collection requests initiated by multiple second virtual characters. Each virtual character can initiate one or more collaborative collection requests. For example, if a virtual character sets both a primary weapon and a secondary weapon as virtual weapons that require coordination and equipment, a collaborative collection request is initiated for each of the primary and secondary weapons.
[0083] According to the above method steps, in an exemplary application scenario, a graphical user interface for player 1 is provided as shown in Figure 6. As shown in Figure 6, the two target windows displayed in the graphical user interface corresponding to player 1 include: a target window corresponding to the collaborative collection request initiated by player 1 (collapsed in Figure 6), and a target window corresponding to the collaborative collection request initiated by player 3 (expanded in Figure 6).
[0084] Still as shown in Figure 6, player No. 3 sets the automatic rifle A he is equipped with as the virtual weapon to be collaboratively assembled and initiates a collaborative collection request. After the client used by player No. 1 receives the collaborative collection request initiated by player No. 3, the target window corresponding to the collaborative collection request initiated by player No. 3 is displayed in the graphical user interface as shown in Figure 6. The display content of the target window includes multiple item columns corresponding to multiple accessories of the automatic rifle A.
[0085] In addition, as shown in FIG6 , the target window also includes a progress bar component, which is displayed in the target window in both the folded state and the expanded state, so that the player can quickly understand the current collection progress of the target materials corresponding to the target window.
[0086] During a multiplayer online game, for a collaborative collection request, the collected types and quantities of the current target material are determined in real time based on the collection information collected by the sender and responder of the collaborative collection request. The displayed content of the target window corresponding to the collaborative collection request is also updated based on the collected types and quantities. For example, after player 3 initiates a collaborative collection request for multiple accessories for automatic rifle A, if at least one teammate (i.e., at least one of players 1, 2, and 4) collects the relevant accessories and drags them into the target window, the teammate's client generates first collection information. If player 3 collects the relevant accessories and drags them into the target window, the client used by player 3 generates second collection information. After collecting the first and second collection information, player 3's client determines the collected types and quantities of the multiple accessories and updates the target window corresponding to automatic rifle A.
[0087] Similarly, in a multiplayer online game, after player 2 initiates a collaborative collection request, "Please help me collect three first aid kits," as shown in Figure 7 , a first aid kit icon can be displayed in the target window corresponding to the collaborative collection request, and the progress of the first aid kit collection can be displayed using a progress bar component. It should be noted that Figure 7 shows the graphical user interface of player 3, which displays the target window corresponding to the collaborative collection request initiated by player 2.
[0088] Through the above method steps, the collection progress of the target materials corresponding to each collaborative collection request can be updated in real time in the target window corresponding to the collaborative search request. In particular, the collection progress is jointly determined and updated by the collection information of multiple players. Furthermore, after the target window is synchronously displayed in multiple graphical user interfaces of multiple players, multiple players can understand the collection progress corresponding to each collaborative collection request through the target window at any time in the game, and the communication cost during the collaborative collection process is low.
[0089] Optionally, the collected quantity includes the collected category quantity corresponding to each category in the collected categories; in step S233, updating the display information of at least one item column based on the collected categories may include the following execution steps:
[0090] Step S2331, for each category, determine the material icon to be displayed, determine the target item column from at least one item column, and display the material icon and the corresponding collected type quantity in the target item column to update the displayed target item column.
[0091] According to the above method steps, in the application scenario shown in Figure 6, when initiating a collaborative assembly request for virtual weapon accessories, the total number of accessories to be collected is 5, and the number of types of accessories to be collected for each type of accessory is 1. Based on this, the collected number includes the total number of collected accessories and the collected number of each type of accessory. For each type of collected accessory, the resource icon to be displayed is determined based on the collected information. For example, after player No. 3 initiates the collaborative assembly of accessories for automatic rifle A, player No. 4 assists in collecting a silencer muzzle, and player No. 2 assists in collecting a vertical grip. In this case, the silencer muzzle icon will be displayed in the muzzle accessory inventory, and the vertical grip icon will be displayed in the grip accessory inventory.
[0092] According to the above method steps, a graphical user interface of player No. 3 is also provided as shown in Figure 8. Player No. 2 initiates a collaborative medicine collection request, requesting to collect 3 first aid kits and 4 energy drinks; in response to the collaborative medicine collection request initiated by player No. 2, multiple players assist in collecting 1 first aid kit and 2 energy drinks, then the collected number of first aid kits is displayed in the item column with the first aid kit icon in the corresponding target window, the collected number of energy drinks is displayed in the item column with the energy drink icon, and the current collection progress (i.e., 3 / 7) is displayed in the progress bar component in the target window.
[0093] According to the above method steps, through the target window, players can not only know the types and quantities of target materials to be collected at any time, but also can grasp the collected categories of multiple materials in the target materials, the collected quantities of each collected material and the total collected quantities of multiple materials at any time. In other words, the target window can convey rich collaborative collection information in real time, greatly reducing the communication cost in the collaborative collection process and improving the player's gaming experience.
[0094] Optionally, the above method for collecting game supplies may further include the following steps:
[0095] Step S241, determining the character who has collected the materials corresponding to the target inventory as the target character;
[0096] Step S242: Display the character identification of the target character in the target item column to update the target item column.
[0097] Still as shown in Figure 6, in the application scenario, for the collaborative assembly request for automatic rifle A's accessories initiated by player 3, the provider of the collected muzzle accessories (i.e., silenced muzzles) is player 4. Therefore, player 4 is the target character for the muzzle accessories. After player 4 collects the silenced muzzle and sets it as a supply to be delivered to player 3, player 4's character identifier is displayed in the item column corresponding to the muzzle accessory in the target window. Through the above method and steps, based on the target window, players can also quickly understand the provider of the currently collected supplies.
[0098] It should be noted that for a certain type of collected supplies, there can be multiple target characters. For example, in the collaborative collection request initiated by Player 2, the supplies to be collected are three first aid kits. In the game, Player 1, Player 3, and Player 4 may each assist in collecting one first aid kit. At this time, Player 1, Player 3, and Player 4 are all target characters corresponding to the first aid kit. In the corresponding target window, the character identifiers of Player 1, Player 3, and Player 4 can be displayed simultaneously in the item column corresponding to the first aid kit. In particular, if Player 2 collects a first aid kit himself, Player 2's own character identifier can also be displayed synchronously in the item column corresponding to the first aid kit to display the source information of the collected supplies.
[0099] Optionally, the above method for collecting game supplies may further include the following steps:
[0100] Step S251, in response to receiving a resource discard signal corresponding to the target character, determining the type and quantity of resource discarded, wherein the resource discard signal is triggered by a third control operation performed by the target character on the collected resource corresponding to the target inventory;
[0101] Step S252: updating the current progress displayed in the progress component based on the amount of discarded materials;
[0102] Step S253, performing a first update operation on the display information of at least one item column according to the type of discarded materials and the quantity of discarded materials, wherein the first update operation includes at least one of the following: updating the quantity of collected types corresponding to the type of discarded materials, canceling the display of the material icon corresponding to the type of discarded materials, and canceling the display of the role identification of the target character.
[0103] In a multiplayer online game, after a player responds to a collaborative collection request and controls a virtual character to assist in collecting target materials, the target materials are stored in their respective backpacks before being delivered to the virtual character that initiated the collaborative collection request. However, in the game scene, there may be a situation where the target materials need to be discarded. If the target character discards the collected target materials, the client corresponding to the target character will generate a material discard signal and send the material discard signal to the client that initiated the collaborative collection request (that is, the first client). The information carried by the material discard signal includes the type of material discarded and the amount of material discarded. When the first client receives the above-mentioned material discard signal, it updates the display content of the target window according to the type of material discarded and the amount of material discarded.
[0104] It should be noted that the triggering event of the above-mentioned third touch operation is: the second player discards the collected materials marked as to be delivered to the first virtual character, or the second player drags the icon corresponding to the collected materials to be delivered to the first virtual character out of the target window through a touch operation (that is, cancels the mark).
[0105] For example, in one application scenario, player 1 requests to collaboratively collect 30 9mm caliber bullets, player 2 responds to the request and assists in collecting 10 9mm caliber bullets (temporarily stored in the virtual backpack of the virtual character controlled by player 2), and player 3 responds to the request and assists in collecting 20 9mm caliber bullets (temporarily stored in the virtual backpack of the virtual character controlled by player 3). If player 2 discards all 10 collected 9mm caliber bullets, the character identifier of player 2 is canceled in the item column corresponding to the 9mm caliber bullets in the target window, and the collected quantity is adjusted to 20, and the current collection progress displayed by the progress bar component is updated. Then, if player 3 also discards 10 of the 20 collected 9mm caliber bullets, the collected quantity is adjusted to 10, and the current collection progress displayed by the progress bar component is updated. Furthermore, if player No. 3 continues to discard all the remaining 10 9mm caliber bullets that he has collected, the character identification of player No. 3 will be cancelled in the inventory corresponding to the 9mm caliber bullets in the target window, and the collected quantity will be adjusted to 0. The current collection progress displayed in the progress bar component will be updated, and the icon of the 9mm caliber bullets in the inventory will be cancelled.
[0106] Through the above method steps, the discarding events of the collected materials will also be synchronized to the target window in real time. Players can determine the changes in the collected data of the target materials in real time based on the display content of the target window.
[0107] Optionally, the display content of each item column in the at least one item column further includes a lock mark; and the above method for collecting game supplies may further include the following execution steps:
[0108] Step S261, in response to the fourth control operation performed on the lock mark corresponding to the target item column, the target item column is adjusted to a locked state, in which the collected materials corresponding to the target item column are in an irreplaceable state.
[0109] For example, in one application scenario, as shown in Figure 9, the graphical user interface for player 3 shows that in the target window corresponding to the collaborative collection request for automatic rifle accessory A initiated by player 3, the inventory columns corresponding to multiple accessories can contain lock icons. Player 3 can use the lock icons to lock the corresponding inventory columns according to their needs. For example, if player 3 is satisfied with the silenced muzzle that player 4 helped collect and wants other teammates not to replace it, and player 4 not to discard it, player 3 can click the lock icon on the inventory column corresponding to the muzzle accessory to lock the inventory column. In contrast, the inventory column corresponding to the grip accessory is not locked.
[0110] It should be noted that the collected materials corresponding to the target inventory in the locked state are in an irreplaceable state, which means that multiple players cannot replace the collected materials. However, according to the scene requirements or game mechanics, the collected materials in an irreplaceable state can be discarded by the collector of the materials. For example, after player No. 3 adjusts the inventory corresponding to the muzzle accessory to a locked state, player No. 4 can still discard the silenced muzzle. After the silenced muzzle is discarded by player No. 4, the inventory corresponding to the above muzzle accessory is automatically adjusted to an unlocked state, the icon of the silenced muzzle in the inventory is canceled, the collection progress displayed in the target window is adjusted, and a reminder message is pushed to player No. 3 to notify player No. 3 that the silenced muzzle has been discarded.
[0111] In addition, if the inventory corresponding to the collected supplies is in a locked state, when the target character attempts to discard the collected supplies, a secondary confirmation message may pop up in the graphical user interface corresponding to the target character. If the player still controls the target character to discard the collected supplies, the above-mentioned process of discarding supplies will be entered.
[0112] Optionally, the number of categories to be collected corresponding to each category in the categories to be collected is one; the above method for collecting game supplies may further include the following execution steps:
[0113] Step S262, in response to receiving a material replacement signal, determining a type of replacement material, wherein the material replacement signal is triggered by a fifth control operation performed by the replacement-initiating character on a target inventory, the replacement-initiating character being either the first virtual character or the second virtual character, and the target inventory being any inventory in the at least one inventory that is not in a locked state;
[0114] Step S263: updating the target item column based on the material icon corresponding to the replacement material type and the role identification of the replacement initiating role.
[0115] In a multiplayer online game, replacing collected items. For example, if player 3 initiates a collaborative assembly request for automatic rifle accessory A, and the corresponding inventory for the silencer muzzle collected by player 4 is locked, multiple players (including every player in the team) cannot replace the muzzle. However, the corresponding inventory for the vertical grip collected by player 2 is not locked, and multiple players can replace the vertical grip by executing the fifth control operation.
[0116] It should be noted that the triggering event of the fifth control operation may be: the player drags the replacement material to the target window through a touch operation, or the player drags the replacement material to the item column corresponding to the replaced material in the target window through a touch operation.
[0117] Figure 10 illustrates a schematic diagram of a material replacement process based on the aforementioned method steps. For example, if player 3 discovers a light grip, they can use touch to drag it to the target window corresponding to the collaborative collection request for the automatic rifle A accessory, replacing the vertical grip with the light grip. At this point, the vertical grip icon displayed in the grip accessory's inventory is replaced with the light grip icon, and the character representation of player 2 in the inventory is replaced with the character identifier of player 3.
[0118] It should be noted that when the first player who initiates the collaborative collection request needs to replace the collected materials corresponding to the locked inventory, he can first click the lock icon of the inventory to unlock the inventory, and then enter the relevant process of the above-mentioned material replacement.
[0119] Optionally, the above method for collecting game supplies may further include the following steps:
[0120] Step S271 , in response to receiving the first collected information, displaying a second control in the first graphical user interface;
[0121] Step S272: In response to the sixth control operation performed on the second control, a material delivery request is initiated to the second virtual character, wherein the material delivery request is used to request the second virtual character to assemble with the first virtual character in the game scene.
[0122] In a multiplayer online game, the second control is used to initiate a material delivery request, and the sixth control operation can be a touch operation such as clicking, re-pressing, or long pressing the second control. In one application scenario, after the first virtual character initiates a collaborative collection request, when the first client receives the first collection information sent by the second client, the second control is displayed in the first graphical user interface. In another application scenario, when it is determined based on the first collection information and the second collection information that the collection progress of the target material corresponding to the collaborative collection request meets the preset conditions (such as the collection progress exceeds 50% or the collection progress reaches 100%, etc.), the second control is displayed in the first graphical user interface.
[0123] According to the above method steps, Figure 11 is a schematic diagram of the material delivery process. As shown in Figure 11, based on the collaborative collection request for automatic rifle A accessories initiated by player No. 3, when it is detected that all five accessories corresponding to the collaborative collection request have been collected, a "Request Collection" button is displayed in the graphical user interface of player No. 3. When player No. 3 clicks the "Request Collection" button, the client used by player No. 3 sends a material delivery request to the client used by the target teammate, wherein the target teammate includes at least one material provider of the above five accessories (in this case, player No. 1, player No. 2, and player No. 4). At this time, a reminder message will pop up in the graphical user interface corresponding to the target teammate, for example, the reminder message may be "Player No. 3 requests you to collect and deliver materials."
[0124] Optionally, the target window includes a container control, and the above method for collecting game supplies may further include the following execution steps:
[0125] Step S281, in response to a sixth control operation, displaying a third control in the first graphical user interface;
[0126] Step S282, when the distance between the first virtual character and the second virtual character in the game scene is less than or equal to a preset threshold, in response to the seventh control operation performed on the third control, a material delivery event is triggered, wherein the material delivery event includes: the first virtual character obtains the target material from the material storage space corresponding to the second virtual character.
[0127] In a multiplayer online game, the third control is used to trigger a material delivery event. When a sixth control operation performed by a first player who initiates a collaborative collection request is detected, the third control is displayed in the first graphical user interface.
[0128] In one application scenario, when the distance between the first and second virtual characters in the game scene is greater than a preset threshold, the third control is disabled. When the distance between the first and second virtual characters in the game scene is less than or equal to the preset threshold, the third control is enabled, and in response to a seventh control operation performed on the third control, a supply delivery event is triggered. In other words, one-click supply delivery is implemented without the player having to manually deliver the supplies.
[0129] Optionally, the above method for collecting game supplies may further include the following steps:
[0130] Step S2214, after initiating a material delivery request to the second virtual character, in response to the distance between the first virtual character and the second virtual character in the game scene being less than or equal to a preset threshold, triggering a material delivery event, wherein the material delivery event includes: the first virtual character obtains the parts to be assembled from the material storage space corresponding to the second virtual character and assembles the parts to be assembled onto the target virtual weapon.
[0131] Still as shown in FIG11 , when player 3 clicks the “Request Collection” button, a “Assemble Accessories” button is displayed in the graphical user interface. Furthermore, the distance between player 3 and players 1, 2, and 4 within the game scene is monitored. When the distance between player 3 and at least one of players 1, 2, and 4 (in this example, all of them) is less than a preset threshold, player 3 can click the “Assemble Accessories” button, triggering automatic assembly of accessories. That is, the avatar corresponding to player 3 automatically obtains the accessories (i.e., the accessories displayed in the target window) from the backpacks of the avatars controlled by players 1, 2, and 4, and automatically assembles the accessories onto automatic rifle A.
[0132] It is easy to find that since the accessories displayed in the target window are pre-set by Player No. 1, Player No. 2 and Player No. 4 as materials to be delivered to Player No. 3, when the material delivery event is triggered, Player No. 1, Player No. 2 and Player No. 4 do not need to perform manual discard operations. Player No. 3 can control the virtual character to automatically complete the assembly of accessories by clicking the "Assemble Accessories" button, which has low operation difficulty and high operation efficiency.
[0133] It should be noted that after the first avatar's material delivery request, automatic assembly of accessories can be completed in multiple stages. For example, after player 3 initiates a gathering, they first gather with player 1 and click the "Assemble Accessories" button to automatically assemble the accessories that player 1 helped collect. They then gather with players 2 and 4 and click the "Assemble Accessories" button to automatically assemble the accessories that players 2 and 4 helped collect.
[0134] Specifically, in the aforementioned supply delivery event, the supply storage space corresponding to the second avatar can be a backpack or a box. The backpack is the storage space for the supplies the second avatar carries before elimination, while the box is the storage space used to store the supplies carried by the second avatar after elimination. For example, if Player 2 helps collect a magazine accessory and then is eliminated, before the magazine accessory is picked up by another player, Player 3 can approach Player 2's box and click the "Collect Accessories" button to automatically collect the magazine accessory.
[0135] Optionally, the above method for collecting game supplies may further include the following steps:
[0136] Step S2213, in response to the on operation acting on the target switch control, the accessory assembly mode of the target virtual weapon is set to the manual assembly mode, wherein the manual assembly mode is characterized by responding to the eighth control operation of the display component corresponding to the accessory to be assembled in the first graphical user interface, and assembling the accessory to be assembled onto the target virtual weapon.
[0137] In a multiplayer online game, when the target virtual weapon of the first virtual character has collaborative assembly enabled (that is, after a collaborative accessory collection request is initiated for the virtual weapon), the accessory assembly mode of the target virtual weapon is set to manual assembly mode. In contrast, a virtual weapon that has not yet had collaborative assembly enabled can be set to automatic assembly mode. In automatic assembly mode, when the first player controls the first virtual character to pick up accessories that can be assembled with the virtual weapon from the game scene, the accessories are automatically assembled to the virtual weapon (instead of being picked up to the backpack). Although the automatic assembly mode can improve the efficiency of weapon accessory assembly, for a target virtual weapon that has collaborative assembly enabled, multiple teammates may "pre-assemble" the target virtual weapon through the target window corresponding to the target virtual weapon, that is, teammates may set the materials they have collected as accessories to be assembled with the target virtual weapon. The above-mentioned "pre-assembly" is likely to conflict with the automatic assembly behavior of the initiator of the collaborative collection request. In manual assembly mode, the first player controlling the first virtual character needs to drag the accessories to be assembled to the display component corresponding to the accessories (such as the inventory, gun assembly window, etc.) through touch operation to assemble the accessories to be assembled to the target virtual weapon.
[0138] In particular, as shown in FIG11 , the grip accessories are collected by player No. 3 himself. During the collection process, player No. 3 may have manually assembled the light grip to the automatic rifle A. At this time, there is no need to reassemble the light grip during the automatic assembly stage of the accessories.
[0139] Optionally, the above method for collecting game supplies may further include the following steps:
[0140] Step S29: When the display content of the target window is updated, an update signal is sent to the second client, so that the target window is updated and displayed on the second graphical user interface corresponding to the second client synchronously.
[0141] In multiplayer online games, every update to the display content of each target window is synchronized in real time to multiple players' clients, allowing the target window to be updated simultaneously across multiple graphical user interfaces. This allows multiple players to promptly understand the pending collection status, collected status, and collection progress for each collaborative collection request.
[0142] It is easy to notice that according to the above method steps, the client corresponding to the initiator of the collaborative collection request monitors the material collection event in real time, makes an update decision for the target window corresponding to the collaborative collection request, and sends the update information of the target window to multiple second clients. In this process, it is not necessary for each client in the multiplayer online game to monitor the material collection event corresponding to each collaborative collection request. A client only monitors the material collection event corresponding to the collaborative collection request initiated by itself and receives update signals sent by other clients. In other words, the above method provided by the embodiment of the present disclosure can save power and traffic consumption for devices running multiplayer online game clients.
[0143] The above method steps in the embodiment of the present disclosure can be run on the device where the first client is located. That is, according to the above method steps, the function of collecting supplies in the game scene is provided to the first player controlling the first virtual character.
[0144] This embodiment also provides a method for collecting game resources running on a device where a second client resides. Figure 12 is a flow chart of another method for collecting game resources according to one embodiment of the present disclosure. The method is applied to a multiplayer online game, wherein the multiplayer online game includes: a first virtual character controlled by a first client and a second virtual character controlled by a second client, the first virtual character and the second virtual character belonging to the same character camp, and the display content of the second graphical user interface of the second client includes: part or all of the game scene of the multiplayer online game. As shown in Figure 12, the method includes the following steps:
[0145] Step S1201: In response to receiving a collaborative collection request from the first client, a target window pops up in the second graphical user interface of the second client, wherein the collaborative collection request is used to request the second virtual character and the first virtual character to collaboratively collect target materials in the game scene, and the target window is used to display the collection progress of the target materials;
[0146] Step S1202, in response to a pre-delivery control operation applied to a target window, generating first collection information according to the pre-delivery control operation, and feeding the first collection information back to the first client, wherein the pre-delivery control operation is used to determine the target material to be collected and mark the target material as pre-delivery material to be delivered to the first virtual character;
[0147] Step S1203: using the first collected information, updating and displaying the collection progress in the target window.
[0148] In a multiplayer online game, when a first player controlling a first virtual character initiates a collaborative collection request for target materials through a "collaborative collection" button, the first client sends the collaborative collection request to multiple second clients.
[0149] After the second client receives the collaborative collection request and pops up the target window in the second graphical user interface, the second player controlling the second virtual character can perform a pre-delivery control operation based on the target window. For example, the pre-delivery operation can be an operation of dragging the target material (the material to be collected corresponding to the collaborative collection request initiated by the first virtual character) to the target window, thereby marking the target material picked up by the second virtual character as a pre-delivery material to be delivered to the first virtual character. When the pre-delivery control operation is detected, the second client generates first collection information based on the pre-delivery control operation, and the content carried by the first collection information includes the type and quantity of the pre-delivery material.
[0150] Furthermore, the second client can update the display content of the target window according to the first collected information. In another application scenario, after the second client feeds back the first collected information to the first client, it updates the display content of the target window according to the update signal sent by the first client (without actively updating the display of the target window).
[0151] In an embodiment of the present disclosure, in a multiplayer online game, in response to receiving a collaborative collection request from a first client, a target window pops up in a second graphical user interface of a second client, wherein the collaborative collection request is used to request the second virtual character and the first virtual character to collaboratively collect target materials in the game scene, and the target window is used to display the collection progress of the target materials; in response to a pre-delivery control operation acting on the target window, first collection information is generated according to the pre-delivery control operation, and the first collection information is fed back to the first client, wherein the pre-delivery control operation is used to determine the collection target materials and mark the target materials as pre-delivery materials to be delivered to the first virtual character; using the first collection information, the collection progress is updated in the target window. Thus, the present disclosure achieves the purpose of conveniently realizing the collaborative collection of game materials by multiple virtual characters in the game scene through the target windows synchronously displayed by the first client and the second client and the collaborative search interaction between the first virtual character and the second virtual character, thereby achieving the technical effect of improving the operational efficiency of collaborative collection of game materials in the game scene, and further solving the technical problem of complex, difficult and inefficient collaborative material collection operations in the game scene.
[0152] Optionally, in step S1202, generating first collected information according to the pre-delivery control operation may include the following execution steps:
[0153] Step S1221, determining the type and quantity of materials corresponding to the pre-delivered materials according to the pre-delivery control operation;
[0154] Step S1222: Generate first collection information based on the material type and material quantity.
[0155] Optionally, the target window includes at least: at least one item column corresponding to the target material; the pre-delivery control operation is: dragging the material icon of the pre-delivery material on the second graphical user interface to the at least one item column.
[0156] Optionally, the above method for collecting game supplies may further include the following steps:
[0157] Step S124 : in response to receiving the update signal, updating the display content of the target window in the second graphical user interface.
[0158] Optionally, the above method for collecting game supplies may further include the following steps:
[0159] Step S1251: In response to a cancel operation for delivering pre-delivered materials, a material discard signal is sent to the first client, wherein the material discard signal carries information including: a type and quantity of discarded materials corresponding to the cancel operation;
[0160] Step S1252 , the delivery cancellation operation is triggered by one of the following events: the second virtual character discards the pre-delivered supplies, or drags the supply icon of the pre-delivered supplies from at least one item column to a preset display area on the second graphical user interface.
[0161] Optionally, the above method for collecting game supplies may further include the following steps:
[0162] Step S126, in response to the third control operation performed on the material icon displayed in the target item bar in the target window, a material replacement signal is sent to the first client, wherein the target item bar is any item bar in the at least one item bar of the target window that is not in a locked state, and in the locked state, the target material corresponding to the target item bar is in an irreplaceable state, and the information carried by the material replacement signal includes the type of replacement material determined by the third control operation.
[0163] Optionally, the above method for collecting game supplies may further include the following steps:
[0164] Step S1271: In response to the material delivery request sent by the first client, a delivery reminder message is displayed on the second graphical user interface, wherein the delivery reminder message is used to remind the second virtual character to assemble with the first virtual character in the game scene;
[0165] Step S1272: In response to the distance between the first virtual character and the second virtual character in the game scene being less than or equal to a preset threshold, the pre-delivered supplies are delivered to the first virtual character.
[0166] According to the above method steps, a graphical user interface for player 4 is provided as shown in FIG13 . In a multiplayer online game, player 4 responds to a collaborative collection request initiated by player 3 to assist in collecting parts. After receiving the supply delivery request initiated by player 3's corresponding client, the second client corresponding to player 4 displays a delivery reminder message in the graphical user interface: "Player 3 requests your collection of supplies!" After player 4 controls their avatar to approach player 3, player 3 can use the one-click assembly function to obtain the supplies that player 4 has helped collect.
[0167] Other preferred implementations of the method steps running on the second client can refer to the relevant description of the method for collecting game supplies running on the first client, which will not be described here or below.
[0168] Based on the above-mentioned method steps provided by the embodiments of the present disclosure, multiple players in the same camp in a multiplayer online game can conveniently understand the collaborative collection data of themselves and other teammates in real time (including the type of materials to be collected, the quantity of materials to be collected, the collection progress, the collected detailed information, etc.), and can also use the "pre-delivery" function to pre-set the collected target materials as materials to be delivered to a certain virtual character, thereby supporting "one-click automatic packaging" when the materials are delivered. During the whole process, each player has a high perception of the material collection status of multiple players in the same camp, the communication cost is low during the collaborative collection process, and the operation difficulty and efficiency are low during the material delivery process.
[0169] Through the description of the above embodiments, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus the necessary general hardware platform, and of course it can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology, can be embodied in the form of a software product, which is stored in a storage medium (such as a disk or optical disk) and includes a number of instructions for enabling a terminal device (which can be a mobile phone, a computer, a server, or a network device, etc.) to execute the methods described in the various embodiments of the present disclosure.
[0170] In this embodiment, a device for collecting game supplies is also provided. This device is used to implement the above-mentioned embodiments and preferred embodiments, and the details already described will not be repeated here. As used below, the term "module" can refer to a combination of software and / or hardware that implements a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, implementation using hardware, or a combination of software and hardware, is also possible and contemplated.
[0171] FIG14 is a block diagram of a device for collecting game supplies according to one embodiment of the present disclosure, which is applied to a multiplayer online game. The multiplayer online game includes: a first virtual character controlled by a first client and a second virtual character controlled by a second client. The first virtual character and the second virtual character belong to the same character camp. The display content of the first graphical user interface of the first client includes: part or all of the game scene of the multiplayer online game. As shown in FIG14 , the device for collecting game supplies includes:
[0172] The first display module 1401 is configured to display a first control on a first graphical user interface in response to the first virtual character performing a preset game behavior in the game scene;
[0173] The second display module 1402 is configured to execute a first control operation on the first control, initiate a collaborative collection request to the second virtual character, and pop up a target window in the first graphical user interface, wherein the collaborative collection request is used to request the second virtual character to collaborate with the first virtual character to collect target materials in the game scene, and the target window is used to display the collection progress of the target materials;
[0174] The updating module 1403 is configured to update and display the collection progress in the target window in response to the first collection information fed back by the second client, wherein the first collection information is determined by the second control operation performed by the second virtual character in response to the collaborative collection request.
[0175] Optionally, the above-mentioned second display module 1402 is also configured to perform: responding to the first control operation, determining the types and quantities to be collected corresponding to the target materials; using the types and quantities to be collected, generating a first request message; sending the first request message to the second client to initiate a collaborative collection request to the second virtual character.
[0176] Optionally, the target window includes at least: a progress component and at least one item column corresponding to the type of target material to be collected; the above-mentioned update module 1403 is also configured to execute: determining the collected types and collected quantities of the target material based on the first collection information and the second collection information, wherein the second collection information is determined by the material collection operation performed on the target window in the first graphical user interface; updating the current progress displayed by the progress component based on the quantity to be collected and the quantity already collected of the target material; and updating the display information of at least one item column based on the collected types.
[0177] Optionally, the collected quantity includes the number of collected categories corresponding to each category in the collected categories; the above-mentioned update module 1403 is also configured to execute: for each category, determine the material icon to be displayed, determine the target item column from at least one item column, and display the material icon and the corresponding number of collected categories in the target item column to update the displayed target item column.
[0178] Optionally, in addition to all the above modules, the above-mentioned device for collecting game supplies also includes: an identification module 1404 (not shown in the figure), which is configured to determine the character who provides the collected supplies corresponding to the target item column as the target character; and display the character identification of the target character in the target item column to update the display of the target item column.
[0179] Optionally, in addition to all the above modules, the above-mentioned device for collecting game supplies also includes: a discarding module 1405 (not shown in the figure), which is configured to execute in response to receiving a material discarding signal corresponding to the target character, determine the type of material discarded and the number of material discarded, wherein the material discarding signal is triggered by the target character performing a third control operation on the collected materials corresponding to the target item column; according to the number of material discarded, update the current progress displayed by the progress component; according to the type of material discarded and the number of material discarded, perform a first update operation on the display information of at least one item column, wherein the first update operation includes at least one of the following: updating the number of collected types corresponding to the material discarding type, canceling the display of the material icon corresponding to the material discarding type, and canceling the display of the character identification of the target character.
[0180] Optionally, the display content of each item column in at least one item column also includes a lock mark; in addition to all the above modules, the above-mentioned device for collecting game supplies also includes: a locking module 1406 (not shown in the figure), which is configured to execute a fourth control operation in response to the lock mark corresponding to the target item column, and adjust the target item column to a locked state. In the locked state, the collected supplies corresponding to the target item column are in an irreplaceable state.
[0181] Optionally, the number of categories to be collected corresponding to each category in the categories to be collected is one; in addition to all the above modules, the above-mentioned device for collecting game supplies also includes: a replacement module 1407 (not shown in the figure), which is configured to execute in response to receiving a material replacement signal and determine the type of replacement material, wherein the material replacement signal is triggered by the fifth control operation performed by the replacement initiating character on the target item column, the replacement initiating character is any one of the first virtual character and the second virtual character, and the target item column is any item column that is not in a locked state in at least one item column; based on the material icon corresponding to the replacement material type and the role identification of the replacement initiating character, the target item column is updated and displayed.
[0182] Optionally, in addition to all the above modules, the above-mentioned device for collecting game supplies also includes: a delivery module 1408 (not shown in the figure), which is configured to execute, in response to receiving the first collection information, display a second control in the first graphical user interface; in response to a sixth control operation performed on the second control, initiate a supply delivery request to the second virtual character, wherein the supply delivery request is used to request the second virtual character to assemble with the first virtual character in the game scene.
[0183] Optionally, the above-mentioned delivery module is further configured to execute: in response to the sixth control operation, display a third control in the first graphical user interface; when the distance between the first virtual character and the second virtual character in the game scene is less than or equal to a preset threshold, respond to the seventh control operation performed on the third control, triggering a material delivery event, wherein the material delivery event includes: the first virtual character obtains the target material from the material storage space corresponding to the second virtual character.
[0184] Optionally, the first control includes multiple switch controls corresponding to multiple virtual weapons equipped by the first virtual character; the above-mentioned second display module 1402 is also configured to execute: in response to the opening operation of the target switch control among the multiple switch controls, the to-be-assembled accessories of the target virtual weapon corresponding to the target switch control are determined as target materials; the types of accessories to be collected are determined according to the types of accessories of the to-be-assembled accessories, and the quantity to be collected is determined according to the quantity of accessories of the to-be-assembled accessories.
[0185] Optionally, in addition to all the above modules, the above-mentioned device for collecting game supplies also includes: a setting module 1409 (not shown in the figure), which is configured to execute a response to the on operation acting on the target switch control, and set the accessory assembly mode of the target virtual weapon to a manual assembly mode, wherein the manual assembly mode is characterized by responding to the eighth control operation of the display component corresponding to the accessory to be assembled in the first graphical user interface, and assembling the accessory to be assembled onto the target virtual weapon.
[0186] Optionally, the above-mentioned delivery module 1408 is further configured to execute: after initiating a material delivery request to the second virtual character, in response to the distance between the first virtual character and the second virtual character in the game scene being less than or equal to a preset threshold, triggering a material delivery event, wherein the material delivery event includes: the first virtual character obtains the parts to be assembled from the material storage space corresponding to the second virtual character and assembles the parts to be assembled onto the target virtual weapon.
[0187] Optionally, the updating module 1403 is further configured to execute: when the display content of the target window is updated, sending an update signal to the second client, so that the target window is synchronously updated and displayed on the second graphical user interface corresponding to the second client.
[0188] FIG15 is a block diagram of another apparatus for collecting game supplies according to one embodiment of the present disclosure, which is applied to a multiplayer online game. The multiplayer online game includes: a first virtual character controlled by a first client and a second virtual character controlled by a second client. The first virtual character and the second virtual character belong to the same character camp. The display content of the second graphical user interface of the second client includes: part or all of the game scene of the multiplayer online game. As shown in FIG15 , the apparatus for collecting game supplies includes:
[0189] Display module 1501 is configured to, in response to receiving a collaborative collection request from the first client, pop up a target window in the second graphical user interface of the second client, wherein the collaborative collection request is used to request the second virtual character to collaborate with the first virtual character to collect target materials in the game scene, and the target window is used to display the collection progress of the target materials;
[0190] A generation module 1502 is configured to execute a pre-delivery control operation in response to the target window, generate first collection information according to the pre-delivery control operation, and feed the first collection information back to the first client, wherein the pre-delivery control operation is used to determine the target material to be collected and mark the target material as pre-delivery material to be delivered to the first virtual character;
[0191] The updating module 1503 is configured to update and display the collection progress in the target window using the first collection information.
[0192] Optionally, the generating module 1502 is further configured to execute: determining the material type and material quantity corresponding to the pre-delivered materials according to the pre-delivery control operation; and generating first collection information according to the material type and material quantity.
[0193] Optionally, in the above-mentioned device for collecting game supplies, the target window includes at least: at least one item column corresponding to the target supply; and the pre-delivery control operation is: dragging the supply icon of the pre-delivery supply on the second graphical user interface to the at least one item column.
[0194] Optionally, the updating module 1503 is further configured to execute: in response to receiving the update signal, updating the display content of the target window in the second graphical user interface.
[0195] Optionally, in addition to all the above modules, the above-mentioned device for collecting game supplies also includes: a discard module 1504 (not shown in the figure), which is configured to execute a cancel delivery operation corresponding to the pre-delivered supplies, and send a supply discard signal to the first client, wherein the information carried by the supply discard signal includes: the type of supply discarded and the quantity of supply discarded corresponding to the cancel delivery operation, and the cancel delivery operation is triggered by one of the following events: the second virtual character discards the pre-delivered supplies, and the supply icon of the pre-delivered supplies is dragged from at least one item column to a preset display area on the second graphical user interface.
[0196] Optionally, in addition to all the above modules, the above-mentioned device for collecting game supplies also includes: a replacement module 1505 (not shown in the figure), which is configured to execute a third control operation in response to the supply icon displayed in the target item bar in the target window, and send a supply replacement signal to the first client, wherein the target item bar is any item bar in at least one item bar of the target window that is not in a locked state, and in the locked state, the target supply corresponding to the target item bar is in an irreplaceable state, and the information carried by the supply replacement signal includes the type of replacement supply determined by the third control operation.
[0197] Optionally, in addition to all the above modules, the above-mentioned device for collecting game supplies also includes: a delivery module 1506 (not shown in the figure), which is configured to execute a response to the supply delivery request sent by the first client, and display a delivery reminder message on the second graphical user interface, wherein the delivery reminder message is used to remind the control of the second virtual character and the first virtual character to assemble in the game scene; in response to the distance between the first virtual character and the second virtual character in the game scene being less than or equal to a preset threshold, the pre-delivered supplies are delivered to the first virtual character.
[0198] It should be noted that the above modules can be implemented through software or hardware. For the latter, it can be implemented in the following ways, but not limited to: the above modules are all located in the same processor; or the above modules are located in different processors in any combination.
[0199] An embodiment of the present disclosure further provides a computer-readable storage medium, in which a computer program is stored. The computer program is configured to execute the steps of any one of the above method embodiments when run.
[0200] Optionally, in this embodiment, the above-mentioned computer-readable storage medium may include but is not limited to: a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk, and other media that can store computer programs.
[0201] Optionally, in this embodiment, the computer-readable storage medium may be located in any computer terminal in a computer terminal group in a computer network, or in any mobile terminal in a mobile terminal group.
[0202] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:
[0203] S1, in response to a first virtual character performing a preset game behavior in a game scene, displaying a first control on a first graphical user interface;
[0204] S2, in response to the first control operation applied to the first control, initiating a collaborative collection request to the second virtual character, and popping up a target window in the first graphical user interface, wherein the collaborative collection request is used to request the second virtual character to collaborate with the first virtual character to collect target materials in the game scene, and the target window is used to display the collection progress of the target materials;
[0205] S3 , in response to the first collection information fed back by the second client, updating and displaying the collection progress in the target window, wherein the first collection information is determined by the second control operation performed by the second virtual character in response to the collaborative collection request.
[0206] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: in response to a first control operation, determining the types and quantities to be collected corresponding to the target materials; generating a first request message using the types and quantities to be collected; and sending the first request message to a second client to initiate a collaborative collection request to a second virtual character.
[0207] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: the target window includes at least: a progress component and at least one item column corresponding to the type of target material to be collected; determining the collected types and collected quantities of the target material based on the first collection information and the second collection information, wherein the second collection information is determined by the material collection operation performed on the target window in the first graphical user interface; updating the current progress displayed by the progress component based on the quantity to be collected and the quantity already collected of the target material; and updating the display information of at least one item column based on the collected types.
[0208] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: the collected quantity includes the number of collected categories corresponding to each category in the collected categories; for each category, determining the material icon to be displayed, determining the target item column from at least one item column, and displaying the material icon and the corresponding number of collected categories in the target item column to update the displayed target item column.
[0209] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: determining the character who provides the collected supplies corresponding to the target item column as the target character; displaying the character identification of the target character in the target item column to update the display of the target item column.
[0210] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: in response to receiving a material discard signal corresponding to a target character, determining the type of material discard and the quantity of material discard, wherein the material discard signal is triggered by a third control operation performed by the target character on the collected materials corresponding to the target item column; updating the current progress displayed by the progress component according to the quantity of material discarded; performing a first update operation on the display information of at least one item column according to the type of material discard and the quantity of material discarded, wherein the first update operation includes at least one of the following: updating the quantity of collected types corresponding to the material discard type, canceling the display of the material icon corresponding to the material discard type, and canceling the display of the role identification of the target character.
[0211] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: the display content of each item column in at least one item column also includes a lock mark; in response to a fourth control operation performed on the lock mark corresponding to the target item column, the target item column is adjusted to a locked state, and in the locked state, the collected materials corresponding to the target item column are in an irreplaceable state.
[0212] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: the number of categories to be collected corresponding to each category in the categories to be collected is one; in response to receiving a material replacement signal, determining the type of replacement material, wherein the material replacement signal is triggered by a fifth control operation performed by the replacement initiating character on the target item column, the replacement initiating character is any one of the first virtual character and the second virtual character, and the target item column is any item column in at least one item column that is not in a locked state; based on the material icon corresponding to the replacement material type and the role identification of the replacement initiating character, updating and displaying the target item column.
[0213] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: in response to receiving the first collected information, displaying a second control within the first graphical user interface; in response to a sixth control operation performed on the second control, initiating a material delivery request to the second virtual character, wherein the material delivery request is used to request the second virtual character to assemble with the first virtual character in the game scene.
[0214] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: the target window includes a container control, and in response to a sixth control operation, a third control is displayed in the first graphical user interface; when the distance between the first virtual character and the second virtual character in the game scene is less than or equal to a preset threshold, in response to a seventh control operation performed on the third control, a material delivery event is triggered, wherein the material delivery event includes: the first virtual character obtains the target material from the material storage space corresponding to the second virtual character.
[0215] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: the first control includes multiple switch controls corresponding to multiple virtual weapons equipped by the first virtual character; in response to an on-operation of a target switch control among the multiple switch controls, the to-be-assembled accessories of the target virtual weapon corresponding to the target switch control are determined as target materials; the types of accessories to be collected are determined according to the types of accessories of the to-be-assembled accessories, and the quantity to be collected is determined according to the quantity of accessories of the to-be-assembled accessories.
[0216] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: in response to an on operation acting on a target switch control, setting the accessory assembly mode of the target virtual weapon to a manual assembly mode, wherein the manual assembly mode is characterized by assembling the accessory to be assembled onto the target virtual weapon in response to an eighth control operation on a display component corresponding to the accessory to be assembled in the first graphical user interface.
[0217] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: after initiating a material delivery request to the second virtual character, in response to the distance between the first virtual character and the second virtual character in the game scene being less than or equal to a preset threshold, triggering a material delivery event, wherein the material delivery event includes: the first virtual character obtains the parts to be assembled from the material storage space corresponding to the second virtual character and assembles the parts to be assembled onto the target virtual weapon.
[0218] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: when the display content of the target window is updated, sending an update signal to the second client so that the target window is synchronously updated and displayed on the second graphical user interface corresponding to the second client.
[0219] Optionally, the above-mentioned computer-readable storage medium can be configured to store a computer program for performing the following steps: in response to receiving a collaborative collection request sent by the first client, popping up a target window in the second graphical user interface of the second client, wherein the collaborative collection request is used to request the second virtual character and the first virtual character to collaboratively collect target materials in the game scene, and the target window is used to display the collection progress of the target materials; in response to a pre-delivery control operation acting on the target window, generating first collection information according to the pre-delivery control operation, and feeding back the first collection information to the first client, wherein the pre-delivery control operation is used to determine the collection of target materials and mark the target materials as pre-delivery materials to be delivered to the first virtual character; using the first collection information, updating the collection progress displayed in the target window.
[0220] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: determining the type and quantity of materials corresponding to the pre-delivered materials according to the pre-delivery control operation; and generating first collection information according to the type and quantity of materials.
[0221] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: the target window includes at least: at least one item column corresponding to the target material; the pre-delivery control operation is: dragging the material icon of the pre-delivery material on the second graphical user interface to at least one item column.
[0222] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: in response to receiving the update signal, updating the display content of the target window in the second graphical user interface.
[0223] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: in response to a cancel delivery operation corresponding to the pre-delivered materials, sending a material discard signal to the first client, wherein the information carried by the material discard signal includes: the type of material discarded and the quantity of material discarded corresponding to the cancel delivery operation, and the cancel delivery operation is triggered by one of the following events: the second virtual character discards the pre-delivered materials, and the material icon of the pre-delivered materials is dragged from at least one item column to a preset display area on the second graphical user interface.
[0224] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: in response to a third control operation performed on a material icon displayed in a target item bar in a target window, sending a material replacement signal to the first client, wherein the target item bar is any item bar in at least one item bar of the target window that is not in a locked state, and in a locked state, the target material corresponding to the target item bar is in an irreplaceable state, and the information carried by the material replacement signal includes the type of replacement material determined by the third control operation.
[0225] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: in response to a material delivery request sent by the first client, displaying a delivery reminder message on the second graphical user interface, wherein the delivery reminder message is used to remind the control of the second virtual character and the first virtual character to assemble in the game scene; in response to the distance between the first virtual character and the second virtual character in the game scene being less than or equal to a preset threshold, delivering the pre-delivered materials to the first virtual character.
[0226] In the computer-readable storage medium of the above embodiment, a technical solution for implementing a method for collecting game supplies is provided. In a multiplayer online game, in response to a first virtual character performing a preset game behavior in a game scene, a first control is displayed on a first graphical user interface; in response to a first control operation acting on the first control, a collaborative collection request is initiated to a second virtual character, and a target window pops up in the first graphical user interface, wherein the collaborative collection request is used to request the second virtual character to collaboratively collect target supplies with the first virtual character in the game scene, and the target window is used to display the collection progress of the target supplies; in response to first collection information fed back by a second client, the collection progress is updated in the target window, wherein the first collection information is determined by the second control operation performed by the second virtual character in response to the collaborative collection request. Thus, the present disclosure achieves the purpose of conveniently enabling multiple virtual characters to collaboratively collect game supplies in a game scene through the target windows synchronously displayed by the first client and the second client, and the collaborative search interaction between the first virtual character and the second virtual character, thereby achieving the technical effect of improving the operational efficiency of collaborative collection of game supplies in the game scene, thereby solving the technical problem of complex, difficult, and inefficient collaborative collection of game supplies in the game scene.
[0227] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.
[0228] In exemplary embodiments of the present disclosure, a computer-readable storage medium stores a program product capable of implementing the aforementioned method of the present embodiment. In some possible implementations, various aspects of the present disclosure may also be implemented in the form of a program product comprising program code. When the program product is executed on a terminal device, the program code is configured to cause the terminal device to execute the steps described in the "Exemplary Method" section of the present embodiment according to various exemplary embodiments of the present disclosure.
[0229] According to an embodiment of the present disclosure, a program product for implementing the above-mentioned method can be a portable compact disc read-only memory (CD-ROM) and include program code, and can be run on a terminal device, such as a personal computer. However, the program product of the embodiment of the present disclosure is not limited thereto. In the embodiment of the present disclosure, a computer-readable storage medium can be any tangible medium containing or storing a program, which can be used by or in conjunction with an instruction execution system, apparatus, or device.
[0230] The program product may be implemented in any combination of one or more computer-readable media. The computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or device, or any combination thereof. More specific examples (non-exhaustive) of computer-readable storage media include: an electrical connection having one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.
[0231] It should be noted that the program code contained in the computer-readable storage medium can be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any appropriate combination of the above.
[0232] An embodiment of the present disclosure further provides an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to perform the steps in any of the above method embodiments.
[0233] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor, and the input / output device is connected to the processor.
[0234] Optionally, in this embodiment, the processor may be configured to execute the following steps through a computer program:
[0235] S1, in response to a first virtual character performing a preset game behavior in a game scene, displaying a first control on a first graphical user interface;
[0236] S2, in response to the first control operation applied to the first control, initiating a collaborative collection request to the second virtual character, and popping up a target window in the first graphical user interface, wherein the collaborative collection request is used to request the second virtual character to collaborate with the first virtual character to collect target materials in the game scene, and the target window is used to display the collection progress of the target materials;
[0237] S3 , in response to the first collection information fed back by the second client, updating and displaying the collection progress in the target window, wherein the first collection information is determined by the second control operation performed by the second virtual character in response to the collaborative collection request.
[0238] Optionally, the above-mentioned processor can also be configured to perform the following steps through a computer program: responding to a first control operation, determining the types and quantities to be collected corresponding to the target materials; using the types and quantities to be collected, generating a first request message; sending the first request message to the second client to initiate a collaborative collection request to the second virtual character.
[0239] Optionally, the processor can also be configured to execute the following steps through a computer program: the target window includes at least: a progress component and at least one item column corresponding to the type of target material to be collected; determining the collected types and the collected quantities of the target material based on the first collection information and the second collection information, wherein the second collection information is determined by the material collection operation performed on the target window in the first graphical user interface; updating the current progress displayed by the progress component based on the quantity to be collected and the quantity collected of the target material; and updating the display information of at least one item column based on the collected types.
[0240] Optionally, the processor can also be configured to perform the following steps through a computer program: the collected quantity includes the number of collected categories corresponding to each category in the collected categories; for each category, determining the material icon to be displayed, determining the target item column from at least one item column, and displaying the material icon and the corresponding number of collected categories in the target item column to update the display of the target item column.
[0241] Optionally, the processor may also be configured to execute the following steps through a computer program: determining the character who provides the collected supplies corresponding to the target inventory as the target character; and displaying the character identification of the target character in the target inventory to update the display of the target inventory.
[0242] Optionally, the processor can also be configured to perform the following steps through a computer program: in response to receiving a material discard signal corresponding to a target character, determining the type of material discard and the quantity of material discarded, wherein the material discard signal is triggered by a third control operation performed by the target character on the collected materials corresponding to the target item column; updating the current progress displayed by the progress component according to the quantity of material discarded; performing a first update operation on the display information of at least one item column according to the type of material discard and the quantity of material discarded, wherein the first update operation includes at least one of the following: updating the quantity of collected types corresponding to the material discard type, canceling the display of the material icon corresponding to the material discard type, and canceling the display of the role identification of the target character.
[0243] Optionally, the processor can also be configured to perform the following steps through a computer program: the display content of each item column in at least one item column also includes a lock mark; in response to a fourth control operation performed on the lock mark corresponding to the target item column, the target item column is adjusted to a locked state, and in the locked state, the collected materials corresponding to the target item column are in an irreplaceable state.
[0244] Optionally, the processor can also be configured to perform the following steps through a computer program: the number of categories to be collected corresponding to each category in the categories to be collected is one; in response to receiving a material replacement signal, the replacement material type is determined, wherein the material replacement signal is triggered by a fifth control operation performed by the replacement initiating character on the target item column, the replacement initiating character is any one of the first virtual character and the second virtual character, and the target item column is any item column in at least one item column that is not in a locked state; based on the material icon corresponding to the replacement material type and the role identification of the replacement initiating character, the target item column is updated and displayed.
[0245] Optionally, the above-mentioned processor can also be configured to perform the following steps through a computer program: in response to receiving the first collection information, displaying a second control in the first graphical user interface; in response to a sixth control operation performed on the second control, initiating a material delivery request to the second virtual character, wherein the material delivery request is used to request the second virtual character to assemble with the first virtual character in the game scene.
[0246] Optionally, the above-mentioned processor can also be configured to perform the following steps through a computer program: the target window includes a container control, and in response to a sixth control operation, a third control is displayed in the first graphical user interface; when the distance between the first virtual character and the second virtual character in the game scene is less than or equal to a preset threshold, in response to the seventh control operation performed on the third control, a material delivery event is triggered, wherein the material delivery event includes: the first virtual character obtains the target material from the material storage space corresponding to the second virtual character.
[0247] Optionally, the processor can also be configured to perform the following steps through a computer program: the first control includes multiple switch controls corresponding to multiple virtual weapons equipped by the first virtual character; in response to an on-operation of a target switch control among the multiple switch controls, the to-be-assembled accessories of the target virtual weapon corresponding to the target switch control are determined as target materials; the types of accessories to be collected are determined according to the types of accessories of the to-be-assembled accessories, and the quantity to be collected is determined according to the quantity of accessories of the to-be-assembled accessories.
[0248] Optionally, the processor can also be configured to perform the following steps through a computer program: in response to an on operation acting on a target switch control, the accessory assembly mode of the target virtual weapon is set to a manual assembly mode, wherein the manual assembly mode is characterized by responding to an eighth control operation on a display component corresponding to the accessory to be assembled in the first graphical user interface, and assembling the accessory to be assembled onto the target virtual weapon.
[0249] Optionally, the above-mentioned processor can also be configured to perform the following steps through a computer program: after initiating a material delivery request to the second virtual character, in response to the distance between the first virtual character and the second virtual character in the game scene being less than or equal to a preset threshold, triggering a material delivery event, wherein the material delivery event includes: the first virtual character obtains the parts to be assembled from the material storage space corresponding to the second virtual character and assembles the parts to be assembled onto the target virtual weapon.
[0250] Optionally, the processor may be configured to execute the following steps through a computer program: when the display content of the target window is updated, an update signal is sent to the second client, so that the target window is synchronously updated and displayed on the second graphical user interface corresponding to the second client.
[0251] Optionally, the above-mentioned computer-readable storage medium can be configured to store a computer program for performing the following steps: in response to receiving a collaborative collection request sent by the first client, popping up a target window in the second graphical user interface of the second client, wherein the collaborative collection request is used to request the second virtual character and the first virtual character to collaboratively collect target materials in the game scene, and the target window is used to display the collection progress of the target materials; in response to a pre-delivery control operation acting on the target window, generating first collection information according to the pre-delivery control operation, and feeding back the first collection information to the first client, wherein the pre-delivery control operation is used to determine the collection of target materials and mark the target materials as pre-delivery materials to be delivered to the first virtual character; using the first collection information, updating the collection progress displayed in the target window.
[0252] Optionally, the processor may be configured to execute the following steps through a computer program: determining the type and quantity of materials corresponding to the pre-delivered materials according to the pre-delivery control operation; and generating first collection information according to the type and quantity of materials.
[0253] Optionally, the above-mentioned processor can also be configured to perform the following steps through a computer program: the target window includes at least: at least one item column corresponding to the target material; the pre-delivery control operation is: dragging the material icon of the pre-delivery material on the second graphical user interface to at least one item column.
[0254] Optionally, the processor may be further configured to execute the following steps through a computer program: in response to receiving the update signal, updating the display content of the target window in the second graphical user interface.
[0255] Optionally, the processor may also be configured to execute the following steps through a computer program: in response to a cancel delivery operation corresponding to pre-delivered materials, sending a material discard signal to the first client, wherein the information carried by the material discard signal includes: the type of discarded materials and the quantity of discarded materials corresponding to the cancel delivery operation, and the cancel delivery operation is triggered by one of the following events: the second virtual character discards the pre-delivered materials, and the material icon of the pre-delivered materials is dragged from at least one item column to a preset display area on the second graphical user interface.
[0256] Optionally, the above-mentioned processor can also be configured to perform the following steps through a computer program: in response to a third control operation performed on a material icon displayed in a target item bar in a target window, a material replacement signal is sent to the first client, wherein the target item bar is any item bar in at least one item bar of the target window that is not in a locked state, and in a locked state, the target material corresponding to the target item bar is in an irreplaceable state, and the information carried by the material replacement signal includes the type of replacement material determined by the third control operation.
[0257] Optionally, the above-mentioned processor can also be configured to perform the following steps through a computer program: responding to a material delivery request sent by the first client, displaying a delivery reminder message on the second graphical user interface, wherein the delivery reminder message is used to remind the control of the second virtual character and the first virtual character to assemble in the game scene; in response to the distance between the first virtual character and the second virtual character in the game scene being less than or equal to a preset threshold, delivering the pre-delivered materials to the first virtual character.
[0258] In the electronic device of the above embodiment, a technical solution for implementing a method for collecting game supplies is provided. In a multiplayer online game, in response to a first virtual character performing a preset game behavior in a game scene, a first control is displayed on a first graphical user interface; in response to a first control operation acting on the first control, a collaborative collection request is initiated to a second virtual character, and a target window pops up in the first graphical user interface, wherein the collaborative collection request is used to request the second virtual character to collaboratively collect target supplies with the first virtual character in the game scene, and the target window is used to display the collection progress of the target supplies; in response to first collection information fed back by the second client, the collection progress is updated in the target window, wherein the first collection information is determined by the second control operation performed by the second virtual character in response to the collaborative collection request. Thus, the present disclosure achieves the purpose of conveniently realizing the collaborative collection of game supplies by multiple virtual characters in a game scene through the target windows synchronously displayed by the first client and the second client and the collaborative search interaction between the first virtual character and the second virtual character, thereby achieving the technical effect of improving the operational efficiency of collaborative collection of game supplies in the game scene, thereby solving the technical problem of complex, difficult and inefficient collaborative collection of supplies in the game scene.
[0259] FIG16 is a schematic diagram of an electronic device according to one embodiment of the present disclosure. As shown in FIG16 , the electronic device 1600 is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0260] As shown in Figure 16, electronic device 1600 is implemented as a general-purpose computing device. Components of electronic device 1600 may include, but are not limited to, at least one processor 1610, at least one memory 1620, a bus 1630 connecting various system components (including memory 1620 and processor 1610), and a display 1640.
[0261] The memory 1620 stores program codes, which can be executed by the processor 1610 , so that the processor 1610 executes the steps described in the method section of the embodiment of the present disclosure according to various exemplary embodiments of the present disclosure.
[0262] The memory 1620 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 16201 and / or a cache memory unit 16202, and may further include a read-only memory unit (ROM) 16203, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
[0263] In some examples, memory 1620 may also include a program / utility 16204 having a set (at least one) of program modules 16205. Such program modules 16205 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Memory 1620 may further include memory remotely located relative to processor 1610. These remote memories may be connected to electronic device 1600 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.
[0264] Bus 1630 may represent one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a local bus to processor 1610, or a bus using any of a variety of bus architectures.
[0265] The display 1640 may be, for example, a touch screen liquid crystal display (LCD), which may enable a user to interact with a user interface of the electronic device 1600 .
[0266] Optionally, the electronic device 1600 may also communicate with one or more external devices 1700 (e.g., a keyboard, a pointing device, a Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 1600, and / or any device that enables the electronic device 1600 to communicate with one or more other computing devices (e.g., a router, a modem, etc.). Such communication may be performed via an input / output (I / O) interface 1650. Furthermore, the electronic device 1600 may also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network, such as the Internet) via a network adapter 1660. As shown in FIG16 , the network adapter 1660 communicates with other modules of the electronic device 1600 via a bus 1630. It should be understood that although not shown in Figure 16, other hardware and / or software modules may be used in conjunction with the electronic device 1600, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, disk arrays (Redundant Arrays of Independent Disks, RAID) systems, tape drives, and data backup storage systems.
[0267] The electronic device 1600 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply and / or a camera.
[0268] Those skilled in the art will appreciate that the structure shown in FIG16 is merely illustrative and does not limit the structure of the electronic device described above. For example, the electronic device 1600 may further include more or fewer components than those shown in FIG16 , or may have a configuration different from that shown in FIG16 . The memory 1620 may be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the method for collecting game supplies in the embodiment of the present disclosure. The processor 1610 executes various functional applications and data processing by running the computer program stored in the memory 1620, thereby implementing the above-mentioned method for collecting game supplies.
[0269] The serial numbers of the above-mentioned embodiments of the present disclosure are for description only and do not represent the advantages or disadvantages of the embodiments.
[0270] In the above embodiments of the present disclosure, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0271] In the several embodiments provided in the present disclosure, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only exemplary. For example, the division of the units can be 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.
[0272] 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 units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.
[0273] In addition, the functional units in the various embodiments of the present disclosure 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.
[0274] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure is essentially or the part that contributes to the relevant technology or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for enabling a computer device (which can be a personal computer, a server or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a U disk, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk.
[0275] The above is only a preferred embodiment of the present disclosure. 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 disclosure. These improvements and modifications should also be regarded as within the scope of protection of the present disclosure.
Claims
1. A method for collecting game supplies, applied to a multiplayer online game, wherein the multiplayer online game comprises: A first virtual character controlled by a first client and a second virtual character controlled by a second client, the first virtual character and the second virtual character belonging to the same character faction, a first graphical user interface of the first client displaying content including: a portion or all of a game scene of the multiplayer online game, the method comprising: In response to the first virtual character performing a preset game behavior in the game scene, displaying a first control on the first graphical user interface; In response to a first control operation applied to the first control, initiating a collaborative collection request to the second virtual character, and popping up a target window in the first graphical user interface, wherein the collaborative collection request is used to request the second virtual character to collaborate with the first virtual character to collect target materials in the game scene, and the target window is used to display the collection progress of the target materials; In response to first collection information fed back by the second client, the collection progress is updated and displayed in the target window, wherein the first collection information is determined by a second control operation performed by the second virtual character in response to the collaborative collection request.
2. The method according to claim 1, wherein In response to the first control operation, initiating a collaborative collection request to the second virtual character includes: In response to the first control operation, determining the type and quantity of the target material to be collected; Generate a first request message using the type to be collected and the quantity to be collected; The first request message is sent to the second client to initiate the collaborative collection request to the second virtual character.
3. The method according to claim 1, wherein The target window includes at least: a progress component and at least one item column corresponding to the type of target material to be collected; Updating and displaying the collection progress in the target window includes: Determining the collected types and collected quantities of the target materials based on the first collected information and the second collected information, wherein the second collected information is determined by a material collection operation performed on the target window in the first graphical user interface; Update the current progress displayed by the progress component according to the quantity of the target material to be collected and the quantity already collected; Based on the collected categories, display information of the at least one inventory is updated.
4. The method according to claim 3, wherein: The collected quantity includes the collected quantity of categories corresponding to each category in the collected categories; Based on the collected categories, updating the display information of the at least one inventory includes: For each of the categories, a material icon to be displayed is determined, a target item column is determined from the at least one item column, and the material icon and the corresponding quantity of the collected category are displayed in the target item column to update the display of the target item column.
5. The method according to claim 4, wherein The method further comprises: Determine the character who provides the collected materials corresponding to the target inventory as the target character; The character identification of the target character is displayed in the target item column to update the display of the target item column.
6. The method according to claim 5, wherein: The method further comprises: In response to receiving a resource discard signal corresponding to the target character, determining a resource discard type and a resource discard quantity, wherein the resource discard signal is triggered by a third control operation performed by the target character on the collected resources corresponding to the target inventory; According to the discarded quantity of the materials, the current progress displayed by the progress component is updated; According to the material discard type and the material discard quantity, a first update operation is performed on the display information of the at least one item column, wherein the first update operation includes at least one of the following: updating the quantity of the collected type corresponding to the material discard type, canceling the display of the material icon corresponding to the material discard type, and canceling the display of the role identification of the target character.
7. The method according to any one of claims 3 to 6, wherein: The display content of each item column in the at least one item column further includes a lock mark; and the method further includes: In response to a fourth control operation performed on the locking mark corresponding to the target item column, the target item column is adjusted to a locked state, in which the collected materials corresponding to the target item column are in an irreplaceable state.
8. The method according to claim 7, wherein: The number of categories to be collected corresponding to each category in the categories to be collected is one; the method further includes: In response to receiving a material replacement signal, determining a type of replacement material, wherein the material replacement signal is triggered by a fifth control operation performed by a replacement-initiating character on a target inventory, the replacement-initiating character being either the first virtual character or the second virtual character, and the target inventory being any inventory of the at least one inventory that is not in the locked state; The target item column is updated and displayed based on the material icon corresponding to the replacement material type and the role identification of the replacement initiating role.
9. The method according to claim 1, wherein The method further comprises: In response to receiving the first collected information, displaying a second control within the first graphical user interface; In response to a sixth control operation performed on the second control, a material delivery request is initiated to the second virtual character, wherein the material delivery request is used to request the second virtual character to assemble with the first virtual character in the game scene.
10. The method according to claim 9, wherein: The target window includes a container control, and the method further includes: In response to the sixth control operation, displaying a third control in the first graphical user interface; When the distance between the first virtual character and the second virtual character in the game scene is less than or equal to a preset threshold, a material delivery event is triggered in response to a seventh control operation performed on the third control, wherein the material delivery event includes: the first virtual character obtains the target material from the material storage space corresponding to the second virtual character.
11. The method according to claim 2, wherein: The first control includes a plurality of switch controls corresponding to a plurality of virtual weapons equipped by the first virtual character; and in response to the first control operation acting on the first control, determining the type and quantity of the target materials to be collected includes: In response to an on-operation of a target switch control among the plurality of switch controls, determining the to-be-assembled component of the target virtual weapon corresponding to the target switch control as the target material; The types of parts to be collected are determined according to the types of parts to be assembled, and the quantities of parts to be collected are determined according to the quantities of parts to be assembled.
12. The method according to claim 11, wherein The method further comprises: In response to the turn-on operation acting on the target switch control, the accessory assembly mode of the target virtual weapon is set to a manual assembly mode, wherein the manual assembly mode is characterized by responding to an eighth control operation on the display component corresponding to the accessory to be assembled in the first graphical user interface, and assembling the accessory to be assembled onto the target virtual weapon.
13. The method according to claim 12, wherein: The method further comprises: After initiating a material delivery request to the second virtual character, in response to the distance between the first virtual character and the second virtual character in the game scene being less than or equal to a preset threshold, a material delivery event is triggered, wherein the material delivery event includes: the first virtual character obtains the parts to be assembled from the material storage space corresponding to the second virtual character and assembles the parts to be assembled onto the target virtual weapon.
14. The method according to claim 1, wherein The method further comprises: When the display content of the target window is updated, an update signal is sent to the second client, so that the target window is synchronously updated and displayed on the second graphical user interface corresponding to the second client.
15. A method for collecting game supplies, applied to a multiplayer online game, wherein the multiplayer online game comprises: A first virtual character controlled by a first client and a second virtual character controlled by a second client, the first virtual character and the second virtual character belonging to the same character faction, the display content of a second graphical user interface of the second client including: part or all of the game scene of the multiplayer online game, the method comprising: In response to receiving a collaborative collection request from the first client, a target window pops up in a second graphical user interface of the second client, wherein the collaborative collection request is used to request the second virtual character and the first virtual character to collaboratively collect target materials in the game scene, and the target window is used to display the collection progress of the target materials; In response to a pre-delivery control operation applied to the target window, generating first collection information according to the pre-delivery control operation, and feeding the first collection information back to the first client, wherein the pre-delivery control operation is used to determine to collect the target supplies and mark the target supplies as pre-delivery supplies to be delivered to the first virtual character; The collection progress is updated and displayed in the target window using the first collection information.
16. The method according to claim 15, wherein Generating the first collected information according to the pre-delivery control operation includes: Determining the type and quantity of materials corresponding to the pre-delivered materials according to the pre-delivery control operation; The first collected information is generated according to the type of materials and the quantity of materials.
17. The method according to claim 15, wherein: The target window includes at least: at least one item column corresponding to the target material; the pre-delivery control operation is: dragging the material icon of the pre-delivered material on the second graphical user interface to the at least one item column.
18. The method according to claim 15, wherein The method further comprises: In response to receiving the update signal, the display content of the target window is updated in the second graphical user interface.
19. The method according to claim 17, wherein The method further comprises: In response to the cancel delivery operation corresponding to the pre-delivered material, a material discard signal is sent to the first client, wherein the information carried by the material discard signal includes: the type and quantity of the discarded material corresponding to the cancel delivery operation, The delivery cancellation operation is triggered by one of the following events: the second virtual character discards the pre-delivered supplies, or drags the supply icon of the pre-delivered supplies from the at least one item column to a preset display area on the second graphical user interface.
20. The method according to claim 15, wherein The method further comprises: In response to a third control operation performed on a material icon displayed in a target item bar in the target window, a material replacement signal is sent to the first client, wherein the target item bar is any item bar in at least one item bar of the target window that is not in a locked state, and in the locked state, the target material corresponding to the target item bar is in an irreplaceable state, and the information carried by the material replacement signal includes the type of replacement material determined by the third control operation.
21. The method according to claim 15, wherein The method further comprises: In response to the material delivery request sent by the first client, displaying a delivery reminder message on the second graphical user interface, wherein the delivery reminder message is used to remind the second virtual character to assemble with the first virtual character in the game scene; In response to a distance between the first virtual character and the second virtual character in the game scene being less than or equal to a preset threshold, the pre-delivered supplies are delivered to the first virtual character.
22. A device for collecting game supplies, used in a multiplayer online game, wherein the multiplayer online game includes: A first virtual character controlled by a first client and a second virtual character controlled by a second client, the first virtual character and the second virtual character belonging to the same character camp, the display content of a first graphical user interface of the first client including: part or all of the game scene of the multiplayer online game, the device comprising: a first display module configured to display a first control on the first graphical user interface in response to the first virtual character performing a preset game behavior in the game scene; a second display module configured to execute, in response to a first control operation applied to the first control, a collaborative collection request to the second virtual character, and pop up a target window within the first graphical user interface, wherein the collaborative collection request is used to request the second virtual character to collaboratively collect target materials with the first virtual character in a game scene, and the target window is used to display a collection progress of the target materials; The updating module is configured to execute a first collection information fed back by the second client and update and display the collection progress in the target window, wherein the first collection information is determined by a second control operation performed by the second virtual character in response to the collaborative collection request.
23. A device for collecting game supplies, used in a multiplayer online game, wherein the multiplayer online game includes: A first virtual character controlled by a first client and a second virtual character controlled by a second client, the first virtual character and the second virtual character belonging to the same character camp, the display content of the second graphical user interface of the second client including: part or all of the game scene of the multiplayer online game, the device comprising: a display module configured to, in response to receiving a collaborative collection request from the first client, pop up a target window in a second graphical user interface of the second client, wherein the collaborative collection request is used to request the second virtual character and the first virtual character to collaboratively collect target materials in a game scene, and the target window is used to display the collection progress of the target materials; a generation module configured to execute a pre-delivery control operation in response to the target window, generate first collection information according to the pre-delivery control operation, and feed the first collection information back to the first client, wherein the pre-delivery control operation is used to determine to collect the target material and mark the target material as pre-delivery material to be delivered to the first virtual character; The updating module is configured to utilize the first collected information to update and display the collection progress in the target window.
24. A computer-readable storage medium having a computer program stored therein, wherein: The computer program is configured to execute the method for collecting game supplies as claimed in any one of claims 1 to 21 when executed by a processor.
25. An electronic device comprising a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to execute the method for collecting game supplies according to any one of claims 1 to 21.
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