Display method and device of virtual life body, computer device and storage medium
By placing virtual life sources in virtual interactive objects to generate virtual life forms, the problem of cumbersome operations in obtaining virtual life forms in open-world games is solved, achieving greater flexibility and personalization, improving human-computer interaction efficiency, and enhancing the gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2024-08-19
- Publication Date
- 2026-06-12
Smart Images

Figure CN118846512B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a method, apparatus, computer device, and storage medium for displaying a virtual life form. Background Technology
[0002] In open-world games, end-users control virtual characters to move within the virtual world and complete game tasks. Multiple virtual lifeforms exist within this virtual world, and these lifeforms can be captured by the user-controlled virtual character. Once captured, these lifeforms can serve as virtual pets or companions for the user-controlled character. Typically, virtual lifeforms are displayed in the virtual world according to preset spawn points and rules. The end-user then controls the virtual character to reach the spawn points and capture the lifeforms. However, this method of acquiring virtual lifeforms is cumbersome, lacking flexibility and human-computer interaction efficiency. Therefore, how to display virtual lifeforms flexibly and efficiently is a problem that urgently needs to be solved. Summary of the Invention
[0003] This application provides a method, apparatus, computer device, and storage medium for displaying virtual lifeforms. This method enables the generation of different virtual lifeforms from virtual interactive objects. Compared to traditional methods, this approach not only enhances overall flexibility and personalization but also improves human-computer interaction efficiency, thereby enhancing the gaming experience. The technical solution is as follows:
[0004] On the one hand, a method for displaying a virtual life form is provided, the method comprising:
[0005] Virtual interactive objects are displayed in the virtual world of the first virtual character. These virtual interactive objects are used to refresh the corresponding virtual life form based on the placed virtual life source.
[0006] In response to the placement operation of the first virtual character on the virtual interactive object, at least one virtual life source is placed at the virtual interactive object;
[0007] In the virtual world of the first virtual character, at least one virtual life form generated through the virtual interactive object is displayed, the virtual life form being generated based on the at least one virtual life source.
[0008] In some embodiments, displaying the virtual life form information corresponding to any fast-movement anchor point in response to the selection operation of any fast-movement anchor point includes:
[0009] In response to the selection of any fast-movement anchor point, the existing virtual life form is displayed.
[0010] In some embodiments, displaying the virtual life form information corresponding to any fast-movement anchor point in response to the selection operation of any fast-movement anchor point includes:
[0011] In response to the selection of any fast-moving anchor point, based on viewing permissions, the virtual lifeform to be generated that matches the viewing permissions associated with the account level is displayed.
[0012] In some embodiments, the method further includes:
[0013] In response to an attack event occurring between the first virtual life form and the second virtual life form, a virtual battle scene is displayed; or, in response to the second virtual character throwing a target virtual item at the first virtual life form, a virtual battle scene is displayed; or, in response to the second virtual character entering the territory of the first virtual life form, a virtual battle scene is displayed; or, in response to the second virtual character triggering a preset event, a virtual battle scene is displayed.
[0014] On the other hand, a display device for a virtual life form is provided, the device comprising:
[0015] The object display module is used to display virtual interactive objects in the virtual world of the first virtual character. The virtual interactive objects are used to refresh the corresponding virtual life forms according to the placed virtual life source.
[0016] The object display module is further configured to, in response to the placement operation of the first virtual character on the virtual interactive object, place at least one virtual life source at the virtual interactive object;
[0017] A life form display module is used to display at least one virtual life form generated through the virtual interactive object in the virtual world of the first virtual character, the virtual life form being generated based on the at least one virtual life source.
[0018] In some embodiments, the object display module includes:
[0019] The first display unit is configured to display the interactive page of the virtual interactive object in response to a placement operation on the virtual interactive object, wherein the interactive page displays at least one virtual life source and placement controls.
[0020] A determining unit is used to determine at least one virtual life source based on the selection operation for each virtual life source;
[0021] The second display unit is used to place the selected at least one virtual life source onto the virtual interactive object in response to a trigger operation of the placement control.
[0022] In some embodiments, the virtual life source displayed on the interactive page includes a placeable state and a non-placeable state. The placeable state is used to indicate that the area where the virtual interactive object is located is suitable for the virtual life form corresponding to the virtual life source to survive. The non-placeable state is used to indicate that the area where the virtual interactive object is located is not suitable for the virtual life form corresponding to the virtual life source to survive.
[0023] In some embodiments, the second display unit is configured to, in response to a triggering operation of the placement control, place the virtual life source at the virtual interactive object if the area where the virtual interactive object is located is suitable for the virtual life form corresponding to the virtual life source to survive; and display a first prompt message if the area where the virtual interactive object is located is not suitable for the virtual life form corresponding to the virtual life source to survive, wherein the first prompt message is used to indicate that the area where the virtual interactive object is located is not suitable for the virtual life form corresponding to the virtual life source to survive.
[0024] In some embodiments, the virtual interactive object includes at least one gain system, which is used to increase the number of virtual life forms generated with the same gain system. The gain systems of different virtual interactive objects are not exactly the same.
[0025] In some embodiments, the life form display module is configured to, for any virtual life form among the at least one virtual life form, display a first number of virtual life forms generated through the virtual interaction object in the virtual world of the first virtual character when the system to which the virtual life form corresponding to the virtual life form belongs is consistent with any gain system of the virtual interaction object; and display a second number of virtual life forms generated through the virtual interaction object in the virtual world of the first virtual character when the system to which the virtual life form corresponding to the virtual life form belongs is inconsistent with at least one gain system of the virtual interaction object, wherein the second number is less than the first number.
[0026] In some embodiments, the appearance and attributes of the virtual life form generated through the virtual interactive object are influenced by the ecological environment of the region where the virtual interactive object is located.
[0027] In some embodiments, the life form display module is configured to, for any virtual life form to be generated, display a first type of virtual life form generated through the virtual interactive object when the default living environment of the virtual life form is consistent with the ecological environment of the region where the virtual interactive object is located, wherein the appearance and attributes of the first type of virtual life form are the default appearance and the default attributes; and display a second type of virtual life form generated through the virtual interactive object when the default living environment of the virtual life form is inconsistent with the ecological environment of the region where the virtual interactive object is located, wherein the appearance and attributes of the second type of virtual life form are the updated appearance and the updated attributes based on the ecological environment.
[0028] In some embodiments, when the number of the at least one virtual life source is multiple, the at least one virtual life form generated through the virtual interactive object includes at least one virtual hybrid life form, and the attributes of the virtual hybrid life form are a fusion of the attributes of virtual life forms of the same kind.
[0029] In some embodiments, the life form display module is used to display, for any virtual life form to be generated, a virtual hybrid life form generated through the virtual interactive object in the virtual world of the first virtual character, based on a target virtual life source and a first virtual life source corresponding to the virtual life form. The target virtual life source is any second virtual life source among the at least one virtual life source, the type indicated by the second virtual life source overlaps with the type indicated by the first virtual life source, and the attributes of the virtual hybrid life form are a fusion of the attributes of the virtual life form generated based on the first virtual life source and the attributes of the virtual life form generated based on the target virtual life source.
[0030] In some embodiments, the apparatus further includes:
[0031] The determination module is used to randomly determine a second virtual life source as the target virtual life source when the hybridization probability is greater than a probability threshold. The hybridization probability is used to indicate the possibility of the virtual life form undergoing hybridization.
[0032] In some embodiments, the attributes of the virtual hybrid life form include at least one first attribute and at least one second attribute, wherein the first attribute is an attribute possessed by a virtual life form generated based on the first virtual life source, and the second attribute is an attribute possessed by a virtual life form generated based on the target virtual life source.
[0033] In some embodiments, the apparatus further includes:
[0034] The playback module is used to play the upgrade animation of the virtual interactive object in response to the upgrade operation of the virtual interactive object.
[0035] In some embodiments, the upgraded virtual interactive object includes at least one of the following capabilities: increasing the probability of mutation of the generated virtual life form; shortening the generation cycle of the virtual life form; increasing the number of virtual life forms generated in a single generation cycle; and increasing the probability of generating virtual hybrid life forms.
[0036] In some embodiments, the apparatus further includes:
[0037] The map display module is used to display a virtual map of the virtual world of the first virtual character in response to the map opening operation. The virtual map displays multiple fast movement anchor points, which are used to quickly reach the corresponding positions in the virtual world of the first virtual character.
[0038] An information display module is used to display information about a virtual life form corresponding to any fast-moving anchor point in response to the selection operation of the fast-moving anchor point. The virtual life form information is used to indicate at least one type of virtual life form existing in the area where the fast-moving anchor point is located.
[0039] In some embodiments, the virtual life form information includes at least one of a virtual life form list and a virtual life form identifier. The virtual life form list is used to display the at least one type of virtual life form in a list format, and the virtual life form identifier is used to mark the location corresponding to the at least one type of virtual life form in the virtual map of the virtual world of the first virtual character.
[0040] In some embodiments, when any type of virtual life form is generated through the virtual interactive object, the virtual life form information includes the virtual life source corresponding to the type of virtual life form.
[0041] In some embodiments, the information display module is configured to display an existing virtual life form in response to a selection operation of any fast-moving anchor point.
[0042] In some embodiments, the information display module is configured to, in response to the selection operation of any fast-moving anchor point, display a virtual life form to be generated that matches the viewing permission, which is associated with the account level.
[0043] In some embodiments, the apparatus further includes:
[0044] The character display module is used to respond to the access request of the second virtual character and display that the second virtual character has entered the virtual world of the first virtual character.
[0045] In some embodiments, the character display module is further configured to display a virtual battle scene in response to the capture operation of the second virtual character on the first virtual life form. The virtual battle scene is used for the first virtual life form and the second virtual life form to engage in turn-based combat, and the second virtual character owns the second virtual life form. If the virtual battle scene meets the target end condition, the module displays that the second virtual character has captured the first virtual life form.
[0046] In some embodiments, the character display module is further configured to, in response to the second virtual character's use of a capture item on the first virtual life form when the virtual life value of the first virtual life form is lower than a preset threshold in the virtual battle scene, obtain a capture success rate, wherein the capture success rate of the capture item is inversely correlated with the virtual life value; and when the capture success rate is greater than a success rate threshold, display that the second virtual character has captured the first virtual life form.
[0047] In some embodiments, the character display module is further configured to, when the first virtual life form is in a captureable state in the virtual battle scene, respond to the second virtual character's use of a capture item on the first virtual life form to obtain a capture success rate, wherein the capture success rate of the first virtual life form is higher when it is in the captureable state than when it is in other states, the captureable state including at least one of sleeping state, back-facing state, behavior restriction state, trapped state, and fatigued state; and when the capture success rate is greater than a success rate threshold, the terminal displays that the second virtual character has captured the first virtual life form.
[0048] In some embodiments, the character display module is further configured to display a virtual battle scene in response to an attack event occurring between the first virtual life form and the second virtual life form; or, in response to the second virtual character throwing a target virtual item at the first virtual life form, display a virtual battle scene; or, in response to the second virtual character entering the territory of the first virtual life form, display a virtual battle scene; or, in response to the second virtual character triggering a preset event, display a virtual battle scene.
[0049] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory being used to store at least one computer program, the at least one computer program being loaded and executed by the processor to implement the virtual life form display method in the embodiments of this application.
[0050] On the other hand, a computer-readable storage medium is provided, wherein at least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by a processor to implement the virtual life form display method in the embodiments of this application.
[0051] On the other hand, a computer program product is provided, including a computer program that is executed by a processor to implement the virtual life form display method in the embodiments of this application.
[0052] This application provides a method for displaying virtual lifeforms. In this method, a virtual interactive object is displayed in the virtual world of a first virtual character. After the first virtual character places a virtual life source at the virtual interactive object, a virtual lifeform generated through the virtual interactive object is displayed in the virtual world of the first virtual character. Since the virtual life source placed at the virtual interactive object is adjustable, the method described above allows control over the generation of different virtual lifeforms by the virtual interactive object. Compared to the traditional method of fixedly refreshing virtual lifeforms according to preset rules, this method not only enhances overall flexibility and personalization but also improves human-computer interaction efficiency, thereby enhancing the gaming experience. Attached Figure Description
[0053] 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.
[0054] Figure 1 This is a schematic diagram of the implementation environment of a method for displaying a virtual life form according to an embodiment of this application;
[0055] Figure 2 This is a flowchart of a method for displaying a virtual life form according to an embodiment of this application;
[0056] Figure 3 This is a flowchart of another method for displaying a virtual life form according to an embodiment of this application;
[0057] Figure 4 This is a schematic diagram of a virtual interactive object provided according to an embodiment of this application;
[0058] Figure 5 This is a schematic diagram of an interactive page provided according to an embodiment of this application;
[0059] Figure 6 This is a schematic diagram of a prompt message provided according to an embodiment of this application;
[0060] Figure 7 This is a schematic diagram illustrating the display process of a virtual life form according to an embodiment of this application;
[0061] Figure 8 This is a flowchart of another method for displaying a virtual life form according to an embodiment of this application;
[0062] Figure 9 This is a schematic diagram of another virtual interactive object provided according to an embodiment of this application;
[0063] Figure 10 This is a schematic diagram of another interactive page provided according to an embodiment of this application;
[0064] Figure 11 This is a schematic diagram illustrating another display process for a virtual life form provided according to an embodiment of this application;
[0065] Figure 12 This is a schematic diagram illustrating the upgrade of a virtual interactive object according to an embodiment of this application;
[0066] Figure 13 This is a flowchart of another method for displaying a virtual life form according to an embodiment of this application;
[0067] Figure 14 This is a schematic diagram of a display page provided according to an embodiment of this application;
[0068] Figure 15 This is a block diagram of a display device for a virtual life form according to an embodiment of this application;
[0069] Figure 16 This is a block diagram of another virtual life form display device provided according to an embodiment of this application;
[0070] Figure 17 This is a schematic diagram of the structure of a terminal according to an embodiment of this application;
[0071] Figure 18 This is a schematic diagram of the structure of a server according to an embodiment of this application. Detailed Implementation
[0072] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0073] In this application, the terms "first," "second," etc., are used to distinguish identical or similar items with essentially the same function. It should be understood that there is no logical or temporal dependency between "first," "second," and "nth," nor are there any restrictions on quantity or execution order.
[0074] In this application, the term "at least one" means one or more, and "multiple" means two or more.
[0075] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the virtual interactive objects, virtual life sources, and virtual life forms involved in this application were all obtained with full authorization.
[0076] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0077] First, a brief introduction to the terms used in the embodiments of this application:
[0078] Open-world games: These refer to games that allow players to explore a large area within the game world. The maps in open-world games are often quite vast. It should be noted that each virtual character's virtual world corresponds to a virtual map of that virtual world. Optionally, the virtual resources marked on the virtual maps of different virtual characters may differ. For example, the virtual lifeforms indicated on the virtual maps of different virtual characters may not be entirely the same. In this embodiment, the map of the virtual world is a world map.
[0079] Turn-based combat: This refers to a combat mode where both sides take turns attacking, defending, or boosting attributes according to a turn-based sequence. Unlike real-time combat, turn-based combat emphasizes the order of the battle. In one possible implementation, a complete turn in turn-based combat refers to all factions taking turns performing an active action such as attacking, defending, or boosting attributes. In another possible implementation, a complete turn refers to faction A performing an active action such as attacking, defending, or boosting attributes. In this embodiment, the virtual battle scene in turn-based combat is the battle map.
[0080] The world map consists of multiple plots. Each plot is a polygonal plot, which can be square, rectangular, or hexagonal. For example, each plot is a 50cm x 50cm square. Each plot has its own terrain features, including grass, rocks, and water. Furthermore, the multiple plots on the world map can be of the same type or a combination of different types. Optionally, the open-world game's world map will include time-related factors such as weather, day / night cycle, seasons, and holidays.
[0081] Battle Map: This is a portion of the world map. It's understood that when entering a turn-based battle, the battle map in the virtual battle scene and the world map in the virtual world use the same map data. Optionally, when not in a turn-based battle, the world server loads the world map data; when entering a turn-based battle, the battle server loads a portion of the world map data, allowing the battle map and the partial map to share the same map data. For example, in the virtual world, when virtual lifeform 1 encounters wild virtual lifeform 2 at a location on the world map and enters battle, one or more plots of land within a certain range centered on a reference location determined by virtual lifeform 1 are defined as the battle map. This reference location is the location of virtual lifeform 1, or the closest suitable battle location to virtual lifeform 1. In some embodiments, the battle map includes all plots within a circular area with a preset length as the radius, centered on the reference location; in some embodiments, the battle map includes all plots within a rectangular area with a predetermined length and width, centered on the reference location.
[0082] Virtual world scene: This refers to the scene corresponding to the world map. In other words, it's the scene corresponding to the virtual world. When a virtual world scene is displayed in the user interface, the user interface can display one or more plots of land on the world map. For example, the user interface may display one or more plots of land where the main virtual character or virtual life form is currently located on the world map, as well as some interface elements related to the displayed plots, the main virtual character, and the virtual life form.
[0083] Virtual battle scene: This refers to the scene corresponding to the battle map. When a virtual battle scene is displayed in the user interface, the user interface can display the battle map, such as all or part of the tiles contained in the battle map. For example, the user interface displays one or more tiles that the main virtual character or virtual life form is currently located in on the battle map, as well as some interface elements related to the displayed tiles, the main virtual character, and the virtual life form.
[0084] Virtual world scenes and virtual battle scenes can be switched, for example, switching from a virtual world scene to a virtual battle scene, or vice versa.
[0085] When displaying virtual world scenes and virtual battle scenes, the virtual camera can employ different shooting perspectives. For example, when displaying a virtual world scene, the virtual camera captures the scene from the perspective of the main virtual character (such as the first-person or third-person perspective of the main virtual character), resulting in the displayed image of the virtual world scene. When displaying a virtual battle scene, the virtual camera captures the scene from a center perspective (such as the virtual camera being positioned between the two sides and diagonally above them), resulting in the displayed image of the virtual battle scene. Optionally, in addition to the differences in shooting perspectives, the permitted user operations can also differ between the virtual world scene and the virtual battle scene. For example, when displaying a virtual world scene, users can manually adjust the perspective and control the movement of the main virtual character or virtual lifeform; when displaying a virtual battle scene, users are not allowed to manually adjust the perspective or control the movement of the main virtual character or virtual lifeform. The above methods allow users to perceive a distinction between virtual world scenes and virtual battle scenes. However, since virtual world scenes and virtual battle scenes share the same world map, and the battle map used in virtual battle scenes is one or more plots in the world map, the switching between virtual world scenes and virtual battle scenes does not bring a strong sense of jarring, but rather a very smooth and natural transition.
[0086] Virtual world: This refers to the virtual world displayed (or provided) by an application when it runs on a terminal. This virtual world can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual world can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual world; this application does not limit the dimension of the virtual world in its embodiments. In this application embodiment, a three-dimensional virtual world is used as an example for explanation.
[0087] The main virtual character refers to the movable object that the player plays in the virtual world. The main virtual character can be a virtual person, virtual animal, anime character, etc., such as a person or animal displayed in a 3D virtual world. Optionally, the main virtual character is a 3D model created based on animation skeletal technology. Each main virtual character has its own shape and volume in the 3D virtual world and occupies a portion of the space in the 3D virtual world.
[0088] Virtual lifeforms refer to interactive, movable objects in a virtual world that can interact with virtual characters controlled by an end-user, or movable objects controlled by artificial intelligence (AI) in a virtual world or by a player. A virtual lifeform is a virtual character and can be a virtual creature, virtual animal, virtual monster, virtual sprite, virtual pet, etc., such as an interactive object displayed in a three-dimensional virtual world in the form of an animal or other shape. Virtual lifeforms can be captured, raised, or upgraded by the controlling virtual character through at least one of these interactive operations. Virtual lifeforms can assist the controlling virtual character in at least one of these interactive operations, such as gathering resources, fighting, or altering terrain. For example, virtual lifeforms can be captured by a virtual character controlled by an end-user. A captured virtual lifeform can be considered an owned virtual lifeform and can serve as a virtual pet or virtual companion for the virtual character controlled by the end-user. The virtual character controlled by the end-user can summon owned virtual lifeforms. Wild virtual lifeforms are movable objects controlled by artificial intelligence in the virtual world. Optionally, when the virtual world is a three-dimensional virtual world, the virtual life form can be a three-dimensional model. Each virtual life form has its own shape and volume in the three-dimensional virtual world and occupies a portion of the space in the three-dimensional virtual world. In some implementations, the virtual life form can also be implemented using a 2.5-dimensional or 2-dimensional model; this application embodiment does not limit this. Optionally, the virtual life form can be obtained through natural refresh or custom generation. In this application embodiment, a virtual sprite is used as an example for illustration.
[0089] Virtual interactive objects refer to interactive virtual characters in a virtual world used to customize and generate virtual life forms. Virtual interactive objects provide feedback based on various commands selected or input by the player. Optionally, virtual interactive objects generate virtual life forms based on virtual life sources placed by the player. Optionally, virtual interactive objects support the placement of one or more virtual life sources. Optionally, virtual interactive objects are divided into various types, with different types supporting different numbers of virtual life sources. For example, virtual interactive objects may be virtual altars, virtual towers, virtual statues, virtual houses, or other virtual buildings, or virtual natural elements such as virtual springs or virtual sacred trees. This application does not limit the form of virtual interactive objects. In this application embodiment, a virtual building is used as an example for illustration.
[0090] Virtual life source: refers to a virtual item used to customize and generate virtual life forms. Different virtual life sources correspond to different types of virtual life forms. For example, virtual life sources can be virtual fruits, virtual potions, virtual cards, and other virtual items. This application does not limit the form of virtual life sources. There are multiple ways to obtain virtual life sources. Optionally, virtual life sources can be obtained through various methods such as direct distribution in the game, completing game tasks, exploring the virtual world, or repeatedly acquiring virtual life forms. Optionally, virtual life sources can be generated by placing them at virtual interactive objects. In this application embodiment, a virtual elf fruit is used as an example for illustration.
[0091] Below is a brief introduction to some information about virtual life forms:
[0092] The "system" of a virtual life form refers to a classification method used to distinguish the attributes of virtual life forms. Virtual life forms of different systems have a rock-paper-scissors relationship. In adversarial interactions between virtual life forms of the same level but different systems, the system can distinguish the dominant and disadvantageous party. That is, the system of a virtual life form is an influencing factor in adversarial interactions. For example, virtual life form systems include water, fire, grass, electricity, earth, wind, or light, dark, etc. In adversarial interactions between water and fire-type virtual life forms of the same level, the water-type virtual life form has the advantage, and the fire-type virtual life form has the disadvantage. Optionally, a virtual life form can belong to a single system or multiple systems simultaneously. It should be noted that the above system classification is only an illustrative example, and this application does not limit the system classification.
[0093] The category of virtual lifeforms refers to another way of classifying virtual lifeforms, which is related to their biological characteristics. The same virtual lifeform can belong to one or more categories simultaneously. Optionally, based on at least one biological characteristic possessed by the virtual lifeform, at least one category is determined to belong to it. For example, if virtual lifeform a has a fish tail and virtual lifeform b has fish fins, then both virtual lifeforms are determined to belong to the fish category. If virtual lifeform c has both wings and a corolla, then it is determined to belong to both the flying and plant categories. For ease of description, the category of virtual lifeforms can be referred to as a virtual lifeform egg group. Virtual lifeforms in different egg groups have different biological characteristics. It should be noted that the above categories are merely illustrative examples, and the classification of categories in this application does not limit the scope of the embodiments.
[0094] The type of virtual life form refers to another way of classifying virtual life forms, used to indicate the group to which a virtual life form belongs. Virtual life forms of the same type may not be completely identical. For example, virtual life form a, virtual life form b, and virtual life form c are of different types. For instance, when a virtual life form of the same type mutates, its appearance will not be completely identical to other virtual life forms of the same type. It should be noted that the above types are merely illustrative examples, and the embodiments of this application do not limit the type classification.
[0095] Figure 1 This is a schematic diagram illustrating the implementation environment of a method for displaying a virtual life form according to an embodiment of this application. See also... Figure 1 The implementation environment includes terminal 101 and server 102. Terminal 101 and server 102 can be connected directly or indirectly via wired or wireless communication, which is not limited herein.
[0096] In some embodiments, terminal 101 may be a smartphone, tablet, laptop, desktop computer, smart speaker, smartwatch, etc., but is not limited thereto. A game program may be installed and running on terminal 101. For example, the game program may be an open-world game, where the terminal user can control a virtual character to move in the virtual world and complete game tasks. Illustratively, terminal 101 is logged into a user account.
[0097] In some embodiments, server 102 can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms. Server 102 is used to provide background services for the game program, such as data processing. Optionally, server 102 undertakes the main computing work, and terminal 101 undertakes the secondary computing work; or, server 102 undertakes the secondary computing work, and terminal 101 undertakes the main computing work; or, server 102 and terminal 101 collaborate on computing using a distributed computing architecture. Optionally, server 102 includes: an access server, a data processing server, and a database. The access server is used to provide access services to terminal 101. The data processing server is used to provide data processing services. There can be one or more data processing servers. When there are multiple data processing servers, at least two data processing servers are used to provide different services, and / or at least two data processing servers are used to provide the same service, such as providing the same service in a load-balanced manner. This application embodiment does not limit this.
[0098] It should be noted that terminal 101 can refer to one of multiple terminals, and this embodiment only uses terminal 101 as an example. Those skilled in the art will understand that the number of terminals can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds, or even more, in which case other terminals are also included in the implementation environment. This application embodiment does not limit the number of terminals or the type of device.
[0099] Figure 2 This is a flowchart illustrating a method for displaying a virtual life form according to an embodiment of this application. This method is executed by a terminal. (See also...) Figure 2 The method includes the following steps:
[0100] 201. The terminal displays virtual interactive objects in the virtual world of the first virtual character. The virtual interactive objects are used to refresh the corresponding virtual life form according to the placed virtual life source.
[0101] In this embodiment, virtual buildings are used as virtual interactive objects, virtual spirit fruits are used as virtual life sources, and virtual spirits are used as virtual life forms for illustration. There are multiple ways to acquire virtual life sources. Optionally, virtual life sources can be acquired through various methods such as direct distribution in the game, completing game tasks, exploring the virtual world, and repeatedly acquiring virtual life forms. For example, a player acquires a virtual life source by completing a game task; by interacting with a virtual character in the virtual world; or by capturing an already owned virtual life form again, acquiring the virtual life source corresponding to that virtual life form. This embodiment does not limit the methods for acquiring virtual life sources.
[0102] 202. In response to a placement operation on a virtual interactive object, the terminal places at least one virtual life source at the virtual interactive object.
[0103] In this embodiment, the placement operation of the virtual interactive object is a trigger operation of an interactive button for placing virtual life sources, or it can be a throwing operation where a virtual character controlled by the end user throws a virtual life source onto the virtual interactive object; no limitation is made here. For ease of description, at least one virtual life source can also be referred to as a selected virtual life source. Optionally, the terminal can directly display the placement of the selected virtual life source onto the virtual interactive object, in which case the terminal generates a virtual life form in real time through the virtual interactive object. Alternatively, the terminal can also display the placement of the initial form of the selected virtual life source onto the virtual interactive object, and after a preset time, display the complete form of the selected virtual life source on the virtual interactive object, in which case the terminal generates a virtual life form through the virtual interactive object after a preset growth cycle.
[0104] 203. The terminal displays at least one virtual life form generated through a virtual interactive object in the virtual world of the first virtual character, the at least one virtual life form being generated based on at least one virtual life source.
[0105] In this embodiment, when the virtual life source placed at the virtual interaction object is single, the terminal can generate a single virtual life form or multiple virtual life forms through the virtual interaction object. In this case, the multiple virtual life forms are of the same type, that is, the type indicated by the single virtual life source.
[0106] When there are multiple virtual life sources placed at the virtual interaction object, the terminal can generate a single virtual life form or multiple virtual life forms through the virtual interaction object. In this case, the terminal can generate a single or multiple virtual life forms corresponding to each virtual life source separately, or the terminal can hybridize some virtual life sources among multiple virtual life sources to obtain a single or multiple virtual life forms.
[0107] It should be noted that virtual life forms of the same type generated by the terminal through virtual interaction objects can be completely identical, or they can have differences in appearance and attributes; this is not restricted here.
[0108] This application provides a method for displaying virtual lifeforms. In this method, a virtual interactive object is displayed in the virtual world of a first virtual character. After the first virtual character places a virtual life source at the virtual interactive object, a virtual lifeform generated through the virtual interactive object is displayed in the virtual world of the first virtual character. Since the virtual life source placed at the virtual interactive object is adjustable, the method described above allows control over the generation of different virtual lifeforms by the virtual interactive object. Compared to the traditional method of fixedly refreshing virtual lifeforms according to preset rules, this method not only enhances overall flexibility and personalization but also improves human-computer interaction efficiency, thereby enhancing the gaming experience.
[0109] Figure 3 This is a flowchart of another method for displaying a virtual life form according to an embodiment of this application. This method is executed by a terminal. See [link to flowchart]. Figure 3 The following example illustrates the method of placing a virtual life source within a virtual interactive object:
[0110] 301. The terminal displays virtual interactive objects in the virtual world of the first virtual character. The virtual interactive objects are used to refresh the corresponding virtual life form according to the placed virtual life source.
[0111] In this embodiment of the application, the principle of the terminal displaying virtual interactive objects in the virtual world of the first virtual character is the same as that of step 201, and will not be repeated here.
[0112] For easier description of virtual interactive objects, see [link to documentation]. Figure 4 As shown, Figure 4 This is a schematic diagram of a virtual interactive object provided according to an embodiment of this application. See also... Figure 4 As shown in (a), 401 is a virtual interactive object that supports the placement of a virtual life source. Optionally, a control 402 with the word "touch" is displayed at the virtual interactive object to prompt the player to interact with the virtual interactive object 401. That is, the virtual character 403 controlled by the end user interacts with the virtual interactive object 401. In response to the triggering operation of the control 402, the terminal displays multiple interactive buttons for interacting with the virtual interactive object, see [reference]. Figure 4As shown in (b). Here, 404 is an interactive button for placing virtual life sources, and 404 displays the word "Place". 405 is an interactive button for upgrading virtual interactive objects, and 405 displays the word "Upgrade". 406 is an interactive button for canceling the display of multiple interactive buttons, and 406 displays the word "Leave".
[0113] It should be noted that steps 302 to 304 are merely an exemplary description of the terminal placing at least one virtual life source onto the virtual interactive object in response to a placement operation. The terminal displays an interactive page that intuitively indicates where virtual life sources can be placed, and quickly places the selected virtual life source by responding to a selection operation and triggering the placement control. This method is intuitive, clear, and highly convenient, improving the efficiency of human-computer interaction.
[0114] 302. In response to a placement operation on a virtual interactive object, the terminal displays an interactive page for the virtual interactive object, and the interactive page displays at least one virtual life source and placement controls.
[0115] In this embodiment, the placement operation for a virtual interactive object can be a trigger operation on an interactive button used to place a virtual life source. The placement control is a control that confirms placement after selecting the virtual life source to be placed.
[0116] It should be noted that the interactive page displays at least one virtual life source in any of the following three ways.
[0117] Method 1: The interactive page displays the virtual life sources already owned, that is, virtual life sources that can be used to generate virtual life forms at virtual interactive objects in the virtual world. In this case, the virtual life sources displayed on the interactive page include those in a placeable state and those in a non-placeable state. Optionally, virtual life sources in the placeable state are selected, and virtual life sources in the non-placeable state are unselectable. Alternatively, all virtual life sources displayed on the interactive page are selectable. Optionally, the terminal indicates that a virtual life source is in a non-placeable state via text or an icon.
[0118] The "placeable" state indicates that the area where the virtual interactive object is located is suitable for the virtual life form corresponding to the virtual life source to survive, while the "unplaceable" state indicates that the area where the virtual interactive object is located is unsuitable for the virtual life form corresponding to the virtual life source to survive. For example, the default survival environment for a virtual life form corresponding to a certain virtual life source is a water element environment, such as a lake, river, or ocean. When there is no water element environment around the area where the virtual interactive object is located, the virtual life form corresponding to that virtual life source cannot survive in that area; therefore, that virtual life source is in an "unplaceable" state.
[0119] It should be noted that displaying owned virtual life sources on the interactive page, and indicating whether they are placeable or not, improves the intuitiveness and clarity of information presentation, and increases information retrieval efficiency. Furthermore, since whether a virtual life source is placeable is related to whether the corresponding virtual life form is suitable for survival in the area where the current virtual interactive object is located, it enhances the fun and flexibility, and improves the gaming experience.
[0120] Method 2: The interactive page displays the virtual life sources supported by the current virtual interactive object. That is, the interactive page displays the virtual life sources corresponding to the virtual life forms that the current virtual interactive object can generate. In this case, the virtual life sources displayed on the interactive page include both owned and unowned virtual life sources. Optionally, owned virtual life sources are selectable, and unowned virtual life sources are unselectable. Alternatively, all virtual life sources displayed on the interactive page are selectable.
[0121] It should be noted that the above method not only helps to quickly determine whether a virtual life source is already owned, improving the intuitiveness and clarity of information display and increasing information acquisition efficiency, but also helps to incentivize players to acquire virtual life sources they do not own, thereby improving human-computer interaction efficiency and game experience.
[0122] Method 3: The interactive page displays the virtual life sources supported by the currently owned virtual life source interactive object. In other words, the interactive page only displays virtual life sources that are available for placement. In this case, all virtual life sources displayed on the interactive page are selectable.
[0123] It should be noted that the above method avoids interference from redundant information and prevents the virtual life source selected by the player on the interaction page from failing to generate a virtual life form through the current virtual interaction object, thus improving the efficiency of human-computer interaction.
[0124] For ease of description, we will use the example of a virtual life source that is already owned displayed on the interactive page. See [link / reference] Figure 5 As shown, Figure 5This is a schematic diagram of an interactive page provided according to an embodiment of this application. See also... Figure 5 As shown in (a), at least one virtual life source is displayed in area 501, and all virtual life sources displayed in area 501 are currently owned virtual life sources. 502 is a placement control. For example, the word "Place" is displayed in the placement control 502 to prompt the player to continue the placement operation. Among them, 5011 is an example of a virtual life source in a placeable state, with the words "Attract ×× to come" displayed. 5012 is an example of a virtual life source in a non-placeable state, with the words "This ×× cannot live in the surrounding environment" displayed.
[0125] 303. The terminal determines a single selected virtual life source based on the selection operation for each virtual life source.
[0126] In this embodiment of the application, the selection operation refers to the selection of a virtual life source on the interactive page. Figure 5 Taking this as an example, the terminal responds to the selection operation of virtual life source 5011 on the interactive page by displaying virtual life source 5011 as selected, thus confirming virtual life source 5011 as the selected virtual life source.
[0127] 304. In response to the trigger operation on the placement control, the terminal places the selected virtual life source at the virtual interactive object.
[0128] In this embodiment, in response to a trigger operation on the placement control, the terminal can directly display the selected virtual life source placed at the virtual interactive object. At this time, the terminal generates a virtual life form in real time through the virtual interactive object. Alternatively, the terminal can display the initial form of the selected virtual life source placed at the virtual interactive object, and after a preset time, display the complete form of the selected virtual life source at the virtual interactive object. At this time, the terminal generates a virtual life form through the virtual interactive object after a preset growth cycle.
[0129] In some embodiments, the terminal displays the selected virtual life source to be placed at the target location of the virtual interactive object. This target location is the preset placement location of the virtual life source.
[0130] Optionally, the target location can be set flexibly. For example, if the virtual interactive object is a virtual tower, the target location is the tip of the virtual tower; if the virtual interactive object is a virtual sacred tree, the target location is on a branch of the virtual sacred tree; if the virtual character is a virtual hut, the target location is inside the virtual hut, etc.
[0131] Optionally, when the terminal displays that the selected virtual life source has been placed at the virtual interactive object, the terminal displays prompt information and collection controls on the interactive page, thereby indicating that further interaction with the selected virtual life source is possible.
[0132] For ease of description, see Figure 5 As shown in (a), 503 is the target location, where 5031 is displayed to indicate that the virtual interactive object supports the placement of a single virtual life source. See also Figure 5 As shown in (b), 504 is used to indicate the selected virtual life source. The terminal displays that the selected virtual life source 504 has been placed at the target location 503 of the virtual interactive object. 505 is a collection control; for example, the collection control 505 is associated with the word "Pick Up," which prompts the player to further interact with the selected virtual life source.
[0133] Optionally, in response to the triggering operation of the collection control, the terminal displays a prompt message indicating a change in the virtual world, specifically that a virtual lifeform generated by the current virtual interaction object is currently displayed in the virtual world. Optionally, the prompt message indicates a change in the area where the virtual interaction object is located; or, the prompt message indicates a change in the default spawn area of the virtual lifeform corresponding to the virtual life source placed by the player. No limitation is imposed here. Optionally, the prompt message includes the area where the change occurred, that is, the prompt message includes the display area of the virtual lifeform generated by the current virtual interaction object. Optionally, the prompt message includes information about the virtual lifeform generated by the current virtual interaction object, such as the name and preview identifier of the virtual lifeform.
[0134] For ease of description, see Figure 5 As shown in (c), 506 is the prompt message. 5061 is the preview identifier of the virtual life form generated through the current virtual interaction object.
[0135] In some embodiments, the decision to place a selected virtual life form at the virtual interactive object is based on whether the region where the virtual interactive object is located is suitable for the survival of the selected virtual life form. Accordingly, in response to a trigger operation on the placement control, for any selected virtual life form, if the region where the virtual interactive object is located is suitable for the survival of the virtual life form corresponding to the virtual life form, the terminal places the virtual life form at the virtual interactive object; if the region where the virtual interactive object is located is unsuitable for the survival of the virtual life form corresponding to the virtual life form, the terminal displays a first prompt message indicating that the region where the virtual interactive object is located is unsuitable for the survival of the virtual life form corresponding to the virtual life form.
[0136] In the above embodiments, all virtual life sources displayed on the interactive page can be selected. Optionally, all virtual life sources displayed on the interactive page are selectable. When a virtual life source in a placeable state is selected, the terminal indicates that the virtual life source should be placed at the virtual interactive object; when a virtual life source in a non-placeable state is selected, the terminal displays a first prompt message. Optionally, the terminal may use text prompts, highlighting, flashing, or other methods to indicate that a virtual life source is currently in a placeable state.
[0137] It should be noted that the terminal responds to the selection of the virtual life source and the triggering of the placement control by providing feedback based on whether the virtual life form corresponding to the selected virtual life source is suitable for survival in the area where the current virtual interactive object is located. This method is intuitive and clear, improving the efficiency of human-computer interaction.
[0138] 305. The terminal displays at least one virtual life form generated through a virtual interactive object in the virtual world of the first virtual character. The virtual life form is generated based on a selected virtual life source.
[0139] In this embodiment, the virtual life form generated by the terminal through the virtual interaction object can be a single virtual life form or multiple virtual life forms. The multiple virtual life forms generated by the terminal through the virtual interaction object can be completely identical, or they can differ in appearance and form.
[0140] In some embodiments, virtual interactive objects include at least one gain type. The gain type is used to increase the number of virtual lifeforms generated with the same gain type, and different virtual interactive objects do not have exactly the same gain type. For example, one virtual interactive object may correspond to the fire and electric gain types. Another virtual interactive object may correspond to the electric, water, and grass gain types. The number of gain types included in each virtual interactive object is not limited here. For example, each virtual interactive object may correspond to one to three gain types.
[0141] It should be noted that the number of virtual lifeforms generated can be adjusted by changing whether the type of the virtual life source placed at the virtual interactive object is the same as the type of the gain corresponding to that virtual interactive object. This method not only increases the strategic element in the virtual lifeform generation process, encouraging players to develop more reasonable virtual life source placement strategies, but also enhances the overall fun and flexibility, improving human-computer interaction efficiency and the overall gaming experience.
[0142] In some embodiments, the number of generated virtual lifeforms is adjusted based on whether the system corresponding to the virtual lifeform source placed at the virtual interaction object is the same as the gain system corresponding to the virtual interaction object. Accordingly, for any virtual lifeform source placed at the virtual interaction object, if the system to which the virtual lifeform corresponding to the virtual lifeform source belongs is consistent with any gain system of the virtual interaction object, the terminal displays a first number of virtual lifeforms generated through the virtual interaction object in the virtual world; if the system to which the virtual lifeform corresponding to the virtual lifeform source belongs is inconsistent with at least one gain system of the virtual interaction object, the terminal displays a second number of virtual lifeforms generated through the virtual interaction object in the virtual world, the second number being less than the first number.
[0143] In other words, when the gain type corresponding to the virtual interactive object includes the type corresponding to the virtual life source placed at the virtual interactive object, the terminal generates a larger number of virtual life forms through the virtual interactive object. When the gain type corresponding to the virtual interactive object does not include the type corresponding to the virtual life source placed at the virtual interactive object, the terminal generates a smaller number of virtual life forms through the virtual interactive object.
[0144] For example, a virtual interactive object might correspond to a gain type of fire or electricity. Relatively speaking, if a virtual life source placed at the virtual interactive object corresponds to a fire type, the terminal generates a larger number of virtual life forms. Conversely, if a virtual life source placed at the virtual interactive object does not correspond to fire or electricity types, the terminal generates a smaller number of virtual life forms.
[0145] It should be noted that the above method helps to encourage players to plan the placement of virtual life sources at different virtual interactive objects more rationally, so as to maximize the number of virtual life forms generated, increase the overall strategy and interactivity, improve the fun and flexibility, and enhance the game experience.
[0146] Optionally, icons and prompts corresponding to the gain system can be displayed on the interactive page to intuitively and quickly indicate the gain system of the virtual interactive object, thereby improving the efficiency of information transmission.
[0147] For ease of description, see Figure 6 As shown, Figure 6 This is a schematic diagram of a prompt message provided according to an embodiment of this application. See also... Figure 6 As shown in (a), 601 is the icon corresponding to the gain type displayed on the interactive page. 602 is a prompt message, which indicates that the current virtual interactive object corresponds to the fire or electric gain type.
[0148] In some embodiments, the appearance and attributes of virtual lifeforms generated through virtual interactive objects are influenced by the ecological environment of the region where the virtual interactive object is located. For example, the appearance and attributes of virtual lifeforms are affected by the presence of human settlements, volcanic landforms, or proximity to oceans and lakes in the region. Optionally, to better adapt to the ecological environment, virtual lifeforms may undergo at least one change in appearance, color, form, abilities, or attributes. The virtual lifeform before and after the change corresponds to different forms of the same type of virtual lifeform; for ease of description, these changes can be referred to as the regional evolution of virtual lifeforms.
[0149] It should be noted that by associating the appearance and attributes of the generated virtual life forms with the ecological environment, not only is the diversity and personalization of the virtual life forms improved, but the strategic and exploratory aspects of the game are also enhanced, thus increasing the game's fun.
[0150] In some embodiments, the decision to update the appearance and attributes of the virtual life form is based on whether its default living environment is consistent with the ecological environment of the region where the virtual interactive object is located. Accordingly, for the virtual life form to be generated, if the default living environment of the virtual life form is consistent with the ecological environment of the region where the virtual interactive object is located, the terminal displays a first type of virtual life form generated through the virtual interactive object, with the first type of virtual life form displaying its default appearance and attributes; if the default living environment of the virtual life form is inconsistent with the ecological environment of the region where the virtual interactive object is located, the terminal displays a second type of virtual life form generated through the virtual interactive object, with the second type of virtual life form displaying its updated appearance and attributes based on the ecological environment.
[0151] In some embodiments, for any virtual life source placed at a virtual interaction object, there may be one or more corresponding virtual life forms to be generated. Optionally, if the default living environment of the virtual life form corresponding to the virtual life source is consistent with the ecological environment of the region where the virtual interaction object is located, all virtual life forms generated through the virtual interaction object may undergo regional evolution, or some may undergo regional evolution randomly; no restrictions are imposed here.
[0152] It should be noted that the above methods not only improve the diversity and personalization of virtual life forms, but also encourage players to plan the placement of virtual life sources at different virtual interactive objects more rationally, thereby enhancing the game's strategic depth and overall gaming experience.
[0153] Optionally, prompts and information can be displayed at the virtual life source that can undergo regional evolution on the interactive page to intuitively and quickly indicate that the virtual life form corresponding to the virtual life source generated through the current virtual interactive object will undergo regional evolution, thereby improving the efficiency of information transmission.
[0154] For ease of description, see Figure 6 As shown in (b), 603 is a virtual life source M capable of regional evolution, used to generate virtual life forms m. 604 is a notification identifier associated with the virtual life source M. 605 is a notification message indicating that the appearance and attributes of the virtual life form m are affected by changes in the ecological environment. For example, see... Figure 6 As shown in (c), 606 is used to indicate the more compact form of the virtual life form m, and 607 is used to indicate the more fluffy form of the virtual life form m when it is generated by a virtual interactive object near a human settlement.
[0155] It should be noted that for virtual lifeforms generated through virtual interaction objects, the terminal can display them at a random location within the area where the virtual interaction object is located; the terminal can also display them at a fixed refresh location for lifeforms within the area where the virtual interaction object is located; or the terminal can display them at the default refresh location for the virtual lifeform. No restrictions are imposed.
[0156] In some embodiments, in response to closing the interactive page, the terminal randomly refreshes and displays the virtual life form corresponding to the selected virtual life source in the region where the virtual interactive object is located. For ease of description, see [link to documentation]. Figure 5 As shown in (d), 507 is used to indicate the virtual life form corresponding to the selected virtual life source.
[0157] For a clearer description of the display process of virtual life forms, see [link to documentation]. Figure 7 As shown, Figure 7This is a schematic diagram illustrating the display process of a virtual life form according to an embodiment of this application. The example given is placing at least one virtual life source at a virtual interactive object. First, in response to the placement operation of the virtual life source at the virtual interactive object, the terminal executes step 701, determining whether the area where the virtual interactive object is located is suitable for the survival of the virtual life form corresponding to the virtual life source. If unsuitable, the terminal executes step 702, determining that the virtual life source is unplaceable. If suitable, the terminal executes step 703, determining whether the ecological environment of the area where the virtual interactive object is located meets the regional evolution conditions corresponding to the virtual life source. If met, the terminal executes step 704, and the virtual life form corresponding to the virtual life source undergoes regional evolution; if not, the terminal executes step 705, and the virtual life form corresponding to the virtual life source does not undergo regional evolution. Then, the terminal executes step 706, determining whether the gain system corresponding to the virtual interactive object includes the system corresponding to the virtual life source. If included, the terminal executes step 707, increasing the number of generated virtual life forms; if not included, the terminal executes step 708, determining that the number of generated virtual life forms is the normal default number. Then, the terminal executes step 709 to determine whether the virtual interaction object has been upgraded. If it has been upgraded, the terminal executes step 710 to increase the probability of the generated virtual life form mutating; if it has not been upgraded, the terminal executes step 711 to determine that the probability of the generated virtual life form mutating is the normal default probability. Then, the terminal executes step 712 to determine whether a virtual hybrid life form has been generated and to determine the attributes of the generated virtual hybrid life form. Finally, the terminal executes step 713 to refresh and display the virtual life form generated by the virtual life source through the virtual interaction object in the virtual world.
[0158] It should be noted that the steps in the above-mentioned display process of virtual life forms are illustrated using the terminal as the execution subject. Some of these steps can be performed on the background server of the game application, and will not be limited or elaborated here.
[0159] This application provides a method for displaying virtual lifeforms. In this method, a virtual interactive object is displayed in the virtual world of a first virtual character. After the first virtual character places a virtual life source at the virtual interactive object, a virtual lifeform generated through the virtual interactive object is displayed in the virtual world of the first virtual character. Since the virtual life source placed at the virtual interactive object is adjustable, the method described above allows control over the generation of different virtual lifeforms by the virtual interactive object. Compared to the traditional method of fixedly refreshing virtual lifeforms according to preset rules, this method not only enhances overall flexibility and personalization but also improves human-computer interaction efficiency, thereby enhancing the gaming experience.
[0160] Figure 8 This is a flowchart of another method for displaying a virtual life form according to an embodiment of this application. This method is executed by a terminal. See [link to flowchart]. Figure 8 The following example illustrates the method, which involves placing multiple virtual life sources within a virtual interactive object:
[0161] 801. The terminal displays virtual interactive objects in the virtual world of the first virtual character. The virtual interactive objects are used to refresh the corresponding virtual life form according to the placed virtual life source.
[0162] In this embodiment of the application, the principle of the terminal displaying virtual interactive objects in the virtual world of the first virtual character is the same as that of step 201, and will not be repeated here.
[0163] For easier description of virtual interactive objects, see [link to documentation]. Figure 9 As shown, Figure 9 This is a schematic diagram of another virtual interactive object provided according to an embodiment of this application. See also... Figure 9 As shown in (a), 901 is a virtual interactive object that supports the placement of multiple virtual lifeforms. Optionally, a control 902 with the word "touch" is displayed at the virtual interactive object to prompt the player to interact with the virtual interactive object 901. That is, the virtual character 903 controlled by the end user interacts with the virtual interactive object 901. In response to the triggering operation of the control 902, the terminal displays multiple interactive buttons for interacting with the virtual interactive object, see [reference]. Figure 9 As shown in (b). 904 is an interactive button for placing virtual life sources, and 904 displays the word "Place". 905 is an interactive button for upgrading virtual interactive objects, and 905 displays the word "Upgrade". 906 is an interactive button for canceling the display of multiple interactive buttons, and 906 displays the word "Leave".
[0164] 802. In response to a placement operation on a virtual interactive object, the terminal displays an interactive page for the virtual interactive object, and the interactive page displays at least one virtual life source and placement controls.
[0165] In this embodiment of the application, the principle of the terminal displaying the interactive page of the virtual interactive object is the same as that of step 302, and will not be repeated here.
[0166] For ease of description, we will use the example of a virtual life source that is already owned displayed on the interactive page. See [link / reference] Figure 10 As shown, Figure 10This is a schematic diagram of another interactive page provided according to an embodiment of this application. At least one virtual life source is displayed in area 1001, and all virtual life sources displayed in area 1001 are currently owned. 1002 is a placement control. For example, the placement control 1002 is associated with the words "Place Fruit" to prompt the player to continue the placement operation.
[0167] 803. The terminal determines multiple selected virtual life sources based on the selection operation for each virtual life source.
[0168] In this embodiment, the selection operation refers to the selection of virtual life sources on the interactive page. Typically, in response to a selection operation of a target number of virtual life sources, the terminal determines the target number of selected virtual life sources as a plurality of selected virtual life sources. Here, the target number is the number of virtual life sources that the virtual interactive object can support placing. For example, the target number is two or three.
[0169] 804. In response to the trigger operation on the placement control, the terminal places the selected virtual life source at the virtual interactive object.
[0170] In this embodiment, the principle of the terminal placing the selected virtual life source at the virtual interactive object is the same as in step 304, and will not be repeated here.
[0171] For ease of description, 1003 is the target location. At this location, displaying 10031 indicates that the virtual interactive object supports the placement of multiple virtual life sources.
[0172] It should be noted that steps 802 to 804 above are merely an exemplary description of the terminal responding to a placement operation on a virtual interactive object by placing at least one virtual life source at the virtual interactive object.
[0173] In some embodiments, when multiple virtual life sources are placed at the virtual interaction object, the multiple virtual life forms generated by the terminal through the virtual interaction object include at least one virtual hybrid life form, and the attributes of the virtual hybrid life form are a fusion of the attributes of multiple types of virtual life forms of the same kind.
[0174] For example, virtual lifeform 'a' has a fish tail, and virtual lifeform 'b' has fish fins; both virtual lifeforms belong to the fish species. When virtual life source A corresponding to virtual lifeform 'a' and virtual life source B corresponding to virtual lifeform 'b' are simultaneously placed at the virtual interaction object, the terminal generates a virtual hybrid lifeform 'ab' through the virtual interaction object. The attributes of this virtual hybrid lifeform 'ab' are a fusion of the attributes of virtual lifeform 'a' and virtual lifeform 'b'.
[0175] It should be noted that generating virtual hybrid life forms by considering multiple virtual life sources not only enriches the generated virtual life forms and improves their diversity and personalization, but also increases players' enthusiasm for combining virtual life sources in different ways, enhancing the game's strategic and exploratory aspects and increasing its fun.
[0176] 805. The terminal displays a virtual hybrid life form generated through a virtual interactive object in the virtual world of the first virtual character, based on the first virtual life form corresponding to the target virtual life form and the virtual life form to be generated. The attributes of the virtual hybrid life form are a fusion of the attributes of the virtual life form generated based on the first virtual life form and the attributes of the virtual life form generated based on the target virtual life form.
[0177] In this embodiment, the target virtual life source is any second virtual life source among a plurality of virtual life sources placed at the virtual interactive object, and the type indicated by the second virtual life source overlaps with the type indicated by the first virtual life source. In other words, the target virtual life source and the first life source are virtual life sources placed at the virtual interactive object simultaneously, and the types indicated by the target virtual life source and the first life source overlap.
[0178] It should be noted that by fusing attributes between virtual lifeforms corresponding to overlapping virtual life sources to obtain virtual hybrid lifeforms, it is beneficial to ensure the orderly generation of virtual hybrid lifeforms. At the same time, it is convenient for players to generate different virtual hybrid lifeforms by adjusting the virtual life sources whose attributes are fused. This not only makes the virtual lifeforms richer and more diverse, but also increases players' enthusiasm for combining virtual life sources in different ways, improves the level of personalization, enhances the fun of the game, and improves the efficiency of human-computer interaction.
[0179] In some embodiments, the generation of a virtual hybrid life form is determined based on the relationship between the hybridization probability and a probability threshold. Accordingly, if the hybridization probability is greater than the probability threshold, the terminal randomly selects a second virtual life source as the target virtual life source. The hybridization probability indicates the likelihood of a virtual life form undergoing hybridization. Optionally, the probability threshold is the probability of generating a virtual hybrid life form in the region where the virtual interactive object is located during the natural refresh of virtual life forms. It should be noted that determining whether to select a target virtual life source from the second virtual life source based on the relationship between the hybridization probability and the probability threshold, and then performing subsequent attribute fusion between virtual life forms, enhances the game's fun and increases the diversity of virtual life forms.
[0180] In some embodiments, the attributes of the virtual hybrid life form are obtained by fusing some attributes of the first virtual life source and some attributes of the target virtual life source. Accordingly, the attributes of the virtual hybrid life form include at least one first attribute and at least one second attribute, wherein the first attribute is an attribute possessed by the virtual life form generated based on the first virtual life source, and the second attribute is an attribute possessed by the virtual life form generated based on the target virtual life source.
[0181] It should be noted that by selecting some attributes of the virtual life forms corresponding to the first virtual life source and the target life source respectively, and fusing the selected attributes, the attributes of the virtual hybrid life form are obtained. This allows the attributes of the virtual hybrid life form to have multiple possible combinations, which not only increases the diversity of virtual life forms, but also improves the fun and flexibility, and enhances the gaming experience.
[0182] It should be noted that virtual lifeforms of the same type can be divided into multiple stages. For example, the first stage virtual lifeform is a primary virtual lifeform, the second stage virtual lifeform is an advanced virtual lifeform, and the third stage virtual lifeform is an ultimate virtual lifeform. Optionally, the attributes, individual values, and ability values of virtual lifeforms of the same type at different stages are not completely the same.
[0183] In some embodiments, when it is determined that the target virtual life source and the first virtual life source will hybridize, the target stages of the target virtual life source and the first virtual life source that will hybridize are determined respectively. Accordingly, the terminal generates corresponding virtual hybrid life forms based on the target virtual life source of the first target stage and the first virtual life source of the second target stage. The virtual hybrid life forms obtained by hybridizing virtual life sources at different stages are different. Optionally, the first target stage and the second target stage can be the same or different.
[0184] For ease of description, the process of generating corresponding virtual hybrid lifeforms based on different types of virtual life sources of the same kind is referred to as the generation of hybrids between virtual lifeforms. It should be noted that the above is merely an illustrative example of the generation of hybrids between virtual lifeforms. Virtual hybrid lifeforms generated from the hybridization of multiple virtual lifeforms inherit some properties from those multiple virtual lifeforms, including but not limited to attributes, personality, individual values, and ability values, which are not restricted here.
[0185] In some embodiments, during the generation of a virtual hybrid lifeform, the virtual hybrid lifeform inherits a subordinate system from the systems of the multiple virtual lifeforms that generate the hybrid. This subordinate system is used to provide the virtual hybrid lifeform with additional skills and attributes, and to exert additional functions and effects.
[0186] For a clearer description of the display process of the aforementioned virtual lifeforms, please refer to [link / reference]. Figure 11 As shown, Figure 11 This is a schematic diagram illustrating another display process for a virtual life form according to an embodiment of this application. The example given is that a virtual interactive object supports the placement of two virtual life sources. First, when refreshing a virtual life form in the virtual world, the terminal executes step 1101 to determine whether a virtual life form is generated based on a virtual life source through the virtual interactive object. If not, the terminal executes step 1102 to determine the probability of generating a virtual hybrid life form during the natural refresh of the virtual life form. If yes, the terminal executes step 1103 to determine whether the virtual interactive object supports the placement of multiple virtual life sources. If yes, the terminal executes step 1104 to determine whether the two virtual life sources placed at the virtual interactive object are of the same type. If yes, the terminal executes step 1105 to determine whether the hybrid probability is greater than a probability threshold. If yes, the terminal executes step 1106 to determine whether a hybrid is generated based on the two virtual life sources placed at the virtual interactive object. If yes, the terminal executes step 1107 to determine the target stage for generating the hybrid between the two virtual life sources. The terminal executes step 1108, determining the system of the two virtual life sources inherited by the virtual hybrid life form to be generated as its subordinate system. Specifically, if the virtual interaction object does not support placing multiple virtual life sources, step 1109 is executed; if the two virtual life sources placed at the virtual interaction object are not of the same type, step 1109 is executed; if the hybridization probability is not greater than a probability threshold, step 1109 is executed; if no hybridization occurs, step 1109 is executed. Step 1109 indicates that no hybridization occurs, and each virtual life source's corresponding system is inherited as its subordinate system. Then, the terminal executes step 1110, determining whether the inherited virtual life source belongs to a single system. If yes, the terminal executes step 1111, directly determining the system to which the inherited virtual life source belongs as the subordinate system of the virtual hybrid life form. If not, the terminal executes step 1112, randomly selecting one system from the multiple systems to which the inherited virtual life source belongs as the subordinate system of the virtual hybrid life form. Finally, perform step 1113 to refresh and display the virtual life form in the virtual world.
[0187] It should be noted that steps 1103 to 1113 above can be regarded as the terminal executing steps 712 and 713, that is, the terminal determining whether to generate a virtual hybrid life form and determining the attributes of the generated virtual hybrid life form, and displaying the virtual life form generated through the virtual interaction object.
[0188] It should be noted that the steps in the above-mentioned display process of virtual life forms are illustrated using the terminal as the execution subject. Some of these steps can be performed on the background server of the game application, and will not be limited or elaborated here.
[0189] This application provides a method for displaying virtual lifeforms. In this method, a virtual interactive object is displayed in the virtual world of a first virtual character. After the first virtual character places a virtual life source at the virtual interactive object, a virtual lifeform generated through the virtual interactive object is displayed in the virtual world of the first virtual character. Since the virtual life source placed at the virtual interactive object is adjustable, the method described above allows control over the generation of different virtual lifeforms by the virtual interactive object. Compared to the traditional method of fixedly refreshing virtual lifeforms according to preset rules, this method not only enhances overall flexibility and personalization but also improves human-computer interaction efficiency, thereby enhancing the gaming experience.
[0190] In some embodiments, the virtual interactive object can be upgraded. Whether the virtual interactive object supports placing a single virtual life source or multiple virtual life sources, the upgrade principle is the same. Accordingly, in response to an upgrade operation on the virtual interactive object, the terminal plays an upgrade animation of the virtual interactive object.
[0191] Optionally, the upgrade operation for the virtual interactive object includes triggering an interactive button on the interactive page and triggering a confirmation control on the confirmation page. The interactive button indicates whether to upgrade the virtual interactive object, the confirmation page further confirms whether to upgrade, and the confirmation control is used to upgrade the virtual interactive object after triggering the upgrade. Accordingly, in response to triggering the interactive button on the interactive page, the terminal displays the confirmation page. In response to triggering the confirmation control on the confirmation page, the terminal plays an upgrade animation for the virtual interactive object.
[0192] Optionally, the confirmation page displays a prompt message indicating the virtual resources required for upgrading the virtual interactive object and the virtual resources currently possessed. A close control is also displayed on the confirmation page, which, when triggered, exits the confirmation page and terminates the virtual interactive object upgrade operation.
[0193] For ease of description, see Figure 12 As shown, Figure 12 This is a schematic diagram illustrating the upgrade of a virtual interactive object according to an embodiment of this application. See also... Figure 12 As shown in (a), 1201 is the prompt message on the confirmation page, 1202 is the confirmation control, and 1203 is the close control. See also Figure 12 As shown in (b) Figure 12(b) An example frame of an upgrade animation for a virtual interactive object.
[0194] It should be noted that by playing the upgrade animation of the virtual interactive object after the upgrade is confirmed on the terminal, real-time visual feedback is provided, which enhances interactivity and participation. This allows players to intuitively and clearly perceive that the virtual interactive object has been upgraded, thereby improving the efficiency of information transmission and human-computer interaction.
[0195] In some embodiments, the upgraded virtual interactive object includes at least one of the following capabilities: increasing the probability of the generated virtual life form mutating; shortening the generation cycle of the virtual life form; increasing the number of virtual life forms generated in a single generation cycle; and increasing the probability of generating virtual hybrid life forms. Wherein, the mutation of the generated virtual life form refers to a virtual life form in its default form transforming into a virtual life form with a special, heteromorphic form.
[0196] Optionally, after the upgrade of the virtual interactive pair is completed, that is, after the upgrade animation of the virtual interactive object has finished playing, the terminal displays a prompt message, which is used to indicate the capabilities of the upgraded virtual interactive object.
[0197] This will be illustrated using the example of the upgraded virtual interactive object's ability to increase the probability of mutating generated virtual life forms. See also... Figure 12 As shown in (c), 1204 is a prompt message used to indicate the capabilities of the upgraded virtual interactive object.
[0198] It should be noted that, since the upgraded virtual interactive object possesses at least one of the above-mentioned capabilities, it is beneficial to increase players' enthusiasm for upgrading the virtual interactive object, facilitate the formulation of more reasonable game strategies, improve the fun and strategy, and enhance the game experience.
[0199] Figure 13 This is a flowchart of another method for displaying a virtual life form according to an embodiment of this application. This method is executed by a terminal. See [link to flowchart]. Figure 13 The method includes the following steps:
[0200] 1301. In response to the map opening operation, the terminal displays a virtual map of the virtual world. The virtual map displays multiple fast-movement anchor points, which are used to quickly reach the corresponding locations in the virtual world.
[0201] In this embodiment, a fast-movement anchor point refers to a virtual teleportation device used by a virtual character controlled by an end user to move quickly within a virtual world. Optionally, by selecting a fast-movement anchor point on a virtual map, the virtual character controlled by the end user can be displayed in the vicinity of the anchor point in the virtual world, thereby enabling the virtual character to move quickly within the virtual world. For example, the fast-movement anchor point can be a virtual teleportation point.
[0202] For ease of description, see Figure 14 As shown, Figure 14 This is a schematic diagram of a display page provided according to an embodiment of this application. 1401 and 1402 are fast-moving anchor points displayed in a virtual map of the virtual world.
[0203] 1302. In response to the selection operation of any fast-moving anchor point, the terminal displays the virtual life form information corresponding to the fast-moving anchor point. The virtual life form information is used to indicate at least one type of virtual life form existing in the area where the fast-moving anchor point is located.
[0204] In this embodiment, the area where the fast-moving anchor point is located is the preset area corresponding to the fast-moving anchor point in the virtual world. Different fast-moving anchor points correspond to different preset areas in the virtual world. The preset areas corresponding to different fast-moving anchor points in the virtual world may or may not overlap.
[0205] In some embodiments, the terminal displays an existing virtual life form in response to the selection of any fast-movement anchor point. It should be noted that displaying an existing virtual life form reduces interference from redundant information, improves information acquisition efficiency, helps players quickly identify existing virtual life forms, and enhances human-computer interaction efficiency.
[0206] In some embodiments, in response to the selection of any fast-moving anchor point, the terminal displays upcoming virtual lifeforms that match the viewing permissions, which are associated with the account level. It should be noted that associating the virtual lifeforms displayed on the terminal with viewing permissions incentivizes players to increase their viewing permissions by raising their account level, thereby allowing them to view more upcoming virtual lifeforms. This not only increases the richness of the game but also enhances the positive feedback after raising the account level, improving the overall gaming experience. Furthermore, displaying upcoming virtual lifeforms not only helps players formulate reasonable virtual lifeform placement strategies but also increases the richness of information, further enhancing the gaming experience.
[0207] In some embodiments, virtual lifeform information includes at least one of a virtual lifeform list and a virtual lifeform identifier. The virtual lifeform list is used to display at least one type of virtual lifeform in list form, and the virtual lifeform identifier is used to mark the location of the at least one type of virtual lifeform on a virtual map in the virtual world. It should be noted that displaying virtual lifeform information through lists and map markers not only enhances the richness of the information display, making the information more diverse and personalized, but also improves the efficiency of information transmission.
[0208] In some embodiments, when any type of virtual lifeform is generated through a virtual interactive object, the virtual lifeform information includes the virtual life source corresponding to the type of virtual lifeform. Optionally, the terminal indicates the virtual life source corresponding to the virtual lifeform in the form of text or icons. It should be noted that by associating the virtual lifeform generated by the virtual interactive object with the corresponding virtual life source, players can clearly distinguish between virtual lifeforms of different types generated by different virtual life sources and naturally refreshed virtual lifeforms, improving the intuitiveness and clarity of information display, increasing information acquisition efficiency, and making the information obtained by players more diverse and richer.
[0209] by Figure 14 Let's take an example. When fast-moving anchor point 1402 is selected, 1403 is an exemplary list of virtual lifeforms. 1404 is an exemplary virtual lifeform identifier. Specifically, 14031 indicates a virtual lifeform obtained by a virtual interaction object based on a virtual life source, and 14031 is associated with an icon displaying that virtual life source. 14032 indicates a virtual lifeform obtained through natural refresh.
[0210] It should be noted that by displaying fast-movement anchor points on the virtual map of the virtual world, and showing the information of the virtual life forms corresponding to the selected fast-movement anchor points, players can quickly identify the virtual life forms present in the area where the selected fast-movement anchor points are located, thereby improving information acquisition efficiency and human-computer interaction efficiency.
[0211] This application provides a method for displaying virtual lifeforms. In this method, a virtual interactive object is displayed in a virtual world, and after a virtual life source is placed at the virtual interactive object, a virtual lifeform generated through the virtual interactive object is displayed in the virtual world. Since the virtual life source placed at the virtual interactive object is adjustable, the method described above allows control over the generation of different virtual lifeforms by the virtual interactive object. Compared to the traditional method of fixedly refreshing virtual lifeforms according to preset rules, this method not only enhances overall flexibility and personalization but also improves human-computer interaction efficiency, thereby enhancing the gaming experience.
[0212] In some embodiments, the terminal displays a virtual character entering the virtual world of another virtual character. Correspondingly, in response to an access request from a second virtual character, the terminal displays a second virtual character entering the virtual world of the first virtual character. Here, the second virtual character is a virtual character other than the first virtual character; that is, a virtual character controlled by another terminal user.
[0213] It should be noted that the above method allows virtual characters to enter the virtual worlds of other virtual characters, thereby interacting, completing tasks, or collecting resources. This encourages players to explore the virtual worlds of other virtual characters, enhances interaction between players, improves the interactivity and fun of the game, and increases interaction efficiency.
[0214] In some embodiments, the terminal displays a virtual battle scene. Accordingly, in response to the capture operation of the second virtual character on the first virtual life form, the terminal displays the virtual battle scene, which is used for turn-based battles between the first and second virtual life forms, and the second virtual character owns the second virtual life form; if the virtual battle scene meets the target end conditions, the terminal displays the second virtual character capturing the first virtual life form.
[0215] In some embodiments, the terminal displays a virtual battle scene in response to various conditions. Specifically, the terminal displays a virtual battle scene in response to an attack event occurring between a first virtual life form and a second virtual life form; or, the terminal displays a virtual battle scene in response to a second virtual character throwing a target virtual item at a first virtual life form; or, the terminal displays a virtual battle scene in response to a second virtual character entering the territory of a first virtual life form; or, the terminal displays a virtual battle scene in response to a second virtual character triggering a preset event.
[0216] The second virtual life form can be a virtual life form that explores the virtual world of the first virtual character together with the second virtual character, or it can be a virtual life form that the second virtual character chooses to fight with; there are no restrictions on this.
[0217] In some embodiments, the virtual character captures the virtual life form based on its virtual health value. Accordingly, in a virtual battle scenario, if the virtual health value of the first virtual life form is lower than a preset threshold, the terminal responds to the second virtual character's use of a capture item on the first virtual life form, obtaining the capture success rate. The capture success rate of the capture item is inversely correlated with the virtual health value. If the capture success rate is greater than the success rate threshold, the terminal displays that the second virtual character has captured the first virtual life form. That is, the lower the virtual health value of the virtual life form, the higher the capture success rate.
[0218] In some embodiments, the virtual character captures the virtual life form based on its current state. Accordingly, in a virtual battle scenario where the first virtual life form is in a captureable state, the terminal responds to the second virtual character's use of a capture item on the first virtual life form, obtaining a capture success rate. The capture success rate of the first virtual life form is higher when it is in a captureable state than when it is in other states. Captureable states include at least one of the following: sleeping, facing away, behaviorally restricted, trapped, and fatigued. If the capture success rate is greater than a success rate threshold, the terminal displays that the second virtual character has captured the first virtual life form. In other words, the captureable state is used to increase the capture success rate of the virtual life form.
[0219] It should be noted that the above methods allow virtual characters to capture virtual lifeforms based on their current state or virtual health points. This is not only efficient and fast but also enhances game interactivity and strengthens player-to-player interaction. Furthermore, these methods allow virtual characters to capture virtual lifeforms in other virtual characters' virtual worlds. Since the virtual lifeforms in different virtual characters' worlds are not entirely identical, this also increases personalization and game fun, thus improving the player's gaming experience.
[0220] Figure 15 This is a block diagram of a virtual life form display device according to an embodiment of this application. The device is used to execute the steps of the virtual life form display method described above, see below. Figure 15 The display device for the virtual life form includes: an object display module 1501 and a life form display module 1502.
[0221] The object display module 1501 is used to display virtual interactive objects in the virtual world of the first virtual character. The virtual interactive objects are used to refresh the corresponding virtual life forms according to the placed virtual life source.
[0222] The object display module 1501 is also used to place at least one virtual life source at the virtual interactive object in response to the placement operation of the first virtual character on the virtual interactive object;
[0223] The life form display module 1502 is used to display at least one virtual life form generated through a virtual interactive object in the virtual world of the first virtual character, the virtual life form being generated based on at least one virtual life source.
[0224] In some embodiments, Figure 16 This is a block diagram of another virtual life form display device according to an embodiment of this application. See also Figure 16 As shown, the object display module 1501 includes:
[0225] The first display unit 15011 is used to display the interaction page of the virtual interaction object in response to a placement operation on the virtual interaction object. The interaction page displays at least one virtual life source and placement controls.
[0226] The determining unit 15012 is used to determine at least one virtual life source based on the selection operation for each virtual life source;
[0227] The second display unit 15013 is used to place at least one selected virtual life source onto a virtual interactive object in response to a trigger operation on the placement control.
[0228] In some embodiments, the virtual life source displayed on the interactive page includes a placeable state and a non-placeable state. The placeable state is used to indicate that the area where the virtual interactive object is located is suitable for the virtual life form corresponding to the virtual life source to survive, and the non-placeable state is used to indicate that the area where the virtual interactive object is located is not suitable for the virtual life form corresponding to the virtual life source to survive.
[0229] In some embodiments, the second display unit 15013 is configured to, in response to a trigger operation on the placement control, place the virtual life source at the virtual interactive object if the area where the virtual interactive object is located is suitable for the virtual life form corresponding to the virtual life source to survive; and display a first prompt message if the area where the virtual interactive object is located is not suitable for the virtual life form corresponding to the virtual life source to survive. The first prompt message is used to indicate that the area where the virtual interactive object is located is not suitable for the virtual life form corresponding to the virtual life source to survive.
[0230] In some embodiments, the virtual interactive object includes at least one gain system, which is used to increase the number of virtual life forms generated with the same system. The gain systems of different virtual interactive objects are not exactly the same.
[0231] In some embodiments, the life form display module 1502 is configured to, for any virtual life form among at least one virtual life form, display a first number of virtual life forms generated through the virtual interaction object in the virtual world of the first virtual character when the system to which the virtual life form corresponding to the virtual life form belongs is consistent with any gain system of the virtual interaction object; and display a second number of virtual life forms generated through the virtual interaction object in the virtual world of the first virtual character when the system to which the virtual life form corresponding to the virtual life form belongs is inconsistent with at least one gain system of the virtual interaction object, wherein the second number is less than the first number.
[0232] In some embodiments, the appearance and attributes of virtual life forms generated through virtual interactive objects are influenced by the ecological environment of the region where the virtual interactive objects are located.
[0233] In some embodiments, the life form display module 1502 is used to, for any virtual life form to be generated, display a first type of virtual life form generated through the virtual interaction object when the default living environment of the virtual life form is consistent with the ecological environment of the region where the virtual interaction object is located, wherein the appearance and attributes of the first type of virtual life form are the default appearance and the default attributes; and display a second type of virtual life form generated through the virtual interaction object when the default living environment of the virtual life form is inconsistent with the ecological environment of the region where the virtual interaction object is located, wherein the appearance and attributes of the second type of virtual life form are the updated appearance and the updated attributes based on the ecological environment.
[0234] In some embodiments, when there are multiple virtual life sources, at least one virtual life form generated through a virtual interactive object includes at least one virtual hybrid life form, and the attributes of the virtual hybrid life form are a fusion of the attributes of virtual life forms of the same kind.
[0235] In some embodiments, the life form display module 1502 is used to display, for any virtual life form to be generated, a virtual hybrid life form generated through a virtual interactive object in the virtual world of a first virtual character, based on a target virtual life source and a first virtual life source corresponding to the virtual life form. The target virtual life source is any second virtual life source among at least one virtual life source. The type indicated by the second virtual life source overlaps with the type indicated by the second virtual life source. The attributes of the virtual hybrid life form are a fusion of the attributes of the virtual life form generated based on the first virtual life source and the attributes of the virtual life form generated based on the target virtual life source.
[0236] In some embodiments, the apparatus further includes:
[0237] The determination module 1601 is used to randomly determine a second virtual life source as the target virtual life source when the hybridization probability is greater than the probability threshold. The hybridization probability is used to indicate the possibility of virtual life forms undergoing hybridization.
[0238] In some embodiments, the attributes of a virtual hybrid life form include at least one first attribute and at least one second attribute, wherein the first attribute is an attribute possessed by a virtual life form generated based on a first virtual life source, and the second attribute is an attribute possessed by a virtual life form generated based on a target virtual life source.
[0239] In some embodiments, the apparatus further includes:
[0240] The playback module 1602 is used to play the upgrade animation of the virtual interactive object in response to the upgrade operation of the virtual interactive object.
[0241] In some embodiments, the upgraded virtual interactive object includes at least one of the following capabilities: increasing the probability of mutation of the generated virtual life form; shortening the generation cycle of the virtual life form; increasing the number of virtual life forms generated in a single generation cycle; and increasing the probability of generating virtual hybrid life forms.
[0242] In some embodiments, the apparatus further includes:
[0243] The map display module 1603 is used to respond to the map opening operation and display a virtual map of the virtual world of the first virtual character. The virtual map displays multiple fast-movement anchor points, which are used to quickly reach the corresponding positions in the virtual world of the first virtual character.
[0244] The information display module 1604 is used to display the virtual life form information corresponding to any fast-moving anchor point in response to the selection operation of any fast-moving anchor point. The virtual life form information is used to indicate at least one type of virtual life form existing in the area where the fast-moving anchor point is located.
[0245] In some embodiments, the virtual life form information includes at least one of a virtual life form list and a virtual life form identifier. The virtual life form list is used to display at least one type of virtual life form in a list format, and the virtual life form identifier is used to mark the location corresponding to at least one type of virtual life form in the virtual map of the virtual world of the first virtual character.
[0246] In some embodiments, when any type of virtual life form is generated through a virtual interactive object, the virtual life form information includes the virtual life source corresponding to the type of virtual life form.
[0247] In some embodiments, the information display module 1604 is configured to display an existing virtual life form in response to a selection operation of any fast-moving anchor point.
[0248] In some embodiments, the information display module 1604 is configured to, in response to the selection operation of any fast-moving anchor point, display a virtual life form to be generated that matches the viewing permission, based on the viewing permission and associated with the account level.
[0249] In some embodiments, the apparatus further includes:
[0250] The character display module 1605 is used to respond to the access request of the second virtual character and display the second virtual character entering the virtual world of the first virtual character.
[0251] In some embodiments, the character display module 1605 is further configured to display a virtual battle scene in response to the capture operation of the second virtual character on the first virtual life form. The virtual battle scene is used for the first virtual life form and the second virtual life form to engage in turn-based battles, and the second virtual character owns the second virtual life form. If the virtual battle scene meets the target end conditions, the second virtual character is displayed capturing the first virtual life form.
[0252] In some embodiments, the character display module 1605 is further configured to, in response to the second virtual character's use of a capture item on the first virtual life form when the virtual life value of the first virtual life form is lower than a preset threshold in a virtual battle scene, obtain the capture success rate, wherein the capture success rate of the capture item is inversely correlated with the virtual life value; and when the capture success rate is greater than the success rate threshold, display that the second virtual character has captured the first virtual life form.
[0253] In some embodiments, the character display module 1605 is further configured to, when the first virtual life form is in a captureable state in a virtual battle scene, the terminal responds to the second virtual character's operation of using a capture item on the first virtual life form to obtain the capture success rate, wherein the capture success rate of the first virtual life form is higher when it is in a captureable state than when it is in other states, and the captureable states include at least one of the following: sleeping state, facing away state, behavior restriction state, trapped state, and fatigued state; if the capture success rate is greater than the success rate threshold, the terminal displays that the second virtual character has captured the first virtual life form.
[0254] In some embodiments, the character display module 1605 is further configured to display a virtual battle scene in response to an attack event occurring between the first virtual life form and the second virtual life form; or, in response to the second virtual character throwing a target virtual item at the first virtual life form, display a virtual battle scene; or, in response to the second virtual character entering the territory of the first virtual life form, display a virtual battle scene; or, in response to the second virtual character triggering a preset event, display a virtual battle scene.
[0255] This application provides a display device for virtual life forms. It displays a virtual interactive object in the virtual world of a first virtual character, and after the first virtual character places a virtual life source at the virtual interactive object, a virtual life form generated through the virtual interactive object is displayed in the first virtual character's virtual world. Since the virtual life source placed at the virtual interactive object is adjustable, the device can control the virtual interactive object to generate different virtual life forms. Compared to traditional virtual interactive objects that statically refresh virtual life forms according to preset rules, this device not only enhances overall flexibility and personalization but also improves human-computer interaction efficiency, thereby enhancing the gaming experience.
[0256] It should be noted that the virtual life form display device provided in the above embodiments is only illustrated by the division of the above functional modules when running the application. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the terminal can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual life form display device and the virtual life form display method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0257] Figure 17 This is a schematic diagram of a terminal according to an embodiment of this application. The terminal 1700 can be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. The terminal 1700 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.
[0258] Typically, terminal 1700 includes a processor 1701 and a memory 1702.
[0259] Processor 1701 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1701 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1701 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1701 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1701 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0260] The memory 1702 may include one or more computer-readable storage media, which may be non-transitory. The memory 1702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1702 are used to store at least one computer program, which is executed by the processor 1701 to implement the virtual life form display method provided in the method embodiments of this application.
[0261] In some embodiments, the terminal 1700 may also optionally include a peripheral device interface 1703 and at least one peripheral device. The processor 1701, memory 1702, and peripheral device interface 1703 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1703 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1704, a display screen 1705, a camera assembly 1706, an audio circuit 1707, and a power supply 1708.
[0262] Peripheral interface 1703 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1701 and memory 1702. In some embodiments, processor 1701, memory 1702 and peripheral interface 1703 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1701, memory 1702 and peripheral interface 1703 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0263] The radio frequency (RF) circuit 1704 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1704 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1704 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. In some embodiments, the RF circuit 1704 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1704 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1704 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0264] Display screen 1705 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1705 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1701 for processing. In this case, display screen 1705 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1705, disposed on the front panel of terminal 1700; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal 1700 or in a folded design; in still other embodiments, display screen 1705 may be a flexible display screen, disposed on a curved or folded surface of terminal 1700. Furthermore, display screen 1705 may also be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 1705 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0265] The camera assembly 1706 is used to acquire images or videos. In some embodiments, the camera assembly 1706 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal, and the rear-facing camera is located on the back of the terminal. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 1706 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.
[0266] The audio circuit 1707 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to the processor 1701 for processing, or input to the radio frequency circuit 1704 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each positioned at a different location on the terminal 1700. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1701 or the radio frequency circuit 1704 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 1707 may also include a headphone jack.
[0267] Power supply 1708 is used to power the various components in terminal 1700. Power supply 1708 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1708 includes a rechargeable battery, the rechargeable battery can support wired or wireless charging. The rechargeable battery can also be used to support fast charging technology.
[0268] In some embodiments, the terminal 1700 further includes one or more sensors 1709. The one or more sensors 1709 include, but are not limited to: an accelerometer 1710, a gyroscope 1711, a pressure sensor 1712, an optical sensor 1713, and a proximity sensor 1714.
[0269] Accelerometer 1710 can detect the magnitude of acceleration along the three axes of a coordinate system established by terminal 1700. For example, accelerometer 1710 can be used to detect the components of gravitational acceleration along the three axes. Processor 1701 can control display screen 1705 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1710. Accelerometer 1710 can also be used for games or for acquiring user motion data.
[0270] The gyroscope sensor 1711 can detect the orientation and rotation angle of the terminal 1700. The gyroscope sensor 1711 can work in conjunction with the accelerometer sensor 1710 to acquire the user's 3D movements on the terminal 1700. Based on the data acquired by the gyroscope sensor 1711, the processor 1701 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0271] The pressure sensor 1712 can be disposed on the side bezel of the terminal 1700 and / or on the lower layer of the display screen 1705. When the pressure sensor 1712 is disposed on the side bezel of the terminal 1700, it can detect the user's grip signal on the terminal 1700, and the processor 1701 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1712. When the pressure sensor 1712 is disposed on the lower layer of the display screen 1705, the processor 1701 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 1705. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0272] Optical sensor 1713 is used to collect ambient light intensity. In one embodiment, processor 1701 can control the display brightness of display screen 1705 based on the ambient light intensity collected by optical sensor 1713. Optionally, when the ambient light intensity is high, the display brightness of display screen 1705 is increased; when the ambient light intensity is low, the display brightness of display screen 1705 is decreased. In another embodiment, processor 1701 can also dynamically adjust the shooting parameters of camera assembly 1709 based on the ambient light intensity collected by optical sensor 1713.
[0273] The proximity sensor 1714, also known as the distance sensor, is installed on the front panel of the terminal 1700. The proximity sensor 1714 is used to detect the distance between the user and the front of the terminal 1700. In one embodiment, when the proximity sensor 1714 detects that the distance between the user and the front of the terminal 1700 is gradually decreasing, the processor 1701 controls the display screen 1705 to switch from a screen-on state to a screen-off state; when the proximity sensor 1714 detects that the distance between the user and the front of the terminal 1700 is gradually increasing, the processor 1701 controls the display screen 1705 to switch from a screen-off state to a screen-on state.
[0274] Those skilled in the art will understand that Figure 17 The structure shown does not constitute a limitation on terminal 1700 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0275] Figure 18 This is a schematic diagram of a server structure according to an embodiment of this application. The server 1800 can vary considerably due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 1801 and one or more memories 1802. The memory 1802 stores at least one computer program, which is loaded and executed by the processor 1801 to implement the virtual life form display method provided in the above-described method embodiments. Of course, the server may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server may also include other components for implementing device functions, which will not be elaborated here.
[0276] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the virtual life form display method in the above embodiments. For example, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, or optical data storage device, etc.
[0277] This application also provides a computer program product, including a computer program that is executed by a processor to implement the virtual life form display method in this application embodiment.
[0278] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0279] The above are merely optional embodiments of this application and are not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for displaying a virtual life form, characterized in that, The method includes: Virtual interactive objects are displayed in the virtual world of the first virtual character. These virtual interactive objects are used to refresh the corresponding virtual life form based on the placed virtual life source. In response to the first virtual character's placement operation on the virtual interactive object, the interactive page of the virtual interactive object is displayed, and the interactive page displays at least one virtual life source and placement controls; In response to a selection operation on at least one virtual life source and a trigger operation on the placement control, the selected at least one virtual life source is placed at the virtual interactive object; Display at least one virtual life form generated through the virtual interactive object in the virtual world of the first virtual character, the virtual life form being generated based on the at least one virtual life source; The virtual life source displayed on the interactive page includes a placeable state and a non-placeable state. The placeable state indicates that the area where the virtual interactive object is located is suitable for the virtual life form corresponding to the virtual life source to survive. The non-placeable state indicates that the area where the virtual interactive object is located is not suitable for the virtual life form corresponding to the virtual life source to survive.
2. The method according to claim 1, characterized in that, The method further includes: In response to the triggering operation of the placement control, for any selected virtual life source, if the area where the virtual interactive object is located is suitable for the survival of the virtual life form corresponding to the virtual life source, the virtual life source is placed at the virtual interactive object. If the area where the virtual interactive object is located is not suitable for the survival of the virtual life form corresponding to the virtual life source, a first prompt message is displayed. The first prompt message is used to indicate that the area where the virtual interactive object is located is not suitable for the survival of the virtual life form corresponding to the virtual life source.
3. The method according to claim 1, characterized in that, The virtual interactive object includes at least one gain system, which is used to increase the number of virtual life forms generated with the same system. The gain systems of different virtual interactive objects are not exactly the same.
4. The method according to claim 3, characterized in that, Displaying at least one virtual life form generated through the virtual interactive object in the virtual world of the first virtual character includes: For any one of the at least one virtual life source, when the system to which the virtual life form corresponding to the virtual life source belongs is consistent with any gain system of the virtual interactive object, a first number of virtual life forms generated through the virtual interactive object are displayed in the virtual world of the first virtual character. When the system to which the virtual life form corresponding to the virtual life source belongs is inconsistent with at least one gain system of the virtual interactive object, a second number of virtual life forms generated through the virtual interactive object are displayed in the virtual world of the first virtual character. The second number is less than the first number.
5. The method according to claim 1, characterized in that, The appearance and attributes of the virtual life form generated through the virtual interactive object are influenced by the ecological environment of the region where the virtual interactive object is located.
6. The method according to claim 5, characterized in that, Displaying at least one virtual life form generated through the virtual interactive object in the virtual world of the first virtual character includes: For any virtual life form to be generated, if the default living environment of the virtual life form is consistent with the ecological environment of the region where the virtual interactive object is located, the first type of virtual life form generated by the virtual interactive object is displayed, and the appearance and attributes of the first type of virtual life form are the default appearance and the default attributes. When the default living environment of the virtual life form is inconsistent with the ecological environment of the region where the virtual interactive object is located, a second type of virtual life form generated through the virtual interactive object is displayed. The appearance of the second type of virtual life form is updated based on the ecological environment, and its attributes are updated based on the ecological environment.
7. The method according to claim 1, characterized in that, When there are multiple virtual life sources, at least one virtual life form generated through the virtual interaction object includes at least one virtual hybrid life form, and the attributes of the virtual hybrid life form are a fusion of the attributes of virtual life forms of the same kind.
8. The method according to claim 7, characterized in that, Displaying at least one virtual life form generated through the virtual interactive object in the virtual world of the first virtual character includes: For any virtual life form to be generated, based on the target virtual life source and the first virtual life source corresponding to the virtual life form, a virtual hybrid life form generated through the virtual interaction object is displayed in the virtual world of the first virtual character. The target virtual life source is any second virtual life source among the at least one virtual life source. The type indicated by the second virtual life source overlaps with the type indicated by the first virtual life source. The attributes of the virtual hybrid life form are a fusion of the attributes of the virtual life form generated based on the first virtual life source and the attributes of the virtual life form generated based on the target virtual life source.
9. The method according to claim 8, characterized in that, The method further includes: If the hybridization probability is greater than the probability threshold, a second virtual life source is randomly selected as the target virtual life source. The hybridization probability is used to indicate the possibility of virtual life forms undergoing hybridization.
10. The method according to claim 8, characterized in that, The attributes of the virtual hybrid life form include at least one first attribute and at least one second attribute. The first attribute is an attribute possessed by the virtual life form generated based on the first virtual life source, and the second attribute is an attribute possessed by the virtual life form generated based on the target virtual life source.
11. The method according to claim 1, characterized in that, The method further includes: In response to an upgrade operation on the virtual interactive object, an upgrade animation of the virtual interactive object is played.
12. The method according to claim 11, characterized in that, The upgraded virtual interactive object includes at least one of the following capabilities: Increase the probability of the generated virtual life forms mutating; Shorten the generation cycle of virtual life forms; Increase the number of virtual lifeforms generated within a single generation cycle; Increase the probability of generating virtual hybrid life forms.
13. The method according to claim 1, characterized in that, The method further includes: In response to the map opening operation, a virtual map of the virtual world of the first virtual character is displayed. The virtual map displays multiple fast-movement anchor points, which are used to quickly reach the corresponding locations in the virtual world of the first virtual character. In response to the selection of any fast-movement anchor point, information about the virtual life form corresponding to the fast-movement anchor point is displayed. This information indicates at least one type of virtual life form present in the area where the fast-movement anchor point is located.
14. The method according to claim 13, characterized in that, The virtual life form information includes at least one of a virtual life form list and a virtual life form identifier. The virtual life form list is used to display the at least one type of virtual life form in a list format, and the virtual life form identifier is used to mark the location of the at least one type of virtual life form in the virtual map of the first virtual character's virtual world.
15. The method according to claim 13, characterized in that, When any type of virtual life form is generated through the virtual interaction object, the virtual life form information includes the virtual life source corresponding to the type of virtual life form.
16. The method according to claim 1, characterized in that, The method further includes: In response to the access request from the second virtual character, the second virtual character is shown to have entered the virtual world of the first virtual character.
17. The method according to claim 16, characterized in that, The method further includes: In response to the second virtual character's capture operation on the first virtual life form, a virtual battle scene is displayed. The virtual battle scene is used for the first virtual life form and the second virtual life form to engage in turn-based battles. The second virtual character owns the second virtual life form. If the virtual battle scenario meets the target termination conditions, the second virtual character is shown capturing the first virtual life form.
18. The method according to claim 17, characterized in that, The step of displaying the second virtual character capturing the first virtual life form when the virtual battle scene meets the target termination conditions includes: In the virtual battle scenario, if the virtual life value of the first virtual life form is lower than a preset threshold, in response to the second virtual character's use of a capture item on the first virtual life form, the capture success rate is obtained. The capture success rate of the capture item is inversely correlated with the virtual life value. If the capture success rate is greater than the success rate threshold, the second virtual character is displayed capturing the first virtual life form.
19. The method according to claim 17, characterized in that, The step of displaying the second virtual character capturing the first virtual life form when the virtual battle scene meets the target termination conditions includes: In the virtual battle scenario, when the first virtual life form is in a captureable state, in response to the second virtual character's operation of using a capture item on the first virtual life form, the capture success rate is obtained. The capture success rate of the first virtual life form is higher when it is in the captureable state than when it is in other states. The captureable state includes at least one of the following: sleeping state, facing away state, behavior restriction state, trapped state, and fatigued state. If the capture success rate is greater than the success rate threshold, the second virtual character is displayed capturing the first virtual life form.
20. A display device for a virtual life form, characterized in that, The device includes: The object display module is used to display virtual interactive objects in the virtual world of the first virtual character. The virtual interactive objects are used to refresh the corresponding virtual life forms according to the placed virtual life source. The object display module is further configured to, in response to the first virtual character's placement operation on the virtual interactive object, display the interaction page of the virtual interactive object, the interaction page displaying at least one virtual life source and a placement control; and in response to a selection operation on at least one virtual life source and a trigger operation on the placement control, place the selected at least one virtual life source onto the virtual interactive object. A life form display module is used to display at least one virtual life form generated through the virtual interactive object in the virtual world of the first virtual character, wherein the virtual life form is generated based on the at least one virtual life source; The virtual life source displayed on the interactive page includes a placeable state and a non-placeable state. The placeable state indicates that the area where the virtual interactive object is located is suitable for the virtual life form corresponding to the virtual life source to survive. The non-placeable state indicates that the area where the virtual interactive object is located is not suitable for the virtual life form corresponding to the virtual life source to survive.
21. A computer device, characterized in that, The computer device includes a processor and a memory, the memory being used to store at least one computer program, the at least one computer program being loaded by the processor and executed as described in any one of claims 1 to 19, the method for displaying a virtual life form.
22. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store at least one computer program for performing the method for displaying a virtual life form as described in any one of claims 1 to 19.
23. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by the processor, it implements the method for displaying a virtual life form as described in any one of claims 1 to 19.