Display method, device, terminal, storage medium and product of virtual stack

By constructing virtual stacks in a virtual environment, the problem of monotonous game modes in existing battle games is solved, enriching gameplay and improving human-computer interaction.

CN114225407BActive Publication Date: 2026-01-20TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202111626811.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2021-11-30
Filing Date
2021-12-28
Publication Date
2026-01-20
Estimated Expiration
2041-12-28

AI Technical Summary

Technical Problem

Existing competitive games have relatively simple game modes, mainly winning by defeating a certain number of virtual objects, which lacks diversity and results in insufficient human-computer interaction.

Method used

Display virtual materials in a virtual environment and allow virtual objects to move them to faction storage locations, build virtual stacks, and update game modes through the stacking of virtual materials to enrich gameplay.

Benefits of technology

By constructing virtual stacks, the game modes are enriched, the human-computer interaction is improved, the monotony of the modes is avoided, and the game experience is enhanced.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the application discloses a kind of display method, device, terminal, storage medium and product of virtual stack, belong to man-machine interaction field.The method includes: display virtual material in virtual environment, virtual material is the material that virtual object falls;Control first virtual object and move virtual material to target position in virtual environment, target position is the virtual material storage position of the camp that first virtual object is in;Display updated first virtual stack, first virtual stack is the virtual stack that the camp that first virtual object is in has, and virtual stack is obtained by virtual material construction.In the embodiment of the application, by providing the mode of constructing virtual stack, to enrich the mode of battle in virtual environment, avoid single battle mode, help to improve man-machine interaction effect.
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Description

[0001] The application claims priority to the Chinese Patent Application No. 202111439644.7, filed on November 30, 2021, and entitled "Display Method, Device, Terminal, Storage Medium and Product of Virtual Stack", the entire content of which is incorporated herein by reference. TECHNICAL FIELD

[0002] Embodiments of the present application relate to the field of human-computer interaction, and in particular to a display method, device, terminal, storage medium and product of virtual stack. BACKGROUND

[0003] A battle game is a game in which multiple user accounts compete in the same scene. A player can control a virtual object in a virtual environment to perform actions such as walking, running, climbing, and shooting, and multiple players can form a team online to complete a task in the same virtual environment.

[0004] In a virtual environment, a user can use virtual props to defeat virtual objects. In general, a victory is obtained when a virtual object controlled by a player defeats virtual objects of other camps in the virtual environment or the number of virtual objects defeated by the virtual object reaches a certain number.

[0005] It can be seen that in the related art, a victory is obtained by defeating virtual objects in a virtual environment, and the battle mode is relatively single. SUMMARY

[0006] Embodiments of the present application provide a display method, device, terminal, storage medium and product of virtual stack, which can enrich the game mode and help improve the human-computer interaction effect. The technical solution is as follows:

[0007] In one aspect, the present application provides a display method of virtual stack, the method comprising:

[0008] displaying a virtual material in a virtual environment, the virtual material being a material dropped by a virtual object;

[0009] controlling a first virtual object to move the virtual material to a target position in the virtual environment, the target position being a virtual material storage position of a camp to which the first virtual object belongs;

[0010] displaying an updated first virtual stack, the first virtual stack being a virtual stack owned by the camp to which the first virtual object belongs, the virtual stack being constructed from the virtual material.

[0011] In another aspect, the present application provides a display device of virtual stack, the device comprising:

[0012] The material display module is configured to display a virtual material in the virtual environment, the virtual material being a material dropped by a virtual object;

[0013] The first control module is configured to control the first virtual object to move the virtual material to a target position in the virtual environment, the target position being a virtual material storage position of a camp to which the first virtual object belongs.

[0014] The stack display module is configured to display an updated first virtual stack, the first virtual stack being a virtual stack owned by the camp to which the first virtual object belongs, the virtual stack being constructed from the virtual material.

[0015] In another aspect, an embodiment of the present application provides a terminal, the terminal comprising a processor and a memory, the memory storing at least one instruction, at least one program, a code set or an instruction set, the at least one instruction, the at least one program, the code set or the instruction set being loaded and executed by the processor to implement the display method of the virtual stack as described in the above aspect.

[0016] In another aspect, an embodiment of the present application provides a computer-readable storage medium, the computer-readable storage medium storing at least one instruction, at least one program, a code set or an instruction set, the at least one instruction, the at least one program, the code set or the instruction set being loaded and executed by a processor to implement the display method of the virtual stack as described in the above aspect.

[0017] In another aspect, an embodiment of the present application provides a computer program product or a computer program, the computer program product or the computer program comprising computer instructions stored in a computer-readable storage medium. A processor of a terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to cause the terminal to perform the display method of the virtual stack provided in various optional implementation manners of the above aspect.

[0018] In the embodiment of the present application, when a virtual object is defeated, a virtual material is generated, and when a user controls the virtual object to move the virtual material to a corresponding virtual material storage position, a display form of a corresponding virtual stack is updated, so that a virtual stack is constructed using a virtual material in a virtual environment. Compared with a game mode in the related art in which a game is won only according to a number of defeated virtual objects, the embodiment of the present application can enrich a game mode, avoid a single game mode, and help to improve a human-computer interaction effect. BRIEF DESCRIPTION OF DRAWINGS

[0019] Figure 1 A schematic diagram of an implementation environment provided by an embodiment of the present application is shown;

[0020] Figure 2 A flow chart of a display method of a virtual stack provided by an example embodiment of the present application is shown;

[0021] Figure 3 An interface diagram of a display process of a virtual stack shown by an example embodiment of the present application is shown;

[0022] Figure 4 A flow chart of a display method of a virtual stack provided by another example embodiment of the present application is shown;

[0023] Figure 5 An interface diagram of a first role state switching to a second role state shown by an example embodiment of the present application is shown;

[0024] Figure 6 A schematic diagram of a virtual stack change process provided by an example embodiment of the present application is shown;

[0025] Figure 7 An interface diagram of a game end interface provided by an example embodiment of the present application is shown;

[0026] Figure 8 A flow chart of a display method of a virtual material provided by an example embodiment of the present application is shown;

[0027] Figure 9 An interface diagram of a second role state switching to a first role state provided by an example embodiment of the present application is shown;

[0028] Figure 10 An interface diagram of a state bonus prop provided by an example embodiment of the present application is shown;

[0029] Figure 11 A flow chart of a display method of a virtual stack provided by another example embodiment of the present application is shown;

[0030] Figure 12 A structural block diagram of a display device of a virtual stack provided by an example embodiment of the present application is shown;

[0031] Figure 13 A structural block diagram of a terminal provided by an example embodiment of the present application is shown. DETAILED DESCRIPTION

[0032] In order to make the purpose, technical scheme and advantages of the present application clearer, the embodiments of the present application will be further described in detail below with reference to the drawings.

[0033] The "multiple" mentioned in the present document refers to two or more than two. The "and / or" describes the association relationship of the associated objects, which means that there can be three relationships, for example, A and / or B can represent the following three cases: A exists alone, A and B exist together, and B exists alone. The character " / " generally represents that the associated objects before and after it are in an "or" relationship.

[0034] Firstly, the terms involved in the embodiments of the present application are introduced:

[0035] Virtual environment: a virtual environment displayed (or provided) by an application when running on a terminal. The virtual environment can be a simulation environment of the real world, or a semi-simulation and semi-fictional environment, or a purely fictional 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, which is not limited by the present application. The following embodiments take the virtual environment as a three-dimensional virtual environment as an example for illustration.

[0036] Virtual object: a movable object in a virtual environment. The movable object can be a virtual person, a virtual animal, an animation character, etc., such as a person or an animal displayed in a three-dimensional virtual environment. Alternatively, the virtual object is a three-dimensional model created based on animation skeleton technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment.

[0037] Virtual prop: a prop that can be used by a virtual object in a virtual environment, including virtual props that can change the attribute values of other virtual objects, supply props, defense props, virtual props used to display hands when a virtual object releases a skill, and parts of the body of a virtual object, such as hands and legs. Among them, the virtual props that can change the attribute values of other virtual objects include long-distance virtual props, short-distance virtual props, and throwing-type virtual props.

[0038] Please refer to Figure 1 which shows a schematic diagram of an implementation environment provided by an embodiment of the present application. The implementation environment can include a first terminal 110, a server 120, and a second terminal 130.

[0039] The first terminal 110 runs an application 111 supporting a virtual environment, which can be a multiplayer online battle program. When the first terminal runs the application 111, a user interface of the application 111 is displayed on a screen of the first terminal 110. The application 111 can be any one of a Multiplayer Online Battle Arena (MOBA) game, a battle royale shooting game, or a Simulation Game (SLG). In this embodiment, the application 111 is taken as an example of a First-Person Shooting (FPS) game. The first terminal 110 is a terminal used by a first user 112, and the first user 112 uses the first terminal 110 to control a first virtual object in a virtual environment for activities. The first virtual object can be referred to as a master virtual object of the first user 112. The activities of the first virtual object include, but are not limited to, at least one of adjusting a body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing, and releasing a skill. Illustratively, the first virtual object is a first virtual character, such as a simulated character or an animation character.

[0040] The second terminal 130 runs an application 131 supporting a virtual environment, which can be a multiplayer online battle program. When the second terminal 130 runs the application 131, a user interface of the application 131 is displayed on a screen of the second terminal 130. The client can be any one of a MOBA game, a battle royale shooting game, or a SLG, and in this embodiment, the application 131 is taken as an example of an FPS game. The second terminal 130 is a terminal used by a second user 132, and the second user 132 uses the second terminal 130 to control a second virtual object in a virtual environment for activities. The second virtual object can be referred to as a master virtual character of the second user 132. Illustratively, the second virtual object is a second virtual character, such as a simulated character or an animation character.

[0041] Optionally, the first virtual object and the second virtual object are in the same virtual world. Optionally, the first virtual object and the second virtual object can belong to the same camp, the same team, the same organization, have a friendship relationship, or have a temporary communication authority. Optionally, the first virtual object and the second virtual object can belong to different camps, different teams, different organizations, or have an enemy relationship.

[0042] Optionally, the application programs running on the first terminal 110 and the second terminal 130 are the same, or the application programs running on the two terminals are the same type of application programs on different operating system platforms (Android or IOS). The first terminal 110 can be referred to as one of a plurality of terminals, and the second terminal 130 can be referred to as another of the plurality of terminals. The present embodiment is only exemplified by the first terminal 110 and the second terminal 130. The first terminal 110 and the second terminal 130 can be the same or different in device type, which includes at least one of a smart phone, a tablet computer, an electronic book reader, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a laptop computer, and a desktop computer.

[0043] Figure 1 Only two terminals are shown in the figure, but there are a plurality of other terminals that can access the server 120 in different embodiments. Optionally, there is also one or more terminals that are developer corresponding terminals, on which a development and editing platform supporting development and editing of the application program in the virtual environment is installed. The developer can edit and update the application program on the terminal, and transmit the updated application program package to the server 120 through a wired or wireless network. The first terminal 110 and the second terminal 130 can download the application program package from the server 120 to update the application program.

[0044] The first terminal 110, the second terminal 130, and other terminals are connected to the server 120 through a wireless network or a wired network.

[0045] The server 120 includes at least one of a single server, a server cluster composed of a plurality of servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the application program supporting the virtual environment. Optionally, the server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or the server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or the server 120 and the terminal adopt a distributed computing architecture for collaborative computing.

[0046] In an illustrative example, the server 120 includes a memory 121, a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store data of user accounts used by the first terminal 110, the second terminal 130, and other terminals, such as avatars of the user accounts, nicknames of the user accounts, battle power indexes of the user accounts, and service areas in which the user accounts are located. The battle service module 124 is configured to provide a plurality of battle rooms for users to perform battles, such as 1V1 battles, 3V3 battles, 5V5 battles, and the like. The user-oriented I / O interface 125 is configured to establish communication with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network and exchange data.

[0047] Please refer to Figure 2 which shows a flowchart of a method for displaying a virtual stack according to an example embodiment of the present application. In this embodiment, the method is used for displaying a virtual stack in a virtual environment. Figure 1 The method is described below by taking the first terminal 110 or the second terminal 130 in the implementation environment shown in the drawings or other terminals in the implementation environment as an example. The method includes the following steps.

[0048] In step 201, a virtual material is displayed in a virtual environment. The virtual material is a material dropped by a virtual object.

[0049] The method according to the embodiments of the present application is applied in a virtual environment. In a possible implementation, a terminal displays a virtual environment through a virtual environment picture. Alternatively, the virtual environment picture is a picture obtained by observing the virtual environment from a perspective of a virtual object. The perspective refers to an angle of observation when observing the virtual environment from a first-person perspective or a third-person perspective of the virtual object. Alternatively, in the embodiments of the present application, the perspective refers to an angle of observation when observing the virtual object through a camera model in the virtual environment.

[0050] Optionally, the camera model automatically follows the virtual object in the virtual environment, that is, when the position of the virtual object in the virtual environment changes, the position of the camera model in the virtual environment also changes, and the camera model is always within the preset distance range of the virtual object in the virtual environment. Optionally, during the automatic following process, the relative position of the camera model and the virtual object does not change. The camera model refers to a three-dimensional model located around the virtual object in the virtual environment. When the first-person perspective is adopted, the camera model is located near the head of the virtual object or on the head of the virtual object. When the third-person perspective is adopted, the camera model can be located behind the virtual object and bound to the virtual object, or can be located at any position at a preset distance from the virtual object. Through the camera model, the virtual object in the virtual environment can be observed from different angles. Optionally, when the third-person perspective is the first-person over-the-shoulder perspective, the camera model is located behind the virtual object (for example, the head and shoulder of the virtual character). Optionally, in addition to the first-person perspective and the third-person perspective, the perspective also includes other perspectives, such as the overhead perspective. When the overhead perspective is adopted, the camera model can be located above the head of the virtual object. The overhead perspective is a perspective for observing the virtual environment from the air. Optionally, the camera model will not be actually displayed in the virtual environment, that is, the camera model will not be displayed in the virtual environment displayed on the user interface.

[0051] In the embodiments of the present application, a virtual material is provided, wherein the virtual material can be used to build a virtual stack. Optionally, when the virtual object in the virtual environment is attacked, the virtual object can randomly drop the virtual material, that is, the virtual material is randomly generated. Alternatively, the number of continuous attacks on the virtual object can be counted, and when the number of continuous attacks reaches a threshold, the virtual object is controlled to drop the virtual material.

[0052] Alternatively, when the virtual object in the virtual environment is defeated, the virtual object can drop the virtual material and display in the virtual environment. For example, the virtual material is a material composed of snow, which can be a snowball, a snow block, or a snow pile, and the virtual stack can be a snowman model. In the virtual environment, the virtual object can be controlled to build a snowman model using a snowball, a snow block, or a snow pile. The virtual object can be a first virtual object controlled by the user himself, or a virtual object belonging to a different camp from the first virtual object.

[0053] Optionally, the defeated state of the virtual object refers to a state that the virtual object's life value is below a threshold value, such as a state that the life value is below 0; or the defeated state of the virtual object refers to a state that the virtual object's life value is below a threshold value and the life value is not recovered within a preset time, such as a state that the life value is below 0 and the life value is not recovered within 30s; or the defeated state of the virtual object refers to a state that the virtual object is outside the battle area, such as in a possible case that the virtual object needs to attack within a preset battle area, i.e., a certain range, and if the virtual object is attacked to be outside the battle area or when the virtual object leaves the battle area, it is determined that the virtual object is defeated.

[0054] As shown in Figure 3 The virtual material 301 is displayed in the virtual environment.

[0055] In step 202, the first virtual object is controlled to move the virtual material to a target position in the virtual environment, and the target position is a virtual material storage position of the camp where the first virtual object is located.

[0056] In the embodiments of the present application, by controlling the virtual object to move the virtual material to the storage position corresponding to the own camp, the construction of the virtual stack can be realized. Optionally, different camps correspond to different virtual material storage positions. The storage position of the virtual material corresponding to each camp can be set by the user of the camp, or can be randomly generated in the virtual environment.

[0057] In a possible implementation, when the virtual material is displayed in the virtual environment, the user can control the first virtual object to move to the virtual material by triggering the moving control. When the terminal detects that the first virtual object is in the triggering range of the virtual material, the first virtual object can be controlled to automatically pick up the virtual material. Alternatively, when the terminal detects that the first virtual object is in the triggering range of the virtual material, a picking control can be displayed in the virtual environment picture, and when a triggering operation of the picking control is received, the first virtual object can be controlled to pick up the virtual material. The virtual material and the first virtual object are both correspondingly provided with a collision detection box, and the size and shape of the collision detection box can be the same as those of the corresponding virtual object or virtual object, such as the size and shape of the collision detection box corresponding to the virtual material, which can be the same as those of the virtual material. Alternatively, the collision detection box can be larger than the corresponding virtual object or virtual object, and can be one of a square, a sphere, a cylinder, etc. For example, the collision detection box of the virtual material can be spherical, and the volume of the sphere is larger than that of the virtual material. When the terminal detects that the collision detection box corresponding to the virtual material contacts the collision detection box corresponding to the first virtual object, it is determined that the first virtual object is in the triggering range of the virtual material.

[0058] After the first virtual object picks up virtual material, if the terminal receives a move operation to the target location, it can control the first virtual object to move to the target location. When it is determined that the first virtual object has reached the target location, it can control the first virtual object to automatically place the virtual material at the target location. Alternatively, when it is determined that the first virtual object has reached the target location, if a place operation for virtual material is received, the first virtual object can be controlled to place the virtual material at the target location.

[0059] Optionally, the target location can be a point in the virtual environment or an area within the virtual environment. The faction identifier of the first virtual object's faction can be displayed at the target location.

[0060] Indicative, such as Figure 3 As shown, target location 302 in the virtual environment is the virtual material storage location of the faction to which the first virtual object belongs. The user can control the movement of the first virtual object through the movement control 303, thereby moving the virtual material 301 to target location 302.

[0061] Step 203: Display the updated first virtual stack. The first virtual stack is the virtual stack owned by the faction to which the first virtual object belongs. The virtual stack is constructed from virtual materials.

[0062] In one possible implementation, a first virtual stack is displayed at or around the target location, the first virtual stack being a virtual stack constructed using virtual materials by virtual objects of the same faction as the first virtual object.

[0063] Once the first virtual object moves the virtual material to the target location, the first virtual stack will be updated accordingly. The quantity of stored virtual material is positively correlated with the completeness of the virtual stack's model. That is, as the amount of stored virtual material at the target location increases, the virtual stack's display gradually becomes more complete.

[0064] In one embodiment, updating the first virtual stack can be controlled by the terminal. When the terminal detects that the first virtual object has moved virtual materials to the target location, the terminal can determine the display format of the updated first virtual stack based on the increase in virtual materials, thereby updating and displaying the first virtual stack. Alternatively, in another possible implementation, updating the first virtual stack can be controlled by the server. When the terminal detects that the first virtual object has moved virtual materials to the target location, it can report the increase in virtual materials to the server, thereby allowing the server to update the first virtual stack based on the increase, and the terminal to display the updated virtual stack.

[0065] In one possible implementation, when updating the first virtual stack based on the increase in virtual materials, the updated form can be determined according to the pre-set correspondence between the quantity of virtual materials and the update ratio of the virtual stack's display form. For example, one snowball unlocks a snowman model with 1% of its form.

[0066] Indicative, such as Figure 3 As shown, a first virtual stack 304 is displayed at the target location 302. When the first virtual object is controlled to move the virtual material 301 to the target location 302, the updated first virtual stack 305 will be displayed.

[0067] In summary, in this embodiment, when a virtual object is defeated, virtual materials are generated. When the user controls the virtual object to move the virtual materials to the corresponding virtual material storage location, the display form of the corresponding virtual stack will be updated accordingly. This enables the construction of virtual stacks using virtual materials in a virtual environment. Compared to the game mode in related technologies where the winner is determined solely by the number of virtual objects defeated, this embodiment provides a method for constructing virtual stacks in a virtual environment, which enriches the game modes, avoids monotony, and helps improve the human-computer interaction effect.

[0068] In this embodiment, virtual materials are generated when a virtual object is defeated. The virtual object may be defeated under different character states or by different items. The number of virtual materials generated varies depending on the defeat scenario. An exemplary embodiment will be described below.

[0069] Please refer to Figure 4 This illustration shows a flowchart of a method for displaying a virtual stack provided in another exemplary embodiment of this application. This embodiment uses this method for... Figure 1 Taking the first terminal 110 or the second terminal 130, or other terminals in the implementation environment shown, as an example, the method includes the following steps:

[0070] Step 401: Control the first virtual object to use the target item to attack the second virtual object. The second virtual object and the first virtual object belong to different factions.

[0071] Optionally, virtual materials can only be generated when a virtual object is attacked or defeated by a target item. The item material of the target item can correspond to the virtual material. For example, if the virtual material is made of snow, the target item can be a snowball.

[0072] In a possible implementation, the virtual object can carry an unlimited number of target props. In this case, the target prop can have the same shape as the virtual material, but different functions. For example, the target prop and the virtual material are both snowballs, but the target prop is only used to attack the virtual object and cannot be used to build a virtual stack; while the virtual material is only used to build a virtual stack and cannot be used to attack the virtual object. The user can control the first virtual object to attack the second virtual object using the target prop through the attack control. When the second virtual object is defeated, the generated virtual material can be obtained. When the first virtual object attacks the second virtual object using the target prop, if the second virtual object is hit, the corresponding life value of the second virtual object decreases; if the first virtual object or a virtual object belonging to the same camp as the first virtual object is hit during the process of controlling the first virtual object to attack the second virtual object using the target prop, the life value remains unchanged. That is, the target prop can only reduce the life value of the virtual object of different camps. It should be noted that the virtual material generated when the virtual object is defeated can be picked up by the virtual object of any camp. For example, when the first virtual object defeats the second virtual object, the virtual material generated by the second virtual object can be picked up by a virtual object belonging to the same camp as the second virtual object, or by a virtual object belonging to a different camp from the second virtual object.

[0073] In another possible implementation, the virtual object can only carry a limited number of target props. When the target prop is used up, the virtual object needs to be controlled to reacquire the target prop in the virtual environment. In this case, the target prop can have the same function as the virtual material, that is, both can be used to attack the virtual object and can be used to build a virtual stack. When the first virtual object defeats the second virtual object and generates virtual material, the virtual material can be used as a target prop for attack, or can be used to build a virtual stack. After the virtual material is used as a target prop for attack, the virtual material will be destroyed and cannot be used as a virtual material again.

[0074] Step 402, in response to the second virtual object being defeated, displaying the virtual material in the virtual environment.

[0075] When the second virtual object is defeated, the corresponding virtual material will be generated. The terminal can determine the number of virtual materials to be generated, and generate the corresponding virtual materials at the position where the second virtual object is defeated in the virtual environment, and display the virtual materials in the virtual environment. Alternatively, the server can determine the number of virtual materials to be generated after receiving the message that the second virtual object is defeated, and generate the virtual materials in the virtual environment, which are displayed by the terminal. This embodiment does not limit this. For ease of description, the number of virtual materials to be generated will be described illustratively in the following.

[0076] In one possible implementation, when the second virtual object is defeated, a random number of virtual materials can be generated, for example, when the second virtual object is defeated, a number of virtual materials is randomly selected from a range of 5-10 snowballs. Alternatively, when the second virtual object is defeated, a fixed number of virtual materials is generated, for example, 5 snowballs are generated each time the second virtual object is defeated.

[0077] Alternatively, when the second virtual object is defeated, a first volume of virtual materials can be generated according to the determined number of virtual materials, the first volume being a fixed volume size. When the first volume of virtual materials is generated according to the determined number of virtual materials, a second volume of virtual materials can also be generated with a random probability, wherein the second volume is larger than the first volume. When the second volume of virtual materials is stored in the virtual material storage location, the storage number of virtual materials is determined to be greater than the corresponding storage number when the same number of virtual materials of the first volume is stored in the virtual material storage location, i.e., the second volume of virtual materials is equivalent to at least two first volumes of virtual materials.

[0078] For example, when the second virtual object is defeated, 5 small snowballs can be generated, and there is a certain probability of randomly generating a large snowball, which is equivalent to three small snowballs.

[0079] In another possible implementation, since the second virtual object can be defeated in different situations, the number of virtual materials generated is also different when the defeat situation is different. That is, the number of virtual materials generated can be determined according to the different defeat situations of the second virtual object when it is defeated, which can include the following steps:

[0080] Step 402a, in response to the second virtual object being defeated, determining a defeat parameter, the defeat parameter including at least one of a defeat prop parameter or a defeat object parameter, the defeat prop parameter being used to indicate the prop usage of the first virtual object when the second virtual object is defeated, and the defeat object parameter being used to indicate the role state of the second virtual object when the second virtual object is defeated.

[0081] When the second virtual object is defeated, the terminal will determine the defeat parameter, so as to determine the corresponding number of virtual materials according to different defeat parameters. The defeat parameter can include a defeat prop parameter, which is the prop used by the first virtual object to defeat the second virtual object. The first virtual object can use different target props to defeat the second virtual object. Alternatively, the defeat parameter can include a defeat object parameter, which is the role state of the second virtual object when it is defeated. The second virtual object can be in different role states.

[0082] Step 402b, determining the number of virtual materials generated based on the defeat parameter.

[0083] When the defeating parameter is determined, the generation quantity of the virtual material can be determined accordingly. Different defeating parameters correspond to different generation quantities.

[0084] Optionally, when the defeating parameter is the defeating object parameter, determining the generation quantity of the virtual material can include the following steps:

[0085] Step one, in response to the second virtual object being defeated in the first role state, determining the generation quantity of the virtual material as the first generation quantity, the first role state being the initial role state of the second virtual object.

[0086] In the embodiment, different quantities of virtual materials will be generated when the virtual object is defeated in different role states. The second virtual object can be in the first role state, which is the initial role state of the second virtual object after entering the game. For example, after entering the game, the second virtual object simulates a character, and the first role state is the state of the simulated character.

[0087] When the second virtual object is in the first role state, the generation quantity of the virtual material can be determined as the first generation quantity. The first generation quantity can be a preset quantity, and the terminal stores the generation quantities corresponding to different role states. For example, the first generation quantity corresponding to the first role state is 5.

[0088] Step two, in response to the second virtual object being defeated in the second role state, determining the generation quantity of the virtual material as the second generation quantity, the second generation quantity being greater than the first generation quantity, the second role state being the role state of the second virtual object simulating a virtual stack, and the second virtual object being switched from the first role state to the second role state when the resource props are obtained and the resource props are role switching props.

[0089] In another possible case, the second virtual object can be in the second role state. In the embodiment, the second role state is the role state of the second virtual object simulating a virtual stack. For example, the virtual stack is a snowman model, and the second role state is that the second virtual object is in the snowman state. When the second virtual object is in the second role state, the display form of the second virtual object can be different from the display form of the virtual stack, but they are the same role, i.e., the snowman model.

[0090] Alternatively, in another possible case, the second role state can be a role state related to the scene in which the virtual stack is located. For example, the virtual stack is a snowman, and its corresponding scene is a snowy day. Therefore, the second role state can be Santa Claus, a milu deer, a polar bear, etc. The specific form of the second role state is not limited in the embodiment.

[0091] Optionally, the second virtual object can be switched from the first role state to the second role state when obtaining the resource props. In a possible implementation, the server can generate the resource props in the virtual environment, and display the resource props in the virtual environment picture corresponding to the client of each virtual object. Wherein, the generation position and the generation type of the resource props are randomly generated. That is, when the server generates the resource props, the configuration parameters are randomly selected, so as to generate resource props of different types, and the configuration position can be randomly selected, and the resource props are generated at the corresponding position of the configuration position in the virtual environment. In addition, the server can generate resource props in the virtual environment every same time, or generate resource props in the virtual environment every different time.

[0092] When the resource props are displayed in the virtual environment, the user can control the virtual object to obtain. Wherein, when the virtual object is located in the prop range of the resource props, the virtual object can trigger the resource props to obtain. Or, when the virtual object is located in the prop range of the resource props, the start control can be displayed in the virtual environment picture corresponding to the client of the virtual object, and when the trigger operation of the start control is received, the virtual object can trigger the resource props to obtain. It should be noted that different types of resource props have the same display form in the virtual environment when they are not obtained. For example, when the resource props are not obtained, the display form is a square box, and when the resource props are obtained, the square box stops displaying.

[0093] Wherein, the resource props can include role switching props, and the role switching props are used to switch the role state of the virtual object to the second role state. And when the virtual object is in the second role state, it only has the ability to walk, and other abilities cannot be triggered, such as attack, jump, squat, throw, etc. And when the virtual object is in the second role state, the moving speed will be lower than that when it is in the first role state.

[0094] When the second virtual object obtains the resource props, and the resource props are role switching props, the first role state is switched to the second role state. Illustratively, as shown in Figure 5 When the resource props 501 are role switching props, when the second virtual object 502 moves to the trigger range of the resource props 501, the first role state is switched to the second role state, that is, the state of the person is switched to the state of the snowman or Santa Claus.

[0095] When the second virtual object is defeated in the second character state, the generated number of virtual materials can be more than that in the first character state due to the character state simulating the virtual stack, i.e., the generated number of virtual materials is a second generated number when the second virtual object is defeated in the second character state, and the second generated number is greater than the first generated number. In the above example, the number of generated virtual materials is 5 when the second virtual object is defeated in the first character state, and the number of generated virtual materials is 10 when the second virtual object is defeated in the second character state.

[0096] It should be noted that the second generated number is greater than the first generated number when the first virtual object defeats the second virtual object using the same target prop.

[0097] At step 402c, the virtual materials are displayed in the virtual environment based on the generated number.

[0098] After the generated number is determined, the terminal can display the virtual materials in the virtual environment according to the generated number.

[0099] At step 403, the first virtual object is controlled to move the virtual materials to a target position in the virtual environment.

[0100] At step 404, the updated first virtual stack is displayed.

[0101] Optionally, the implementation of steps 403 and 404 can refer to steps 202 and 203, and this embodiment will not be described again.

[0102] At step 405, the game end information is displayed in response to the completion of the virtual stack of any one of the camps.

[0103] In this embodiment, it is determined whether the game ends according to the completion of the virtual stack. In a possible implementation, when the virtual stack of any one of the camps is completed, the server can end the game and display the game end information in the virtual environment screen of the client corresponding to the virtual object of each camp. Optionally, the virtual stacks of the current camps that have been built are displayed when the game end information is displayed. In addition, the winning information is displayed in the virtual environment screen of the client corresponding to the virtual object of the camp whose virtual stack is completed.

[0104] The display form of the virtual stack gradually changes with the storage number of the virtual materials at the corresponding virtual material storage position. When the number of virtual materials stored at the virtual material storage position of the camp to which the virtual object belongs reaches the target number, it is determined that the virtual stack of the camp is completed.

[0105] For example, Figure 6As shown, when the virtual material storage quantity is 25, the display form of the virtual stack is the first display form 601, when the virtual material storage quantity reaches 50, the display form of the virtual stack is the second display form 602, when the virtual material storage quantity reaches 75, the display form of the virtual stack is the third display form 603, and when the virtual material storage quantity reaches 100, the display form of the virtual stack is the fourth display form 604.

[0106] In a possible implementation, when the virtual material storage quantity at the target position reaches the target quantity, it is determined that the first virtual stack is constructed. In order to make the user clear about the specific quantity information of the currently stored virtual material, after the first virtual object moves the virtual material to the target position, the storage quantity or the storage quantity corresponding score displayed in the virtual environment picture is also updated in addition to the updated first virtual stack.

[0107] As shown in the figure, Figure 7 As shown, the first virtual stack 701 of the camp to which the first virtual object belongs is first constructed, and therefore, after the game ends, the winning information and the first virtual stack 701 of the camp to which the first virtual object belongs are displayed in the virtual environment picture, and the second virtual stack 702 of the camp to which the second virtual object belongs is also displayed.

[0108] In step 406, in response to reaching the game duration, game end information is displayed.

[0109] In another possible implementation, the virtual stack of a camp may not be constructed in a long time, and in order to avoid the game continuing, when the game duration is reached, game end information is displayed in the virtual environment picture of each virtual object corresponding client. As an example, the game duration can be 20 minutes, and when the game starts and the 20 minutes are reached, if no virtual stack is constructed, the game end information is displayed.

[0110] In this case, since the virtual stacks of each camp are not constructed, the camp with the highest model integrity of the virtual stack can be determined as the winning side of the game. Alternatively, the camp corresponding to the virtual stack with the highest model integrity can be determined as the winning side of the game.

[0111] Alternatively, in response to reaching the game duration and the model integrity of the first virtual stack being higher than the model integrity of each second virtual stack, winning information is displayed, and the second virtual stack is different from the first virtual stack. The model integrity is determined according to the virtual material storage quantity.

[0112] In one possible implementation, model completeness can be determined based on the amount of virtual materials stored. The more virtual materials stored, the higher the model completeness of the corresponding virtual stack. When the first virtual object corresponds to a faction with more stored virtual materials than other factions, the model completeness of the first virtual stack is determined to be higher than that of the second virtual stack, i.e., higher than that of the virtual stacks of other factions. At this point, the corresponding winning information can be displayed.

[0113] In one possible scenario, there might be virtual factions with the same amount of stored virtual materials. In this case, the model completeness of the virtual stack can be further determined based on the number of virtual decorations on the virtual stack. With the same amount of stored virtual materials, the more virtual decorations there are, the higher the model completeness.

[0114] Virtual decorations can be randomly generated in the virtual environment, or they can be randomly generated after a virtual object is defeated; that is, there is a certain probability that a virtual decoration will be generated after a virtual object is defeated. When a virtual object moves a virtual decoration to the virtual material storage location of its faction, the virtual decoration can be displayed on the virtual stacks owned by that faction. For example, when the user controls the first virtual object to move the virtual decoration to the target location, the terminal can display the virtual decoration on the first virtual stack.

[0115] Indicative, such as Figure 7 As shown, a virtual decoration 703 is displayed on the first virtual stack 701.

[0116] In this embodiment, when the first virtual object defeats the second virtual object, the number of virtual materials generated can be determined according to the role state of the second virtual object when it is defeated. When the second virtual object is defeated while in the role state of a simulated virtual stack, a large number of virtual materials are generated, which enriches the combat mode and improves the realism of the game simulation.

[0117] The above embodiments explain that the number of virtual materials generated when a virtual object is defeated varies depending on the character's state. Furthermore, the number of virtual materials generated also varies depending on the item used to defeat the virtual object. Exemplary embodiments will be described below.

[0118] Please refer to Figure 8 This illustration shows a flowchart of a virtual material display method provided in another exemplary embodiment of this application. This embodiment uses this method for... Figure 1 Taking the first terminal 110 or the second terminal 130, or other terminals in the implementation environment shown, as an example, the method includes the following steps:

[0119] Step 801: Control the first virtual object to use the first target item to attack the second virtual object.

[0120] In a possible implementation, when entering the game, the target prop initially used by the first virtual object controlled by the user is the first target prop. The first target prop is a throwing type prop.

[0121] Optionally, the user can trigger the first virtual object to throw the first target prop to the second virtual object by triggering the throwing control. The terminal can adjust the aiming range according to the triggering time of the throwing control. The longer the triggering time of the throwing control, the smaller the corresponding aiming range, that is, the higher the aiming accuracy. The terminal can also adjust the throwing distance according to the triggering time of the throwing control. The longer the triggering time of the throwing control, the farther the corresponding throwing distance.

[0122] When the terminal determines that the user's triggering operation on the throwing control ends, the first target prop can be controlled to move according to the throwing target and the throwing distance. During the movement of the first target prop, if the first target prop collides with a virtual object or a virtual object, the first target prop is destroyed, that is, a destruction animation is displayed. When the first target prop collides with the second virtual object, the life value of the second virtual object can be reduced.

[0123] In step 802, in response to the acquisition operation on the resource prop and the resource prop being the second target prop, the first virtual object is controlled to switch the first target prop to the second target prop.

[0124] The virtual environment randomly generates a resource prop, and the resource prop can be of different prop types. Optionally, the resource prop can be a second target prop, where the second target prop is also a throwing type prop as the first target prop, the second target prop has a larger prop size than the first target prop, and the second target prop has a stronger prop effect than the first target prop, for example, the second target prop reduces the life value of the virtual object more or the prop range of the second target prop is larger. Optionally, since the second target prop has a larger prop size than the first target prop, the maximum throwing distance of the second target prop is smaller than the maximum throwing distance of the first target prop.

[0125] Illustratively, the first target prop is a small snowball, and the second target prop is a large snowball. When the user controls the first virtual object to hit the second virtual object with the small snowball and the large snowball respectively, the life value of the second virtual object reduced by being hit by the large snowball is higher than the life value reduced by being hit by the small snowball.

[0126] In a possible implementation, when the user controls the first virtual object to move to the triggering range of the resource prop and triggers the operation of acquiring the resource prop, if the resource prop is the second target prop, the terminal will control the first virtual object to switch the first target prop to the second target prop.

[0127] At step 803, the first virtual object is controlled to attack the second virtual object using the second target prop.

[0128] After the prop switching is completed, when a trigger operation of the throwing control is received, the terminal can control the first virtual object to attack using the second target prop.

[0129] In a possible implementation, since the second target prop has a larger prop size, when the first virtual object is controlled to throw the second target prop, in order to improve the game simulation reality, the first virtual object is controlled to throw the second target prop using both hands, and during the throwing of the second target prop, the crouch function of the first virtual object cannot be triggered, that is, during the throwing of the second target prop, the terminal sets the crouch control to an untriggerable state.

[0130] It should be noted that during the control of the first virtual object to throw the first target prop or the second target prop, the moving speed of the first virtual object will decrease, which is less than the moving speed of the first virtual object when the first virtual object does not throw the first target prop or the second target prop. Further, the moving speed of the first virtual object during the control of the first virtual object to throw the second target prop is less than the moving speed of the first virtual object during the control of the first virtual object to throw the first target prop.

[0131] At step 804, a defeat parameter is determined in response to the second virtual object being defeated.

[0132] Optionally, the defeat parameter includes a defeat prop parameter. When the second virtual object is defeated, the terminal determines the target prop used by the first virtual object. When the target props used are different, the generated quantities of the corresponding virtual materials are different.

[0133] At step 805, the generated quantity of the virtual material is determined as a third generated quantity in response to the second virtual object being defeated by the first target prop.

[0134] When the second virtual object is defeated by the first target prop, the generated quantity of the virtual material can be determined as the third generated quantity. The terminal can store a corresponding relationship between the target prop and the generated quantity, and when it is determined that the second virtual object is defeated by the first target prop, the third generated quantity of the virtual material corresponding to the second virtual object can be determined. For example, when the first virtual object is controlled to defeat the second virtual object using the first target prop, the quantity of the generated virtual material is 5.

[0135] At step 806, the generated quantity of the virtual material is determined as a fourth generated quantity in response to the second virtual object being defeated by the second target prop, wherein the prop size of the second target prop is greater than the prop size of the first target prop, and the fourth generated quantity is greater than the third generated quantity.

[0136] When the second virtual object is defeated by the second target prop, the generation quantity of the virtual material can be determined as a fourth generation quantity. Since the prop quantity of the second target prop is greater than the prop quantity of the first target prop, the generation quantity of the virtual material when the second virtual object is defeated by the second target prop is greater than the generation quantity of the virtual material when the second virtual object is defeated by the first target prop. In combination with the above example, when the first virtual object is controlled to defeat the second virtual object by using the second target prop, the quantity of the generated virtual material is 10, which is greater than the quantity of the virtual material generated when the second virtual object is defeated by using the first target prop.

[0137] It should be noted that when the second virtual object is defeated in the same role state, the fourth generation quantity is greater than the third generation quantity.

[0138] In another possible implementation, when determining the generation quantity of the virtual material, the defeat prop parameter and the defeat object parameter can be determined together. In the terminal, different defeat props and corresponding generation quantities of the virtual material in different role states are stored. For example, the corresponding relationship can be shown in Table 1:

[0139] Table 1

[0140]

[0141] In combination with Table 1, when the first virtual object is controlled to defeat the second virtual object in the first role state by using the first target prop, 5 virtual materials are generated; and when the first virtual object is controlled to defeat the second virtual object in the second role state by using the second target prop, 15 virtual materials are generated.

[0142] When the terminal determines that the second virtual object is defeated, the defeat prop parameter, i.e., the target prop used by the first virtual object, and the defeat object parameter, i.e., the role state of the second virtual object, can be determined, so that the generation quantity of the virtual material is determined according to the pre-stored corresponding relationship.

[0143] In step 807, the carrying quantity of the virtual material carried by the second virtual object is determined.

[0144] In a possible case, when the first virtual object is controlled to defeat the second virtual object, the second virtual object can carry virtual materials, and after the second virtual object is defeated, the displayed virtual materials include the virtual materials carried by the second virtual object. Therefore, after determining the generation quantity of the virtual materials according to the defeating parameter, the terminal further needs to determine a carrying quantity of the virtual materials carried by the second virtual object, and the terminal can obtain the quantity of the virtual materials carried by the second virtual object from the server. In a possible implementation, after the second virtual object is defeated, the server can obtain the quantity of the virtual materials carried by the second virtual object at the client corresponding to the second virtual object, and then forward the quantity of the virtual materials to the client corresponding to the first virtual object.

[0145] In step 808, the virtual materials are displayed in the virtual environment based on the generation quantity and the carrying quantity.

[0146] After the generation quantity and the carrying quantity are determined, the virtual materials can be displayed in the virtual environment. The display quantity of the virtual materials is the sum of the generation quantity and the carrying quantity.

[0147] In this embodiment, when the first virtual object is controlled to defeat the second virtual object, the generation quantity of the virtual materials can be determined according to the virtual props used by the first virtual object when the first virtual object defeats the second virtual object. When the second target prop with a larger volume is used to defeat the second virtual object, a larger quantity of virtual materials is generated, the battle mode is enriched, and the game simulation reality can be improved.

[0148] In the above embodiment, when the user controls the first virtual object to obtain the resource prop and the resource prop is the second target prop, the first virtual object is controlled to switch the first target prop to the second target prop, and the second target prop is correspondingly provided with a use time limit or a use quantity limit.

[0149] Optionally, after the first virtual object is controlled to switch the first target prop to the second target prop, the first virtual object is controlled to switch the second target prop to the first target prop in response to the equipment time of the second target prop reaching a time threshold.

[0150] That is, after the first virtual object is controlled to switch the first target prop to the second target prop, if the equipment time of the second target prop equipped by the first virtual object reaches a time threshold, the first virtual object is controlled to switch the second target prop back to the first target prop.

[0151] For example, the time threshold can be 3 minutes, and after the first virtual object equips the second target prop for 3 minutes, the target prop used by the first virtual object is switched back to the first target prop.

[0152] In another possible implementation, after the first virtual object attacks the second virtual object using the second target prop, the first virtual object is controlled to switch the second target prop to the first target prop in response to the number of throws of the second target prop reaching a number threshold.

[0153] That is, when the first virtual object acquires the resource prop and the resource prop is the second target prop, the number of the second target props acquired by the first virtual object is limited, and after the first virtual object throws the second target prop, the number of throws of the second target prop is updated. When the number of throws of the second target prop reaches a number threshold, that is, when the acquired second target prop is thrown completely, the terminal controls the first virtual object to switch the second target prop to the first target prop.

[0154] For example, when the first virtual object acquires the second target prop through the resource prop, only three second target props can be acquired. After the first virtual object attacks using the second target prop, the terminal determines that the number of throws of the second target prop reaches the number threshold 3, and the terminal switches the second target prop to the first target prop.

[0155] In this embodiment, by limiting the number of uses or the time of equipping the second target prop, the virtual object in the virtual environment is prevented from using the second target prop for a long time, thereby reducing the influence on the fairness of the game.

[0156] In the above embodiments, after the second virtual object acquires the resource prop and the resource prop is the role switching prop, the second virtual object is switched from the first role state to the second role state, and the second virtual object is limited in action and in an attack-inhibited state in the second role state. Therefore, to prevent the second virtual object from being in the second role state for a long time, a corresponding recovery mechanism is provided in this embodiment.

[0157] Optionally, when the duration of the second virtual object in the second role state reaches a role duration, the second virtual object is recovered from the second role state to the first role state.

[0158] In a possible implementation, to prevent the virtual object from being unable to recover after being switched from the first role state to the second role state and affecting the game, a corresponding role duration is set for the second role state, that is, when the virtual object is kept in the second role state for the role duration, the virtual object is recovered to the first role state. For example, the role duration can be 3 minutes. When the duration of the second virtual object in the second role state reaches 3 minutes, the second virtual object is recovered from the second role state to the first role state.

[0159] In another possible implementation, the resource props can be attack props, such as the second target prop or a state debuff prop, in addition to the role switching prop. When the virtual object obtains the resource prop in the second role state and the resource prop is a prop other than the role switching prop, the role state of the second virtual object can be restored to the first role state.

[0160] Optionally, when the second virtual object is in the second role state, the second virtual object is restored to the first role state after obtaining the resource prop and the resource prop is an attack prop. The attack prop takes effect after being used by the second virtual object.

[0161] Optionally, the resource prop includes an attack prop. The attack prop can be used to attack the virtual object, such as the second target prop. Alternatively, the attack prop can also be a shooting prop that can reduce the health value of other virtual objects within a preset range.

[0162] Since the attack prop needs to be controlled by the second virtual object, when the second virtual object is in the second role state, the second virtual object is restored to the first role state after obtaining the resource prop and the resource prop is an attack prop. The second virtual object will be equipped with the obtained attack prop.

[0163] Correspondingly, if the virtual object is currently in the first role state and uses the second target prop, if the resource prop is turned on and the resource prop is an attack prop different from the second target prop, the virtual object can be controlled to switch the second target prop to the attack prop corresponding to the resource prop.

[0164] Illustratively, as shown in Figure 9 When the second virtual object 901 is in the snowman state and the resource prop 902 is turned on, the resource prop 902 is the second target prop, i.e., the large snowball 903, at this time the second virtual object 901 is restored to the first role state, and the second virtual object is equipped with the large snowball 903.

[0165] Optionally, when the second virtual object is in the second role state, the second virtual object remains in the second role state after obtaining the resource prop and the resource prop is a state debuff prop. The state debuff prop automatically takes effect at the location where the resource prop is obtained.

[0166] The resource prop can also be a state debuff prop. When the virtual object obtains the resource prop and the resource prop is a state debuff prop, a state debuff prop can be automatically generated at the location where the resource prop is obtained. The state debuff prop is used to debuff the virtual objects within the action range of the prop, such as reducing the movement speed or health value of the virtual objects. That is, the state debuff prop can automatically take effect without the need for the virtual object to control and use it.

[0167] Since the state debuff props can take effect automatically, when the second virtual object is in the second character state, the resource props are obtained and the state debuff props are in the resource props, the second character state will be maintained without being restored to the second character state.

[0168] As shown in the schematic diagram, Figure 10 when the second virtual object 1001 obtains the resource props 1002 in the snowman state, the resource props 1002 are state debuff props 1003, the second virtual object 1001 is maintained in the second character state, and the state debuff props 1003 are displayed.

[0169] In the embodiment, when the virtual object is in the second character state for a certain length of time or obtains attack props in the resource props, the virtual object will be restored from the second character state to the first character state, so as to avoid that the virtual object is in the second character state for too long time and affects the fairness of the battle.

[0170] In combination with the above various embodiments, in an illustrative example, the display process of the virtual stack is as shown in the schematic diagram. Figure 11

[0171] In step 1101, the first virtual object is controlled to throw the first target props.

[0172] In step 1102, it is determined whether the first target props hit the second virtual object, if yes, step 1103 is executed.

[0173] In step 1103, it is determined whether the second virtual object is defeated, if yes, step 1104 is executed, if not, step 1102 is executed.

[0174] In step 1104, the virtual material is displayed.

[0175] In step 1105, it is determined whether the first virtual object moves the virtual material to the target position, if yes, step 1106 is executed, if not, step 1104 is executed.

[0176] In step 1106, the updated first virtual stack is displayed.

[0177] In step 1107, it is determined whether the first virtual stack is first constructed, if yes, step 1108 is executed.

[0178] In step 1108, the winning information is displayed.

[0179] Figure 12 The structure block diagram of the virtual prop equipment device provided in an exemplary embodiment of the present application, the device comprises:

[0180] ​The material display module 1201 is configured to display a virtual material in a virtual environment, the virtual material being a material dropped by a virtual object.

[0181] The first control module 1202 is configured to control the first virtual object to move the virtual material to a target position in the virtual environment, the target position being a virtual material storage position of a camp to which the first virtual object belongs.

[0182] The stack display module 1203 is configured to display an updated first virtual stack, the first virtual stack being a virtual stack owned by the camp to which the first virtual object belongs, the virtual stack being constructed from the virtual material.

[0183] Optionally, the material display module 1201 comprises:

[0184] The control unit is configured to control the first virtual object to attack a second virtual object using a target prop, the second virtual object belonging to a different camp from the first virtual object.

[0185] The material display unit is configured to display the virtual material in the virtual environment in response to the second virtual object being defeated.

[0186] Optionally, the material display unit is further configured to:

[0187] In response to the second virtual object being defeated, determine a defeat parameter, the defeat parameter comprising at least one of a defeat prop parameter or a defeat object parameter, the defeat prop parameter being used to indicate prop usage of the first virtual object when the second virtual object is defeated, the defeat object parameter being used to indicate a role state of the second virtual object when the second virtual object is defeated.

[0188] Determine a generated quantity of the virtual material based on the defeat parameter.

[0189] Display the virtual material in the virtual environment based on the generated quantity.

[0190] Optionally, the defeat parameter comprises the defeat object parameter.

[0191] The material display unit is further configured to:

[0192] In response to the second virtual object being in a first role state when being defeated, determine the generated quantity of the virtual material to be a first generated quantity, the first role state being an initial role state of the second virtual object.

[0193] in response to the second virtual object being in the second role state when defeated, determining the generated quantity of the virtual material as a second generated quantity, the second role state being a role state in which the second virtual object simulates the virtual stack, and the second virtual object being switched from the first role state to the second role state when the resource props are obtained and the resource props are role switching props, the second generated quantity being greater than the first generated quantity.

[0194] Optionally, when the duration of the second virtual object in the second role state reaches a role duration, the second virtual object is restored from the second role state to the first role state.

[0195] Or,

[0196] When the second virtual object is in the second role state, after the resource props are obtained and the resource props are attack props, the second virtual object is restored from the second role state to the first role state, and the attack props take effect after being used by the second virtual object.

[0197] Or,

[0198] When the second virtual object is in the second role state, after the resource props are obtained and the resource props are state debuff props, the second virtual object remains in the second role state, and the state debuff props automatically take effect at the position where the resource props are obtained.

[0199] Optionally, the defeat parameter includes the defeat prop parameter.

[0200] The material display unit is further configured to:

[0201] in response to the second virtual object being defeated by a first target prop, determining the generated quantity of the virtual material as a third generated quantity;

[0202] in response to the second virtual object being defeated by a second target prop, determining the generated quantity of the virtual material as a fourth generated quantity, wherein the second target prop has a prop quantity greater than that of the first target prop, and the fourth generated quantity is greater than the third generated quantity.

[0203] Optionally, the control unit is further configured to:

[0204] control the first virtual object to attack the second virtual object with the first target prop;

[0205] Or,

[0206] in response to the acquisition operation on the resource prop and the resource prop being the second target prop, control the first virtual object to switch the first target prop to the second target prop;

[0207] control the first virtual object to attack the second virtual object using the second target prop.

[0208] Optionally, the apparatus further comprises:

[0209] a second control module, configured to, in response to a time length of equipping the second target prop reaching a time length threshold, control the first virtual object to switch the second target prop to the first target prop;

[0210] or,

[0211] the apparatus further comprises:

[0212] a third control module, configured to, in response to a number of throws of the second target prop reaching a number threshold, control the first virtual object to switch the second target prop to the first target prop.

[0213] Optionally, the material display unit is further configured to:

[0214] determine a carrying number of the virtual material carried by the second virtual object;

[0215] display the virtual material in the virtual environment based on the generated number and the carrying number.

[0216] Optionally, the apparatus further comprises:

[0217] a first display module, configured to, in response to the virtual stack of any camp being constructed, display end-of-game information;

[0218] or,

[0219] a second display module, configured to, in response to a game time length being reached, display the end-of-game information.

[0220] Optionally, the second display module is further configured to:

[0221] in response to the game time length being reached and a model integrity of the first virtual stack being higher than a model integrity of a second virtual stack, display winning information, the second virtual stack being a virtual stack owned by a camp to which a second virtual object belongs, the second virtual object belonging to a different camp from the first virtual object, wherein the model integrity is determined according to a storage number of the virtual material.

[0222] In the embodiments of the present application, when the virtual object is defeated, virtual materials are generated, and when the virtual object moves the virtual materials to the corresponding virtual material storage positions, the display form of the corresponding virtual stack is updated, so that the virtual stack is constructed by the virtual materials in the virtual environment. Compared with the game mode in the related art in which the game is won only according to the number of defeated virtual objects, the game mode for constructing the virtual stack is provided in the embodiments of the present application, so that the game mode is enriched, the game mode is not single, and the human-computer interaction effect is improved.

[0223] Reference is made to Figure 13 which shows a structural block diagram of a terminal 1300 provided by an example embodiment of the present application. The terminal 1300 can be a portable mobile terminal, such as a smartphone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player. The terminal 1300 can also be referred to as a user equipment, a portable terminal, or other names.

[0224] Generally, the terminal 1300 includes a processor 1301 and a memory 1302.

[0225] The processor 1301 can include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1301 can be implemented in at least one of a Digital Signal Processing (DSP), a Field-Programmable Gate Array (FPGA), a Programmable Logic Array (PLA) hardware form. The processor 1301 can also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a Central Processing Unit (CPU). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1301 can be integrated with a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content required to be displayed by the display screen. In some embodiments, the processor 1301 can also include an Artificial Intelligence (AI) processor, which is used to process machine learning related computing operations.

[0226] The memory 1302 can include one or more computer-readable storage media. The computer-readable storage media can be tangible and non-transitory. The memory 1302 can also include high-speed random access memory and can include non-volatile memory, such as one or more magnetic disk storage devices, optical storage devices, flash memory devices, or other non-volatile solid-state storage devices. In some embodiments, the non-transitory computer-readable storage medium of the memory 1302 can be used for storing the at least one instruction for being executed by the processor 1301 to implement the method provided by the embodiments of the present application.

[0227] Those skilled in the art can understand that the structure shown in the figure is not a limitation of the terminal 1300, and the terminal 1300 can include more or fewer components than those shown in the figure, or combine certain components, or adopt a different component arrangement. Figure 13 Those skilled in the art can understand that the structure shown in the figure is not a limitation of the terminal 1300, and the terminal 1300 can include more or fewer components than those shown in the figure, or combine certain components, or adopt a different component arrangement.

[0228] The embodiments of the present application also provide a computer readable storage medium, which stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the method for displaying the virtual stack as described in each of the above embodiments.

[0229] According to an aspect of the present application, a computer program product or computer program is provided, which includes computer instructions stored in a computer readable storage medium. The processor of the terminal reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to make the terminal perform the method for displaying the virtual stack provided in various optional implementations of the above aspect.

[0230] Those skilled in the art should understand that, in one or more examples described above, the functions described in the embodiments of the present application can be implemented by hardware, software, firmware or any combination thereof. When implemented by software, these functions can be stored in a computer readable storage medium or transmitted as one or more instructions or codes on a computer readable storage medium. The computer readable storage medium includes a computer storage medium and a communication medium, wherein the communication medium includes any medium that facilitates the transfer of computer programs from one place to another. The storage medium can be any available medium accessible by a general or special purpose computer.

[0231] The above description is only optional embodiments of the present application and does not limit the present application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims

1. A display method of a virtual stack, characterized by, The method comprises: controlling a first virtual object to attack a second virtual object belonging to a different camp as the first virtual object using a target prop, the movement speed of the first virtual object during the throwing of the target prop being less than the movement speed when the target prop is not thrown; determining the generation quantity of virtual material to be a first generation quantity in response to the second virtual object being in a first role state of a simulated character when defeated, and determining the generation quantity of virtual material to be a second generation quantity in response to the second virtual object being in a second role state when defeated, the second generation quantity being greater than the first generation quantity, the second role state being a role state simulating the virtual stack or a role state related to a scene in which the virtual stack is located; in response to receiving a triggering operation on a throwing control, adjusting the aiming range according to the triggering time length of the throwing control, the longer the triggering time length of the throwing control, the smaller the corresponding aiming range and the farther the throwing distance; and determining the movement of the first target prop according to the throwing target and the throwing distance after the triggering operation of the throwing control by the user ends; determining the generation quantity of virtual material to be a third generation quantity in response to the second virtual object being defeated by the first target prop, and determining the generation quantity of virtual material to be a fourth generation quantity in response to the second virtual object being defeated by a second target prop, wherein the prop specific gravity of the second target prop is greater than the prop specific gravity of the first target prop, the fourth generation quantity is greater than the third generation quantity when the second virtual object is in the same role state and is defeated, and the movement speed of the first virtual object during the throwing of the second target prop is less than the movement speed during the throwing of the first target prop; determining the generation quantity of virtual material according to the corresponding relationship between different defeated props and the generation quantity of virtual material in different role states; displaying the virtual material in a virtual environment based on the generation quantity and the carrying quantity of the virtual material carried by the second virtual object, the display quantity of the virtual material being the sum of the generation quantity and the carrying quantity; wherein, when the quantity of target props carried by a virtual object is limited, the target props and the virtual material are used to attack virtual objects and build virtual stacks, and the virtual material will be destroyed after being used as a prop to attack and cannot be used as virtual material again; when the quantity of target props carried by a virtual object is unlimited, the target props have a different function from the virtual material, the target props are only used to attack virtual objects and cannot be used to build virtual stacks, and the virtual material is only used to build virtual stacks and cannot be used to attack virtual objects; controlling the first virtual object to move the virtual material to a target position in the virtual environment, the target position being a virtual material storage position of the camp to which the first virtual object belongs. displaying an updated first virtual stack, while updating the displayed number of storage or the displayed number of storage corresponding points in the virtual environment picture, the first virtual stack being a virtual stack owned by the camp to which the first virtual object belongs, the virtual stack being constructed from virtual materials, the display form of the virtual stack gradually changing with the number of virtual materials stored at the storage location of the virtual materials; in response to reaching the duration of the game and the model completeness of the first virtual stack being higher than the model completeness of each second virtual stack, displaying winning information, the second virtual stack being different from the camp to which the first virtual stack belongs, wherein the model completeness is determined according to the number of virtual materials stored, when there are virtual camps with the same number of virtual materials stored, the model completeness is determined according to the number of virtual decorations on the virtual stack, the virtual decorations being generated with a preset probability after the virtual object is defeated; when the duration of the second virtual object in the second role state reaches the role duration, the second virtual object is restored to the first role state from the second role state; if the second virtual object acquires a resource prop in the second role state, and the resource prop is a state debuff prop, the second role state is maintained, and the state debuff prop automatically takes effect at the acquisition location of the resource prop; if the second virtual object acquires a resource prop in the second role state, and the resource prop is an attack prop, the second virtual object is restored to the first role state from the second role state, and the attack prop takes effect after being used by the second virtual object.

2. The method of claim 1, wherein, The control of the first virtual object using the target prop to attack the second virtual object belonging to a different camp from the first virtual object comprises: controlling the first virtual object to use the first target prop to attack the second virtual object; or, in response to the acquisition operation of the resource prop and the resource prop being the second target prop, controlling the first virtual object to switch the first target prop to the second target prop; controlling the first virtual object to use the second target prop to attack the second virtual object.

3. The method of claim 2, wherein, After the control of the first virtual object switching the first target prop to the second target prop, the method further comprises: in response to the duration of the second target prop reaching a duration threshold, controlling the first virtual object to switch the second target prop to the first target prop; or, After the control of the first virtual object using the second target prop to attack the second virtual object, the method further comprises: in response to the number of throws of the second target prop reaching a number threshold, controlling the first virtual object to switch the second target prop to the first target prop.

4. The method according to any one of claims 1 to 3, characterized in that, After the display of the updated first virtual stack, the method further comprises: in response to the virtual stack of any camp being constructed, displaying game end information; or, in response to reaching the duration of the game, displaying the game end information.

5. A display device of virtual stacks, characterized in that The device is used for performing the display method of the virtual stack as claimed in any one of claims 1-4, and the device comprises: a material display module, configured to display a virtual material in a virtual environment, the virtual material being material dropped by a virtual object; a first control module, configured to control a first virtual object to move the virtual material to a target position in the virtual environment, the target position being a virtual material storage position of a camp to which the first virtual object belongs; a stack display module, configured to display an updated first virtual stack, the first virtual stack being a virtual stack owned by the camp to which the first virtual object belongs, the virtual stack being constructed from the virtual material.

6. The apparatus of claim 5, wherein, The material display module comprises: a control unit, configured to control the first virtual object to attack a second virtual object using a target prop, the second virtual object belonging to a different camp from the first virtual object; a material display unit, configured to display the virtual material in the virtual environment in response to the second virtual object being defeated.

7. The apparatus of claim 6, wherein, The material display unit is further configured to: determine a defeat parameter in response to the second virtual object being defeated, the defeat parameter comprising at least one of a defeat prop parameter or a defeat object parameter, the defeat prop parameter being used to indicate prop usage of the first virtual object when the second virtual object is defeated, and the defeat object parameter being used to indicate a role state of the second virtual object when the second virtual object is defeated; determine a generated quantity of the virtual material based on the defeat parameter; display the virtual material in the virtual environment based on the generated quantity.

8. The apparatus of claim 7, wherein, The defeat parameter comprises the defeat object parameter; The material display unit is further configured to: determine the generated quantity of the virtual material as a first generated quantity in response to the second virtual object being in a first role state when the second virtual object is defeated, the first role state being an initial role state of the second virtual object; determine the generated quantity of the virtual material as a second generated quantity in response to the second virtual object being in a second role state when the second virtual object is defeated, the second role state being a role state of the second virtual object simulating the virtual stack, and the second virtual object being switched from the first role state to the second role state when the second virtual object acquires a resource prop and the resource prop is a role switching prop, the second generated quantity being greater than the first generated quantity.

9. The apparatus of claim 8, wherein, The second virtual object is switched from the second role state to the first role state when a duration of the second virtual object being in the second role state reaches a role duration; or, the second virtual object is switched from the second role state to the first role state when the second virtual object acquires the resource prop and the resource prop is an attack prop in the second role state, the attack prop taking effect after being used by the second virtual object; or, When the second virtual object is in the second role state, after the second virtual object acquires the resource prop and the resource prop is a state debuff prop, the second virtual object remains in the second role state, and the state debuff prop automatically takes effect at the acquisition position of the resource prop.

10. The apparatus of claim 7, wherein, The defeating parameter comprises the defeating prop parameter. The material display unit is further configured to: determine the generation quantity of the virtual material as a third generation quantity in response to the second virtual object being defeated by a first target prop; determine the generation quantity of the virtual material as a fourth generation quantity in response to the second virtual object being defeated by a second target prop, wherein a prop quantity of the second target prop is greater than a prop quantity of the first target prop, and the fourth generation quantity is greater than the third generation quantity.

11. The apparatus of claim 10, wherein, The control unit is further configured to: control the first virtual object to attack the second virtual object using the first target prop; or, in response to an acquisition operation on a resource prop and the resource prop being the second target prop, control the first virtual object to switch the first target prop to the second target prop; control the first virtual object to attack the second virtual object using the second target prop.

12. The apparatus of claim 11, wherein, The apparatus further comprises: a second control module configured to control the first virtual object to switch the second target prop to the first target prop in response to a time length of equipping the second target prop reaching a time length threshold; or, The apparatus further comprises: a third control module configured to control the first virtual object to switch the second target prop to the first target prop in response to a quantity of the second target prop reaching a quantity threshold.

13. The apparatus of any one of claims 7 to 12, wherein, The material display unit is further configured to: determine a carrying quantity of the virtual material carried by the second virtual object; display the virtual material in the virtual environment based on the generation quantity and the carrying quantity.

14. The apparatus of any one of claims 5 to 12, wherein, The apparatus further comprises: a first display module configured to display end-of-game information in response to the virtual stack of any camp being constructed; or, a second display module configured to display the end-of-game information in response to a game time length being reached.

15. The apparatus of claim 14, wherein, The second display module is further configured to: display winning information in response to the game time length being reached and a model integrity of the first virtual stack being higher than a model integrity of a second virtual stack, the second virtual stack being a virtual stack owned by a camp to which a second virtual object belongs, the second virtual object and the first virtual object belonging to different camps, wherein the model integrity is determined according to a storage quantity of the virtual material.

16. A terminal, characterized by The terminal comprises a processor and a memory, the memory storing at least one instruction, at least one program, a code set, or an instruction set, the at least one instruction, the at least one program, the code set, or the instruction set being loaded and executed by the processor to implement the method for displaying a virtual stack according to any one of claims 1 to 4.

17. A computer-readable storage medium, characterized in that, The computer readable storage medium stores at least one instruction, at least one program, a code set or an instruction set, which are loaded and executed by the processor to implement the virtual stack display method according to any one of claims 1 to 4.

18. A computer program product, characterised in that, The computer program product comprises computer instructions stored in a computer readable storage medium, which are read by the processor of the terminal from the computer readable storage medium, and the processor executes the computer instructions to implement the virtual stack display method according to any one of claims 1 to 4.