Virtual resource transfer method, apparatus, device, and storage medium
By introducing target props in FPS games, players can transfer virtual resources from the game to outside at any time, solving the gambling risks of taking in-game props out of the game and the high map familiarity requirements in the existing technology, and improving the smoothness of the game and the friendliness of novices.
Patent Information
- Application Number
- CN202210267773.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-03-17
- Publication Date
- 2025-10-17
- Estimated Expiration
- 2042-03-17
AI Technical Summary
In existing FPS games, players can only take items out of the game at a fixed evacuation point or when they get first place. This has a high gambling risk and requires high familiarity with the map, resulting in poor friendliness for novice players.
The introduction of target props allows players to use them to transfer virtual resources from the in-game storage system to the external storage system at any time and anywhere in the game, avoiding resources occupying the in-game storage space and improving the smoothness of the game.
The flexible transfer of virtual resources is achieved through target props, which reduces the risk of players losing resources during the game, enriches the game content, increases player participation enthusiasm, and improves computer processing efficiency.
Smart Images

Figure CN114632325B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of electronic games, in particular to a virtual resource transfer method and device, equipment and storage medium. BACKGROUND
[0002] At present, many fps (First-person shooting game) games have gradually emerged with the in-game evacuation gameplay, that is, part of the props picked up in the game can be taken out of the game, and the props taken out of the game can be used for other related gameplay.
[0003] Generally, there are two ways to take out the props from the game:
[0004] 1. Several fixed evacuation points are set in the game, and when the player goes to the evacuation point, the operation of whether to evacuate out of the game in advance and end the game in advance can be performed;
[0005] 2. The player defeats all players in the game and gets the first place, and then can take out the props that can be taken out of the game.
[0006] The above technical solutions for taking out the props from the game mainly have the following defects:
[0007] 1. The risk of gambling is very large, and the player can only go to the fixed evacuation point or get the first place to take out the picked-up props from the game. Once the player is killed, nothing is left;
[0008] 2. The strategy deployment is large, and the player needs to be very familiar with the map most of the time, which tests the memory. It is not friendly to novice players. SUMMARY
[0009] The purpose of the embodiments of the present application is to provide a virtual resource transfer method, device, equipment and storage medium, by adding a target prop, the in-game player can use the target prop to transfer the target virtual resource picked up in the backpack from the in-game storage system to the out-of-game storage system at any time and anywhere. After the virtual resource is transferred from the in-game storage system to the out-of-game storage system, the virtual resource no longer occupies the in-game storage system space, which saves the resources of the in-game storage system, improves the computer processing efficiency and improves the game smoothness of the current game.
[0010] The first aspect of the embodiment of the application provides a virtual resource transfer method, comprising: displaying, by an electronic device, an in-game game session interface corresponding to a current game session task, the in-game game session interface comprising an in-game game scene and a virtual object located in the in-game game scene, the method comprising: in response to a control instruction for the virtual object, controlling the virtual object to obtain virtual resources in the in-game game scene and storing the virtual resources in an in-game storage system; in response to a target prop opening instruction, displaying a virtual resource item corresponding to the virtual resources in the in-game storage system; in response to a selection operation on the virtual resource item, selecting at least one target virtual resource from the virtual resource item; and controlling the target virtual resource to be transferred from the in-game storage system to an out-of-game storage system before the current game session task ends.
[0011] In an embodiment, the method further comprises: in response to the target prop opening instruction entered on the interactive interface, displaying a sub-interface of the target prop in the interactive interface, the sub-interface comprising at least one virtual resource item storage area, and displaying the virtual resource item corresponding to the virtual resources in the in-game storage system in the interactive interface.
[0012] In an embodiment, the method further comprises: in response to the target prop opening instruction entered on the interactive interface, displaying a sub-interface of the target prop in the interactive interface, the sub-interface comprising at least one virtual resource item storage area, and displaying the virtual resource item corresponding to the virtual resources in the in-game storage system in the interactive interface.
[0013] In an embodiment, the method further comprises: in response to the target prop opening instruction entered on the interactive interface, displaying a sub-interface of the target prop in the interactive interface, the sub-interface comprising at least one virtual resource item storage area, and displaying the virtual resource item corresponding to the virtual resources in the in-game storage system in the interactive interface.
[0014] In an embodiment, the sub-interface further comprises a timer prompt box of the target prop; and the method further comprises: when a timing duration of the timer reaches a preset duration, generating the release instruction for the target prop.
[0015] In an embodiment, the method further includes: when the time length of the timer is away from the preset time length by a first time length, sending a prompt message, wherein the first time length is less than the preset time length.
[0016] In an embodiment, after the control transfers the target virtual resource from the in-game storage system to the out-of-game storage system before the end of the current game session task, the method further includes: sending a prompt message that the target virtual resource has been successfully transferred.
[0017] A second aspect of the embodiments of the present application provides a virtual resource transfer device, including: displaying an in-game game session interface corresponding to a current game session task through an electronic device, the in-game game session interface including an in-game game scene and a virtual object located in the in-game game scene, the device including: an acquisition module configured to, in response to a control instruction for the virtual object, control the virtual object to acquire a virtual resource in the in-game game scene and store the virtual resource in an in-game storage system; a display module configured to, in response to a target prop opening instruction, display a virtual resource entry corresponding to a virtual resource in the in-game storage system; a selection module configured to, in response to a selection operation on the virtual resource entry, select at least one target virtual resource from the virtual resource entry; and a transfer module configured to control the target virtual resource to be transferred from the in-game storage system to an out-of-game storage system before the end of the current game session task.
[0018] In an embodiment, the display module is configured to: in response to the target prop opening instruction entered on an interactive interface, display a sub-interface of the target prop in the interactive interface, the sub-interface including at least one virtual resource entry storage area, and display the virtual resource entry corresponding to the virtual resource in the in-game storage system in the interactive interface.
[0019] In an embodiment, the display module is configured to: in response to the target prop opening instruction entered on an interactive interface, display a sub-interface of the target prop in the interactive interface, the sub-interface including at least one virtual resource entry storage area, and display the virtual resource entry corresponding to the virtual resource in the in-game storage system in the interactive interface.
[0020] In an embodiment, the transferring module is configured to: in response to a moving instruction for the target virtual resource item input on the interactive interface, move the target virtual resource item into the virtual resource item storage area of the target prop; and in response to a release instruction for the target prop, control the target virtual resource in the target prop to be transferred from the in-game storage system to the out-of-game storage system before the current game session task ends.
[0021] In an embodiment, the sub-interface further includes a timer prompt box of the target prop; and the device includes a generating module configured to generate the release instruction for the target prop when a timing duration of the timer reaches a preset duration.
[0022] In an embodiment, the device further includes a first prompting module configured to issue a prompt information when a first duration is left from the preset duration to the timing duration of the timer, wherein the first duration is less than the preset duration.
[0023] In an embodiment, the device further includes a second prompting module configured to issue a prompt information that the target virtual resource has been successfully transferred after the control of the target virtual resource being transferred from the in-game storage system to the out-of-game storage system before the current game session task ends.
[0024] A third aspect of the embodiments of the present application provides an electronic device, including: a memory configured to store a computer program; and a processor configured to execute the computer program to implement the method of the first aspect of the embodiments of the present application and any one of the embodiments thereof.
[0025] A fourth aspect of the embodiments of the present application provides a non-transitory electronic device readable storage medium, including: a program, when the program is executed by an electronic device, the electronic device is caused to perform the method of the first aspect of the embodiments of the present application and any one of the embodiments thereof.
[0026] The virtual resource transfer method, device, equipment and storage medium provided by the application can increase a target prop, so that a local player can select a target virtual resource from the virtual resources picked up in the backpack, and can use the target prop to move the target virtual resource picked up in the backpack to an out-of-game storage system before the current game is over, thereby avoiding the risk of losing the virtual resource obtained in the game in the current game. In the actual scenario, the player can decide whether to transfer according to the current material equipment, and the player can select a specified evacuation site for regular transfer, or wait to win the current game before transferring, or select to transfer through the target prop according to the demand. The multiple virtual resource transfer methods enrich the game content and increase the participation enthusiasm of the user. Moreover, after the virtual resource is transferred from the in-game storage system to the out-of-game storage system, the virtual resource no longer occupies the in-game storage system space, thereby saving the resources of the in-game storage system, improving the computer processing efficiency, and improving the smoothness of the current game. BRIEF DESCRIPTION OF DRAWINGS
[0027] In order to more clearly illustrate the technical solutions of the embodiments of the application, the following will briefly introduce the drawings needed to be used in the embodiments of the application. It should be understood that the following drawings only show some embodiments of the application, and therefore should not be regarded as a limitation to the scope. For those skilled in the art, other related drawings can also be obtained without creative labor.
[0028] Figure 1 The structural schematic diagram of the electronic device of an embodiment of the application;
[0029] Figure 2A The schematic diagram of a virtual scene of an embodiment of the application;
[0030] Figure 2B The schematic diagram of an interactive interface of a virtual scene of an embodiment of the application;
[0031] Figure 3 The flowchart of a virtual resource transfer method of an embodiment of the application;
[0032] Figure 4 The flowchart of a virtual resource transfer method of an embodiment of the application;
[0033] Figures 5A to 5E The schematic diagram of a virtual resource transfer process of an embodiment of the application;
[0034] Figure 6 The structural schematic diagram of a virtual resource transfer device of an embodiment of the application. DETAILED DESCRIPTION
[0035] The technical solutions in the embodiments of the present application will be described below in conjunction with the accompanying drawings. In the description of the present application, the terms "first", "second", etc. are only used to distinguish descriptions and cannot be understood as indicating or implying relative importance.
[0036] like Figure 1 As shown, this embodiment provides an electronic device 1, including: at least one processor 11 and a memory 12, Figure 1 In the example, a processor 11 and a memory 12 are connected via a bus 10. Memory 12 stores instructions executable by processor 11. These instructions are executed by processor 11, enabling electronic device 1 to perform all or part of the method described in the following embodiments, enabling players in a game to transfer target virtual resources picked up in their backpacks to other players at any time and anywhere by using target items.
[0037] In one embodiment, the electronic device 1 may be a mobile phone, a tablet computer, a laptop computer, a desktop computer, or a large computing system composed of multiple computer devices.
[0038] First, the basic definitions of the terms used in the examples of this application are as follows:
[0039] A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated, semi-imaginary three-dimensional environment, or a purely imaginary three-dimensional environment. A virtual scene can be any of two-dimensional, 2.5-dimensional, and three-dimensional. The following embodiments illustrate a three-dimensional virtual scene, but this is not a limitation.
[0040] Optionally, the virtual scene can also be used for a virtual scene battle between at least two virtual characters.
[0041] Optionally, the virtual scene can also be used for at least two virtual characters to fight against each other using virtual firearms.
[0042] Optionally, the virtual scene can also be used for at least two virtual characters to fight with virtual firearms within a target area, and the target area will continue to shrink as time passes in the virtual scene.
[0043] In one embodiment, as shown in FIG. 2 , a virtual scene 200 may be generated by an application in a computer device such as the electronic device 1 and displayed based on hardware (such as a screen) in the electronic device 1 .
[0044] In an embodiment, a virtual map 201 can be provided in the virtual scene 200, and the virtual map 201 is configured with virtual geographical position information of the virtual scene 200. The virtual map 201 can be displayed in the interactive interface 20 in a zoomed-out manner.
[0045] Virtual object: refers to an active object and an inactive object in the virtual scene 200. The active object can be at least one of a virtual character, a virtual animal, and a virtual vehicle. The inactive object can be a virtual plant, a virtual forest, a virtual flowable object, and the like. As shown in FIG. 2, the virtual object A (player A) is taken as an example of a virtual character.
[0046] Optionally, when the virtual scene 200 is a three-dimensional virtual scene 200, the virtual object is a three-dimensional model created based on an animation skeleton technology. Each virtual object has its own shape, volume, and orientation in the three-dimensional virtual scene 200, and occupies a part of the space in the three-dimensional virtual scene 200.
[0047] Virtual prop: refers to a virtual resource used for a battle between virtual objects in the virtual scene 200, such as a virtual gun, a virtual knife, and the like, or a tool used by a virtual object, such as a grappling hook.
[0048] In an embodiment of the present application, the virtual scene 200 can be a three-dimensional virtual scene 200, or the virtual scene 200 can also be a two-dimensional virtual scene 200.
[0049] Taking the virtual scene 200 as a three-dimensional virtual scene 200 as an example, please refer to FIG. 2, which shows a schematic diagram of the interactive interface 20 of the virtual scene 200 provided by an exemplary embodiment of the present application. As shown in FIG. 2, the interactive interface 20 of the virtual scene 200 includes a scene picture, which includes the virtual object A, the scene picture of the three-dimensional virtual scene 200, and other virtual objects. The virtual object A can be a current virtual object of a player corresponding to the electronic device 1. The scene picture can also include virtual objects of players corresponding to other electronic devices or controlled by artificial intelligence.
[0050] In an embodiment, the interactive interface 20 can also include a virtual operation control, which is used to control the motion state of the virtual object, such as controlling the movement of the virtual object, jumping, moving, shooting, and the like.
[0051] The electronic device 1 in the present application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, and the like. The electronic device 1 is installed and runs an application program supporting a virtual environment, such as an application program supporting a three-dimensional virtual environment. The application program can be any one of a virtual reality application program, a three-dimensional map program, a military simulation program, a TPS game, an FPS game, and a MOBA game. Alternatively, the application program can be a stand-alone application program, such as a stand-alone 3D game program, or a network online application program. The electronic device 1 in the present application can include an operating system and an application program. The operating system is basic software for providing the application program with safe access to computer hardware.
[0052] The application program is an application program supporting a virtual environment. Alternatively, the application program is an application program supporting a three-dimensional virtual environment. The application program can be any one of a virtual reality application program, a three-dimensional map program, a military simulation program, a Third-Personal Shooting Game (TPS), a First-person shooting game (FPS), a MOBA game, and a multi-player gun battle survival game. The application program can be a stand-alone application program, such as a stand-alone 3D game program.
[0053] In an embodiment, the processor 11 of the electronic device 1 can generate a virtual scene 200 by executing or calling program codes and data stored in the memory 12, and display the generated virtual scene 200 through an external output / input device. During the display of the virtual scene 200, the touch operations performed by the user when interacting with the virtual scene 200 can be detected through a capacitive touch system, or the interaction operations of the user with the virtual scene 200 can be detected through an external keyboard.
[0054] The method provided by the embodiments of the present application can be implemented by the electronic device 1 executing corresponding software codes, and is realized by data interaction with a server. The electronic device 1 can be a local terminal device. When the virtual resource transfer method is run on the server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0055] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the virtual resource transfer method are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the electronic device that performs information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0056] In an optional embodiment, taking a game as an example, a local electronic device stores a game program and is used to present the game screen. The local electronic device is used to interact with the player through a graphical interface, that is, the game program is downloaded and installed and run by the conventional electronic device. The local electronic device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local electronic device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0057] In one embodiment, an in-game interface corresponding to the current game task may be displayed by an electronic device, wherein the in-game interface includes an in-game scene and virtual objects located in the in-game scene.
[0058] In-game scenes: Some electronic games, especially competitive games, can include multiple single-game sessions, where two or more player characters can compete against each other in a single session. Single-game sessions are the core experience of these games. In-game scenes refer to the game scene or environment within a single-game session, where players can engage in combat, unleash skills, and strive for victory.
[0059] Out-of-game scene: it is opposite to in-game scene, refers to the game environment outside the single game of electronic game, the out-of-game scene is the support and assistance of electronic game, the player can understand the game knowledge in the out-of-game scene, obtain the role skin, prepare for the battle, contact with other players and make friends, etc. Taking the virtual scene 200 of FPS game as an example, the in-game evacuation gameplay gradually rises, that is, part of the virtual props picked up in the in-game can be taken out of the out-of-game, and the virtual props taken out of the out-of-game can be used for other related gameplay in the out-of-game.
[0060] Generally, there are two traditional ways to take out the props from the in-game:
[0061] 1. Several fixed evacuation points are set in the in-game, and after the player enters the game, the evacuation point related information will appear in the upper right corner of the interactive interface 20. The number of evacuation points will be opened along with the game playing time, and the virtual props picked up in the in-game, including the virtual props dropped by the system in the in-game and the virtual props obtained by killing the enemy, can be taken out of the out-of-game (the picking up here includes the virtual props dropped by the system in the in-game and the virtual props obtained by killing the enemy). When the player enters the fixed evacuation point in the game, the prompt will appear in the interactive interface 20. As long as the player stays in the evacuation point for a time limit, the player can evacuate out of the in-game. After the evacuation is successful, the settlement interface will list the virtual props picked up in the in-game which can be taken out of the out-of-game, and these are the war spoils of the player.
[0062] 2. The player defeats all players in the in-game and gets the first place, then the virtual props which can be taken out of the in-game can be taken out. In this game scene, the player is explicitly told the address of the evacuation point, and the virtual props picked up in the in-game, including the virtual props dropped by the system in the in-game and the virtual props obtained by killing the enemy, can be taken out of the out-of-game. When the player enters the fixed evacuation point in the game, the prompt will appear in the interface. As long as the player stays in the evacuation point for a time limit, the player can evacuate out of the in-game. After the evacuation is successful, the settlement interface will list the virtual props picked up in the in-game which can be taken out of the out-of-game, and these are the war spoils of the player.
[0063] In the above technical solution of taking out the props from the in-game, the defects are that: although the player can finally take out the in-game props from the out-of-game, the processing process of in-game resources and out-of-game resources needs frequent data interaction of the processor and the memory, which brings huge storage pressure and data interaction pressure to the electronic device. Moreover, for the user player, the above-mentioned way has a very large gambling risk, the player can only go to the fixed evacuation point or get the first place to take out the picked-up props from the out-of-game, and the opportunity of interaction with the player is less, which reduces the confidence of the player in participating in the game interaction.
[0064] Please refer to Figure 3 which is a virtual resource transfer method of an embodiment of the present application, the method can be executed by Figure 1The electronic device 1 shown is executed, and can be applied to the virtual scene 200 of the FPS game as shown in FIG. 2 to realize that the in-game player can transfer the target virtual resource picked up by the backpack at any time through the use of the target prop. The method comprises the following steps:
[0065] Step 301: in response to the control instruction for the virtual object, the virtual object is controlled to obtain virtual resources in the in-game game scene, and the virtual resources are stored in the in-game storage system;
[0066] In this step, the virtual resource can be a virtual prop such as a weapon, a medicine, etc., or a virtual aircraft with special functions, etc. The in-game game interface corresponding to the current game task can be displayed on the electronic device, and the in-game game interface includes the in-game game scene and the virtual object in the in-game game scene. In the game, the player can control the virtual object to pick up the virtual resource in the game scene, such as picking up the virtual prop dropped by another virtual object, or picking up the virtual resource dropped by the system, etc., and storing the virtual resource obtained by the virtual object in the storage system. The in-game storage system is used to store the virtual resource information in the current in-game game scene, such as Figure 2B As shown, the contents stored in the in-game storage system can include: nearby virtual resources (such as accessories, projectiles, medicines, etc.), virtual resources owned by virtual object A (such as virtual props carried in the backpack 30), and virtual resources assembled on virtual object A (such as virtual weapon 1, armor, etc.).
[0067] Corresponding to the in-game storage system, there is also an out-of-game storage system for storing virtual resources in the out-of-game game scene. By separating the virtual resources in the in-game game scene from the virtual resources in the out-of-game game scene, when the player is in the in-game, the out-of-game storage system can not participate in data interaction, greatly reducing the data access amount of the out-of-game storage system in the game process, so that the data access efficiency can be improved.
[0068] Step 302: in response to the target prop opening instruction, display the virtual resource entry corresponding to the virtual resource in the in-game storage system;
[0069] In this step, the target prop is an in-game virtual prop with a resource transfer function, which can be triggered by the player in the in-game game scene to open. When the target prop is opened, the virtual resource entry of the in-game storage system can be displayed in real time, so that the user can intuitively see which resources can be transferred.
[0070] In an embodiment, the step 302 can specifically include: in response to the target prop opening instruction input on the interactive interface, displaying a sub-interface of the target prop in the interactive interface, the sub-interface including at least one virtual resource item storage area, and displaying the virtual resource items corresponding to the virtual resources in the local storage system in the interactive interface.
[0071] In this step, the target prop is a prop similar to other virtual resources, and the target prop can be used in the local game scene. When the player participates in the local battle in the virtual scene 200, if some virtual resources are picked up into the backpack in the local, the relevant virtual resources can be transferred to the external through the target prop. Here, the backpack is a virtual tool that the virtual object A has and can store virtual materials. Specifically, taking a mobile game as an example, the display screen of the user's mobile phone will display the interactive interface 20 of the virtual scene 200, and the interactive interface 20 can be configured with a control of the target prop, or the control of the target prop can be called out through a preset operation gesture, such as a double-finger sliding operation. The mobile phone will respond to the double-finger sliding operation to call out the sub-interface of the target prop, and the sub-interface includes one or more storage areas, which can be used to place the target virtual resources to be transferred. The virtual resource items corresponding to the virtual resources in the local storage system can be displayed near the sub-interface of the target prop in the interactive interface 20. The virtual resource display items can be in the form of text, icons, or a combination of text and icons, and can be displayed by category for the player to easily identify which virtual resource it is.
[0072] In an embodiment, the sub-interface of the target prop can include multiple virtual resource item storage areas, so as to facilitate the user to transfer multiple virtual resources to the external at a time. After the sub-interface is popped up, it can be displayed by default in the center of the interactive interface 20 to attract the player's attention. The player can drag the control frame of the sub-interface to start it to other positions of the interactive interface 20. The storage areas in the sub-interface can adopt the shape of multiple grids, each grid can display a virtual resource item, and the style of the grid can also be customized by the user, such as setting it to the style of a circular, oval, or vessel, etc., to increase the player's interactive enthusiasm in participating in the game.
[0073] In an embodiment, the target props can be dropped according to the game rule setting. For example, the game itself can randomly drop, or the target props can be dropped with the air drop box, or the player can manufacture the target props in the session in some form. For example, the target prop is marked as an evacuation prop, and the player can manufacture the target prop by inputting a manufacturing instruction on the interactive interface 20, calling a manufacturing interface, and displaying a "evacuation prop" mark on the manufacturing interface. The manufacturing method of the target prop can be designed according to the game setting. For example, the target prop can be manufactured by synthesizing other props picked up in the session, or the target prop can be manufactured by some integral rewards in the session. The player can manufacture the target prop by clicking the related manufacturing button on the interface. If the manufacturing condition is insufficient, the manufacturing button is grayed out and cannot be clicked.
[0074] Step 303: selecting at least one target virtual resource from the virtual resource entries in response to the selection operation on the virtual resource entries;
[0075] In this step, when the player wants to transfer a certain virtual resource from the session to the outside, the corresponding virtual resource entry can be selected from the virtual resource entries. When the player triggers a selection instruction on a certain virtual resource entry in the virtual resource entry, the target virtual resource corresponding to the virtual resource entry is selected in the session storage system in response to the instruction. The player can trigger the selection instruction by directly clicking or long-pressing the target virtual resource entry.
[0076] In an embodiment, step 303 can specifically include: moving the resource entry corresponding to the target virtual resource into the storage area of the target prop in response to the moving instruction of the target virtual resource input on the interactive interface 20.
[0077] In this step, when the target prop is opened in step 302, the user can input a selection instruction on the interactive interface 20 to select the target virtual resource entry that the user wants to transfer. The moving instruction can be that the player drags the virtual resource entry from one position to another position after clicking the virtual resource entry, or the player directly double-clicks to select the virtual resource entry, and the system automatically moves the resource entry to the default position of the target prop. For example, the target virtual resource that the player has already owned is selected by clicking it, and then the virtual resource entry is dragged into a storage area in the sub-interface of the target prop. If multiple virtual resources are to be transferred, multiple virtual resource entries can be selected and moved into multiple storage areas in the sub-interface of the target prop.
[0078] Step 304: controlling the target virtual resource to be transferred from the session storage system to the session storage system before the current session task ends.
[0079] In this step, at the game level of the player's participation, generally the player transfers the virtual resource in the session, and hopes that the target virtual resource will not be affected by the subsequent session war. Therefore, the target virtual resource needs to be transferred before the end of the current session task to avoid the risk of losing the target virtual resource after the end of the session task. At the computer storage level, the transfer of the virtual resource from the session to the outside is actually the transfer of the virtual resource from the session storage system to the outside storage system. After the transfer is completed, the virtual resource no longer occupies the session storage system space, which saves the resources of the session storage system, reduces the frequency of data interaction in the session, improves the computer processing efficiency, and improves the smoothness of the game.
[0080] In an embodiment, after placing the target virtual resource item into the target prop, in response to the release instruction of the target prop, the target virtual resource in the target prop is directly controlled to be transferred from the session storage system to the outside storage system before the end of the current session task. Here, the release instruction can be entered by the user through the interactive interface 20, such as a release button can be set on the sub-interface of the target prop, and the user can directly click the release button to trigger the release instruction of the target prop. It can also be automatically triggered and generated by a specific event, such as the start time reaching a certain time, which triggers the generation of the release instruction of the target prop. The diversified triggering methods not only add the interest of the game, but also improve the function of the interactive interface and improve the performance of the computer in displaying information to interact with the user.
[0081] The above virtual resource transfer method can select target virtual resources from the virtual resources picked up in the player's backpack in the session, and can move the target virtual resources picked up in the backpack to the outside storage system before the end of the current session by using the target prop, to avoid the risk of losing the virtual resources obtained in the session in the current session. In the actual scene, the player can decide whether to transfer according to the current material equipment, and the player can choose to transfer to a specified evacuation site through the conventional transfer method, or wait to win the current session to transfer, or choose to transfer through the above target prop according to the demand. Multiple virtual resource transfer methods enrich the game content and increase the user's participation enthusiasm. When the player chooses to transfer the virtual resource from the session to the outside through the above target prop, the risk of not getting anything due to the death of the player due to the long playing time of the session can be reduced, and the game competitiveness is increased. The player produces more interesting content output in order to compete for the prop. Not only reduces the risk of gambling, but also enriches the types of virtual resources, makes the game more diverse, and adds the friendliness to beginners and the fun of the game.
[0082] At the computer storage level, by configuring two storage systems: an in-lieu storage system and an out-lieu storage system, the in-lieu storage system is used to store virtual resources of an in-lieu game scene, and the out-lieu storage system is used to store virtual resources of an out-lieu game scene. When the virtual resources are transferred from the in-lieu to the out-lieu, the virtual resources are actually transferred from the in-lieu storage system to the out-lieu storage system. After the transfer is completed, the virtual resources no longer occupy the in-lieu storage system space, thereby saving the resources of the in-lieu storage system, improving the computer processing efficiency, and improving the game smoothness of the current game.
[0083] Please refer to Figure 4 , which is a virtual resource transfer method of an embodiment of the present application. The method can be executed by the electronic device 1 shown in Figure 1 , and can be applied to the virtual scene 200 of the FPS game shown in FIG. 2 to realize that the in-lieu player can transfer the target virtual resources picked up by the backpack 30 in advance to the out-lieu at any time and any place by using the target prop 40. The method includes the following steps:
[0084] Step 401: In response to a control instruction for a virtual object, controlling the virtual object to obtain virtual resources in an in-lieu game scene, and storing the virtual resources to an in-lieu storage system; for details, see the description of step 301 in the above embodiment.
[0085] Step 402: In response to a selection instruction of the target prop 40 entered on the interactive interface 20, displaying attribute information and an opening mark of the target prop 40 on the interactive interface 20, and displaying a virtual resource entry corresponding to the virtual resources in the in-lieu storage system.
[0086] In this step, the virtual resources in the in-lieu storage system are taken as virtual props in the backpack. When the virtual object A controlled by the user has the target prop 40, such as picking up the target prop 40 randomly dropped by the system, the target prop 40 can be placed in the backpack 30. When the player wants to use the target prop 40, first open the backpack 30 interface, as shown in Figure 5A , the target prop 40 and other virtual prop entries owned by the virtual object A will be displayed in the backpack 30 interface. The user can click the target prop 40 through the interface to select the target prop 40. In response to the selection instruction, the attribute information and the opening mark of the target prop 40 are displayed on the interactive interface 20. The attribute information can include the name of the target prop 40 and the effect after use, and the opening mark can be an opening button, etc.
[0087] In an embodiment, the target prop 40 can be packaged into an evacuation balloon. When the backpack 30 is opened, the mark of the evacuation balloon can be displayed in the backpack 30, as shown in Figure 5AAs shown, the target prop 40 can be in a balloon shape, for example. When the user selects the target prop 40, for example, the player clicks the target prop 40, a floating tip appears near the target prop 40, informing the player of the specific name of the target prop (i.e., the evacuation balloon) and the effect after use (i.e., transferring virtual resources to the outside world), and there is an opening button Q on the tip.
[0088] Step 403: In response to the opening instruction generated when the opening mark is triggered, display the sub-interface 41 of the target prop 40 in the interactive interface 20, and the sub-interface 41 includes at least one virtual resource item storage area 42.
[0089] In this step, the player can trigger the opening instruction of the target prop 40 by clicking the opening button Q as shown in Figure 5A The system responds by displaying the sub-interface 41 of the target prop 40 in the interactive interface, and the sub-interface 41 includes the prop storage area 42, as shown in Figure 5B As shown, one target prop 40 can be configured with multiple virtual resource item storage areas 42, and one storage area 42 can store one virtual resource item, Figure 5B as an example in the embodiment.
[0090] In an embodiment, the player can also trigger the opening instruction by double-clicking, long-pressing, or other user-defined ways, and multiple triggering ways can improve the computer interaction performance.
[0091] In an embodiment, each target prop 40 can be set with a limited countdown, which is used to specify that the player must place the props to be transferred in the target prop 40 within a limited time. As shown in Figure 5C The sub-interface 41 can also include a timer 43 prompt box of the target prop 40, to tell the player to drag the target virtual resource item to be transferred to the storage area 42 within the limited time, for example, a preset time of 30s, and the 30s release countdown can be prompted. The player can place the collectable props in the evacuation balloon prop by releasing the balloon, thereby increasing the convenience of user interaction with the graphical user interface and improving the computer interaction performance.
[0092] Step 404: In response to the selection operation on the virtual resource item, select at least one target virtual resource from the virtual resource item; see the description of step 303 in the above embodiment for details.
[0093] Step 405: In response to the movement instruction of the target virtual resource item entered on the interactive interface 20, move the target virtual resource item to the virtual resource item storage area 42 of the target prop 40.
[0094] In this step, the user can enter a selection instruction of a virtual resource item in the backpack 30 on the interactive interface 20, select a target virtual resource to be transferred, such as selecting a target virtual resource item already owned from the backpack 30, and then dragging the target virtual resource item to a storage area 42 in the sub-interface 41 of the target prop 40. If multiple target virtual resources are to be transferred, multiple target virtual resource items can be selected and moved to multiple storage areas 42 in the sub-interface 41 of the target prop 40.
[0095] Step 406: When the timing duration of the timer 43 reaches the preset duration, a release instruction of the target prop 40 is generated.
[0096] In this step, the sub-interface 41 further includes a prompt box of the timer 43 of the target prop, which can be displayed on the upper edge of the sub-interface and can adopt a prominent shape, such as the form of a dynamic time bar, to attract the attention of the player; when the timing duration of the timer 43 reaches the preset duration, such as after the timing duration reaches 30s, the release instruction of the target prop 40 can be automatically triggered.
[0097] In an embodiment, when the timing duration of the timer 43 is away from the preset duration by a first duration, a prompt information is issued, wherein the first duration is less than the preset duration. The preset duration can be set based on the actual game rule requirements. Assuming that the preset duration is 30s, the first duration can be 5s or 3s. For example, as shown in Figure 5D When the countdown is left with 5s, the interface can prompt red, such as the timer 43 issuing red flashing, reminding the player that there is not much time left and that the target virtual resource item needs to be dragged into the storage area 42 in a hurry. Of course, the remaining time prompt here can also be in other forms, such as voice or text prompts.
[0098] Step 407: In response to the release instruction of the target prop 40, the target virtual resource in the target prop 40 is controlled to be transferred from the in-game storage system to the out-of-game storage system before the current game task ends.
[0099] In this step, after the release instruction of the target prop 40 is generated, the target virtual resource in the target prop 40 is transferred to the outside of the game in response to the release instruction. The target virtual resource can be transferred to the warehouse storage system in the outside of the game. The transferred prop will no longer appear in the backpack 30 of the player in the game. The backpack 30 of the player in the game can be emptied, that is, the virtual resource is transferred from the in-game storage system to the out-of-game storage system, and after the transfer is completed, the virtual resource no longer occupies the in-game storage system space, thereby saving the resources of the in-game storage system and improving the computer processing efficiency and the smoothness of the current game. Taking an online game as an example, the code of the game server records the target virtual resource id information, and waits for the settlement of the game to transfer the target virtual resource again for the player to check the settlement result.
[0100] Step 408: issuing a prompt information that the target virtual resource has been successfully transferred to the outside of the game.
[0101] In this step, the transfer process in step 405 is automatically completed in the system and the user cannot perceive it. In order to maintain good interaction with the user, when the target virtual resource is successfully transferred, a prompt can be given in the interactive interface 20 for the user to check the transfer result. The prompt mode can be voice, text, color or small video, etc. For example, as shown in Figure 5E The intuitive result that the user can see is that after the countdown is over, the interactive interface 20 pops up a tip to tell the player that the balloon has successfully withdrawn, that is, the prop has been successfully transferred.
[0102] The above virtual resource transfer method adds a target prop 40 on the basis of the conventional virtual resource transfer method. The player in the game can use the target prop 40 to move the target virtual resource picked up in the backpack 30 to the prop storage area 42 of the target prop 40, and then release the target prop 40, so as to transfer the target virtual resource to the outside of the game. The player can decide whether to transfer according to the current material equipment, and can find a safe place for strategic deployment or immediately deploy and adjust.
[0103] The virtual resource transfer scheme of the embodiment includes the current prop withdrawal method and the two traditional methods mentioned above. If the player wants to use the conventional transfer method, he or she can also go to the designated withdrawal place to transfer the virtual resource, or can wait to win the current game to complete the prop transfer. The diversified virtual resource transfer method gives the player more choices and improves the convenience of the user and the graphical user interface interaction and the computer interaction performance.
[0104] Please refer to Figure 6 which is a virtual resource transfer device 600 of an embodiment of the application. The device can be applied to Figure 1The electronic device 1 shown, and can be applied to the virtual scene 200 of the FPS game as shown in FIG. 2, the current game task corresponding to the in-game game interface is displayed through the electronic device 1, the in-game game interface includes an in-game game scene and a virtual object in the in-game game scene, so that the in-game player can use the target prop 40 to transfer the virtual resource picked up in the backpack 30 to the outside of the game at any time, without the player going to the designated evacuation site, and without waiting to win the current game, that is, the prop transfer can be completed. The device comprises: an acquisition module 601, a display module 602, a selection module 603 and a transfer module 604, and the principle relationship of each module is as follows:
[0105] The acquisition module 601 is configured to respond to a control instruction for the virtual object, control the virtual object to acquire virtual resources in the in-game game scene, and store the virtual resources in the in-game storage system;
[0106] The display module 602 is configured to respond to a target prop opening instruction, and display a virtual resource item corresponding to the virtual resources in the in-game storage system;
[0107] The selection module 603 is configured to respond to a selection operation on the virtual resource item, and select at least one target virtual resource from the virtual resource item;
[0108] The transfer module 604 is configured to control the target virtual resource to be transferred from the in-game storage system to the out-of-game storage system before the end of the current game task.
[0109] In an embodiment, the display module 602 is configured to: in response to a target prop opening instruction entered on the interactive interface, display a sub-interface of the target prop in the interactive interface, the sub-interface includes at least one virtual resource item storage area, and display a virtual resource item corresponding to the virtual resources in the in-game storage system in the interactive interface.
[0110] In an embodiment, in response to a target prop opening instruction entered on the interactive interface, a sub-interface of the target prop is displayed in the interactive interface, and the sub-interface includes at least one virtual resource item storage area, comprising: in response to a selection instruction for the target prop entered on the interactive interface, displaying attribute information and an opening mark of the target prop on the interactive interface; in response to an opening instruction generated when the opening mark is triggered, a sub-interface of the target prop is displayed in the interactive interface, and the sub-interface includes at least one virtual resource item storage area.
[0111] In an embodiment, the transfer module 604 is configured to: in response to a moving instruction for a target virtual resource item input on the interactive interface, move the target virtual resource item into a virtual resource item storage area of the target prop; and in response to a release instruction for the target prop, control the target virtual resource in the target prop to be transferred from the in-game storage system to the out-of-game storage system before the current game session ends.
[0112] In an embodiment, the sub-interface further includes a timer prompt box of the target prop; and the device further includes a generation module 605 configured to generate the release instruction for the target prop when a timing duration of the timer reaches a preset duration.
[0113] In an embodiment, the device further includes a first prompt module 606 configured to issue a prompt information when a first duration is left from the preset duration to the timing duration of the timer, wherein the first duration is less than the preset duration.
[0114] In an embodiment, the device further includes a second prompt module 607 configured to issue a prompt information that the target virtual resource has been successfully transferred after controlling the target virtual resource to be transferred from the in-game storage system to the out-of-game storage system before the current game session ends.
[0115] For detailed description of the virtual resource transfer device 600, please refer to the description of the related method steps in the above embodiments.
[0116] The embodiments of the present application further provide a non-transitory electronic device readable storage medium, including a program, which, when executed on an electronic device, causes the electronic device to perform the method in the above embodiments:
[0117] In response to a control instruction for the virtual object, control the virtual object to obtain a virtual resource in a game scene in a game session, and store the virtual resource in an in-game storage system;
[0118] In response to a target evacuation prop opening instruction input on the interactive interface, display a virtual resource item corresponding to a virtual resource in the in-game storage system;
[0119] Display a sub-interface of the evacuation prop in the interactive interface, and the sub-interface includes a prop storage area;
[0120] In response to a selection operation for the virtual resource item, select at least one target virtual resource from the virtual resource item;
[0121] In response to a moving instruction for a target virtual prop input on the interactive interface, move the target virtual prop into the prop storage area of the evacuation prop;
[0122] In response to the release instruction of the evacuation prop, the target virtual resource prop in the evacuation prop is controlled to be transferred from the in-game storage system to the out-of-game storage system before the current game task ends.
[0123] In an embodiment, in response to the target prop opening instruction, the virtual resource entries corresponding to the virtual resources in the in-game storage system are displayed, including: in response to the target prop opening instruction entered on the interactive interface, a sub-interface of the target prop is displayed in the interactive interface, the sub-interface includes at least one virtual resource entry storage area, and the virtual resource entries corresponding to the virtual resources in the in-game storage system are displayed in the interactive interface.
[0124] In an embodiment, in response to the target prop opening instruction entered on the interactive interface, a sub-interface of the target prop is displayed in the interactive interface, the sub-interface includes at least one virtual resource entry storage area, including: in response to the selection instruction of the target prop entered on the interactive interface, attribute information and an opening mark of the target prop are displayed on the interactive interface; in response to the opening instruction generated when the opening mark is triggered, a sub-interface of the target prop is displayed in the interactive interface, and the sub-interface includes at least one virtual resource entry storage area.
[0125] In an embodiment, the target virtual resource is controlled to be transferred from the in-game storage system to the out-of-game storage system before the current game task ends, including: in response to the moving instruction of the target virtual resource entry entered on the interactive interface, the target virtual resource entry is moved into the virtual resource entry storage area of the target prop; in response to the release instruction of the target prop, the target virtual resource in the target prop is controlled to be transferred from the in-game storage system to the out-of-game storage system before the current game task ends.
[0126] In an embodiment, the sub-interface further includes a timer prompt box of the target prop; the method further includes: when the timing length of the timer reaches a preset length, a release instruction of the target prop is generated.
[0127] In an embodiment, when the timing length of the timer is still first length away from the preset length, a prompt information is sent, wherein the first length is less than the preset length.
[0128] In an embodiment, after the target virtual resource is controlled to be transferred from the in-game storage system to the out-of-game storage system before the current game task ends, the method further includes: a prompt information that the target virtual resource has been successfully transferred is sent.
[0129] The storage medium can be a magnetic disk, an optical disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a Flash Memory, a Hard Disk Drive (HDD), a Solid-State Drive (SSD), or the like. The storage medium can also include a combination of the above-mentioned types of memories.
[0130] Although embodiments of the present application have been described in conjunction with the drawings, various modifications and variations can be made by those skilled in the art without departing from the spirit and scope of the present application, and such modifications and variations are intended to fall within the scope of the appended claims.
Claims
1. A virtual resource transfer method, characterized in that: The method includes displaying, by an electronic device, an in-game game interface corresponding to a current game task, the in-game game interface including an in-game scene and a virtual object located in the in-game scene. In response to a control instruction directed to the virtual object, control the virtual object to obtain virtual resources in the in-game scene, and store the virtual resources in an in-game storage system; In response to a target item activation instruction, displaying a virtual resource entry corresponding to the virtual resource in the in-game storage system; In response to a selection operation on the virtual resource entry, selecting at least one target virtual resource from the virtual resource entry; The target virtual resource is controlled to be transferred from the in-office storage system to the out-office storage system before the current game task is completed.
2. The method according to claim 1, characterized in that The step of displaying a virtual resource entry corresponding to the virtual resource in the in-game storage system in response to the target item activation instruction includes: In response to the target item activation instruction entered on the interactive interface, a sub-interface of the target item is displayed in the interactive interface, the sub-interface includes at least one virtual resource entry storage area, and the virtual resource entry corresponding to the virtual resource in the in-house storage system is displayed in the interactive interface.
3. The method according to claim 2, characterized in that In response to the target item activation instruction entered on the interactive interface, a sub-interface of the target item is displayed on the interactive interface, wherein the sub-interface includes at least one virtual resource item storage area, including: In response to a selection instruction for the target item entered on the interactive interface, displaying attribute information and an opening mark of the target item on the interactive interface; In response to an opening instruction generated when the opening mark is triggered, a sub-interface of the target prop is displayed in the interactive interface, and the sub-interface includes at least one virtual resource entry storage area.
4. The method according to claim 2, characterized in that The controlling the transfer of the target virtual resource from the in-office storage system to the out-office storage system before the current game task is completed includes: In response to a move instruction for the target virtual resource entry entered on the interactive interface, moving the target virtual resource entry to the virtual resource entry storage area of the target item; In response to a release instruction for the target prop, the target virtual resource in the target prop is controlled to be transferred from the in-game storage system to the out-game storage system before the current game task ends.
5. The method according to claim 4, characterized in that The sub-interface also includes a timer prompt box for the target item; the method includes: When the timing duration of the timer reaches a preset duration, the release instruction for the target prop is generated.
6. The method according to claim 5, characterized in that Also includes: When the timer has a first duration remaining from the preset duration, a prompt message is issued, wherein the first duration is less than the preset duration.
7. The method according to claim 1, characterized in that After the control transfers the target virtual resource from the in-office storage system to the out-office storage system before the current game task ends, the method further includes: A prompt message is issued indicating that the target virtual resource has been successfully transferred.
8. A virtual resource transfer device, characterized in that: The device displays an in-game interface corresponding to a current game task by an electronic device, wherein the in-game interface includes an in-game scene and virtual objects located in the in-game scene. The device includes: an acquisition module, configured to respond to a control instruction directed to the virtual object, control the virtual object to acquire virtual resources in the in-game scene, and store the virtual resources in an in-game storage system; A display module, configured to display a virtual resource entry corresponding to the virtual resource in the in-game storage system in response to a target item activation instruction; A selection module, configured to select at least one target virtual resource from the virtual resource entry in response to a selection operation on the virtual resource entry; The transfer module is used to control the transfer of the target virtual resource from the in-office storage system to the out-office storage system before the current game task is completed.
9. The device according to claim 8, characterized in that The display module is used for: In response to the target item activation instruction entered on the interactive interface, a sub-interface of the target item is displayed in the interactive interface, the sub-interface includes at least one virtual resource entry storage area, and the virtual resource entry corresponding to the virtual resource in the in-house storage system is displayed in the interactive interface.
10. The device according to claim 9, characterized in that In response to the target item activation instruction entered on the interactive interface, a sub-interface of the target item is displayed on the interactive interface, wherein the sub-interface includes at least one virtual resource item storage area, including: In response to a selection instruction for the target item entered on the interactive interface, displaying attribute information and an opening mark of the target item on the interactive interface; In response to an opening instruction generated when the opening mark is triggered, a sub-interface of the target prop is displayed in the interactive interface, and the sub-interface includes at least one virtual resource entry storage area.
11. The device according to claim 9, characterized in that The transfer module is used to: In response to a move instruction for the target virtual resource entry entered on the interactive interface, moving the target virtual resource entry to the virtual resource entry storage area of the target item; In response to a release instruction for the target prop, the target virtual resource in the target prop is controlled to be transferred from the in-game storage system to the out-game storage system before the current game task ends.
12. The device according to claim 11, characterized in that The sub-interface also includes a timer prompt box for the target item; the device includes: A generating module is used to generate the release instruction for the target prop when the timing duration of the timer reaches a preset duration.
13. The device according to claim 12, characterized in that Also includes: The first prompt module is configured to issue a prompt message when a first time duration remains between the timing time of the timer and the preset time duration, wherein the first time duration is less than the preset time duration.
14. The device according to claim 8, characterized in that Also includes: The second prompt module is used to send a prompt message indicating that the target virtual resource has been successfully transferred after the control transfers the target virtual resource from the in-office storage system to the out-office storage system before the current game task ends.
15. An electronic device, characterized in that: include: Memory for storing computer programs; A processor, configured to execute the computer program to implement the method according to any one of claims 1 to 7.
16. A non-transitory electronic device readable storage medium, characterized in that: The invention comprises: a program, which, when executed by an electronic device, causes the electronic device to execute the method according to any one of claims 1 to 7.
Citation Information
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