Method and apparatus, device and storage medium for updating point in virtual scene
Patent Information
- Authority / Receiving Office
- HK · HK
- Patent Type
- Patents
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2021-03-29
- Publication Date
- 2026-07-10
AI Technical Summary
In virtual item games, players hiding to avoid being defeated prolongs the battle, resulting in wasted battery power and data traffic.
By introducing a points update area in the virtual scene, the update rate is determined based on the number of virtual items collected by virtual objects, which quickly updates the faction points and reduces the duration of a single game.
It increases the rate at which faction points are acquired and reduces the duration of a single virtual scenario, thereby saving power and data traffic.
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Abstract
Description
Technical Field
[0001] This application relates to the field of virtual scene technology, and in particular to a method, apparatus, device and storage medium for updating points in a virtual scene. Background Technology
[0002] Currently, in game applications with virtual items, such as first-person shooter games, players can control virtual objects to defeat virtual objects from other factions to end the game and win.
[0003] In this technology, players control virtual objects to use virtual items with offensive attributes to attack virtual objects of other factions, affecting their health attributes. When a virtual object's health reaches zero, it is considered defeated by the player-controlled virtual object. Defeating virtual objects of other factions increases the player's faction's score. At the end of the match, the faction with the higher score wins.
[0004] However, the relevant technologies need to protect one's own virtual objects from being defeated or control virtual objects to defeat virtual objects from other factions, so that one's own faction can win the game. This may involve controlling each virtual object to choose a hiding method to ensure that its own virtual object is not defeated. This results in a single game time that is too long to obtain the battle result, causing a waste of resources such as power and data traffic. Summary of the Invention
[0005] This application provides a method, apparatus, device, and storage medium for updating points in a virtual scene, which can reduce the duration of the virtual scene, thereby reducing the waste of resources such as power consumption and data traffic.
[0006] The technical solution is as follows:
[0007] On one hand, embodiments of this application provide a method for updating points in a virtual scene, the method comprising:
[0008] Displaying a virtual scene, wherein the virtual scene includes a first virtual object;
[0009] In response to the first virtual object being in the score update area and the first virtual object having collected the first virtual item, the occupation information of the score update area is obtained; the first virtual item is a virtual item dropped when the virtual object is defeated;
[0010] In response to the occupation information indicating that the score update area has been occupied by the faction to which the first virtual object belongs, the update rate of the faction score of the faction to which the first virtual object belongs is obtained based on the first quantity of the first virtual items collected by the first virtual object; the update rate is positively correlated with the first quantity.
[0011] The faction points are updated based on the update rate.
[0012] On one hand, embodiments of this application provide a method for updating points in a virtual scene, the method comprising:
[0013] Displaying a virtual scene, wherein the virtual scene includes a first virtual object;
[0014] In response to the first virtual object, which has collected the first virtual item, being in the score update area and the score update area being occupied by the faction to which the first virtual object belongs, the updated faction score is displayed; the faction score is obtained through an update rate; the update rate is obtained based on a first quantity of the first virtual item collected by the first virtual object; the update rate is positively correlated with the first quantity; the first virtual item is a virtual item dropped when the virtual object is defeated.
[0015] On the other hand, embodiments of this application provide an points update device in a virtual scene, the device comprising:
[0016] The screen display module is used to display a virtual scene, which includes a first virtual object;
[0017] The information acquisition module is used to acquire the occupation information of the score update area in response to the first virtual object being in the score update area and the first virtual object having collected the first virtual item; the first virtual item is a virtual item dropped when the virtual object is defeated;
[0018] A rate acquisition module is used to, in response to the occupation information indicating that the score update area is occupied by the faction to which the first virtual object belongs, acquire the update rate of the faction score of the faction to which the first virtual object belongs based on the first quantity of the first virtual items collected by the first virtual object; the update rate is positively correlated with the first quantity.
[0019] The points update module is used to update the faction points based on the update rate.
[0020] In one possible implementation, the integral update module includes:
[0021] The points update submodule is used to exchange the first virtual items collected by the first virtual object for the faction points based on the update rate.
[0022] In one possible implementation, the device further includes:
[0023] The multiplier acquisition submodule is used to acquire the exchange multiplier based on the first quantity before the rate at which the first virtual items collected by the first virtual object are exchanged for the faction points based on the update rate. The exchange multiplier is used to indicate the point value of a unit quantity of the first virtual items exchanged for the faction points.
[0024] The points update submodule includes:
[0025] The points update unit is used to exchange the first virtual items collected by the first virtual object for the faction points based on the update rate and the exchange rate.
[0026] In one possible implementation, the exchange rate is positively correlated with the first quantity.
[0027] In one possible implementation, the device further includes:
[0028] The update stop submodule is used to stop converting the first virtual items collected by the first virtual object into faction points based on the update rate in response to the first virtual object leaving the points update area or when the number of the first virtual items collected by the first virtual object reaches zero.
[0029] In one possible implementation, the rate acquisition module includes:
[0030] The first rate acquisition submodule is used to acquire the update rate as the first rate in response to the first quantity being less than or equal to the first threshold.
[0031] The second rate acquisition submodule is used to acquire the update rate as a second rate in response to the first quantity being greater than the first threshold.
[0032] Wherein, the first rate is less than the second rate.
[0033] In one possible implementation, the device further includes:
[0034] The location update module is used to update the location of the points update area in the virtual scene in response to the number of the first virtual items redeemed in the points update area reaching the redemption quantity threshold.
[0035] In one possible implementation, the device further includes:
[0036] The prop display module is used to display the first virtual prop collected by the second virtual object and the newly added first virtual prop in the drop area in response to the second virtual object being defeated;
[0037] The drop area is a circular area centered on the location where the second virtual object was defeated.
[0038] In one possible implementation, the prop display module includes:
[0039] The spacing acquisition submodule is used to acquire the first spacing based on the number of the first virtual items collected by the second virtual object in response to the second virtual object being defeated; the first spacing is used to indicate the spacing of the first virtual item drop location;
[0040] A radius acquisition submodule is used to acquire the radius of the circular region based on the first spacing;
[0041] The prop display submodule is used to display the first virtual props collected by the first virtual object, as well as newly added first virtual props, within the falling area based on the radius of the circular area.
[0042] In one possible implementation, the newly added first virtual prop is displayed at the center of the circular area.
[0043] In one possible implementation, the information acquisition module includes:
[0044] The first information acquisition submodule is used to acquire first occupation information of the score update area in response to the first virtual object being in the score update area, the first virtual object having collected the first virtual item, and the score update area meeting the occupation conditions; the first occupation information is used to indicate that the score update area is occupied by the faction to which the first virtual object belongs.
[0045] The second information acquisition submodule is used to acquire second occupation information of the score update area in response to the first virtual object being in the score update area, the first virtual object having collected the first virtual item, and the score update area not meeting the occupation conditions; the second occupation information is used to indicate that the score update area has not been occupied by the faction to which the first virtual object belongs.
[0046] The conditions for occupation include:
[0047] There are no virtual objects from other factions in the points update area;
[0048] or,
[0049] The points update area contains virtual objects from other factions, and the number of the first virtual items collected by the virtual objects from other factions is zero.
[0050] On the other hand, embodiments of this application provide an points update device in a virtual scene, the device comprising:
[0051] The screen display module is used to display a virtual scene, which includes a first virtual object;
[0052] The points display module is used to display the updated faction points in response to the first virtual object, which has collected the first virtual item, being in the points update area and the points update area being occupied by the faction to which the first virtual object belongs; the faction points are obtained through an update rate; the update rate is obtained based on a first number of the first virtual items collected by the first virtual object; the update rate is positively correlated with the first number; the first virtual item is a virtual item dropped when the virtual object is defeated.
[0053] On the other hand, embodiments of this application provide a terminal, which includes a processor and a memory. The memory stores at least one instruction, at least one program, a code set, or an instruction set. The at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the integration update method in the virtual scene as described above.
[0054] On the other hand, embodiments of this application provide a computer-readable storage medium storing at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the integral update method in a virtual scene as described above.
[0055] According to one aspect of this application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A terminal's processor reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal to perform the integration update method in a virtual scene provided in various alternative implementations of the above aspect.
[0056] The beneficial effects of the technical solutions provided in this application include at least the following:
[0057] When the terminal detects that a first virtual object with a first virtual item has entered the score update area, and determines that the score update area is occupied by the faction to which the first virtual object belongs by obtaining the occupation information of the score update area, it can obtain the corresponding update rate based on the first quantity of the first virtual item collected, and update the faction score at the update rate. This can increase the rate at which each faction obtains faction score, thereby reducing the duration of a single virtual scene and saving the power and data traffic consumed by the terminal. Attached Figure Description
[0058] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this application and, together with the description, serve to explain the principles of this application.
[0059] Figure 1 This is a schematic diagram illustrating the implementation environment provided by an exemplary embodiment of this application;
[0060] Figure 2 This is a schematic diagram of the display interface of a virtual scene provided in an exemplary embodiment of this application;
[0061] Figure 3 This is a schematic diagram of the points update process in a virtual scene provided by an exemplary embodiment of this application;
[0062] Figure 4 This is a schematic diagram of an integral update process in a virtual scene provided by an exemplary embodiment of this application;
[0063] Figure 5 yes Figure 4 The illustrated embodiment is a schematic diagram of the distribution of a first virtual item drop.
[0064] Figure 6 yes Figure 4 The illustrated embodiment is a schematic diagram of a prop indicator sign.
[0065] Figure 7 yes Figure 4 The illustrated embodiment is a schematic diagram of an indicator location determination method.
[0066] Figure 8 yes Figure 4 The illustrated embodiment is a schematic diagram of a first area indicator display;
[0067] Figure 9 yes Figure 4 The illustrated embodiment is a schematic diagram of a second area indicator display;
[0068] Figure 10 yes Figure 4The illustrated embodiment is a schematic diagram of a third area indicator display;
[0069] Figure 11 yes Figure 4 The illustrated embodiment is a schematic diagram of a fourth area indicator display;
[0070] Figure 12 yes Figure 4 The illustrated embodiment includes a flowchart for determining a win in a game;
[0071] Figure 13 This is a structural block diagram of an integral update device in a virtual scene provided in an exemplary embodiment of this application;
[0072] Figure 14 This is a schematic diagram illustrating the structure of a computer device according to an exemplary embodiment of this application;
[0073] Figure 15 This is a structural block diagram of a computer device provided in an exemplary embodiment of this application. Detailed Implementation
[0074] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0075] Virtual Scene: A virtual scene is a scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of a real-world environment, a semi-simulated / semi-fictional three-dimensional environment, or a purely fictional three-dimensional environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene. The following embodiments use a three-dimensional virtual scene as an example, but this is not a limitation. Optionally, the virtual scene can also be used for virtual scene battles between at least two virtual characters. Optionally, the virtual scene can also be used for battles between at least two virtual characters using virtual weapons. Optionally, the virtual scene can also be used for battles between at least two virtual characters using virtual weapons within a target area, where the target area shrinks over time within the virtual scene.
[0076] Virtual objects refer to movable objects in a virtual scene. These movable objects can be at least one of virtual characters, virtual animals, or virtual vehicles. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual objects are three-dimensional models created based on animation skeletal technology. Each virtual object has its own shape, volume, and orientation in the three-dimensional virtual scene and occupies a portion of the space within the three-dimensional virtual scene.
[0077] Virtual scenes are typically generated by applications on computer devices such as terminals and displayed based on the hardware (such as a screen) on those terminals. These terminals can be mobile devices such as smartphones, tablets, or e-readers; alternatively, they can be personal computer devices such as laptops or stationary computers.
[0078] Virtual props refer to props that virtual objects can use in a virtual environment, including virtual weapons such as pistols, rifles, sniper rifles, daggers, knives, swords, and axes that can inflict damage on other virtual objects; supply props such as bullets; virtual accessories such as quick-draw magazines, scopes, and silencers that can be installed on designated virtual weapons to provide some attribute bonuses to the virtual weapons; and defensive props such as shields, armor, and armored vehicles.
[0079] First-person shooter (FPS) games refer to shooting games where users can play from a first-person perspective. The virtual environment in the game is viewed from the perspective of a first-person virtual object. In the game, at least two virtual objects engage in a single-player battle within the virtual environment. Virtual objects survive by avoiding damage from other virtual objects and dangers present in the virtual environment (such as poison gas circles, swamps, etc.). When a virtual object's health reaches zero, its life ends, and the last surviving virtual object wins. Optionally, the battle begins when the first client joins and ends when the last client leaves. Each client can control one or more virtual objects in the virtual environment. Optionally, the battle mode can include single-player, two-player team, or multiplayer group modes; this embodiment does not limit the battle mode.
[0080] Please refer to Figure 1 The diagram illustrates an implementation environment provided in one embodiment of this application. This implementation environment may include: a first terminal 110, a server 120, and a second terminal 130.
[0081] The first terminal 110 has an application 111 installed and running that supports a virtual environment. This application 111 can be a multiplayer online battle arena (MOBA) program. When the first terminal runs the application 111, the user interface of the application 111 is displayed on the screen of the first terminal 110. The application 111 can be any of the following: a multiplayer online battle arena (MOBA) game or a simulation strategy game (SLG). In this embodiment, the application 111 is an example of an FPS (First Person Shooting Game). The first terminal 110 is the terminal used by the first user 112. The first user 112 uses the first terminal 110 to control a first virtual object located in the virtual environment to perform activities. The first virtual object can be referred to as the master virtual object controlled by the first user 112. The activities of the first virtual object include, but are not limited to, at least one of the following: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing, and releasing skills. Schematic, the first virtual object is a first virtual character, such as a realistic character or an anime character.
[0082] The second terminal 130 has an application 131 installed and running that supports a virtual environment. This application 131 can be a multiplayer online battle arena (MOBA) program. When the second terminal 130 runs the application 131, the user interface of the application 131 is displayed on the screen of the second terminal 130. This client can be any type of MOBA game or SLG game; in this embodiment, the application 131 is an FPS game as an example. The second terminal 130 is the terminal used by the second user 132. The second user 132 uses the second terminal 130 to control a second virtual object located in the virtual environment. The second virtual object can be referred to as the main virtual character controlled by the second user 132. Illustratively, the second virtual object is a second virtual character, such as a realistic character or an anime character.
[0083] Optionally, the first virtual object and the second virtual object reside in the same virtual world. Optionally, the first virtual object and the second virtual object may belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object may belong to different factions, different teams, different organizations, or have an adversarial relationship.
[0084] Optionally, the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are the same type of application on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of multiple terminals, and the second terminal 130 can refer to another of multiple terminals; this embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and these device types include at least one of the following: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers.
[0085] Figure 1 Only two terminals are shown in the diagram, but in different embodiments, multiple other terminals can access the server 120. Optionally, one or more terminals may also be terminals corresponding to developers, on which a development and editing platform for applications supporting virtual environments is installed. Developers can edit and update applications on these terminals and transmit the updated application installation packages to the server 120 via wired or wireless networks. The first terminal 110 and the second terminal 130 can download the application installation packages from the server 120 to update the applications.
[0086] The first terminal 110, the second terminal 130, and other terminals are connected to the server 120 via a wireless network or a wired network.
[0087] Server 120 includes at least one of the following: a single server, a server cluster consisting of multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide background services for applications that support a 3D virtual environment. Optionally, server 120 undertakes the primary computing task, and the terminal undertakes the secondary computing task; or, server 120 undertakes the secondary computing task, and the terminal undertakes the primary computing task; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.
[0088] In an illustrative example, server 120 includes memory 121, processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. The processor 122 loads instructions stored in server 120 and processes data in user account database 123 and battle service module 124. User account database 123 stores data about user accounts used by the first terminal 110, second terminal 130, and other terminals, such as user account avatars, nicknames, combat power indices, and the service area where the user account is located. Battle service module 124 provides multiple battle rooms for users to play, such as 1v1, 3v3, and 5v5 battles. User-facing I / O interface 125 establishes communication and exchanges data with the first terminal 110 and / or second terminal 130 via wireless or wired network.
[0089] The virtual scene can be a three-dimensional virtual scene, or it can be a two-dimensional virtual scene. For an example using a three-dimensional virtual scene, please refer to [link / reference]. Figure 2 This illustration shows a schematic diagram of the display interface of a virtual scene provided in an exemplary embodiment of this application. Figure 2 As shown, the virtual scene display interface includes a scene screen 200, which includes the currently controlled virtual object 210, the environment screen 220 of the three-dimensional virtual scene, and virtual objects 240. The virtual object 240 can be a virtual object controlled by a user on another terminal or a virtual object controlled by an application.
[0090] exist Figure 2 In this context, the currently controlled virtual object 210 and virtual object 240 are 3D models in a 3D virtual scene. The environment of the 3D virtual scene displayed in the scene screen 200 is the object observed from the perspective of the currently controlled virtual object 210. For example, such as... Figure 2 As shown, from the perspective of the currently controlled virtual object 210, the displayed environment 220 of the three-dimensional virtual scene consists of the land 224, sky 225, horizon 223, hills 221, and factory buildings 222.
[0091] The currently controlled virtual object 210 can release skills or use virtual props, move, and perform specified actions under the user's control. Under the user's control, the virtual objects in the virtual scene can display different three-dimensional models. For example, if the terminal screen supports touch operation and the scene screen 200 of the virtual scene contains virtual controls, then when the user touches the virtual control, the currently controlled virtual object 210 can perform specified actions in the virtual scene and display the corresponding three-dimensional model.
[0092] The terminal can use the points update method in the virtual scene to control the first virtual object, which has collected a first number of first virtual items, to enter the points update area. Once it is determined that the points update area is occupied by the faction to which the first virtual object belongs, the faction points can be updated at the update rate corresponding to the first number. Figure 3 This illustration shows a schematic diagram of an integral update process in a virtual scene provided by an exemplary embodiment of this application. The method described above can be executed by a computer device, which can be a terminal or a server, or the computer device can include both a terminal and a server. Figure 3 As shown, a computer device can update faction points by performing the following steps.
[0093] Step 301: Display a virtual scene, which includes the first virtual object.
[0094] In this embodiment of the application, the terminal displays a virtual scene on the screen.
[0095] The virtual scene screen includes a first virtual object, which is a virtual object controlled by the user on the terminal side.
[0096] In one possible implementation, the virtual scene also includes a second virtual object, which is another virtual object besides the first virtual object.
[0097] The second virtual object can be a virtual object belonging to the same camp as the first virtual object, or a virtual object belonging to a different camp than the first virtual object.
[0098] Step 302: In response to the first virtual object being in the score update area and the first virtual object having collected the first virtual item, obtain the occupation information of the score update area; the first virtual item is a virtual item dropped when the virtual object is defeated.
[0099] In this embodiment of the application, when the first virtual object is located in the points update area and the first virtual object has collected at least one first virtual item, the terminal detects whether there are other virtual objects in the points update area, or if there are other virtual objects, it obtains the faction to which the other virtual objects belong and whether the other virtual objects have collected at least one first virtual item.
[0100] In one possible implementation, the occupation information is the current occupation status of the area where the score is updated.
[0101] The occupation status can include being occupied by the faction to which the first virtual object belongs, being occupied by other factions, or being in a state of occupation by no faction.
[0102] Step 303: In response to the occupation information indicating that the score update area has been occupied by the faction to which the first virtual object belongs, the update rate of the faction score of the faction to which the first virtual object belongs is obtained based on the first quantity of the first virtual items collected by the first virtual object; the update rate is positively correlated with the first quantity.
[0103] In this embodiment of the application, when the terminal obtains that the score update area is occupied by the faction to which the first virtual object belongs at the current moment, it obtains the first number of the first virtual items collected by the first virtual object that entered the score update area at the current moment, and obtains the update rate that is positively correlated with the first number based on the first number.
[0104] In other words, the more virtual items the first virtual object collects, the faster the faction points of the faction to which the first virtual object belongs will be updated.
[0105] For example, the update rate can be measured in seconds, or it can be the number of points updated per second.
[0106] Step 304: Update the faction points based on the update rate.
[0107] In this embodiment of the application, the terminal updates the faction points of the faction to which the first virtual object belongs based on the obtained update rate.
[0108] In one possible implementation, faction points are used to determine the winner of the current match for the faction.
[0109] For example, in a match involving multiple factions for a specified duration, the match ends when one faction's faction score reaches a certain threshold, and that faction is declared the winner. When the match ends after the specified duration, the faction scores of each faction are tallied, and the faction with the highest score is determined to win.
[0110] In summary, the solution shown in this application embodiment allows the terminal to obtain information that a first virtual object with collected first virtual items has entered the points update area. Furthermore, by obtaining the occupation information of the points update area, it is determined that the points update area is occupied by the faction to which the first virtual object belongs. The terminal can then obtain a corresponding update rate based on the first quantity of collected first virtual items and update the faction points accordingly. This increases the rate at which each faction acquires faction points, thereby reducing the duration of a single virtual scene and saving the terminal's power and data traffic.
[0111] Figure 4This illustration shows a schematic diagram of an integral update process in a virtual scene according to an exemplary embodiment of this application. The method described herein can be executed by a computer device, which can be a terminal or a server, or the computer device can include both a terminal and a server. Figure 4 As shown, a computer device can update faction points by performing the following steps.
[0112] Step 401: Display the virtual scene.
[0113] In this embodiment, the terminal displays a virtual scene, and the terminal controls a first virtual object to move within the virtual scene by receiving user input. The virtual scene includes the first virtual object.
[0114] In one possible implementation, in response to the second virtual object being defeated, the first virtual item collected by the second virtual object, as well as the newly added first virtual item, are displayed in the drop area.
[0115] The drop area is a circular region centered on the location where the second virtual object is defeated. The newly added first virtual item is generated when a virtual object is defeated.
[0116] For example, the first virtual item may include at least one of a first type of virtual item, a second type of virtual item, and a third type of virtual item. The first type of virtual item is generated when a second virtual object from another faction is defeated by a virtual object from the faction to which the first virtual object belongs. The second type of virtual item is generated when other virtual objects from the faction to which the first virtual object belongs are defeated by second virtual objects from other factions. The third type of virtual item is generated when a virtual object is defeated by a virtual object from one's own faction, or it is a collection of first virtual items dropped when other virtual objects are defeated.
[0117] In one possible implementation, the first type of virtual props, the second type of virtual props, and the third type of virtual props are displayed in the virtual scene with different colors or shapes.
[0118] For example, the first type of virtual item can be a "dog tag." This type of virtual item is a "dog tag" added when an enemy virtual object is defeated by an allied object; it can be displayed in red and shown in the corresponding location on the map control. The second type of virtual item is a "dog tag" added when an allied virtual object is defeated by an enemy virtual object; it can be displayed in blue and shown in the corresponding location on the map control. The third type of virtual item is a "dog tag" dropped when a virtual object is defeated due to the player's actions, or when a virtual object with a "dog tag" is killed; it can be displayed in black and shown in the corresponding location on the map. Distinguishing the "dog tags" dropped by virtual objects in different ways through color or shape allows nearby virtual objects to quickly and accurately understand the previous battle situation, improving the operability of the virtual objects.
[0119] In one possible implementation, in response to the second virtual object being defeated, a first gap is obtained based on the number of first virtual items collected by the second virtual object, and the radius of the circular area is obtained based on the first gap; based on the radius of the circular area, the first virtual items collected by the first virtual object, as well as the newly added first virtual items, are displayed in the falling area.
[0120] The first spacing is used to indicate the spacing of the first virtual item's drop location.
[0121] For example, when the second virtual object is defeated, all the first virtual items currently collected by the second virtual object can be displayed in a circular area. The center of the circular area can be the location where the second virtual object was defeated, and the radius of the circular area needs to be determined by the number of first virtual items collected by the second virtual object.
[0122] for example, Figure 5 This is a schematic diagram illustrating the drop distribution of a first virtual item according to an embodiment of this application. Taking a "dog tag" as an example, as... Figure 5 As shown, since the second virtual object 51 has collected 20 "dog tags", when the second virtual object 51 is killed, the 20 "dog tags" collected by the second virtual object can be distributed in a circular pattern outward from the location of the defeat, forming a circular area 52. The distance between each "dog tag" is consistent.
[0123] The radius of the circular area has a specified upper limit. When the radius of the circular area reaches the specified upper limit, the drop distribution can be achieved by reducing the first spacing of the first virtual prop.
[0124] In other words, when the number of first virtual items dropped is huge, the distribution effect of the first virtual items displayed by the above method is relatively dense, and may even be overlapping.
[0125] In one possible implementation, the newly added first virtual prop is displayed at the center of the circular area.
[0126] For example, such as Figure 5 As shown, the first new virtual prop is a black "dog tag", which can be displayed at the location where the second virtual object 51 is killed.
[0127] In one possible implementation, in response to each first virtual item falling into the virtual scene, each first virtual item has a corresponding timer. When the timer determines that the first virtual item has existed in the virtual scene for a longer period than a configured time, the first virtual item is removed from the virtual scene. In response to the existence of a virtual object that meets the pickup criteria within the configured time, that virtual object collects the first virtual item.
[0128] For example, when each "dog tag" falls to the ground in the virtual scene, the terminal can set a configuration time for each "dog tag". The initial value of the configuration time can be set to exist for the entire game or set to a specified time of the game. If no one collects it within the configuration time, the "dog tag" will disappear automatically. Each "dog tag" can be collected and carried on the virtual object. The virtual object can be controlled to move to the points update area for points redemption, and different colored "dog tags" can be distinguished.
[0129] In one possible implementation, in response to the first virtual item falling, a corresponding first virtual item model is generated at the falling location, and a detection box is added to the first virtual item model. When the detection box of the virtual object comes into contact with the detection box added to the first virtual item model, the collection logic for collecting the first virtual item is triggered, the first virtual item model at the current location is eliminated, and the number of first virtual items collected by the virtual object is increased by the corresponding amount.
[0130] In one possible implementation, the item indicator corresponding to each of the first virtual items that falls is displayed in the virtual scene.
[0131] The item indicator for different types of first virtual items can be different, and the item indicator also includes the distance information between the first virtual item and the first virtual object.
[0132] for example, Figure 6 This is a schematic diagram illustrating a prop indicator signage according to an embodiment of this application. For example... Figure 6 As shown, a first item indicator 62 and a second item indicator 63 are displayed in the virtual scene. The first item indicator can be displayed in red, corresponding to the drop location of the first type of virtual item, and the second item indicator can be displayed in blue, corresponding to the drop location of the second type of virtual item. The first virtual object 61 controlled by the terminal can find and collect the corresponding first and second type of virtual items according to the direction and distance indicated by the first item indicator 62 and the second item indicator 63. The number of first virtual items collected can be displayed in the lower left corner of the virtual scene using a quantity indicator 64.
[0133] In one possible implementation, the position of the indicator displayed on the screen is obtained based on the movement direction of the first virtual object and the position of the target point.
[0134] The target point can be the drop location of the first virtual object or the center of the score update area. The indicator can be an item indicator or an area indicator.
[0135] for example, Figure 7 This is a schematic diagram illustrating the determination of the location of an indicator mark according to an embodiment of this application. For example... Figure 7 As shown, the position of the indicator on the screen can be calculated based on the current movement direction 72 of the first virtual object 71 and the position 73 of the target point. Specifically, the calculation method can be to obtain the forward movement direction 72 of the first virtual object 71 and the plane perpendicular to the forward movement direction 72, obtain the position of the target point 73, draw a line parallel to the forward movement direction 72 through the position of the target point 73, and determine the position 74 of the indicator by the point where it intersects the perpendicular plane.
[0136] In one possible implementation, in response to the faction updating its own faction points in the points update area, a first area indicator is displayed; in response to the faction updating its own faction points in the points update area, a second area indicator is displayed; in response to the presence of both a virtual object of the faction that has collected the first virtual item and a virtual object of the enemy faction that has collected the first virtual item in the points update area, a third area indicator is displayed; and in response to the absence of both a virtual object of the faction that has collected the first virtual item and a virtual object of the enemy faction that has collected the first virtual item in the points update area, a fourth area indicator is displayed.
[0137] The area indicator can be used to indicate the position information of the points update area relative to the first virtual object and the current status information of the points update area.
[0138] For example, the first area indicator can be used to indicate the state that one's own faction has occupied the points update area and is updating the faction's points; the second area indicator can be used to indicate the state that the enemy faction has occupied the points update area and is updating the faction's points; the third area indicator can be used to indicate the state that the points update area has not been occupied and is being contested by various factions; and the fourth area indicator can be used to indicate the state that the points update area has not been occupied and is not being contested.
[0139] for example, Figure 8 This is a schematic diagram illustrating a first area indicator display according to an embodiment of this application. For example... Figure 8 As shown, in the score update area 82, there is only a virtual object 83 that has collected the first virtual item and is in the same camp as the first virtual object 81. At this time, the first area indicator 84 is displayed in the virtual scene screen. The first area indicator 84 shows that the score update area 82 is area A, and the distance between the first virtual object 81 and the score update area 82 is 5 meters. The score update area 82 is in the scoring state.
[0140] Figure 9 This is a schematic diagram illustrating a second area indicator display according to an embodiment of this application. For example... Figure 9 As shown, in the score update area 92, there is only a virtual object 93 that has collected the first virtual item and is in a different faction from the first virtual object 91. At this time, a second area indicator 94 is displayed in the virtual scene screen. The second area indicator 94 shows that the score update area 92 is area A, and the distance between the first virtual object 91 and the score update area 92 is 5 meters. The score update area 92 is in the scoring state.
[0141] Figure 10 This is a schematic diagram illustrating a third-area indicator display according to an embodiment of this application. For example... Figure 10 As shown, in the score update area 1002, there are virtual objects 1003 and 1004 that have collected the first virtual item and are in a different faction from the first virtual object 1001. At this time, a third area indicator 1005 is displayed in the virtual scene screen. The third area indicator 1005 shows that the score update area 1002 is area A, and the distance between the first virtual object 1001 and the score update area 1002 is 5 meters. The score update area 1002 is in a state of contention.
[0142] Figure 11 This is a schematic diagram illustrating a fourth area indicator display according to an embodiment of this application. For example... Figure 11As shown, there are no virtual objects in the points update area 1102. At this time, the fourth area indicator 1103 is displayed in the virtual scene screen. The fourth area indicator 1103 shows that the points update area 1102 is area A, and the distance between the first virtual object 1101 and the points update area 1102 is 5 meters.
[0143] In one possible implementation, the integral update region is at least one region randomly generated in the virtual environment.
[0144] For example, taking the points update area as a save point, there can be two save points in the virtual environment, namely point A and point B. When a save point is white, the corresponding area indicator icon can be displayed in white, and the point has the text "Save Point". Virtual objects that have not collected "dog tags" may appear at this save point. When a save point is yellow, the corresponding area indicator icon can be displayed in yellow, and the point has the text "Contesting". Virtual objects from different factions that have collected "dog tags" may appear at this save point simultaneously, and the contest process can also be represented by alternating red and blue colors. When a save point is blue, the corresponding area indicator icon can be displayed in blue, and the point has the text "Scoring". There may only be virtual objects from your own faction, and some of your virtual objects that have collected "dog tags" are saving "dog tags", updating faction points. When a save point is in red, the corresponding area indicator icon will be red, and the point will have the text "Scoring in progress". It may only contain enemy virtual objects, and among the enemy virtual objects, there are virtual objects that have collected "dog tags" and are storing "dog tags". The faction score is being updated.
[0145] Step 402: In response to the first virtual object being in the points update area and the first virtual object having collected the first virtual item, obtain the occupation information of the points update area.
[0146] In this embodiment of the application, when the first virtual object is located in the points update area and the first virtual object has collected at least one first virtual item, the terminal detects and obtains the occupation information of the points update area.
[0147] In one possible implementation, in response to the first virtual object being in the score update area, the first virtual object having collected the first virtual item, and the score update area meeting the occupation conditions, the first occupation information of the score update area is obtained; in response to the first virtual object being in the score update area, the first virtual object having collected the first virtual item, and the score update area not meeting the occupation conditions, the second occupation information of the score update area is obtained.
[0148] The first occupation information can be used to indicate that the score update area has been occupied by the faction to which the first virtual object belongs, and the second occupation information can be used to indicate that the score update area has not been occupied by the faction to which the first virtual object belongs. Occupation conditions include that there are no virtual objects of other factions in the score update area, or that there are virtual objects of other factions in the score update area, and the number of first virtual items collected by the virtual objects of other factions is zero.
[0149] Step 403: In response to the occupation information indicating that the score update area has been occupied by the faction to which the first virtual object belongs, obtain the update rate of the faction score of the faction to which the first virtual object belongs based on the first quantity of the first virtual items collected by the first virtual object.
[0150] In one possible implementation, the update rate is set to a first rate when the first quantity is less than or equal to a first threshold; and the update rate is set to a second rate when the first quantity is greater than the first threshold.
[0151] The first speed is less than the second speed.
[0152] In one possible implementation, in response to the occupation information indicating that the score update area is occupied by the faction to which the first virtual object belongs, the consumption rate of the first virtual item collected by the first virtual object is obtained based on the first quantity of the first virtual item collected by the first virtual object.
[0153] For example, taking a first threshold of 5 as an example, when the number of "dog tags" collected by the virtual object is less than 5, the update rate is 1 "dog tag" stored per second, which can trigger a normal storage event and normal dog tag storage sound effect. When the number of "dog tags" collected by the virtual object is greater than or equal to 5, the update rate is 5 dog tags stored per second, which triggers a special storage event and special sound effect.
[0154] Step 404: Obtain the exchange rate based on the first quantity.
[0155] In this embodiment, the terminal can obtain the exchange rate of the first virtual object for exchanging faction points in the points update area by using the first virtual object to collect the first virtual item based on the first quantity of the first virtual item collected by the first virtual object.
[0156] The exchange rate indicates the point value of exchanging a unit quantity of the first virtual item for faction points.
[0157] In one possible implementation, the exchange rate is positively correlated with the first quantity.
[0158] In other words, the more virtual items a first virtual object collects, the higher the exchange rate.
[0159] For example, if the first virtual object has collected 5 first virtual items, the exchange rate is 2 faction points for each first virtual item consumed; if the first virtual object has collected 10 first virtual items, the exchange rate is 4 faction points for each first virtual item consumed.
[0160] Step 405: Based on the update rate and exchange rate, exchange the first virtual item collected by the first virtual object for faction points.
[0161] In this embodiment of the application, the terminal exchanges the first virtual items collected by the first virtual object into faction points based on the update rate and the obtained exchange rate, and updates the faction points.
[0162] In one possible implementation, the first virtual item collected by the first virtual object is exchanged for faction points based on the update rate.
[0163] For example, when the points update area is occupied by the faction to which the first virtual object belongs, and there are at least two virtual objects in the points update area that have collected the first virtual item, at least two virtual objects can simultaneously obtain exchange rate and update rate, and update points according to their respective exchange rate and update rate.
[0164] Step 406: In response to the first virtual object's collected first virtual item quantity reaching zero, or in response to the first virtual object leaving the points update area, stop converting the first virtual item collected by the first virtual object into faction points based on the update rate.
[0165] In step 407, in response to the number of the first virtual item redeemed in the points update area reaching the redemption quantity threshold, the position of the points update area in the virtual scene is updated.
[0166] In this embodiment of the application, the points update area corresponds to a redemption quantity threshold. When the total number of the first virtual items redeemed in the points update area reaches the redemption quantity threshold, the points update area at the current location is canceled, and the points update area is being updated in the virtual scene.
[0167] For example, the quantity of the first virtual item redeemed within the points update area is obtained; in response to the quantity of the first virtual item redeemed within the points update area reaching the redemption quantity threshold, the display position of the points update area in the virtual scene is updated, and the quantity of the first virtual item redeemed within the updated points update area is recounted.
[0168] For example, when the number of "dog tags" redeemed in a points update area exceeds 30, the points update area may disappear, and a new points update area will appear. A maximum of four points update areas can be configured in a single match. At the start of the match, points update areas 1 and 2 exist. After an update, it may become points update area 3, and so on. When points update area 4 disappears, it will restart from points update area 1. When a points update area disappears and a new one appears, a notification message will be displayed at the top of the virtual scene screen for all players.
[0169] The battle points acquisition method in this embodiment can be used to realize the process of determining the winner of a battle. Figure 12 This is a flowchart illustrating how to determine victory in a game, as described in an embodiment of this application. Figure 12 As shown, the specific steps for determining the winner of a match are as follows.
[0170] Before entering the battle interface, select the dog tag stealing mode and enter the dog tag stealing mode (S1201). During the battle, determine whether the first virtual object controlled by the terminal has defeated the virtual object of the enemy camp. If it is determined that the virtual object of the enemy camp has not been defeated, then real-time detection and judgment continue (S1202). If it is determined that the virtual object of the enemy camp has been defeated, then the defeated virtual object will drop a dog tag in the virtual scene (S1203). Then the terminal detects whether the first virtual object is close to the dog tag. If it is not close, then real-time monitoring and judgment continue (S1204). If it is determined that the first virtual object is close to the dog tag, proceed to the next step to obtain the dog tag (S1205). Then, during the game, it is detected in real time whether the first virtual object has been defeated (S1206). If the first virtual object is defeated, then in addition to the dog tag generated by the first virtual object, all the dog tags previously collected will drop around the location of the defeat (S1207). If it is determined that the first virtual object has not been defeated, then search for the score update area in the virtual environment (S1208). Then, it is determined in real time whether the first virtual object has entered the score update area. If it is determined that the score update area has not been entered, the detection continues (S1209). When it is determined that the first virtual object has entered the score update area, the first quantity of the first virtual item collected is obtained according to the above embodiment to determine the update rate, and the faction score is updated according to the update rate (S1210). Next, it is determined whether the currently obtained faction score meets the conditions for winning the game. If it does not meet the conditions, the faction score update continues (S1211). If the winning conditions are met, it is determined that the faction to which the first virtual object belongs has won the game (S1212).
[0171] In summary, the solution shown in this application embodiment allows the terminal to obtain information that a first virtual object with collected first virtual items has entered the points update area. Furthermore, by obtaining the occupation information of the points update area, it is determined that the points update area is occupied by the faction to which the first virtual object belongs. The terminal can then obtain a corresponding update rate based on the first quantity of collected first virtual items and update the faction points accordingly. This increases the rate at which each faction acquires faction points, thereby reducing the duration of a single virtual scene and saving the terminal's power and data traffic.
[0172] Figure 13 This is a structural block diagram of an integral update device in a virtual scene provided in an exemplary embodiment of this application. The device can be disposed in... Figure 1 The device includes a first terminal 110 or a second terminal 130, or other terminals in the implementation environment shown, within the illustrated implementation environment.
[0173] The screen display module 1310 is used to display a virtual scene screen, wherein the virtual scene screen includes a first virtual object;
[0174] The information acquisition module 1320 is used to acquire the occupation information of the score update area in response to the first virtual object being in the score update area and the first virtual object having collected the first virtual item; the first virtual item is a virtual item dropped when the virtual object is defeated;
[0175] The rate acquisition module 1330 is used to respond to the occupation information indicating that the score update area is occupied by the faction to which the first virtual object belongs, and to acquire the update rate of the faction score of the faction to which the first virtual object belongs based on the first quantity of the first virtual items collected by the first virtual object; the update rate is positively correlated with the first quantity.
[0176] The points update module 1340 is used to update the faction points based on the update rate.
[0177] In one possible implementation, the integral update module 1340 includes:
[0178] The points update submodule is used to exchange the first virtual items collected by the first virtual object for the faction points based on the update rate.
[0179] In one possible implementation, the device further includes:
[0180] The multiplier acquisition submodule is used to acquire the exchange multiplier based on the first quantity before the rate at which the first virtual items collected by the first virtual object are exchanged for the faction points based on the update rate. The exchange multiplier is used to indicate the point value of a unit quantity of the first virtual items exchanged for the faction points.
[0181] The points update submodule includes:
[0182] The points update unit is used to exchange the first virtual items collected by the first virtual object for the faction points based on the update rate and the exchange rate.
[0183] In one possible implementation, the exchange rate is positively correlated with the first quantity.
[0184] In one possible implementation, the device further includes:
[0185] The update stop submodule is used to stop converting the first virtual items collected by the first virtual object into faction points based on the update rate in response to the first virtual object leaving the points update area or when the number of the first virtual items collected by the first virtual object reaches zero.
[0186] In one possible implementation, the rate acquisition module 1330 includes:
[0187] The first rate acquisition submodule is used to acquire the update rate as the first rate in response to the first quantity being less than or equal to the first threshold.
[0188] The second rate acquisition submodule is used to acquire the update rate as a second rate in response to the first quantity being greater than the first threshold.
[0189] Wherein, the first rate is less than the second rate.
[0190] In one possible implementation, the device further includes:
[0191] The location update module is used to update the location of the points update area in the virtual scene in response to the number of the first virtual items redeemed in the points update area reaching the redemption quantity threshold.
[0192] In one possible implementation, the device further includes:
[0193] The prop display module is used to display the first virtual prop collected by the second virtual object and the newly added first virtual prop in the drop area in response to the second virtual object being defeated;
[0194] The drop area is a circular area centered on the location where the second virtual object was defeated.
[0195] In one possible implementation, the prop display module includes:
[0196] The spacing acquisition submodule is used to acquire the first spacing based on the number of the first virtual items collected by the second virtual object in response to the second virtual object being defeated; the first spacing is used to indicate the spacing of the first virtual item drop location;
[0197] A radius acquisition submodule is used to acquire the radius of the circular region based on the first spacing;
[0198] The prop display submodule is used to display the first virtual props collected by the first virtual object, as well as newly added first virtual props, within the falling area based on the radius of the circular area.
[0199] In one possible implementation, the newly added first virtual prop is displayed at the center of the circular area.
[0200] In one possible implementation, the information acquisition module 1320 includes:
[0201] The first information acquisition submodule is used to acquire first occupation information of the score update area in response to the first virtual object being in the score update area, the first virtual object having collected the first virtual item, and the score update area meeting the occupation conditions; the first occupation information is used to indicate that the score update area is occupied by the faction to which the first virtual object belongs.
[0202] The second information acquisition submodule is used to acquire second occupation information of the score update area in response to the first virtual object being in the score update area, the first virtual object having collected the first virtual item, and the score update area not meeting the occupation conditions; the second occupation information is used to indicate that the score update area has not been occupied by the faction to which the first virtual object belongs.
[0203] The conditions for occupation include:
[0204] There are no virtual objects from other factions in the points update area;
[0205] or,
[0206] The points update area contains virtual objects from other factions, and the number of the first virtual items collected by the virtual objects from other factions is zero.
[0207] In summary, the solution shown in this application embodiment allows the terminal to obtain information that a first virtual object with collected first virtual items has entered the points update area. Furthermore, by obtaining the occupation information of the points update area, it is determined that the points update area is occupied by the faction to which the first virtual object belongs. The terminal can then obtain a corresponding update rate based on the first quantity of collected first virtual items and update the faction points accordingly. This increases the rate at which each faction acquires faction points, thereby reducing the duration of a single virtual scene and saving the terminal's power and data traffic.
[0208] Figure 14 This is a schematic diagram illustrating the structure of a computer device according to an exemplary embodiment. The computer device 1400 includes a Central Processing Unit (CPU) 1401, a system memory 1404 including Random Access Memory (RAM) 1402 and Read-Only Memory (ROM) 1403, and a system bus 1405 connecting the system memory 1404 and the CPU 1401. The computer device 1400 also includes a basic input / output system (I / O system) 1406 to facilitate information transfer between various devices within the computer device, and a mass storage device 1407 for storing an operating system 1413, application programs 1414, and other program modules 1415.
[0209] The basic input / output system 1406 includes a display 1408 for displaying information and an input device 1409 for user input, such as a mouse or keyboard. Both the display 1408 and the input device 1409 are connected to the central processing unit 1401 via an input / output controller 1410 connected to the system bus 1405. The basic input / output system 1406 may also include the input / output controller 1410 for receiving and processing input from multiple other devices such as a keyboard, mouse, or electronic stylus. Similarly, the input / output controller 1410 also provides output to a display screen, printer, or other types of output devices.
[0210] The mass storage device 1407 is connected to the central processing unit 1401 via a mass storage controller (not shown) connected to the system bus 1405. The mass storage device 1407 and its associated computer device-readable media provide non-volatile storage for the computer device 1400. That is, the mass storage device 1407 may include computer device-readable media (not shown), such as a hard disk or a compact disc read-only memory (CD-ROM) drive.
[0211] Without loss of generality, the computer device readable medium may include computer device storage media and communication media. Computer device storage media include volatile and non-volatile, removable and non-removable media implemented using any method or technology for storing information such as computer device readable instructions, data structures, program modules, or other data. Computer device storage media include RAM, ROM, erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), CD-ROM, digital video disc (DVD) or other optical storage, magnetic tape cassettes, magnetic tape, disk storage, or other magnetic storage devices. Of course, those skilled in the art will recognize that the computer device storage media are not limited to the above-mentioned types. The system memory 1404 and mass storage device 1407 described above can be collectively referred to as memory.
[0212] According to various embodiments of this disclosure, the computer device 1400 can also be connected to a remote computer device on a network, such as the Internet. That is, the computer device 1400 can be connected to a network 1412 via a network interface unit 1411 connected to the system bus 1405, or the network interface unit 1411 can be used to connect to other types of networks or remote computer device systems (not shown).
[0213] The memory also includes one or more programs, which are stored in the memory, and the central processing unit 1401 implements these programs by executing them. Figure 3 , Figure 4 All or part of the steps of the method shown.
[0214] Figure 15This is a structural block diagram of a computer device 1500 according to an exemplary embodiment. The computer device 1500 may be a user terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. The computer device 1500 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.
[0215] Typically, computer device 1500 includes a processor 1501 and a memory 1502.
[0216] Processor 1501 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1501 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1501 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1501 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1501 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0217] Memory 1502 may include one or more computer-readable storage media, which may be non-transitory. Memory 1502 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in memory 1502 is used to store at least one instruction, which is executed by processor 1501 to implement all or part of the steps in the method embodiments provided in this application.
[0218] In some embodiments, the computer device 1500 may also optionally include a peripheral device interface 1503 and at least one peripheral device. The processor 1501, memory 1502, and peripheral device interface 1503 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1503 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1504, a display screen 1505, a camera assembly 1506, an audio circuit 1507, and a power supply 1508.
[0219] Peripheral interface 1503 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1501 and memory 1502. In some embodiments, processor 1501, memory 1502 and peripheral interface 1503 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1501, memory 1502 and peripheral interface 1503 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0220] The radio frequency (RF) circuit 1504 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1504 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1504 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1504 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1504 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1504 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0221] Display screen 1505 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1505 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1501 for processing. In this case, display screen 1505 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1505, positioned on the front panel of computer device 1500; in other embodiments, there may be at least two display screens 1505, respectively positioned on different surfaces of computer device 1500 or in a folded design; in still other embodiments, display screen 1505 may be a flexible display screen, positioned on a curved or folded surface of computer device 1500. Furthermore, display screen 1505 may also be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 1505 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0222] The camera assembly 1506 is used to acquire images or videos. Optionally, the camera assembly 1506 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal, and the rear-facing camera is located on the back of the terminal. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 1506 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.
[0223] The audio circuit 1507 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to the processor 1501 for processing, or input to the radio frequency circuit 1504 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different part of the computer device 1500. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1501 or the radio frequency circuit 1504 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 1507 may also include a headphone jack.
[0224] Power supply 1508 is used to supply power to the various components in computer device 1500. Power supply 1508 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1508 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0225] In some embodiments, the computer device 1500 further includes one or more sensors 1510. The one or more sensors 1510 include, but are not limited to, an accelerometer 1511, a gyroscope 1512, a pressure sensor 1513, an optical sensor 1514, and a proximity sensor 1515.
[0226] Accelerometer 1511 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by computer device 1500. For example, accelerometer 1511 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 1501 can control the touchscreen display to show the user interface in landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1511. Accelerometer 1511 can also be used for games or for acquiring user motion data.
[0227] The gyroscope sensor 1512 can detect the orientation and rotation angle of the computer device 1500. The gyroscope sensor 1512 can work in conjunction with the accelerometer sensor 1511 to acquire 3D motion data from the user on the computer device 1500. Based on the data acquired by the gyroscope sensor 1512, the processor 1501 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0228] The pressure sensor 1513 can be disposed on the side bezel of the computer device 1500 and / or on the lower layer of the touch screen. When the pressure sensor 1513 is disposed on the side bezel of the computer device 1500, it can detect the user's grip signal on the computer device 1500, and the processor 1501 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1513. When the pressure sensor 1513 is disposed on the lower layer of the touch screen, the processor 1501 can control the operable controls on the UI interface based on the user's pressure operation on the touch screen. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0229] Optical sensor 1514 is used to collect ambient light intensity. In one embodiment, processor 1501 can control the display brightness of the touch screen based on the ambient light intensity collected by optical sensor 1514. Specifically, when the ambient light intensity is high, the display brightness of the touch screen is increased; when the ambient light intensity is low, the display brightness of the touch screen is decreased. In another embodiment, processor 1501 can also dynamically adjust the shooting parameters of camera assembly 1506 based on the ambient light intensity collected by optical sensor 1514.
[0230] The proximity sensor 1515, also known as a distance sensor, is typically located on the front panel of the computer device 1500. The proximity sensor 1515 is used to detect the distance between the user and the front of the computer device 1500. In one embodiment, when the proximity sensor 1515 detects that the distance between the user and the front of the computer device 1500 is gradually decreasing, the processor 1501 controls the touchscreen display to switch from a screen-on state to a screen-off state; when the proximity sensor 1515 detects that the distance between the user and the front of the computer device 1500 is gradually increasing, the processor 1501 controls the touchscreen display to switch from a screen-off state to a screen-on state.
[0231] Those skilled in the art will understand that Figure 15 The structure shown does not constitute a limitation on the computer device 1500, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0232] In one exemplary embodiment, a non-transitory computer-readable storage medium including instructions is also provided, such as a memory including at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, at least one program, code set, or instruction set can be executed by a processor to perform the above-described task. Figure 3 , Figure 4The steps of the method shown in the corresponding embodiment may be all or part of the steps. For example, the non-transitory computer-readable storage medium may be ROM (Read-Only Memory), Random Access Memory (RAM), CD-ROM (CompactDisc Read-Only Memory), magnetic tape, floppy disk, and optical data storage device, etc.
[0233] According to one aspect of this application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A terminal's processor reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal to perform the integration update method in a virtual scene provided in various alternative implementations of the above aspect.
[0234] Other embodiments of this application will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this application that follow the general principles of this application and include common knowledge or customary techniques in the art not disclosed herein. The specification and examples are to be considered exemplary only, and the true scope and spirit of this application are indicated by the following claims.
[0235] It should be understood that this application is not limited to the precise structure described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this application is limited only by the appended claims.
Claims
1. A method for updating points in a virtual scene, characterized in that, The method includes: Displaying a virtual scene, wherein the virtual scene includes a first virtual object; In response to the defeat of the second virtual object, the first virtual item collected by the second virtual object and the newly added first virtual item are displayed in the drop area. The newly added first virtual item is a virtual item generated when the second virtual object is defeated. The first virtual item collected by the second virtual object includes virtual items generated after other virtual objects are defeated or first virtual items collected when other virtual objects are defeated. The drop area is a circular area centered on the location where the second virtual object is defeated. The second virtual object is a virtual object that is in a different faction from the first virtual object. In response to the first virtual object meeting the picking conditions within the configured time, the first virtual object collects the first virtual prop. The picking conditions include the first virtual object having a detection box that comes into contact with a detection box added to the first virtual prop model, triggering the first virtual object to collect the first virtual prop. In response to the first virtual object being in the score update area and the first virtual object having collected the first virtual item, the existence of other virtual objects in the score update area, the faction to which the other virtual objects belong, and the collection status of the first virtual item by the other virtual objects are detected as the occupation information of the score update area; In response to the occupation information indicating that the score update area is occupied by the faction to which the first virtual object belongs, based on the first quantity of the first virtual items collected by the first virtual object, the update rate of the faction score of the faction to which the first virtual object belongs is obtained. The faction score is used to determine the winning status of the current game of the faction to which the first virtual object belongs. The update rate is positively correlated with the first quantity. In response to the first quantity being less than or equal to a first threshold, the first virtual items collected by the first virtual object are exchanged for the faction points at a first rate. In response to the first quantity being greater than the first threshold, the first virtual items collected by the first virtual object are exchanged for the faction points at a second rate, wherein the first rate is less than the second rate; The method further includes: In response to the first virtual item falling, the item indicator corresponding to each fallen first virtual item is displayed in the virtual scene screen, wherein the item indicator includes the distance information between the first virtual item and the first virtual object; In response to the faction updating its own faction points in the points update area, a first area indicator is displayed. The first area indicator is used to indicate that the faction occupies the points update area and is updating its faction points. In response to the enemy faction updating its faction points in the points update area, a second area indicator is displayed. The second area indicator is used to indicate that the enemy faction occupies the points update area and is updating its faction points. In response to the presence of both a virtual object of the friendly faction and a virtual object of the enemy faction that have collected the first virtual item in the score update area, a third area indicator is displayed. The third area indicator is used to indicate that the score update area is not occupied and that the various factions are competing for it. In response to the absence of any virtual object of the friendly faction that has collected the first virtual item or any virtual object of the enemy faction that has collected the first virtual item in the score update area, a fourth area indicator is displayed. The fourth area indicator is used to indicate that the score update area is neither occupied nor contested. The first area indicator, the second area indicator, the third area indicator, and the fourth area indicator also indicate the position information of the score update area relative to the first virtual object; the score update area has different point prompt text and area indicator icons of different colors in different states, wherein the score update area is at least one area randomly generated in the virtual environment; The process for determining the display positions of the prop indicator, the first area indicator, the second area indicator, the third area indicator, and the fourth area indicator in the virtual scene is as follows: Obtain the forward movement direction of the first virtual object and a plane perpendicular to the forward movement direction; obtain the position of the target point in the virtual scene, where the target point includes the drop position of the first virtual prop or the center position of the score update area; determine a line parallel to the forward movement direction based on the position of the target point in the virtual scene; and determine the position of the indicator at the point where the line parallel to the forward movement direction intersects the plane perpendicular to the forward movement direction.
2. The method according to claim 1, characterized in that, The method further includes: The exchange rate is obtained based on the first quantity, and the exchange rate is used to indicate the point value of exchanging a unit quantity of the first virtual item for the faction points; Based on the update rate and the exchange rate, the first virtual items collected by the first virtual object are exchanged for the faction points.
3. The method according to claim 2, characterized in that, The exchange rate is positively correlated with the first quantity.
4. The method according to claim 1, characterized in that, The method further includes: In response to the first virtual object collecting the first virtual item reaching zero, or in response to the first virtual object leaving the points update area, the conversion of the first virtual item collected by the first virtual object into faction points at the update rate is stopped.
5. The method according to claim 1, characterized in that, The method further includes: In response to the number of the first virtual items redeemed in the points update area reaching the redemption threshold, the position of the points update area in the virtual scene is updated.
6. The method according to claim 1, characterized in that, In response to the second virtual object being defeated, the system displays a first virtual item collected by the second virtual object and a newly added first virtual item in the drop area, including: In response to the second virtual object being defeated, a first gap is obtained based on the number of the first virtual items collected by the second virtual object; the first gap is used to indicate the distance between the locations where the first virtual items fall. Based on the first spacing, the radius of the circular region is obtained; Based on the radius of the circular area, the first virtual item collected by the first virtual object, as well as the newly added first virtual item, are displayed within the falling area.
7. The method according to claim 1, characterized in that, The newly added first virtual prop is displayed at the center of the circular area.
8. The method according to claim 1, characterized in that, The step of responding to the first virtual object being in the points update area and the first virtual object having collected the first virtual item, and obtaining the occupation information of the points update area, includes: In response to the first virtual object being in the score update area, the first virtual object having collected the first virtual item, and the score update area meeting the occupation conditions, the first occupation information of the score update area is obtained; the first occupation information is used to indicate that the score update area is occupied by the faction to which the first virtual object belongs. In response to the first virtual object being in the score update area, the first virtual object having collected the first virtual item, and the score update area not meeting the occupation conditions, second occupation information of the score update area is obtained; the second occupation information is used to indicate that the score update area has not been occupied by the faction to which the first virtual object belongs; The conditions for occupation include: There are no virtual objects from other factions in the points update area; or, The points update area contains virtual objects from other factions, and the number of the first virtual items collected by the virtual objects from other factions is zero.
9. A method for updating points in a virtual scene, characterized in that, The method includes: Displaying a virtual scene, wherein the virtual scene includes a first virtual object; In response to the defeat of the second virtual object, the first virtual item collected by the second virtual object and the newly added first virtual item are displayed in the drop area. The newly added first virtual item is a virtual item generated when the second virtual object is defeated. The first virtual item collected by the second virtual object includes virtual items generated after other virtual objects are defeated or first virtual items collected when other virtual objects are defeated. The drop area is a circular area centered on the location where the second virtual object is defeated. The second virtual object is a virtual object that is in a different faction from the first virtual object. In response to the first virtual object meeting the picking conditions within the configured time, the first virtual object collects the first virtual prop. The picking conditions include the first virtual object having a detection box that comes into contact with a detection box added to the first virtual prop model, triggering the first virtual object to collect the first virtual prop. In response to the first virtual object, which has collected the first virtual item, being located in the score update area and the score update area being occupied by the faction to which the first virtual object belongs, the updated faction score is displayed. The faction score is used to determine the winning status of the current game for the faction to which the first virtual object belongs. The faction score is obtained through an update rate. The update rate is obtained based on a first quantity of the first virtual item collected by the first virtual object. The update rate is positively correlated with the first quantity. The update rate includes a first rate and a second rate, wherein the first rate is less than the second rate. The method further includes: In response to the first virtual item falling, the item indicator corresponding to each fallen first virtual item is displayed in the virtual scene screen, wherein the item indicator includes the distance information between the first virtual item and the first virtual object; In response to the faction updating its own faction points in the points update area, a first area indicator is displayed. The first area indicator is used to indicate that the faction occupies the points update area and is updating its faction points. In response to the enemy faction updating its faction points in the points update area, a second area indicator is displayed. The second area indicator is used to indicate that the enemy faction occupies the points update area and is updating its faction points. In response to the presence of both a virtual object of the friendly faction and a virtual object of the enemy faction that have collected the first virtual item in the score update area, a third area indicator is displayed. The third area indicator is used to indicate that the score update area is not occupied and that the various factions are competing for it. In response to the absence of any virtual object of the friendly faction that has collected the first virtual item or any virtual object of the enemy faction that has collected the first virtual item in the score update area, a fourth area indicator is displayed. The fourth area indicator is used to indicate that the score update area is neither occupied nor contested. The first area indicator, the second area indicator, the third area indicator, and the fourth area indicator also indicate the position information of the score update area relative to the first virtual object; the score update area has different point prompt text and area indicator icons of different colors in different states, and the score update area is at least one area randomly generated in the virtual environment; The process for determining the display positions of the prop indicator, the first area indicator, the second area indicator, the third area indicator, and the fourth area indicator in the virtual scene is as follows: Obtain the forward movement direction of the first virtual object and a plane perpendicular to the forward movement direction; obtain the position of the target point in the virtual scene, where the target point includes the drop position of the first virtual prop or the center position of the score update area; determine a line parallel to the forward movement direction based on the position of the target point in the virtual scene; and determine the position of the indicator at the point where the line parallel to the forward movement direction intersects the plane perpendicular to the forward movement direction.
10. A points update device in a virtual scene, characterized in that, The device includes: The screen display module is used to display a virtual scene, which includes a first virtual object; The screen display module is also used to respond to the defeat of the second virtual object by displaying the first virtual item collected by the second virtual object and the newly added first virtual item in the drop area. The newly added first virtual item is a virtual item generated when the second virtual object is defeated. The first virtual item collected by the second virtual object includes virtual items generated after other virtual objects are defeated or first virtual items collected when other virtual objects are defeated. The drop area is a circular area centered on the position where the second virtual object is defeated. The second virtual object is a virtual object that is in a different faction from the first virtual object. The collection module is configured to respond that if the first virtual object meets the picking conditions within a configured time period, the first virtual object will collect the first virtual prop. The picking conditions include the first virtual object having a detection box that comes into contact with a detection box added to the first virtual prop model, thereby triggering the collection logic of the first virtual object collecting the first virtual prop. The information acquisition module is used to detect the existence of other virtual objects in the score update area, the faction to which the other virtual objects belong, and the collection status of the first virtual item by the other virtual objects in response to the first virtual object being in the score update area and the first virtual object having collected the first virtual item, as the occupation information of the score update area; A rate acquisition module is used to respond to the occupation information indicating that the score update area is occupied by the faction to which the first virtual object belongs, and to acquire the update rate of the faction score of the faction to which the first virtual object belongs based on the first quantity of the first virtual items collected by the first virtual object. The faction score is used to determine the winning status of the current game of the faction to which the first virtual object belongs. The update rate is positively correlated with the first quantity. The points update module is configured to, in response to the first quantity being less than or equal to a first threshold, exchange the first virtual items collected by the first virtual object for the faction points at a first rate; and in response to the first quantity being greater than the first threshold, exchange the first virtual items collected by the first virtual object for the faction points at a second rate, wherein the first rate is less than the second rate. The screen display module is also used for: In response to the first virtual item falling, the item indicator corresponding to each fallen first virtual item is displayed in the virtual scene screen, wherein the item indicator includes the distance information between the first virtual item and the first virtual object; In response to the faction updating its own faction points in the points update area, a first area indicator is displayed. The first area indicator is used to indicate that the faction occupies the points update area and is updating its faction points. In response to the enemy faction updating its faction points in the points update area, a second area indicator is displayed. The second area indicator is used to indicate that the enemy faction occupies the points update area and is updating its faction points. In response to the presence of both a virtual object of the friendly faction and a virtual object of the enemy faction that have collected the first virtual item in the score update area, a third area indicator is displayed. The third area indicator is used to indicate that the score update area is not occupied and that the various factions are competing for it. In response to the absence of any virtual object of the friendly faction that has collected the first virtual item or any virtual object of the enemy faction that has collected the first virtual item in the score update area, a fourth area indicator is displayed. The fourth area indicator is used to indicate that the score update area is neither occupied nor contested. The first area indicator, the second area indicator, the third area indicator, and the fourth area indicator also indicate the position information of the score update area relative to the first virtual object; the score update area has different point prompt text and area indicator icons of different colors in different states, and the score update area is at least one area randomly generated in the virtual environment; The process for determining the display positions of the prop indicator, the first area indicator, the second area indicator, the third area indicator, and the fourth area indicator in the virtual scene is as follows: Obtain the forward movement direction of the first virtual object and a plane perpendicular to the forward movement direction; obtain the position of the target point in the virtual scene, where the target point includes the drop position of the first virtual prop or the center position of the score update area; determine a line parallel to the forward movement direction based on the position of the target point in the virtual scene; and determine the position of the indicator at the point where the line parallel to the forward movement direction intersects the plane perpendicular to the forward movement direction.
11. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one program, which is loaded and executed by the processor to implement the integral update method in a virtual scene as claimed in any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one computer program, which is loaded and executed by a processor to implement the integral update method in a virtual scene as described in any one of claims 1 to 9.
13. A computer program product, characterized in that, It includes computer instructions that, when executed by a processor, implement the integral update method in a virtual scene as described in any one of claims 1 to 9.