Interactive method, device, electronic device and storage medium based on virtual scene
By introducing a password input box mechanism in shooting games, the problem of single player interaction methods and low human-computer interaction efficiency in the existing technology is solved, and richer game interaction and higher interaction efficiency are achieved.
Patent Information
- Application Number
- CN202210021971.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-01-10
- Publication Date
- 2025-04-25
- Estimated Expiration
- 2042-01-10
AI Technical Summary
In existing shooting games, the interaction methods between players are relatively single and solid, and the human-computer interaction efficiency is low.
By introducing a password input box mechanism in the virtual scene, players are allowed to decipher the target password before obtaining virtual resources, enhancing the interactive and challenging game.
It enriches the interactive methods of gameplay, improves the efficiency of human-computer interaction, and allows players to complete password cracking in the game to compete for virtual resources, thereby improving the game experience.
Smart Images

Figure CN114344914B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to an interactive method, device, electronic device and storage medium based on a virtual scene. Background Art
[0002] With the development of computer technology and the diversification of terminal functions, more and more types of games can be played on terminals. Among them, shooting games are a popular game. Shooting games usually provide a virtual scene, and players can control virtual objects in the virtual scene and use virtual props to fight.
[0003] In current shooting games, players need to control virtual objects to defeat other virtual objects to obtain certain points, and the outcome of the game is ultimately determined by the number of points. However, the interaction method between players is relatively simple and rigid, and the efficiency of human-computer interaction is low. Summary of the invention
[0004] The embodiment of the present application provides an interactive method, device, electronic device and storage medium based on a virtual scene, which can enrich the interactive mode between players and improve the efficiency of human-computer interaction. The technical solution is as follows:
[0005] On the one hand, a virtual scene-based interactive method is provided, the method comprising:
[0006] In a virtual scene of a target game, display a target object;
[0007] In response to a triggering event of the master virtual object on the target object, displaying a password input box;
[0008] In the case where the master virtual object already has the target prop, obtaining the input password based on the password input box, the target prop is used to provide the number of times of inputting characters into the password input box;
[0009] In the case that the input password matches the target password, a virtual resource associated with the target object is obtained.
[0010] On the one hand, an interactive device based on a virtual scene is provided, the device comprising:
[0011] A first display module, used to display a target object in a virtual scene of a target game;
[0012] A second display module, configured to display a password input box in response to a triggering event of the master virtual object on the target object;
[0013] A first acquisition module is used to acquire the input password based on the password input box when the master virtual object already has a target prop, and the target prop is used to provide the number of times of inputting characters into the password input box;
[0014] The second acquisition module is used to acquire the virtual resources associated with the target object when the input password matches the target password.
[0015] In a possible implementation manner, the second display module includes:
[0016] The display unit is used to display the deciphered plain text characters and an input box for displaying the cipher text characters to be deciphered.
[0017] In a possible implementation manner, the display unit is further used for:
[0018] Display the input box for each ciphertext character to be deciphered; or,
[0019] An input box corresponding to a first ciphertext character and a second ciphertext character are displayed, wherein the first ciphertext character is the first ciphertext character to be deciphered, and the second ciphertext character is a ciphertext character other than the first ciphertext character.
[0020] In a possible implementation manner, the target object includes a target building, the trigger event includes that the master virtual object is located within a first target range of the target building, and the device further includes:
[0021] The first determination module is used to determine that the master virtual object is within a first target range of the target building when the collision detection range of the master virtual object and the collision detection range of the target building intersect.
[0022] In a possible implementation manner, the device further includes:
[0023] A setting module, used for setting the password input box to an enabled state when the master virtual object already has the target prop, wherein the enabled state supports input operations based on the password input box;
[0024] The setting module is further used to set the password input box to a disabled state when the master virtual object does not have the target prop, and the input operation based on the password input box is not supported in the disabled state.
[0025] In one possible implementation, the target props include a first target prop and a second target prop, the first target prop is used to provide the number of input characters to a virtual object belonging to a first camp, and the second target prop is used to provide the number of input characters to a virtual object belonging to a second camp, and the first camp and the second camp are in an adversarial relationship.
[0026] In a possible implementation manner, the device further includes:
[0027] The second determination module is used to determine the number of character input times of the master virtual object based on the number of the first target props already possessed by the master virtual object when the master virtual object belongs to the first camp, and the number of character input times is used to represent the maximum number of times allowed to input characters into the password input box.
[0028] In a possible implementation manner, the first target prop appears in the virtual scene when the virtual object belonging to the second camp is defeated, and the second target prop appears in the virtual scene when the virtual object belonging to the first camp is defeated.
[0029] In a possible implementation manner, the device further includes:
[0030] A first deduction module, configured to deduct each of the target props owned by the master virtual object in response to the master virtual object being defeated;
[0031] The first display module is further used to display each of the deducted target props in the virtual scene.
[0032] In a possible implementation manner, the device further includes a control module, configured to:
[0033] In response to the master virtual object being located within the second target range of any target prop, controlling the master virtual object to acquire the target prop; or,
[0034] In response to the master virtual object being located within a second target range of any target prop, a pick-up control of the target prop is displayed; and in response to a trigger operation on the pick-up control, the master virtual object is controlled to acquire the target prop.
[0035] In a possible implementation manner, the device further includes:
[0036] The third determination module is used to determine that the master virtual object is within a second target range of the target prop when the collision detection range of the master virtual object and the collision detection range of the target prop intersect.
[0037] In a possible implementation manner, the device further includes:
[0038] The second deduction module is used to deduct the target prop already owned by the master virtual object in response to any input operation based on the password input box.
[0039] In a possible implementation, the winning condition of the target game is: when a virtual object of any camp moves the virtual resource to the target location, the camp to which the virtual object belongs is regarded as the winner of the target game.
[0040] On the one hand, an electronic device is provided, which includes one or more processors and one or more memories, wherein at least one computer program is stored in the one or more memories, and the at least one computer program is loaded and executed by the one or more processors to implement the above-mentioned virtual scene-based interactive method.
[0041] On the one hand, a storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the above-mentioned virtual scene-based interactive method.
[0042] In one aspect, a computer program product or a computer program is provided, wherein the computer program product or the computer program includes one or more program codes, and the one or more program codes are stored in a computer-readable storage medium. One or more processors of an electronic device can read the one or more program codes from the computer-readable storage medium, and the one or more processors execute the one or more program codes, so that the electronic device can perform the above-mentioned virtual scene-based interactive method.
[0043] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:
[0044] Only by approaching the target object while possessing the target props and deciphering the target password can certain virtual resources be obtained. These virtual resources can play a key role in the game, so that when users are playing the game and participating in the confrontation between virtual objects, they also need to try their best to complete the password deciphering to compete for the virtual resources, thereby enriching the interactive mode of the game and improving the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS
[0045] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0046] Figure 1 It is a schematic diagram of an implementation environment of an interactive method based on a virtual scene provided in an embodiment of the present application;
[0047] Figure 2 is a flow chart of an interactive method based on a virtual scene provided in an embodiment of the present application;
[0048] Figure 3 is a flow chart of an interactive method based on a virtual scene provided in an embodiment of the present application;
[0049] Figure 4 is a schematic diagram of the location of a target building provided in an embodiment of the present application;
[0050] Figure 5 This is a schematic diagram of an interface of a password input box provided in an embodiment of the present application;
[0051] Figure 6 is a schematic diagram of a first target prop provided in an embodiment of the present application;
[0052] Figure 7 is a schematic diagram of a second target prop provided in an embodiment of the present application;
[0053] Figure 8 It is a schematic diagram of the principle of a collision detection range of a master virtual object provided in an embodiment of the present application;
[0054] Fig. 9 It is a schematic diagram of the principle of a collision detection range of a target prop provided in an embodiment of the present application;
[0055] Fig.10 It is a schematic diagram of the principle of an interactive method based on a virtual scene provided in an embodiment of the present application;
[0056] Fig.11 It is a schematic diagram of a virtual scene provided in an embodiment of the present application;
[0057] Fig.12 It is a structural schematic diagram of an interactive device based on a virtual scene provided in an embodiment of the present application;
[0058] Fig.13 is a schematic diagram of the structure of a terminal provided in an embodiment of the present application;
[0059] Fig.14 It is a structural schematic diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0060] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0061] In this application, the terms "first", "second", etc. are used to distinguish identical or similar items with basically the same effects and functions. It should be understood that there is no logical or temporal dependency between "first", "second", and "nth", nor is there any limitation on quantity and execution order.
[0062] In the present application, the term "at least one" means one or more, and the meaning of "plurality" means two or more. For example, a plurality of first positions means two or more first positions.
[0063] Virtual scene: is a virtual environment displayed (or provided) when an application is running on a terminal. The virtual scene can be a simulation environment of the real world, a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities, and users can control virtual objects to move in the virtual scene. Optionally, the virtual scene can also be used for virtual scene confrontation between at least two virtual objects, and there are virtual resources in the virtual scene that can be used by at least two virtual objects.
[0064] Virtual object: refers to an movable object in a virtual scene. The movable object may be a virtual person, a virtual animal, a cartoon character, etc., such as a person, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a virtual scene. The virtual object may be a virtual image in the virtual scene that is used to represent the user. The virtual scene may include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual object may be a three-dimensional stereo model, which may be a three-dimensional character built based on three-dimensional human skeleton technology. The same virtual object may show different external images by wearing different skins. In some embodiments, the virtual object may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.
[0065] Optionally, the virtual object may be a player character controlled by an operation on the client, or a non-player character (NPC) set in the virtual scene interaction. Optionally, the virtual object may be a virtual person competing in the virtual scene. Optionally, the number of virtual objects participating in the interaction in the virtual scene may be pre-set, or may be dynamically determined according to the number of clients joining the interaction.
[0066] Shooter Game (STG): refers to a type of game in which virtual objects use virtual props such as hot weapons to perform long-range attacks. Shooter games are a type of action game with obvious action game characteristics. Optionally, shooting games include but are not limited to first-person shooting games, third-person shooting games, top-down shooting games, head-up shooting games, platform shooting games, scroll shooting games, keyboard and mouse shooting games, shooting range games, etc. The embodiments of this application do not specifically limit the types of shooting games.
[0067] First-Person Shooting (FPS) game: A first-person shooting game refers to a shooting game that a user can play from a first-person perspective. The screen of the virtual scene in the game is a screen that observes the virtual scene from the perspective of the virtual object controlled by the terminal. In the game, at least two virtual objects perform a single-game confrontation mode in the virtual scene. The virtual object survives in the virtual scene by avoiding the damage initiated by other virtual objects and the dangers existing in the virtual scene (such as swamps, etc.). When the life value of the virtual object in the virtual scene is zero, the life of the virtual object in the virtual scene ends, and the virtual object that survives in the virtual scene at last is the winner. Optionally, the above confrontation takes the moment when the first terminal joins the game as the starting moment and the moment when the last terminal exits the game as the ending moment. Each terminal can control one or more virtual objects in the virtual scene. Optionally, the competitive mode of the confrontation may include a single-player confrontation mode, a two-player team confrontation mode, or a multi-player large group confrontation mode, etc. The embodiment of the present application does not specifically limit the competitive mode.
[0068] Taking shooting games as an example, users can control virtual objects to freely fall, glide, or open parachutes to fall in the sky of the virtual scene, run, jump, crawl, bend forward, etc. on land, and can also control virtual objects to swim, float, or dive in the ocean. Of course, users can also control virtual objects to move in virtual vehicles in the virtual scene. For example, the virtual vehicles include virtual cars, virtual aircraft, virtual yachts, etc. The above scenes are only used as examples, and the embodiments of the present application do not specifically limit this. Users can also control virtual objects to interact with other virtual objects through virtual props. For example, the virtual props include: throwing props that can only take effect after throwing, shooting props that can only take effect after launching a certain projectile, and interactive props for close-range confrontation.
[0069] The following is an introduction to the system architecture involved in this application.
[0070] Figure 1 Schematic diagram of an implementation environment of an interactive method based on a virtual scene provided in an embodiment of the present application. Figure 1 The implementation environment includes: a first terminal 120, a server 140 and a second terminal 160.
[0071] The first terminal 120 is installed and runs an application that supports virtual scenes. Optionally, the application includes: any one of: FPS games, third-person shooting games, MOBA (Multiplayer Online Battle Arena, multiplayer online tactical competitive) games, virtual reality applications, three-dimensional map programs, or multiplayer machine survival games. In some embodiments, the first terminal 120 is a terminal used by the first user. When the first terminal 120 runs the application, the user interface of the application is displayed on the screen of the first terminal 120, and based on the opening operation of the first user in the user interface, the virtual scene is loaded and displayed in the application. The first user uses the first terminal 120 to operate the first virtual object in the virtual scene to perform activities, and the activities include but are not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and confronting. Schematically, the first virtual object is a first virtual character, such as a simulated character or an anime character.
[0072] The first terminal 120 and the second terminal 160 are directly or indirectly connected to the server 140 through a wireless network or a wired network.
[0073] The server 140 includes at least one of a single server, multiple servers, a cloud computing platform, or a virtualization center. The server 140 is used to provide background services for applications that support virtual scenes. Optionally, the server 140 undertakes the main computing work, and the first terminal 120 and the second terminal 160 undertake the secondary computing work; or, the server 140 undertakes the secondary computing work, and the first terminal 120 and the second terminal 160 undertake the main computing work; or, the server 140, the first terminal 120 and the second terminal 160 adopt a distributed computing architecture for collaborative computing.
[0074] Optionally, server 140 is an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.
[0075] The second terminal 160 is installed and runs an application that supports virtual scenes. Optionally, the application includes any one of an FPS game, a third-person shooter game, a MOBA game, a virtual reality application, a three-dimensional map program, or a multiplayer machine survival game. In some embodiments, the second terminal 160 is a terminal used by the second user. When the second terminal 160 runs the application, the user interface of the application is displayed on the screen of the second terminal 160, and based on the opening operation of the second user in the user interface, the virtual scene is loaded and displayed in the application. The second user uses the second terminal 160 to operate the second virtual object located in the virtual scene to perform activities, and the activities include but are not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and confronting. Schematically, the second virtual object is a second virtual character, such as a simulated character or an anime character.
[0076] Optionally, the first virtual object controlled by the first terminal 120 and the second virtual object controlled by the second terminal 160 are in the same virtual scene. In this case, the first virtual object can interact with the second virtual object in the virtual scene.
[0077] Illustratively, the first virtual object and the second virtual object are in a hostile relationship, for example, the first virtual object and the second virtual object belong to different camps, and the virtual objects in the hostile relationship can interact in a confrontational manner on land, such as throwing throwing props at each other. In other embodiments, the first virtual object and the second virtual object are teammates, for example, the first virtual character and the second virtual character belong to the same camp, the same team, have a friend relationship, or have temporary communication permissions.
[0078] Optionally, the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same type of applications on different operating system platforms. The first terminal 120 and the second terminal 160 both refer to one of a plurality of terminals, and the embodiments of the present application only take the first terminal 120 and the second terminal 160 as examples.
[0079] The first terminal 120 and the second terminal 160 are of the same or different device types, and the device types include at least one of: a smart phone, a tablet computer, a smart speaker, a smart watch, a smart handheld game device, a vehicle-mounted terminal, a laptop computer, and a desktop computer, but are not limited thereto. For example, the first terminal 120 and the second terminal 160 are both smart phones, or other handheld portable game devices. The following embodiments are illustrated by taking the terminal including a smart phone as an example.
[0080] Those skilled in the art will appreciate that the number of the above terminals may be more or less. For example, the above terminal may be only one, or the above terminals may be dozens or hundreds, or more. The embodiment of the present application does not limit the number of terminals and device types.
[0081] Figure 2 is a flowchart of an interactive method based on a virtual scene provided in an embodiment of the present application. Figure 2 This embodiment is executed by an electronic device and is described by taking the electronic device as a terminal as an example. This embodiment includes the following steps:
[0082] 201. The terminal displays a target object in a virtual scene of a target game.
[0083] The terminal refers to an electronic device used by a user, such as a smart phone, a smart handheld game console, a portable game device, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto. An application supporting a virtual scene is installed and run on the terminal. Schematically, the application refers to a game application or a game client. For example, in the embodiment of the present application, a game client of a shooting game will be used as an example for explanation, but it should not constitute a limitation on the game type corresponding to the game client.
[0084] The target object refers to any physical object in the virtual scene. For example, the target object is a target building, such as a password station, or the target object is a preset interactive prop, such as a password box. The embodiment of the present application does not specifically limit the type of the target object.
[0085] Optionally, the target object has a camp attribute, that is, when the target game involves multiple camps, the target object of each camp needs to be displayed in the virtual scene. Optionally, the target object does not have a camp attribute, that is, the target object displayed in the virtual scene can provide virtual resources to any camp participating in the target game, which is not specifically limited in the embodiment of the present application.
[0086] Schematically, the target building refers to a virtual building object in the virtual scene, and the target building is a building, a site, a base, a camp, a birthplace, a spring, etc. The embodiment of the present application does not specifically limit the type of the target building. In one example, the target building has a camp attribute, that is, when the target game involves multiple camps, the target building of each camp is displayed in the virtual scene. Schematically, taking the target game involving the first camp and the second camp as an example, when the target building is a site, the virtual scene displays the site of the first camp and the site of the second camp, and the site includes a password station, a transfer station, a supply station, etc. The embodiment of the present application does not specifically limit this.
[0087] It should be noted that the target object is different from other virtual objects in the virtual scene in that the target object has associated virtual resources, for example, the target object stores the virtual resources, or the target object is bound to the virtual resources, and the virtual resources are unlocked only under specified conditions. For example, the virtual resources will not be issued to the game client if the corresponding camp has not cracked the password, and will only be issued to the game client if the corresponding camp has cracked the password.
[0088] In some embodiments, the user starts the game client on the terminal and logs in the user's game account in the game client. Then, a user interface is displayed in the game client, which includes account information of the game account, selection controls for game mode, selection controls for scene map, and start options. The user can select the game mode he wants to start through the selection control for the game mode, and can select the scene map he wants to enter through the selection control for the map scene. After the user has made his selection, the terminal is triggered to enter a new round of game play by performing a trigger operation on the start option.
[0089] It should be noted that the above-mentioned operation of selecting the scene map is not a step that must be performed. For example, in some games, users are allowed to select the scene map by themselves, but in other games, users are not allowed to select the scene map by themselves (instead, the server randomly assigns the scene map for this game at the start of the game); or, in some game modes, users are allowed to select the scene map by themselves, but in other game modes, users are not allowed to select the scene map by themselves. The embodiments of the present application do not specifically limit whether the user must select the scene map before the start of the game or whether the user has the right to select the scene map.
[0090] Taking the current round of game as the target game as an example, after the user performs a trigger operation on the opening option, the game client enters the target game and loads the virtual scene corresponding to the target game. Optionally, the game client downloads the multimedia resources of the virtual scene from the server and uses the rendering engine to render the multimedia resources of the virtual scene, thereby displaying the virtual scene in the game client. Among them, the target game refers to any game game in the game mode that supports providing a target object. For example, taking the target object as a virtual building as a password station as an example, the game mode that supports providing a password station is called the password exploration mode, and the game game in the password exploration mode opened by the user in this round is the target game.
[0091] In some embodiments, the terminal also displays the master virtual object and other virtual objects in the virtual scene, wherein the master virtual object refers to the virtual object currently controlled by the terminal (also called the main virtual object, the controlled virtual object, etc.), and other virtual objects refer to virtual objects other than the master virtual object in the virtual scene. For example, the other virtual objects include: virtual objects controlled by other users participating in the game, virtual objects controlled by AI (Artificial Intelligence), etc., which are not specifically limited in the embodiments of the present application. Optionally, the terminal pulls the multimedia resources of the master virtual object and other virtual objects from the server, and uses the rendering engine to render the multimedia resources of the master virtual object and other virtual objects to display the master virtual object and other virtual objects in the virtual scene.
[0092] In some embodiments, for some FPS games, since the virtual scene is observed from a first-person perspective (i.e., the perspective of the master virtual object), what is displayed is a virtual scene picture based on the perspective of the master virtual object to observe the virtual scene, but the master virtual object does not necessarily need to be displayed. For example, only the back of the master virtual object is displayed, or only a part of the body of the master virtual object (such as the upper body) is displayed, or the master virtual object is not displayed. The embodiments of the present application do not specifically limit whether the master virtual object is displayed in the virtual scene.
[0093] In some embodiments, if the user wants to approach the target object to try to unlock the virtual resource, the user can control the master virtual object to move toward the target object of the camp in the virtual scene according to the guidance of the map control in the virtual scene (for example, the position of the target object is marked in the map control). When the target object is within the field of view of the master virtual object, the game client will display the target object in the virtual scene. Schematically, the game client obtains the multimedia resources of the target object and uses the rendering engine to render the multimedia resources of the target object, thereby displaying the target object in the virtual scene, wherein the multimedia resources of the target object include: the object model of the target object, texture map, etc., which are not specifically limited in the embodiments of the present application. Optionally, when the game client loads the multimedia resources of the virtual scene at the beginning of the game, the multimedia resources of the target object are also loaded into the local cache to save the communication overhead with the server, or the game client loads the multimedia resources of the target object from the server when the target object enters the field of view of the master virtual object to save the storage overhead of the local memory, which are not specifically limited in the embodiments of the present application.
[0094] 202. The terminal displays a password input box in response to a triggering event of the master virtual object on the target object.
[0095] The master virtual object refers to a virtual object controlled by a user through the terminal. Optionally, the camp to which the master virtual object belongs is the first camp.
[0096] Optionally, the triggering event of the master virtual object on the target object includes: the triggering operation of the master virtual object on the target object, that is, the user controls the master virtual object to perform a triggering operation on the target object to achieve manual triggering; or, the triggering event also includes: the master virtual object is within a preset range of the target object, that is, the user controls the master virtual object to approach the target object and is within the preset range of the target object to achieve automatic triggering. The embodiments of the present application do not specifically limit the triggering event. Among them, the preset range includes the range associated with the target object, for example, the preset range refers to the collision detection range of the target object, or after the technician pre-sets a radius, a spherical range can be determined with the target object as the center and based on the radius.
[0097] Take the target object as a target building as an example for explanation. At this time, it is assumed that an automatic triggering method is adopted, that is, the triggering event includes the master virtual object being within the first target range of the target building. When the target building of the first camp is displayed in the virtual scene, the user controls the master virtual object to move toward the target building, so that the master virtual object is close to the target building. When the master virtual object is within the first target range of the target building, it is determined that the triggering event for the target object is detected, and the password input box is displayed in the virtual scene. Among them, the first target range refers to the range associated with the target building. When any virtual object belonging to the first camp is within the first target range, it can trigger the pop-up password input box.
[0098] Optionally, the first target range is a range whose distance from the target building does not exceed the target distance, for example, the target distance is 5 meters, 3 meters, 1 meter, etc., and the target distance is any value greater than or equal to 0.
[0099] Optionally, the first target range is the collision detection range of the target building, that is, by mounting a collision detection box on the building model of the target building, the range occupied by the collision detection box in the virtual scene is the first target range.
[0100] Taking the target object as a preset interactive prop as an example, it is assumed that a manual trigger method is adopted at this time, that is, the trigger event includes the trigger operation of the master virtual object on the preset interactive prop. When the preset interactive prop of the first camp is displayed in the virtual scene, the user controls the master virtual object to move toward the preset interactive prop, so that the master virtual object is close to the preset interactive prop. When the distance between the master virtual object and the preset interactive prop is less than the distance threshold, the trigger control of the preset interactive prop is displayed in the virtual scene. In response to the user's trigger operation on the trigger control, it is determined that the trigger operation of the master virtual object on the preset interactive prop is detected, that is, it is determined that the trigger event on the target object is detected, and the password input box is displayed in the virtual scene. Among them, the distance threshold is any value greater than 0, such as 5 meters, 3 meters, 1 meter, etc.
[0101] In some embodiments, a password input pop-up window is displayed in a virtual scene, and the password input box is displayed in the password input pop-up window, so that the interface display is more layered, or the password input box is displayed in a floating layer in the virtual scene, so that the password input box is embedded in the virtual scene to provide an immersive experience, or the password input box is displayed on the target object to achieve an intuitive effect of unlocking virtual resources after the user enters the correct password into the target object. The embodiments of the present application do not specifically limit the display method of the password input box.
[0102] In some embodiments, the game client loads the multimedia resources of the password input box from the server, and renders the multimedia resources of the password input box based on the rendering engine, so that the password input box can be displayed in the virtual scene. Optionally, when the game client loads the multimedia resources of the virtual scene at the start of the game, the multimedia resources of the password input box are also loaded into the local cache to save the communication overhead with the server. Alternatively, the game client loads the multimedia resources of the password input box from the server only when it detects the triggering event of the master virtual object on the target object, so as to save the storage overhead of the local memory. The embodiments of the present application do not specifically limit this.
[0103] 203. When the master virtual object already has a target item, the terminal obtains the input password based on the password input box, and the target item is used to provide the number of times of inputting characters into the password input box.
[0104] In some embodiments, since the target prop is used to provide the number of times characters are input into the password input box, when the master virtual object already has the target prop, the number of character inputs that can be provided by the target prop that the master virtual object already has is greater than 0, that is, the target prop that the master virtual object already has can provide at least 1 character input time, and the terminal obtains the input password based on the password input box; otherwise, when the master virtual object does not have the target prop, the number of character inputs that can be provided by the target prop that the master virtual object already has is equal to 0, prompting the user that the target prop is insufficient and that the target prop must be obtained before participating in the password decryption process.
[0105] In some embodiments, after the password input box is displayed in the virtual scene, the terminal determines whether the master virtual object already has the target prop. If the master virtual object already has the target prop, the number of character inputs of the master virtual object is determined based on the number of target props already owned by the master virtual object. The number of character inputs is used to represent the maximum number of times characters can be input into the password input box. Optionally, the terminal determines the number of character inputs that each target prop can provide, and multiplies the number of target props already owned by the master virtual object by the number of character inputs that each target prop can provide to obtain the number of character inputs of the master virtual object.
[0106] In some embodiments, the terminal sends a query request for the number of character input times to the server, and the server returns the number of character input times of the master virtual object to the terminal, thereby saving computing resources of the terminal.
[0107] In some embodiments, when the master virtual object does not possess the target prop, it means that the master virtual object itself has no opportunity to enter a password. At this time, the password input box is set to a disabled state, and input operations based on the password input box are not supported in the disabled state; when the master virtual object already possesses the target prop, the password input box is set to an enabled state, and input operations based on the password input box are supported in the enabled state.
[0108] When the master virtual object already has the target prop, the user can enter the password into the password input box, or the user controls the master virtual object to enter the password into the password input box. When the password is wrong, that is, the target password is not hit, a prompt is given that the password is wrong or no processing is performed, and the virtual resource remains blocked. The user can enter a new password again until the password is entered correctly, that is, the target password is hit, and a prompt is given that the password is correct, and the following step 204 is entered.
[0109] 204. When the input password matches the target password, the terminal obtains virtual resources associated with the target object.
[0110] The target password refers to the unlocking password corresponding to the virtual resource. Only when the user enters the target password can the virtual resource be obtained. Otherwise, if the user enters a password that is not the target password, it will be prompted that the password is wrong or no processing will be performed.
[0111] The virtual resource refers to a virtual resource associated with the target object, such as the virtual resource is stored in the target object, or the virtual resource is bound to the target object. The virtual resource includes: virtual materials, virtual props, virtual weapons, virtual items and other different forms. The virtual resource includes a blocked state, an unoccupied state and an occupied state. At the beginning of the target game, the virtual resource is in a blocked state. The user needs to decipher the target password to convert the virtual resource from a blocked state to an unoccupied state. At this time, the user can control the master virtual object to obtain the virtual resource. After the master virtual object obtains the virtual resource, the virtual resource switches from an unoccupied state to an occupied state. Optionally, the virtual resource plays a key role in the target game because the unlocking conditions are difficult and the acquisition difficulty is high, such as having a huge auxiliary role or a high attack attribute, or being able to determine the winning or losing process of the game game. The embodiments of the present application do not specifically limit this.
[0112] When the password entered by the user in the password input box hits the target password, it is prompted that the password is correct. At this time, the game client displays the virtual resource in the virtual scene, and the virtual resource is switched from a blocked state to an unoccupied state. The user can control the master virtual object to obtain the virtual resource, for example, the virtual resource is sent to the virtual scene, and the user manually picks up the virtual resource, or the master virtual object automatically obtains the virtual resource when the password is entered correctly, for example, the server directly sends the virtual resource to the backpack or material column of the master virtual object, or the server binds the master virtual object to the virtual resource, or the server binds the first camp to which the master virtual object belongs to the virtual resource, and the embodiments of the present application do not specifically limit this.
[0113] In some embodiments, the terminal determines in real time the decryption progress of each camp on the target password, where the decryption progress refers to the ratio of the number of decrypted plain text characters to the number of all characters contained in the target password. Optionally, a technician pre-sets a first progress threshold, such as setting the first progress threshold to 50%, or any numerical value greater than or equal to 0 and less than or equal to 100%. Furthermore, when the decryption progress at the current moment is lower than the first progress threshold, the virtual resources are set to an invisible state, that is, the user cannot view the virtual resources blocked by the target object at this time. As the decryption progresses, when the decryption progress exceeds the first progress threshold, the virtual resources are set to a visible state, and the user can view the virtual resources blocked by the target object at this time, so that the user can decide whether the virtual resources in this visible state are worth continuing to decrypt, so as to facilitate the user to make a reasonable decision on the confrontation strategy.
[0114] Optionally, the technician also pre-sets a second progress threshold, such as setting the second progress threshold to 80%, or any value greater than or equal to 0 and less than or equal to 100%, wherein the second progress threshold is greater than the first progress threshold. Further, when the current decryption progress exceeds the first progress threshold but is lower than the second progress threshold, the virtual resource is set to a visible but unoccupiable state, that is, at this time, the user can view the virtual resource blocked by the target object, but this virtual resource cannot be occupied. As the decryption proceeds, when the decryption progress exceeds the second progress threshold, the virtual resource is set to an occupiable state, and at this time the user needs to operate to occupy the virtual resource after decryption, so that the user can timely understand the current decryption progress.
[0115] In some embodiments, in each target game, the number of virtual resources is set to 1, but each camp can participate in the password decryption process. The camp that first decrypts the target password will obtain the only 1 virtual resource, thereby highlighting the key role of virtual resources and guiding users to participate in the password decryption process.
[0116] Optionally, the game client obtains the multimedia resources of the virtual resource, renders the multimedia resources of the virtual resource based on the rendering engine, and displays the virtual resource in the virtual scene. The multimedia resources of the virtual resource include: the name of the virtual resource, object model, texture map, logo pattern, etc. In the case where the virtual resource needs to be picked up manually, the object model and the picking control of the virtual resource are displayed in the virtual scene. After the user performs a trigger operation on the picking control, the trigger operation on the picking control can be responded to so that the master virtual object picks up the virtual resource. In the case of automatically issuing virtual resources, a prompt for successful acquisition of the virtual resource is directly displayed in the virtual scene, and the prompt for successful acquisition is used to prompt the master virtual object that the virtual resource has been acquired. Optionally, the game client loads the multimedia resources of the virtual resource at the start of the game, or loads the multimedia resources of the virtual resource only when the target password is hit. The embodiment of the present application does not specifically limit the loading timing of the multimedia resources of the virtual resource.
[0117] All the above optional technical solutions can be arbitrarily combined to form optional embodiments of the present disclosure, and will not be described in detail here.
[0118] The method provided in the embodiment of the present application can obtain certain virtual resources by approaching the target object when possessing the target props and deciphering the target password. These virtual resources can play some key roles in the game, so that when the user is playing the game and participating in the confrontation between virtual objects, he needs to try his best to complete the password deciphering to compete for the virtual resources, thereby enriching the interactive mode of the game and improving the efficiency of human-computer interaction.
[0119] Figure 3 This is a flowchart of an interactive method based on a virtual scene provided in an embodiment of the present application. Please refer to Figure 3 This embodiment is executed by an electronic device and is described by taking the electronic device as a terminal as an example. This embodiment includes the following steps:
[0120] 301. The terminal displays a virtual scene of the target game.
[0121] An application supporting virtual scenes is installed and running on the terminal. Schematically, the application refers to a game application or a game client. For example, in the embodiments of the present application, a game client of a shooting game will be used as an example for explanation, but this should not constitute a limitation on the game type corresponding to the game client.
[0122] In some embodiments, the user starts the game client on the terminal and logs in the user's game account in the game client. Then, a user interface is displayed in the game client, which includes account information of the game account, selection controls for game mode, selection controls for scene map, and start options. The user can select the game mode he wants to start through the selection control for the game mode, and can select the scene map he wants to enter through the selection control for the map scene. After the user has made his selection, the terminal is triggered to enter a new round of game play by performing a trigger operation on the start option.
[0123] It should be noted that the above-mentioned operation of selecting the scene map is not a step that must be performed. For example, in some games, users are allowed to select the scene map by themselves, but in other games, users are not allowed to select the scene map by themselves (instead, the server randomly assigns the scene map for this game at the start of the game); or, in some game modes, users are allowed to select the scene map by themselves, but in other game modes, users are not allowed to select the scene map by themselves. The embodiments of the present application do not specifically limit whether the user must select the scene map before the start of the game or whether the user has the right to select the scene map.
[0124] Taking the current round of game as the target game as an example, after the user performs a trigger operation on the opening option, the game client enters the target game and loads the virtual scene corresponding to the target game. Optionally, the game client downloads the multimedia resources of the virtual scene from the server and uses the rendering engine to render the multimedia resources of the virtual scene, thereby displaying the virtual scene in the game client. Among them, the target game refers to any game game in the game mode that supports providing a target object. For example, taking the target object as a virtual building as a password station as an example, the game mode that supports providing a password station is called the password exploration mode, and the game game in the password exploration mode opened by the user in this round is the target game.
[0125] In some embodiments, the terminal also displays the master virtual object and other virtual objects in the virtual scene, wherein the master virtual object refers to the virtual object currently controlled by the terminal (also called the main virtual object, the controlled virtual object, etc.), and other virtual objects refer to virtual objects other than the master virtual object in the virtual scene. For example, the other virtual objects include: virtual objects controlled by other users participating in the game, virtual objects controlled by AI (Artificial Intelligence), etc., which are not specifically limited in the embodiments of the present application. Optionally, the terminal pulls the multimedia resources of the master virtual object and other virtual objects from the server, and uses the rendering engine to render the multimedia resources of the master virtual object and other virtual objects to display the master virtual object and other virtual objects in the virtual scene.
[0126] In some embodiments, for some FPS games, since the virtual scene is observed from a first-person perspective (i.e., the perspective of the master virtual object), what is displayed is a virtual scene picture based on the perspective of the master virtual object to observe the virtual scene, but the master virtual object does not necessarily need to be displayed. For example, only the back of the master virtual object is displayed, or only a part of the body of the master virtual object (such as the upper body) is displayed, or the master virtual object is not displayed. The embodiments of the present application do not specifically limit whether the master virtual object is displayed in the virtual scene.
[0127] 302. The terminal displays the target object of the first camp in the virtual scene.
[0128] In the embodiment of the present application, the target object having a camp attribute is used as an example for explanation, that is, assuming that the target game involves the first camp and the second camp, the first camp refers to the camp to which the main control virtual object controlled by the terminal belongs, and the second camp refers to the camp other than the first camp, then the target object of the first camp and the target object of the second camp are respectively constructed in the virtual scene, and when the target object of the first camp is within the field of view of the main control virtual object, the terminal displays the target object of the first camp in the virtual scene. In other embodiments, the target object does not have a camp attribute, then a target object can be constructed in the virtual scene, and the camp that first deciphers the target password will obtain the virtual resources associated with the target object.
[0129] In some embodiments, if the user wants to approach the target object to try to unlock the virtual resource, the user can control the master virtual object to move toward the target object of the camp in the virtual scene according to the guidance of the map control in the virtual scene (for example, the position of the target object is marked in the map control). When the target object is within the field of view of the master virtual object, the game client will display the target object in the virtual scene. Schematically, the game client obtains the multimedia resources of the target object and uses the rendering engine to render the multimedia resources of the target object, thereby displaying the target object in the virtual scene, wherein the multimedia resources of the target object include: the object model of the target object, texture map, etc., which are not specifically limited in the embodiments of the present application. Optionally, when the game client loads the multimedia resources of the virtual scene at the beginning of the game, the multimedia resources of the target object are also loaded into the local cache to save the communication overhead with the server, or the game client loads the multimedia resources of the target object from the server when the target object enters the field of view of the master virtual object to save the storage overhead of the local memory, which are not specifically limited in the embodiments of the present application.
[0130] Take the target building as an example. Figure 4 is a schematic diagram of the location of a target building provided in an embodiment of the present application, such as Figure 4 As shown, a scene map 400 of the target game is shown, in which a target building 401 (i.e., point A) of the first camp, a target building 402 (i.e., point B) of the second camp, and a target position 403 (i.e., point C) of the second camp are included. Schematically, in the game mode of the target game, each virtual object of the first camp needs to unlock and obtain virtual resources from point A as much as possible, and each virtual object of the second camp needs to unlock and obtain virtual resources from point B as much as possible. The camp to which the virtual object that first transports the virtual resources to point C belongs will win the target game.
[0131] 303. The terminal displays a password input box in response to a triggering event of the target object by the master virtual object, and the master virtual object belongs to the first camp.
[0132] Optionally, the triggering event of the master virtual object on the target object includes: the triggering operation of the master virtual object on the target object, that is, the user controls the master virtual object to perform a triggering operation on the target object to achieve manual triggering; or, the triggering event also includes: the master virtual object is within a preset range of the target object, that is, the user controls the master virtual object to approach the target object and is within the preset range of the target object to achieve automatic triggering. The embodiments of the present application do not specifically limit the triggering event. Among them, the preset range includes the range associated with the target object, for example, the preset range refers to the collision detection range of the target object, or after the technician pre-sets a radius, a spherical range can be determined with the target object as the center and based on the radius.
[0133] Take the target object as a target building as an example for explanation. At this time, it is assumed that an automatic triggering method is adopted, that is, the triggering event includes the master virtual object being within the first target range of the target building. When the target building of the first camp is displayed in the virtual scene, the user controls the master virtual object to move toward the target building, so that the master virtual object is close to the target building. When the master virtual object is within the first target range of the target building, it is determined that the triggering event for the target object is detected, and the password input box is displayed in the virtual scene. Among them, the first target range refers to the range associated with the target building. When any virtual object belonging to the first camp is within the first target range, it can trigger the pop-up password input box.
[0134] Optionally, the first target range is a range whose distance from the target building does not exceed the target distance, for example, the target distance is 5 meters, 3 meters, 1 meter, etc., and the target distance is any value greater than or equal to 0.
[0135] In this case, the game client obtains the distance between the master virtual object and the target building, and when detecting that the distance is less than the target distance, determines that the master virtual object is within the first target range of the target building.
[0136] Optionally, the first target range is the collision detection range of the target building, that is, by mounting a collision detection box on the building model of the target building, the range occupied by the collision detection box in the virtual scene is the first target range. Similarly, a collision detection box is also mounted on the character model of the master virtual object, and the collision detection box represents the collision detection range of the master virtual object.
[0137] In this case, the judgment can be made through the collision detection range, that is, when the collision detection range of the master virtual object intersects with the collision detection range of the target building, in other words, the collision detection box of the master virtual object collides with the collision detection box of the target building, then it is determined that the master virtual object is within the first target range of the target building.
[0138] Taking the target object as a preset interactive prop as an example, it is assumed that a manual trigger method is adopted at this time, that is, the trigger event includes the trigger operation of the master virtual object on the preset interactive prop. When the preset interactive prop of the first camp is displayed in the virtual scene, the user controls the master virtual object to move toward the preset interactive prop, so that the master virtual object is close to the preset interactive prop. When the distance between the master virtual object and the preset interactive prop is less than the distance threshold, the trigger control of the preset interactive prop is displayed in the virtual scene. In response to the user's trigger operation on the trigger control, it is determined that the trigger operation of the master virtual object on the preset interactive prop is detected, that is, it is determined that the trigger event on the target object is detected, and the password input box is displayed in the virtual scene. Among them, the distance threshold is any value greater than 0, such as 5 meters, 3 meters, 1 meter, etc.
[0139] In some embodiments, when a triggering event of a target object by a master virtual object is detected, a password input pop-up window is displayed in the virtual scene, and the password input box is displayed in the password input pop-up window, so that the interface display is more layered, or the password input box is displayed in a floating layer in the virtual scene, so that the password input box is embedded in the virtual scene to provide an immersive experience, or the password input box is displayed on the target object to achieve an intuitive effect of unlocking virtual resources after the user enters the correct password into the target object. The embodiments of the present application do not specifically limit the display method of the password input box.
[0140] In some embodiments, the game client loads the multimedia resources of the password input box from the server, and renders the multimedia resources of the password input box based on the rendering engine, so that the password input box can be displayed in the virtual scene. Optionally, when the game client loads the multimedia resources of the virtual scene at the start of the game, the multimedia resources of the password input box are also loaded into the local cache to save the communication overhead with the server. Alternatively, the game client loads the multimedia resources of the password input box from the server only when it detects the triggering event of the master virtual object on the target object, so as to save the storage overhead of the local memory. The embodiments of the present application do not specifically limit this.
[0141] In some embodiments, the password cracking of the virtual resources associated with the target object can only be completed independently by a single virtual object, that is, only a single virtual object is allowed to make multiple attempts to crack the final correct target password. At this time, only the cracking progress achieved by the current master virtual object in the last attempt will be displayed in the password input box.
[0142] In some embodiments, the password cracking of the virtual resources associated with the target object is completed by the cooperation of each virtual object controlled by the user in the same camp, that is, the above password cracking process is carried out in units of camps. When any virtual object in the same camp advances the cracking progress, the server will synchronize the latest cracking progress of the camp to each terminal corresponding to all virtual objects belonging to the same camp in the target game. Therefore, the latest cracking progress corresponding to the first camp will be displayed in the password input box. Schematically, the server assigns ciphertext characters to be cracked to each virtual object in the same camp from the target password, that is, each virtual object does not need to pay attention to the cracking of characters in other positions in the target password, but only needs to crack the ciphertext characters it is responsible for. The embodiments of the present application do not specifically limit the password cracking rules.
[0143] In some embodiments, when a trigger event of the master virtual object of the first camp on the target object of the first camp is detected, a password input box pops up. It should be noted that when a trigger event of any virtual object on the target object is detected, it can be determined whether the camp to which the virtual object that executes the trigger event belongs is the same as the camp to which the target object belongs. When the camp to which the virtual object belongs is the same as the camp to which the target object belongs, the password input box pops up, otherwise, the password input box will not pop up. Taking the target object as a target building as an example, when the master virtual object of the first camp enters the first target range of the target building of the second camp, the password input box will not pop up.
[0144] In some embodiments, there is no need to execute the logic of determining whether the camp to which the virtual object belongs is the same as the camp to which the target object belongs. That is, when a triggering event of a virtual object of any camp on the target object is detected, a password input box will pop up. At this time, the camp attribute of the target object can be removed, or the target object has dual camp attributes. The embodiments of the present application do not specifically limit this.
[0145] In some embodiments, password decryption is performed in units of camps as an example. Assuming that the only correct target password includes N characters (N≥1), each virtual object of the first camp decrypts the N characters one by one, and finally cooperates to piece together the target password. The character types contained in the target password are: at least one of numbers, uppercase letters, lowercase letters, Chinese characters or special symbols. Optionally, the N characters are only allowed to be decrypted one by one in the order from front to back, that is, only after the i-th (1≤i≤N) character is decrypted can the decryption link of the i+1th character be opened, or, it is allowed to decrypt the following characters before decrypting the previous characters, that is, whether the i-th character is decrypted or not, the i+1th character can be tried to be decrypted. The embodiment of the present application does not specifically limit the character decryption order. Optionally, the value of N is dynamically determined based on the number of virtual objects participating in the target game in each camp, so that each character in the target password needs to be decrypted by a designated player of each camp, which can increase the role of team cooperation in password decryption.
[0146] In some embodiments, at the current moment, when the first camp has not yet deciphered each character of the target password, that is, each virtual object in the first camp has not deciphered each character of the N characters, the deciphering progress of the first camp is 0, where the deciphering progress refers to the proportion of the deciphered characters in the N characters. At this time, since no plain text characters have been deciphered, only the input box of the cipher text characters to be deciphered is displayed in the virtual scene.
[0147] In some embodiments, at the current moment, when the first camp has deciphered any character of the target password, that is, each virtual object in the first camp has deciphered some of the N characters, and the deciphering progress of the first camp is greater than 0, at this time, since the deciphering progress of the first camp is open to all virtual objects in the first camp, the deciphered plain text characters are displayed in the virtual scene, and the input box of the cipher text characters to be deciphered is displayed. In other words, if the main control virtual object or other virtual objects in the first camp have deciphered some of the characters in the target password last time, then for these deciphered parts of the characters, the plain text characters can be directly displayed, and the input box of the cipher text characters is displayed for the remaining part to be deciphered, so that the deciphering progress of the target password in this camp can be clearly seen, and the user is prevented from repeatedly recording the plain text characters that have been deciphered, thereby improving the efficiency of obtaining information about the plain text characters and the efficiency of deciphering the target password.
[0148] In some embodiments, when the game client loads the multimedia resources of the password input box to the server, if the server detects that the virtual objects of the first camp have deciphered some of the N characters, that is, the deciphering progress of the first camp is greater than 0, then the server will return the deciphered plain text characters to the game client along with the multimedia resources of the password input box, or because the deciphered plain text characters themselves are displayed in the password input box, the deciphered plain text characters themselves can be regarded as part of the multimedia resources of the password input box, and the embodiments of the present application do not specifically limit this. At this time, if the multimedia resources of the password input box received by the game client do not contain any plain text characters, it means that the deciphering progress of the first camp is 0, that is, no plain text characters need to be displayed in the virtual scene.
[0149] Figure 5 is a schematic diagram of an interface of a password input box provided in an embodiment of the present application, such as Figure 5As shown, taking the target password including 6 characters as an example, in the password input box 500, there is 1 plain text character 501 and 5 cipher text characters 502 to 506, that is, the virtual objects of the first camp have currently deciphered the first character of the target password, which is "3", so the position of the first character in the password input box 500 is directly displayed as plain text character 501, and the remaining 5 characters have not been deciphered, so the positions of the second character to the sixth character are displayed as cipher text characters 502 to 506. In an exemplary scenario, under the condition that the target password can only be deciphered from front to back, assuming that only 1 character can be input at a time, at the current moment the first character has been deciphered and turned into plain text character 501, at this time the user can only decipher the second cipher text character 502 first, and then can continue to decipher the third cipher text character 503, and when all 6 characters are deciphered, the virtual resources associated with the target object can be obtained.
[0150] In some embodiments, if there is no restriction on the deciphering order of the characters included in the target password, then for the ciphertext characters to be deciphered, the input box corresponding to each ciphertext character to be deciphered is displayed, that is, the user can choose to perform input operations in the input box corresponding to any character he wants to decipher.
[0151] In some embodiments, if the decryption is restricted to a front-to-back order, the ciphertext characters to be decrypted can be divided into a first ciphertext character and a second ciphertext character, the first ciphertext character being the first ciphertext character to be decrypted, and the second ciphertext character being the ciphertext character other than the first ciphertext character, and, since the decryption can only be performed in a front-to-back order, it can be known that all characters before the first ciphertext character are plain text characters, or the first ciphertext character is the first character of the target password (i.e., there are no other characters before the first ciphertext character). In this case, since the decryption can only be performed in a front-to-back order, the decryption of the second ciphertext character cannot be started before the first ciphertext character is decrypted. At this time, only the input box corresponding to the first ciphertext character and the second ciphertext character can be displayed, that is, only after the decryption of the first ciphertext character is completed and the first ciphertext character is converted into a plain text character, the input box of the current first second ciphertext character will be unlocked, that is, the current first second ciphertext character becomes the new first ciphertext character.
[0152] 304. The terminal determines the number of first target props that the master virtual object has, and the first target props are used to provide the virtual objects belonging to the first camp with the number of times to input characters into the password input box.
[0153] Among them, the first target prop refers to a type of target prop, and the target prop is used to provide the virtual object with the number of times to input characters into the password input box. Optionally, the prop type of the target prop includes: virtual token, virtual card, virtual magnetic card, virtual chip, etc. The embodiment of the present disclosure does not specifically limit the prop type of the target prop.
[0154] In some embodiments, according to the function of providing the number of character inputs to virtual objects in different camps, the target props are divided into first target props and second target props. The first target props are used to provide the number of character inputs to virtual objects belonging to the first camp, and the second target props are used to provide the number of character inputs to virtual objects belonging to the second camp. The first camp and the second camp are in an adversarial relationship.
[0155] It should be noted that here we only take the target game involving two camps, the first camp and the second camp, which are in an adversarial relationship, as an example. If the target game involves three or more camps that are in an adversarial relationship with each other, each camp will also be equipped with its own target props, that is, the number of types of target props will be consistent with the number of camps.
[0156] Optionally, the first target prop and the second target prop have different display modes, for example, the first target prop and the second target prop have different colors, or have different shapes, or have different sizes, etc. For example, the first target prop is red and the second target prop is blue. This embodiment of the present application does not specifically limit this.
[0157] A possible generation logic of the first target prop and the second target prop is described below, and the generation logic includes: the first target prop appears in the virtual scene when the virtual object belonging to the second camp is defeated, and the second target prop appears in the virtual scene when the virtual object belonging to the first camp is defeated.
[0158] In some embodiments, the first target prop or the second target prop dropped in the virtual scene can only be picked up within a specified time length, otherwise it will disappear. The specified time length is any value greater than 0, for example, the specified time length is 5 seconds, or 3 seconds, or 10 seconds, etc. The timing starts from the moment the first target prop or the second target prop drops in the virtual scene. Within the specified time length, each virtual object can be picked up, but when the specified time length is exceeded, the first target prop or the second target prop disappears from the virtual scene, that is, it is recycled by the system.
[0159] Figure 6 is a schematic diagram of a first target prop provided in an embodiment of the present application, such as Figure 6As shown, when the user controls the main control virtual object of the first camp to defeat the enemy virtual object 601 of the second camp, a first target prop 602 appears in the virtual scene 600. The first target prop 602 includes the first target prop awarded for defeating the enemy virtual object 601 and the target prop originally held by the enemy virtual object 601. At this time, the user can control the main control virtual object to pick up the first target prop 602 dropped in the virtual scene 600.
[0160] Figure 7 is a schematic diagram of a second target prop provided in an embodiment of the present application, such as Figure 7 As shown, when the friendly virtual object 701 of the first camp is defeated, a second target prop 702 will appear in the virtual scene 700, and the second target prop 702 includes the second target prop awarded for defeating and the target prop originally held by the friendly virtual object 701. At this time, the user can control the main control virtual object to pick up the second target prop 702 dropped in the virtual scene 700. At this time, although the second target prop 702 cannot provide the main control virtual object with the number of character inputs after the main control virtual object picks up the second target prop 702, it can prevent the second target prop 702 from being picked up by the enemy virtual object of the second camp, thereby achieving the purpose of reducing the number of character inputs of the second camp.
[0161] Schematically, when the master virtual object is defeated, since the master virtual object belongs to the first camp, the system will generate a second target prop in the virtual scene as a defeat reward prop, and all the target props held by the master virtual object itself (whether the first target prop or the second target prop) will fall into the virtual scene. Optionally, the defeat reward prop automatically enters the backpack of the defeated party, and the remaining dropped target props need to be picked up manually by the defeated party, or the defeat reward prop and the remaining dropped target props are automatically entered into the backpack of the defeated party, or the defeat reward prop and the remaining dropped target props need to be picked up manually by the defeated party, and the embodiments of the present application do not specifically limit this.
[0162] Since the difference between the first target prop and the second target prop is only the number of character inputs provided to virtual objects of different camps, that is, the first target prop and the second target prop are both target props and have some basic attributes of the target props (or common attributes, commonalities), the basic attributes of the target props will be explained below.
[0163] Optionally, each target prop is used to provide 1 character input time, or each target prop is used to provide 2 character input times. The number of character inputs that each target prop can provide is configured by a technician on the server side, or the server randomly configures the number of character inputs that each target prop can provide in real time to increase the uncertainty and fun when picking up the target prop. The embodiments of the present disclosure do not specifically limit this.
[0164] Optionally, the target item is bound to the virtual object holding the target item, that is, if the virtual object is defeated, eliminated, killed, seriously injured, eliminated, or the virtual health value is reduced to 0 or the virtual health value is less than a preset health value, then the target items bound to the virtual object will also disappear, that is, be recycled by the system. The preset health value is any value greater than or equal to 0.
[0165] Optionally, the target item is not bound to the virtual object holding the target item, that is, the virtual object holding the target item only temporarily holds the right to use the target item. If the virtual object is defeated, eliminated, killed, seriously injured, eliminated, the virtual health value is reduced to 0 or the virtual health value is less than the preset health value, then the target items bound to the virtual object will not disappear, but will fall into the virtual scene and can be picked up by other virtual objects, that is, the system does not recycle the target item.
[0166] In some embodiments, taking the example that the target prop is not bound to the virtual object holding the target prop, for the master virtual object controlled by this terminal, in response to the master virtual object being defeated, eliminated, killed, seriously injured, eliminated, the virtual health value is reduced to 0 or the virtual health value is less than the preset health value, the target props owned by the master virtual object are deducted, so that the master virtual object loses the right to use the target props originally owned, and then, the deducted target props are displayed in the virtual scene, so that each target prop can be picked up again by other virtual objects.
[0167] In some embodiments, taking the master virtual object as an example, the acquisition logic of the target prop includes: automatically picking up when approaching the target prop, that is, when the target prop is displayed in the virtual scene, the user controls the master virtual object to move toward the target prop, and in response to the master virtual object being within the second target range of any target prop, the master virtual object is controlled to automatically acquire the target prop. The second target range refers to the range associated with the target prop, and when any virtual object is within the second target range, the target prop can be automatically acquired.
[0168] Optionally, the second target range is a range whose distance from the target prop does not exceed a preset distance, for example, the preset distance is 1 meter, 0.5 meter, 0.1 meter, etc., and the preset distance is any value greater than or equal to 0.
[0169] In this case, the game client obtains the distance between the master virtual object and the target prop, and when detecting that the distance is less than a preset distance, determines that the master virtual object is within the second target range of the target prop.
[0170] Optionally, the second target range is the collision detection range of the target prop, that is, by mounting a collision detection box on the prop model of the target prop, the range occupied by the collision detection box in the virtual scene is the second target range. Similarly, a collision detection box is also mounted on the character model of the master virtual object, and the collision detection box represents the collision detection range of the master virtual object.
[0171] In this case, the judgment can be made through the collision detection range, that is, when the collision detection range of the master virtual object intersects with the collision detection range of the target prop, in other words, the collision detection box of the master virtual object collides with the collision detection box of the target prop, then it is determined that the master virtual object is within the second target range of the target prop.
[0172] Figure 8 is a schematic diagram of a collision detection range of a master virtual object provided by an embodiment of the present application, such as Figure 8 As shown, a collision detection range 801 corresponding to the master virtual object 800 is shown. In addition, Fig. 9 is a schematic diagram of a collision detection range of a target prop provided in an embodiment of the present application, such as Fig. 9 As shown, a collision detection range 901 corresponding to the target prop 900 is shown. When the user controls the master virtual object 800 to move toward the target prop 900 in the virtual scene, when the collision detection range 801 of the master virtual object 800 intersects with the collision detection range 901 of the target prop 900, it means that the master virtual object 800 is located within the second target range of the target prop 900, that is, the acquisition logic for the target prop 900 is triggered.
[0173] In other embodiments, taking the master virtual object as an example, the acquisition logic of the target prop includes: a pickup control appears near the target prop, and the pick-up control is used to manually pick up. That is to say, when the target prop is displayed in the virtual scene, the user controls the master virtual object to move toward the target prop, and in response to the master virtual object being located within the second target range of any target prop, the pick-up control of the target prop is displayed. The user can perform a trigger operation on the pick-up control, and in response to the trigger operation on the pick-up control, the master virtual object is controlled to obtain the target prop. Optionally, the trigger operation on the pick-up control includes: a click operation, a double-click operation, a long press operation, a voice command, a gesture command, etc. The embodiment of the present application does not specifically limit the type of trigger operation. Optionally, the user can also perform a trigger operation on the target prop to control the master virtual object to obtain the target prop. Schematically, the user clicks the target prop, or clicks the pick-up control of the target prop, which can control the master virtual object to obtain the target prop.
[0174] In some embodiments, the target props acquired by the master virtual object can be shared with each virtual object in the first camp. The user can choose whether to share, or the system can automatically complete the sharing. In the case of automatic sharing, it is equivalent to the virtual objects in the same camp jointly maintaining a prop pool of target props. The target props in this prop pool can be used by each virtual object, and the newly acquired target props of each virtual object will also be automatically added to the prop pool, thereby improving the efficiency of team collaboration in deciphering passwords.
[0175] In the above step 304, since the master virtual object may be carrying multiple target props at the current moment, and the target props carried by the master virtual object may include both the first target prop and the second target prop, therefore, since the second target prop cannot provide the number of character input times for the master virtual object of the first camp, it is necessary to determine the number of first target props currently owned by the master virtual object. Optionally, the game client sends a prop quantity query request to the server, and the prop quantity query request carries the object identifier of the master virtual object and the prop identifier of the first target prop. The server uses the prop identifier as an index, queries the number of the first target props from the game data corresponding to the object identifier, and returns the number of the first target props to the terminal.
[0176] 305. The terminal determines the number of character input times corresponding to the master virtual object based on the number of first target props that the master virtual object already has, where the number of character input times is used to represent the maximum number of times characters are allowed to be input into the password input box.
[0177] In some embodiments, the game client determines the number of character inputs that each first target prop can provide, multiplies the number of first target props already owned by the master virtual object by the number of character inputs that each first target prop can provide, and obtains the number of character inputs corresponding to the master virtual object.
[0178] In some embodiments, the game client does not need to execute the above steps 304-305, but instead sends a query request for the number of character input times to the server. The server executes the above steps 304-305 and returns the number of character input times corresponding to the master virtual object to the game client, thereby saving the computing resources occupied by the game client on the terminal.
[0179] In some embodiments, if the target props are not distinguished between the first target props and the second target props, the above steps 304-305 can be replaced by: obtaining the number of target props that the master virtual object already has, and determining the number of character input times of the master virtual object based on the number of target props that the master virtual object already has.
[0180] In some embodiments, since the target prop is used to provide the number of times to input characters, when the master virtual object does not have the first target prop, it means that the master virtual object itself has no chance to input a password, and the password input box is set to a disabled state. In this disabled state, input operations based on the password input box are not supported; when the master virtual object already has the first target prop, it means that the master virtual object itself has at least one chance to input a password, and enters the following step 306.
[0181] 306. The terminal sets the password input box to an enabled state, in which input operations based on the password input box are supported.
[0182] In some embodiments, when the master virtual object already has the first target prop, the terminal sets the password input box to an enabled state, and the user can perform input operations on the enabled password input box at any time to enter the password he wants to try. In principle, for the ciphertext characters to be deciphered, if the password entered this time hits the ciphertext characters to be deciphered in the target password, then the ciphertext characters to be deciphered are converted into plain text characters to prompt that the current ciphertext characters have been deciphered. If the number of character input times allows, the user can control the master virtual object to make multiple attempts to decipher some or all of the ciphertext characters.
[0183] 307. The terminal obtains the input password in response to the input operation based on the password input box.
[0184] In some embodiments, after the password input box is displayed in the virtual scene, the user can enter a password into the password input box, or the user controls the main virtual object to enter a password into the password input box, and then obtains the input password in response to the input operation based on the password input box. In other words, the terminal obtains the password entered by the user based on the password input box. Schematically, only one character can be entered at a time, or multiple characters not exceeding the current number of character inputs can be entered at a time. The embodiments of the present application do not specifically limit this.
[0185] For example, the input operation is an input operation based on a text input method, or the input operation is a voice-to-text input operation, or input buttons for each character are displayed in a virtual scene, and the user clicks the input button to enter the corresponding character as the password input this time.
[0186] In some embodiments, in response to any input operation based on the password input box, the first target prop already owned by the master virtual object is deducted. For example, if each target prop is used to provide one character input time, then each time an input operation is detected, one first target prop is deducted. For another example, if two target props can provide one character input time, then each time an input operation is detected, two first target props are deducted. The embodiment of the present application does not specifically limit this.
[0187] In some embodiments, when the entered password is incorrect, i.e., it does not hit the target password, a prompt is given that the password is incorrect or no processing is performed, and the virtual resources associated with the target object remain blocked. The user can enter a new password again until the entered password is correct, i.e., it hits the target password, and a prompt is given that the password is correct, and the process proceeds to the following step 308.
[0188] 308. When the input password matches the target password, the terminal obtains virtual resources associated with the target object.
[0189] The target password refers to the unlocking password corresponding to the virtual resource. Only when the user enters the target password can the virtual resource be obtained. Otherwise, if the user enters a password that is not the target password, it will be prompted that the password is wrong or no processing will be performed.
[0190] The virtual resource refers to a virtual resource associated with the target object, such as the virtual resource is stored in the target object, or the virtual resource is bound to the target object. The virtual resource includes: virtual materials, virtual props, virtual weapons, virtual items and other different forms. The virtual resource includes a blocked state, an unoccupied state and an occupied state. At the beginning of the target game, the virtual resource is in a blocked state. The user needs to decipher the target password to convert the virtual resource from a blocked state to an unoccupied state. At this time, the user can control the master virtual object to obtain the virtual resource. After the master virtual object obtains the virtual resource, the virtual resource switches from an unoccupied state to an occupied state. Optionally, the virtual resource plays a key role in the target game because the unlocking conditions are difficult and the acquisition difficulty is high, such as having a huge auxiliary role or a high attack attribute, or being able to determine the winning or losing process of the game game. The embodiments of the present application do not specifically limit this.
[0191] In some embodiments, if the input password hits the target password, that is, if the target password is obtained based on the password input box, it means that all characters of the target password have been deciphered. At this time, the virtual resource associated with the target object will be unlocked, for example, the virtual resource is switched from a blocked state to an unoccupied state, and then the virtual resource is displayed in the virtual scene. The user can control the master virtual object to obtain the virtual resource, and switch the virtual resource from an unoccupied state to an occupied state, for example, the unoccupied virtual resource is sent to the virtual scene, and the user controls the master virtual object to manually pick up the virtual resource, so that the virtual resource becomes occupied. The process of manually picking up virtual resources is similar to the acquisition of manually picking up target props, which will not be repeated here.
[0192] In some embodiments, when the target password is obtained based on the password input box, the master virtual object automatically obtains the virtual resource, that is, the virtual resource is directly switched from a blocked state to an occupied state. For example, the server directly sends the virtual resource to the backpack or material column of the master virtual object, or the server binds the master virtual object to the virtual resource, or the server binds the first camp to which the master virtual object belongs to the virtual resource. The embodiments of the present application do not specifically limit this.
[0193] Optionally, the game client obtains multimedia resources of the virtual resource, renders the multimedia resources of the virtual resource based on a rendering engine, and displays the virtual resource in a virtual scene. The multimedia resources of the virtual resource include: the name of the virtual resource, object model, texture map, logo pattern, etc.
[0194] When it is necessary to manually pick up a virtual resource, the object model and the picking control of the virtual resource are displayed in the virtual scene. After the user performs a trigger operation on the picking control, the master virtual object can pick up the virtual resource in response to the trigger operation on the picking control.
[0195] In the case of automatically sending virtual resources, a prompt of successful acquisition of the virtual resources is directly displayed in the virtual scene, and the prompt of successful acquisition is used to prompt the master virtual object that the virtual resource has been acquired.
[0196] Optionally, the game client loads the multimedia resources of the virtual resource at the start of the game, or loads the multimedia resources of the virtual resource when the target password is hit. The embodiment of the present application does not specifically limit the loading timing of the multimedia resources of the virtual resource.
[0197] In some embodiments, since the virtual resources themselves play a key role in the target game, after the virtual object of any camp has cracked the target password and acquired the virtual resources, the camp can be determined as the acquirer of the target game; for example, when the virtual object of any camp moves the virtual resource to the target location, the camp to which the virtual object belongs is regarded as the winner of the target game, making the competition for virtual resources, target props, etc. more intense, adding rich and redundant interactive methods.
[0198] All the above optional technical solutions can be arbitrarily combined to form optional embodiments of the present disclosure, and will not be described in detail here.
[0199] The method provided in the embodiment of the present application can obtain certain virtual resources by approaching the target object when possessing the target props and deciphering the target password. These virtual resources can play some key roles in the game, so that when the user is playing the game and participating in the confrontation between virtual objects, he needs to try his best to complete the password deciphering to compete for the virtual resources, thereby enriching the interactive mode of the game and improving the efficiency of human-computer interaction.
[0200] Fig.10 is a schematic diagram of a principle of an interactive method based on a virtual scene provided in an embodiment of the present application, such as Fig.10 As shown, taking the game mode of the target game as the password exploration mode as an example, the embodiment includes:
[0201] Step 1: Select the password exploration mode in the game client and start the target game.
[0202] Step 2: Determine whether the master virtual object has defeated the enemy. If it has defeated the enemy, proceed to step 3; if it has not defeated the enemy, return to step 1.
[0203] That is, the user controls the main virtual object of the first camp to fight against the enemy virtual object of the second camp. When the main virtual object causes damage to the enemy virtual object, the virtual life value of the enemy virtual object is deducted. When the virtual life value of the enemy virtual object is reduced to 0, it is determined that the enemy virtual object is defeated, that is, the enemy is defeated; otherwise, it is determined that the enemy virtual object is not defeated, that is, the enemy is not defeated.
[0204] Optionally, the user controls the main virtual object to use shooting props to shoot at the enemy virtual object. If the projectile hits the enemy virtual object, the virtual health value of the enemy virtual object will be deducted. When the virtual health value of the enemy virtual object is reduced to 0, the enemy virtual object is determined to be defeated.
[0205] Fig.11 is a schematic diagram of a virtual scene provided in an embodiment of the present application, such as Fig.11 As shown, the virtual scene 1100 includes a main control virtual object 1101 and an enemy virtual object 1102. When the main control virtual object 1101 uses a shooting prop to aim at the enemy virtual object 1102, the fire button can be pressed to trigger the launch of the relevant projectile. At this time, the following detection logic will be executed: a ray is determined from the launch point of the shooting prop to the aiming direction, the endpoint of the ray is the launch point of the shooting prop, the direction of the ray is the aiming direction, and the length of the ray is the range of the shooting prop (i.e., the farthest shooting range). If the ray passes through the collision detection range of the enemy virtual object 1102, that is, the ray intersects with the collision detection range of the enemy virtual object 1102, it is determined that the projectile hits the enemy virtual object 1102. At this time, the damage value caused by the projectile to the enemy virtual object 1102 will be calculated. If the virtual health value of the enemy virtual object 1102 minus the damage value is less than or equal to 0, it is determined that the enemy virtual object 1102 is defeated.
[0206] Step 3: The enemy drops a virtual token (i.e., target item) into the virtual scene.
[0207] That is, after the master virtual object defeats the enemy virtual object, each target prop owned by the enemy virtual object will fall into the virtual scene, and the master virtual object can pick up each target prop dropped in the virtual scene.
[0208] Step 4: Determine whether the master virtual object is close to the virtual token. If it is close to the virtual token, proceed to step 5; if it is not close to the virtual token, return to step 3.
[0209] That is, the user controls the master virtual object to approach the target prop. If the master virtual object is within the second target range (such as the collision detection range) of any target prop, proceed to step five; otherwise, return to step three.
[0210] Step 5: The master virtual object obtains the virtual token.
[0211] That is, after the master virtual object enters the second target range of the target prop, it automatically picks up the target prop, or, after the master virtual object enters the second target range of the target prop, the pick-up control of the target prop appears, and based on the user's triggering operation on the pick-up control, the master virtual object is manually controlled to pick up the target prop.
[0212] Step 6: Determine whether the master virtual object is defeated. If defeated, proceed to step 7; if not defeated, proceed to step 8.
[0213] That is, during the process of the main control virtual object participating in the target game, it is detected whether the virtual life value of the main control virtual object is reduced to 0. If the virtual life value of the main control virtual object is reduced to 0, it is determined that the main control virtual object is defeated and the process goes to step seven; otherwise, the process goes to step eight.
[0214] Step 7: All virtual tokens held by the master virtual object fall into the virtual scene, and the process returns to step 2.
[0215] When the master virtual object is defeated, all target props owned by the master virtual object itself fall into the virtual scene, and the process returns to step two.
[0216] Step 8: The master virtual object searches for the password station (ie, the target building).
[0217] In the embodiment of the present application, the target object is taken as a target building as an example. When the master virtual object is not defeated, the user controls the master virtual object to find the target building and approach the target building.
[0218] Step 9: Determine whether the master virtual object has entered the password station. If it has entered the password station, proceed to step 10; if it has not entered the password station, return to step 8.
[0219] That is, determine whether the master virtual object is within the first target range of the target building. If the collision detection range of the master virtual object and the collision detection range of the target building intersect, determine that the master virtual object is within the first target range of the target building, and proceed to step ten; otherwise, return to step eight.
[0220] Step 10. A password input box pops up and enter the password.
[0221] That is, entering the password station represents detecting a triggering event of the master virtual object on the target building (ie, the target object), popping up a password input box, and obtaining the password entered by the user in the password input box.
[0222] Step 11: Determine whether the current ciphertext character is successfully deciphered. If the deciphering is successful, that is, the character at the corresponding position in the target password is hit, proceed to step 13; if the deciphering fails, that is, the character at the corresponding position in the target password is not hit, proceed to step 12.
[0223] That is, determine whether the character input this time hits the character at the corresponding position in the target password. If it hits, go to step thirteen; otherwise, go to step twelve.
[0224] Step 12: If the current ciphertext characters fail to be deciphered, and if there are still virtual tokens that have not been used up, return to step 10 and enter the password again.
[0225] That is, if the character entered this time does not hit the character at the corresponding position in the target password, the current ciphertext character decryption fails, and it is necessary to determine whether the remaining number of target props can support the next character input, that is, determine whether there are still target props left. If there are still target props left, return to step ten and enter the password again.
[0226] Step 13: The current ciphertext characters are successfully deciphered and switched to plaintext characters, which means that the current characters in the target password are unlocked.
[0227] That is, if the characters entered this time hit the characters at the corresponding positions in the target password, the current ciphertext characters are successfully deciphered, the current ciphertext characters are switched to plaintext characters, and synchronized to the clients of other users in the same camp.
[0228] Step 14: Determine whether all characters in the target password have been deciphered. If all characters have been deciphered, proceed to step 15.
[0229] During the decryption process, it is determined whether all characters in the target password have been decrypted. That is, if all characters in the target password are switched to plain text characters, it means that the target password has been decrypted as a whole, and the process proceeds to step fifteen.
[0230] Step 15: Win and end the process.
[0231] In an embodiment of the present application, a game mode based on a password exploration mode is provided, so that when a user plays a game, he or she not only needs to control virtual objects to perform confrontational behaviors to obtain virtual tokens, but also needs to decipher the password of the password station to unlock virtual resources (such as designated materials). This greatly enriches the interactive and confrontational methods of the game, introduces a new interactive method of deciphering passwords, and improves the efficiency of human-computer interaction.
[0232] Fig.12 is a schematic diagram of a structure of an interactive device based on a virtual scene provided in an embodiment of the present application, such as Fig.12 As shown, the device comprises:
[0233] A first display module 1201 is used to display a target object in a virtual scene of a target game;
[0234] The second display module 1202 is used to display a password input box in response to a trigger event of the master virtual object on the target object;
[0235] The first acquisition module 1203 is used to acquire the input password based on the password input box when the master virtual object already has the target prop, and the target prop is used to provide the number of times of inputting characters into the password input box;
[0236] The second acquisition module 1204 is used to acquire the virtual resources associated with the target object when the input password matches the target password.
[0237] The device provided in the embodiment of the present application can obtain certain virtual resources only when the target props are approached and the target password is deciphered. These virtual resources can play some key roles in the game. When the user is playing the game and participating in the confrontation between virtual objects, he needs to try his best to complete the password deciphering to compete for the virtual resources, thereby enriching the interactive mode of the game and improving the efficiency of human-computer interaction.
[0238] In one possible implementation, based on Fig.12 The second display module 1202 includes:
[0239] The display unit is used to display the deciphered plain text characters and an input box for displaying the cipher text characters to be deciphered.
[0240] In one possible implementation, the display unit is further used for:
[0241] Display the input box for each ciphertext character to be deciphered; or,
[0242] An input box corresponding to a first ciphertext character and a second ciphertext character are displayed. The first ciphertext character is the first ciphertext character to be deciphered, and the second ciphertext character is a ciphertext character other than the first ciphertext character.
[0243] In a possible implementation manner, the target object includes a target building, the trigger event includes the master virtual object being within a first target range of the target building, and based on Fig.12 The device is composed of:
[0244] The first determination module is used to determine that the master virtual object is within a first target range of the target building when the collision detection range of the master virtual object and the collision detection range of the target building intersect.
[0245] In one possible implementation, based on Fig.12 The device is composed of:
[0246] A setting module, used for setting the password input box to an enabled state when the master virtual object already has the target prop, and supporting input operations based on the password input box in the enabled state;
[0247] The setting module is also used to set the password input box to a disabled state when the master virtual object does not have the target prop. In the disabled state, input operations based on the password input box are not supported.
[0248] In one possible implementation, the target prop includes a first target prop and a second target prop, the first target prop is used to provide the number of input characters to the virtual object belonging to the first camp, and the second target prop is used to provide the number of input characters to the virtual object belonging to the second camp, and the first camp and the second camp are in an adversarial relationship.
[0249] In one possible implementation, based on Fig.12 The device is composed of:
[0250] The second determination module is used to determine the number of character input times of the master virtual object based on the number of the first target props already owned by the master virtual object when the master virtual object belongs to the first camp. The number of character input times is used to represent the maximum number of times allowed to input characters into the password input box.
[0251] In a possible implementation, the first target prop appears in the virtual scene when the virtual object belonging to the second camp is defeated, and the second target prop appears in the virtual scene when the virtual object belonging to the first camp is defeated.
[0252] In one possible implementation, based on Fig.12 The device is composed of:
[0253] A first deduction module, configured to deduct each target prop owned by the master virtual object in response to the master virtual object being defeated;
[0254] The first display module 1201 is also used to display the deducted target props in the virtual scene.
[0255] In one possible implementation, based on Fig.12 The device is composed of a device, which also includes a control module, which is used to:
[0256] In response to the master virtual object being located within the second target range of any target prop, controlling the master virtual object to acquire the target prop; or,
[0257] In response to the master virtual object being located within the second target range of any target prop, a pick-up control of the target prop is displayed; and in response to a triggering operation on the pick-up control, the master virtual object is controlled to acquire the target prop.
[0258] In one possible implementation, based on Fig.12 The device is composed of:
[0259] The third determination module is used to determine that the master virtual object is within a second target range of the target prop when the collision detection range of the master virtual object and the collision detection range of the target prop intersect.
[0260] In one possible implementation, based on Fig.12 The device is composed of:
[0261] The second deduction module is used to deduct the target prop already owned by the master virtual object in response to any input operation based on the password input box.
[0262] In a possible implementation, the winning condition of the target game is: when a virtual object of any camp moves the virtual resource to the target location, the camp to which the virtual object belongs is regarded as the winner of the target game.
[0263] All the above optional technical solutions can be arbitrarily combined to form optional embodiments of the present disclosure, and will not be described in detail here.
[0264] It should be noted that: when the interactive device based on a virtual scene provided in the above embodiment realizes interaction based on a virtual scene, only the division of the above functional modules is used as an example. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the electronic device is divided into different functional modules to complete all or part of the functions described above. In addition, the interactive device based on a virtual scene provided in the above embodiment and the interactive method embodiment based on a virtual scene belong to the same concept. The specific implementation process is detailed in the interactive method embodiment based on a virtual scene, which will not be repeated here.
[0265] Fig.131 is a schematic diagram of the structure of a terminal provided in an embodiment of the present application. Optionally, the device types of the terminal 1300 include: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Compression Standard Audio Layer 3), an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Compression Standard Audio Layer 4) player, a laptop computer or a desktop computer. The terminal 1300 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal, or other names.
[0266] Typically, the terminal 1300 includes a processor 1301 and a memory 1302 .
[0267] Optionally, the processor 1301 includes one or more processing cores, such as a 4-core processor, an 8-core processor, etc. Optionally, the processor 1301 is implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). In some embodiments, the processor 1301 includes a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1301 is integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1301 also includes an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0268] In some embodiments, the memory 1302 includes one or more computer-readable storage media, and optionally, the computer-readable storage medium is non-transitory. Optionally, the memory 1302 also includes a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1302 is used to store at least one program code, and the at least one program code is used to be executed by the processor 1301 to implement the virtual scene-based interactive method provided in each embodiment of the present application.
[0269] In some embodiments, the terminal 1300 may further optionally include: a peripheral device interface 1303 and at least one peripheral device. The processor 1301, the memory 1302 and the peripheral device interface 1303 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 1303 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1304, a display screen 1305, a camera assembly 1306, an audio circuit 1307 and a power supply 1308.
[0270] The peripheral device interface 1303 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1301 and the memory 1302. In some embodiments, the processor 1301, the memory 1302, and the peripheral device interface 1303 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1301, the memory 1302, and the peripheral device interface 1303 are implemented on a separate chip or circuit board, which is not limited in this embodiment.
[0271] The radio frequency circuit 1304 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1304 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1304 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1304 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. Optionally, the radio frequency circuit 1304 communicates with other terminals through at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: a metropolitan area network, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1304 also includes circuits related to NFC (Near Field Communication), which is not limited in this application.
[0272] The display screen 1305 is used to display a UI (User Interface). Optionally, the UI includes graphics, text, icons, videos, and any combination thereof. When the display screen 1305 is a touch display screen, the display screen 1305 also has the ability to collect touch signals on the surface or above the surface of the display screen 1305. The touch signal can be input to the processor 1301 as a control signal for processing. Optionally, the display screen 1305 is also used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 1305 is one, and the front panel of the terminal 1300 is set; in other embodiments, the display screen 1305 is at least two, which are respectively set on different surfaces of the terminal 1300 or are folded; in some other embodiments, the display screen 1305 is a flexible display screen, which is set on the curved surface or folded surface of the terminal 1300. Even, optionally, the display screen 1305 is set to a non-rectangular irregular shape, that is, a special-shaped screen. Optionally, the display screen 1305 is made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0273] The camera assembly 1306 is used to capture images or videos. Optionally, the camera assembly 1306 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize the panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1306 also includes a flash. Optionally, the flash is a monochrome temperature flash, or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which is used for light compensation at different color temperatures.
[0274] In some embodiments, the audio circuit 1307 includes a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 1301 for processing, or input them into the RF circuit 1304 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there are multiple microphones, which are respectively arranged at different parts of the terminal 1300. Optionally, the microphone is an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 1301 or the RF circuit 1304 into sound waves. Optionally, the speaker is a traditional film speaker, or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1307 also includes a headphone jack.
[0275] The power supply 1308 is used to power various components in the terminal 1300. Optionally, the power supply 1308 is an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1308 includes a rechargeable battery, the rechargeable battery supports wired charging or wireless charging. The rechargeable battery is also used to support fast charging technology.
[0276] In some embodiments, the terminal 1300 further includes one or more sensors 1310 . The one or more sensors 1310 include, but are not limited to, an acceleration sensor 1311 , a gyroscope sensor 1312 , a pressure sensor 1313 , an optical sensor 1314 , and a proximity sensor 1315 .
[0277] In some embodiments, the acceleration sensor 1311 detects the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal 1300. For example, the acceleration sensor 1311 is used to detect the components of gravity acceleration on the three coordinate axes. Optionally, the processor 1301 controls the display screen 1305 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1311. The acceleration sensor 1311 is also used to collect motion data of games or users.
[0278] In some embodiments, the gyroscope sensor 1312 detects the body direction and rotation angle of the terminal 1300, and the gyroscope sensor 1312 cooperates with the acceleration sensor 1311 to collect the user's 3D actions on the terminal 1300. The processor 1301 implements the following functions based on the data collected by the gyroscope sensor 1312: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0279] Optionally, the pressure sensor 1313 is arranged on the side frame of the terminal 1300 and / or the lower layer of the display screen 1305. When the pressure sensor 1313 is arranged on the side frame of the terminal 1300, it can detect the user's holding signal of the terminal 1300, and the processor 1301 performs left and right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1313. When the pressure sensor 1313 is arranged on the lower layer of the display screen 1305, the processor 1301 controls the operability controls on the UI interface according to the user's pressure operation on the display screen 1305. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0280] The optical sensor 1314 is used to collect the ambient light intensity. In one embodiment, the processor 1301 controls the display brightness of the display screen 1305 according to the ambient light intensity collected by the optical sensor 1314. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1305 is increased; when the ambient light intensity is low, the display brightness of the display screen 1305 is decreased. In another embodiment, the processor 1301 also dynamically adjusts the shooting parameters of the camera assembly 1306 according to the ambient light intensity collected by the optical sensor 1314.
[0281] The proximity sensor 1315, also called a distance sensor, is usually arranged on the front panel of the terminal 1300. The proximity sensor 1315 is used to collect the distance between the user and the front of the terminal 1300. In one embodiment, when the proximity sensor 1315 detects that the distance between the user and the front of the terminal 1300 is gradually decreasing, the processor 1301 controls the display screen 1305 to switch from the screen-on state to the screen-off state; when the proximity sensor 1315 detects that the distance between the user and the front of the terminal 1300 is gradually increasing, the processor 1301 controls the display screen 1305 to switch from the screen-off state to the screen-on state.
[0282] Those skilled in the art will understand that Fig.13 The structure shown in the figure does not constitute a limitation on the terminal 1300, and the terminal 1300 may include more or less components than those shown in the figure, or combine some components, or adopt a different component arrangement.
[0283] Fig.14It is a structural diagram of an electronic device provided in an embodiment of the present application. The electronic device 1400 may have relatively large differences due to different configurations or performances. The electronic device 1400 includes one or more processors (Central Processing Units, CPU) 1401 and one or more memories 1402, wherein the memory 1402 stores at least one computer program, and the at least one computer program is loaded and executed by the one or more processors 1401 to implement the virtual scene-based interactive method provided in the above-mentioned embodiments. Optionally, the electronic device 1400 also has components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output. The electronic device 1400 also includes other components for realizing device functions, which are not described here.
[0284] In an exemplary embodiment, a computer-readable storage medium is also provided, such as a memory including at least one computer program, and the at least one computer program can be executed by a processor in a terminal to complete the interactive method based on a virtual scene in each of the above embodiments. For example, the computer-readable storage medium includes ROM (Read-Only Memory), RAM (Random-Access Memory), CD-ROM (Compact Disc Read-Only Memory), magnetic tape, floppy disk, optical data storage device, etc.
[0285] In an exemplary embodiment, a computer program product or a computer program is also provided, including one or more program codes, which are stored in a computer-readable storage medium. One or more processors of an electronic device can read the one or more program codes from the computer-readable storage medium, and the one or more processors execute the one or more program codes, so that the electronic device can execute to complete the interactive method based on the virtual scene in the above embodiment.
[0286] A person of ordinary skill in the art will understand that all or part of the steps to implement the above embodiments can be completed by hardware, or can be completed by instructing related hardware through a program. Optionally, the program is stored in a computer-readable storage medium. Optionally, the above-mentioned storage medium is a read-only memory, a disk or an optical disk, etc.
[0287] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. An interactive method based on a virtual scene, characterized in that: The method comprises: Displaying a target object in a virtual scene of a target game; In response to a triggering event of the master virtual object on the target object, displaying a password input box; In the case where the master virtual object already has the target props, based on the number of the target props, determining the number of character inputs of the master virtual object, the number of character inputs is used to represent the number of times characters are allowed to be input into the password input box, the number of character inputs is the product of the number of the target props and the number of character inputs provided by each target prop, and obtaining the input password based on the password input box; In the case where the input password matches the target password, a virtual resource associated with the target object is acquired.
2. The method according to claim 1, characterized in that: The display password input box includes: Displays the deciphered plain text characters and an input box for the cipher text characters to be deciphered.
3. The method according to claim 2, characterized in that The input box for displaying the ciphertext characters to be deciphered includes: Display the input box for each ciphertext character to be deciphered; or, An input box corresponding to a first ciphertext character and a second ciphertext character are displayed, wherein the first ciphertext character is the first ciphertext character to be deciphered, and the second ciphertext character is a ciphertext character other than the first ciphertext character.
4. The method according to claim 1, characterized in that The target object includes a target building, the trigger event includes that the master virtual object is located within a first target range of the target building, and the method further includes: When the collision detection range of the master virtual object and the collision detection range of the target building intersect, it is determined that the master virtual object is located within a first target range of the target building.
5. The method according to claim 1, characterized in that The method further comprises: In the case where the master virtual object already has the target prop, the password input box is set to an enabled state, and the enabled state supports input operations based on the password input box; In the case that the master virtual object does not have the target prop, the password input box is set to a disabled state, and input operations based on the password input box are not supported in the disabled state.
6. The method according to claim 1, characterized in that The target props include a first target prop and a second target prop, the first target prop is used to provide the number of input characters to a virtual object belonging to a first camp, and the second target prop is used to provide the number of input characters to a virtual object belonging to a second camp, and the first camp and the second camp are in an adversarial relationship.
7. The method according to claim 6, characterized in that The method further comprises: In a case where the master virtual object belongs to the first camp, the number of character input times is determined based on the number of the first target props that the master virtual object already has.
8. The method according to claim 6, characterized in that The first target prop appears in the virtual scene when the virtual object belonging to the second camp is defeated, and the second target prop appears in the virtual scene when the virtual object belonging to the first camp is defeated.
9. The method according to claim 1, characterized in that: The method further comprises: In response to the master virtual object being defeated, deducting each of the target props owned by the master virtual object; In the virtual scene, each of the target props that have been deducted is displayed.
10. The method according to claim 1, characterized in that The method further comprises: In response to the master virtual object being located within the second target range of any target prop, controlling the master virtual object to acquire the target prop; or, In response to the master virtual object being located within a second target range of any target prop, a pick-up control of the target prop is displayed; and in response to a trigger operation on the pick-up control, the master virtual object is controlled to acquire the target prop.
11. The method according to claim 10, characterized in that The method further comprises: When the collision detection range of the master virtual object and the collision detection range of the target prop intersect, it is determined that the master virtual object is located within a second target range of the target prop.
12. The method according to claim 1, characterized in that The method further comprises: In response to any input operation based on the password input box, the target prop already owned by the master virtual object is deducted.
13. The method according to claim 1, characterized in that The winning condition of the target game is: when a virtual object of any camp moves the virtual resource to the target location, the camp to which the virtual object belongs is regarded as the winner of the target game.
14. An interactive device based on a virtual scene, characterized in that: The device comprises: A first display module, used to display a target object in a virtual scene of a target game; A second display module, configured to display a password input box in response to a triggering event of the master virtual object on the target object; A first acquisition module is used to determine the number of character inputs of the master virtual object based on the number of the target props when the master virtual object already has the target props, the number of character inputs is used to represent the number of times characters are allowed to be input into the password input box, the number of character inputs is the product of the number of the target props and the number of character inputs provided by each target prop, and acquire the input password based on the password input box; The second acquisition module is used to acquire the virtual resources associated with the target object when the input password matches the target password.
15. An electronic device, characterized in that: The electronic device includes one or more processors and one or more memories, wherein at least one computer program is stored in the one or more memories, and the at least one computer program is loaded and executed by the one or more processors to implement the virtual scene-based interactive method as described in any one of claims 1 to 13.
16. A storage medium, characterized in that: At least one computer program is stored in the storage medium, and the at least one computer program is loaded and executed by the processor to implement the virtual scene-based interactive method as described in any one of claims 1 to 13.
17. A computer program product, characterized in that The computer program product includes at least one computer program, and the at least one computer program is loaded and executed by a processor to implement the virtual scene-based interactive method as described in any one of claims 1 to 13.