Game resource acquisition method, device, medium, equipment and program product
By controlling the movement of virtual characters outside the field of view and displaying their trajectory and resources, the problem of virtual characters being easily killed is solved, increasing the fun and challenge of the game and improving interaction efficiency.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2022-02-21
- Publication Date
- 2026-05-19
AI Technical Summary
In existing terminal games, the attackable virtual characters are easily chased and killed, resulting in a lack of challenge and fun in the games.
By controlling the virtual character to move out of the virtual object's field of vision when the accumulated attribute value decreases above a preset threshold, and displaying the movement trajectory and target game resources, the difficulty of pursuit and interaction methods are increased.
It has enriched the ways to acquire game resources, enhanced the fun and challenge of the game, and improved the efficiency of human-computer interaction.
Smart Images

Figure CN116650956B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of data processing technology, and more specifically, to a method, apparatus, medium, device, and program product for acquiring game resources. Background Technology
[0002] With the development and widespread adoption of computer technology, a growing number of terminal games have emerged. Many of these games incorporate a "treasure chest goblin" mechanic, where each game features an attackable virtual character. When attacked, this character will flee a short distance within the player's field of vision, requiring the player to chase it down within a time limit. During this chase, the attackable character drops game resources based on the damage taken. If the attackable character is not defeated within the time limit, it disappears. However, because this virtual character remains constantly within the player's field of vision, it is easily caught and defeated, resulting in a lack of challenge and enjoyment. Summary of the Invention
[0003] This application provides a method, apparatus, medium, device, and program product for acquiring game resources, which enriches the interactive methods of games, expands the ways to acquire game resources, enhances the fun and challenge of games, and improves the efficiency of human-computer interaction.
[0004] Firstly, a method for obtaining game resources is provided, including:
[0005] Display a virtual scene of the target game, the virtual scene including a first virtual object and a first virtual character;
[0006] In response to a movement command for the first virtual object, control the first virtual object to move within the virtual scene;
[0007] In response to an attack operation command targeting the first virtual character, the first virtual object is controlled to attack the first virtual character in order to reduce the attribute value of the first virtual character.
[0008] In response to the fact that the cumulative decrease in attribute value of the first virtual character exceeds a first preset threshold, the first virtual character is controlled to move to a first target movement position, and the movement trajectory of the first virtual character and the first target game resource are displayed. The first target movement position is outside the field of view of the first virtual object, and the movement trajectory is used to indicate the movement position of the first virtual character; the first target game resource can be obtained by the first virtual object.
[0009] Secondly, a device for acquiring game resources is provided, comprising:
[0010] The first display module is used to display a virtual scene of the target game, the virtual scene including a first virtual object and a first virtual character;
[0011] The first control module is configured to control the first virtual object to move in the virtual scene in response to a movement command for the first virtual object;
[0012] The second control module is used to respond to an attack operation command against the first virtual character and control the first virtual object to attack the first virtual character in order to reduce the attribute value of the first virtual character.
[0013] The third control module is used to respond to the fact that the cumulative decrease in the attribute value of the first virtual character is higher than a first preset threshold, control the first virtual character to move to a first target movement position, and display the movement trajectory of the first virtual character and the first target game resource. The first target movement position is outside the field of view of the first virtual object, and the movement trajectory is used to indicate the movement position of the first virtual character. The first target game resource can be obtained by the first virtual object.
[0014] Thirdly, a computer-readable storage medium is provided, including instructions that, when executed on a computer device, cause the computer device to perform the method described in the first aspect above.
[0015] Fourthly, a computer device is provided, including a processor and a memory, wherein the memory stores a computer program, and the processor executes the steps of the game resource acquisition method described in the second aspect above by calling the computer program stored in the memory.
[0016] Fifthly, a computer program product is provided, including a computer program that, when executed by a processor, implements the steps of the method described in the first aspect.
[0017] Therefore, on the one hand, the embodiments of this application attack the first virtual character through the first virtual object to reduce the attribute value of the first virtual character. When the attribute value of the first virtual character is reduced by a cumulative amount, it controls the virtual character to move out of the virtual object's field of vision, thereby increasing the difficulty of chasing the virtual character and increasing the difficulty of killing the virtual character. On the other hand, by displaying the movement trajectory of the first virtual character and the first target game resource that can be obtained by the first virtual object, the interactive methods of the game are enriched, as are the ways of obtaining game resources, thereby increasing the fun and challenge of the game and improving the efficiency of human-computer interaction. Attached Figure Description
[0018] Figure 1This is a schematic diagram of the structure of the game resource acquisition system provided in the embodiments of this application.
[0019] Figure 2 This is a flowchart illustrating the method for obtaining game resources provided in this application embodiment.
[0020] Figure 3 This is a schematic diagram of the first application scenario of the method for obtaining game resources provided in the embodiments of this application.
[0021] Figure 4 This is a schematic diagram of a second application scenario of the method for obtaining game resources provided in the embodiments of this application.
[0022] Figure 5 This is a schematic diagram of a third application scenario of the method for obtaining game resources provided in the embodiments of this application.
[0023] Figure 6 This is a schematic diagram illustrating the process of obtaining game resources provided in the embodiments of this application.
[0024] Figure 7 This is a schematic block diagram of a game resource acquisition device provided in an embodiment of this application.
[0025] Figure 8 This is a schematic block diagram of another game resource acquisition device provided in the embodiments of this application. Detailed Implementation
[0026] The technical solutions of the embodiments of this application will now be described with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of them. All other embodiments obtained by those skilled in the art without creative effort regarding the embodiments of this application are within the scope of protection of this application.
[0027] Before describing the embodiments of this application, the relevant terms involved in this application will be explained.
[0028] A virtual scene is a scene displayed (or provided) on a terminal when the client of an application (such as a game application) runs. This virtual scene refers to a created environment for virtual objects to engage in activities (such as game competitions), such as virtual houses, virtual islands, virtual maps, etc. The virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional scene, or a purely fictional scene. A virtual scene can be a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene; this application does not limit the specific type of virtual scene described in the embodiments.
[0029] A virtual object refers to a virtual character controlled by a user account within an application. Taking a game application as an example, a virtual object refers to a game character controlled by a user account within the game application. Virtual objects can be human figures, animals, cartoons, or other forms; this application embodiment does not limit this. Virtual objects can be displayed in three-dimensional or two-dimensional form; this application embodiment does not limit this either.
[0030] The actions that a user account can perform to control a virtual object may vary across different game applications. For example, in shooting game applications, a user account can control a virtual object to perform actions such as shooting, running, jumping, picking up items, changing items, and adding bullets to items.
[0031] Of course, besides game applications, other types of applications can also display virtual objects to users and provide corresponding functions to these virtual objects. Examples include AR (Augmented Reality) applications, social applications, and interactive entertainment applications; this application embodiment does not limit this. Furthermore, the form and corresponding functions of the virtual objects provided will differ for different applications, and these can be pre-configured according to actual needs; this application embodiment does not limit this.
[0032] This application provides a method, apparatus, medium, device, and program product for acquiring game resources. Specifically, the method for acquiring game resources in this application can be executed by a computer device, wherein the computer device can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. The terminal may also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc.
[0033] When the method for acquiring game resources runs on the terminal, the terminal can store the application corresponding to the target game, such as a shooting game application. This shooting game application can be any of the following: FPS (First Person Shooting), TPS (Third Person Shooting), Multiplayer Online Battle Arena (MOBA), or multiplayer shooting survival game. Optionally, the application can be a standalone application, such as a standalone 3D game application, or an online version. The terminal is used to interact with the user through a graphical user interface (GUI) and to present virtual scenes from the game screen through the GUI. The terminal can render the GUI on a display screen or present it via holographic projection. For example, the terminal may include a touch screen and a processor. The touch screen is used to present the GUI and receive user commands applied to the GUI, which includes the game screen. The processor is used to run the game, generate the GUI, respond to commands, and control the display of the GUI on the touch screen.
[0034] The embodiments of this application can be applied to various scenarios such as games, game modes, and human-computer interaction.
[0035] Please see Figure 1 , Figure 1This is a schematic diagram of the structure of a game resource acquisition system provided in this application embodiment. The system includes at least one terminal 1, on which the target game is installed. The terminal 1 displays a graphical user interface 1000 of the target game, which displays at least a portion of the game scene, such as virtual characters. These virtual characters are not game objects controlled by the player, but are generally game objects controlled by computer artificial intelligence. For example, virtual objects, which are game objects controlled by the player, can also be displayed. Furthermore, the player's terminal 1 can connect to different game servers via network 4. When the system includes multiple terminals 1, multiple servers 2, and multiple networks 4, different terminals 1 can connect to each other via different networks 4 and different servers 2. Network 4 can be a wireless network or a wired network. Additionally, different terminals 1 can also connect to other terminals 1 or to servers 2 using their own Bluetooth network or hotspot network. For example, multiple users can connect online via different terminals 1 and synchronize with each other through appropriate networks to support multiplayer games. In addition, the system may include multiple databases 3, which are coupled to different servers 2, and can continuously store information related to the game environment in the databases 3 when different users are playing multiplayer games online.
[0036] The following sections provide detailed descriptions of each example. It should be noted that the order in which the embodiments are described is not intended to limit the priority of the embodiments.
[0037] Please see Figure 2 , Figure 2 The diagram illustrates a flowchart of a method for acquiring game resources as described in an embodiment of this application. This method can be applied to a first client, which is the client corresponding to a first virtual object. The client provides a graphical user interface (GUI) of the target game, and the GUI displays at least a portion of the virtual scene. The method may include:
[0038] Step 101: Display the virtual scene of the target game. The virtual scene includes a first virtual object and a first virtual character.
[0039] Specifically, in response to a user launching and entering the target game, a graphical user interface (GUI) is displayed. This GUI shows at least a portion of a virtual scene, which can continuously change as the user's field of view changes. The target game can be a Player vs. Player vs. Environment (PVPVE) game, meaning it involves players battling each other while simultaneously battling their environment. The first virtual character can be a PvE (Player vs. Environment) NPC (non-player character). PvE NPCs are those that, when defeated, may yield experience points or game resources such as items. Game resources can include various items, experience points, gold coins, and other virtual resources. Items can include various attack items, which the player-controlled virtual character can use to defeat opposing players or NPCs. Items can also include various attribute items, such as those that increase the attack or defense power of the player-controlled virtual character, allowing the virtual character to enhance its attributes.
[0040] Step 102: In response to a movement command for the first virtual object, control the first virtual object to move within the virtual scene.
[0041] Specifically, the aforementioned movement command refers to information that controls the movement of the first virtual object. This movement command can be triggered and generated by the player. For example, the player can generate a movement command in the corresponding direction by clicking the movement control in the graphical user interface. Furthermore, the client controls the first virtual object to move in the virtual scene according to the movement command.
[0042] Step 103: In response to the attack operation command against the first virtual character, control the first virtual object to attack the first virtual character in order to reduce the attribute value of the first virtual character.
[0043] The attack operation command refers to the information that controls the first virtual object to attack the first virtual character. This attack operation command can be triggered and generated by the player. The attribute value can be an attribute value representing the first virtual character's health, such as HP. When the first virtual character's HP reaches zero, the first virtual character is considered defeated.
[0044] Specifically, after the step of "controlling the first virtual object to attack the first virtual character", the method further includes: in response to a hit command against the first virtual character, displaying at least one attack weakness of the first virtual character; and in response to a hit command against the attack weakness, determining that the attribute value of the first virtual character has decreased.
[0045] Specifically, the hit command is the information that controls the first virtual object to hit the target. Among them, the hit command for the first virtual character is the information that controls the first virtual object to hit the first virtual character, and the hit command for the attack weakness is the information that controls the first virtual object to hit the attack weakness.
[0046] Specifically, when the first virtual object hits the first virtual character, it is determined that the first virtual character has been attacked. The attack weakness of the first virtual character is then displayed to guide the player to control the first virtual object to attack that weakness. When the first virtual object hits the attack weakness, it is determined that the attribute value of the first virtual character decreases. This increases the difficulty for the first virtual object to defeat the first virtual character, thereby enhancing the challenge of the target game.
[0047] For example, such as Figure 3 As shown, the graphical user interface 1000 of the first client displays a portion of the virtual scene of the target game. The central area of the graphical interface displays the first virtual object 100 controlled by the player. The upper right corner of the graphical user interface 1000 displays a thumbnail map 300 showing the area surrounding the first virtual object 100. The player can click on the thumbnail map 300 to display a panoramic map, and can change the map's extent through zooming in and out. For example... Figure 3 As shown, the graphical user interface 1000 displays a first virtual character 200. When the first virtual object 100 hits the first virtual character 200, the attack weakness 210 of the first virtual character is displayed.
[0048] Specifically, this application does not limit the location of the attack weakness; for example, it can be displayed randomly in each game.
[0049] In some embodiments, the method further includes: in response to a hit instruction targeting an attack weakness, determining a reduced attribute value for the first virtual character; and sending the reduced attribute value to a server to instruct the server to determine the cumulative reduced attribute value for the first virtual character based on the reduced attribute value.
[0050] It's easy to understand that besides the first virtual object, the virtual scene can also include other virtual objects, i.e., virtual objects controlled by other players. While the first virtual object can attack the first virtual character, other virtual objects can also attack the first virtual character. Therefore, when the first virtual object hits a weakness, the first client can determine the reduced attribute value of the first virtual character and then send the reduced attribute value to the server, instructing the server to determine the cumulative reduced attribute value of the first virtual character based on this reduced attribute value. For example, if both the first and second virtual objects hit the first virtual character's weakness, the first client will determine the reduced first attribute value of the first virtual character, and the second client will determine the reduced second attribute value of the first virtual character and send them to the server. The server will then determine the cumulative reduced attribute value of the first virtual character based on the first and second attribute values. Here, the second virtual object refers to any virtual object controlled by another player in the virtual scene, and the second client is the client corresponding to the second virtual object.
[0051] In some embodiments, the method may further include: in response to a hit command for a first virtual character, controlling the first virtual character to dynamically display according to preset special effects and play preset voice.
[0052] The preset effects can include flashing effects, rotation effects, etc., and the preset voice can be a voice that simulates the cry of the first virtual character. For example, the first virtual character can be a magical sprite. When the first virtual object hits the magical sprite, the size of the first virtual character changes, such as randomly enlarging or shrinking, to simulate a magical effect, and a continuous scream is played to enrich the presentation of the game screen and increase the realism of the game scene.
[0053] In some embodiments, the method may further include: updating the position of at least one attack weakness in response to a hit command targeting an attack weakness, and displaying the updated at least one attack weakness.
[0054] Specifically, in order to increase the difficulty of killing the first virtual character, the location of the attack weakness can be randomly changed after the first virtual object hits the weak point.
[0055] In some embodiments, the method may further include: in response to an attack operation command against a first virtual character, controlling a virtual prop to move along a preset trajectory; during the movement of the virtual prop along the preset trajectory, if the collision box corresponding to the virtual prop overlaps with the collision box corresponding to the first virtual character, then determining that a hit command is generated against the first virtual character; during the movement of the virtual prop along the preset trajectory, if the collision box corresponding to the virtual prop overlaps with the collision box corresponding to an attack weakness, then determining that a hit command is generated against the attack weakness.
[0056] It's easy to understand that attack actions can include shooting, throwing, and so on. The preset trajectory is determined by the item type. For example, the preset trajectory for a shooting item is a ray from the starting point to the target point, while the preset trajectory for a throwing item is a parabola. For instance, when shooting an item at the first virtual character, the bullet will move along the corresponding ray. Taking the shooting item as an example, when the player triggers an attack command, the first client responds to the command, controlling the bullet to move along the preset trajectory, which is a ray from the muzzle to the aiming point. Please refer to [link to relevant documentation]. Figure 4 A collision box can be used for bullet impact detection. For example... Figure 4 As shown, A is the collision box corresponding to the bullet, B is the collision box corresponding to the first virtual character, and C is the collision box corresponding to the attack weakness of the first virtual character. Collision box A moves along a preset trajectory (as shown by the arrow in the figure). When collision box A and collision box C overlap, a hit command targeting the attack weakness is determined.
[0057] In this embodiment, there can be multiple attack weaknesses, and the size of the collision box corresponding to each attack weakness is different. The step "determine the attribute value reduced by the first virtual character" may include: determining the attribute value reduced by the first virtual character based on the hit attack weakness.
[0058] Considering the game's broad audience, multiple attack weaknesses can be set, each with a different collision box size, to ensure varying probability of hitting them. It's easy to understand that attack weaknesses with larger collision boxes are more likely to hit; therefore, hitting a weakness with a larger collision box results in a smaller decrease in the character's attribute values, while hitting a weakness with a smaller collision box results in a greater decrease. Players can choose which attack weakness to target.
[0059] Step 104: In response to the fact that the cumulative decrease in attribute value of the first virtual character exceeds the first preset threshold, control the first virtual character to move to the target movement position, and display the movement trajectory of the first virtual character and the first target game resource. The target movement position is outside the field of view of the first virtual object, the movement trajectory is used to indicate the movement position of the first virtual character, and the first target game resource can be obtained by the first virtual object.
[0060] The first preset threshold is less than the total attribute value of the first virtual character, such as total health. The target movement location and the first target game resource can be determined by the server. For example, the server can randomly determine the target movement location and the first target game resource and synchronize them to all clients.
[0061] In this embodiment, the method may further include: sending the information of hitting the attack weakness to the server, so that the server can determine the first target game resource based on the information of hitting the attack weakness.
[0062] Specifically, the details of hitting a weak point can include the size of the collision box corresponding to the weak point, the number of times the weak point is hit, etc. The server can determine the primary target game resource based on these details. For example, if a player repeatedly hits a weak point with a large collision box, the server can designate a small amount of game resources as the primary target resource. If a player repeatedly hits a weak point with a small collision box, the server can designate a large amount of game resources as the primary target resource.
[0063] Specifically, to increase the difficulty of defeating the first virtual character, the first virtual object needs to attack the first virtual character multiple times. Whenever the first virtual character's attribute value decreases by a certain amount, the first virtual character moves to another location, and the first virtual object needs to chase it to the next location to launch another attack. Specifically, when the first virtual character's accumulated attribute decrease exceeds a first preset threshold, the first virtual character can drop some game resources and then move to the first target location, which is outside the first virtual object's field of vision, to enter the next round. Determining the first target location outside the first virtual object's field of vision increases the player's sense of pursuit and adds variability to the game; for example, there might be other virtual objects nearby, thus increasing the game's challenge. Specifically, the first client can play an animation of the first virtual character fleeing to the target location and dropping the first target game resources to enhance the game's visual appeal.
[0064] In some embodiments, the method may further include: in response to the cumulative decrease in attribute value of the first virtual character exceeding a second preset threshold, controlling the first virtual character to disappear and displaying a second target game resource, wherein the second preset threshold is greater than the first preset threshold, the second target game resource can be obtained by the first virtual object, and the value of the second target game resource is higher than that of the first target game resource.
[0065] The second preset threshold can be the total attribute value of the first virtual character, such as its total health. Specifically, when the cumulative health loss of the first virtual character exceeds its total health, the first virtual character is killed. At this point, the first virtual character can be made to disappear, and game resources will drop. Specifically, when the cumulative attribute loss of the first virtual character exceeds the second preset threshold, the server can synchronize the disappearance command and the second target game resources to all clients. Specifically, the client can play the death animation of the first virtual character and correspondingly drop the second target game resources.
[0066] Specifically, before the first virtual character disappears, the process may further include: responding to the fact that the cumulative decrease in the attribute value of the first virtual character exceeds a third preset threshold, controlling the first virtual character to move to a second target movement position, and displaying the movement trajectory of the first virtual character and a third target game resource. The second target movement position is outside the field of view of the first virtual object, the movement trajectory is used to indicate the movement position of the first virtual character, and the third target game resource can be obtained by the first virtual object.
[0067] The third preset threshold can be greater than the first preset threshold and less than the second preset threshold. It's easy to understand that, to increase the game's challenge, the first virtual character can be set to be defeated only after multiple rounds of attacks. For example, the first virtual character's total health can be 10000, the first preset threshold is 5000, the third preset threshold is 8000, and the second preset threshold is 10000. When the first virtual character's accumulated health decreases by more than 5000, the first target game resource is displayed, and the first virtual character is controlled to move to the first target location, with its movement trajectory displayed, allowing other virtual objects to chase the first virtual character along the trajectory. When the first virtual object reaches the first target location, it can attack the first virtual character again. When the first virtual character's accumulated health decreases by more than 8000, the third target game resource is displayed, and the first virtual character is controlled to move to the second target location, with its movement trajectory displayed, allowing other virtual objects to chase the first virtual character along the trajectory. When the first virtual object reaches the second target location, it can attack the first virtual character again. When the first virtual character's accumulated health drops beyond 10,000, the first virtual character disappears, and the second target game resource is displayed. During this process, the first, second, and third target game resources can all be acquired by the first virtual character.
[0068] It's easy to understand that, to synchronize with all clients participating in the game, the aforementioned first, second, and third preset thresholds can be preset by the server. The server also determines the target movement position and the game resources obtainable by the player. Then, the server synchronizes the target movement position and the game resources obtainable by the player to the client. Alternatively, if the game is a single-player game, the aforementioned first, second, and third preset thresholds can also be preset by the client, and the client determines the target movement position and the game resources obtainable by the player. For example, when the attribute value of the first virtual character decreases, the client can send the decreased attribute value of the first virtual character to the server. Then, the server determines the cumulative decrease in the attribute value of the first virtual character. When the server determines that the cumulative decrease in the attribute value of the first virtual character is higher than the first preset threshold, it sends the first target game resource and the first target movement position to the client. The client then displays the first target game resource and controls the first virtual character to move to the first target movement position. When the server determines that the cumulative decrease in the attribute value of the first virtual character is higher than the third preset threshold, it sends the third target game resource and the second target movement position to the client. The client then displays the third target game resource and controls the first virtual character to move to the second target movement position. When the server determines that the cumulative decrease in the attribute value of the first virtual character exceeds the second preset threshold, it sends the second target game resource and the disappearance command to the client. The client then controls the first virtual character to disappear and displays the second target game resource.
[0069] What's easy to understand is that each time a client sends the attribute value of the first virtual character that has decreased to the server, the server needs to synchronize the cumulative attribute value of the first virtual character to all clients, so that the clients can update the current attribute value of the first virtual character based on the cumulative attribute decrease. For example, if the client displays the first virtual character's health, each time the client sends the amount of health that has decreased to the first virtual character to the server, the server returns the cumulative amount of health that has decreased to the first virtual character to the client, and the client updates the current health of the first virtual character based on the cumulative amount of health that has decreased.
[0070] In this embodiment, the method may further include: controlling a first virtual character to move to a target location in an invincible state, wherein the first virtual character cannot be attacked while in an invincible state.
[0071] Specifically, the first virtual character can move quickly in a straight line to the target's location while invincible, increasing the difficulty of the first virtual character's pursuit and thus increasing the game's challenge.
[0072] In this embodiment, after the step of "displaying the movement trajectory of the first virtual character", the method may further include: in response to the display duration of the movement trajectory reaching a preset duration, controlling the movement trajectory to disappear.
[0073] For example, such as Figure 5 As shown, during the rapid, straight-line flight of the first virtual character 200 to the target location, its movement trajectory 400 can be displayed. This trajectory 400 will only be displayed for a preset duration, such as 5 minutes. Thus, the first virtual object can follow the movement trajectory to find the first virtual character 200. Alternatively, the preset duration can be set to a shorter time, such as 5 seconds. When the first virtual object picks up the first target game resource, the movement trajectory disappears after the pickup is completed, increasing the difficulty for the first virtual object to chase the first virtual character.
[0074] Specifically, the movement trajectory can be gradually displayed and gradually disappear as the first virtual character moves to a different position.
[0075] In some embodiments, the method may further include: in response to a first touch operation instruction for a movement trajectory, sending the movement trajectory to a client corresponding to a second virtual object, wherein the second virtual object can be transmitted to a target transmission location via the movement trajectory, and the second virtual object is any virtual object in a virtual scene.
[0076] The first touch operation command is generated by the player. For example, the first touch operation can be a click, a press, or a continuous operation, such as a long press or a drag. The second virtual object can be a virtual object belonging to the same game faction as the first virtual object, or a virtual object with attribute values higher than a fourth preset threshold. The second virtual object can also be the virtual object selected by the first touch operation. For example, a player can long press the movement trajectory and drag it to the name of the virtual object they want to share, thus identifying the virtual object corresponding to this continuous operation as the second virtual object. The target teleportation location can be the location of the first virtual object, any location corresponding to the movement trajectory, or the target movement location of the first virtual object.
[0077] Specifically, the second virtual object can be teleported to the location of the first virtual object via a second touch operation on its movement trajectory. For example, the second touch operation can be a click or a press, and it can also be a continuous operation. For instance, if the second virtual object needs to teleport to a target location using items or by spending coins, this second touch operation can be a selection of items or coins. For example, the second virtual object can long-press on its movement trajectory to display an item selection page, and the player can click on the teleport item to teleport to the target location. Alternatively, the second virtual object can long-press on its movement trajectory to display a target location selection page, which can include multiple target locations, each corresponding to a different amount of coins. For example, the user can choose to spend 5000 coins to teleport to the first virtual character's target location, or they can choose to spend 1000 coins to teleport to the location of the first virtual object.
[0078] Specifically, after the second virtual object is teleported to the target teleportation location, the method may further include: obtaining feedback on the result of the second virtual object tracking the first virtual character.
[0079] Specifically, once the second virtual object reaches the target location, it can obtain feedback on the result within a preset time. Alternatively, after the second virtual object tracks down the first virtual character, it can send feedback on the result to the first client.
[0080] For example, the movement trajectory will disappear after only 5 seconds. At this time, the player can teleport the movement trajectory to the client of a player in the same faction. The player in the same faction can then teleport to the player's location and continue chasing the first virtual character, while the player can collect the first target game resource. When the second virtual object catches up with the first virtual character, it can send the result back to the first client.
[0081] In this embodiment, after the first virtual character moves to the target movement position, the method further includes: deactivating the invincibility state.
[0082] Specifically, after the first virtual character moves to the target location, the server can send a status synchronization command to all clients. This status synchronization command is used to synchronize the current round number and remove the invincibility status of the first virtual character.
[0083] Specifically, the method may further include: displaying an identifier of the first virtual character on a map of the first virtual scene based on the position of the first virtual character in the virtual scene.
[0084] The first virtual scene map can be a thumbnail map, and the identifier of the first virtual character can be dynamically displayed in the thumbnail map, for example, it can flash to attract the player's attention. Figure 3As shown, assuming the first virtual character 200 is within the display range of the thumbnail map 300, the identifier 310 of the first virtual character 200 will be displayed on the thumbnail map 300.
[0085] Specifically, the method may further include: when the first virtual character is detected to be within the field of view of the first virtual object, displaying the identifier of the first virtual character on the second virtual scene map according to the position of the first virtual character in the virtual scene.
[0086] The second virtual scene map can be a panoramic map. It's important to note that, to enhance the game's exploration aspect, the first virtual character's marker will only appear on the panoramic map when the first virtual character enters the first virtual object's field of vision. That is, at the end of each round, the first virtual character's marker will disappear from the panoramic map until the first virtual object finds the first virtual character again, at which point the marker will reappear.
[0087] In some embodiments, when a first virtual character is detected to be within the field of view of a first virtual object, the first virtual character can be dynamically displayed and background music can be played. For example, the first virtual character can be a magical sprite. When the magical sprite is within the field of view of the first virtual object, the magical sprite can be highlighted to simulate magical effects and attract the player's attention, while storm sounds are played to create an attack atmosphere and make the scene realistic.
[0088] Specifically, when the first virtual character disappears in the virtual scene, the method may further include: controlling the identifier of the first virtual character to disappear in the first virtual scene map and the second virtual scene map, and displaying preset text information on the screen, the preset text information being used to indicate that the first virtual character has been killed.
[0089] It's easy to understand that when the server determines that the attribute value of the first virtual character has decreased above a second preset threshold, it can synchronize a disappearance command to all clients. This disappearance command can carry the kill information of the first virtual character, which may include the location of the kill and the virtual object killed. Based on this kill information, the client can display a preset text message, such as "The Nano Sprite has been eliminated by xxx (player name)". Furthermore, based on this kill information, the client can play a death animation at the kill location.
[0090] Specifically, the method may further include controlling a first virtual object to acquire the target game resource in response to a first operation instruction for the target game resource, wherein the target game resource includes a first target game resource, a second target game resource, or a third target game resource.
[0091] Specifically, the aforementioned first operation instruction refers to information that controls the first virtual object to perform a first operation on the target game resource. This first operation instruction can be triggered by the player. For example, the first operation can be a touch operation or a non-contact operation. For instance, when the first operation is a touch operation, it can be a drag operation, a click operation, a press operation, etc. To make player operation more convenient, the first operation can be set to a click operation.
[0092] In some embodiments, the method may further include: in response to the first virtual object moving in the virtual scene, sending the position change information of the first virtual object to the server.
[0093] Specifically, upon obtaining the location change information of the first virtual object, the server can determine whether the first virtual object has engaged in any violations based on its real-time game information and location change information. The real-time game information can include information on the use of virtual items and damage inflicted on the virtual character. If the real-time game information and location change information of the first virtual object do not fall within a preset reasonable range, then the account corresponding to the first virtual object is determined to have engaged in violations.
[0094] It's easy to understand that, to prevent virtual objects from using cheats and affecting the fairness of the game, the server can obtain information about the location changes of virtual objects and real-time game information, such as the location information of virtual objects, the usage information of virtual items, and the damage information inflicted on virtual characters. For example, if the location information of a virtual object shows that the virtual object controlled by the player is not near the virtual character, but it reduces the attribute value of the virtual character, then it can be determined that the player corresponding to the virtual object is using cheats, that is, the account corresponding to the virtual object is violating the rules. As another example, if the game is set to reduce the attribute value of the virtual character by a maximum of 100 points per instance, but the virtual character's attribute value is reduced by 1000 points in one instance, then it can be determined that the player corresponding to the virtual object is using cheats, that is, the account corresponding to the virtual object is violating the rules.
[0095] Specifically, once it is determined that the account corresponding to the virtual object has violated regulations, a notification can be sent to the virtual object.
[0096] Specifically, if the server determines that the number of violations by the account corresponding to the virtual object exceeds a threshold, the account corresponding to the virtual object can be designated as a violating account.
[0097] It's easy to understand that if the number of violations by the account corresponding to the virtual object exceeds a threshold, for example, three times, the server can designate the account corresponding to the virtual object as a violating account and punish it. This could involve issuing a warning, temporarily banning the account, or permanently banning it.
[0098] To better illustrate the method for obtaining game resources provided in the embodiments of this application, please refer to [link / reference needed]. Figure 6 The method for acquiring game resources provided in this embodiment can be summarized as follows:
[0099] When the client detects a decrease in the attribute value of the first virtual character, it sends the decreased attribute value to the server. When the server determines that the cumulative decrease in attribute value exceeds a first preset threshold, it sends the cumulative decrease in attribute value, the first target movement position, and the first target game resource to the client. The client then displays the first target game resource and controls the first virtual character to move quickly in a straight line to the first target movement position in an invincible state. When the first virtual character reaches the first target movement position, its invincibility is removed. When the server determines that the cumulative decrease in attribute value exceeds a third preset threshold, it sends the cumulative decrease in attribute value, the third target game resource, and the second target movement position to the client. The client then displays the third target game resource and controls the first virtual character to move quickly in a straight line to the second target movement position in an invincible state. When the server determines that the cumulative decrease in attribute value exceeds the second preset threshold, it sends the second target game resource and a disappearance command to the client. The client displays the second target game resource and controls the first virtual character to disappear from the virtual scene, the thumbnail map, and the panoramic map, and displays preset text information on the screen. This preset text information is used to broadcast the first virtual character's death information.
[0100] In this way, the first virtual object requires multiple rounds of attacks to defeat the first virtual character. Each time the first virtual character takes a certain amount of damage, it quickly disappears from the player's sight in a straight line, increasing the player's sense of pursuit and exploration, as well as the sense of accomplishment from finding the first virtual character again. Furthermore, because the first virtual character is located a considerable distance in each round, the likelihood of encountering other virtual objects while escaping to the target's location increases the chance of encountering other virtual objects, thus increasing the game's challenge. Additionally, each time the first virtual character takes a certain amount of damage, it gains game resources, increasing the certainty of game rewards and alleviating player anxiety, thereby enhancing the player's gaming experience.
[0101] All of the above technical solutions can be combined in any way to form optional embodiments of this application, and will not be described in detail here.
[0102] The game resource acquisition method provided in this application embodiment displays a virtual scene of the target game, the virtual scene including a first virtual object and a first virtual character. Then, in response to a movement command for the first virtual object, the first virtual object is controlled to move within the virtual scene. Then, in response to an attack command for the first virtual character, the first virtual object is controlled to attack the first virtual character to reduce the attribute value of the first virtual character. Then, in response to the cumulative reduction in attribute value of the first virtual character exceeding a first preset threshold, the first virtual character is controlled to move to a target movement position, and the movement trajectory of the first virtual character and the first target game resource are displayed. The target movement position is outside the field of view of the first virtual object, and the movement trajectory is used to indicate the movement position of the first virtual character. The first target game resource can be acquired by the first virtual object, thereby enriching the interactive methods of the game, enriching the acquisition methods of game resources, enhancing the fun and challenge of the game, and improving the efficiency of human-computer interaction.
[0103] The method embodiments of this application have been described in detail above. The following description, in conjunction with... Figures 7 to 8 The present application describes the device embodiments in detail. It should be understood that the device embodiments correspond to the method embodiments, and similar descriptions can be referred to the method embodiments.
[0104] Figure 7 This is a schematic structural diagram of a game resource acquisition device 10 according to an embodiment of this application, such as... Figure 7 As shown, the game resource acquisition device 10 may include:
[0105] The first display module 11 is used to display the virtual scene of the target game, the virtual scene including the first interface elements and the first virtual object;
[0106] The first control module 12 is used to control the first virtual object to move in the virtual scene in response to a movement command for the first virtual object;
[0107] The second control module 13 is used to respond to an attack operation command against the first virtual character and control the first virtual object to attack the first virtual character in order to reduce the attribute value of the first virtual character.
[0108] The third control module 14 is used to respond to the fact that the cumulative decrease in the attribute value of the first virtual character is higher than the first preset threshold, control the first virtual character to move to the first target movement position, and display the movement trajectory of the first virtual character and the first target game resource. The first target movement position is outside the field of view of the first virtual object, the movement trajectory is used to indicate the movement position of the first virtual character, and the first target game resource can be obtained by the first virtual object.
[0109] In some embodiments, the game resource acquisition device 10 may further include a fourth control module, which controls the first virtual character to disappear and displays a second target game resource in response to the first virtual character's cumulatively reduced attribute value being higher than a second preset threshold. The second preset threshold is greater than the first preset threshold, the second target game resource can be acquired by the first virtual object, and the value of the second target game resource is higher than that of the first target game resource.
[0110] In some embodiments, the third control module 14 can also be used to: after displaying the movement trajectory of the first virtual character, control the movement trajectory to disappear in response to the display duration of the movement trajectory reaching a preset duration.
[0111] In some embodiments, the third control module 14 may also be used to: in response to a first touch operation instruction for the movement trajectory, send the movement trajectory to the client corresponding to the second virtual object, wherein the second virtual object can be transmitted to the target transmission location via the movement trajectory, and the second virtual object is any virtual object in the virtual scene.
[0112] In some embodiments, the game resource acquisition device 10 may further include a second display module, configured to, after controlling the first virtual object to attack the first virtual character, display at least one attack weakness of the first virtual character in response to a hit command against the first virtual character; and determine that the attribute value of the first virtual character has decreased in response to a hit command against the attack weakness.
[0113] In some embodiments, the game resource acquisition device 10 may further include a determining module, configured to determine the reduced attribute value of the first virtual character in response to a hit command targeting a weakness; and send the reduced attribute value to the server to instruct the server to determine the cumulative reduced attribute value of the first virtual character based on the reduced attribute value.
[0114] In some embodiments, the determining module may specifically be used to: control a virtual prop to move along a preset trajectory in response to an attack operation command for a first virtual character; if the collision box corresponding to the virtual prop overlaps with the collision box corresponding to the first virtual character during the movement of the virtual prop along the preset trajectory, then determine to generate a hit command for the first virtual character; if the collision box corresponding to the virtual prop overlaps with the collision box corresponding to the attack weakness during the movement of the virtual prop along the preset trajectory, then determine to generate a hit command for the attack weakness.
[0115] In some embodiments, there are multiple attack weaknesses, and the size of the collision box corresponding to each attack weakness is different. Specifically, the determining module can be used to: determine the attribute value reduction of the first virtual character based on the hit of the attack weakness.
[0116] In some embodiments, the determining module can also be used to: send the information of hitting the attack weakness to the server, so that the server can determine the first target game resource based on the information of hitting the attack weakness.
[0117] In some embodiments, the second display module may specifically be used to update the position of at least one attack weakness in response to a hit command for attacking a weakness, and to display the updated at least one attack weakness.
[0118] In some embodiments, the second display module may further be used to: in response to a hit command for the first virtual character, control the first virtual character to dynamically display according to preset special effects and play preset voice.
[0119] In some embodiments, the third control module 14 may be specifically used to: control the first virtual character to move to the first target movement position in an invincible state, wherein the first virtual character cannot be attacked while in an invincible state.
[0120] In some embodiments, the third control module 14 can also be used to: remove the invincibility state after the first virtual character moves to the first target movement position.
[0121] In some embodiments, the game resource acquisition device 10 may further include a third display module for displaying the identifier of the first virtual character on a first virtual scene map according to the position of the first virtual character in the virtual scene.
[0122] In some embodiments, the game resource acquisition device 10 may further include a fourth display module, which is used to display the identifier of the first virtual character on a second virtual scene map according to the position of the first virtual character in the virtual scene when the first virtual character is detected to be within the field of view of the first virtual object.
[0123] It should be noted that the functions of each module in the game resource acquisition device 10 in this application embodiment can be referred to the specific implementation methods in the above method embodiments, and will not be repeated here.
[0124] Each module in the aforementioned game resource acquisition device can be implemented entirely or partially through software, hardware, or a combination thereof. These modules can be embedded in or independent of the processor in a computer device in hardware form, or stored in the memory of a computer device in software form, so that the processor can call and execute the operations corresponding to each module.
[0125] The game resource acquisition device 10 provided in this application embodiment displays a virtual scene of the target game through a first display module 11. The virtual scene includes a first virtual object and a first virtual character. Then, a first control module 12 responds to a movement command for the first virtual object and controls the first virtual object to move in the virtual scene. Then, a second control module 13 responds to an attack operation command for the first virtual character and controls the first virtual object to attack the first virtual character to reduce the attribute value of the first virtual character. Then, a third control module 14 responds to the fact that the cumulative reduction in attribute value of the first virtual character is higher than a first preset threshold and controls the first virtual character to move to a first target movement position. The third control module 14 displays the movement trajectory of the first virtual character and the first target game resource. The first target movement position is outside the field of view of the first virtual object. The movement trajectory is used to indicate the movement position of the first virtual character. The first target game resource can be acquired by the first virtual object, thereby enriching the interactive methods of the game, enriching the acquisition methods of game resources, enhancing the fun and challenge of the game, and improving the efficiency of human-computer interaction.
[0126] Figure 8 Another schematic structural diagram of the game resource acquisition device provided in the embodiments of this application is shown below. Figure 8 As shown, the game resource acquisition device 20 may include: a communication interface 21, a memory 22, a processor 23, and a communication bus 24. The communication interface 21, memory 22, and processor 23 communicate with each other via the communication bus 24. The communication interface 21 is used for data communication between the game resource acquisition device 20 and external devices. The memory 22 can be used to store software programs and modules, and the processor 23 runs the software programs and modules stored in the memory 22, such as the software programs for corresponding operations in the aforementioned method embodiments.
[0127] In some embodiments, the processor 23 may invoke software programs and modules stored in the memory 22 to perform the following operations:
[0128] Display the virtual scene of the target game, which includes a first virtual object and a first virtual character;
[0129] In response to a movement command for a first virtual object, control the movement of the first virtual object within the virtual scene;
[0130] In response to an attack command targeting the first virtual character, control the first virtual object to attack the first virtual character in order to reduce the attribute value of the first virtual character;
[0131] In response to the fact that the cumulative decrease in the attribute value of the first virtual character exceeds a first preset threshold, the first virtual character is controlled to move to the first target movement position, and the movement trajectory of the first virtual character and the first target game resource are displayed. The first target movement position is outside the field of view of the first virtual object, and the movement trajectory is used to indicate the movement position of the first virtual character; the first target game resource can be obtained by the first virtual object.
[0132] In some embodiments, this application also provides a computer device including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the steps in the above-described method embodiments.
[0133] This application also provides a computer-readable storage medium for storing a computer program. This computer-readable storage medium can be applied to a computer device, and the computer program causes the computer device to execute the corresponding process in the game resource acquisition method of this application embodiment; for brevity, further details are omitted here.
[0134] This application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium. A processor of a computer device reads the computer program from the computer-readable storage medium and executes the computer program, causing the computer device to perform the corresponding process in the game resource acquisition method of this application embodiment. For simplicity, further details are omitted here.
[0135] This application also provides a computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the corresponding process in the game resource acquisition method of this application embodiment. For simplicity, further details are omitted here.
[0136] It should be understood that the processor in the embodiments of this application may be an integrated circuit chip with signal or instruction processing capabilities. In implementation, each step of the above method embodiments can be completed by integrated logic circuits in the processor's hardware or by instructions in software form. The processor described above can be a general-purpose processor, 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 methods, steps, and logic block diagrams disclosed in the embodiments of this application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly embodied in the execution of a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software modules can be located in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. This storage medium is located in memory, and the processor reads information from the memory and, in conjunction with its hardware, completes the steps of the above method.
[0137] It is understood that the memory in the embodiments of this application can be volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), or flash memory. The volatile memory can be random access memory (RAM), which is used as an external cache. By way of example, but not limitation, many forms of RAM are available, such as Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDR SDRAM), Enhanced Synchronous DRAM (ESDRAM), Synchlink DRAM (SLDRAM), and Direct Rambus RAM (DR RAM). It should be noted that the memory used in the systems and methods described herein is intended to include, but is not limited to, these and any other suitable types of memory.
[0138] It should be understood that the above-described memory is exemplary and not a limiting description. For example, the memory in the embodiments of this application may also be static random access memory (SRAM), dynamic random access memory (DRAM), synchronous dynamic random access memory (SDRAM), double data rate synchronous dynamic random access memory (DDR SDRAM), enhanced synchronous dynamic random access memory (ESDRAM), synchronous link dynamic random access memory (SLDRAM), and direct memory bus RAM (DR RAM), etc. That is to say, the memory in the embodiments of this application is intended to include, but is not limited to, these and any other suitable types of memory.
[0139] Those skilled in the art will recognize that the units and algorithm steps of the various examples described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of this application.
[0140] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0141] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple modules or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interfaces, devices, or units, and may be electrical, mechanical, or other forms.
[0142] The modules described as separate components may or may not be physically separate. The components shown as modules may or may not be physical modules; that is, they may be located in one place or distributed across multiple network modules. Some or all of the modules can be selected to achieve the purpose of this embodiment according to actual needs.
[0143] In addition, the functional modules in the various embodiments of this application can be integrated into one processing module, or each module can exist physically separately, or two or more modules can be integrated into one module.
[0144] If the aforementioned functions are implemented as 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 this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer or a server) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.
[0145] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A method for acquiring game resources, characterized in that, include: Display a virtual scene of the target game, the virtual scene including a first virtual object and a first virtual character; In response to a movement command for the first virtual object, control the first virtual object to move within the virtual scene; In response to an attack operation command targeting the first virtual character, the first virtual object is controlled to attack the first virtual character in order to reduce the attribute value of the first virtual character. In response to the fact that the cumulative decrease in attribute value of the first virtual character exceeds a first preset threshold, the first virtual character is controlled to move to a first target movement position, and the movement trajectory of the first virtual character and the first target game resource are displayed. The first target movement position is outside the field of view of the first virtual object, and the movement trajectory is used to indicate the movement position of the first virtual character; the first target game resource can be obtained by the first virtual object. In response to an attack command targeting the first virtual character, control the virtual prop to move along a preset trajectory; During the movement of the virtual prop along the preset trajectory, if the collision box corresponding to the virtual prop overlaps with the collision box corresponding to the first virtual character, then a hit command is generated for the first virtual character. During the movement of the virtual prop along the preset trajectory, if the collision box corresponding to the virtual prop overlaps with the collision box corresponding to at least one attack weakness of the first virtual character, then a hit command is generated targeting the attack weakness. Specifically, the larger the hitbox of the attack's weak point, the smaller the attribute value reduction for the first virtual character; conversely, the smaller the hitbox of the attack's weak point, the greater the attribute value reduction for the first virtual character.
2. The method for acquiring game resources according to claim 1, characterized in that, The method further includes: In response to the fact that the cumulative decrease in attribute value of the first virtual character exceeds a second preset threshold, the first virtual character is made to disappear and a second target game resource is displayed. The second preset threshold is greater than the first preset threshold, the second target game resource can be obtained by the first virtual object, and the value of the second target game resource is higher than that of the first target game resource.
3. The method for acquiring game resources according to claim 1, characterized in that, After displaying the movement trajectory of the first virtual character, the method further includes: In response to the display duration of the movement trajectory reaching a preset duration, the movement trajectory is controlled to disappear.
4. The method for acquiring game resources according to claim 1, characterized in that, The method further includes: In response to a first touch operation command for the movement trajectory, the movement trajectory is sent to the client corresponding to the second virtual object. The second virtual object can be transmitted to the target transmission location through the movement trajectory. The second virtual object is any virtual object in the virtual scene.
5. The method for acquiring game resources according to claim 1, characterized in that, After controlling the first virtual object to attack the first virtual character, the method further includes: In response to a hit command targeting the first virtual character, at least one attack weakness of the first virtual character is displayed; In response to the hit command targeting the attack weakness, it is determined that the attribute value of the first virtual character has decreased.
6. The method for acquiring game resources according to claim 5, characterized in that, The method further includes: In response to the hit command targeting the attack weakness, the attribute value of the first virtual character is determined to be reduced; The reduced attribute value is sent to the server to instruct the server to determine the cumulative reduction in attribute value of the first virtual character based on the reduced attribute value.
7. The method for acquiring game resources according to claim 6, characterized in that, There are multiple attack weaknesses, and the size of the collision box corresponding to each attack weakness is different; Determining the reduced attribute value of the first virtual character includes: determining the reduced attribute value of the first virtual character based on the occurrence of the attack weakness.
8. The method for acquiring game resources according to claim 7, characterized in that, The method further includes: The information indicating that the attack weakness has been hit is sent to the server so that the server can determine the first target game resource based on the information indicating that the attack weakness has been hit.
9. The method for acquiring game resources according to claim 5, characterized in that, The method further includes: In response to a hit command targeting the attack weakness, the position of the at least one attack weakness is updated, and the updated at least one attack weakness is displayed.
10. The method for acquiring game resources according to claim 5, characterized in that, The method further includes: In response to a hit command targeting the first virtual character, the system controls the first virtual character to dynamically display according to preset special effects and play preset voice lines.
11. The method for acquiring game resources according to claim 1, characterized in that, The control of the first virtual character to move to the first target movement position includes: Control the first virtual character to move to the first target location in an invincible state. The first virtual character cannot be attacked while in the invincible state.
12. The method for acquiring game resources according to claim 11, characterized in that, After the first virtual character moves to the first target movement position, the process further includes: Remove the invincibility state.
13. The method for acquiring game resources according to claim 1, characterized in that, The method further includes: Based on the location of the first virtual character in the virtual scene, the identifier of the first virtual character is displayed on the first virtual scene map.
14. The method for acquiring game resources according to claim 13, characterized in that, The method further includes: When the first virtual character is detected to be within the field of view of the first virtual object, the identifier of the first virtual character is displayed on the second virtual scene map according to the position of the first virtual character in the virtual scene.
15. A device for acquiring game resources, characterized in that, include: The first display module is used to display a virtual scene of the target game, the virtual scene including a first virtual object and a first virtual character; The first control module is configured to control the first virtual object to move in the virtual scene in response to a movement command for the first virtual object; The second control module is used to respond to an attack operation command against the first virtual character and control the first virtual object to attack the first virtual character in order to reduce the attribute value of the first virtual character. The third control module is used to respond to the fact that the cumulative decrease in the attribute value of the first virtual character is higher than a first preset threshold, control the first virtual character to move to a first target movement position, and display the movement trajectory of the first virtual character and the first target game resource. The first target movement position is outside the field of view of the first virtual object, and the movement trajectory is used to indicate the movement position of the first virtual character. The first target game resource can be obtained by the first virtual object. The determination module is used to respond to an attack operation command against the first virtual character and control a virtual prop to move along a preset trajectory; if the collision box corresponding to the virtual prop overlaps with the collision box corresponding to the first virtual character during the movement of the virtual prop along the preset trajectory, then a hit command against the first virtual character is determined; if the collision box corresponding to the virtual prop overlaps with the collision box corresponding to at least one attack weakness of the first virtual character during the movement of the virtual prop along the preset trajectory, then a hit command against the attack weakness is determined. Specifically, the larger the hitbox of the attack's weak point, the smaller the attribute value reduction for the first virtual character; conversely, the smaller the hitbox of the attack's weak point, the greater the attribute value reduction for the first virtual character.
16. A computer-readable storage medium comprising instructions, characterized in that, When the instructions are executed on a computer device, the computer device causes the computer device to perform the method as described in any one of claims 1 to 14.
17. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing a computer program, and the processor executing the steps of the game resource acquisition method according to any one of claims 1 to 14 by calling the computer program stored in the memory.
18. A computer program product, comprising a computer program, characterized in that, When executed by a processor, the computer program implements the steps of the method for acquiring game resources as described in any one of claims 1 to 14.