Method, device and electronic device for acquiring virtual resources of games

By providing resource acquisition scenarios in the game, allowing players to generate and select props and allocate resources from the virtual resource pool, the problem of low probability of winning higher-level prizes in the lottery system is solved, which increases player participation and interactivity and improves the gaming experience.

CN115155068BActive Publication Date: 2025-09-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210603991.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-05-30
Publication Date
2025-09-16
Estimated Expiration
2042-05-30

AI Technical Summary

Technical Problem

In online games, players develop negative emotions due to the low probability of winning higher-level prizes in the lottery system, which affects their gaming experience.

Method used

By providing resource acquisition scenarios on a graphical user interface, players are allowed to generate and select resource acquisition props, and virtual resources are allocated from a virtual resource pool based on probability, thereby increasing interactivity and participation.

Benefits of technology

It improves player participation and interactivity, reduces the negative emotions caused by not winning high-level prizes in the lottery, and enhances the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention provides a method, device, and electronic device for acquiring virtual resources in a game. In response to a resource acquisition event, a resource acquisition scene corresponding to a first virtual object is displayed on a graphical user interface. In response to a resource placement operation on a target virtual object, a resource acquisition item set by the target virtual object in the resource acquisition scene is displayed at a first placement position among multiple placement positions corresponding to the resource placement operation. The target virtual object can be the first virtual object or another virtual object. In response to the resource acquisition operation, a target resource acquisition item is determined from at least one resource acquisition item displayed in the resource acquisition scene, a target virtual resource is determined from a preset virtual resource pool, and the target virtual resource is allocated to the first virtual object. This method allows players to generate resource acquisition items based on their own edited content, increasing player engagement. Players can also select items set by others to acquire resources, improving interactivity.
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Description

Technical Field

[0001] The present invention relates to the field of interface interaction technology, and in particular to a method, device and electronic device for acquiring virtual resources for a game. Background Art

[0002] To enhance the fun of the game, some online games offer players the chance to participate in a lottery, where prizes are typically virtual assets such as in-game equipment and gold coins. In related art, players typically spin a wheel or select a treasure chest to participate in the lottery, thereby obtaining the corresponding virtual resources. Because the probability of winning different prizes varies, higher-level prizes generally have a lower probability of winning. When players fail to win a higher-level prize or simply do not win a prize at all, they may perceive the lottery system as unfair, which can affect their mood and lead to a poor gaming experience. Summary of the Invention

[0003] In view of this, an object of the present invention is to provide a method, device and electronic device for obtaining virtual resources for a game, so as to enhance the user's sense of participation in the process of obtaining virtual resources and improve the user experience.

[0004] In a first aspect, an embodiment of the present invention provides a method for acquiring virtual resources in a game, providing a graphical user interface through a terminal device; the game includes a first virtual object and multiple second virtual objects, and the method includes: in response to a resource acquisition event, displaying a resource acquisition scene corresponding to the first virtual object on the graphical user interface; the first virtual object is controlled by a first terminal; wherein the resource acquisition scene includes a first virtual object, at least one second virtual object, and multiple placement positions; in response to a resource placement operation of a target virtual object, displaying a resource acquisition prop set by the target virtual object in the resource acquisition scene at a first placement position among the multiple placement positions corresponding to the resource placement operation; the target virtual object includes the first virtual object or the second virtual object; the second virtual object is controlled by a second terminal, and the first placement position is at least part of the multiple placement positions; in response to the resource acquisition operation, determining a target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene, determining a target virtual resource from a preset virtual resource pool, and allocating the target virtual resource as a resource corresponding to the target resource acquisition prop to the first virtual object; the target acquisition prop is generated based on the resource placement instruction of the first virtual object or the second virtual object.

[0005] The above-mentioned step of displaying the resource acquisition props set by the first virtual object in the resource acquisition scene at the first placement position among multiple placement positions corresponding to the resource placement instruction in response to the resource placement operation includes: in response to the selection operation of the first placement position among the multiple placement positions, displaying the editing interface corresponding to the first placement position on the graphical user interface; in response to the editing operation on the editing interface, generating the resource acquisition props based on the editing content of the editing operation, and displaying it at the first placement position.

[0006] The above-mentioned resource acquisition scene includes an object identifier of a first virtual object; after displaying the resource acquisition prop at the first placement position, the above-mentioned method also includes: displaying a preset confirmation identifier at the object identifier of the first virtual object; the confirmation identifier is used to indicate that the first virtual object has completed the placement of at least one resource acquisition prop.

[0007] The above-mentioned step of allocating the target virtual resource as a resource corresponding to the target resource acquisition prop to the first virtual object also includes: displaying the resource identifier corresponding to the target virtual resource on the graphical user interface, and displaying the animation effect of the resource identifier moving from the placement position corresponding to the target resource acquisition prop to the object identifier of the first virtual object.

[0008] The above-mentioned virtual resource pool includes at least ordinary resources and special resources, the ordinary resources are set with a first probability, and the special resources are set with a second probability, and the first probability and the second probability are different; the step of determining the target virtual resource from the preset virtual resource pool includes: determining the target virtual resource from the preset virtual resource pool based on the first probability and the second probability.

[0009] The above method also includes: in response to a click operation on the object identifier of the first virtual object, displaying an interactive information list on the graphical user interface; the interactive information list includes multiple interactive information; in response to a selection operation of the first interactive information among the multiple interactive information, displaying the first interactive information in the resource acquisition scene.

[0010] The resource acquisition scenario further includes an object identifier of the second virtual object, and the method further includes: in response to a first operation on the object identifier of the second virtual object, displaying the resources acquired by the second virtual object on the graphical user interface.

[0011] The above-mentioned step of displaying the resource acquisition scene corresponding to the first virtual object on the graphical user interface in response to the resource acquisition event includes: determining the resource acquisition queue of the game in response to the resource acquisition event, wherein the resource acquisition queue includes at least one second virtual object that triggers the resource acquisition event; based on the at least one second virtual object, creating a corresponding resource acquisition scene for the first virtual object and displaying it on the graphical user interface.

[0012] Each of the above-mentioned resource acquisition props corresponds to a virtual currency of a first value. In response to a resource placement operation of the target virtual object, the resource acquisition prop set by the target virtual object in the resource acquisition scene is displayed at a first placement position among multiple placement positions corresponding to the resource placement operation. The step includes: in response to the resource placement operation of the target virtual object, deducting virtual currency of a value corresponding to the placed resource acquisition prop from the target virtual object, and displaying the resource acquisition prop set by the target virtual object in the resource acquisition scene at a first placement position among multiple placement positions corresponding to the resource placement operation.

[0013] The above-mentioned step of determining the target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene in response to the resource acquisition operation includes: in response to the resource acquisition operation, determining whether the number of resources obtained by the first virtual object is less than or equal to the number of resource acquisition props set by the first virtual object in the resource acquisition scene; if so, executing the step of determining the target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene; if not, not executing the step of determining the target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene.

[0014] The above method also includes: in response to an exit event of the resource acquisition scene, determining whether the number of resources obtained by the first virtual object is less than the number of resource acquisition props set by the first virtual object in the resource acquisition scene; if so, based on the difference between the number of resource acquisition props set by the first virtual object and the number of resources it has obtained, returning virtual currency corresponding to the difference to the first virtual object.

[0015] In a second aspect, an embodiment of the present invention provides a virtual resource acquisition device for a game, which provides a graphical user interface through a terminal device; the game includes a first virtual object and multiple second virtual objects, and the device includes: a scene display module, which is used to display a resource acquisition scene corresponding to the first virtual object in the graphical user interface in response to a resource acquisition event; the first virtual object is controlled by a first terminal; wherein the resource acquisition scene includes a first virtual object, at least one second virtual object, and multiple placement positions; a prop display module, which is used to display a resource acquisition prop set by the target virtual object in the resource acquisition scene at a first placement position among multiple placement positions corresponding to the resource placement operation in response to a resource placement operation of the target virtual object; the target virtual object includes the first virtual object or the second virtual object; the second virtual object is controlled by a second terminal; the first placement position is at least part of the multiple placement positions; the resource acquisition module is used to determine a target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene in response to the resource acquisition operation, determine a target virtual resource from a preset virtual resource pool, and allocate the target virtual resource as a resource corresponding to the target resource acquisition prop to the first virtual object.

[0016] In a third aspect, an embodiment of the present invention provides an electronic device including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned method for obtaining virtual resources of the game.

[0017] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned method for obtaining virtual resources for the game.

[0018] The embodiments of the present invention bring the following beneficial effects:

[0019] The aforementioned method, device, and electronic device for acquiring virtual resources in a game display a resource acquisition scene corresponding to a first virtual object on a graphical user interface in response to a resource acquisition event; display a resource acquisition prop set by the target virtual object in the resource acquisition scene at a first placement position among multiple placement positions corresponding to the resource placement operation in response to a resource placement operation on the target virtual object; the target virtual object can be the first virtual object or another virtual object; in response to the resource acquisition operation, determine a target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene, determine a target virtual resource from a preset virtual resource pool, and allocate the target virtual resource as a resource corresponding to the target resource acquisition prop to the first virtual object. This method allows players to generate resource acquisition props based on their own edited content, thereby increasing player participation, and allows players to select props set by others to acquire resources, thereby improving interactivity.

[0020] Other features and advantages of the present invention will be described in the following description, and in part will become apparent from the description, or understood by practicing the present invention. The purposes and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0021] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0023] Figure 1 A flowchart of a method for acquiring virtual resources for a game provided by an embodiment of the present invention;

[0024] Figure 2 A schematic diagram of a lottery scene provided by an embodiment of the present invention;

[0025] Figure 3 A schematic diagram of another lottery scene provided by an embodiment of the present invention;

[0026] Figure 4 A schematic diagram of another lottery scene provided by an embodiment of the present invention;

[0027] Figure 5 A schematic diagram of a treasure chest drawing process provided by an embodiment of the present invention;

[0028] Figure 6 A schematic diagram of a lottery process provided by an embodiment of the present invention;

[0029] Figure 7 A schematic diagram of a player interaction process in a lottery scenario provided by an embodiment of the present invention;

[0030] Figure 8 A schematic structural diagram of a device for acquiring virtual resources for a game provided by an embodiment of the present invention;

[0031] Figure 9 A schematic structural diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0032] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of them. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work shall fall within the scope of protection of the present invention.

[0033] To enhance gameplay, some online games offer players the chance to draw prizes or cards. Prizes are typically virtual assets like in-game equipment and gold coins. Because the lottery process involves player deposits and the probability of winning different prizes, the lottery feature in games is a sensitive one. Players often blame the low probability of winning high-quality prizes on the game, leading to negative emotions and negatively impacting game retention.

[0034] Based on this, the embodiments of the present invention provide a method, device, and electronic device for obtaining virtual resources for a game. This technology can be applied to virtual resource acquisition scenarios in various games.

[0035] In one embodiment of the present invention, a method for acquiring virtual game resources can be run on a touch-sensitive local terminal device or a server. When the method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0036] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game 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 method for obtaining virtual resources of the game are completed on the cloud game 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 cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game 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.

[0037] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal 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.

[0038] In one possible implementation, an embodiment of the present invention provides a method for acquiring virtual resources for a game, wherein a graphical user interface is provided via a terminal device, where the terminal device can be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The graphical user interface provided by the terminal device can display interface content, such as a game scene screen, a communication interaction window, and so on, depending on the type of application being launched.

[0039] To facilitate understanding of this embodiment, a method for obtaining virtual resources in a game disclosed in an embodiment of the present invention is first introduced. The method provides a graphical user interface through a first terminal. The game includes a first virtual object and multiple second virtual objects. The first virtual object is controlled by the first terminal. The second virtual object can be controlled by other terminals other than the first terminal, or by the game AI. Figure 1 As shown, the method includes the following steps:

[0040] Step S102, in response to a resource acquisition event, displaying a resource acquisition scene corresponding to the first virtual object on a graphical user interface; the first virtual object is controlled by the first terminal; wherein the resource acquisition scene includes the first virtual object, at least one second virtual object, and multiple placement locations.

[0041] The resource acquisition event may be a player clicking a lottery icon or website in a graphical user interface provided by the terminal device, or a player entering a website for entering a lottery scene in a browser of the terminal device, thereby triggering the resource acquisition event.

[0042] The resource acquisition scene (also called "lottery scene screen") is usually used to display a lottery scene, such as a lottery room or a lottery round table. In order to increase the fun of the lottery process, multiple player positions and multiple resource acquisition prop placement positions can be set in the resource acquisition scene. In some cases, the player positions can be omitted and only the resource acquisition prop placement positions can be displayed. The number of player positions can be greater than, equal to, or less than the number of placement positions. Figure 2 As shown, there are 4 player positions and 4 placement positions for resource acquisition props in the resource acquisition scene.

[0043] The above-mentioned player positions are similar to the multiple seats in the lottery room or around the lottery table. Multiple players can control their corresponding virtual objects to enter the resource acquisition scene by triggering the resource acquisition event, and be assigned or actively select the player position, and then acquire resources. Correspondingly, the resource acquisition scene can display the icon of the player position. If the player position corresponding to the player position icon has been set with a virtual object entering the resource acquisition scene, the object identifier of the virtual object can be displayed at the player position icon. Since the resource acquisition event is triggered, the object identifier of at least one virtual object will be displayed in the resource acquisition scene. Figure 2 As shown, the resource acquisition scene displays player positions 1 and 2, each with a virtual object, and player positions 3 and 4, each without a virtual object. To enhance interactivity, when a player operating a terminal device clicks on the object identifier of a virtual object displayed in the resource acquisition scene, the graphical user interface may also display basic information about the clicked virtual object, a friend addition page, and so on.

[0044] The above placement positions are mainly used to place resource acquisition props (also known as "lottery props"). In order to increase the player's sense of participation, the resource acquisition props can be generated by the player's editing operation. The placement position in the resource acquisition scene may have resource acquisition props placed on it, or it may not have resource acquisition props placed on it. Figure 2As shown, resource acquisition props 1 and resource acquisition props 2 are placed on placement position 1 and placement position 2 respectively, and there are no resource acquisition props on placement position 3 and placement position 4.

[0045] Step S104 , in response to the resource placement operation of the target virtual object, displaying the resource acquisition props set by the target virtual object in the resource acquisition scene at a first placement position among multiple placement positions corresponding to the resource placement operation.

[0046] The target virtual object may be a first virtual object controlled by the first terminal or a second virtual object controlled by the second terminal. The first placement location is at least part of a plurality of placement locations. When there are multiple placement locations in the resource acquisition scene, it is also necessary to determine the first placement location from the plurality of placement locations based on a selection operation generated by the player through interaction with the terminal device. For example, the player may click on the display location of the first placement location on the resource acquisition scene using a human-computer interaction device connected to the terminal device, such as a mouse, keyboard, touch screen, etc., thereby generating a selection operation.

[0047] After detecting the selection operation of the first placement location, a corresponding edit page can be generated in the graphical user interface. The player can enter editing operations on this edit page. Specifically, the editing operations can be performed using a human-computer interaction device connected to the terminal device, such as a mouse, keyboard, and touch screen. The edit page can be blank, allowing the player to generate editing operations as desired; the edit page can also display a target pattern to guide the player in generating editing operations. The editing content corresponding to the editing operation can be an image, text, etc.

[0048] The aforementioned resource acquisition items are represented by icons of items with certain symbolic meanings, such as treasure chests, lottery cards, golden eggs, etc. The display content corresponding to the edited content can be displayed on the resource acquisition item icons, allowing players to select the resource acquisition item they want based on their preferences for the display content on the resource acquisition item.

[0049] Step S106, in response to the resource acquisition operation, determining a target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene, determining a target virtual resource from a preset virtual resource pool, and allocating the target virtual resource as a resource corresponding to the target resource acquisition prop to the first virtual object; the target acquisition prop is generated based on a resource placement instruction of the first virtual object or the second virtual object.

[0050] After the player sets the lottery props generated based on the editing operation in the first lottery position through the terminal device, he can select the target resource acquisition props according to his preference for the placement position of the resource acquisition props and the editing content corresponding to the resource acquisition props.

[0051] After determining the target resource acquisition item, the target virtual resource can be randomly determined from the preset virtual resource pool according to a preset probability and allocated to the first virtual object. The virtual resource pool includes multiple virtual resources, such as virtual currency, virtual items, etc.

[0052] After determining the target virtual resource, the resource acquisition scene may first display an animation effect of the resource acquisition prop being opened, such as a treasure chest being opened, a golden egg being smashed, etc., and then display the target virtual resource. The displayed target virtual resource may include an icon of the target virtual resource, and / or the name, level information, etc. of the target virtual resource. After displaying the target virtual resource, an animation effect of the target virtual resource flying along a certain trajectory toward the object identifier of the virtual object corresponding to the target virtual resource may also be displayed. Alternatively, while displaying the target virtual resource, a highlight or flash effect may be displayed in the display area of ​​the object identifier of the virtual object corresponding to the target virtual resource, so that players corresponding to other virtual objects in the resource acquisition scene are aware of the virtual object corresponding to the current target virtual resource.

[0053] The aforementioned method for acquiring virtual resources in a game displays a resource acquisition scene corresponding to a first virtual object on a graphical user interface in response to a resource acquisition event; displays a resource acquisition prop set by the target virtual object in the resource acquisition scene at a first placement position among multiple placement positions corresponding to the resource placement operation in response to a resource acquisition event; the target virtual object can be the first virtual object or another virtual object; and in response to the resource acquisition operation, determines a target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene, determines a target virtual resource from a preset virtual resource pool, and allocates the target virtual resource to the first virtual object. This method allows players to generate resource acquisition props based on their own edited content, increasing player engagement, and allows players to select props set by others to acquire resources, improving interactivity.

[0054] The following embodiments provide specific implementations of displaying a resource acquisition scene corresponding to a first virtual object on a graphical user interface in response to a resource acquisition event.

[0055] Multiple resource acquisition scenarios can be pre-set, each with a maximum number of virtual characters that can be accommodated. When a player triggers a resource acquisition event, in response to the resource acquisition event, a resource acquisition scenario corresponding to a first virtual object can be determined from the multiple pre-set resource acquisition scenarios. If the number of virtual objects in the resource acquisition scenario is less than a pre-set threshold, which can be the pre-set maximum number of virtual characters that the scenario can accommodate, the resource acquisition scenario corresponding to the first virtual object is displayed on a graphical user interface. If the number of virtual characters in all resource acquisition scenarios has reached the maximum, a prompt window can be displayed, notifying the user that resources are limited and to try again later.

[0056] Alternatively, a resource acquisition scene can be generated for users who need to acquire resources, and after other players enter the scene, the relevant resource acquisition operations can be started. Specifically, in response to a resource acquisition event, a resource acquisition scene corresponding to a first virtual object can be generated, and the steps of the resource acquisition scene can be displayed on a graphical user interface. At this time, the scene is in an inoperable state. In response to a trigger event of at least one second virtual object entering the initial resource scene, the inoperable state of the resource acquisition scene is changed to an operable state. At this time, the virtual character in the scene can perform operations such as setting resource acquisition props and selecting target resource props.

[0057] In a specific implementation, a resource acquisition queue is set up in the game system, and virtual objects that trigger resource acquisition events are entered into the queue. After a first virtual object triggers a resource acquisition event, the game's resource acquisition queue is determined in response to the resource acquisition event, wherein the resource acquisition queue includes at least one second virtual object that triggered the resource acquisition event. Based on the at least one second virtual object, a corresponding resource acquisition scene is created for the first virtual object and displayed in the graphical user interface.

[0058] The following embodiment provides a specific implementation method for displaying a resource acquisition prop set by a first virtual object in a resource acquisition scene at a first placement position among multiple placement positions corresponding to a resource placement instruction in response to a resource placement operation.

[0059] Typically, the resource acquisition scenario requires setting up multiple placement locations. In response to a selection operation on a first placement location among the multiple placement locations, an editing interface corresponding to the first placement location is displayed on a graphical user interface. Then, in response to an editing operation on the editing interface, a resource acquisition item is generated based on the edited content of the editing operation and displayed at the first placement location. The first placement location can be selected by the player based on their location preference. After the first placement location is selected, the graphical user interface needs to display an editing interface corresponding to the placement location. The editing interface may display a target pattern to guide the player in drawing, or may display a brush tool for editing operations, etc.

[0060] After a player generates an editing operation on the editing interface via a human-computer interaction device connected to the terminal device, a resource acquisition item is generated based on the edited content of the editing operation in response to the editing operation on the editing interface corresponding to the first placement position. When generating the resource acquisition item based on the edited content of the editing operation, the edited content can be directly displayed on a preset initial item; or the edited content can be subjected to certain image processing, such as smoothing its lines, and the processed content is displayed on a preset initial item to generate the resource acquisition item corresponding to the edited content.

[0061] After displaying the resource acquisition item at the first placement location, a preset confirmation indicator may be displayed at the object identifier of the first virtual object; the confirmation indicator is used to indicate that the first virtual object has completed placement of at least one resource acquisition item. Specifically, a confirmation indicator may be displayed near the object identifier of the first virtual object where the resource acquisition item has been placed, such as by displaying a crown icon above the object identifier or by displaying a lottery card icon in the area surrounding the object identifier, so that the player can use the confirmation indicator to determine whether the virtual object they control or other virtual objects have placed the lottery prize.

[0062] The following embodiments provide a specific implementation method for determining a target resource acquisition prop from at least one resource acquisition prop displayed in a resource acquisition scene, determining a target virtual resource from a preset virtual resource pool, and allocating the target virtual resource to a first virtual object in response to a resource acquisition operation.

[0063] In specific implementations, players must place resource acquisition items before selecting a target resource acquisition item to further acquire resources. Furthermore, the number of resources a player acquires cannot exceed the number of resource acquisition items they have placed. Therefore, when determining the target resource acquisition item, it is necessary to determine whether the number of resources already acquired by the first virtual object is less than or equal to the number of resource acquisition items set by the first virtual object in the resource acquisition scene. If so, the step of determining the target resource acquisition item from at least one resource acquisition item displayed in the resource acquisition scene is executed. If not, the step of determining the target resource acquisition item from at least one resource acquisition item displayed in the resource acquisition scene is not executed.

[0064] Generally speaking, a virtual resource pool includes multiple virtual resources applied to resource acquisition scenarios; it includes at least ordinary resources and special resources, ordinary resources are set with a first probability, special resources are set with a second probability, and the first probability and the second probability are different; after determining the target resource acquisition props, the target virtual resource can be determined from the preset virtual resource pool based on the first probability and the second probability.

[0065] After the target virtual resource is determined, the graphical user interface may display an animation effect of the identifier of the target virtual resource moving from the lottery placement position corresponding to the target resource acquisition item to the object identifier of the first virtual object.

[0066] For example, the above animation effect can be an animation effect showing the target virtual resource flying from the placement position corresponding to the target resource acquisition prop to the object identifier of the first virtual object in the graphical user interface. At the same time, the name or level information of the target virtual resource (also called "prize") can also be displayed. Figure 3 As shown, the target virtual resource 2 obtained after the resource acquisition prop displayed at the placement position 2 is opened can fly to the virtual object at the player position 1 along the trajectory indicated by the arrow, and "Player 1 Resource Acquisition Result: Target Virtual Resource 2" can be displayed in the prize disclosure area of ​​the resource acquisition scene, so that the player can know the target virtual resources of other players in the resource acquisition scene, thereby making the player feel that the lottery process is more fair and open.

[0067] When a player acquires resources, the system typically deducts a portion of the player's virtual assets as the cost of the resource acquisition. Each resource acquisition item corresponds to a first value of virtual currency, and when a resource placement operation is performed, the corresponding virtual currency is deducted. Specifically, in response to a resource placement operation on a target virtual object, the virtual currency corresponding to the value of the placed resource acquisition item is deducted from the target virtual object, and the resource acquisition item placed by the target virtual object in the resource acquisition scene is displayed at the first placement location among multiple placement locations corresponding to the resource placement operation.

[0068] When the player wants to exit the resource acquisition scene, such as by clicking the exit control in the resource acquisition scene, an exit event is generated. In response to the exit event of the resource acquisition scene, it is necessary to determine whether the number of resources obtained by the first virtual object is less than the number of resource acquisition props set by the first virtual object in the resource acquisition scene; if so, based on the difference between the number of resource acquisition props set by the first virtual object and the number of resources it has obtained, the first virtual object is returned virtual currency corresponding to the difference. Taking the resource acquisition prop as a treasure chest as an example, when the number of treasure chests set by the player is less than the number of treasure chests opened, the deducted virtual currency needs to be returned to the player.

[0069] After learning about their own or others’ target virtual resources, players may want to express their feelings, such as envy, happiness or frustration, so they can interact with the resource acquisition scene in the interactive area, such as Figure 3 As shown. The activity can be triggered by the player clicking on the object identifier of the current virtual object corresponding to the player in the resource acquisition scene via a human-computer interaction device connected to the terminal device. In response to the click operation on the object identifier of the current virtual object, an interactive information list can be displayed in the graphical user interface; the interactive information list includes multiple interactive information; in response to the selection operation of the first interactive information among the multiple interactive information, the first interactive information is displayed in the interactive area of ​​the resource acquisition scene. This interactive information can be content such as emoticons, text, etc. that can express the player's mood.

[0070] Players can also use a human-computer interaction device connected to the terminal device to click on the object identifier of a virtual object located in the resource acquisition scene. In response to the click operation, the target virtual resources obtained by the virtual object can be displayed on the graphical user interface, and the friend addition page and basic information of the virtual object can also be displayed, thereby increasing the interactivity and fun of the lottery process.

[0071] An embodiment of the present invention also provides another method for obtaining virtual resources in a game. After entering a multiplayer lottery room, a player can consume tokens, draw on a treasure chest, and place it in the room for other players to draw. Players who have placed their treasure chests can then open the treasure chests placed by other players in the room. Players can also interact in the room, such as sending emoticons, chatting, viewing each other's prizes, adding friends, etc. They can also see what treasures other players have opened from their own treasure chests or watch the draws of heavy players.

[0072] The method is implemented by the following steps:

[0073] 1. After the player enters the lottery function (equivalent to the above-mentioned "resource acquisition event"), he will randomly enter a lottery room (equivalent to the above-mentioned "resource acquisition scene") and randomly or selectively locate an empty seat (equivalent to the above-mentioned "player position"). The total number of seats in the room depends on the specific design of the game. The name and avatar of the player who has been located will be displayed on the seat (equivalent to the above-mentioned "object identification of the virtual object"). If it is the player himself, there will be an asterisk mark on the avatar. This resource acquisition scene is as follows Figure 4 As shown. The squares with player names are the locations where players have been located, while the gray squares are the locations where no players are located. The dotted circles are the locations where resource acquisition props are placed.

[0074] 2. Players click on a blank treasure chest position (equivalent to the above-mentioned "placement position") to trigger the function of placing the treasure chest (equivalent to the above-mentioned "resource acquisition props"). On the pop-up interface (equivalent to the above-mentioned "editing interface"), you can make a custom drawing. After the drawing is completed, you can spend tokens to place the treasure chest in the selected treasure chest position. The hand-drawn drawing just drawn by the player will appear on the treasure chest. The above process is as follows Figure 5 As shown, players who have placed treasure chests will have a confirmation mark on their avatars (equivalent to the above-mentioned "confirmation mark"). Figure 5 A check mark indicates a treasure chest placed by the player. Players placing their own treasure chests will be marked with an asterisk. Before placing a treasure chest, the player's token count will be checked. If insufficient tokens are available, the treasure chest cannot be placed, and a corresponding "cannot place" notification will be displayed. The drawing function depends on the specific game design and is not restricted here. Figure 5 The pig in the picture is generated by the player through editing. "★10" means that 10 tokens are needed to place the treasure chest. The player chooses to place the treasure chest in the third position in the first row. Figure 5 The display screen of the resource acquisition scene after the treasure chest is placed at this location is shown in the figure.

[0075] 3. After the player has the confirmation mark, he can choose a favorite treasure chest on the field. After clicking the treasure chest, it will open and display the prizes won by the player. At the same time, the prizes will fly from the treasure chest position in the room to the player's avatar, and other players can see what prizes the player has won. The above process is as follows Figure 6 As shown, the prize flies toward the player's avatar along the trajectory shown by the arrow.

[0076] Players who haven't placed a treasure chest before cannot open one in the room. The number of treasure chests a player can open is equal to the number of treasure chests they have placed. However, the maximum number of treasure chests a player can place cannot exceed half of the available space in the room. Each time a player opens a treasure chest, the system will randomly draw a prize.

[0077] 4. After clicking on the player's portrait, you can call out the expression bar, click to send expressions and interact with other players. Figure 7 shown.

[0078] 5. Click on other players’ avatars to view the prizes they have won in the room, or add them as friends or send private messages.

[0079] 6. Players can exit the room at any time. If a treasure chest is placed but no lottery is conducted, the tokens will be returned when the player exits the room.

[0080] 7. Players can open their own treasure chests. When there are no treasure chests to open in the room, hardcore players can open their own treasure chests while other players can watch.

[0081] Without changing the player's winning rate, the above method can enhance the fun of the lottery, strengthen the sense of accomplishment, reduce negative emotions through various forms of multi-person interaction, and transfer the problem of players failing to win high-level prizes to outside the lottery system. At the same time, players promote each other and turn the lottery into an interactive game, which can greatly promote consumption.

[0082] For the above method embodiments, see Figure 8 A device for acquiring virtual resources for a game is shown, wherein a graphical user interface is provided via a first terminal, and the game includes a first virtual object and multiple second virtual objects. The device includes:

[0083] A scene display module 802 is configured to display a resource acquisition scene corresponding to a first virtual object on a graphical user interface in response to a resource acquisition event; the first virtual object is controlled by a first terminal; wherein the resource acquisition scene includes the first virtual object, at least one second virtual object, and a plurality of placement locations;

[0084] The prop display module 804 is configured to, in response to a resource placement operation on a target virtual object, display a resource acquisition prop set by the target virtual object in the resource acquisition scene at a first placement position among a plurality of placement positions corresponding to the resource placement operation; the target virtual object includes the first virtual object or the second virtual object; the second virtual object is controlled by the second terminal; and the first placement position is at least a portion of the plurality of placement positions.

[0085] The resource acquisition module 806 is used to determine a target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene in response to a resource acquisition operation, determine a target virtual resource from a preset virtual resource pool, and allocate the target virtual resource as a resource corresponding to the target resource acquisition prop to the first virtual object.

[0086] The aforementioned virtual resource acquisition device for a game displays a resource acquisition scene corresponding to a first virtual object on a graphical user interface in response to a resource acquisition event; displays a resource acquisition prop set by the target virtual object in the resource acquisition scene at a first placement position among multiple placement positions corresponding to the resource placement operation in response to a resource placement operation on the target virtual object; the target virtual object can be the first virtual object or another virtual object; and in response to the resource acquisition operation, determines a target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene, determines a target virtual resource from a preset virtual resource pool, and allocates the target virtual resource to the first virtual object. This method allows players to generate resource acquisition props based on their own edited content, increasing player engagement, and allows players to select props set by others to acquire resources, improving interactivity.

[0087] The above-mentioned prop display module is also used to: in response to the selection operation of the first placement position among multiple placement positions, display the editing interface corresponding to the first placement position in the graphical user interface; in response to the editing operation of the editing interface, generate resource acquisition props based on the editing content of the editing operation, and display it in the first placement position.

[0088] The resource acquisition scene includes an object identifier of a first virtual object; the device further includes: an identifier display module, configured to display a preset confirmation identifier at the object identifier of the first virtual object; the confirmation identifier is configured to indicate that the first virtual object has completed placement of at least one resource acquisition item.

[0089] The resource acquisition module is further configured to display the resource identifier corresponding to the target virtual resource on the graphical user interface, and to display an animation effect of the resource identifier moving from the placement position corresponding to the target resource acquisition item to the object identifier of the first virtual object.

[0090] The above-mentioned virtual resource pool includes at least common resources and special resources, the common resources are set with a first probability, and the special resources are set with a second probability, and the first probability and the second probability are different; the above-mentioned resource acquisition module is also used to: determine the target virtual resource from the preset virtual resource pool based on the first probability and the second probability.

[0091] The above-mentioned device also includes: an interactive list display module, which is used to respond to a click operation on the object identifier of the first virtual object and display an interactive information list on the graphical user interface; the interactive information list includes multiple interactive information; and an interactive information display module, which is used to respond to a selection operation of the first interactive information among the multiple interactive information and display the first interactive information in the resource acquisition scene.

[0092] The resource acquisition scenario further includes an object identifier of the second virtual object. The apparatus further includes a resource display module configured to display the resources acquired by the second virtual object on a graphical user interface in response to a first operation on the object identifier of the second virtual object.

[0093] The above-mentioned scene display module is also used to: determine the resource acquisition queue of the game in response to a resource acquisition event, wherein the resource acquisition queue includes at least one second virtual object that triggers the resource acquisition event; based on the at least one second virtual object, create a corresponding resource acquisition scene for the first virtual object and display it on the graphical user interface.

[0094] Each of the above-mentioned resource acquisition props corresponds to a virtual currency of a first value, and the above-mentioned prop display module is also used to: in response to the resource placement operation of the target virtual object, deduct the virtual currency of the value corresponding to the placed resource acquisition prop from the target virtual object, and display the resource acquisition prop set by the target virtual object in the resource acquisition scene at the first placement position among multiple placement positions corresponding to the resource placement operation.

[0095] The above-mentioned resource acquisition module is also used to: determine whether the number of resources obtained by the first virtual object is less than or equal to the number of resource acquisition props set by the first virtual object in the resource acquisition scene; if so, execute the step of determining the target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene; if not, do not execute the step of determining the target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene.

[0096] The above-mentioned device also includes: an exit quantity judgment module, which is used to judge whether the number of resources obtained by the first virtual object is less than the number of resource acquisition props set by the first virtual object in the resource acquisition scene in response to the exit event of the resource acquisition scene; a difference calculation module, which is used to return virtual currency of a value corresponding to the difference between the number of resource acquisition props set by the first virtual object and the number of resources it has obtained to the first virtual object if so.

[0097] This embodiment further provides an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned method for obtaining virtual resources of the game, which is specifically as follows:

[0098] In response to a resource acquisition event, a resource acquisition scene corresponding to a first virtual object is displayed on a graphical user interface; in response to a resource placement operation on a target virtual object, a resource acquisition prop set for the target virtual object in the resource acquisition scene is displayed at a first placement position among multiple placement positions corresponding to the resource placement operation; the target virtual object can be the first virtual object or another virtual object; in response to the resource acquisition operation, a target resource acquisition prop is determined from at least one resource acquisition prop displayed in the resource acquisition scene, a target virtual resource is determined from a preset virtual resource pool, and the target virtual resource is allocated to the first virtual object as a resource corresponding to the target resource acquisition prop.

[0099] This method allows players to generate resources and obtain props based on their own edited content, which increases player participation. Players can also select props set by others to obtain resources, which improves interactivity.

[0100] Optionally, the above-mentioned step of displaying the resource acquisition props set by the first virtual object in the resource acquisition scene at the first placement position among multiple placement positions corresponding to the resource placement instruction in response to the resource placement operation includes: in response to the selection operation of the first placement position among the multiple placement positions, displaying the editing interface corresponding to the first placement position on the graphical user interface; in response to the editing operation on the editing interface, generating the resource acquisition props based on the editing content of the editing operation, and displaying it at the first placement position.

[0101] Optionally, the above-mentioned resource acquisition scene includes an object identifier of the first virtual object; after displaying the resource acquisition prop at the first placement position, the above-mentioned method also includes: displaying a preset confirmation identifier at the object identifier of the first virtual object; the confirmation identifier is used to indicate that the first virtual object has completed the placement of at least one resource acquisition prop.

[0102] Optionally, the above-mentioned step of allocating the target virtual resource as a resource corresponding to the target resource acquisition prop to the first virtual object also includes: displaying the resource identifier corresponding to the target virtual resource on the graphical user interface, and displaying the animation effect of the resource identifier moving from the placement position corresponding to the target resource acquisition prop to the object identifier of the first virtual object.

[0103] Optionally, the above-mentioned virtual resource pool includes at least ordinary resources and special resources, the ordinary resources are set with a first probability, and the special resources are set with a second probability, and the first probability and the second probability are different; the step of determining the target virtual resource from the preset virtual resource pool includes: determining the target virtual resource from the preset virtual resource pool based on the first probability and the second probability.

[0104] Optionally, the above method also includes: in response to a click operation on the object identifier of the first virtual object, displaying an interactive information list in the graphical user interface; the interactive information list includes multiple interactive information; in response to a selection operation of the first interactive information among the multiple interactive information, displaying the first interactive information in the resource acquisition scene.

[0105] Optionally, the resource acquisition scenario further includes an object identifier of the second virtual object, and the method further includes: in response to the first operation on the object identifier of the second virtual object, displaying the resources acquired by the second virtual object on the graphical user interface.

[0106] Optionally, the above-mentioned step of displaying a resource acquisition scene corresponding to the first virtual object on a graphical user interface in response to a resource acquisition event includes: determining a resource acquisition queue of the game in response to the resource acquisition event, wherein the resource acquisition queue includes at least one second virtual object that triggers the resource acquisition event; and creating a corresponding resource acquisition scene for the first virtual object based on the at least one second virtual object, and displaying it on the graphical user interface.

[0107] Optionally, each of the above-mentioned resource acquisition props corresponds to a virtual currency of a first value, and in response to a resource placement operation of the target virtual object, the step of displaying the resource acquisition prop set by the target virtual object in the resource acquisition scene at a first placement position among multiple placement positions corresponding to the resource placement operation includes: in response to the resource placement operation of the target virtual object, deducting the virtual currency of a value corresponding to the placed resource acquisition prop from the target virtual object, and displaying the resource acquisition prop set by the target virtual object in the resource acquisition scene at a first placement position among multiple placement positions corresponding to the resource placement operation.

[0108] Optionally, the above-mentioned step of determining the target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene in response to the resource acquisition operation includes: in response to the resource acquisition operation, determining whether the number of resources obtained by the first virtual object is less than or equal to the number of resource acquisition props set by the first virtual object in the resource acquisition scene; if so, executing the step of determining the target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene; if not, not executing the step of determining the target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene.

[0109] Optionally, the method further includes: in response to an exit event of the resource acquisition scene, determining whether the amount of resources obtained by the first virtual object is less than the amount of resource acquisition props set by the first virtual object in the resource acquisition scene; if so, returning virtual currency corresponding to the difference between the amount of resource acquisition props set by the first virtual object and the amount of resources it has obtained to the first virtual object. Figure 9 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the virtual resource acquisition method of the above game.

[0110] Furthermore, Figure 9 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0111] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 9 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0112] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 100 or software instructions. The above processor 100 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly implemented and executed by a hardware decoding processor, or by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0113] This embodiment further provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the virtual resource acquisition method of the game, as follows:

[0114] In response to a resource acquisition event, a resource acquisition scene corresponding to a first virtual object is displayed on a graphical user interface; in response to a resource placement operation on a target virtual object, a resource acquisition prop set for the target virtual object in the resource acquisition scene is displayed at a first placement position among multiple placement positions corresponding to the resource placement operation; the target virtual object can be the first virtual object or another virtual object; in response to the resource acquisition operation, a target resource acquisition prop is determined from at least one resource acquisition prop displayed in the resource acquisition scene, a target virtual resource is determined from a preset virtual resource pool, and the target virtual resource is allocated to the first virtual object as a resource corresponding to the target resource acquisition prop.

[0115] This method allows players to generate resources and obtain props based on their own edited content, which increases player participation. Players can also select props set by others to obtain resources, which improves interactivity.

[0116] Optionally, the above-mentioned step of displaying the resource acquisition props set by the first virtual object in the resource acquisition scene at the first placement position among multiple placement positions corresponding to the resource placement instruction in response to the resource placement operation includes: in response to the selection operation of the first placement position among the multiple placement positions, displaying the editing interface corresponding to the first placement position on the graphical user interface; in response to the editing operation on the editing interface, generating the resource acquisition props based on the editing content of the editing operation, and displaying it at the first placement position.

[0117] Optionally, the above-mentioned resource acquisition scene includes an object identifier of the first virtual object; after displaying the resource acquisition prop at the first placement position, the above-mentioned method also includes: displaying a preset confirmation identifier at the object identifier of the first virtual object; the confirmation identifier is used to indicate that the first virtual object has completed the placement of at least one resource acquisition prop.

[0118] Optionally, the above-mentioned step of allocating the target virtual resource as a resource corresponding to the target resource acquisition prop to the first virtual object also includes: displaying the resource identifier corresponding to the target virtual resource on the graphical user interface, and displaying the animation effect of the resource identifier moving from the placement position corresponding to the target resource acquisition prop to the object identifier of the first virtual object.

[0119] Optionally, the above-mentioned virtual resource pool includes at least ordinary resources and special resources, the ordinary resources are set with a first probability, and the special resources are set with a second probability, and the first probability and the second probability are different; the step of determining the target virtual resource from the preset virtual resource pool includes: determining the target virtual resource from the preset virtual resource pool based on the first probability and the second probability.

[0120] Optionally, the above method also includes: in response to a click operation on the object identifier of the first virtual object, displaying an interactive information list in the graphical user interface; the interactive information list includes multiple interactive information; in response to a selection operation of the first interactive information among the multiple interactive information, displaying the first interactive information in the resource acquisition scene.

[0121] Optionally, the resource acquisition scenario further includes an object identifier of the second virtual object, and the method further includes: in response to the first operation on the object identifier of the second virtual object, displaying the resources acquired by the second virtual object on the graphical user interface.

[0122] Optionally, the above-mentioned step of displaying a resource acquisition scene corresponding to the first virtual object on a graphical user interface in response to a resource acquisition event includes: determining a resource acquisition queue of the game in response to the resource acquisition event, wherein the resource acquisition queue includes at least one second virtual object that triggers the resource acquisition event; and creating a corresponding resource acquisition scene for the first virtual object based on the at least one second virtual object, and displaying it on the graphical user interface.

[0123] Optionally, each of the above-mentioned resource acquisition props corresponds to a virtual currency of a first value, and in response to a resource placement operation of the target virtual object, the step of displaying the resource acquisition prop set by the target virtual object in the resource acquisition scene at a first placement position among multiple placement positions corresponding to the resource placement operation includes: in response to the resource placement operation of the target virtual object, deducting the virtual currency of a value corresponding to the placed resource acquisition prop from the target virtual object, and displaying the resource acquisition prop set by the target virtual object in the resource acquisition scene at a first placement position among multiple placement positions corresponding to the resource placement operation.

[0124] Optionally, the above-mentioned step of determining the target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene in response to the resource acquisition operation includes: in response to the resource acquisition operation, determining whether the number of resources obtained by the first virtual object is less than or equal to the number of resource acquisition props set by the first virtual object in the resource acquisition scene; if so, executing the step of determining the target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene; if not, not executing the step of determining the target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene.

[0125] Optionally, the above method also includes: in response to an exit event of the resource acquisition scene, determining whether the number of resources obtained by the first virtual object is less than the number of resource acquisition props set by the first virtual object in the resource acquisition scene; if so, based on the difference between the number of resource acquisition props set by the first virtual object and the number of resources it has obtained, returning virtual currency corresponding to the difference to the first virtual object.

[0126] The embodiments of the present invention provide a method, device, and electronic device for obtaining virtual resources for a game, including a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. For specific implementation, please refer to the method embodiments and will not be repeated here.

[0127] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0128] In addition, in the description of the embodiments of the present invention, unless otherwise expressly specified or limited, the terms "mounted," "connected," and "connected" should be understood in a broad sense. For example, they may refer to fixed connections, detachable connections, or integral connections; they may refer to mechanical connections or electrical connections; they may refer to direct connections or indirect connections through an intermediate medium; and they may refer to internal communication between two components. Those skilled in the art will understand the specific meanings of the above terms in the present invention based on the specific circumstances.

[0129] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0130] In the description of the present invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate and simplify the description of the present invention. They are not intended to indicate or imply that the devices or components referred to must have, be constructed, or operate in a specific orientation, and therefore should not be construed as limitations on the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0131] Finally, it should be noted that the above embodiments are only specific implementation methods of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed by the present invention, or replace some of the technical features therein with equivalents. Such modifications, changes or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be based on the scope of protection of the claims.

Claims

1. A method for obtaining virtual resources of a game, characterized in that: A graphical user interface is provided by a first terminal, wherein the game includes a first virtual object and a plurality of second virtual objects, and the method includes: In response to a resource acquisition event, displaying a resource acquisition scene corresponding to a first virtual object on the graphical user interface; the first virtual object is controlled by the first terminal; wherein the resource acquisition scene includes the first virtual object, at least one second virtual object, and a plurality of placement locations; the resource acquisition scene also includes a prize disclosure area; the prize disclosure area is used to display virtual resources acquired by the virtual object in the resource acquisition scene; In response to a resource placement operation on a target virtual object, displaying a resource acquisition prop set by the target virtual object in the resource acquisition scene at a first placement position among the multiple placement positions corresponding to the resource placement operation; the target virtual object includes the first virtual object or the second virtual object; the second virtual object is controlled by a second terminal, and the first placement position is at least a portion of the multiple placement positions; In response to a resource acquisition operation, a target resource acquisition prop is determined from at least one resource acquisition prop displayed in the resource acquisition scene, a target virtual resource is determined from a preset virtual resource pool, a resource identifier corresponding to the target virtual resource is displayed on the graphical user interface, and an animation effect of the resource identifier moving from the placement position corresponding to the target resource acquisition prop to the object identifier of the first virtual object is displayed.

2. The method according to claim 1, characterized in that In response to a resource placement operation, the step of displaying a resource acquisition prop set by the first virtual object in the resource acquisition scene at a first placement position among the multiple placement positions corresponding to the resource placement instruction includes: In response to a selection operation of a first placement position among the plurality of placement positions, displaying an editing interface corresponding to the first placement position on the graphical user interface; In response to an editing operation on the editing interface, the resource acquisition tool is generated based on the editing content of the editing operation and displayed at the first placement position.

3. The method according to claim 2, characterized in that The resource acquisition scenario includes an object identifier of the first virtual object; After displaying the resource acquisition tool at the first placement location, the method further includes: A preset confirmation mark is displayed at the object mark of the first virtual object; the confirmation mark is used to indicate that the first virtual object has completed the placement of at least one resource acquisition prop.

4. The method according to claim 1, wherein The virtual resource pool includes at least common resources and special resources, the common resources are set with a first probability, the special resources are set with a second probability, and the first probability is different from the second probability; The step of determining the target virtual resource from the preset virtual resource pool includes: Based on the first probability and the second probability, a target virtual resource is determined from a preset virtual resource pool.

5. The method according to claim 3, characterized in that The method further comprises: In response to a click operation on the object identifier of the first virtual object, displaying an interactive information list on the graphical user interface; the interactive information list includes a plurality of interactive information; In response to a selection operation of first interactive information among the multiple interactive information, the first interactive information is displayed in the resource acquisition scene.

6. The method according to claim 2, characterized in that The resource acquisition scenario further includes an object identifier of the second virtual object, and the method further includes: In response to a click operation on the object identifier of the second virtual object, the resources acquired by the second virtual object are displayed on the graphical user interface.

7. The method according to claim 1, characterized in that In response to a resource acquisition event, the step of displaying a resource acquisition scene corresponding to the first virtual object on the graphical user interface includes: In response to a resource acquisition event, determining a resource acquisition queue of the game, wherein the resource acquisition queue includes at least one second virtual object that triggers the resource acquisition event; Based on the at least one second virtual object, a corresponding resource acquisition scene is created for the first virtual object and displayed on the graphical user interface.

8. The method according to claim 1, characterized in that Each resource acquisition item corresponds to a first value of virtual currency, and in response to a resource placement operation on a target virtual object, the step of displaying the resource acquisition item set by the target virtual object in the resource acquisition scene at a first placement position among the plurality of placement positions corresponding to the resource placement operation includes: In response to a resource placement operation of a target virtual object, virtual currency of a value corresponding to the placed resource acquisition item is deducted from the target virtual object, and the resource acquisition item set by the target virtual object in the resource acquisition scene is displayed at a first placement position among the multiple placement positions corresponding to the resource placement operation.

9. The method according to claim 1, characterized in that The step of determining a target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene in response to the resource acquisition operation includes: In response to a resource acquisition operation, determining whether the number of resources obtained by the first virtual object is less than or equal to the number of resource acquisition props set by the first virtual object in the resource acquisition scene; If yes, executing the step of determining a target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene; If not, the step of determining a target resource acquisition prop from at least one resource acquisition prop displayed in the resource acquisition scene is not performed.

10. The method according to claim 8, characterized in that The method further comprises: In response to an exit event of the resource acquisition scene, determining whether the number of resources obtained by the first virtual object is less than the number of resource acquisition props set by the first virtual object in the resource acquisition scene; If so, based on the difference between the number of resource acquisition props set by the first virtual object and the number of resources it has obtained, virtual currency of a value corresponding to the difference is returned to the first virtual object.

11. A virtual resource acquisition device for a game, characterized in that: A graphical user interface is provided through a first terminal, wherein the game includes a first virtual object and a plurality of second virtual objects, and the apparatus includes: A scene display module, in response to a resource acquisition event, displays a resource acquisition scene corresponding to a first virtual object on the graphical user interface; the first virtual object is controlled by the first terminal; wherein the resource acquisition scene includes the first virtual object, at least one second virtual object, and a plurality of placement locations; the resource acquisition scene also includes a prize disclosure area; the prize disclosure area is used to display virtual resources acquired by the virtual object in the resource acquisition scene; a prop display module, in response to a resource placement operation on a target virtual object, displaying a resource acquisition prop set by the target virtual object in the resource acquisition scene at a first placement position among the multiple placement positions corresponding to the resource placement operation; the target virtual object includes the first virtual object or the second virtual object; the second virtual object is controlled by a second terminal, and the first placement position is at least a portion of the multiple placement positions; In response to a resource acquisition operation, a target resource acquisition prop is determined from at least one resource acquisition prop displayed in the resource acquisition scene, a target virtual resource is determined from a preset virtual resource pool, a resource identifier corresponding to the target virtual resource is displayed on the graphical user interface, and an animation effect of the resource identifier moving from the placement position corresponding to the target resource acquisition prop to the object identifier of the first virtual object is displayed.

12. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the method for obtaining virtual resources of a game according to any one of claims 1 to 10.

13. A machine-readable storage medium, characterized in that The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the method for obtaining virtual resources of a game according to any one of claims 1 to 10.

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