A virtual resource acquisition method and related device

By setting up a virtual resource cluster in a virtual environment and using the attack mechanism of the burst position, the problem of low efficiency of virtual resource collection in existing technologies has been solved, and a faster collection cycle and higher user experience are realized.

CN114100129BActive Publication Date: 2025-01-28TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202111503597.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-09
Publication Date
2025-01-28
Estimated Expiration
2041-12-09

AI Technical Summary

Technical Problem

The acquisition cycle of virtual resource acquisition methods in the prior art is long and inefficient, resulting in low human-computer interaction efficiency, players are prone to fatigue and boredom, and users have poor gaming experience.

Method used

By setting up virtual resource clusters in a virtual environment, players can perform attack operations on the bursting position of the virtual resource cluster, reduce attribute values ​​and generate shock waves. Virtual resources.

Benefits of technology

The collection cycle was shortened, the collection efficiency and human -computer interaction efficiency were improved, the ineffective time was reduced, the rhythm of the game was enhanced, the boring sensation of virtual resource acquisition was reduced, and the player's attack technology was tested, which improved the user experience.

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Abstract

The present application discloses a method and related device for collecting virtual resources. A virtual environment interface can be displayed during a game. When a player wants to collect virtual resources in a first virtual resource cluster in the virtual environment interface, the attribute value of the detonation position of the first virtual resource cluster is reduced in response to a first attack operation. In response to the attribute value of the detonation position of the first virtual resource cluster being lower than a preset threshold, a shock wave is generated from the detonation position, thereby separating the target virtual resources within the target impact range of the shock wave, and converting the target virtual resources from an unpickable state to a pickable state. Then, in response to the resource picking operation, the target virtual resource is picked up. This solution improves the efficiency of virtual resource collection, thereby improving the efficiency of human-computer interaction. At the same time, it reduces the boredom of virtual resource collection, improves the fun of collecting resources, and improves user experience.
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Description

Technical Field

[0001] The present application relates to the field of Internet technology, and in particular to a virtual resource acquisition method and related devices. Background Art

[0002] There are many applications based on virtual environments on terminals such as smartphones, tablet computers, and desktop computers, such as virtual reality applications, three-dimensional map applications, third-person shooting (TPS) games, first-person shooting (FPS) games, multiplayer online tactical competitive games (MOBA) games, etc.

[0003] In the above application, a virtual object (such as a game character) in a virtual environment can collect virtual resources in the virtual environment. Usually, the player needs to control the virtual object to move to each resource location, and then continuously tap or perform other actions on a single resource to obtain it.

[0004] This resource collection method has a long collection cycle and low efficiency, which leads to low efficiency of human-computer interaction. At the same time, due to the long collection cycle, the invalid time in the game accounts for a large proportion, so players are prone to fatigue and boredom, and the user game experience is poor. Summary of the invention

[0005] In order to solve the above technical problems, the present application provides a virtual resource collection method and related devices, which shortens the collection cycle, improves the collection efficiency, and thus improves the efficiency of human-computer interaction. At the same time, due to the shortening of the collection cycle, the invalid time is reduced, the game rhythm is accelerated, and the boredom of virtual resource collection is reduced. In addition, due to the setting of the detonation point, the player's attack technology is tested more, which further improves the fun of collecting resources and improves the user experience.

[0006] The embodiments of the present application disclose the following technical solutions:

[0007] In a first aspect, an embodiment of the present application provides a virtual resource acquisition method, the method comprising:

[0008] Display the virtual environment interface during the game;

[0009] In response to a first attack operation on a detonation position of a first virtual resource cluster in the virtual environment interface, reducing an attribute value of the detonation position of the first virtual resource cluster, wherein the first virtual resource cluster includes a plurality of virtual resources, and the plurality of virtual resources are in an unpickable state;

[0010] In response to a property value of a detonation position of the first virtual resource cluster being lower than a preset threshold, generating a shock wave from the detonation position;

[0011] Separating the target virtual resources within the target impact range of the shock wave, and converting the target virtual resources from an unpickable state to a pickable state;

[0012] In response to the resource picking operation, the target virtual resource is picked up.

[0013] In a second aspect, an embodiment of the present application provides a virtual resource collection device, the device comprising a display unit, a lowering unit, a generating unit, a separating unit and a picking unit:

[0014] The display unit is used to display the virtual environment interface during the game;

[0015] The reducing unit is used to reduce the attribute value of the detonation position of the first virtual resource cluster in the virtual environment interface in response to a first attack operation on the detonation position of the first virtual resource cluster, wherein the first virtual resource cluster includes a plurality of virtual resources, and the plurality of virtual resources are in an unpickable state;

[0016] The generating unit is configured to generate a shock wave from the detonation position in response to a property value of the detonation position of the first virtual resource cluster being lower than a preset threshold;

[0017] The separation unit is used to separate the target virtual resources located within the target impact range of the impact wave, and the target virtual resources are converted from an unpickable state to a pickable state;

[0018] The picking unit is used to pick up the target virtual resource in response to a resource picking operation.

[0019] In a third aspect, an embodiment of the present application provides a device for collecting virtual resources, the device comprising a processor and a memory:

[0020] The memory is used to store program code and transmit the program code to the processor;

[0021] The processor is configured to execute the method described in the aforementioned aspects according to the instructions in the program code.

[0022] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, wherein the computer-readable storage medium is used to store program code, and the program code is used to execute the method described in the above aspects.

[0023] In a fifth aspect, an embodiment of the present application provides a computer program product, including a computer program, which implements the method described in the above aspects when executed by a processor.

[0024] It can be seen from the above technical solution that virtual resource clusters are distributed in the virtual environment of the application, and the virtual resource clusters include multiple virtual resources, and multiple virtual resources are in an unpickable state. During the game, the virtual environment interface can be displayed. When the player wants to collect virtual resources in a virtual resource cluster (for example, the first virtual resource cluster) in the virtual environment interface, the player can perform a first attack operation on the detonation position of the first resource cluster. In response to the first attack operation, the attribute value of the detonation position of the first virtual resource cluster is reduced. In response to the attribute value of the detonation position of the first virtual resource cluster being lower than the preset threshold, a shock wave is generated from the detonation position, thereby separating the target virtual resources located in the target impact range of the shock wave, and converting them from an unpickable state to a pickable state. Then a resource picking operation is triggered, and in response to the resource picking operation, the target virtual resource is picked up. Due to the setting of the virtual resource cluster, the player can control the virtual object to pick up multiple virtual resources at one time, shortening the collection cycle, improving the collection efficiency, and thus improving the efficiency of human-computer interaction. At the same time, due to the shortening of the collection cycle, the invalid time is reduced, the game rhythm is accelerated, the boredom of virtual resource collection is reduced, and due to the setting of the detonation point, the player's attack technology is more tested, further improving the fun of collecting resources and improving the user experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0025] In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technical members in this field, other drawings can be obtained based on these drawings without paying creative labor.

[0026] Figure 1 A schematic diagram of the system architecture of a virtual resource acquisition method provided in an embodiment of the present application;

[0027] Figure 2 A flowchart of a virtual resource acquisition method provided in an embodiment of the present application;

[0028] Figure 3 A schematic diagram of a virtual environment interface provided in an embodiment of the present application;

[0029] Figure 4 An animated schematic diagram of a first virtual object attacking a detonation position of a first virtual resource cluster provided by an embodiment of the present application;

[0030] Figure 5 A schematic diagram of the effect when a detonation position is destroyed provided in an embodiment of the present application;

[0031] Figure 6 A schematic diagram of the effect of a target virtual resource being shot down and thus converted into a pickup state provided in an embodiment of the present application;

[0032] Figure 7 A schematic diagram of a virtual environment interface when picking up a target virtual resource provided by an embodiment of the present application;

[0033] Figure 8 A flowchart of another virtual resource acquisition method provided in an embodiment of the present application;

[0034] Fig. 9 A structural diagram of a virtual resource acquisition device provided in an embodiment of the present application;

[0035] Fig.10 A structural diagram of a terminal provided in an embodiment of the present application;

[0036] Fig.11 A structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION

[0037] The embodiments of the present application are described below in conjunction with the accompanying drawings.

[0038] First, a brief introduction is given to the terms involved in the embodiments of the present application:

[0039] Virtual environment: is a virtual environment displayed (or provided) when an application is running on a terminal. The virtual environment can be a simulation of the real world, a semi-simulation and semi-fictitious environment, or a purely fictitious environment. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. The virtual environment can also be used for virtual environment battles between at least two virtual characters, for example, for battles between at least two virtual objects using virtual equipment. This application is not limited to this. The embodiment of the application takes the virtual environment as an example of a three-dimensional virtual environment.

[0040] Virtual object: refers to an active object in a virtual environment. The active object may be a virtual person, a virtual animal, an animated character, etc., such as a person or an animal displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional model created based on animation skeleton technology.

[0041] Virtual resources: refers to the resources that a virtual object may use in a virtual environment for combat. Virtual resources may include virtual resources that increase the experience value of a virtual object, thereby improving its combat capability. For example, different levels of a virtual object will result in different combat capabilities, and each level corresponds to a different experience value. When the experience value of the virtual object exceeds the upper limit of the experience value of the current level, the level of the virtual object is upgraded. Exemplarily, the current level of the virtual object is level 1, and the upper limit of the experience value corresponding to level 1 is 30. The current experience value of the virtual object is 20. When the virtual object increases its experience value to 35 by collecting virtual resources, since the upper limit of the experience value corresponding to level 1 is 30, the level of the virtual object is upgraded to level 2.

[0042] Virtual resources may also include virtual resources that are assembled or carried. In this case, the virtual resources may be a backpack assembled by a virtual object, equipment assembled by a virtual object, or medicine carried by a virtual object.

[0043] Resource type: is an attribute of a virtual resource, which corresponds to the type of the virtual resource. For example, virtual resources can be divided in different ways. One way of division can be to divide resource types into equipment types and supply types, and another way of division can be to divide resource types into offensive types, defensive types, and mobile types. Of course, other division methods can also be included, and the embodiments of the present application do not limit the division methods.

[0044] Virtual resource cluster: is formed by multiple virtual resources clustered together. Multiple virtual resources in a virtual resource cluster can belong to the same resource type (attribute). Of course, multiple virtual resources in a virtual resource cluster can also belong to different resource types. The embodiments of the present application do not limit this.

[0045] The method provided in the present application can be applied to virtual reality applications, three-dimensional map programs, shooting games (STG), multiplayer online tactical competitive games (MOBA), etc. Shooting games can include first-person shooting games (FPS), third-person shooting games (TPS), etc. The embodiments of the present application will be mainly illustrated by the application in shooting games.

[0046] Games based on virtual environments are often composed of one or more maps of the game world. The virtual environment in the game simulates the scenes of the real world. The control object can manipulate the virtual objects in the game to walk, run, jump, shoot, fight, drive, switch to use virtual equipment, use virtual equipment to attack other virtual objects, etc. in the virtual environment. The interactivity is strong, and multiple control objects can form a team online to play competitive games. In the process of controlling the virtual objects, the control object can control the virtual objects in the virtual environment to collect virtual resources according to the game requirements. Among them, the control object can be a player (user), or it can be a machine in a man-machine combat mode or a machine-controlled combat mode. The embodiments of the present application are mainly introduced by taking the control object as an example.

[0047] In related technologies, players need to control virtual objects to move to each resource location, and then continuously tap or perform other actions on a single resource to obtain it. However, this resource collection method has a long collection cycle and low efficiency, which leads to low human-computer interaction efficiency. At the same time, due to the long collection cycle, the proportion of invalid time in the game is relatively large, so players are prone to fatigue and boredom, and the user game experience is poor.

[0048] In order to solve the above technical problems, the embodiment of the present application provides a virtual resource collection method, in which virtual resource clusters are distributed in the virtual environment of the application, and the virtual resource clusters include multiple virtual resources, and multiple virtual resources are in an unpickable state. Due to the setting of the virtual resource cluster, the player can control the virtual object to pick up multiple virtual resources at one time, shortening the collection cycle, improving the collection efficiency, and thus improving the efficiency of human-computer interaction. At the same time, due to the shortening of the collection cycle, the invalid time is reduced, the game rhythm is accelerated, and the boredom of virtual resource collection is reduced. In addition, due to the setting of the detonation point, the player's attack technology is tested more, further improving the fun of collecting resources and improving the user experience.

[0049] Next, the system architecture of the virtual resource acquisition method will be introduced. Figure 1 , Figure 1 A schematic diagram of the system architecture of the virtual resource acquisition method provided in the embodiment of the present application. The system architecture includes a terminal 101, on which an application including a virtual environment is installed, such as a shooting game application.

[0050] Virtual resource clusters are distributed in the virtual environment of the application, and the virtual resource clusters include multiple virtual resources, and multiple virtual resources are in an unpickable state. Players can open the application on terminal 101 and enter a single game. A single game refers to the entire process from the player entering the formal scene after clicking Start Match in the game lobby to the end of this game. In a single game (i.e., during the game), terminal 101 can display the virtual environment interface. When the player wants to collect virtual resources in a virtual resource cluster (such as the first virtual resource cluster) in the virtual environment interface, the player can perform a first attack operation on the detonation position of the first resource cluster. In response to the first attack operation, terminal 101 reduces the attribute value of the detonation position of the first virtual resource cluster.

[0051] When the attribute value of the detonation position of the first virtual resource cluster is lower than the preset threshold, the terminal 101 generates a shock wave from the detonation position, thereby separating the target virtual resources located within the target impact range of the shock wave and converting them from an unpickable state to a pickable state. Then the player triggers a resource picking operation, and the terminal 101 picks up the target virtual resource in response to the resource picking operation.

[0052] It should be noted that the embodiments of the present application are mainly introduced with the terminal as the execution subject. The terminal can be a smart phone, a tablet computer, a laptop computer, a desktop computer, a vehicle terminal, a smart TV, etc., but is not limited thereto.

[0053] In some cases, some steps that require background calculations and do not need to be reflected on the front-end interface can be executed by the server, such as the step of determining that the detonation position of the first virtual resource cluster is destroyed, the step of determining the target virtual resources within the target impact range of the shock wave, and the step of converting the target virtual resources within the target impact range of the shock wave from an unpickable state to a pickable state. The terminal does not need to execute these steps and can only play the animations corresponding to the execution of these steps. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud computing services. The terminal and the server can be directly or indirectly connected via wired or wireless communication, and this application is not limited here.

[0054] Next, the virtual resource acquisition method provided in the embodiment of the present application will be described in detail with reference to the accompanying drawings.

[0055] See also Figure 2 , Figure 2 A flow chart of a virtual resource acquisition method is shown, the method comprising:

[0056] S201. Displaying a virtual environment interface during game play.

[0057] An application including a virtual environment is installed on the terminal, such as a shooting game application. When the player opens the shooting game application and enters a single game, the terminal can display the corresponding virtual environment interface. In one possible implementation, the shooting game may involve a flag-grabbing gameplay, which means that there are multiple camps in the shooting game, each camp has its own base, and there are flags in the virtual environment of the shooting game. Multiple camps have to compete for the flags in the virtual environment. After obtaining the flags, they must bring them back to the base to get extra points, and virtual objects in different camps can attack each other during the shooting game. The camp that reaches the target score first or has a higher score at the end of the shooting game wins.

[0058] Multiple virtual resource clusters are pre-established in the virtual environment. The multiple virtual resource clusters are evenly distributed in the virtual environment. The distribution of multiple virtual resource clusters in the virtual environment can be reflected through the game map. During the game, the terminal can display the current virtual environment interface. Figure 3 The virtual environment interface may include the game map (e.g. Figure 3 301), players can understand the distribution of multiple virtual resource clusters in the virtual environment through the game map, so that it is convenient for players to move to the location with the virtual resource cluster to collect multiple virtual resources in the virtual resource cluster.

[0059] S202: In response to a first attack operation on a detonation position of a first virtual resource cluster in the virtual environment interface, reduce a property value of the detonation position of the first virtual resource cluster.

[0060] When the player wants to collect virtual resources in a virtual resource cluster (e.g., the first virtual resource cluster) in the virtual environment interface, the player can control the corresponding virtual object to perform a first attack operation on the detonation position of the first resource cluster. In response to the first attack operation, the terminal reduces the attribute value of the detonation position of the first virtual resource cluster and plays an animation of attacking the detonation position of the first virtual resource cluster. Figure 4 shown. Figure 4 Taking a shooting game as an example, the first virtual object shoots at the detonation position of the first virtual resource cluster through a virtual gun (i.e., performs a first attack operation). Figure 4 The first virtual resource cluster includes multiple virtual resources, and the multiple virtual resources are in an unpickable state, so that the target virtual resource in a pickable state is obtained through a first attack operation of the first virtual object on the detonation position of the first resource cluster.

[0061] When setting the detonation position, a corresponding attribute value may be set for the detonation position, and the attribute value may be a health value, an ability value, etc. The terminal may respond to a first attack operation on the detonation position of the first virtual resource cluster in the virtual environment interface by reducing the attribute value of the detonation position of the first virtual resource cluster, thereby determining whether to generate a shock wave based on the attribute value. In a possible implementation, in order to facilitate players to understand the attack situation of the detonation position in real time and to mobilize the enthusiasm of players, the terminal may display the attribute value of the detonation position of the first virtual resource cluster, and as the first virtual object attacks the detonation position, the attribute value of the detonation position continues to decrease.

[0062] It should be noted that, in the embodiment of the present application, the detonation position may be any position on the first virtual resource cluster attacked by the first virtual object, or may be a specific position pre-set on the first virtual resource cluster, and the specific position is set to have a destructible effect.

[0063] If the detonation position is a specific position pre-set on the first virtual resource cluster, the detonation position may have a detonation point identifier, which is used to indicate the position of the detonation position in the first virtual resource cluster so that the player can observe the detonation position and thus perform the first attack operation on the detonation position in a targeted manner. The detonation point identifier may be a color identifier, a character identifier, a line identifier, a graphic identifier, etc., which is not limited in the embodiments of the present application.

[0064] When the detonation position is a specific position pre-set on the first virtual resource cluster, the detonation position can be set at different positions of the first virtual resource cluster. For example, the detonation position is the center position of the first virtual resource cluster, and the detonation position has a detonation point mark. Of course, it can also be set at other positions, and the embodiment of the present application does not limit this.

[0065] See also Figure 3 As shown, in Figure 3 The position marked by the rectangular frame shown in 302 and 303 is the detonation position, and the detonation point mark of the detonation position is a color mark, that is, the position of the detonation position in the first virtual resource cluster is distinguished by color. Figure 3 The color of the detonation position is white, which is different from the colors of other positions in the first virtual resource cluster, so the detonation position is determined, and the first attack operation is performed on the white position in the first virtual resource cluster.

[0066] By setting the detonation position on the virtual resource cluster in advance, the player's shooting skills are tested, thereby reducing the boredom of collecting virtual resources for the player and increasing the fun of collecting virtual resources.

[0067] In some possible cases, the virtual environment interface may include multiple virtual resource clusters, and not all virtual resources included in each of the multiple virtual resource clusters are needed by the player, or the virtual resources included in different virtual resource clusters are of different importance to the player. In this case, the player can selectively select a virtual resource cluster to collect virtual resources.

[0068] The embodiment of the present application provides a variety of ways to select virtual resource clusters for virtual resource collection. In a possible implementation, the virtual resource cluster carries a resource identifier, wherein the resource identifier can be a color identifier, a character identifier, a line identifier, a graphic identifier, etc. However, the resource identifier can only be displayed to the player under certain conditions. For example, when the detonation position of the first virtual resource cluster is hit, the terminal can display the resource identifier of the first virtual resource cluster, and the resource identifier is used to indicate the resource type to which the virtual resources in the first virtual resource cluster belong. In this way, when the player sees the resource identifier of the first virtual resource cluster, he can know whether the virtual resources in the virtual resource cluster are what he needs according to the resource identifier. For example, the player needs to improve the level of the offensive skill of the first virtual object corresponding to the player, and the resource identifier representing the offensive type is displayed after the detonation position of the first virtual resource cluster is hit. Then the player can determine that the virtual resources in the first virtual resource cluster are what he needs, so as to continue to attack the detonation position of the first virtual resource cluster. Otherwise, stop attacking the detonation position of the first virtual resource cluster, find other virtual resource clusters for virtual resource collection, and minimize the time wasted on the collection of unnecessary virtual resources.

[0069] In another possible implementation, the multiple virtual resource clusters displayed by the terminal each have a resource identifier, and the resource identifier is used to indicate the resource type to which the virtual resource in the virtual resource cluster belongs. Figure 3 As shown, blue can indicate that the resource type of the virtual resources in the virtual resource cluster is an offensive type (for example, the virtual resource cluster to which the detonation position identified by 302 belongs), and orange can indicate that the resource type of the virtual resources in the virtual resource cluster is a defensive type (for example, the virtual resource cluster to which the detonation position identified by 303 belongs), and so on.

[0070] In this way, the player can know whether the virtual resources in the virtual resource cluster are what he needs through the resource identifier of the displayed virtual resource cluster, and thus decide whether to collect the virtual resources in the virtual resource cluster. For example, the player needs to improve the level of the offensive skill of the first virtual object corresponding to him, and the resource identifier of the virtual resource cluster to which the detonation position identified by 302 belongs is blue, indicating that the resource type of the virtual resources included is the offensive type, then the player can determine that the virtual resources in the virtual resource cluster are what he needs, that is, to use the virtual resource cluster as the first virtual resource cluster. Therefore, the player can determine the first virtual resource cluster from multiple virtual resource clusters according to the resource identifier to collect virtual resources.

[0071] By displaying resource identifiers of multiple virtual resource clusters, players can select the virtual resource cluster they want to collect for attack based on the resource identifiers, thereby achieving selective virtual resource collection based on player needs, reducing the time spent on unnecessary virtual resource collection, and improving user gaming experience.

[0072] S203: In response to the attribute value of the detonation position of the first virtual resource cluster being lower than a preset threshold, generate a shock wave from the detonation position.

[0073] The attribute value of the detonation position of the first virtual resource cluster continues to decrease due to the attack. When the attribute value of the detonation position is lower than the preset threshold, a shock wave is generated from the detonation position. The preset threshold can be 0 or other values. In the implementation of the present application, there may be multiple stages of shock waves. When the detonation position is destroyed (for example, when the attribute value of the detonation position drops to 0), the last shock wave is released, and all virtual resources are separated at this time. Of course, it is also possible to release a shock wave only when the attribute value of the detonation position is lower than the preset threshold. See Figure 5 As shown, Figure 5 Shown is the effect when the detonation location is destroyed.

[0074] S204: Separate the target virtual resources within the target impact range of the shock wave, and convert the target virtual resources from an unpickable state to a pickable state.

[0075] The shock wave has a certain impact range (such as the target impact range). The target virtual resources within the target impact range will be impacted by the shock wave, causing the target virtual resources to be separated from the virtual resource cluster and converted from an unpickable state to a pickable state, resulting in the target virtual resources being shot down one by one so that they can be picked up. The effect of the target virtual resources being shot down and converted to a pickable state can be seen in Figure 6 Shown in the dashed box.

[0076] It should be noted that in the embodiment of the present application, the target virtual resources that can be converted into a pick-up state may be different depending on the size of the target impact range. If the target impact range is relatively small, the target virtual resources may be part of the virtual resources in the first virtual resource cluster.

[0077] If the target impact range is relatively large, the target virtual resources may be all virtual resources in the first virtual resource cluster, and may even include virtual resources in other virtual resource clusters except the first virtual resource cluster. For example, the target virtual resources may include virtual resources in the first virtual resource cluster and virtual resources in the second virtual resource cluster, where the second virtual resource cluster is at least one virtual resource cluster among multiple virtual resource clusters except the first virtual resource cluster.

[0078] See also Figure 3 As shown, the virtual environment interface includes two virtual resource clusters (for example, the virtual resource cluster to which the detonation position identified by 302 belongs and the virtual resource cluster to which the detonation position identified by 303 belongs). If the virtual resource cluster to which the detonation position identified by 302 belongs is used as the first virtual resource cluster, when the detonation position of the first virtual resource cluster is destroyed, a shock wave is generated. If all virtual resources in the first virtual resource cluster are within the target impact range, all virtual resources in the first virtual resource cluster are used as target virtual resources, and the target virtual resources are separated and converted from an unpickable state to a pickable state, as shown in FIG. Figure 6 If the target impact range is large enough, the virtual resource cluster shown in 601 (for example, the second virtual resource cluster, equivalent to Figure 3 If the virtual resources in the virtual resource cluster to which the detonation position identified in 303 belongs are within the target impact range, the target virtual resources may include the virtual resources in the first virtual resource cluster and the virtual resources in the second virtual resource cluster.

[0079] In a possible implementation, in order to obtain the target impact range, the preset impact range of the shock wave can be obtained first, and then the target impact range can be determined according to the preset impact range. The target impact range can be the preset impact range set in advance, or can be adjusted based on the actual situation in the virtual resource acquisition process on the basis of the preset impact range.

[0080] If the target impact range is obtained by adjusting the preset impact range, in order to obtain the target impact range, the impact range adjustment value can be first obtained, and then the preset impact range can be adjusted using the impact range adjustment value, and then the adjusted preset impact range is used as the target impact range.

[0081] In an embodiment of the present application, there may be multiple ways to obtain the impact range adjustment value. In one possible implementation, since the game levels of different players may be different, the accuracy of different players' attacks on the detonation position of the first virtual resource cluster may be different. Taking a shooting game as an example, for players with a relatively high game level, when attacking the detonation position of the first virtual resource cluster, the accuracy of hitting the detonation position is very high, and there may be only one or two shots that deviate from the detonation position out of multiple shots, and there may even be every shot that hits the detonation position. For players with a relatively poor game level, when attacking the detonation position of the first virtual resource cluster, the accuracy of hitting the detonation position is relatively low, and there may be only one or two shots that accurately hit the detonation position out of multiple shots.

[0082] Therefore, in order to increase the fun and challenge of collecting virtual resources, the impact range adjustment value can be determined according to the accuracy of attacking the detonation position of the first virtual resource cluster. For example, the higher the accuracy, the larger the impact range adjustment value, so that a larger target impact range can be obtained, so that more virtual resources can be collected and more virtual resources can be given to players as rewards. Conversely, the lower the accuracy, the smaller the impact range adjustment value, so that the target impact range that can be obtained is relatively smaller, and the collected virtual resources are relatively less.

[0083] In another possible implementation, in addition to the first virtual object that attacks the detonation position of the first virtual resource cluster, the virtual environment may also include an enemy object of the first virtual object, such as a second virtual object. In the process of the first virtual object attacking the detonation position of the first virtual resource cluster, the second virtual object may attack the first virtual object. Therefore, the first virtual object also needs to be prepared for the attack of the second virtual object at all times, and even needs to discover the second virtual object in time and attack and destroy the second virtual object. In this case, if the second virtual object is included in the virtual environment interface, the terminal can respond to the second attack operation against the second virtual object and display the game screen of the first virtual object attacking the second virtual object. Then, according to the attack of the first virtual object on the second virtual object, the impact range adjustment value is determined.

[0084] The attack situation here can be the number of second virtual objects destroyed by the first virtual object, the attack power of the first virtual object on the second virtual object (for example, the degree of damage caused by the first virtual object to the second virtual object, accuracy, etc.), the defense power of the first virtual object on the second virtual object (for example, the degree of damage suffered by the first virtual object), etc. In general, the more second virtual objects the first virtual object destroys, the stronger the attack power, and the lower the degree of damage suffered by itself, the larger the impact range adjustment value, so that a larger target impact range can be obtained, and more virtual resources can be collected, so as to give players more virtual resources as rewards. Conversely, the smaller the impact range adjustment value, the smaller the target impact range that can be obtained, and the fewer virtual resources collected.

[0085] Through the above method, the impact range adjustment value can be determined based on the performance of the first virtual object in the virtual resource collection process, and then the preset impact range can be adjusted using the impact range adjustment value to obtain the target impact range that matches its performance, thereby giving the player appropriate virtual resources as a reward based on the performance of the first virtual object in the virtual resource collection process, which further tests the player's gaming level, thereby increasing the fun of virtual resource collection and mobilizing the player's enthusiasm.

[0086] In another possible implementation, the game application may provide a collection button, and when a shock wave is generated from the detonation position, the target player can press the collection button, thereby obtaining a larger target impact range by pressing the collection button faster. In this case, the terminal can obtain the pressing frequency of the pressing operation in response to the target player's pressing operation on the collection button, and determine the impact range adjustment value according to the pressing frequency. Generally, the greater the pressing frequency, the faster the target player presses the collection button, and the greater the impact range adjustment value, so that a larger target impact range can be obtained, so as to collect more virtual resources and give the player more virtual resources as a reward. Conversely, the smaller the impact range adjustment value, the smaller the target impact range that can be obtained, and the less virtual resources collected.

[0087] The target player is the player controlling the target virtual object. If the first virtual object is the object that attacks the detonation position of the first virtual resource cluster, when a shock wave is generated from the detonation position, the player corresponding to the first virtual object can press the acquisition button frantically to obtain a larger target impact range. At this time, the target virtual object can be the first virtual object.

[0088] In some cases, when a player dies, the dead player can watch the battle from the perspective of different teammates, and can assist teammates in picking up target virtual resources while watching the battle, for example, assisting teammates to obtain a larger target impact range. The way to assist teammates to obtain a larger target impact range can be to press a capture button. Therefore, in this case, the target virtual object can be the third virtual object, or the first virtual object and the third virtual object, the third virtual object is a friendly object of the first virtual object, and the battle is watched from the perspective of the first virtual object.

[0089] This method can help players collect more virtual resources, while improving the game participation and experience of eliminated players.

[0090] In some other possible implementations, if the game process includes a flag-grabbing operation, and the first virtual object is the object that attacks the detonation position of the first virtual resource cluster, then the number of flags obtained by the camp to which the first virtual object belongs can reflect the level of its gaming skills. For this reason, the target impact range can be determined based on the number of flags that the camp to which the first virtual object belongs has obtained. In this case, the number of flags obtained by the camp to which the first virtual object belongs can be obtained, and then the impact range adjustment value can be determined based on the number of flags. Generally, the more flags there are, the larger the impact range adjustment value is, so that a larger target impact range can be obtained, so that more virtual resources can be collected and more virtual resources can be given to players as rewards. Conversely, the smaller the impact range adjustment value is, the smaller the target impact range that can be obtained is, and the collected virtual resources are relatively fewer.

[0091] In some possible implementations, the first virtual resource cluster may be discovered by multiple players (the multiple players may be players from the same camp or different camps), or a player may discover the first virtual resource cluster and call on other players (the other players are usually players from the same camp in this case) to collect it together. In this case, multiple players may control their respective corresponding virtual objects to attack the detonation position of the first virtual resource cluster at the same time. Generally, the more virtual objects that attack the detonation position of the first virtual resource cluster at the same time, the stronger the attack power, and the more likely it is to destroy the first virtual resource cluster at one time, thereby strengthening the impact force of the shock wave, that is, obtaining a larger target impact range.

[0092] Based on this, in the embodiment of the present application, the impact range adjustment value can be determined according to the number of virtual objects that attack the detonation position of the first virtual resource cluster. The more virtual objects there are, the stronger the attack power is, and the larger the impact range adjustment value is, so that a larger target impact range can be obtained, so as to collect more virtual resources and give players more virtual resources as rewards. Conversely, the smaller the impact range adjustment value is, the smaller the target impact range that can be obtained is, and the fewer virtual resources collected are.

[0093] S205: In response to the resource picking operation, pick up the target virtual resource.

[0094] When the resource picking operation is triggered through the terminal, the terminal can display a game screen in which the target virtual resource in the pickable state is picked up, thereby completing the collection of the virtual resource.

[0095] Through the steps S201-S205, virtual resources can be continuously collected in a single game. The virtual resources collected in a single game can be called in-game resources.

[0096] It can be understood that, in response to the resource picking operation, picking up the target virtual resource is actually controlling the target virtual object to pick up the target virtual resource in response to the resource picking operation.

[0097] However, according to the process of the game, especially in the process of multiplayer online tactical competitive games and shooting games, in addition to the first virtual object that attacks the detonation position of the first virtual resource cluster, other virtual objects may also be included, such as the enemy object (second virtual object) of the first virtual object and the friendly object (third virtual object) of the first virtual object, and the target virtual resource in a pickable state is visible to any virtual object, and any virtual object can pick up the target virtual resource in a pickable state. Therefore, in an embodiment of the present application, the target virtual object may be the first virtual object, the second virtual object or the third virtual object, the second virtual object is the enemy object of the first virtual object, and the third virtual object is the friendly object of the first virtual object.

[0098] For example, the player controls the first virtual object to attack the detonation position of the first virtual resource cluster, thereby obtaining the target virtual resource in a pick-up state, and then the player controls the first virtual object to pick up the target virtual resource.

[0099] For another example, the second virtual object is the enemy object of the first virtual object. The first player controls the first virtual object to attack the detonation position of the first virtual resource cluster, thereby obtaining the target virtual resource in a pick-up state. If the second virtual object happens to find the target virtual resource in a pick-up state, it can pick up the target virtual resource in a pick-up state before the first virtual object, thereby realizing the snatching of virtual resources.

[0100] For another example, the third virtual object is a friendly object of the first virtual object, and the third player corresponding to the third virtual object is a new player with poor operating skills. In order to help the third virtual object upgrade skills or obtain props, the first player corresponding to the first virtual object controls the first virtual object to attack the detonation position of the first virtual resource cluster, so as to obtain the target virtual resource in a pick-up state, and then let the third virtual object pick up the target virtual resource, thereby helping the third virtual object to increase its experience value, so as to upgrade skills, or help the third virtual object obtain better props.

[0101] It should be noted that the resource picking operation of the embodiment of the present application can be different forms of operations. In one possible implementation, the resource picking operation can be an operation to trigger a collection button, such as pressing the collection button. For example, the collection button is a "pick up" button. When the player clicks the "pick up" button, the target virtual object is controlled to pick up the target virtual resource.

[0102] In another possible implementation, the resource picking operation may be an operation of controlling the target virtual object to move to a target position, and the distance between the target position and the display position of the target virtual resource meets a preset distance threshold. That is, when the player controls the target virtual object to move to the display position of the target virtual resource, when the distance between the target virtual object and the display position meets the preset distance threshold, the target virtual resource is automatically picked up. In this way, virtual resource collection can be further simplified and the efficiency of virtual resource collection can be improved.

[0103] For example, in a shooting game, when you need to collect Figure 6 When the target virtual resource shown in the figure is picked up, the target virtual object can be controlled to move to the display position of the target virtual resource. As it moves, the virtual environment interface will change. When the distance between the display position and the target virtual resource meets the preset distance threshold, the target virtual resource is automatically picked up. At this time, the virtual environment interface changes to Figure 7 shown.

[0104] In a possible implementation, the virtual environment interface may further include resource bars corresponding to different resource types. After collecting the target virtual resources, the progress of the resource bar corresponding to the resource type to which the target virtual resources belong may be increased according to the number of the picked target virtual resources. The resource bar may be displayed in different shapes, such as a bar or a ring.

[0105] In the embodiment of the present application, taking the shape of the resource bar as an example, if the resource types are divided into movement type, attack type, and defense type, the virtual resources of the movement type are used to improve the level of movement skills, the virtual resources of the attack type are used to improve the level of attack skills, and the virtual resources of the defense type are used to improve the level of defense skills, then the resource bar in the virtual environment interface can refer to Figure 3-7 As shown, there are resource bars corresponding to movement skills, attack skills, and defense skills. If the resource type of the target virtual resource is an attack type, after the target virtual resource is collected, the progress of the resource bar corresponding to the attack skill can be increased. For example Figure 7 As shown, Figure 7 The black part of the resource bar corresponding to the medium attack skill indicates the progress of this increase.

[0106] Through the display of the resource bar, players can intuitively understand the current number of virtual resources, better reflect the player's demand for virtual resources of different resource types, and improve the user's gaming experience.

[0107] Of course, in some cases, the number of virtual resources can also be reflected by a numerical value, which is not limited in the embodiments of the present application.

[0108] It can be seen from the above technical solution that virtual resource clusters are distributed in the virtual environment of the application, and the virtual resource clusters include multiple virtual resources, and multiple virtual resources are in an unpickable state. During the game, the virtual environment interface can be displayed. When the player wants to collect virtual resources in a virtual resource cluster (for example, the first virtual resource cluster) in the virtual environment interface, the player can perform a first attack operation on the detonation position of the first resource cluster. In response to the first attack operation, the attribute value of the detonation position of the first virtual resource cluster is reduced. In response to the attribute value of the detonation position of the first virtual resource cluster being lower than the preset threshold, a shock wave is generated from the detonation position, thereby separating the target virtual resources located in the target impact range of the shock wave, and converting them from an unpickable state to a pickable state. Then a resource picking operation is triggered, and in response to the resource picking operation, the target virtual resource is picked up. Due to the setting of the virtual resource cluster, the player can control the virtual object to pick up multiple virtual resources at one time, shortening the collection cycle, improving the collection efficiency, and thus improving the efficiency of human-computer interaction. At the same time, due to the shortening of the collection cycle, the invalid time is reduced, the game rhythm is accelerated, the boredom of virtual resource collection is reduced, and due to the setting of the detonation point, the player's attack technology is more tested, further improving the fun of collecting resources and improving the user experience.

[0109] The following will introduce the virtual resource collection method provided by the embodiment of the present application in combination with actual application scenarios. Taking the application program as a shooting game application program and the control object as a player as an example, the virtual resource collection method is introduced. Figure 8 , Figure 8 A flow chart of another virtual resource acquisition method is shown, the method comprising:

[0110] S801. During the game development process, multiple virtual resource clusters are evenly dispersed in the game map.

[0111] S802: Set the center position of each virtual resource cluster as a detonation position, set the health value of the detonation position, and set the target impact range to include all virtual resources in the virtual resource cluster where the detonation position is located.

[0112] The target impact range refers to the range that the shock wave can reach after the detonation position is destroyed. Setting the target impact range to include all virtual resources in the virtual resource cluster where the detonation position is located indicates that when the detonation position is destroyed, the shock wave can knock down all virtual resources in the virtual resource cluster where the detonation position is located.

[0113] S803: The user opens the shooting game application to complete the match and enter the formal shooting game scene.

[0114] S804: The terminal displays the current virtual environment interface.

[0115] S805: If the player controls the first virtual object to shoot at the detonation position of the first virtual resource cluster in the virtual environment interface, the health value of the detonation position will decrease.

[0116] S806. The terminal determines whether the health value of the detonation position drops to zero. If so, execute S807; if not, execute S805.

[0117] When the health value of the detonation position is greater than zero (i.e. the preset threshold), the player controls the first virtual object to continue shooting at the detonation position. When the health value of the detonation position is equal to zero, the detonation position is deemed to be destroyed, and a shock wave is generated at the detonation position.

[0118] S807. The terminal generates a shock wave at the detonation position.

[0119] S808: The terminal separates the target virtual resources within the target impact range of the impact wave from the first virtual resource cluster and converts them into a pick-up state.

[0120] At this time, the target virtual resources are all virtual resources in the first virtual resource cluster. When the shock wave contacts the target virtual resources within the target shock range, the target virtual resources are knocked down by the shock wave, thereby separating the target virtual resources from the first virtual resource cluster and converting them from an unpickable state to a pickable state.

[0121] S809: The player controls the first virtual object to pick up a target virtual resource that is in a pickable state.

[0122] It should be noted that, based on the implementation methods provided in the above aspects, this application can also be further combined to provide more implementation methods.

[0123] Based on the above method, the embodiment of the present application also provides a virtual resource collection device, which can realize the above Figure 2 The corresponding embodiments provide methods. Fig. 9 The device 900 includes a display unit 901, a lowering unit 902, a generating unit 903, a separating unit 904 and a picking unit 905:

[0124] The display unit 901 is used to display the virtual environment interface during the game;

[0125] The reducing unit 902 is configured to reduce the attribute value of the detonation position of the first virtual resource cluster in response to a first attack operation on the detonation position of the first virtual resource cluster in the virtual environment interface, wherein the first virtual resource cluster includes a plurality of virtual resources, and the plurality of virtual resources are in an unpickable state;

[0126] The generating unit 903 is configured to generate a shock wave from the detonation position in response to the attribute value of the detonation position of the first virtual resource cluster being lower than a preset threshold;

[0127] The separation unit 904 is used to separate the target virtual resources located within the target impact range of the impact wave, and the target virtual resources are converted from an unpickable state to a pickable state;

[0128] The picking unit 905 is used to pick up the target virtual resource in response to a resource picking operation.

[0129] In a possible implementation manner, the detonation position is a central position of the first virtual resource cluster, and the detonation position has a detonation point identifier, and the detonation point identifier is used to indicate the position of the detonation position in the first virtual resource cluster.

[0130] In one possible implementation, the virtual environment interface includes multiple virtual resource clusters, each of which has a resource identifier, and the resource identifier is used to indicate the resource type to which the virtual resource in the virtual resource cluster belongs. The first virtual resource cluster is determined from the multiple virtual resource clusters based on the resource identifier.

[0131] In a possible implementation, the display unit 901 is further used for:

[0132] In response to the detonation position of the first virtual resource cluster being hit, a resource identifier of the first virtual resource cluster is displayed, where the resource identifier is used to indicate the resource type to which the virtual resources in the first virtual resource cluster belong.

[0133] In one possible implementation, the target virtual resource is all or part of the virtual resources in the first virtual resource cluster, or the target virtual resource includes virtual resources in the first virtual resource cluster and virtual resources in a second virtual resource cluster, and the second virtual resource cluster is at least one virtual resource cluster among the multiple virtual resource clusters except the first virtual resource cluster.

[0134] In a possible implementation manner, the device further includes an acquiring unit and a determining unit:

[0135] The acquisition unit is used to acquire a preset impact range of the shock wave;

[0136] The determining unit is used to determine the target impact range according to the preset impact range.

[0137] In a possible implementation manner, the device further includes an adjustment unit:

[0138] The acquisition unit is further used to acquire the impact range adjustment value;

[0139] The adjustment unit is used to adjust the preset impact range by using the impact range adjustment value;

[0140] The determining unit is used for:

[0141] The adjusted preset impact range is used as the target impact range.

[0142] In a possible implementation, the acquisition unit is specifically configured to:

[0143] The impact range adjustment value is determined according to the accuracy of attacking the detonation position of the first virtual resource cluster.

[0144] In a possible implementation, if the first virtual object is an object that attacks the detonation position of the first virtual resource cluster, the virtual environment interface further includes a second virtual object, and the second virtual object is an enemy object of the first virtual object, the display unit 901 is used to:

[0145] In response to a second attack operation on the second virtual object, displaying a game screen of the first virtual object attacking the second virtual object;

[0146] The acquisition unit is specifically used for:

[0147] The impact range adjustment value is determined according to an attack condition of the first virtual object on the second virtual object.

[0148] In a possible implementation, the acquisition unit is specifically configured to:

[0149] In response to a target player pressing a collection button, obtaining a pressing frequency of the pressing operation;

[0150] The impact range adjustment value is determined according to the pressing frequency.

[0151] In one possible implementation, the target player is a player controlling a target virtual object, the target virtual object is a first virtual object and / or a third virtual object, the first virtual object is an object that attacks the detonation position of the first virtual resource cluster, and the third virtual object is a friendly object of the first virtual object and watches the battle from the perspective of the first virtual object.

[0152] In a possible implementation, if the game process includes a flag-grabbing operation, and the first virtual object is an object that attacks the detonation position of the first virtual resource cluster, the acquisition unit is specifically configured to:

[0153] Obtain the number of flags obtained by the camp to which the first virtual object belongs;

[0154] The impact range adjustment value is determined according to the number of the flags.

[0155] In a possible implementation, the acquisition unit is specifically configured to:

[0156] The impact range adjustment value is determined according to the number of virtual objects that attack the detonation position of the first virtual resource cluster.

[0157] In a possible implementation, the picking unit 905 is specifically configured to:

[0158] In response to a resource picking operation, a target virtual object is controlled to pick up the target virtual resource, where the target virtual object is a first virtual object, a second virtual object or a third virtual object, where the first virtual object is an object that attacks a detonation position of the first virtual resource cluster, the second virtual object is an enemy object of the first virtual object, and the third virtual object is a friendly object of the first virtual object.

[0159] In a possible implementation, the resource picking operation is an operation of controlling the target virtual object to move to a target position, and the distance between the target position and the display position of the target virtual resource meets a preset distance threshold.

[0160] In a possible implementation, the virtual environment interface further includes resource bars corresponding to different resource types, and the device further includes an adding unit:

[0161] The adding unit is used to increase the progress of the resource bar corresponding to the resource type to which the target virtual resource belongs according to the quantity of the picked-up target virtual resources.

[0162] It can be seen from the above technical solution that virtual resource clusters are distributed in the virtual environment of the application, and the virtual resource clusters include multiple virtual resources, and multiple virtual resources are in an unpickable state. During the game, the virtual environment interface can be displayed. When the player wants to collect virtual resources in a virtual resource cluster (for example, the first virtual resource cluster) in the virtual environment interface, the player can perform a first attack operation on the detonation position of the first resource cluster. In response to the first attack operation, the attribute value of the detonation position of the first virtual resource cluster is reduced. In response to the attribute value of the detonation position of the first virtual resource cluster being lower than the preset threshold, a shock wave is generated from the detonation position, thereby separating the target virtual resources located in the target impact range of the shock wave, and converting them from an unpickable state to a pickable state. Then a resource picking operation is triggered, and in response to the resource picking operation, the target virtual resource is picked up. Due to the setting of the virtual resource cluster, the player can control the virtual object to pick up multiple virtual resources at one time, shortening the collection cycle, improving the collection efficiency, and thus improving the efficiency of human-computer interaction. At the same time, due to the shortening of the collection cycle, the invalid time is reduced, the game rhythm is accelerated, the boredom of virtual resource collection is reduced, and due to the setting of the detonation point, the player's attack technology is more tested, further improving the fun of collecting resources and improving the user experience.

[0163] Based on the above embodiments, the embodiments of the present application further provide a device for collecting virtual resources, which may be a terminal. For example, the terminal is a smart phone:

[0164] Fig.10 FIG. 1 is a block diagram showing a partial structure of a smart phone related to a terminal provided in an embodiment of the present application. Fig.10 The smartphone includes: a radio frequency (RF) circuit 1010, a memory 1020, an input unit 1030, a display unit 1040, a sensor 1050, an audio circuit 1060, a wireless fidelity (WiFi) module 1070, a processor 1080, and a power supply 1090. The input unit 1030 may include a touch panel 1031 and other input devices 1032, the display unit 1040 may include a display panel 1041, and the audio circuit 1060 may include a speaker 1061 and a microphone 1062. Those skilled in the art will appreciate that Fig.10 The structure of the smartphone shown in the figure does not constitute a limitation of the smartphone, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0165] The memory 1020 can be used to store software programs and modules. The processor 1080 executes various functional applications and data processing of the smartphone by running the software programs and modules stored in the memory 1020. The memory 1020 may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system, an application required for at least one function (such as a sound playback function, an image playback function, etc.), etc.; the data storage area may store data created according to the use of the smartphone (such as audio data, a phone book, etc.), etc. In addition, the memory 1020 may include a high-speed random access memory, and may also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.

[0166] The processor 1080 is the control center of the smartphone, which uses various interfaces and lines to connect various parts of the entire smartphone, and executes various functions of the smartphone and processes data by running or executing software programs and / or modules stored in the memory 1020, and calling data stored in the memory 1020. Optionally, the processor 1080 may include one or more processing units; preferably, the processor 1080 may integrate an application processor and a modem processor, wherein the application processor mainly processes the operating system, user interface, and application programs, and the modem processor mainly processes wireless communications. It is understandable that the above-mentioned modem processor may not be integrated into the processor 1080.

[0167] In this embodiment, the processor 1080 in the smartphone may perform the following steps:

[0168] Display the virtual environment interface during the game;

[0169] In response to a first attack operation on a detonation position of a first virtual resource cluster in the virtual environment interface, reducing an attribute value of the detonation position of the first virtual resource cluster, wherein the first virtual resource cluster includes a plurality of virtual resources, and the plurality of virtual resources are in an unpickable state;

[0170] In response to a property value of a detonation position of the first virtual resource cluster being lower than a preset threshold, generating a shock wave from the detonation position;

[0171] Separating the target virtual resources within the target impact range of the shock wave, and converting the target virtual resources from an unpickable state to a pickable state;

[0172] In response to the resource picking operation, the target virtual resource is picked up.

[0173] The present application also provides a server. Fig.11 As shown, Fig.11The structural diagram of the server 1100 provided in the embodiment of the present application, the server 1100 may have relatively large differences due to different configurations or performances, and may include one or more central processing units (CPUs) 1122 (for example, one or more processors) and memory 1132, one or more storage media 1130 (for example, one or more mass storage devices) storing application programs 1142 or data 1144. Among them, the memory 1132 and the storage medium 1130 can be short-term storage or permanent storage. The program stored in the storage medium 1130 may include one or more modules (not shown in the figure), and each module may include a series of instruction operations in the server. Furthermore, the central processing unit 1122 can be configured to communicate with the storage medium 1130 and execute a series of instruction operations in the storage medium 1130 on the server 1100.

[0174] The server 1100 may also include one or more power supplies 1126, one or more wired or wireless network interfaces 1150, one or more input and output interfaces 1158, and / or one or more operating systems 1141, such as Windows Server 2003. TM , Mac OS X TM , Unix TM ,Linux TM , FreeBSD TM etc.

[0175] In this embodiment, the steps performed by the server may be based on Fig.11 The structure of the server shown is implemented.

[0176] According to one aspect of the present application, a computer-readable storage medium is provided, wherein the computer-readable storage medium is used to store program codes, and the program codes are used to execute the virtual resource acquisition methods described in the aforementioned embodiments.

[0177] According to one aspect of the present application, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method provided in various optional implementations of the above embodiments.

[0178] The descriptions of the processes or structures corresponding to the above-mentioned figures have different emphases. For parts that are not described in detail in a certain process or structure, please refer to the relevant descriptions of other processes or structures.

[0179] The terms "first", "second", "third", "fourth", etc. (if any) in the specification of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein, for example. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0180] In the several embodiments provided in the present application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or units, which can be electrical, mechanical or other forms.

[0181] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0182] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0183] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (Read-Only Memory, referred to as ROM), random access memory (RandomAccess Memory, referred to as RAM), disk or optical disk and other media that can store program codes.

[0184] As described above, the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit them. Although the present application has been described in detail with reference to the aforementioned embodiments, ordinary technical members in the art should understand that they can still modify the technical solutions recorded in the aforementioned embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims

1. A virtual resource acquisition method, characterized in that: The method comprises: Display the virtual environment interface during the game; In response to a first attack operation on a detonation position of a first virtual resource cluster in the virtual environment interface, reducing an attribute value of the detonation position of the first virtual resource cluster on the virtual environment interface, the first virtual resource cluster includes a plurality of virtual resources, the plurality of virtual resources are in an unpickable state, the detonation position is a central position of the first virtual resource cluster, and the detonation position has a detonation point identifier, the detonation point identifier is used to indicate the position of the detonation position in the first virtual resource cluster; In response to a property value of a detonation position of the first virtual resource cluster being lower than a preset threshold, generating a shock wave from the detonation position; Separating target virtual resources within the target impact range of the impact wave, converting the target virtual resources from an unpickable state to a pickable state, wherein the target impact range is positively correlated with the number of the target virtual resources; In response to the resource picking operation, the target virtual resource is picked up.

2. The method according to claim 1, characterized in that The virtual environment interface includes multiple virtual resource clusters, each of which has a resource identifier, and the resource identifier is used to indicate the resource type to which the virtual resource in the virtual resource cluster belongs. The first virtual resource cluster is determined from the multiple virtual resource clusters according to the resource identifier.

3. The method according to claim 1, characterized in that The method further comprises: In response to the detonation position of the first virtual resource cluster being hit, a resource identifier of the first virtual resource cluster is displayed, where the resource identifier is used to indicate the resource type to which the virtual resources in the first virtual resource cluster belong.

4. The method according to claim 1, characterized in that: The target virtual resource is all or part of the virtual resources in the first virtual resource cluster, or the target virtual resource includes the virtual resources in the first virtual resource cluster and the virtual resources in the second virtual resource cluster, and the second virtual resource cluster is at least one virtual resource cluster among the multiple virtual resource clusters except the first virtual resource cluster.

5. The method according to any one of claims 1 to 4, characterized in that: Before separating the target virtual resources within the target impact range of the impact wave, the method further includes: Obtaining a preset impact range of the shock wave; The target impact range is determined according to the preset impact range.

6. The method according to claim 5, characterized in that The method further comprises: Get the impact range adjustment value; Using the impact range adjustment value to adjust the preset impact range; The step of determining the target impact range according to the preset impact range includes: The adjusted preset impact range is used as the target impact range.

7. The method according to claim 6, characterized in that The step of obtaining the impact range adjustment value includes: The impact range adjustment value is determined according to the accuracy of attacking the detonation position of the first virtual resource cluster.

8. The method according to claim 6, characterized in that If the first virtual object is an object that attacks the detonation position of the first virtual resource cluster, the virtual environment interface further includes a second virtual object, and the second virtual object is an enemy object of the first virtual object, the method further includes: In response to a second attack operation on the second virtual object, displaying a game screen of the first virtual object attacking the second virtual object; The step of obtaining the impact range adjustment value includes: The impact range adjustment value is determined according to an attack condition of the first virtual object on the second virtual object.

9. The method according to claim 6, characterized in that The step of obtaining the impact range adjustment value includes: In response to a target player pressing a collection button, obtaining a pressing frequency of the pressing operation; The impact range adjustment value is determined according to the pressing frequency.

10. The method according to claim 9, characterized in that The target player is a player controlling a target virtual object, the target virtual object is a first virtual object and / or a third virtual object, the first virtual object is an object that attacks the detonation position of the first virtual resource cluster, and the third virtual object is a friendly object of the first virtual object and watches the battle from the perspective of the first virtual object.

11. The method according to claim 6, characterized in that If the game process includes a flag-grabbing operation, and the first virtual object is an object that attacks the detonation position of the first virtual resource cluster, the obtaining of the impact range adjustment value includes: Obtain the number of flags obtained by the camp to which the first virtual object belongs; The impact range adjustment value is determined according to the number of the flags.

12. The method according to claim 6, characterized in that The step of obtaining the impact range adjustment value includes: The impact range adjustment value is determined according to the number of virtual objects that attack the detonation position of the first virtual resource cluster.

13. The method according to any one of claims 1 to 4, characterized in that: The step of picking up the target virtual resource in response to the resource picking operation includes: In response to a resource picking operation, a target virtual object is controlled to pick up the target virtual resource, where the target virtual object is a first virtual object, a second virtual object or a third virtual object, where the first virtual object is an object that attacks a detonation position of the first virtual resource cluster, the second virtual object is an enemy object of the first virtual object, and the third virtual object is a friendly object of the first virtual object.

14. The method according to claim 13, characterized in that The resource picking operation is an operation of controlling the target virtual object to move to a target position, and the distance between the target position and the display position of the target virtual resource meets a preset distance threshold.

15. The method according to any one of claims 1 to 4, characterized in that: The virtual environment interface also includes resource bars corresponding to different resource types. After the target virtual resource is picked up in response to the resource picking operation, the method further includes: According to the quantity of the picked-up target virtual resources, the progress of the resource bar corresponding to the resource type to which the target virtual resources belong is increased.

16. A virtual resource collection device, characterized in that: The device comprises a display unit, a lowering unit, a generating unit, a separating unit and a picking unit: The display unit is used to display the virtual environment interface during the game; The reducing unit is used to reduce the attribute value of the detonation position of the first virtual resource cluster in the virtual environment interface in response to a first attack operation on the detonation position of the first virtual resource cluster in the virtual environment interface, wherein the first virtual resource cluster includes a plurality of virtual resources, the plurality of virtual resources are in an unpickable state, the detonation position is a central position of the first virtual resource cluster, and the detonation position has a detonation point identifier, and the detonation point identifier is used to indicate the position of the detonation position in the first virtual resource cluster; The generating unit is configured to generate a shock wave from the detonation position in response to the attribute value of the detonation position of the first virtual resource cluster being lower than a preset threshold; The separation unit is used to separate the target virtual resources located within the target impact range of the shock wave, and the target virtual resources are converted from an unpickable state to a pickable state, and the target impact range is positively correlated with the number of the target virtual resources; The picking unit is used to pick up the target virtual resource in response to a resource picking operation.

17. The device according to claim 16, characterized in that The virtual environment interface includes multiple virtual resource clusters, each of which has a resource identifier, and the resource identifier is used to indicate the resource type to which the virtual resource in the virtual resource cluster belongs. The first virtual resource cluster is determined from the multiple virtual resource clusters according to the resource identifier.

18. The device according to claim 16, characterized in that The display unit is also used for: In response to the detonation position of the first virtual resource cluster being hit, a resource identifier of the first virtual resource cluster is displayed, where the resource identifier is used to indicate the resource type to which the virtual resources in the first virtual resource cluster belong.

19. The device according to claim 16, characterized in that The target virtual resource is all or part of the virtual resources in the first virtual resource cluster, or the target virtual resource includes the virtual resources in the first virtual resource cluster and the virtual resources in the second virtual resource cluster, and the second virtual resource cluster is at least one virtual resource cluster among the multiple virtual resource clusters except the first virtual resource cluster.

20. The device according to any one of claims 16 to 19, characterized in that The device also includes an acquisition unit and a determination unit: The acquisition unit is used to acquire a preset impact range of the shock wave; The determining unit is used to determine the target impact range according to the preset impact range.

21. The device according to claim 20, characterized in that The device also includes an adjustment unit: The acquisition unit is further used to acquire the impact range adjustment value; The adjustment unit is used to adjust the preset impact range by using the impact range adjustment value; The determining unit is used for: The adjusted preset impact range is used as the target impact range.

22. The device according to claim 21, characterized in that The acquisition unit is specifically used for: The impact range adjustment value is determined according to the accuracy of attacking the detonation position of the first virtual resource cluster.

23. The device according to claim 21, characterized in that If the first virtual object is an object that attacks the detonation position of the first virtual resource cluster, the virtual environment interface further includes a second virtual object, the second virtual object is an enemy object of the first virtual object, and the display unit is used to: In response to a second attack operation on the second virtual object, displaying a game screen of the first virtual object attacking the second virtual object; The acquisition unit is specifically used for: The impact range adjustment value is determined according to an attack condition of the first virtual object on the second virtual object.

24. The device according to claim 21, characterized in that The acquisition unit is specifically used for: In response to a target player pressing a collection button, obtaining a pressing frequency of the pressing operation; The impact range adjustment value is determined according to the pressing frequency.

25. The device according to claim 24, characterized in that The target player is a player controlling a target virtual object, the target virtual object is a first virtual object and / or a third virtual object, the first virtual object is an object that attacks the detonation position of the first virtual resource cluster, and the third virtual object is a friendly object of the first virtual object and watches the battle from the perspective of the first virtual object.

26. The device according to claim 21, characterized in that If the game process includes a flag-grabbing operation, the first virtual object is an object that attacks the detonation position of the first virtual resource cluster, and the acquisition unit is specifically configured to: Obtain the number of flags obtained by the camp to which the first virtual object belongs; The impact range adjustment value is determined according to the number of the flags.

27. The device according to claim 21, characterized in that The acquisition unit is specifically used for: The impact range adjustment value is determined according to the number of virtual objects that attack the detonation position of the first virtual resource cluster.

28. The device according to any one of claims 16 to 19, characterized in that The pickup unit is specifically used for: In response to a resource picking operation, a target virtual object is controlled to pick up the target virtual resource, where the target virtual object is a first virtual object, a second virtual object or a third virtual object, where the first virtual object is an object that attacks a detonation position of the first virtual resource cluster, the second virtual object is an enemy object of the first virtual object, and the third virtual object is a friendly object of the first virtual object.

29. The device according to claim 28, characterized in that The resource picking operation is an operation of controlling the target virtual object to move to a target position, and the distance between the target position and the display position of the target virtual resource meets a preset distance threshold.

30. The device according to any one of claims 16 to 19, characterized in that The virtual environment interface also includes resource bars corresponding to different resource types, and the device also includes an adding unit: The adding unit is used to increase the progress of the resource bar corresponding to the resource type to which the target virtual resource belongs according to the quantity of the picked-up target virtual resources.

31. A device for collecting virtual resources, characterized in that: The device comprises a processor and a memory: The memory is used to store program code and transmit the program code to the processor; The processor is configured to execute the method according to any one of claims 1 to 15 according to the instructions in the program code.

32. A computer-readable storage medium, characterized in that: The computer-readable storage medium is used to store program code, and the program code is used to execute the method according to any one of claims 1 to 15.

33. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 15 is implemented.

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