Virtual object collection method and device, electronic equipment and storage medium
By providing observation skills and collection operation tips in virtual games, helping players identify and collect virtual objects, the problem of high failure rate of virtual elements collection in the existing technology is solved, and the game experience and success rate is improved.
Patent Information
- Application Number
- CN202310687709.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-06-09
- Publication Date
- 2024-12-10
AI Technical Summary
The way of collecting virtual elements in existing virtual games makes it difficult for players who are unfamiliar with the game to predict whether the distant elements are collection targets, resulting in a high probability of collection failure and a sense of frustration.
Through the terminal device, players can determine the collected objects through observation skills and display the object status identifier to help players make decisions, and display collection operation prompt information or controls when the controlled virtual character is close to the collected objects, lowering the collection threshold .
It improves the success rate of virtual object collection, reduces the possibility of players blind operations, reduces the difficulty of collecting for unfamiliar gamers, and enhances the gaming experience.
Smart Images

Figure CN119097916A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of interactive technology, and in particular to a method, device, electronic device and storage medium for collecting virtual objects. Background Art
[0002] In virtual games, a gameplay of collecting virtual elements is usually set up. Players can obtain certain rewards or gain game benefits by collecting virtual elements, such as increased movement speed, increased skill damage, etc.
[0003] The existing method of collecting virtual elements usually displays the interactive status of virtual elements only when the virtual character controlled by the player approaches the virtual elements, reminding the player to collect them. For players who are not familiar with the game, this method cannot predict in advance whether the distant elements are collection targets, and there may be a high probability of collection failure, which can easily make players feel frustrated with the game. Summary of the invention
[0004] In view of this, an object of the present invention is to provide a method, device, electronic device and storage medium for collecting virtual objects, so as to improve the success rate of collecting virtual objects.
[0005] In a first aspect, an embodiment of the present invention provides a method for collecting virtual objects, providing a graphical user interface through a terminal device, wherein the graphical user interface displays a game scene, and at least one virtual object and a controlled virtual character located in the game scene, the method comprising: in response to a skill operation of observing the game scene, determining a collectible object from at least one virtual object within an observable range, and displaying a corresponding object status identifier for the collectible object; wherein the collectible object is a virtual object existing in a preset collection object set, and the object status identifier is used to indicate that the virtual object is a collectible object; determining the collectible object located within the preset range of the controlled virtual character as a target collection object, and displaying collection operation prompt information or collection operation controls corresponding to the target collection object; and collecting the target collection object in response to a first collection operation that matches the collection operation prompt information, or a second collection operation for the collection operation control.
[0006] In a second aspect, an embodiment of the present invention provides a device for collecting virtual objects, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays a game scene, and at least one virtual object and a controlled virtual character located in the game scene, wherein the device includes: a determination module, which is used to determine a collectible object from at least one virtual object within an observable range in response to a skill operation of observing the game scene, and display a corresponding object status identifier for the collectible object; wherein the collectible object is a virtual object existing in a preset collection object set, and the object status identifier is used to indicate that the virtual object is a collectible object; a display module, which is used to determine the collectible object located within the preset range of the controlled virtual character as a target collection object, and display collection operation prompt information or collection operation controls corresponding to the target collection object; and a collection module, which is used to collect the target collection object in response to a first collection operation adapted to the collection operation prompt information, or a second collection operation for the collection operation control.
[0007] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned virtual object collection method.
[0008] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned virtual object collection method.
[0009] The embodiments of the present invention bring the following beneficial effects:
[0010] The above-mentioned method, device, electronic device and storage medium for collecting virtual objects provide a graphical user interface through a terminal device, wherein the graphical user interface displays a game scene, and at least one virtual object and a controlled virtual character located in the game scene. The method comprises: in response to a skill operation of observing the game scene, determining a collectible object from at least one virtual object within an observable range, and displaying a corresponding object state identifier for the collectible object; wherein the collectible object is a virtual object existing in a preset collection object set, and the object state identifier is used to indicate that the virtual object is a collectible object; determining the collectible object located within the preset range of the controlled virtual character as a target collection object, and displaying a collection operation prompt information or a collection operation control corresponding to the target collection object; in response to a first collection operation adapted to the collection operation prompt information, or a second collection operation for the collection operation control, collecting the target collection object. In this method, when a player needs to know the objects that can be collected in the game scene, the observation skill operation can be triggered to display the identifier of the collectible object, and the player makes a decision on whether to go to collect according to the identifier, thereby avoiding the collection failure caused by the player's blind going. In addition, when the controlled virtual character approaches a collectible object, a collection method prompt or collection control is displayed to help the player successfully complete the collection operation, lower the threshold for the collection operation, and enable players who are not familiar with the game to collect the objects smoothly.
[0011] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0012] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0014] Figure 1 A flowchart of an embodiment of a method for collecting virtual objects in an embodiment of the present invention;
[0015] Figure 2 A schematic diagram of a game scene provided in an embodiment of the present invention;
[0016] Figure 3 A schematic diagram of a game scene provided in an embodiment of the present invention;
[0017] Figure 4 A schematic diagram of a game scene provided in an embodiment of the present invention;
[0018] Figure 5 A schematic diagram of a game scene provided in an embodiment of the present invention;
[0019] Figure 6 A schematic diagram of a game scene provided in an embodiment of the present invention;
[0020] Figure 7 A flowchart of another embodiment of a method for collecting virtual objects in an embodiment of the present invention;
[0021] Figure 8 A schematic diagram of a game scene provided in an embodiment of the present invention;
[0022] Fig. 9 A schematic diagram of a game scene provided in an embodiment of the present invention;
[0023] Fig.10 A schematic diagram of a game scene provided in an embodiment of the present invention;
[0024] Fig.11 A schematic diagram of a game scene provided in an embodiment of the present invention;
[0025] Fig.12 A schematic diagram of a device for collecting virtual objects provided by an embodiment of the present invention;
[0026] Fig.13 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0027] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.
[0028] The terms "first", "second", "third", "fourth", etc. (if any) in the specification and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged where appropriate, so that the embodiments described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including" or "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0029] In a scenario example of a processing system for a virtual scene provided in an embodiment of the present application, the system may include at least one terminal, at least one server, at least one database, and a network. The terminal held by the user can be connected to the server of different games through the network. The terminal is any device with computing hardware that can support and execute software products corresponding to the game. In addition, the terminal has one or more multi-touch screens for sensing and obtaining the input of the user through the touch or sliding operation performed at multiple points of one or more touch-sensitive display screens. In addition, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network for a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. For example, multiple users can be online through different terminals and thus connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases, the multiple databases are coupled to different servers, and the information related to the game environment can be continuously stored in the databases when different users play the multi-player game online.
[0030] The embodiment of the present application provides a method for collecting virtual objects, which can be executed by a terminal or a server. The embodiment of the present application takes the method for collecting virtual objects executed by a terminal as an example for explanation. Among them, the terminal includes a touch display screen and a processor, and the touch display screen is used to present a graphical user interface and receive an operation instruction generated by a user acting on the graphical user interface. When the user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal by responding to the received operation instruction, and can also control the content of the opposite server by responding to the received operation instruction. For example, the operation instruction generated by the user acting on the graphical user interface includes an instruction for starting a game application, and the processor is configured to start the game application after receiving the instruction to start the game application provided by the user. In addition, the processor is configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch sensitive screen that can sense touch or sliding operations performed simultaneously at multiple points on the screen. The user uses a finger to perform a touch operation on the graphical user interface, and when the graphical user interface detects the touch operation, the different virtual objects in the graphical user interface of the game are controlled to perform actions corresponding to the touch operation. For example, the game can be any of the games such as casual games, action games, role-playing games, strategy games, sports games, puzzle games, etc. Among them, the game can include a virtual scene of the game drawn on a graphical user interface. In addition, the virtual scene of the game can include one or more virtual objects controlled by a user (or player), such as a virtual character. In addition, the virtual scene of the game can also include one or more obstacles, such as railings, gullies, walls, etc., to limit the movement of virtual objects, such as limiting the movement of one or more objects to a specific area in the virtual scene. Optionally, the virtual scene of the game also includes one or more elements, such as skills, scores, character health status, energy, etc., to provide help to the player, provide virtual services, increase the score related to the player's performance, etc. In addition, the graphical user interface can also present one or more indicators to provide indication information to the player. For example, the game can include a controlled virtual character controlled by the player and one or more other virtual characters (such as an enemy character). In one embodiment, one or more other virtual characters are controlled by other players of the game. For example, one or more other virtual characters can be controlled by a computer, such as a robot using an artificial intelligence (AI) algorithm, to achieve a man-machine battle mode. For example, the virtual character has various skills or abilities that the game player uses to achieve the goal. For example, the virtual character has one or more weapons, props, tools, etc. that can be used to eliminate other characters from the game. Such skills or abilities can be activated by the game player using one of a plurality of preset touch operations with the touch display screen of the terminal. The processor can be configured to present the corresponding game screen in response to the operation instruction generated by the user's touch operation.
[0031] It should be noted that the above embodiment is only an example. The image processing system and scene described in the embodiment of the present application are for more clearly illustrating the technical solution of the embodiment of the present application, and do not constitute a limitation on the technical solution provided in the embodiment of the present application. A person of ordinary skill in the art can know that with the evolution of the processing system of the virtual scene and the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.
[0032] For ease of understanding, the specific process of the embodiment of the present invention is described below. The embodiment of the present invention provides a graphical user interface through a terminal device, and the graphical user interface displays a game scene, and at least one virtual object and a controlled virtual character located in the game scene. Figure 1 , an embodiment of the method for collecting virtual objects in an embodiment of the present invention includes:
[0033] Step S10, in response to a skill operation of observing the game scene, determining a collectible object from at least one virtual object within an observable range, and displaying a corresponding object state identifier for the collectible object; wherein the collectible object is a virtual object existing in a preset collection object set, and the object state identifier is used to indicate that the virtual object is a collectible object;
[0034] In this embodiment, the observable range refers to the visible scene range of the controlled virtual character, which is related to the viewing direction range and visible distance of the controlled virtual character. The visible scene range of the controlled virtual character refers to the game scene presented by the radiated visible distance within the viewing direction range of the controlled virtual character. After the player triggers the skill operation of observing the game scene through the terminal device, the visible scene range of the controlled virtual character enters the observation state, and the visible scene range of the controlled virtual character belongs to the observable range. The observation state can be the maintenance state of the skill after the observation skill is cast. In the observation state, the collectible objects within the observable range display the corresponding object state identifier. This embodiment allows players to better observe the collectible objects in the game scene and make more accurate game decisions.
[0035] It should be noted that when the player triggers the skill operation of observing the game scene through the terminal device, the terminal device responds to the skill operation and enters the observation state of the game scene. In the observation state, the observable range of the controlled virtual character contains at least one virtual object, wherein the virtual object can be a collectible object or an uncollectible object. The skill of observing the game scene (abbreviated as: observation skill) is a skill that makes the game scene enter the observation state. After the skill is triggered, the collectible objects within the observable range all display the corresponding object state identifier. The player can observe the collectible objects far and near through the terminal device without moving to the vicinity of the collectible objects, so as to achieve the effect of long-distance observation. After the player triggers the observation skill, the materials in the preset collection object set within the visible scene range (for example, a range of 50 meters) of the controlled virtual character can be highlighted through the object state identifier to achieve the effect of distinguishing distant objects.
[0036] In one embodiment, a collectible object is determined from at least one virtual object within the observable range according to an object type identifier corresponding to the virtual object. For example, assuming that the object type identifier of the virtual object is divided according to the name of the object, then if the object name of a virtual object is "umbrella", according to the object type identifier of "umbrella", it is determined whether the virtual object is a collectible object, that is, whether "umbrella" is a virtual object existing in the preset collection object set, which is not specifically limited here. In another embodiment, a collectible object can also be determined from at least one virtual object within the observable range according to the collectible attribute corresponding to the virtual object. For example, assuming that the collectible attribute corresponding to a virtual object is "collectable", it can be indicated that the virtual object is a collectible object, and the collectible attributes corresponding to all virtual objects in the preset collection object set are "collectable"; correspondingly, assuming that the collectible attribute corresponding to a virtual object is "uncollectable", it can be indicated that the virtual object is an uncollectible object, and the collectible attributes corresponding to all virtual objects outside the preset collection object set are "uncollectable", which is not specifically limited here. There are also other embodiments for determining a collectible object from at least one virtual object within the observable range, which are not described in detail here.
[0037] It is understandable that the number of collectible objects determined from at least one virtual object within the observable range can be 0 or at least one. The case where the number is 0 means that there are no collectible objects within the observable range, which is not within the scope of discussion of the present invention. Therefore, in this embodiment, the number of collectible objects determined from at least one virtual object within the observable range is at least one. In one embodiment, for all collectible objects, the corresponding object status identifier is displayed to highlight the collectibility of the virtual object, so as to facilitate the player's decision whether to go for collection and avoid the player's blind operation causing collection failure.
[0038] In this embodiment, the skill of observing the game scene is a skill that causes the game scene to enter a special observation state. The skill can be a limited resource that can be obtained for any type of controlled virtual character, or it can be a skill inherent to a specific type of controlled virtual character. If the observation skill is a limited resource, after the observation skill is triggered, it also includes resource deductions for the observation skill. For example, assuming that the number of observation skills possessed by the controlled virtual character is originally 3, after the observation skill is triggered once, the number of observation skills is deducted to 2. The specific details are not limited here. It should be noted that the observation state from entering to exiting can be regarded as the triggering of an observation skill. If the skill is an unlimited character-inherent skill in the game setting, there is no need to perform resource statistics or deductions for the triggering of the observation skill. In one embodiment, this step also includes: displaying object status identification for all virtual objects within the observable range, wherein the object status identification corresponding to the collectible object is different from the object status identification corresponding to the non-collectible virtual object. For example, if Figure 2 and Figure 3 FIG. 2 is a schematic diagram of a game scene provided in an embodiment of the present invention, wherein a game scene 20 is displayed through a graphical user interface provided by a terminal device. The game scene 20 includes a collectible object 210, a virtual object 220, and a controlled virtual character 230. Assume that the game scene before the player triggers the observation skill operation is as follows: Figure 2 As shown in the game scene 20, the game scene after the player triggers the observation skill operation is as follows Figure 3 As shown in the game scene 20, it can be seen that there is a non-player character (NPC) (i.e., virtual object 220) and a racket (i.e., collectible object 210) within the observable range, wherein the NPC is a non-collectible virtual object and the racket is a collectible object. Then, the object state identifiers corresponding to the two virtual objects are different. For example, Figure 3As shown, the object state identifier of the NPC is a label identifier with a glowing effect, and the object state identifier of the racket is a label identifier with a black stroke effect, which is not limited here. It can be understood that in this embodiment, after the observation skill operation is triggered, the game scene enters the observation state. In the observation state, all virtual objects within the observable range are highlighted, and virtual objects are distinguished by different object state identifiers, so that players can better distinguish different virtual objects and reduce the blindness of game decisions.
[0039] In one embodiment, the triggering of the observation skill operation can be triggered by any preset physical key of the terminal device, such as pressing the V key, Y key, mouse button and other physical keys on the keyboard; it can also be triggered by a preset virtual control of the terminal device, such as touching the skill control on the screen of the mobile terminal device, which is not limited here.
[0040] It should be noted that the preset collection object set contains all pre-set collectible objects, which has nothing to do with whether the controlled virtual character has collected any collectible objects, but is related to the game settings, that is, for any player virtual object, the preset collection object set contains the same content. When the controlled virtual character views the preset collection object set, it can view all collectible virtual objects in the game. For the collected objects and uncollected objects corresponding to the controlled virtual player, different states can be displayed when viewing, and the specific details are not limited here. For example, assuming that the player can collect all musical instruments in real life during the game, then the preset collection object set contains virtual objects corresponding to all musical instruments, and the same is true for collecting all weapons in real life, and the specific details are not limited here. The preset collection object set contains the setting of all collectible objects, which helps the player to form memory when viewing, making the collection process more targeted, improving the collection success rate, and intuitively knowing the collection progress, making the collection process smoother.
[0041] In one embodiment, the virtual objects within the observable range may include interactive objects, such as NPCs, doors, books, weapons, musical instruments, and other interactive objects; they may also include non-interactive objects, such as road signs, road signs, walls, trees, and other non-interactive objects. The specific settings vary according to different games and are not limited here. It should be noted that a collectible object is an interactive object that can generate collection interactions with a controlled virtual character. In this embodiment, both interactive and non-interactive objects can appear as virtual objects within the observable range, and non-interactive objects can also be marked to facilitate player viewing.
[0042] Step S20: determining a collectible object within a preset range of the controlled virtual character as a target collection object, and displaying collection operation prompt information or a collection operation control corresponding to the target collection object;
[0043] It should be noted that, regardless of whether the game scene is in the observation state, the collectible objects within the preset range of the controlled virtual character can be determined as target collection objects, and the collection operation prompt information or collection operation control corresponding to the target collection object can be displayed; that is, regardless of whether the skill operation of observing the game scene in step S10 is exited, the collectible objects within the preset range of the controlled virtual character can be determined as target collection objects, and the collection operation prompt information or collection operation control corresponding to the target collection object can be displayed. In the case of exiting the observation state, before step S20 and after step S10, it can also include: responding to exiting the skill operation of observing the game scene. For example, assuming that the triggering method of the observation skill operation is to press the V key on the keyboard, then exiting the skill operation of observing the game scene corresponds to releasing the V key, which is not limited here. In this embodiment, step S20 includes: when the game scene is in any state, the collectible objects within the preset range of the controlled virtual character are determined as target collection objects, and the collection operation prompt information or collection operation controls corresponding to the target collection objects are displayed, wherein the any state is used to indicate an observation state or a non-observation state, the observation state is used to indicate the state after the skill operation of observing the game scene is triggered, and the non-observation state is used to indicate the state after the skill operation of observing the game scene is exited.
[0044] In this embodiment, the game scene is still in an observation state. When the controlled virtual character moves to / is near any collectible object, any collectible object is determined as a target collection object, and a collection operation prompt information or a collection operation control corresponding to the target collection object is displayed to prompt the player to perform a collection operation. Specifically, this step includes: when there are collectible objects within the preset range of the controlled virtual character, the collectible objects within the preset range are determined as target collection objects, and the collection operation prompt information or a collection operation control corresponding to the target collection object is displayed. In this embodiment, in the observation state, the player can quickly determine which is a collectible object, and then move to the vicinity of the collectible object to collect it, avoiding the trial and error process during collection and improving the success rate of collection.
[0045] In one embodiment, since there may be multiple collectible objects within the preset range of the controlled virtual character, all collectible objects within the preset range may be determined as target collection objects, or collectible objects within the preset range that meet the collection conditions may be determined as target collection objects, and collection operation prompt information or collection operation controls corresponding to at least one target collection object may be displayed. In one embodiment, this step includes: determining at least one collectible object within the preset range of the controlled virtual character as a target collection object, and displaying collection operation prompt information or collection operation controls corresponding to each target collection object; this embodiment is more suitable for touch-operated terminal devices, such as mobile phones, tablet computers, etc. Players can collect any target collection object through touch operations according to their needs. In another embodiment, this step includes: determining a collectible object that meets preset collection conditions among at least one collectible object located within a preset range of the controlled virtual character as a target collection object, and displaying collection operation prompt information or collection operation controls corresponding to the target collection object, wherein the preset collection condition may be the closest distance, the farthest distance, or the player selecting through other operations (such as aiming operation, selection operation), etc., which are not specifically limited here; this embodiment is more suitable for non-touch operation terminal devices, such as computers, handheld game consoles, etc., and players can directly collect target collection objects by operating physical keys.
[0046] In this embodiment, the collection operation prompt information corresponding to the target collection object includes a prompt for the operation method of collecting the target collection object. For example, assuming that the target collection object can be collected by pressing the Z key on the keyboard, then the collection operation prompt information corresponding to the target collection object can be: "Z", "Z key" and other text or icon prompt information, which is not limited here; in addition, if the target collection object is collected by touching, then the collection operation prompt information corresponding to the target collection object can include "touch icon", "touch text" and other prompt information, which is not limited here.
[0047] In this embodiment, if the terminal device is applied to touch operation, the collection operation control corresponding to the target collection object can also be displayed, and the player can collect the target collection object by operating the collection operation control. It should be noted that the collection operation prompt information or collection operation control corresponding to the target collection object can be attached to the target collection object and displayed at a preset relative distance / position with the target collection object, or can be displayed at a fixed position in the graphical user interface, which is not limited here.
[0048] In one embodiment, the collectible objects within the preset range of the controlled virtual character refer to collectible objects that are partially or completely within the preset range of the controlled virtual character. The collectible objects whose bounding boxes intersect with the preset range of the controlled virtual character are determined as target collection objects. The preset range of the controlled virtual character may be a circular range with a preset radius and the center of the position of the controlled virtual character as the center of the circle. The specific range is not limited here. Figure 4 The figure shows a schematic diagram of a game scene provided in an embodiment of the present invention, wherein a game scene 40 is displayed through a graphical user interface provided by a terminal device, wherein the game scene 40 includes a collectible object 410, a virtual object 420, a controlled virtual character 430, another collectible object 440, collection operation prompt information 450 and a collection operation control 460. The dotted circle centered on the controlled virtual character 430 in the game scene 40 can be used to represent the preset range of the controlled virtual character. The collectible object 410 "racket" is within the dotted circle and is a collectible object within the preset range of the controlled virtual character. Therefore, the collectible object "racket" can be determined as the target collection object, and the collection operation prompt information 450 or the collection operation control 460 corresponding to the collectible object 410 is displayed. The collection operation prompt information 450 and the collection operation control 460 are displayed selectively, and the simultaneous display in the figure is only for the convenience of description and comparison, and does not represent a specific limitation. Figure 4 The collectible object 440 in the game scene 40 shown is not located within the dotted circle centered on the controlled virtual character 430, that is, the collectible object 440 does not belong to the collectible objects within the preset range of the controlled virtual character. Therefore, the collectible object 440 cannot be determined as the target collection object, and the collection operation prompt information or collection operation control corresponding to the collectible object 440 is not displayed. The specific details are not limited here.
[0049] In one implementation, brief introduction information, attribute information, theme introduction information, and other information corresponding to the target collection object that facilitates the player to understand the object may also be displayed, and the details will not be repeated here.
[0050] Step S30: In response to a first collection operation that matches the collection operation prompt information, or a second collection operation for a collection operation control, the target collection object is collected.
[0051] In this embodiment, the player can collect the target collection object by performing the first collection operation according to the first collection operation mode indicated by the collection operation prompt information, or performing the second collection operation on the collection operation control. Among them, the first collection operation is more suitable for non-touch operation terminal devices, such as computers, handheld game consoles, etc., through the keyboard or physical keys on the game console; the second collection operation is more suitable for touch operation terminal devices, such as mobile phones, tablet computers, etc., through touching the screen to collect, and the specific details are not limited here.
[0052] In one embodiment, after the target collection object is collected, the display entry indication information of the backpack, the display entry indication information of the preset collection object set, the display entry indication information of the target collection object, and other related quick entry information can also be displayed in the graphical user interface, and the specific details are not limited here. Among them, the backpack contains game props picked up by the controlled virtual character, and the player can use / discard the game props in the backpack. It is managed by two different systems from the preset collection object set, and the details are not repeated here.
[0053] In the method for collecting virtual objects provided in the above embodiment, when the player needs to know the objects that can be collected in the game scene, the observation skill operation can be triggered to display the identification of the collectible object, and the player can make a decision on whether to go to collect it according to the identification, thereby avoiding the failure of collection caused by the player's blind going. In addition, when the controlled virtual character approaches the collectible object, a collection method prompt or collection control is displayed to help the player complete the collection operation smoothly, lower the threshold for the collection operation, and even players who are not familiar with the game can collect smoothly.
[0054] See also Figure 7 Another embodiment of the method for collecting virtual objects in the embodiment of the present invention includes:
[0055] Step S701: In response to a skill operation of observing a game scene, a collectible object is determined from at least one virtual object within an observable range, and a corresponding object state identifier is displayed for the collectible object; wherein the collectible object is a virtual object existing in a preset collection object set, and the object state identifier is used to indicate that the virtual object is a collectible object;
[0056] In one embodiment, the observable range is used to indicate the scene range of the game scene captured by the shooting direction of the virtual camera; or, the preset field of view range of the controlled virtual character, the preset field of view range is used to indicate the position of the controlled virtual character in the game scene, and the scene range presented by the preset distance.
[0057] In this embodiment, the virtual camera is a component used to capture scene images in the game, which is consistent with the player's perspective. The shooting direction of the virtual camera is the perspective direction of the controlled virtual character, and the scene range of the game scene shot by the shooting direction of the virtual camera is the visible game scene range of the perspective direction of the controlled virtual character. In this embodiment, the observable range includes the entire visual field visible to the player, so that the player can prejudge in advance whether the virtual object far or near is a collectible object, so as to make a decision whether to go to collect, and avoid the experience of collection failure caused by blindly going to collect. In this embodiment, the observable range can also be used to indicate the preset visual field range of the controlled virtual character, where the preset visual field range refers to the location of the controlled virtual character in the game scene, and the scene range included in the radiation preset distance, and the preset distance is less than the farthest scene distance visible to the controlled virtual character. For example, assuming that the farthest distance visible to the controlled virtual character in the game scene is 1000m, then the preset distance can be any value less than 1000m, which is not specifically limited here. In this embodiment, the observable range is set as the game scene within a certain field of view of the player, which can prevent virtual objects that are too far away from confusing or cluttering the player's field of view and reduce unnecessary interference. Virtual objects can be collected from near to far, step by step, and the collection success rate is improved.
[0058] In one embodiment, each virtual object corresponds to an object type, each object type corresponds to an object state identifier, the object type corresponding to the collectible object is the collectible object type, and the object state identifier corresponding to the collectible object is the object state identifier corresponding to the collectible object type. In this embodiment, different virtual objects correspond to different object types. For example, according to the function of the virtual object, the object type can be divided into "talkable object", "collectible object", "pickup object", "battleable object", "task release object", etc.; according to the properties of the virtual object, the object type can be divided into "musical instrument", "weapon", "food", "stationery", etc., which are not limited here. The object state identifiers corresponding to different object types also have different display effects. For example, the object type corresponding to the collectible object is the collectible object type, and the object state identifier corresponding to the collectible object type can be a stroke effect identifier or a label identifier, and the object type corresponding to the talkable object is the talkable object type, and the object state identifier corresponding to the talkable object type can be a luminous effect identifier or a label identifier. Reference Figure 2 and Figure 3 , showing a schematic diagram of a game scene provided in an embodiment of the present invention, a game scene 20 displayed by a graphical user interface provided by a terminal device, the game scene 20 including a collectible object 210, a virtual object 220 and a controlled virtual character 230, from Figure 2 (non-observation state) and Figure 3From the difference in (observation state), it can be seen that the collectible object 210 is "racket", Figure 3 The object state identifier corresponding to the collectible object 210 is an identifier of a stroke effect. The virtual object 220 is an NPC, which can represent a conversational object, which is different from the object state identifier corresponding to the collectible object 210. Figure 3 In this embodiment, virtual objects of different object types are represented by object state identifiers with different display effects, so that players can more intuitively judge the type of virtual objects, provide support for game decisions, and avoid invalid collection operations on virtual objects of non-collectible object types, thereby improving the collection success rate.
[0059] In one embodiment, each collectible object corresponds to a collectible object type; each collectible object type corresponds to a collection operation identifier; the collection operation prompt information corresponding to the target collection object includes: the collection operation identifier corresponding to the collectible object type of the target collection object. In this embodiment, different collectible object types can also be divided for different collectible objects, and the collection operation identifiers corresponding to different collectible object types are different. When displaying the collection operation prompt information corresponding to the target collection, the corresponding collection operation identifier can be displayed according to the collectible object type corresponding to the target collection object, so as to better play the role of identification for type distinction. For example, assuming that according to the game theme information corresponding to the collectible object, the collectible object type can be divided into food and drink, calligraphy and painting, folk utensils, weapons, music and dance, poetry, entertainment, chivalry, medical skills, laws, Zen, construction, merchants, astronomical phenomena, customs, and teaching; according to the different effects of the collectible object on the game gain, the collectible object type can be divided into physical fitness, speed, decoration, damage, etc., which are not limited here. When the player controls the controlled virtual character to approach collectible objects of different collectible object types, the collection operation identifier in the displayed collection operation prompt information is different according to the collectible object type corresponding to the collectible object approached. For example, if the collectible object type of the collectible object approached by the controlled virtual character is "painting and calligraphy", then the collection operation identifier displayed may be "a brush" or "a book", etc. If the collectible object type of the collectible object approached by the controlled virtual character is "food and drink", then the collection operation identifier displayed may be "a bowl" or "a spoon", etc., and the specifics are not limited here.
[0060] In one embodiment, the object state identifier includes: an identifier or a label identifier that displays a stroke effect, a magnification effect, a suspension effect, a light column effect. In this embodiment, the object state identifier corresponding to the collectible object can be any one of an identifier or a label identifier that displays a stroke effect, a magnification effect, a suspension effect, a light column effect. Furthermore, the object state identifiers corresponding to virtual objects of the same object type have the same display effect, and the object state identifiers corresponding to virtual objects of different object types have different display effects. All collectible objects correspond to the same object type, which is a collectible object type. Therefore, all collectible objects correspond to the object state identifiers with the same display effect. For example, all are identifiers of a stroke effect, which is an identifier that performs a color change processing on the edge of the bounding box of the collectible object, such as Figure 2 and Figure 3 As shown, when the collectible object 210 "racket" displays the corresponding object status mark, the edge becomes black to serve as a mark. The stroke of the stroke effect can be any color, any thickness, any virtual and real line, etc., which is not limited here.
[0061] In one embodiment, in a state corresponding to a skill operation being observed, a graphical user interface displays a game scene background in a unified display state, and the scene background is used to indicate the game scene content excluding all virtual objects in the game scene. It should be noted that in a state corresponding to a skill operation being observed, that is, in an observation state, in order to better highlight virtual objects or collectible objects, the background portion of the game scene is processed in the same display state, thereby reducing the interference of the game scene background on the player's observation of virtual objects or collectible objects, and achieving a better observation effect. As an example and not a limitation, the unified display state can be a unified blurred display state, a unified decolored display state, a unified grayed display state, a unified dimmed display state, etc., which are not specifically limited here. Figure 5 and Figure 6 FIG. 5 is a schematic diagram of a game scene provided in an embodiment of the present invention, wherein a game scene 50 is displayed through a graphical user interface provided by a terminal device, and the game scene 50 includes a collectible object 510, a virtual object 520, a controlled virtual character 530, and a non-virtual object 540. Assume that Figure 5 The game scene 50 shown is a game scene in a normal state before entering the observation state. Then, after entering the observation state, in the observation state, the display state of uniform transparency can be as follows: Figure 6In the game scene 50 shown, a black mask layer with a certain degree of transparency masks the non-virtual object 540 "tree", while other virtual objects (collectible object 510 "racket" and virtual object 520 NPC) are not masked and are displayed with corresponding object status identifiers, which has a better highlighting effect. This embodiment does not need to perform display status processing on each non-virtual object separately, but instead uniformly processes the display status of the entire game scene background, which has high conversion efficiency and can achieve the effect of better highlighting virtual objects or collectible objects in the game screen, reduce the interference of irrelevant elements on the collection process, and improve the collection success rate.
[0062] Step S702: In response to an interactive operation on any collectible object, display attribute information of any collectible object and / or topic introduction information;
[0063] As a preferred embodiment, in the observation state, the player can further interact with the collectible object (not collect), so that the attribute information and / or theme introduction information of the collectible object is displayed in the graphical user interface, so that the player can determine whether to collect the collectible object. In a game scene, although the player can know that the virtual object can be collected through the object status identifier, it is impossible to determine whether the collectible virtual object is what he lacks or needs, and it is still difficult to decide whether to collect it. Usually, after the player recognizes the approximate outline of the collectible object according to the object status identifier, he needs to switch to the display interaction system of the preset collection object set to view the information of the object with similar outline, and then switch back to the game scene page to decide whether to collect it. This interaction method is too complicated and easy to identify errors, causing the player's collection results to deviate from expectations, such as missing the desired items, or collecting the unwanted items, etc., resulting in invalid collection. Based on this, in this implementation, in the observation state, an interactive operation for any collectible object is triggered through the terminal device, and the attribute information and / or theme introduction information of the collectible object can be viewed in the current game scene page, so that players can make accurate decisions on whether to collect it and reduce the collection failure rate.
[0064] In one embodiment, the interactive operation for any collectible object can be triggered by the physical keys of the terminal device, such as switching the selected collectible object by using the up, down, left, and right direction keys on the keyboard, clicking any collectible object with the mouse, aiming at any collectible object by controlling the aiming control, etc. This method is more suitable for non-touch operation terminal devices; the interactive operation for any collectible object can also be triggered by touch operation, such as touching any collectible object with a finger, long pressing any collectible object, dragging the aiming control to aim at any collectible object, etc. This method is more suitable for touch operation terminal devices.
[0065] By way of example and not limitation, Fig.10 A schematic diagram of a game scene provided in an embodiment of the present invention is shown, and a game scene 100 is displayed through a graphical user interface provided by a terminal device, and the game scene 100 includes a collectible object 1010, a virtual object 1020, a controlled virtual character 1030, attribute information and / or theme introduction information 1040. When a player triggers an interactive operation for a collectible object 1010, the attribute information and / or theme introduction information 1040 of the collectible object 1010 are displayed in the game scene 100, and the illustrated content does not cause specific limitations. It should be noted that the attribute information of any collectible object may include at least one key attribute information, such as name, function, reward, type of collectible object, etc., which is not specifically limited here. The theme introduction information of any collectible object may include an introduction related to the game theme, such as the origin, story, characteristics, etc. of the item, which is not specifically limited here. It can be understood that the attribute information and / or theme introduction information of any collectible object displayed are auxiliary information to help players make collection decisions, which can be set according to the game, and will not be described in detail here.
[0066] As a preferred embodiment, in the state corresponding to the skill operation of observation, the graphical user interface provides an aiming control; the interactive operation for any collectible object includes: controlling the aiming control to aim at any collectible object or any object state identifier. In this embodiment, in the observation state, an aiming control is also provided to the player. By controlling the aiming control to aim at any collectible object or the object state identifier corresponding to the collectible object, the player can interact with the collectible object and display the attribute information and / or theme introduction information of any collectible object. Figure 8 and Fig. 9 FIG. 8 is a schematic diagram of a game scene provided in an embodiment of the present invention, wherein the game scene 80 is displayed through a graphical user interface provided by a terminal device, and the game scene 80 includes a collectible object 810, a virtual object 820, a controlled virtual character 830, and an aiming control 840. Fig. 9 The game scene 80 shown also includes attribute information and / or theme introduction information 850. Figure 8 A targeting control 840 is displayed in the middle of the game scene 80. The player uses physical keys or virtual keys to control the targeting control 840 to aim at any collectible object or any object status identifier, such as Fig. 9 The aiming control 840 shown aims at the collectible object 810 to display the attribute information and / or theme introduction information 850 corresponding to the collectible object 810, which is not limited to the specifics herein.
[0067] In one embodiment, the aiming control can also be used to aim at other virtual objects that are not collectible objects to display attribute information and / or theme introduction information of the virtual objects. Specifically, the method further includes: in response to the aiming operation of controlling the aiming control to aim at any virtual object or any object status identifier, displaying attribute information and / or theme introduction information of any virtual object. Figure 8 The aiming control 840 shown can also be used to aim at the virtual object 820 "NPC" or the luminous effect logo of the virtual object 820, that is, to display the attribute information and / or theme introduction information corresponding to the virtual object 820 "NPC". It should be noted that all the functions / effects of the aiming control for any collectible object in the embodiment of the present invention are also applicable to any virtual object, and the details will not be repeated here.
[0068] In one embodiment, displaying the attribute information of any collectible object and / or the theme introduction information includes: if any collectible object is a music object, displaying the attribute information of any collectible object and / or the theme introduction information, and playing the audio data corresponding to any collectible object; if any collectible object is a non-music object, displaying the attribute information of any collectible object and / or the theme introduction information. In this embodiment, in order to enrich the collection experience of the game, the recognition of the collectible object is improved from the sound effect level. If the collectible object that generates the interactive operation is a music type collectible object, the corresponding theme music can also be played, so that the collection experience is organically combined with the visual, auditory and theme content, and the collection experience is improved. In one embodiment, a collectible object type can correspond to a theme music. Then, in response to the interactive operation for any collectible object, according to the collectible object type corresponding to any collectible object, the audio data corresponding to the collectible object type is played, and the attribute information and / or theme introduction information of any collectible object are displayed at the same time. For example, when the aiming control is aimed at a collectible object of the "music and dance" type, the theme music corresponding to the "music and dance" type is played; when the aiming control is aimed at a collectible object of the "weapon" type, the theme music corresponding to the "weapon" type is played, and the specific details are not limited here. In one embodiment, the audio playback effect of the aiming control for any collectible object is also applicable to any virtual object, and the specific details are not repeated here.
[0069] Step S703: determining a collectible object within a preset range of the controlled virtual character as a target collection object, and displaying collection operation prompt information or a collection operation control corresponding to the target collection object;
[0070] In one embodiment, the observable range is larger than the preset range. It should be noted that, regardless of whether the observation state is entered, the controlled virtual character needs to be close to the collectible object, that is, the collectible object is within the preset range of the controlled virtual character, in order to trigger the collection operation. Therefore, the preset range is set to be smaller than the observable range, so as to more accurately determine the target collection object to be collected.
[0071] In one embodiment, the target collection object is the collectible object that is located within the preset range of the controlled virtual character and is closest to the controlled virtual character. It should be noted that since there may be at least one collectible object within the preset range of the controlled virtual character, in order to collect more quickly, the collectible object that is located within the preset range of the controlled virtual character and is closest to the controlled virtual character is determined as the target collection object. The player can continuously trigger the first collection operation / the second collection operation to continuously collect all the collectible objects within the preset range, thereby improving the convenience of collection.
[0072] Step S704: In response to a first collection operation that matches the collection operation prompt information, or a second collection operation for a collection operation control, the target collection object is collected.
[0073] In one embodiment, after the target collection object is collected, the method further includes: displaying collection feedback information of the target collection object. In this embodiment, after the player triggers the first collection operation / second collection operation on the target collection object, the collection feedback information of the target collection object can also be displayed so that the player can know the effect feedback after the collection. Among them, the collection feedback information can include indication information on whether the target collection object is successfully collected, reward information for successful collection of the target collection object, attribute information of the target collection object, theme introduction information of the target collection object, status / status change information of the target collection object in the preset collection object set, quantity / quantity change information of the target collection object in the preset collection object set, display entry indication information of the preset collection object set, entrance indication information of the detailed introduction display interface of the target collection object, and display entry indication information of the backpack, any one or more of which are not specifically limited here. By displaying the collection feedback information, it is possible to provide players with a more convenient information display or jump entrance, and the collection experience is smoother.
[0074] Furthermore, in one embodiment, the collection feedback information includes: display entry indication information of a preset collection object set, and the display entry indication information is used to indicate the operation mode of the preset collection object set. In this embodiment, after the target collection object is collected, the display entry indication information of the preset collection object set is displayed. By viewing the display entry indication information, the player can know the operation mode of entering / opening / viewing the preset collection object set. For example, assuming that the operation mode of entering / opening / viewing the preset collection object set is to press the "T key" on the keyboard, then the display entry indication information can include the operation prompt of "pressing the T key", which is not limited here. In one embodiment, after the target collection object is collected, a viewing control of the preset collection object set can also be provided in the graphical user interface, and in response to the triggering operation of the viewing control, the display interface of the preset collection object set is displayed; this method is more suitable for touch-operated terminal devices.
[0075] In one embodiment, the preset collection object set has a corresponding object list; the method further includes: in response to a viewing operation on the preset collection object set, displaying a display interface of the preset collection object set, the display interface is used to display the collectible objects in the object list, and the collectible objects in the object list include all collected objects and uncollected objects corresponding to the controlled virtual character. In this embodiment, the preset collection object set is the same for any controlled virtual character, and for different controlled virtual characters, the object lists corresponding to the preset collection object set are different, that is, the collected objects and uncollected objects are different. The object list contains the same objects as the preset collection object set, except that the collectible objects in the object list have corresponding collected or uncollected identifications / marks, which are used to indicate the collection status of the collected objects and uncollected objects. In one embodiment, the viewing operation on the preset collection object set can be an operation adapted to the display entry indication information of the preset collection object set in the collection feedback information, for example, "pressing the T key" can be used as a viewing operation, which is not limited here.
[0076] Further, in one embodiment, the collected objects are displayed as activated in the display interface and / or the lower interface of the display interface; the uncollected objects are displayed as inactivated in the display interface and / or the lower interface of the display interface. In this embodiment, the collected objects and uncollected objects displayed in the display interface of the preset collection object set are in different activation states, the collected objects are displayed in an activated state, such as the icon is in color, or the icon has special effects, etc.; the uncollected objects are displayed in an inactivated state, such as the icon is gray, or the icon has no special effects, etc., which are not specifically limited here. It should be noted that the collected objects (if any) and the uncollected objects (if any) are displayed as activated and inactivated in any display interface, respectively, and any display interface includes: the highest level display interface of the preset collection object set and any lower level interface of the highest level display interface; for example, the list page of the uncollected objects, the list page of the collected objects, the details page of the collected objects, the details page of the uncollected objects, etc., if displayed, are all displayed as the corresponding activation state effect.
[0077] In one embodiment, in response to the successful collection of the target collection object, the display information of the target collection object in the display interface of the preset collection object set is updated, and the display information includes: status information and / or quantity information. In this embodiment, after the target collection object is successfully collected, the display information of the target collection object in the display interface of the preset collection object set is also synchronously updated, and the updated display information includes the status information of the target collection object (for example, the inactivated state becomes the activated state) and / or the quantity information (for example, 1 becomes 2), and the updated display information may also include the collection progress, the reward acquisition gap, etc., which are not specifically limited here.
[0078] In one embodiment, after displaying the display interface of the preset collection object set in response to a viewing operation on the preset collection object set, the method further includes: in response to a trigger operation in the display interface for any collectible object in the preset collection object set, displaying the attribute information of any collectible object, and / or the theme introduction information; if any collectible object is a music object, playing the audio data corresponding to any collectible object. It can be understood that in the display interface, when any collectible object is triggered, the attribute information and / or the theme introduction information of the collectible object can be displayed. If it is a music object, the audio data corresponding to the any collectible object can also be played. For example, when a collectible object of the "music and dance" type is triggered, the theme music corresponding to the "music and dance" type is played; when a collectible object of the "weapon" type is triggered, the theme music corresponding to the "weapon" type is played. The specifics are not limited here. Fig.11As shown, it is a schematic diagram of the game scene provided in an embodiment of the present invention, and the game scene 110 is displayed through the graphical user interface provided by the terminal device. The game scene 110 displays a display interface of a preset collection object set, and the display interface can represent the highest-level display interface of the preset collection object set or any lower-level interface of the highest-level display interface, without specific limitation. Fig.11 The game scene 110 shown includes collectible objects 1110, collectible objects 1120, collectible objects 1130, and attribute information and / or theme introduction information 1140 of collectible objects 1130. When the player triggers the collectible object 1130 (such as clicking), the attribute information and / or theme introduction information 1140 is displayed. The attribute information and / or theme introduction information 1140 can also be displayed in an independent lower-level interface, which is not limited here.
[0079] In one embodiment, in response to the successful collection of the target collection object, it is determined whether to display the target collection object in the game scene according to the collection attribute of the target collection object, and the collection attribute is used to indicate whether the collectible object is a fixed object in the game scene; the target collection object is marked as an uncollectible object. In this embodiment, after the controlled virtual character successfully collects the target collection object, the target collection object may continue to be displayed in the game scene, or the target collection object may not be displayed. Whether the target collection object is displayed in the game scene depends on the collection attribute of the target collection object. The collection attribute of the target collection object is a preset attribute used to distinguish whether the collectible object is a fixed object in the game scene. For example, assuming that there is a painting hanging on the wall of the game scene, and this painting is a collectible object, after the controlled virtual character successfully collects this painting, this painting may continue to hang on the wall, or it may disappear on the wall. If this painting continues to hang on the wall, it means that the collection attribute of this painting indicates that this painting is a fixed object in the game scene. If this painting disappears on the wall, it means that the collection attribute of this painting indicates that this painting is not a fixed object in the game scene. The specifics are not limited here. It should be noted that regardless of whether the target collection object is a fixed object in the game scene, after the target collection object is successfully collected by the controlled virtual character, the target collection object is marked as an uncollectible object. For the controlled virtual character, the target collection object becomes an uncollectible object and enters the observation state again. The target collection object cannot be determined as a collectible object, and the object status identifier corresponding to the target collection object is no longer displayed.
[0080] In one embodiment, after the target collection object is marked as a non-collectible object, if it is still displayed in the game scene, then the target collection object can still have interactivity or lose interactivity; if the target collection object still has interactivity, when entering the observation state again, the target collection object can still be used as a virtual object within the observable range; if the target collection object loses interactivity, when entering the observation state again, the target collection object will become part of the game scene background. Whether it still has interactivity can also be set by the interactive properties of the collectible object, which is not specifically limited here.
[0081] The method for collecting virtual objects provided in the above embodiment can trigger the observation skill operation to display the identifier of the collectible object when the player needs to know the objects that can be collected in the game scene. The player can also interact with any collectible object to display the attribute information and / or theme introduction information of the collectible object, so that the player can make an accurate decision on whether to go to collect according to the identifier, attribute information and / or theme introduction information, avoiding the player's blind going and causing the collection failure or the collection object not meeting expectations. In addition, when the controlled virtual character approaches the collectible object, the collection method prompt or collection control is displayed to help the player complete the collection operation smoothly, lower the threshold of the collection operation, and enable players who are not familiar with the game to collect smoothly.
[0082] Corresponding to the above method embodiment, see Fig.12 A schematic diagram of a virtual object collection device is shown, which provides a graphical user interface through a terminal device, and the graphical user interface displays a game scene, and at least one virtual object and a controlled virtual character located in the game scene. The device includes: a determination module 1200, which is used to determine a collectible object from at least one virtual object within an observable range in response to a skill operation of observing the game scene, and display a corresponding object status identifier for the collectible object; wherein the collectible object is a virtual object existing in a preset collection object set, and the object status identifier is used to mark the virtual object as a collectible object; a display module 1210, which is used to determine the collectible object located within the preset range of the controlled virtual character as a target collection object, and display collection operation prompt information or collection operation controls corresponding to the target collection object; a collection module 1230, which is used to collect the target collection object in response to a first collection operation adapted to the collection operation prompt information, or a second collection operation for the collection operation control.
[0083] The above-mentioned virtual object collection device can trigger the observation skill operation when the player needs to know the objects that can be collected in the game scene, and display the identification of the collectible object. The player makes a decision whether to go to collect according to the identification, thereby avoiding the failure of collection caused by the player's blind going. In addition, when the controlled virtual character approaches the collectible object, the collection method prompt or collection control is displayed to help the player complete the collection operation smoothly, reduce the threshold of the collection operation, and even players who are not familiar with the game can collect smoothly.
[0084] Optionally, the device further includes: an interaction module, configured to display attribute information of any collectible object and / or topic introduction information in response to an interaction operation on any collectible object.
[0085] Optionally, in a state corresponding to the skill operation of observation, the graphical user interface provides an aiming control; the interactive operation for any collectible object includes: controlling the aiming control to aim at any collectible object or any object state identifier.
[0086] Optionally, attribute information of any collectible object and / or theme introduction information is displayed, including: if any collectible object is a music object, attribute information of any collectible object and / or theme introduction information is displayed, and audio data corresponding to any collectible object is played; if any collectible object is a non-music object, attribute information of any collectible object and / or theme introduction information is displayed.
[0087] Optionally, the observable range is larger than the preset range.
[0088] Optionally, the observable range is used to indicate the scene range of the game scene captured by the shooting direction of the virtual camera; or, the preset field of view range of the controlled virtual character, the preset field of view range is used to indicate the position of the controlled virtual character in the game scene, and the scene range presented by the preset distance.
[0089] Optionally, each virtual object corresponds to an object type, each object type corresponds to an object state identifier, the object type corresponding to the collectible object is the collectible object type, and the object state identifier corresponding to the collectible object is the object state identifier corresponding to the collectible object type.
[0090] Optionally, each collectible object corresponds to a collectible object type; each collectible object type corresponds to a collection operation identifier; the collection operation prompt information corresponding to the target collection object includes: the collection operation identifier corresponding to the collectible object type of the target collection object.
[0091] Optionally, the object state identifier includes: an identifier or a label identifier for displaying a stroke effect, a magnification effect, a suspension effect, a light beam effect.
[0092] Optionally, in a state corresponding to the skill operation being observed, the graphical user interface displays a game scene background in a unified display state, and the scene background is used to indicate the game scene content excluding all virtual objects in the game scene.
[0093] Optionally, the target collection object is a collectible object that is located within a preset range of the controlled virtual character and is closest to the controlled virtual character.
[0094] Optionally, after collecting the target collection objects, the device further includes: a feedback module, which is used to display collection feedback information of the target collection objects.
[0095] Optionally, the collected feedback information includes: display entry indication information of a preset collection object set, where the display entry indication information is used to indicate an operation mode of the preset collection object set.
[0096] Optionally, the preset collection object set has a corresponding object list; the device also includes: a viewing module, used to display a display interface of the preset collection object set in response to a viewing operation on the preset collection object set, the display interface is used to display the collectible objects in the object list, and the collectible objects in the object list include all collected objects and uncollected objects corresponding to the controlled virtual character.
[0097] Optionally, the collected objects are displayed as activated on the display interface and / or a lower-level interface of the display interface; the uncollected objects are displayed as unactivated on the display interface and / or a lower-level interface of the display interface.
[0098] Optionally, in response to successful collection of the target collection object, display information of the target collection object in a display interface of a preset collection object set is updated, and the display information includes: status information and / or quantity information.
[0099] Optionally, the device also includes: a trigger module, which is used to display attribute information and / or theme introduction information of any collectible object in response to a trigger operation on any collectible object in a preset collection object set in the display interface; and a playing module, which is used to play audio data corresponding to any collectible object if any collectible object is a music object.
[0100] Optionally, the device also includes: a marking module, which is used to determine whether to display the target collection object in the game scene in response to successful collection of the target collection object, based on the collection attributes of the target collection object, and the collection attributes are used to indicate whether the collectible object is a fixed object in the game scene; and mark the target collection object as an uncollectible object.
[0101] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above virtual object collection method. The electronic device can be a server or a terminal device.
[0102] See also Fig.13 As shown, the electronic device includes a processor 1300 and a memory 1310 , wherein the memory 1310 stores machine executable instructions that can be executed by the processor 1300 , and the processor 1300 executes the machine executable instructions to implement the above-mentioned virtual object collection method.
[0103] Further, Fig.13 The electronic device shown also includes a bus 1320 and a communication interface 1330 , and the processor 1300 , the communication interface 1330 , and the memory 1310 are connected via the bus 1320 .
[0104] The memory 1310 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 1330 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 1320 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.13 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0105] The processor 1300 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 1300. The above processor 1300 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, register, or other mature storage media in the art. The storage medium is located in the memory 1310, and the processor 1300 reads the information in the memory 1310 and completes the steps of the method of the aforementioned embodiment in combination with its hardware, for example:
[0106] A graphical user interface is provided through a terminal device, and the graphical user interface displays a game scene, and at least one virtual object and a controlled virtual character located in the game scene. The steps include: in response to a skill operation of observing the game scene, a collectible object is determined from at least one virtual object within an observable range, and a corresponding object status identifier is displayed for the collectible object; wherein the collectible object is a virtual object existing in a preset collection object set, and the object status identifier is used to mark the virtual object as a collectible object; the collectible object located within the preset range of the controlled virtual character is determined as a target collection object, and collection operation prompt information or a collection operation control corresponding to the target collection object is displayed; in response to a first collection operation adapted to the collection operation prompt information, or a second collection operation for the collection operation control, the target collection object is collected.
[0107] In this method, when the player needs to know the objects that can be collected in the game scene, the observation skill operation can be triggered to display the identifier of the collectible object. The player makes a decision on whether to go to collect it based on the identifier, thereby avoiding the failure of the collection caused by the player's blind going. In addition, when the controlled virtual character approaches the collectible object, the collection method prompt or collection control is displayed to help the player complete the collection operation smoothly, lower the threshold of the collection operation, and even players who are not familiar with the game can collect it smoothly.
[0108] Optionally, in response to a skill operation of observing the game scene, after determining a collectible object from at least one virtual object within the observable range and displaying a corresponding object status identifier for the collectible object, the method also includes: in response to an interactive operation on any collectible object, displaying attribute information of any collectible object, and / or theme introduction information.
[0109] Optionally, in a state corresponding to the skill operation of observation, the graphical user interface provides an aiming control; the interactive operation for any collectible object includes: controlling the aiming control to aim at any collectible object or any object state identifier.
[0110] Optionally, attribute information of any collectible object and / or theme introduction information is displayed, including: if any collectible object is a music object, attribute information of any collectible object and / or theme introduction information is displayed, and audio data corresponding to any collectible object is played; if any collectible object is a non-music object, attribute information of any collectible object and / or theme introduction information is displayed.
[0111] Optionally, the observable range is larger than the preset range.
[0112] Optionally, the observable range is used to indicate the scene range of the game scene captured by the shooting direction of the virtual camera; or, the preset field of view range of the controlled virtual character, the preset field of view range is used to indicate the position of the controlled virtual character in the game scene, and the scene range presented by the preset distance.
[0113] Optionally, each virtual object corresponds to an object type, each object type corresponds to an object state identifier, the object type corresponding to the collectible object is the collectible object type, and the object state identifier corresponding to the collectible object is the object state identifier corresponding to the collectible object type.
[0114] Optionally, each collectible object corresponds to a collectible object type; each collectible object type corresponds to a collection operation identifier; the collection operation prompt information corresponding to the target collection object includes: the collection operation identifier corresponding to the collectible object type of the target collection object.
[0115] Optionally, the object state identifier includes: an identifier or a label identifier for displaying a stroke effect, a magnification effect, a suspension effect, a light beam effect.
[0116] Optionally, in a state corresponding to the skill operation being observed, the graphical user interface displays a game scene background in a unified display state, and the scene background is used to indicate the game scene content excluding all virtual objects in the game scene.
[0117] Optionally, the target collection object is a collectible object that is located within a preset range of the controlled virtual character and is closest to the controlled virtual character.
[0118] Optionally, after collecting the target collection object, the method further includes: displaying collection feedback information of the target collection object.
[0119] Optionally, the collected feedback information includes: display entry indication information of a preset collection object set, where the display entry indication information is used to indicate an operation mode of the preset collection object set.
[0120] Optionally, the preset collection object set has a corresponding object list; the method also includes: in response to a viewing operation on the preset collection object set, displaying a display interface of the preset collection object set, the display interface being used to display the collectible objects in the object list, the collectible objects in the object list including all collected objects and uncollected objects corresponding to the controlled virtual character.
[0121] Optionally, the collected objects are displayed as activated on the display interface and / or a lower-level interface of the display interface; the uncollected objects are displayed as unactivated on the display interface and / or a lower-level interface of the display interface.
[0122] Optionally, in response to successful collection of the target collection object, display information of the target collection object in a display interface of a preset collection object set is updated, and the display information includes: status information and / or quantity information.
[0123] Optionally, after displaying a display interface of a preset collection object set in response to a viewing operation on a preset collection object set, the method further includes: displaying attribute information of any collectible object and / or theme introduction information in response to a trigger operation in the display interface for any collectible object in the preset collection object set; if any collectible object is a music object, playing audio data corresponding to any collectible object.
[0124] Optionally, after collecting the target collection object, the method also includes: in response to successful collection of the target collection object, determining whether to display the target collection object in the game scene according to a collection attribute of the target collection object, the collection attribute being used to indicate whether the collectible object is a fixed object in the game scene; marking the target collection object as an uncollectible object.
[0125] This embodiment further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned virtual object collection method, for example:
[0126] A graphical user interface is provided through a terminal device, and the graphical user interface displays a game scene, and at least one virtual object and a controlled virtual character located in the game scene. The steps include: in response to a skill operation of observing the game scene, a collectible object is determined from at least one virtual object within an observable range, and a corresponding object status identifier is displayed for the collectible object; wherein the collectible object is a virtual object existing in a preset collection object set, and the object status identifier is used to mark the virtual object as a collectible object; the collectible object located within the preset range of the controlled virtual character is determined as a target collection object, and collection operation prompt information or a collection operation control corresponding to the target collection object is displayed; in response to a first collection operation adapted to the collection operation prompt information, or a second collection operation for the collection operation control, the target collection object is collected.
[0127] In this method, when the player needs to know the objects that can be collected in the game scene, the observation skill operation can be triggered to display the identifier of the collectible object. The player makes a decision on whether to go to collect it based on the identifier, thereby avoiding the failure of the collection caused by the player's blind going. In addition, when the controlled virtual character approaches the collectible object, the collection method prompt or collection control is displayed to help the player complete the collection operation smoothly, lower the threshold of the collection operation, and even players who are not familiar with the game can collect it smoothly.
[0128] Optionally, in response to a skill operation of observing the game scene, after determining a collectible object from at least one virtual object within the observable range and displaying a corresponding object status identifier for the collectible object, the method also includes: in response to an interactive operation on any collectible object, displaying attribute information of any collectible object, and / or theme introduction information.
[0129] Optionally, in a state corresponding to the skill operation of observation, the graphical user interface provides an aiming control; the interactive operation for any collectible object includes: controlling the aiming control to aim at any collectible object or any object state identifier.
[0130] Optionally, attribute information of any collectible object and / or theme introduction information is displayed, including: if any collectible object is a music object, attribute information of any collectible object and / or theme introduction information is displayed, and audio data corresponding to any collectible object is played; if any collectible object is a non-music object, attribute information of any collectible object and / or theme introduction information is displayed.
[0131] Optionally, the observable range is larger than the preset range.
[0132] Optionally, the observable range is used to indicate the scene range of the game scene captured by the shooting direction of the virtual camera; or, the preset field of view range of the controlled virtual character, the preset field of view range is used to indicate the position of the controlled virtual character in the game scene, and the scene range presented by the preset distance.
[0133] Optionally, each virtual object corresponds to an object type, each object type corresponds to an object state identifier, the object type corresponding to the collectible object is the collectible object type, and the object state identifier corresponding to the collectible object is the object state identifier corresponding to the collectible object type.
[0134] Optionally, each collectible object corresponds to a collectible object type; each collectible object type corresponds to a collection operation identifier; the collection operation prompt information corresponding to the target collection object includes: the collection operation identifier corresponding to the collectible object type of the target collection object.
[0135] Optionally, the object state identifier includes: an identifier or a label identifier for displaying a stroke effect, a magnification effect, a suspension effect, a light beam effect.
[0136] Optionally, in a state corresponding to the skill operation being observed, the graphical user interface displays a game scene background in a unified display state, and the scene background is used to indicate the game scene content excluding all virtual objects in the game scene.
[0137] Optionally, the target collection object is a collectible object that is located within a preset range of the controlled virtual character and is closest to the controlled virtual character.
[0138] Optionally, after collecting the target collection object, the method further includes: displaying collection feedback information of the target collection object.
[0139] Optionally, the collected feedback information includes: display entry indication information of a preset collection object set, where the display entry indication information is used to indicate an operation mode of the preset collection object set.
[0140] Optionally, the preset collection object set has a corresponding object list; the method also includes: in response to a viewing operation on the preset collection object set, displaying a display interface of the preset collection object set, the display interface being used to display the collectible objects in the object list, the collectible objects in the object list including all collected objects and uncollected objects corresponding to the controlled virtual character.
[0141] Optionally, the collected objects are displayed as activated on the display interface and / or a lower-level interface of the display interface; the uncollected objects are displayed as unactivated on the display interface and / or a lower-level interface of the display interface.
[0142] Optionally, in response to successful collection of the target collection object, display information of the target collection object in a display interface of a preset collection object set is updated, and the display information includes: status information and / or quantity information.
[0143] Optionally, after displaying a display interface of a preset collection object set in response to a viewing operation on a preset collection object set, the method further includes: displaying attribute information of any collectible object and / or theme introduction information in response to a trigger operation in the display interface for any collectible object in the preset collection object set; if any collectible object is a music object, playing audio data corresponding to any collectible object.
[0144] Optionally, after collecting the target collection object, the method also includes: in response to successful collection of the target collection object, determining whether to display the target collection object in the game scene according to a collection attribute of the target collection object, the collection attribute being used to indicate whether the collectible object is a fixed object in the game scene; marking the target collection object as an uncollectible object.
[0145] The computer program product of the virtual object collection method, device, electronic device and storage medium provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0146] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.
[0147] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.
[0148] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0149] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0150] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.
Claims
1. A method for collecting virtual objects, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays a game scene, and at least one virtual object and a controlled virtual character located in the game scene, and the method comprises: In response to a skill operation of observing a game scene, a collectible object is determined from at least one virtual object within an observable range, and a corresponding object state identifier is displayed for the collectible object; wherein the collectible object is a virtual object existing in a preset collection object set, and the object state identifier is used to indicate that the virtual object is a collectible object; Determine the collectible object located within the preset range of the controlled virtual character as a target collection object, and display collection operation prompt information or collection operation controls corresponding to the target collection object; In response to a first collection operation adapted to the collection operation prompt information, or a second collection operation for the collection operation control, the target collection object is collected.
2. The method according to claim 1, characterized in that After determining a collectible object from at least one virtual object within an observable range in response to the skill operation of observing the game scene, and displaying a corresponding object status identifier for the collectible object, the method further includes: In response to an interactive operation on any collectible object, attribute information of the any collectible object and / or theme introduction information are displayed.
3. The method according to claim 2, characterized in that In a state corresponding to the skill operation of observing, the graphical user interface provides an aiming control; The interactive operation for any collectible object includes: Controlling the aiming operation of the aiming control on any collectible object or any object state identifier.
4. The method according to claim 2, characterized in that: The display of the attribute information of any collectible object and / or the subject introduction information includes: If any of the collectible objects is a music object, display the attribute information of the any of the collectible objects and / or the theme introduction information, and play the audio data corresponding to the any of the collectible objects; If any of the collectible objects is a non-music object, attribute information of the collectible object and / or theme introduction information are displayed.
5. The method according to claim 1, characterized in that The observable range is larger than the preset range.
6. The method according to claim 1, characterized in that The observable range is used to indicate the scene range of the game scene captured by the shooting direction of the virtual camera; or, the preset field of view range of the controlled virtual character, and the preset field of view range is used to indicate the scene range presented by the position of the controlled virtual character in the game scene and the radiating preset distance.
7. The method according to claim 1, characterized in that Each virtual object corresponds to an object type, each object type corresponds to an object state identifier, the object type corresponding to the collectible object is a collectible object type, and the object state identifier corresponding to the collectible object is an object state identifier corresponding to the collectible object type.
8. The method according to claim 7, characterized in that Each collectible object corresponds to a collectible object type; Each collectible object type corresponds to a collection operation identifier; The collection operation prompt information corresponding to the target collection object includes: a collection operation identifier corresponding to the collectible object type of the target collection object.
9. The method according to claim 1, characterized in that: The object state identifier includes: an identifier or a label identifier that displays a stroke effect, a magnification effect, a suspension effect, or a light column effect.
10. The method according to claim 1, characterized in that In a state corresponding to the skill operation being observed, the graphical user interface displays a game scene background in a unified display state, and the scene background is used to indicate the game scene content in the game scene except all the virtual objects.
11. The method according to claim 1, characterized in that: The target collection object is a collectible object that is located within a preset range of the controlled virtual character and is closest to the controlled virtual character.
12. The method according to claim 1, characterized in that After collecting the target collection objects, the method further includes: Display the collection feedback information of the target collection object.
13. The method according to claim 12, characterized in that The collection feedback information includes: display entry indication information of the preset collection object set, and the display entry indication information is used to indicate the operation mode of the preset collection object set.
14. The method according to claim 1, characterized in that The preset collection object set has a corresponding object list; the method further includes: In response to a viewing operation on the preset collection object set, a display interface of the preset collection object set is displayed, wherein the display interface is used to display the collectible objects in the object list, and the collectible objects in the object list include all collected objects and uncollected objects corresponding to the controlled virtual character.
15. The method according to claim 14, characterized in that The collected objects are displayed as activated on the display interface and / or a lower-level interface of the display interface; the uncollected objects are displayed as unactivated on the display interface and / or a lower-level interface of the display interface.
16. The method according to claim 1, characterized in that In response to successful collection of the target collection object, display information of the target collection object in the display interface of the preset collection object set is updated, and the display information includes: status information and / or quantity information.
17. The method according to claim 14, characterized in that After displaying a display interface of the preset collection object set in response to a viewing operation on the preset collection object set, the method further includes: In response to a triggering operation on any collectible object in the preset collection object set in the display interface, displaying attribute information of any collectible object and / or subject introduction information; If any of the collectible objects is a music object, the audio data corresponding to the any of the collectible objects is played.
18. The method according to claim 1, characterized in that After collecting the target collection objects, the method further includes: In response to successfully collecting the target collection object, determining whether to display the target collection object in the game scene according to a collection attribute of the target collection object, the collection attribute being used to indicate whether the collectible object is a fixed object in the game scene; The target collection object is marked as an uncollectible object.
19. A device for collecting virtual objects, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays a game scene, and at least one virtual object and a controlled virtual character located in the game scene, and the apparatus comprises: A determination module, configured to determine a collectible object from at least one virtual object within an observable range in response to a skill operation of observing a game scene, and to display a corresponding object status identifier for the collectible object; wherein the collectible object is a virtual object existing in a preset collection object set, and the object status identifier is used to indicate that the virtual object is a collectible object; A display module, used to determine the collectible object located within the preset range of the controlled virtual character as a target collection object, and display collection operation prompt information or collection operation controls corresponding to the target collection object; The collection module is used to collect the target collection object in response to a first collection operation adapted to the collection operation prompt information, or a second collection operation for the collection operation control.
20. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the virtual object collection method according to any one of claims 1 to 18.
21. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the virtual object collection method according to any one of claims 1 to 18.
