In-game interaction methods, devices, equipment, and storage media

By setting target areas and item requirements that are open at different times in survival games, the problems of low player operability and high power consumption have been solved, improving the game experience and optimizing power usage.

CN116688509BActive Publication Date: 2026-05-26NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-06-08
Publication Date
2026-05-26

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Abstract

This disclosure provides an in-game interaction method, apparatus, device, and storage medium, relating to the field of game technology. The method includes: providing a first target area and a second target area in the virtual scene; in response to a controlled virtual object moving to the first target area within a first preset time period, determining whether the controlled virtual object possesses a first item; if the controlled virtual object possesses the first item, triggering the completion of the controlled virtual object's task. Compared to existing technologies, this avoids the problems of low player operability and poor game experience.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and more specifically, to an in-game interaction method, apparatus, device, and storage medium. Background Technology

[0002] With the advancement of technology, games have become an increasingly important part of people's lives, and people often use games to relax and unwind in their spare time.

[0003] With the development of the gaming industry, the variety of games has increased. Among them, a new multiplayer survival gameplay mode has emerged—in-game extraction. After multiple players enter the battle, they need to control virtual objects within the current battle scene to reach a destination area in order to succeed in the game.

[0004] However, this interaction method is simplistic, offering limited player control and a poor gaming experience. Furthermore, the long match duration leads to high battery consumption on the device. Summary of the Invention

[0005] The purpose of this disclosure is to address the shortcomings of the prior art by providing an in-game interaction method, device, equipment, and storage medium, so as to at least partially solve the problems of low player operability and poor game experience in the prior art.

[0006] To achieve the above objectives, the technical solutions adopted in the embodiments of this disclosure are as follows:

[0007] In a first aspect, one embodiment of this disclosure provides an in-game interaction method, which provides a graphical user interface (GUI) via a terminal device. The GUI includes a virtual scene of the current game. The method includes:

[0008] The virtual scene provides a first target area and a second target area, wherein the first target area is provided within a first preset time period, the second target area is provided within a second preset time period, and the start time of the first preset time period is earlier than the start time of the second preset time period. The first target area is used to trigger task completion when a virtual object in the current game holds a first item and moves into the first target area, and the second target area is used to trigger task completion when a virtual object in the current game moves into the second target area.

[0009] In response to a movement control operation on a controlled virtual object, the controlled virtual object is controlled to move within the virtual scene, wherein the controlled virtual object is controlled via the terminal device;

[0010] In response to the controlled virtual object moving to the first target area within the first preset time period, it is determined whether the controlled virtual object possesses the first item;

[0011] If the controlled virtual object holds the first item, the task of the controlled virtual object is completed.

[0012] Secondly, another embodiment of this disclosure provides an in-game interactive device, the device comprising: a providing module, a control module, and a determining module, wherein:

[0013] The providing module is used to provide a first target area and a second target area in the virtual scene, wherein the first target area is provided within a first preset time period, the second target area is provided within a second preset time period, and the start time of the first preset time period is earlier than the start time of the second preset time period. The first target area is used to trigger task completion when a virtual object in the current game holds a first item and moves into the first target area, and the second target area is used to trigger task completion when a virtual object in the current game moves into the second target area.

[0014] The control module is configured to respond to a movement control operation on a controlled virtual object and control the controlled virtual object to move within the virtual scene, wherein the controlled virtual object is controlled via the terminal device;

[0015] The determining module is used to determine whether the controlled virtual object holds the first item in response to the controlled virtual object moving to the first target area within the first preset time period; if the controlled virtual object holds the first item, the module triggers the completion of the controlled virtual object's task.

[0016] Thirdly, another embodiment of this disclosure provides an in-game interactive device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the in-game interactive device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of any of the methods described in the first aspect above.

[0017] Fourthly, another embodiment of this disclosure provides a storage medium storing a computer program, which, when executed by a processor, performs the steps of any of the methods described in the first aspect above.

[0018] Using the in-game interaction method provided in this disclosure, a first target area and a second target area are provided in the virtual scene of the current game. These two target areas are provided in two different time periods: the first target area is provided during a first preset time period, and the second target area is provided during a second preset time period. The start time of the first preset time period is earlier than the start time of the second preset time period. Furthermore, the way virtual objects trigger task completion differs between the first and second target areas. During the first preset time period, the controlled virtual object needs to hold a first item and be within the first target area to trigger task completion. During the second preset time period, the controlled virtual object does not need to hold any item; it only needs to be within the second target area to trigger task completion. This setup provides players with diverse ways to trigger tasks, thereby increasing player operability by adding interaction methods and improving the player's gaming experience. Additionally, the provision of the first target area effectively reduces game duration, thus saving power consumption of the terminal device. Attached Figure Description

[0019] To more clearly illustrate the technical solutions of the embodiments of this disclosure, the accompanying drawings used in the embodiments will be briefly described below. It should be understood that the following drawings only show some embodiments of this disclosure and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0020] Figure 1 A flowchart illustrating an in-game interaction method provided in an embodiment of this disclosure;

[0021] Figure 2 A graphical user interface diagram provided for an embodiment of this disclosure;

[0022] Figure 3 A flowchart illustrating an in-game interaction method provided in another embodiment of this disclosure;

[0023] Figure 4 A flowchart illustrating an in-game interaction method provided in another embodiment of this disclosure;

[0024] Figure 5 A graphical user interface diagram provided for an embodiment of this disclosure;

[0025] Figure 6 A graphical user interface diagram provided for another embodiment of this disclosure;

[0026] Figure 7 A graphical user interface diagram provided for another embodiment of this disclosure;

[0027] Figure 8 A graphical user interface diagram provided for another embodiment of this disclosure;

[0028] Figure 9 A graphical user interface diagram provided for an embodiment of this disclosure;

[0029] Figure 10 A graphical user interface diagram provided for another embodiment of this disclosure;

[0030] Figure 11 A graphical user interface diagram provided for another embodiment of this disclosure;

[0031] Figure 12 A graphical user interface diagram provided for another embodiment of this disclosure;

[0032] Figure 13 A graphical user interface diagram provided for an embodiment of this disclosure;

[0033] Figure 14 A graphical user interface diagram provided for another embodiment of this disclosure;

[0034] Figure 15 A graphical user interface diagram provided for another embodiment of this disclosure;

[0035] Figure 16 A graphical user interface diagram provided for another embodiment of this disclosure;

[0036] Figure 17 A flowchart illustrating an in-game interaction method provided in another embodiment of this disclosure;

[0037] Figure 18 A graphical user interface diagram provided for another embodiment of this disclosure;

[0038] Figure 19 A graphical user interface diagram provided for another embodiment of this disclosure;

[0039] Figure 20 This is a schematic diagram of the structure of an in-game interactive device provided in an embodiment of the present disclosure;

[0040] Figure 21 This is a schematic diagram of the structure of an in-game interactive device provided in another embodiment of the present disclosure;

[0041] Figure 22 This is a schematic diagram of the structure of an in-game interactive device provided in an embodiment of this disclosure. Detailed Implementation

[0042] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are some embodiments of this disclosure, but not all embodiments.

[0043] The components of the embodiments of this disclosure, typically described and illustrated in the accompanying drawings, can be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of this disclosure provided in the drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of this disclosure.

[0044] Furthermore, the flowcharts used in this disclosure illustrate operations implemented according to some embodiments of this disclosure. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed in order or performed simultaneously. Moreover, those skilled in the art, guided by the content of this disclosure, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0045] In one embodiment of this disclosure, the virtual object control method can run on a local terminal device or a server. When the in-game interaction method runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0046] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of in-game interaction methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0047] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0048] The following explanation, using several specific application examples, illustrates an in-game interaction method provided by this disclosure. Figure 1 This is a flowchart illustrating an in-game interaction method according to an embodiment of the present disclosure. Figure 2 A graphical user interface diagram provided in one embodiment of this disclosure is shown below. Figure 2 This disclosure provides a graphical user interface (GUI) via a terminal device, which can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI includes a virtual scene of the current game and a controlled virtual object. The virtual scene of the current game can be, for example, a virtual scene from the perspective of the controlled virtual object. The upper left corner of the GUI displays the name information of the controlled virtual object in the current game, and the upper right corner displays a thumbnail map of the current game. The lower left and lower right corners of the GUI provide several controllable controls, such as aiming controls, stand-up controls, prone controls, crouch controls, shooting controls, movement controls, and backpack controls. The stand-up control is used to control the currently controlled virtual object. The virtual object's posture is set to "standing up"; the "prone" control sets the current controlled virtual object to a prone position; the "crouch" control sets the current controlled virtual object to a standing position; the "move" control controls the movement of the controlled virtual object; when the virtual object is holding a virtual weapon, the current interface displays shooting and aiming controls. The aiming control adjusts the target the virtual weapon is aiming at; the shooting control fires in the aiming direction after being triggered by the player; the backpack control expands the backpack on the graphical user interface after the player clicks on it, allowing the player to view the virtual items inside; for example... Figure 1 As shown, the method includes:

[0049] S101: Provide a first target area and a second target area in the virtual scene.

[0050] For example, the current game type can be a shooting game, or a puzzle adventure game (escape room game), etc. The specific game type can be adjusted according to the user's needs, as long as it is a game type in which players need to reach the target location to win.

[0051] The following examples all use a withdrawal-type game as an example. Withdrawal-type games refer to game modes where players can choose a specific game identity and bring their own prepared virtual items into the game. They collect resources within the virtual environment and ultimately complete the game within a specified time by exiting through a designated withdrawal area. The loot taken from the virtual environment can be used in subsequent games or sold for in-game currency. This type of game can be played in rounds, and the map for each round can be the same or different. For example, both the first and second objective areas can be withdrawal areas.

[0052] In some possible embodiments disclosed herein, each evacuation area has its own corresponding opening time. A controlled virtual object can only successfully trigger task completion if it arrives at the evacuation area within its opening time. That is, each evacuation area has a corresponding valid time, which varies between evacuation areas. For example, some evacuation areas may be open for 1 minute, while others may be open for 3 minutes or 5 minutes. A controlled virtual object needs to arrive at the corresponding evacuation area within its valid time to successfully trigger task completion. If the controlled virtual object arrives at an evacuation area outside its valid time, task completion will not be triggered. It should be understood that the above embodiments are merely illustrative, and the specific range of valid time for each evacuation area can be flexibly adjusted according to user needs, and is not limited to the range given in the above embodiments.

[0053] In the embodiments of this disclosure, the first target area requires the virtual object in the current game to hold the first item and move into the first target area to trigger the task completion; while the second target area only requires the virtual object in the current game to move into the second target area to trigger the task completion.

[0054] The first target area is provided within a first preset time period, and the second target area is provided within the second preset time period. The start time of the first preset time period is earlier than the start time of the second preset time period. In some possible embodiments, the first target area is opened early in the current game. Since the opening time of the first target area is earlier than that of the second target area, players can choose to evacuate during the opening time of the first target area, allowing the controlled virtual object to evacuate from the current game as early as possible and take the virtual items acquired in the current game out of the game. If the virtual object wants to trigger the completion of the task within the first preset time period, it not only needs to find the first target area in the virtual scene, but also needs to search for and acquire the first item in the virtual scene.

[0055] In some possible embodiments, for example, the number of first items in the current game can be determined based on the number of players in the current game; the number of first items can be equal to, less than or greater than the number of players in the current game; the specific number can be flexibly adjusted according to the user's needs and is not limited to the embodiments given above.

[0056] In some possible embodiments, for example, the quantity of the first item in the current game can also be determined according to the current game mode; for example, if the current game mode is a single-player game mode, the quantity of the first item is 1; if the current game mode is a two-player game mode, the quantity of the first item is 2; the correspondence between the specific mode and the quantity of the first item can be flexibly adjusted according to the user's needs, and is not limited to the above embodiments.

[0057] This method of flexibly adjusting the number of first items based on the current number of players or the current game mode makes the number of first items in the game flexible and variable. The number of first items may be different in different games, thereby improving the player's gaming experience and making the number of first items in the virtual scene more in line with the number of first items required for the current game.

[0058] Taking the example where the number of first items is less than the number of players in the current game, since there may be virtual objects in the virtual scene that have not obtained the first item under this setting, the embodiments of this disclosure open the second target area in the later stage of the current game, so that virtual objects that have not found the first item in the current game can directly trigger the task completion by searching for the second target area in the virtual scene.

[0059] In some possible embodiments, the duration of the first preset time period is greater than or equal to the duration of the second preset time period. The first preset time period can be a continuous time period or composed of multiple discrete time periods. The duration of the first preset time period being greater than or equal to the duration of the second preset time period means that each time period of the first preset time period is greater than or equal to the duration of the second preset time period and / or the total duration of the first preset time period is greater than or equal to the duration of the second preset time period. For example, the first preset time period includes two sub-time periods. For instance, the first target area is opened 5 minutes after the game starts, closed after 3 minutes, and then reopened 10 minutes after the game starts and remains open for 5 minutes until the game ends. The second target area is only opened 12 minutes after the game starts and remains open for 3 minutes. This setup encourages players to control controlled virtual objects to search for and obtain first items in the virtual scene for evacuation, thereby increasing player operability and game difficulty, increasing ways to interact with players, and enhancing game interactivity and player activity.

[0060] S102: In response to a movement control operation on a controlled virtual object, control the movement of the controlled virtual object within the virtual scene.

[0061] The controlled virtual object is controlled through a terminal device. After the player controls the controlled virtual object to enter the virtual scene of the current game, the player can control the controlled virtual object to search for virtual resources in the virtual scene to obtain virtual resources; or, the player can control the controlled virtual object to kill enemy virtual objects in the virtual scene to reduce the interference caused by enemy virtual objects during the game; or, the player can directly control the controlled virtual object to find an extraction area in the virtual scene to trigger the completion of the mission and exit the current game.

[0062] S103: In response to the controlled virtual object moving to the first target area within a first preset time period, determine whether the controlled virtual object holds the first item.

[0063] The first item can be, for example, a virtual withdrawal key, a virtual access item, or a virtual token. The specific form and name of the first item can be flexibly adjusted according to the user's needs and are not limited to those given in the above embodiments.

[0064] In some possible embodiments, determining whether a controlled virtual object possesses the first item can be achieved, for example, by triggering a determination directly after the controlled virtual object moves to the first target area. That is, after moving to the first area, the determination of whether the controlled virtual object possesses the first item is triggered directly, regardless of whether the first item is equipped on the virtual object or in the virtual object's inventory. Optionally, a verification control can be preset in a target area. In response to triggering the verification control, a verification operation for the first item can be triggered. This verification operation can be a delivery operation for the first item, or an equipping operation for the first item, etc.

[0065] S104: If the controlled virtual object holds the first item, the controlled virtual object's task is completed.

[0066] In the embodiments of this disclosure, the controlled virtual object that triggers the task completion wins the current game and exits the current game. In addition, the controlled virtual object can also obtain some of the virtual items acquired in the current game outside the current game. The controlled virtual object may acquire multiple virtual items in the current game. Among the multiple virtual items, some virtual items may be in-game virtual items that can only be used in the current game (e.g., the first virtual item, or a virtual key card to open a specific scene in the current game, or a virtual item to use a specific device in the current game, etc.), and some virtual items may be out-of-game virtual items that can be used outside the current game (e.g., virtual guns, virtual equipment, virtual weapons, virtual resources, etc.). After the controlled virtual object completes the task, it can only take out-of-game virtual items out of the current game so that the controlled virtual object can obtain out-of-game virtual items outside the current game. In-game virtual items cannot be taken out of the current game or used in the next game.

[0067] Taking virtual resources as an example among multiple virtual items, after the controlled virtual object completes its task, the virtual resources possessed by the controlled virtual object can be updated based on the virtual resources acquired by the controlled virtual object in the current game. For example, if the controlled virtual object acquires 1000 virtual resources in the current game, and before the current game begins, the controlled virtual object has 20000 virtual resources outside the current game, then after the controlled virtual object completes its task, the virtual resources acquired by the controlled virtual object in the current game are added to the virtual resources outside the current game, and the quantity of the added virtual resources is determined to be the updated virtual resources possessed by the controlled virtual object. That is, the updated virtual resources possessed by the controlled virtual object are 21000 (20000+1000).

[0068] Using the in-game interaction method provided in this disclosure, a first target area and a second target area are provided in the virtual scene of the current game. These two target areas are provided in two different time periods: the first target area is provided during a first preset time period, and the second target area is provided during a second preset time period. The start time of the first preset time period is earlier than the start time of the second preset time period. Furthermore, the way virtual objects trigger task completion differs between the first and second target areas. During the first preset time period, the controlled virtual object needs to hold a first item and be within the first target area to trigger task completion. During the second preset time period, the controlled virtual object does not need to hold any item; it only needs to be within the second target area to trigger task completion. This setup provides players with diverse ways to trigger tasks, thereby increasing player operability by adding interaction methods and improving the player's gaming experience. Additionally, the provision of the first target area effectively reduces game duration, thus saving power consumption of the terminal device.

[0069] Optionally, based on the above embodiments, this disclosure may also provide an in-game interaction method, the implementation process of which will be illustrated below with reference to the accompanying drawings. Figure 3 This is a flowchart illustrating another embodiment of the in-game interaction method provided in this disclosure, such as... Figure 3 As shown, the method may further include:

[0070] S111: If the controlled virtual object does not possess the first item, the controlled virtual object's task completion will not be triggered.

[0071] If the controlled virtual object does not possess the first item, and if the current time is still within the first preset time period, the controlled virtual object can continue to search for and obtain the first item in the virtual scene. If the controlled virtual object obtains the first item within the first preset time period, it can be controlled to move to the first target area again to re-trigger the completion of the controlled virtual object's task.

[0072] S112: In response to the controlled virtual object moving to the second target area within a second preset time period, the controlled virtual object's task is completed.

[0073] Alternatively, the controlled virtual object may not search for the first item in the virtual scene, but instead wait until the current time reaches the second preset time period, and then control the controlled virtual object to move to the second target area to trigger the completion of the controlled virtual object's task.

[0074] In addition to the first target area, this application also provides a second target area. This allows controlled virtual objects that have not obtained the first item to be moved to the second target area during its open period, directly triggering the completion of the controlled virtual object's task. This avoids the problem of players spending a lot of time searching for the first item in the virtual scene without finding it, resulting in a poor gaming experience or being unable to leave the current game. Players can determine which target area to move their controlled virtual object to based on the specific situation of the controlled virtual object in the current game, thus enriching the ways players can trigger task completion.

[0075] For example, in some possible embodiments of this disclosure, after the controlled virtual object completes its task, regardless of whether the triggering phase is triggered within a first preset time period or a second preset time period; that is, regardless of whether the controlled virtual object completes its task in the first target area or the second target area, a task completion countdown prompt will be displayed on the graphical user interface. The countdown can be 3 seconds or 5 seconds, and can be flexibly adjusted according to user needs, and is not limited thereto. Before the task completion countdown ends, the controlled virtual object may be discovered by an enemy virtual object and may be attacked by the enemy virtual object. If the enemy virtual object successfully attacks before the task completion countdown ends, the controlled virtual object will lose its current game. That is, the controlled virtual object is considered to have completed its task only if it is alive after the task completion countdown ends.

[0076] In some possible embodiments, before triggering task completion, the controlled virtual object can observe whether there are enemy virtual objects around the target area where it is located. If no enemy virtual objects are found, the task completion is triggered only to increase the probability that the controlled virtual object is alive after the task completion countdown ends. Alternatively, other players can control the controlled virtual object to lie in wait in the target area, waiting for enemy virtual objects to arrive before attacking them to prevent them from leaving the current game or to kill them. This setup allows players to have multiple gameplay options after arriving at the target area, in addition to triggering task completion, thus increasing the operability of the player during the task completion process.

[0077] Optionally, based on the above embodiments, this disclosure may also provide an in-game interaction method, the implementation process of which will be illustrated below with reference to the accompanying drawings. Figure 4 This is a flowchart illustrating another embodiment of the in-game interaction method provided in this disclosure. Figure 5This is a schematic diagram of a graphical user interface provided in another embodiment of the present disclosure. Figure 6 This is a schematic diagram of a graphical user interface provided in another embodiment of the present disclosure. Figure 7 This is a schematic diagram of a graphical user interface provided in another embodiment of the present disclosure. Figure 8 This is a schematic diagram of a graphical user interface provided in another embodiment of the present disclosure. Figure 9 A schematic diagram of a graphical user interface provided in another embodiment of this disclosure, such as... Figure 4 As shown, before S103, the method may further include:

[0078] S121: In response to a trigger operation on an item exchange point, provide at least one exchangeable item on the graphical user interface.

[0079] In optional embodiments of this disclosure, for example, in response to a controlled virtual object entering the virtual scene of the current game, a prompt message for the opening of an item exchange point can be displayed on the graphical user interface. That is, after the controlled virtual object enters the virtual scene of the current game, an item exchange point opening prompt window will be displayed on the upper left side of the graphical user interface. The opening prompt window is used to display the item exchange point opening prompt message according to the current game time. For example, such as... Figure 5 As shown, after the controlled virtual object enters the virtual scene of the current game, an opening prompt window displays "Item Exchange Point will open in 90 seconds." This prompt allows players to clearly see the opening time of the item exchange point after controlling the virtual object, enabling them to understand the current game progress. This allows both novice and experienced players to keep track of the game's progress in real time. Players can then control the controlled virtual object's actions within the virtual scene based on the game's progress and their own playstyle. For example, during the item exchange point's opening countdown, players can control the controlled virtual object to move around the virtual scene to collect virtual materials / resources, which can then be exchanged for desired virtual items once the exchange point opens. Alternatively, players can control the controlled virtual object to move around the virtual scene and attack enemy virtual objects during the countdown; or the controlled virtual object can move around the virtual scene to pick up dropped virtual items / resources.

[0080] After the countdown to the opening of the item exchange point ends, as follows: Figure 6As shown, the information displayed in the update window is "Item Exchange Point is now open". After the item exchange point is opened, the window will be displayed for a preset time and then the window will be removed from the graphical user interface. For example, after the item exchange point is opened, the window will display the information "Item Exchange Point is now open" for three seconds and then the window will be removed from the graphical user interface.

[0081] like Figure 6 As shown, the upper right corner of the graphical user interface also provides a thumbnail map window to indicate item exchange points. After the item exchange point is opened, players can also click on the thumbnail map window to zoom in and display related map windows, such as... Figure 7 As shown, when the player views the thumbnail map window, the controlled virtual object is not wielding a virtual weapon. Therefore, the shooting controls on the graphical user interface are updated to melee controls. The player can trigger the melee controls to engage in close combat with other virtual objects (by controlling the controlled virtual object's hands and arms to perform preset combat actions). The aiming controls on the graphical user interface are also disabled. In addition, a tiled map window is displayed on the right side of the map-related window, a target area window is displayed on the left side of the map-related window, and the lower right corner of the tiled map window displays the identification information of multiple floors in the current game. The tiled map window displays a tiled map of the floor where the controlled virtual object is currently located. Within this tiled map, information about the item exchange point on that floor is also displayed. This information can be displayed as a focus guide to indicate the location of the item exchange point on the current floor, allowing the controlled virtual object to locate it. The above embodiment is merely illustrative; for example, the focus guide could also display the item exchange point as a preset icon on the tiled map. Alternatively, it could display the item exchange point's preset icon (…). Figure 7 The small house icon (or other styles of icon) is highlighted on the tiled map; alternatively, the preset icon of the item exchange point is displayed in a preset color on the tiled map. It should be understood that the above embodiments are merely illustrative examples, and the display method of the specific item exchange point prompt information can be flexibly adjusted according to the user's needs, and is not limited to the above embodiments.

[0082] like Figure 7 As shown, players can switch the displayed tile map in the tile map window by clicking on the markers in multiple floors. In some possible implementations, the tile map window defaults to displaying the tile map of the floor where the controlled virtual object is currently located, such as... Figure 7As shown, the current game includes three floors. The bottom right corner of the tiled map window displays the identification information for the first floor, the second floor, and the third floor, respectively. Since the currently controlled virtual object is on the first floor, the tiled map window displays the tiled map information for the first floor. However, if the player wants to view the tiled map of other floors, such as the tiled map of the second floor, they can select the corresponding identification information for the second floor from the identification information of multiple floors. At this time, the tiled map displayed in the tiled map window will be updated to the tiled map of the second floor.

[0083] Or, such as Figure 7 As shown, the current floor information is displayed at the top right of the tiled map window. Above the current floor information is an "up" control, and below it is a "down" control. Players can also update the tiled map information displayed in the tiled map window by clicking the "up" or "down" controls. For example, in... Figure 7 Based on this, if the player clicks the down control, the tiled map displayed in the tiled map window will be updated to the tiled map of the second floor, and the current floor information displayed in the upper right corner of the tiled map window will be updated to the second floor.

[0084] To clearly indicate to users which floor they are currently viewing in the tiled map, the identification information for the currently viewed floor will be marked in the floor identification information of multiple floors in the tiled map window, such as... Figure 7 As shown, the current tiled map window displays the tiled map information for the first floor. The identification information for the first floor among multiple floors will be marked. Thus, players can determine which floor's tiled map information is currently displayed in the tiled map window based on the markings.

[0085] As the game progresses, the location and number of primary target areas in the virtual scene may change. In some possible implementations, the prompt information for the primary target areas will be updated in the graphical user interface based on the current game duration. This allows players to clearly understand the relevant information about the primary target areas by viewing the updated prompts, improving the efficiency of players obtaining this information. Continuing... Figure 7As shown, the left side of the map-related window displays a target area window for displaying prompts for target areas, including a first target area and a second target area. The prompts may include, for example, the location information and remaining time information of the target area. The location information includes the floor information of the target area and the specific area information. That is, in this embodiment, the prompts for the first and second target areas are updated in the thumbnail map window according to the duration of the current game. This allows players to intuitively understand the location and remaining opening time of each target area through the prompts for the first and second target areas in the thumbnail map. This eliminates the need for players to control the movement of virtual objects in the virtual scene to find target areas; instead, they can directly obtain relevant information from the thumbnail map, greatly improving the efficiency of obtaining target area information. Players can flexibly choose their desired target area from at least one target area according to their needs. For example, they can choose the target area closest to them; or, depending on whether they possess a first item, they can choose a target area that they need / don't need.

[0086] In some embodiments, a type prompt message "Submit First Item" may be displayed below the first target area to indicate that the target area is a first target area and requires a first item to trigger task completion; the second target area does not have the above-mentioned display message to indicate that the target area is a second target area and can trigger task completion without a first item. It should be understood that the above embodiments are only illustrative examples. In addition to distinguishing the types of target areas based on the type prompt message, the display methods of the first and second target areas in the target area window can also be distinguished by different colors. For example, the display colors of the first and second target areas are different. The specific display can be flexibly adjusted according to the user's needs and is not limited to the above embodiments.

[0087] like Figure 7 As shown, the current target area window displays three target areas (escape points): the first target area located at the sculpture in the atrium on the 1st floor (1F), with 4 minutes and 17 seconds remaining; the first target area located at the parking lot on the 2nd floor (2F), with 17 seconds remaining; and the second target area located in the corner of the 1st floor (1F), with 7 minutes and 23 seconds remaining.

[0088] In some possible implementations, there may be multiple item exchange points in a single game, and each item exchange point may be located in a different location. For example, loading item exchange points into the virtual scene could be done by: in response to a controlled virtual object entering the virtual scene of the current game, randomly selecting at least one item exchange point location from multiple preset item exchange point locations, and loading the item exchange point at that location in the virtual scene. This setup ensures that the location of the item exchange points may be different in different games; that is, the location of the item exchange points in the virtual scene is randomly determined, increasing the uncertainty of the item exchange point's appearance location and avoiding the problem of fixed item exchange point locations causing a poor player experience.

[0089] For example, in an optional embodiment of this disclosure, the redeemable items in the item exchange point will be updated. The update method may be, for example, based on the duration of the current game, updating the redeemable items provided by the item exchange point, such as updating once every 3 minutes, or once every 5 minutes, or updating according to a preset time interval. The specific update time setting can be flexibly adjusted according to the user's needs and is not limited to the above embodiments.

[0090] This setup allows players to access the updated redeemable items at the item exchange point, ensuring that even at the same exchange point, the available redeemable items may differ at different times, thus enhancing player interactivity.

[0091] Furthermore, to enhance player operability and increase game difficulty, the locations of item exchange points will be updated. For example, based on the current game duration, at least one target item exchange point can be randomly selected from multiple preset locations and loaded into the virtual scene. This ensures that the location of item exchange points is not fixed but changes over time. Players must control a virtual object to find these exchange points and exchange virtual resources within their valid timeframes, thus improving the player experience and enhancing interactivity.

[0092] Continue as Figure 7As shown, the current tiled map window also displays prompts for various virtual facilities (locations), such as the Prism Shop (i.e., the item exchange point in the above embodiment), the first facility, the drone, and the second facility. The first facility can be, for example, used to determine the location of enemy virtual objects in a virtual scene; the unmanned room can be, for example, an indoor space / location for storing drones, allowing players to observe the environment in the virtual scene or to transport virtual items; the second facility can be, for example, a location for storing highly rare virtual items. It should be understood that the above embodiments are merely illustrative, and the number, type / name of the virtual facilities displayed in the current tiled map window can be flexibly adjusted according to user needs and is not limited to those given in the above embodiments.

[0093] Players can select virtual facilities they want to mark in the tiled map information from a variety of items / facilities. The icon of the selected target virtual facility is displayed in the tiled map information in a way that is different from the icons of other unselected virtual facilities. For example, it can be displayed in bold, highlighted, displayed in a preset color, or displayed in a preset shadow mode. In addition, the tiled map information marks the location information of the target virtual facility in the currently selected floor. If the target virtual facility is not in the currently selected floor, it will not be marked in the tiled map information. Players can trigger the determination of whether the target virtual facility exists in other floors by reselecting floors from multiple floors.

[0094] After the item exchange point is successfully opened, if a controlled virtual object enters the item exchange point and triggers an operation targeting the item exchange point, a list of exchangeable items can be provided on the graphical user interface. Indicators can be displayed at the top of the list to indicate that the controlled virtual object has entered the exchange interface and to indicate the virtual resource information possessed by the controlled virtual object. Figure 8 As shown, the top of the current list of redeemable items displays "Welcome! Tactical items are available here," along with the virtual resource information "2300" for the controlled virtual object, indicating that the controlled virtual object has 2300 virtual resources. Below this information, there is a display area for multiple redeemable items, each displaying information about at least one redeemable item. This information may include, for example, the item's identifier, quantity, name, and the preset amount of resources required for redemption. This allows players to select the desired item from at least one redeemable item based on their available resources.

[0095] In the embodiments of this disclosure, if at least one redeemable item is an in-game item, a preset identifier is displayed at a preset position of the in-game item to indicate that the redeemable item is an in-game item and can only be used in the current game and cannot be taken out of the current game; if the preset position of the redeemable item does not have a preset identifier, it means that the redeemable item can not only be used in the current game, but can also be taken out of the current game and used in other games.

[0096] Continue as Figure 8 As shown, the first redeemable virtual item in the first row of the current redeemable item list is an in-game virtual item, with a preset icon in the upper right corner. The remaining items are virtual items usable both in and out of the game. For example, in response to a click on a target item in the redeemable virtual item list, the target item's specific information is displayed on one side of the target item / on one side of the virtual item list. Continuing as... Figure 8 As shown, for example, if the currently selected target virtual item is the first redeemable virtual item in the first row, then the specific information corresponding to the target virtual item will be displayed on the right side of the redeemable item list. The specific information includes the name information, attribute information, prompt information, and redemption control of the target virtual item; for example, Figure 8 As shown, to allow players to intuitively observe which redeemable item the current information pertains to, the border of the display area for the target virtual item can be thickened in the list of redeemable items to distinguish it from other redeemable items. It should be understood that the above embodiments are merely illustrative. For example, the display area for the target virtual item can be highlighted, or the specific information of the target virtual item can be displayed directly on one side of the display area. It should be understood that the above embodiments are merely illustrative and can be flexibly adjusted according to user needs, as long as players can intuitively correspond the specific information with the target virtual item.

[0097] If the target virtual item is an in-game item, the message could be something like "Will be destroyed after this game ends," to remind the controlled virtual object that this target virtual item cannot be taken out of the current game and can only be used within the current game.

[0098] S122: In response to a redemption operation for the first item among at least one redeemable item, acquire the available resources of the controlled virtual object.

[0099] In the embodiments of this disclosure, the exchange operation can be triggered directly by selecting from multiple exchangeable items; or it can be triggered by displaying the specific information of the first item after the selection operation from multiple exchangeable items has been triggered, and then by the exchange control in the specific information of the first item. The specific way to trigger the exchange of the first item can be flexibly adjusted according to the user's needs and is not limited to the methods given in the above embodiments.

[0100] S123: In response to the fact that the available resources of the controlled virtual object are greater than or equal to the preset resource amount corresponding to the first item, the first item is exchanged and assigned to the controlled virtual object.

[0101] If the available resources of the controlled virtual object are greater than or equal to the preset resources corresponding to the first item, then the controlled virtual object's available resources will be consumed by the preset amount to exchange for the first item, and the exchanged first item will be assigned to the controlled virtual object. Furthermore, upon successful exchange, the available resources of the controlled virtual object will be updated at the top of the list of exchangeable items; for example, such as... Figure 7 As shown, the controlled virtual object has 2300 available resources before exchanging for the first item, and the preset resource amount required to exchange for the first item is 150. Therefore, after a successful exchange, as follows... Figure 8 As shown, the available resources of the controlled virtual object become 2150.

[0102] like Figure 9 As shown, upon successful redemption, the quantity information of the first item will be updated in the list of redeemable items. For example, if the controlled virtual character identifies the second virtual item in the second row of the list as the target virtual item and redeems the target virtual item, then... Figure 7 As stated above, before the redemption, the purchase limit (redeemable quantity information) for the target virtual item is 1. After the redemption is successful, such as... Figure 9 As shown, at this time, the redeemable quantity of the target virtual item is 0, and a "Sold Out" message is displayed above the relevant information of the target virtual item to indicate that there is currently no redeemable quantity of the target virtual item, that is, the target virtual item cannot be redeemed. The display method can be, for example, to display the "Sold Out" message above the relevant information with a preset transparency; or, the relevant information of the target virtual item can be grayed out to indicate that the target virtual item cannot be redeemed. The specific display method of unredeemable items in the list of redeemable items can be flexibly adjusted according to user needs and is not limited to the above embodiment.

[0103] Figure 10 This is a schematic diagram of a graphical user interface provided in another embodiment of the present disclosure. Figure 11 This is a schematic diagram of a graphical user interface provided in another embodiment of the present disclosure. Figure 12This is a graphical user interface diagram provided for another embodiment of the present disclosure. In some embodiments of the present disclosure, the controlled virtual object can acquire virtual resources in the following ways: in response to the controlled virtual object being in the item exchange area corresponding to the item exchange point, the virtual materials held by the controlled virtual object are converted into virtual resources; that is, the player needs to first control the controlled virtual object to collect virtual materials in the virtual scene, and then after the item exchange point is opened, convert the collected virtual materials into virtual resources at the item exchange point. The acquired virtual resources can be used to exchange for exchangeable items at the item exchange point; or they can be used to update the virtual resources held by the controlled virtual object according to the virtual resources acquired by the controlled virtual object in the current game after the current game ends.

[0104] In some possible implementations, each player's virtual object starts with zero virtual resources upon entering the current game (or other initial quantities; alternatively, the quantity of virtual resources in the current game can be determined based on the amount of virtual resources players acquire outside the current game). Players need to search for virtual materials in the virtual scene to obtain virtual resources; or, players can directly exchange virtual materials for virtual items. This further enhances the player's operability during the game, avoids the problem of overly monotonous gameplay, improves the player's gaming experience, and increases player interactivity and activity.

[0105] like Figure 10 As shown, the dotted area around the item exchange point in the graphical user interface is the item exchange area. If the controlled virtual object is within the item exchange area, the virtual materials held by the controlled virtual object will be directly converted into virtual resources.

[0106] like Figure 11 As shown, during the conversion process, a "Converting" message is displayed at the top of the graphical user interface, and a conversion window is displayed below the message. This window shows the quantity of virtual materials and virtual resources being converted. After the conversion is complete, the "Converting" message disappears from the top of the graphical user interface, and the total number of virtual resources obtained from the conversion is displayed in the conversion window. Figure 12 As shown in the image, the current conversion window displays a total of 300 virtual resources being converted in this instance.

[0107] For example, in an embodiment of this disclosure, the redeemable items also include a second item. The second item can detect the location of the first item in the virtual scene. Specifically, the detection method can be as follows: in response to the successful redemption of the second item, the use of the second item is triggered. That is, the second item is used immediately upon acquisition, without the controlled virtual object needing to trigger a usage operation for the second item. Instead, the use of the acquired second item is triggered directly after the controlled virtual object acquires it. The second item is used to detect the location of the first item in the virtual scene. The location prompt information of the first item is displayed on the graphical user interface to instruct the controlled virtual object to acquire the first item according to the location prompt information.

[0108] This setup allows players to use a second item to improve the efficiency of acquiring the first item, making the methods for obtaining the first item more diverse. For example, players can directly control a virtual object to search for and obtain the first item in the virtual scene; or, players can exchange for the first item at an item exchange point; or, players can use the second item and, based on the location information of the second item, efficiently and purposefully acquire the first item in the virtual scene. This increases the player's choices when acquiring the first item, enhancing player interactivity.

[0109] In an optional embodiment of this disclosure, each time the second prop is used, only the target first prop in at least one of the first props in the virtual scene can be detected. The method for determining the target first prop may be, for example, determining the first distance between the controlled virtual object and each first prop in the virtual scene; determining the first prop closest to the controlled virtual object as the target first prop based on each first distance; and displaying the floor prompt information of the floor where the target first prop is located and the distance information between the target first prop and the controlled virtual object on the graphical user interface.

[0110] Figure 13 This is a schematic diagram of a graphical user interface provided in another embodiment of the present disclosure. Figure 14 A schematic diagram of a graphical user interface provided in another embodiment of this disclosure, such as... Figure 13 As shown, in an optional embodiment of this disclosure, during the use of the second prop, a usage prompt message for the second prop is displayed in the upper middle position of the graphical user interface, such as "Using the second prop"; in addition, a location prompt interface is provided in the upper left position of the graphical user interface, which displays the floor where the target first prop is located, as well as the distance information between the controlled virtual object and the target first prop. The distance information between the controlled virtual object and the target first prop is specific information in meters, such as... Figure 13As shown, the second item detects that the target first item is located on the 2nd floor of the virtual scene, and the distance between it and the controlled virtual object is 50M. This allows the player to intuitively determine the distance between the controlled virtual object and the target first item on the graphical user interface, as well as to clearly identify the floor where the target first item is located.

[0111] If the controlled virtual object reaches the floor where the first target item is located, feedback information will be displayed after the floor where the first target item is located in the location prompt interface, such as... Figure 14 As shown, the feedback information can be, for example, a checkmark "√", or the floor where the target first prop is located can be displayed in a preset color (e.g., green) to indicate that the controlled virtual object is currently on the same floor as the target first prop. The specific feedback method can be flexibly adjusted according to user needs and is not limited to the one given in the above embodiment. In addition, the meter information in the location prompt interface will change according to the movement of the controlled virtual object. The closer the controlled virtual object is to the target first prop, the smaller the meter number in the meter information; the farther the controlled virtual object is from the target first prop, the larger the meter number in the meter information. This setting method, because the meter number in the meter information changes continuously with the movement of the controlled virtual object, allows the controlled virtual object to... The player adjusts their movement direction based on the meter reading. For example, if the meter reading increases as the controlled virtual object moves forward, it indicates that the target item is in the opposite direction of the current movement. The player can then adjust the controlled virtual object to move backward, at which point the meter reading will decrease. The player can use the same method to determine whether the target item is to the left or right of the controlled virtual object. This allows the controlled virtual object to successfully acquire the target item by detecting the target virtual container containing the target item in the virtual scene and opening the target virtual container. The location indicator on the graphical user interface and the specific information displayed can be flexibly adjusted according to the user's needs and are not limited to the embodiments described above.

[0112] Figure 15 This is a schematic diagram of a graphical user interface provided in another embodiment of the present disclosure. In this embodiment, any virtual object can open a virtual container in a virtual scene. That is, during the process of a controlled virtual object probing a target virtual container with a target first prop in a virtual scene, the target virtual container may be opened by other virtual objects. At this time, such as Figure 15As shown, the acquisition information will be displayed on the graphical user interface of the controlled virtual object. For example, the acquisition information "The first item has been acquired by another player" will be displayed in the location prompt interface to indicate that the first item of the controlled virtual object has been acquired by another player. The display of acquisition information allows players to know in real time whether the first item can be acquired. If the acquisition information shows that the first item has been acquired by another player, it means that the first item has already belonged to the other player who acquired it. At this time, it is not obtainable for the controlled virtual object. This avoids the situation where the first item has been acquired by another player, and the player still controls the controlled virtual object to search for the first item, which would waste the player's time and improve the player's game experience.

[0113] Figure 16 A schematic diagram of a graphical user interface provided in another embodiment of this disclosure, such as... Figure 16 As shown, in some other possible embodiments, if the first item is acquired by another virtual object of the same faction as the controlled virtual object, the acquisition information is displayed on the graphical user interface. For example, the acquisition information "The first item has been acquired by a teammate" is displayed in the location prompt interface to indicate to the controlled virtual object that the first item has been acquired by a teammate.

[0114] To make the display more intuitive, for example, if the first item is acquired by a teammate's virtual object, the color of the acquired information can be a first preset color (e.g., green); if the first item is acquired by an enemy's virtual object, the color of the acquired information can be a second preset color (e.g., red). This allows the controlled virtual object to intuitively determine whether the first item was acquired by an enemy or teammate's virtual object by the different colors of the acquired information. In the current game, there are two different factions of virtual objects. Virtual objects of the same faction as the controlled virtual object are teammate virtual objects, and virtual objects of a different faction are enemy virtual objects. The specific settings of the first and second preset colors can be flexibly adjusted according to the user's needs and are not limited to those given in the above embodiment; they only need to be two different colors.

[0115] In other words, in response to other virtual objects in the current game attempting to acquire the first item, the acquisition information is displayed on the graphical user interface of the controlled virtual object to indicate that the first item has been acquired.

[0116] In some other possible embodiments of this disclosure, the method of obtaining the first item may be, for example, determining whether the controlled virtual object is within a first preset range of the virtual container in the virtual scene; if so, controlling the virtual container to open to obtain the first item corresponding to the virtual container; such a setting makes the method of obtaining the first item diverse, allowing players to choose different ways to obtain the first item, thus enhancing the interactivity of players during the game.

[0117] Virtual containers can be virtual treasure chests, virtual boxes, virtual supply packs, or other virtual containers within a virtual scene. Virtual objects can obtain virtual resources by searching for and opening virtual containers within the virtual scene.

[0118] For example, in some possible embodiments, the virtual object can open the virtual container in the following ways: when the controlled virtual object approaches the virtual container and the distance between the virtual object and the virtual container is within a first preset range, the virtual container will be automatically opened so that the player can obtain virtual resources in the virtual container. In some possible embodiments, the virtual resources can be one or more of the following: first item, virtual weapon, virtual equipment, virtual resources, etc. The specific types of virtual resources may be flexibly adjusted according to the user's needs and are not limited to those provided in the above embodiments.

[0119] In the optional embodiments of this disclosure, to ensure the player's gaming experience, the first item may be obtained by the virtual object from a virtual container in the virtual scene, or it may be obtained by the virtual object from an item exchange point. The total number of first items obtainable in the virtual container and the total number of first items available for exchange at the item exchange point is a preset fixed number. If some first items in the virtual container are not obtained by the virtual object, they may be provided to the virtual object at the item exchange point for exchange. If the target first item provided at the item exchange point is obtained by another virtual object in the virtual container before it has been obtained by the virtual object, the status of the first item in the item exchange area is updated to unexchangeable. That is, in response to the first item being obtained by another virtual object in the virtual container, the status of the first item in the item exchange area is updated to unexchangeable. In other words, the first items in the item exchange area are updated according to the acquisition status of the first item in the virtual container in the virtual scene, increasing the diversity of the game.

[0120] Optionally, based on the above embodiments, this disclosure may also provide an in-game interaction method, the implementation process of which will be illustrated below with reference to the accompanying drawings. Figure 17 This is a flowchart illustrating another embodiment of the in-game interaction method provided in this disclosure. Figure 18 This is a schematic diagram of a graphical user interface provided in another embodiment of the present disclosure. Figure 19 A schematic diagram of a graphical user interface provided in another embodiment of this disclosure, such as... Figure 17 As shown, the method also includes:

[0121] S301: Determine whether the controlled virtual object is within the second preset range of the first facility in the virtual scene; if so, determine whether the controlled virtual object holds a third item.

[0122] The first facility can be, for example, a virtual monitoring facility, used to determine the location of enemy virtual objects in a virtual scene. The use of the first facility is automatically triggered when the controlled virtual object is within the second preset range of the first facility, and the controlled virtual object needs to hold a third item. The third item is a verification item for using the first facility. For example, it can be obtained by the controlled virtual object through exchange at an item exchange point, or by the controlled virtual object by opening a virtual container in the virtual scene, or by the controlled virtual object by picking up a third item discarded by other virtual objects in the virtual scene. The specific way for the controlled virtual object to obtain the third item can be flexibly adjusted according to the user's needs and is not limited to the above embodiments.

[0123] S302: If the controlled virtual object holds a third item, the use of the first facility is triggered to determine the location of the enemy virtual object in the virtual scene.

[0124] This setup allows players to directly locate enemy virtual objects in the game scene after acquiring a third item. This means that in addition to controlling the controlled virtual object to search for enemy virtual objects in the game scene, players can also directly locate enemy virtual objects in the game scene by acquiring a third item, improving the efficiency of locating enemy virtual objects and enhancing the interactivity of the game.

[0125] One way to display the location of enemy virtual objects is to show the location of the virtual object closest to the controlled virtual object on the graphical user interface.

[0126] Alternatively, map information corresponding to each virtual floor scene can be displayed on the graphical user interface; where each map information displays a marker indicating the location of enemy virtual objects in the corresponding virtual floor scene; this setting allows players to intuitively obtain information about the presence of enemy virtual objects in the entire virtual floor scene after acquiring the third item, enhancing the game's interactivity.

[0127] like Figure 18 As shown, taking a virtual scene with two virtual floors as an example, if the controlled virtual object is located within the second preset range of the first facility and the use of the first facility is successfully triggered, then the map information corresponding to each virtual floor scene in the virtual scene will be displayed in a tiled manner within the display range of the first facility on the graphical user interface. In the map information of each virtual floor scene, the location of the virtual object will be marked with identification information. The identification information can be, for example, a circular mark, a human-shaped mark, or a star-shaped mark, etc., which can be flexibly adjusted according to the user's needs and is not limited to the above embodiment.

[0128] If the use of the first facility is successfully triggered, then as follows Figure 18 The graphical user interface corresponding to the controlled virtual object displays the message "Enemy detected"; if the location of the enemy virtual object is determined by the controlled virtual object through the first device, then... Figure 19 As shown, the graphical user interface of the terminal device controlling the enemy virtual object displays the message "Your current location has been exposed" to indicate that the location of the enemy virtual object has been exposed and that it needs to leave the current location quickly.

[0129] Using the in-game interaction methods provided in this disclosure, players can trigger task completion in various ways during gameplay. Players can control a controlled virtual object to search for the first item in the virtual scene, and then reach the first target area with the first item during the open time period to trigger task completion. Alternatively, players can move to the second target area during the open time period to directly trigger task completion. Furthermore, this disclosure also provides item exchange points in the virtual scene. Players can obtain virtual materials by completing tasks or opening treasure chests in the virtual game, convert them into virtual resources, and then exchange these virtual resources for the first item or other items at the item exchange points. In addition, this disclosure provides a second item that allows players to search for the first item in the virtual scene, as well as a first facility that allows players to search for enemy virtual objects in the virtual scene. This greatly enriches the interactivity of players in the virtual scene, enhances player engagement, improves the player's gaming experience, and effectively reduces game time by providing the first target area, thereby saving power consumption of terminal devices.

[0130] The following description, in conjunction with the accompanying drawings, explains the in-game interactive device provided in this disclosure, which can perform the above-described... Figures 1-19 The specific implementation and beneficial effects of any interaction method within the game are described above and will not be repeated below.

[0131] Figure 20 This is a schematic diagram of the structure of an in-game interactive device provided in an embodiment of this disclosure, such as... Figure 20 As shown, the device includes: a providing module 201, a control module 202, and a determining module 203, wherein:

[0132] A module 201 is provided to provide a first target area and a second target area in a virtual scene. The first target area is provided within a first preset time period, and the second target area is provided within a second preset time period. The start time of the first preset time period is earlier than the start time of the second preset time period. The first target area is used to trigger task completion when a virtual object in the current game holds a first item and moves into the first target area. The second target area is used to trigger task completion when a virtual object in the current game moves into the second target area.

[0133] Control module 202 is used to respond to a movement control operation on a controlled virtual object and control the controlled virtual object to move within a virtual scene, wherein the controlled virtual object is controlled through a terminal device;

[0134] The determination module 203 is used to determine whether the controlled virtual object holds the first item in response to the controlled virtual object moving to the first target area within a first preset time period; if the controlled virtual object holds the first item, the controlled virtual object's task is completed.

[0135] Optionally, the determining module 203 is specifically used to prevent the completion of the controlled virtual object's task if the controlled virtual object does not hold the first item; and to trigger the completion of the controlled virtual object's task in response to the controlled virtual object moving to the second target area within a second preset time period.

[0136] Using the in-game interactive equipment provided in this disclosure, a first target area and a second target area are provided in the virtual scene of the current game. These two target areas are provided in two different time periods: the first target area is provided during a first preset time period, and the second target area is provided during a second preset time period. The start time of the first preset time period is earlier than the start time of the second preset time period. Furthermore, the way virtual objects trigger task completion differs between the first and second target areas. During the first preset time period, the controlled virtual object needs to hold a first item and be within the first target area to trigger task completion. During the second preset time period, the controlled virtual object does not need to hold any item; it only needs to be within the second target area to trigger task completion. This setup provides players with diverse ways to trigger tasks, thereby increasing player operability by adding interactive methods and improving the player's gaming experience. Additionally, the provision of the first target area effectively reduces game duration, thus saving power consumption of the terminal device.

[0137] Optionally, based on the above embodiments, this disclosure may also provide an in-game interactive device, as described below with reference to the accompanying drawings. Figure 20 The implementation process of the given device is illustrated with examples. Figure 21This is a schematic diagram of the structure of an in-game interactive device provided in another embodiment of this disclosure, such as... Figure 21 As shown, the device further includes: an acquisition module 204, wherein:

[0138] Module 201 is provided specifically for responding to a trigger operation on an item exchange point by providing at least one exchangeable item on a graphical user interface;

[0139] The acquisition module 204 is used to acquire the available resources of the controlled virtual object in response to an exchange operation for the first item among at least one exchangeable item; and to exchange the first item and assign it to the controlled virtual object in response to the available resources of the controlled virtual object being greater than or equal to the preset resource amount corresponding to the first item.

[0140] Optionally, the determining module 203 is specifically used to determine whether the controlled virtual object is within the first preset range of the virtual container in the virtual scene. If it is, the virtual container is controlled to open in order to obtain the first prop corresponding to the virtual container.

[0141] Optionally, such as Figure 21 As shown, the device also includes: a display module 205, wherein:

[0142] The determination module 203 is specifically used to trigger the use of the second item in response to the successful redemption of the second item, in order to detect the location of the first item in the virtual scene;

[0143] Display module 205 is used to display the location prompt information of the first item on the graphical user interface, so as to instruct the controlled virtual object to obtain the first item according to the location prompt information.

[0144] Optionally, the determining module 203 is specifically used to determine the first distance between the controlled virtual object and each first prop in the virtual scene; and based on each first distance, determine the first prop that is closest to the controlled virtual object as the target first prop;

[0145] The display module 205 is specifically used to display floor information of the floor where the target first prop is located, and distance information between the target first prop and the controlled virtual object on the graphical user interface.

[0146] Optionally, the display module 205 is specifically used to display acquisition information on the graphical user interface of the controlled virtual object in response to the acquisition operation of other virtual objects in the current game for the first item, so as to indicate that the first item has been acquired.

[0147] Optionally, the determining module 203 is specifically used to convert the virtual materials held by the controlled virtual object into virtual resources in response to the controlled virtual object being in the item exchange area corresponding to the item exchange point.

[0148] Optionally, the determining module 203 is specifically used to determine whether the controlled virtual object is within the second preset range of the first facility in the virtual scene. If it is, it determines whether the controlled virtual object holds a third item. If the controlled virtual object holds a third item, it triggers the use of the first facility to determine the location of the enemy virtual object in the virtual scene.

[0149] Optionally, the display module 205 is specifically used to display map information corresponding to each virtual floor scene on the graphical user interface; wherein, each map information displays marker information at the location where enemy virtual objects exist in the corresponding virtual floor scene.

[0150] Optionally, the display module 205 is specifically used to display a countdown message indicating the task completion on a graphical user interface;

[0151] The determination module 203 is specifically used to determine that the controlled virtual object has completed its task if the controlled virtual object is in a live state after the task completion countdown ends.

[0152] Optionally, the display module 205 is specifically used to display a prompt message for the opening of the item exchange point on the graphical user interface in response to the controlled virtual object entering the virtual scene of the current game.

[0153] Optionally, such as Figure 21 As shown, the device also includes an update module 206, which updates the redeemable items offered by the item exchange point according to the duration of the current game.

[0154] Optionally, the display module 205 is specifically used to respond to the controlled virtual object entering the virtual scene of the current game, randomly select at least one item exchange point location from multiple preset item exchange point locations, and load the item exchange point at the item exchange point location in the virtual scene.

[0155] Optionally, update module 206 is specifically used to respond to the controlled virtual object entering the virtual scene of the current game by randomly selecting at least one item exchange point location from multiple preset item exchange point locations and loading the item exchange point at the item exchange point location in the virtual scene.

[0156] Optionally, the update module 206 is specifically used to update the prompt information of the first target area in the thumbnail map window according to the duration of the current game; wherein the prompt information is used to indicate the location information and remaining time information of the first target area in the virtual scene of the current game.

[0157] Optionally, the update module 206 is specifically used to update the virtual resources possessed by the controlled virtual object based on the virtual resources acquired by the controlled virtual object in the current game.

[0158] Optionally, the update module 206 is specifically used to update the status of the first item in the item exchange area to unexchangeable in response to the first item being obtained by other virtual objects in the virtual container; wherein the total number of first items obtainable in the virtual container and the total number of first items available for exchange provided by the item exchange point is a preset fixed number.

[0159] Optionally, the duration of the first preset time period is greater than or equal to the duration of the second preset time period.

[0160] Optionally, the number of the first item in the current game can be determined based on the number of players in the current game.

[0161] Using the interactive equipment provided in this disclosure, players can trigger mission completion in various ways during gameplay. Players can control a controlled virtual object to search for the first item in the virtual scene, and then reach the first target area with the first item during the open time period to trigger mission completion. Alternatively, players can move to the second target area during the open time period to directly trigger mission completion. Furthermore, this disclosure also provides item exchange points in the virtual scene. Players can obtain virtual materials by completing missions or opening treasure chests in the virtual game, convert them into virtual resources, and then exchange these virtual resources for the first item or other items at the item exchange points. In addition, this disclosure provides a second item that allows players to search for the first item in the virtual scene, as well as a first facility that allows players to search for enemy virtual objects in the virtual scene. This greatly enriches the interactivity of players in the virtual scene, enhances player engagement, improves the player's gaming experience, and effectively reduces match duration by providing the first target area, thereby saving power consumption of terminal devices.

[0162] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).

[0163] Figure 22This is a schematic diagram of the structure of an in-game interactive device provided in an embodiment of the present disclosure. The in-game interactive device can be integrated into a terminal device or a chip of a terminal device.

[0164] like Figure 22 As shown, the interactive devices in the game include: processor 501, bus 502, and storage medium 503.

[0165] Processor 501 is used to store programs, and processor 501 calls the programs stored in storage medium 503 to execute the above-mentioned programs. Figures 1-19 The corresponding method embodiment. Using the in-game interactive device provided by this disclosure, a first target area and a second target area are provided in the virtual scene of the current game. The first target area and the second target area are provided in two different time periods. Specifically, the first target area is provided in a first preset time period, and the second target area is provided in a second preset time period. The start time of the first preset time period is earlier than the start time of the second preset time period. Furthermore, the way the virtual object triggers task completion differs in the first and second target areas. In the first preset time period, the controlled virtual object needs to hold a first item and be within the first target area to trigger task completion. In the second preset time period, the controlled virtual object does not need to hold any item; it only needs to be within the second target area to trigger task completion. This setting provides players with diverse ways to trigger tasks, thereby increasing player operability by adding interactive methods, thus improving the player's gaming experience. Furthermore, the provision of the first target area effectively reduces game time, thereby saving power consumption of the terminal device. Optionally, this disclosure also provides a program product, such as a storage medium, which stores a computer program, including a program that executes the above-described method embodiment when run by a processor.

[0166] Using the program product provided in this disclosure, a first target area and a second target area are provided in the virtual scene of the current game. The first target area and the second target area are provided in two different time periods. The first target area is provided in a first preset time period, and the second target area is provided in a second preset time period. The start time of the first preset time period is earlier than the start time of the second preset time period. The way the virtual object triggers the task completion in the first target area and the second target area is also different. In the first preset time period, the controlled virtual object not only needs to hold the first item, but also needs to be in the first target area to trigger the task completion. In the second preset time period, the controlled virtual object does not need to hold any item, but only needs to be in the second target area to trigger the task completion. This setting makes the way players trigger tasks more diverse, thereby increasing the player's operability by increasing the interaction methods, thereby improving the player's game experience. In addition, by providing the first target area, the game time is effectively reduced, thereby saving the power consumption of the terminal device.

[0167] In the several embodiments provided in this disclosure, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units 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 through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0168] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0169] Furthermore, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in a combination of hardware and software functional units.

[0170] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

Claims

1. An in-game interaction method, characterized by, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI includes a virtual scene of the current game. The virtual scene provides a first target area and a second target area, wherein the first target area is provided within a first preset time period, the second target area is provided within a second preset time period, and the start time of the first preset time period is earlier than the start time of the second preset time period. The first target area is used to trigger task completion when a virtual object in the current game holds a first item and moves into the first target area, and the second target area is used to trigger task completion when a virtual object in the current game moves into the second target area. In response to a movement control operation on a controlled virtual object, the controlled virtual object is controlled to move within the virtual scene, wherein the controlled virtual object is controlled via the terminal device; In response to the controlled virtual object moving to the first target area within the first preset time period, it is determined whether the controlled virtual object possesses the first item; If the controlled virtual object possesses the first item, the task of the controlled virtual object is completed. If the controlled virtual object does not possess the first item, then the task completion of the controlled virtual object will not be triggered. In response to the controlled virtual object moving to the second target area within the second preset time period, the controlled virtual object is triggered to complete its task.

2. The method of claim 1, wherein, Before determining whether the controlled virtual object possesses the first item, the method further includes: In response to a trigger operation on an item exchange point, at least one exchangeable item is provided on the graphical user interface; In response to a redemption operation for the first item among the at least one redeemable items, the available resources of the controlled virtual object are obtained; In response to the fact that the available resources of the controlled virtual object are greater than or equal to the preset resource amount corresponding to the first item, the first item is exchanged and assigned to the controlled virtual object.

3. The method of claim 2, wherein, Before determining whether the controlled virtual object possesses the first item, the method further includes: Determine whether the controlled virtual object is within a first preset range of the virtual container in the virtual scene. If it is, control the virtual container to open to obtain the first prop corresponding to the virtual container.

4. The method of claim 2, wherein, The redeemable items also include a second item, and the method further includes: In response to the successful redemption of the second item, the use of the second item is triggered to detect the location of the first item in the virtual scene; The location information of the first item is displayed on the graphical user interface to instruct the controlled virtual object to obtain the first item according to the location information.

5. The method as described in claim 4, characterized in that, The step of displaying the location information of the first item on the graphical user interface includes: Determine the first distance between the controlled virtual object and each first prop in the virtual scene; Based on each of the first distances, the first prop that is closest to the controlled virtual object is determined as the target first prop; The graphical user interface displays floor information indicating the location of the target first prop and distance information between the target first prop and the controlled virtual object.

6. The method as described in claim 4, characterized in that, The method further includes: In response to other virtual objects in the current game attempting to acquire the first item, acquisition information is displayed on the graphical user interface of the controlled virtual object to indicate that the first item has been acquired.

7. The method as described in claim 3, characterized in that, In response to an operation triggered for a preset item exchange area, the method further includes: In response to the controlled virtual object being located within the item exchange area corresponding to the item exchange point, the virtual materials held by the controlled virtual object are converted into virtual resources.

8. The method as described in claim 1, characterized in that, The method further includes: Determine whether the controlled virtual object is within the second preset range of the first facility in the virtual scene; if so, determine whether the controlled virtual object holds a third prop. If the controlled virtual object possesses a third item, the use of the first facility is triggered to determine the location of the enemy virtual object in the virtual scene.

9. The method as described in claim 8, characterized in that, The virtual scene includes multiple virtual floor scenes, and after triggering the use of the first facility, the method further includes: The graphical user interface displays map information corresponding to each of the virtual floor scenes; wherein, each of the map information displays marker information at the location where enemy virtual objects exist in the corresponding virtual floor scene.

10. The method as described in claim 1, characterized in that, The triggering of the controlled virtual object task completion includes: The graphical user interface displays a countdown timer to indicate when the task will be completed. If the controlled virtual object remains alive after the task completion countdown ends, the task of the controlled virtual object is determined to be completed.

11. The method as described in claim 2, characterized in that, Before controlling the controlled virtual object to move within the virtual scene in response to a movement control operation on the controlled virtual object, the method further includes: In response to the controlled virtual object entering the virtual scene of the current game, a prompt message indicating the opening of the item exchange point is displayed on the graphical user interface.

12. The method as described in claim 2, characterized in that, The method further includes: The available items offered at the item exchange point are updated based on the duration of the current match.

13. The method as described in claim 2, characterized in that, The method further includes: In response to the controlled virtual object entering the virtual scene of the current game, at least one item exchange point is randomly selected from multiple preset item exchange point locations, and the item exchange point is loaded at the item exchange point location in the virtual scene.

14. The method as described in claim 1, characterized in that, The method further includes; The prompt information for the first target area is updated in the graphical user interface based on the duration of the current game.

15. The method as described in claim 14, characterized in that, The graphical user interface further includes: a thumbnail map window, and the step of updating the prompt information of the first target area in the graphical user interface according to the duration of the current game includes; Based on the duration of the current game, update the prompt information for the first target area in the thumbnail map window; wherein, the prompt information is used to indicate the location information and remaining time information of the first target area in the virtual scene of the current game.

16. The method as described in claim 7, characterized in that, After the controlled virtual object task is completed, the method further includes: The virtual resources possessed by the controlled virtual object are updated based on the virtual resources acquired by the controlled virtual object in the current game.

17. The method as described in claim 7, characterized in that, The method further includes: In response to the first item being acquired by another virtual object in the virtual container, the status of the first item in the item exchange area is updated to unexchangeable; wherein, the total number of first items that can be acquired in the virtual container and the total number of first items that can be exchanged provided by the item exchange point is a preset fixed number.

18. The method as described in claim 1, characterized in that, The duration of the first preset time period is greater than or equal to the duration of the second preset time period.

19. The method as described in claim 1, characterized in that, The number of first items in the current game is determined based on the number of players in the current game.

20. An in-game interactive device, characterized in that, The device includes: a providing module, a control module, and a determining module, wherein: The providing module is used to provide a first target area and a second target area in a virtual scene. The first target area is provided within a first preset time period, and the second target area is provided within a second preset time period. The start time of the first preset time period is earlier than the start time of the second preset time period. The first target area is used to trigger task completion when a virtual object in the current game holds a first item and moves into the first target area. The second target area is used to trigger task completion when a virtual object in the current game moves into the second target area. The control module is configured to respond to a movement control operation on a controlled virtual object and control the controlled virtual object to move within the virtual scene, wherein the controlled virtual object is controlled via a terminal device; The determining module is configured to determine whether the controlled virtual object possesses the first item in response to the controlled virtual object moving to the first target area within the first preset time period; if the controlled virtual object possesses the first item, the module triggers the completion of the controlled virtual object's task. The determining module is specifically configured to not trigger the completion of the task for the controlled virtual object if the controlled virtual object does not possess the first item; and to trigger the completion of the task for the controlled virtual object if the controlled virtual object moves to the second target area within the second preset time period.

21. An in-game interactive device, characterized in that, The device includes a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the in-game interactive device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the in-game interactive method according to any one of claims 1-19.

22. A storage medium, characterized in that, The storage medium stores a computer program, which, when executed by a processor, performs the in-game interaction method according to any one of claims 1-19.