Virtual game processing method and device, readable storage medium and computer device

CN116943154BActive Publication Date: 2026-09-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310880958.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-07-17
Publication Date
2026-09-11
Estimated Expiration
2043-07-17

AI Technical Summary

Technical Problem

[0003]在目前的虚拟游戏中,当玩家用户处于一场正在挑战的虚拟战斗时,需要等待当前正在挑战的虚拟战斗完全结束后,才能进入另外一个玩法界面开启该另外一个玩法的虚拟战斗,且进入另外一个玩法的虚拟战斗的整个过程需要多次点击和操作,导致虚拟战斗体验割裂,降低了用户的游戏体验

Benefits of technology

[0013] The virtual game processing method, apparatus, computer-readable storage medium, and computer device provided in this application embodiment, during the process of a player's virtual character participating in the first gameplay of a virtual game, responds to a trigger operation on a target interface in the virtual game, opens the target interface, and displays the opened target interface through a graphical user interface. If a gameplay trigger control for a second gameplay on the target interface is detected, after the current round of the first gameplay ends, the virtual character is controlled to participate in the second gameplay, and the game interface of the second gameplay is switched. In this application embodiment, after the gameplay trigger control for the second gameplay is triggered, it is not necessary to wait for the first gameplay to completely end, but rather to switch to the second gameplay after the current round of the first gameplay ends. In this way, automatic switching between different gameplays is completed, improving the coupling between different gameplays in the virtual game, improving human-computer interaction efficiency, and improving the game experience.

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Patent Text Reader

Abstract

Embodiments of the present application disclose a virtual game processing method and device, a storage medium and a computer device. The method comprises: in a process in which a virtual character of a player user participates in a first game play of a virtual game, in response to a triggering operation on a target interface in the virtual game, opening the target interface, and displaying the opened target interface through a graphical user interface; if it is detected that a game triggering control of a second game play on the target interface is triggered, after a current round of the first game play ends, controlling the virtual character to participate in the second game play, and switching to a game interface of the second game play. In the embodiments of the present application, automatic switching between different game plays can be completed, the coupling between different game plays in the virtual game is improved, the human-computer interaction efficiency is improved, and the game experience is improved.
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Description

Technical Field

[0001] This application relates to the field of data processing technology, specifically to a virtual game processing method, apparatus, computer-readable storage medium, and computer equipment. Background Technology

[0002] The rapid development of computer and network technologies has driven the growth of various internet industries, such as online games. Online games, also known as "online games" or "virtual games," refer to sustainable, individual, multiplayer virtual games that use the internet as a transmission medium and enable entertainment, leisure, communication, and the achievement of virtual accomplishments.

[0003] In current virtual games, when a player is in the middle of a virtual battle, they have to wait for the current battle to completely end before they can enter another gameplay interface to start a virtual battle in that other gameplay mode. Moreover, the entire process of entering a virtual battle in another gameplay mode requires multiple clicks and operations, resulting in a fragmented virtual battle experience and reducing the user's gaming experience. Summary of the Invention

[0004] This application provides a virtual game processing method, apparatus, computer-readable storage medium, and computer device, which can quickly switch from one game mode to another, improving human-computer interaction efficiency and enhancing the user's gaming experience.

[0005] This application provides a virtual game processing method, including:

[0006] During the process of a player's virtual character participating in the first gameplay of a virtual game, in response to a trigger operation on a target interface in the virtual game, the target interface is opened and displayed through a graphical user interface. The target interface includes gameplay trigger controls for triggering the second gameplay of the virtual game.

[0007] If the gameplay trigger control on the target interface is detected to be triggered, after the current round of the first gameplay ends, the virtual character is controlled to participate in the second gameplay and the game interface of the second gameplay is switched.

[0008] This application also provides a virtual game processing device, including:

[0009] The loading display module is used to open the target interface in response to a trigger operation on the target interface in the virtual game during the process of the player's virtual character participating in the first gameplay of the virtual game, and to display the opened target interface through a graphical user interface. The target interface includes a gameplay trigger control for triggering the second gameplay of the virtual game.

[0010] The switching module is used to control the virtual character to participate in the second game mode and switch to the game interface of the second game mode after the current round of the first game mode ends, if the game trigger control on the target interface is detected to be triggered.

[0011] This application also provides a computer-readable storage medium storing a computer program adapted for loading by a processor to perform the steps in the virtual game processing method described in any of the above embodiments.

[0012] This application also provides a computer device, which includes a memory and a processor. The memory stores a computer program, and the processor executes the steps in the virtual game processing method described in any of the above embodiments by calling the computer program stored in the memory.

[0013] The virtual game processing method, apparatus, computer-readable storage medium, and computer device provided in this application embodiment, during the process of a player's virtual character participating in the first gameplay of a virtual game, responds to a trigger operation on a target interface in the virtual game, opens the target interface, and displays the opened target interface through a graphical user interface. If a gameplay trigger control for a second gameplay on the target interface is detected, after the current round of the first gameplay ends, the virtual character is controlled to participate in the second gameplay, and the game interface of the second gameplay is switched. In this application embodiment, after the gameplay trigger control for the second gameplay is triggered, it is not necessary to wait for the first gameplay to completely end, but rather to switch to the second gameplay after the current round of the first gameplay ends. In this way, automatic switching between different gameplays is completed, improving the coupling between different gameplays in the virtual game, improving human-computer interaction efficiency, and improving the game experience. Attached Figure Description

[0014] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0015] Figure 1 This is a diagram illustrating an application scenario for switching between current gameplay modes.

[0016] Figure 2 This is a flowchart illustrating the virtual game processing method provided in an embodiment of this application.

[0017] Figure 3 This is another schematic diagram of the virtual game processing method provided in the embodiments of this application.

[0018] Figure 4 This is a schematic diagram illustrating the game mode switching provided in an embodiment of this application.

[0019] Figure 5 This is a schematic diagram of the structure of the virtual game processing device provided in the embodiments of this application.

[0020] Figure 6 A schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0021] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0022] This application provides a virtual game processing method, apparatus, computer-readable storage medium, and computer device. Specifically, the virtual game processing method of this application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet computer, laptop computer, personal computer (PC), intelligent robot, in-vehicle computer, or other terminal device. The server can be an independent physical server, a server cluster consisting of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services and cloud databases.

[0023] For example, when this virtual game processing method runs on a terminal, the terminal stores the game application and is used to render virtual scenes in the game. The terminal is used to interact with the user through a graphical user interface, such as displaying the application's gameplay interface and controls to trigger other gameplay elements. The terminal can provide the graphical user interface to the user in various ways, such as rendering it on the terminal's screen or presenting the graphical user interface through holographic projection.

[0024] For example, when this virtual game processing method runs on a server, it can be called cloud gaming. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the main body running the game application and the main body displaying the game screen are separated. The storage and partial execution of the virtual game processing method are completed on the cloud gaming server. The display of the game screen is completed on the cloud gaming client, which is mainly used for receiving and sending game data and displaying the game screen. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client through the network, and finally, the cloud gaming client decodes and outputs the display screen as the game screen. This reduces the terminal's computing resource consumption and improves the image quality of the screen displayed on the terminal.

[0025] The solution in this application can be applied to any type of virtual game, as long as the virtual game offers different gameplay. For example, it can be applied to idle games. Idle games generally only require the user to input relevant content when starting the game, and the game will automatically run based on the user's input, requiring almost no user intervention. It should be noted that idle games are merely an example; the solution in this application can be applied to any type of virtual game.

[0026] Before detailing the solutions in the embodiments of this application, let's first introduce the corresponding solutions in current virtual games. In current virtual games, when a player is engaged in a virtual battle and wants to enter another gameplay mode, they must wait for the current gameplay mode to end before starting the new one. If they try to start a new gameplay mode without waiting for the current one to end, the system will prompt that the game cannot proceed. Thus, different gameplay modes cannot be effectively connected, failing to create a continuous sense of combat and reducing the coupling between different gameplay modes.

[0027] like Figure 1 In virtual games, the user is engaged in a virtual battle, such as... Figure 1 As shown in (a), this virtual battle corresponds to one gameplay mode. When the user enters another gameplay mode, the interface of that other gameplay mode is as follows: Figure 1 As shown in (b) above. Another gameplay mode could be a "Title Challenge," which occurs when a player triggers the "Challenge" control within the "Title Challenge" gameplay. Figure 1 The prompt shown in (c) indicates that a battle is currently in progress, thus preventing access to that other gameplay mode.

[0028] Players are required to wait for the currently ongoing game mode to finish completely. After the current game mode ends, players need to click multiple times to enter the interface of another game mode and trigger the "challenge" control to enter another game mode. The whole process requires multiple clicks and operations, which makes it impossible to effectively connect different game modes, reduces the coupling between different game modes, reduces human-computer interaction efficiency, and reduces the user's gaming experience.

[0029] The virtual game processing method, apparatus, computer-readable storage medium, and computer device in the embodiments of this application will be described in detail below. It should be noted that the order of description in the following embodiments does not constitute a limitation on the priority of the embodiments.

[0030] Figure 2 This is a flowchart illustrating a virtual game processing method provided in an embodiment of this application. The method is applied in a computer device and includes the following steps.

[0031] 101. During the process of a player's virtual character participating in the first gameplay of a virtual game, in response to a trigger operation on a target interface in the virtual game, the target interface is opened and displayed through a graphical user interface. The target interface includes gameplay trigger controls for triggering the second gameplay in the virtual game.

[0032] In the virtual games provided by game applications, each player user has one or more virtual characters. Even if each player user has multiple virtual characters, the virtual character referred to in this application refers to the same virtual character of the player user.

[0033] In a virtual game, the first gameplay and the second gameplay are two distinct gameplay elements. For example, if the first gameplay is a primary combat mode, then the second gameplay is a different type of combat mode within the virtual game. In other words, although both the first and second gameplay elements are combat-based, they are two different types of combat. For instance, the first gameplay element might be a combat mode within an leveling-up challenge, while the second gameplay element might be a combat mode within a title challenge. Alternatively, the first gameplay element might be one type of combat mode within an leveling-up challenge, while the second gameplay element is a different type of combat mode within the same leveling-up challenge. In some cases, the first gameplay element can be a primary combat mode, while the second gameplay element can be a non-combat gameplay element within the virtual game, such as auto-pathfinding.

[0034] While the player's virtual character participates in the first gameplay of the virtual game, the player can also interact with other interfaces within the game. Some interfaces in the virtual game include controls that trigger gameplay for the second gameplay mode, such as... Figure 1 In Figure (b), the "Challenge" control and the trigger control for automatic pathfinding are examples of gameplay trigger controls. It's important to note that these gameplay trigger controls include not only actual controls in the game interface, such as buttons, but also icons, text boxes, and selection boxes that trigger the second gameplay mode. Interfaces that include gameplay trigger controls for the second gameplay mode in the virtual game are called target interfaces.

[0035] The trigger operation for the target interface in the virtual game can be a touch operation on the graphical user interface, such as a click operation or a voice control operation. This trigger operation is used to open the target interface. In response to the trigger operation for the target interface in the virtual game, the target interface is opened and displayed through the graphical user interface. Since the target interface includes a gameplay trigger control for triggering a second gameplay mode in the virtual game, the gameplay trigger control for this second gameplay mode is displayed on the target interface.

[0036] 102. If the gameplay trigger control on the target interface is detected, after the end of the current round of the first gameplay, control the virtual character to participate in the second gameplay and switch to the game interface of the second gameplay.

[0037] If a player's virtual character is participating in the first gameplay of a virtual game and a gameplay trigger control on the target interface is detected (e.g., clicked), and the player's virtual character is still engaged in the first gameplay mode but wants to participate in the second gameplay mode, the current game application will prompt the player that this is not possible. Figure 1 As shown in the image.

[0038] In this application, when the game trigger control on the target interface is detected to be triggered, the computer device will control the virtual character to participate in the second game mode after the current round of the first game mode ends, and switch to the game interface of the second game mode.

[0039] The first gameplay mode is the first battle mode. In the first battle mode, rounds are played one by one. For example, a round has five rounds. After five rounds, the round is considered over. The game application will automatically determine whether the round has ended. It is important to note that this is the end of the current round of the first gameplay mode, not the end of the first gameplay mode itself; that is, it is not the end of the entire battle in the first gameplay mode challenge.

[0040] After the current round of the first game mode ends, the player controls the virtual character to join / participate in the second game mode. This virtual character is the same one who participated in the first game mode, and the player switches to the game interface / screen of the second game mode, which is displayed through a graphical user interface. The virtual character is included in the game interface / screen of the second game mode.

[0041] In this embodiment, after the gameplay trigger control of the second gameplay is triggered, the game can be switched to the second gameplay after the current round of the first gameplay ends. This allows for switching between different gameplays, enabling free switching between them. It improves the coupling between different gameplays in the virtual game, enhances human-computer interaction efficiency, avoids fragmented combat experience, and improves the overall gaming experience.

[0042] In one embodiment, when the first gameplay begins, a first gameplay thread is created to control the operation of the first gameplay. Correspondingly, after detecting that a gameplay trigger control on the target interface has been triggered, the virtual game processing method further includes: sending a stop challenge request to the first gameplay thread corresponding to the first gameplay; and stopping the challenge of the first gameplay and destroying the first gameplay thread at the end of the current round of the first gameplay, based on the stop challenge request. The stop challenge request is used to inform the first gameplay thread when to stop the first gameplay, such as stopping the challenge of the first gameplay and destroying the first gameplay thread at the end of the current round.

[0043] The destruction of the first gameplay thread can be initiated after the challenge of the first gameplay mode is stopped to avoid the first gameplay thread consuming memory, or it can be initiated after a certain preset time has elapsed since the challenge of the first gameplay mode was stopped to prevent players from re-entering the first gameplay mode within that preset time.

[0044] Sending a stop challenge request to the first gameplay thread is a necessary step, especially when the first gameplay is in automatic challenge mode. The first gameplay will automatically play one game battle after another. If a stop challenge request is not sent to the first gameplay thread, the first gameplay will not know to stop the challenge after the current game ends, and will continue to challenge the next game until the first gameplay ends. Therefore, sending a stop challenge request to inform the first gameplay thread of the situation is necessary to stop the challenge of the first gameplay after the current game ends and control the virtual character to participate in the second gameplay.

[0045] In one embodiment, after the sub-detection triggers the gameplay trigger control on the target interface, the virtual game processing method further includes: creating a second gameplay thread corresponding to the second gameplay and starting the second gameplay thread; passing the virtual character to the second gameplay thread; correspondingly, the above-mentioned steps of controlling the virtual character to participate in the second gameplay and switching to the game interface of the second gameplay include: using the second gameplay thread to control the virtual character to participate in the second gameplay and switching to the game interface / game screen of the second gameplay, so as to display the game interface / game screen of the second gameplay on the graphical user interface.

[0046] In one embodiment, during the process of a player's virtual character participating in the first gameplay of a virtual game, the virtual game processing method further includes: obtaining the challenge status of the first gameplay, which includes an automatic challenge status and a non-automatic challenge status. Specifically, the challenge status identifier of the current first gameplay can be obtained. This challenge status identifier changes according to the player's settings / changes in the first gameplay of the virtual game. If the player sets the challenge status of the first gameplay to automatic challenge status, the challenge status identifier of the first gameplay is set to 1 or yes, etc. If the player sets the challenge status of the first gameplay to non-automatic challenge status, that is, cancels the automatic challenge status, the challenge status identifier of the first gameplay is set to 0 or no, etc.

[0047] Correspondingly, when a gameplay trigger control on the target interface is detected, different prompts are displayed on the graphical user interface depending on the challenge state, indicating to the player how to switch to the second gameplay mode's interface. The method of switching to the second gameplay mode's interface differs depending on the challenge state.

[0048] In one embodiment, such as Figure 3 The diagram shown is another flowchart illustrating a virtual game processing method provided in an embodiment of this application. This virtual game processing method is applied to a computer device and includes the following steps.

[0049] 201. During the process of a player's virtual character participating in the first gameplay of a virtual game, in response to a trigger operation on a target interface in the virtual game, the target interface is opened and displayed through a graphical user interface. The target interface includes gameplay trigger controls for triggering the second gameplay in the virtual game.

[0050] 202, obtain the challenge status of the first gameplay.

[0051] The challenge status includes automatic challenge status and non-automatic challenge status.

[0052] 203. If the first game mode is in a non-automatic challenge state, when the game mode trigger control on the target interface is detected to be triggered, a first prompt message is displayed through the graphical user interface. The first prompt message is used to remind the player that the challenge will stop after the current round of the first game mode ends and participate in the second game mode.

[0053] If the first game mode is in a non-automatic challenge state, the challenge will stop after completing one round, requiring manual operation from the player to continue to the next round. Therefore, if the first game mode is in a non-automatic challenge state, upon triggering the game mode trigger control on the target interface, a first prompt message will be displayed. For example, the first prompt message could be "Challenge A will proceed to Challenge B after this round ends." Here, Challenge A is the challenge identifier (e.g., challenge name) for the first game mode, and Challenge B is the challenge identifier (e.g., challenge name) for the second game mode.

[0054] The initial prompt message can be displayed in the center of the graphical user interface. Specifically, it can be displayed as a pop-up window or as a banner. For example, when displayed as a banner, the background color of the prompt message can be set to a more prominent color to highlight it.

[0055] In one scenario, the first prompt message will disappear from the graphical user interface after a first preset time; that is, the first prompt message will vanish after the first preset time has elapsed. For example, when the first prompt message is displayed as a pop-up window, the pop-up window will close after the first preset time has elapsed. The first preset time can be 10 seconds, 5 seconds, etc.

[0056] like Figure 4 As shown, in (a), the player's virtual character participates in the challenge of the first gameplay mode. When the player moves to the second gameplay mode, the target interface of the second gameplay mode is opened, as shown... Figure 4 In the title challenge interface of (b) in the example, when it is determined that the first gameplay is in a non-automatic challenge state and the gameplay trigger control such as the "Challenge" control on the target interface is triggered, such as... Figure 4 As shown in (c), the first prompt message is displayed in the form of a banner, which reads: The Big Wild Goose Pagoda Challenge will end in this round and enter the title challenge.

[0057] This step specifies that when the first gameplay is in a non-automatic challenge state, a first prompt message will be used to provide a notification when the gameplay trigger control on the target interface is triggered. This first prompt message will not be displayed again after a first preset time.

[0058] 204. If the first game mode is in automatic challenge mode, when the game trigger control on the target interface is detected, a second prompt message is displayed. The second prompt message is used to prompt whether to terminate the automatic challenge mode of the first game mode.

[0059] In this scenario, if the first game mode is in automatic challenge mode, after completing one round of the challenge, the next round will automatically begin until the first game mode is completely finished. Therefore, if the first game mode is in automatic challenge mode, when a game trigger control on the target interface is detected, a second prompt message is displayed through the graphical user interface. This second prompt message indicates whether to terminate the automatic challenge mode of the first game mode. For example, the second prompt message could be "Terminate the automatic challenge mode of Challenge A?".

[0060] The second prompt message can be displayed in the form of a pop-up window, which displays the second prompt message, such as "Do you want to terminate the automatic challenge status of the Big Wild Goose Pagoda Challenge?" The pop-up window also displays two controls, namely a confirmation control and a rejection control, such as "Confirm" and "Cancel" respectively.

[0061] In one embodiment, a countdown time is displayed on the negative control. The total countdown time is a second preset time, and the countdown starts from the second preset time, with the countdown time being updated in real time on the negative control. The second preset time can be 8 seconds, 5 seconds, etc.

[0062] In one embodiment, a countdown time is displayed on a defined control, and the countdown time is updated in real time on a defined space; the specific details will not be elaborated further.

[0063] like Figure 4 As shown in (d), a second prompt message is displayed as a pop-up window on the graphical user interface. This second prompt message is: The Big Wild Goose Pagoda Challenge is in automatic mode. Do you want to terminate the automatic challenge mode? The pop-up window also includes a confirmation control and a rejection control, displayed as "OK" and "Cancel" respectively. The rejection control displays a countdown time, such as the current countdown time being 5 seconds.

[0064] 205. When a negative operation for the second prompt message is detected, the next game of the first gameplay mode will begin after the current game of the first gameplay mode ends.

[0065] The negative operation for the second prompt message can be triggered in the following ways: First, by touch operation such as clicking, or by voice command such as "select cancel". Second, if the negative control has a countdown timer, when the countdown timer shows 0, it means that the negative control has been triggered, that is, the negative operation for the second prompt message has been triggered.

[0066] The negative operation triggered by the second prompt message means that the player does not want to terminate the challenge of the first gameplay mode. In one case, no message can be sent to the first gameplay mode thread; correspondingly, the next game of the first gameplay mode will continue after the current round ends. In another case, a request can still be sent to the first gameplay mode thread, but this request will not have any impact on the first gameplay mode.

[0067] 206. When a confirmation operation for the second prompt message is triggered, a stop challenge request is sent to the first gameplay thread corresponding to the first gameplay. At the end of the current round of the first gameplay, the challenge of the first gameplay is stopped according to the stop challenge request, and the first gameplay thread is destroyed.

[0068] The confirmation operation for the second prompt message can be triggered in the following ways: First, by touch operation such as clicking, or by voice command such as "click to confirm". Second, if the confirmation control has a countdown timer, when the countdown timer displays 0, it means that the confirmation control has been triggered, that is, the confirmation operation for the second prompt message has been triggered.

[0069] When a confirmation action is triggered for the second prompt message, a stop challenge request is sent to the first gameplay thread corresponding to the first gameplay, so that the first gameplay thread is aware of the current status of the first gameplay. After the current round of the first gameplay ends, the challenge of the first gameplay is stopped and the first gameplay thread is destroyed, as described above.

[0070] In one embodiment, after a confirmation operation for the second prompt message is detected, the pop-up window displaying the second prompt message is closed, and a third prompt message is displayed through the graphical user interface. This third prompt message is used to inform the player that they will stop the challenge after the current round of the first game mode ends and participate in the second game mode. The third prompt message is identical to the first prompt message; for the display method, location, and content of the third prompt message, please refer to the description of the first prompt message above.

[0071] like Figure 4 As shown in (e), a third prompt message is displayed on the graphical user interface. This third prompt message may be: The Big Wild Goose Pagoda Challenge will end in this round and enter the title challenge, to remind the player.

[0072] 207. After the current round of the first gameplay ends, the virtual character is controlled to participate in the second gameplay using the second gameplay thread corresponding to the second gameplay, and the game interface of the second gameplay is switched.

[0073] After detecting that a confirmation action has been triggered for the second prompt message, a second gameplay thread corresponding to the second gameplay mode is created and started. The virtual character is then transferred to the second gameplay thread. After the current round of the first gameplay mode ends, the virtual character is controlled to participate in the second gameplay mode using the second gameplay thread, and the game interface / screen of the second gameplay mode is switched to and displayed through a graphical user interface. Controlling the virtual character to participate in the second gameplay mode is the same as controlling the virtual character to participate in the first gameplay mode.

[0074] like Figure 4 As shown in (f), the game interface / game screen of the second gameplay is displayed on the current graphical user interface.

[0075] This embodiment limits the switching of the current gameplay to the second gameplay by providing different methods when the challenge state of the first gameplay is different. This completes the automatic switching between different gameplays, improves the coupling between different gameplays in the virtual game, improves the efficiency of human-computer interaction, avoids the fragmentation of the combat experience, and improves the game experience.

[0076] Based on all the above embodiments, if multiple target interfaces are loaded during the process of a player's virtual character participating in the first gameplay of a virtual game until the end of the current round of the first gameplay, and at least one gameplay trigger control on a target interface is detected to be triggered, then the final target interface is determined from at least one target interface that triggered the gameplay trigger control, and the second gameplay triggered on the final target interface is taken as the final second gameplay. This embodiment specifies that if, during the process of a player's virtual character participating in the first gameplay of a virtual game until the end of the current round of the first gameplay, the player enters multiple target interfaces and triggers one or more gameplay trigger controls on target interfaces, then the final target interface is determined from at least one target interface that triggered the gameplay trigger control, and the second gameplay triggered on the final target interface is taken as the final second gameplay to be switched to.

[0077] The step of determining the final target interface from at least one target interface that has triggered the gameplay trigger control includes: determining the last target interface that triggered the gameplay trigger control from at least one target interface, and setting that target interface as the final target interface; or, obtaining the priority of at least one second gameplay triggered on at least one target interface, and information about the player's virtual character, such as the virtual character's level and currently followed information, and determining the most matching target interface from at least one target interface that has triggered the gameplay trigger control based on the virtual character's information and priority, and setting that target interface as the final target interface; or, other methods can also be used to determine the final target interface. Determining the final target interface from multiple target interfaces using different methods can better match the player's requirements and improve human-computer interaction efficiency.

[0078] All of the above technical solutions can be combined in any way to form optional embodiments of this application, and will not be described in detail here.

[0079] To facilitate better implementation of the virtual game processing method of this application embodiment, this application embodiment also provides a virtual game processing apparatus. Please refer to... Figure 5 , Figure 5 This is a schematic diagram of the structure of a virtual game processing device provided in an embodiment of this application. The virtual game processing device 300 may include a loading display module 301 and a switching module 302.

[0080] The loading display module 301 is used to open the target interface in response to a trigger operation on the target interface in the virtual game during the process of the player's virtual character participating in the first gameplay of the virtual game, and to display the opened target interface through a graphical user interface. The target interface includes a gameplay trigger control for triggering the second gameplay of the virtual game.

[0081] The switching module 302 is used to control the virtual character to participate in the second game mode and switch to the game interface of the second game mode after the current round of the first game mode ends, if the game mode trigger control on the target interface is detected to be triggered.

[0082] In one embodiment, such as Figure 5 As shown, the virtual game processing device 300 further includes an acquisition module 303 and a prompt display module 304. The acquisition module 303 is used to acquire the challenge status of the first gameplay mode. The prompt display module 304 is used to display different prompt information according to the different challenge statuses when the gameplay trigger control on the target interface is detected to be triggered, so as to prompt the player user on how to switch to the game interface of the second gameplay mode.

[0083] In one embodiment, the challenge state includes an automatic challenge state and a non-automatic challenge state. The prompt display module 304 is specifically configured to: if the first game mode is in a non-automatic challenge state, when the trigger control on the target interface is detected, display a first prompt message. The first prompt message prompts the player to stop challenging the game after the current round of the first game mode and participate in the second game mode. If the first game mode is in an automatic challenge state, when the trigger control on the target interface is detected, display a second prompt message. The second prompt message prompts whether to terminate the automatic challenge state of the first game mode. When a confirmation operation is detected for the second prompt message, the step of controlling the virtual character to participate in the second game mode and switching to the game interface of the second game mode after the current round of the first game mode ends is executed. When a negation operation is detected for the second prompt message, the next round of the first game mode begins after the current round of the first game mode ends.

[0084] In one embodiment, such as Figure 5 As shown, the virtual game processing device 300 also includes a stop module 305, which is used to send a stop challenge request to the first gameplay thread corresponding to the first gameplay after detecting that the gameplay trigger control on the target interface has been triggered; and to stop the challenge of the first gameplay and destroy the first gameplay thread according to the stop challenge request when the current round of the first gameplay ends.

[0085] In one embodiment, such as Figure 5 As shown, the virtual game processing device 300 further includes a creation input module 306, which is specifically used to create a second gameplay thread corresponding to the second gameplay after detecting that the gameplay trigger control on the target interface has been triggered, and to start the second gameplay thread; and to input the virtual character into the second gameplay thread. Correspondingly, the participation switching module 302 is specifically used to control the virtual character to participate in the second gameplay after the current round of the first gameplay ends, using the second gameplay thread to switch to the game interface of the second gameplay.

[0086] In one embodiment, during the process of a player's virtual character participating in the first gameplay of a virtual game until the end of the current round of the first gameplay, if there are multiple loaded target interfaces and it is detected that at least one gameplay trigger control on a target interface has been triggered, then the final target interface is determined from at least one target interface that has triggered the gameplay trigger control, and the second gameplay triggered on the final target interface is taken as the final second gameplay.

[0087] In one embodiment, the first gameplay is a first combat gameplay, and the second gameplay is a second combat gameplay in the virtual game that is different from the first combat gameplay, or the second gameplay is a non-combat gameplay in the virtual game that is different from the first combat gameplay.

[0088] All of the above technical solutions can be combined in any way to form optional embodiments of this application, and will not be described in detail here.

[0089] Accordingly, embodiments of this application also provide a computer device, which can be a terminal or a server. For example... Figure 6 As shown, Figure 6 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device 400 includes a processor 401 with one or more processing cores, a memory 402 with one or more computer-readable storage media, and a computer program stored in the memory 402 and executable on the processor. The processor 401 is electrically connected to the memory 402.

[0090] The processor 401 is the control center of the computer device 400. It connects various parts of the computer device 400 through various interfaces and lines. By running or loading software programs (computer programs) and / or modules stored in the memory 402, and calling data stored in the memory 402, it performs various functions of the computer device 400 and processes data, thereby monitoring the computer device 400 as a whole.

[0091] In this embodiment, the processor 401 in the computer device 400 loads the instructions corresponding to the processes of one or more applications into the memory 402 according to the following steps, and the processor 401 runs the applications stored in the memory 402 to achieve various functions:

[0092] During the first gameplay of the virtual game, in response to a trigger operation on the target interface of the virtual game, the target interface is opened and displayed through a graphical user interface. The target interface includes a gameplay trigger control for triggering the second gameplay of the virtual game. If the gameplay trigger control on the target interface is detected to be triggered, after the end of the current round of the first gameplay, the virtual character is controlled to participate in the second gameplay and the game interface of the second gameplay is switched.

[0093] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0094] Optional, such as Figure 6 As shown, the computer device 400 also includes: a touch screen display 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the touch screen display 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407. Those skilled in the art will understand that... Figure 6 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0095] The touch display screen 403 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 403 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), an organic light-emitting diode (OLED), or other similar devices. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program. The touch panel may cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the data to the processor 401 to determine the type of touch event. Subsequently, the processor 401 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and display panel can be integrated into the touch display screen 403 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 403 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 403 can also be used as part of the input unit 406 to achieve input functions.

[0096] In this embodiment, the touch display screen 403 is used to present a graphical user interface and receive operation commands generated by the user interacting with the graphical user interface.

[0097] The radio frequency circuit 404 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.

[0098] Audio circuitry 405 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 405 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 405, converted back into audio data, and then processed by processor 401 before being transmitted via radio frequency circuitry 404 to, for example, another computer device, or output to memory 402 for further processing. Audio circuitry 405 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.

[0099] The input unit 406 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0100] Power supply 407 is used to supply power to various components of computer device 400. Optionally, power supply 407 can be logically connected to processor 401 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 407 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0101] although Figure 6 As not shown in the diagram, computer equipment 400 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0102] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0103] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0104] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the virtual game processing methods provided in embodiments of this application. For example, the computer program can execute the following steps:

[0105] During the first gameplay of the virtual game, in response to a trigger operation on the target interface of the virtual game, the target interface is opened and displayed through a graphical user interface. The target interface includes a gameplay trigger control for triggering the second gameplay of the virtual game. If the gameplay trigger control on the target interface is detected to be triggered, after the end of the current round of the first gameplay, the virtual character is controlled to participate in the second gameplay and the game interface of the second gameplay is switched.

[0106] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0107] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0108] Since the computer program stored in the storage medium can execute the steps in any of the virtual game processing methods provided in the embodiments of this application, the beneficial effects that any of the virtual game processing methods provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.

[0109] The foregoing has provided a detailed description of a virtual game processing method, apparatus, storage medium, and computer device provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A virtual game processing method, characterized in that, include: During the process of a player's virtual character participating in the first gameplay of a virtual game, in response to a trigger operation on a target interface in the virtual game, the target interface is opened and displayed through a graphical user interface. The target interface includes gameplay trigger controls for triggering the second gameplay of the virtual game. If the gameplay trigger control on the target interface is detected to be triggered, after the current round of the first gameplay ends, the virtual character is controlled to participate in the second gameplay and the game interface of the second gameplay is switched. Among these, the process of players' virtual characters participating in the first gameplay of the virtual game also includes: Obtain the challenge status of the first gameplay mode; When the gameplay trigger control on the target interface is detected to be triggered, different prompts are displayed according to the different challenge states to guide the player on how to switch to the game interface of the second gameplay.

2. The virtual game processing method according to claim 1, characterized in that, The challenge states include automatic challenge states and non-automatic challenge states. The step of displaying different prompt information according to the different challenge states when the gameplay trigger control on the target interface is detected to be triggered includes: If the first game mode is in a non-automatic challenge state, when the game mode trigger control on the target interface is detected to be triggered, a first prompt message is displayed. The first prompt message is used to remind the player user that the challenge will stop after the current round of the first game mode ends and participate in the second game mode. If the first game mode is in automatic challenge mode, when the trigger control of the game mode on the target interface is detected, a second prompt message is displayed. The second prompt message is used to prompt whether to terminate the automatic challenge mode of the first game mode. When a confirmation operation for the second prompt message is triggered, the steps of controlling the virtual character to participate in the second game mode and switching to the game interface of the second game mode are executed after the current round of the first game mode ends; When a negative operation for the second prompt message is detected, the next game of the first game mode will begin after the current game of the first game mode ends.

3. The virtual game processing method according to claim 1, characterized in that, After detecting that the gameplay trigger control on the target interface has been triggered, the following is also included: Send a stop challenge request to the first gameplay thread corresponding to the first gameplay; At the end of the current round of the first gameplay mode, the challenge of the first gameplay mode is stopped according to the stop challenge request, and the thread of the first gameplay mode is destroyed.

4. The virtual game processing method according to claim 1, characterized in that, After detecting that the gameplay trigger control on the target interface has been triggered, the following is also included: Create a second gameplay thread corresponding to the second gameplay mode, and start the second gameplay thread; The virtual character is then passed to the second gameplay thread; The step of controlling the virtual character to participate in the second gameplay and switching to the game interface of the second gameplay includes: using the second gameplay thread to control the virtual character to participate in the second gameplay and switching to the game interface of the second gameplay.

5. The virtual game processing method according to claim 1, characterized in that, During the process of a player's virtual character participating in the first gameplay of a virtual game until the end of the current round of the first gameplay, if there are multiple loaded target interfaces and it is detected that at least one of the gameplay trigger controls on the target interface has been triggered, then the final target interface is determined from at least one of the target interfaces that have triggered the gameplay trigger control, and the second gameplay triggered on the final target interface is taken as the final second gameplay.

6. The virtual game processing method according to claim 1, characterized in that, The first gameplay is a first combat gameplay, and the second gameplay is a second combat gameplay in the virtual game that is different from the first combat gameplay, or the second gameplay is a non-combat gameplay in the virtual game that is different from the first combat gameplay.

7. A virtual game processing device, characterized in that, include: The loading display module is used to open the target interface in response to a trigger operation on the target interface in the virtual game during the process of the player's virtual character participating in the first gameplay of the virtual game, and to display the opened target interface through a graphical user interface. The target interface includes a gameplay trigger control for triggering the second gameplay of the virtual game. The switching module is used to control the virtual character to participate in the second game mode and switch to the game interface of the second game mode after the current round of the first game mode ends, if the game trigger control on the target interface is detected to be triggered. The acquisition module is used to acquire the challenge status of the first gameplay. The prompt display module is used to display different prompt information according to the different challenge states when the game trigger control on the target interface is detected to be triggered, so as to prompt the player user on how to switch to the game interface of the second game mode.

8. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program adapted for loading by a processor to perform the steps of the virtual game processing method as described in any one of claims 1-6.

9. A computer device, characterized in that, The computer device includes a memory and a processor. The memory stores a computer program, and the processor executes the steps of the virtual game processing method as described in any one of claims 1-6 by calling the computer program stored in the memory.

Citation Information

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