Interaction methods, devices and electronic devices in games
By generating fundraising areas in the game scene, teammates can automatically consume resources to quickly deploy virtual supplies, solving the problem of cumbersome resource deployment operations in multiplayer online tactical shooting games, and improving game efficiency and player experience.
Patent Information
- Application Number
- CN202411698892.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-26
- Publication Date
- 2026-01-30
- Estimated Expiration
- 2044-11-26
AI Technical Summary
In multiplayer online tactical shooter games, the process of calling in supplies is cumbersome, especially in tense and intense combat environments where it is inefficient. Furthermore, it is difficult to quickly and effectively gather funds when players are not in fixed teams, which affects the game pace and player experience.
By generating fundraising areas in the game scene, teammates can enter these areas to transfer resources, automatically consuming their resources to reach the preset quantity of supplies to be deployed, thus enabling the rapid deployment of virtual resources.
The process of calling for supplies has been simplified, improving operational efficiency in the game and enhancing teamwork and player experience.
Smart Images

Figure CN119680194B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and more specifically to an interactive method, device, electronic device, and computer-readable storage medium in a game. Background Technology
[0002] Virtual games encompass a variety of gameplay modes, among which using in-game currency to call in supplies is a common one. These supplies typically include high-quality virtual equipment or crucial virtual resources, significantly enhancing a team's overall strength. However, calling in supplies usually requires a substantial amount of virtual currency, often too much for a single player to bear alone, thus necessitating contributions from multiple team members.
[0003] In related technologies, the common method for calling for supplies is for other players in the team to manually open their backpacks, select virtual currency, and drop it into the game scene for one player in the team to pick up. That player then calls for supplies to be dropped, which makes the process of calling for supplies too cumbersome and extremely inefficient. Summary of the Invention
[0004] This application provides an interaction method, device, electronic device, and computer-readable storage medium for games, which can simplify the operation of calling for the delivery of supplies and improve the efficiency of calling for the delivery of supplies. The specific solution is as follows:
[0005] In a first aspect, embodiments of this application provide an interaction method in a game, which provides a graphical user interface through a first terminal device, the graphical user interface including at least a portion of the game scene, the method comprising:
[0006] In response to a fundraising instruction, a fundraising area is generated at a preset location in the game scene;
[0007] Determine a first number of virtual resources transferred by the first virtual character, wherein the first virtual character is controlled by the first terminal device;
[0008] In response to a first event that at least one second virtual character enters the fundraising area, a second amount of virtual resources transferred by the second virtual character is determined, wherein the second virtual character is in the same camp as the first virtual character.
[0009] If the sum of the first quantity and the second quantity reaches the preset quantity, the preset quantity of virtual resources is consumed from the virtual resources owned by the first virtual character and the virtual resources owned by the second virtual character.
[0010] Virtual resources are deployed in the game scene.
[0011] Secondly, embodiments of this application provide an interactive device for a game, which provides a graphical user interface through a first terminal device. The graphical user interface includes at least a portion of the game scene, and the device includes:
[0012] The first determining unit is used to generate a fundraising area at a preset location in the game scene in response to a fundraising instruction;
[0013] The second determining unit is used to determine a first number of virtual resources transferred by the first virtual character, wherein the first virtual character is controlled by the first terminal device.
[0014] The third determining unit is configured to, in response to a first event in which at least one second virtual character enters the fundraising area, determine a second quantity of virtual resources transferred by the second virtual character, wherein the second virtual character is in the same camp as the first virtual character.
[0015] The consumption unit is configured to consume the preset number of virtual resources from the virtual resources owned by the first virtual character and the virtual resources owned by the second virtual character if the sum of the first quantity and the second quantity reaches the preset quantity.
[0016] The delivery unit is used to deliver virtual resources in the game scene.
[0017] Thirdly, this application also provides an electronic device, including:
[0018] Processor; and
[0019] A memory for storing a data processing program, which, when the electronic device is powered on and runs through the processor, executes the method described in the first aspect.
[0020] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a data processing program that is executed by a processor to perform the method described in the first aspect.
[0021] Compared with the prior art, this application has the following advantages:
[0022] The interactive method in the game provided in this application embodiment provides a graphical user interface through a first terminal device. The graphical user interface includes at least a portion of the game scene. The method includes the following steps: in response to a fundraising instruction, generating a fundraising area at a preset location in the game scene; determining a first quantity of virtual resources transferred by a first virtual character, the first virtual character being controlled by the first terminal device; in response to a first event of at least one second virtual character entering the fundraising area, determining a second quantity of virtual resources transferred by the second virtual character, the second virtual character being in the same faction as the first virtual character; if the sum of the first quantity and the second quantity reaches the preset quantity, consuming the preset quantity of virtual resources from the virtual resources owned by the first virtual character and the virtual resources owned by the second virtual character; and deploying virtual resources in the game scene.
[0023] As can be seen, the game interaction method provided in this application embodiment allows the player controlling the first virtual character to trigger a fundraising command to generate a fundraising area. A teammate character (the second virtual character) can enter this fundraising area. When the total amount of virtual resources to be transferred by the teammate character and the first virtual character reaches the preset quantity required for deploying virtual supplies, the preset quantity of virtual resources can be automatically consumed from the virtual resources owned by the first virtual character and the teammate character, quickly deploying the virtual supplies. Therefore, compared to related technologies where other teammates manually discard virtual resources, another player manually picks them up, and manually calculates when the quantity for deploying supplies is reached, the game interaction method provided in this application embodiment can quickly deploy virtual supplies simply by generating a fundraising area, simplifying the deployment operation, improving the efficiency of deploying supplies, and thus enhancing the player experience. Attached Figure Description
[0024] Figure 1 This is a game system diagram provided in an embodiment of the present application for implementing an interaction method in a game;
[0025] Figure 2 A flowchart of the game interaction method provided in this application embodiment;
[0026] Figure 3 This is a schematic diagram of an example of the interaction method in a game provided in this application embodiment;
[0027] Figure 4 This is a schematic diagram of another example of the interaction method in the game provided in the embodiments of this application;
[0028] Figure 5 This is a schematic diagram of another example of the interaction method in the game provided in the embodiments of this application;
[0029] Figure 6 This is a structural block diagram of an example of an interactive device in a game provided in the embodiments of this application;
[0030] Figure 7 This is a structural block diagram of an example of an electronic device for interaction in a game, provided in an embodiment of this application. Detailed Implementation
[0031] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.
[0032] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.
[0033] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.
[0034] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.
[0035] It should be noted that the instructions or operations appearing in the subsequent detailed description of the game interaction methods provided in the embodiments of this application can all be regarded as instructions or operations triggered by the player through fingers or by controlling a mouse, keyboard, game controller, stylus, or voice. The specific triggering operation can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, tablet, or game console, the player can trigger instructions or operations on the touch screen through any suitable object or accessory such as a finger or stylus, or through voice. When the terminal device is a non-touch screen terminal device such as a desktop computer or laptop, the player can trigger instructions or operations through external devices such as a mouse, keyboard, or game controller.
[0036] Before detailing the implementation methods of this application, the prior art will be further described first.
[0037] In multiplayer online tactical shooter games, the in-game economy is a crucial component of player interaction and strategy. One common mechanism is using in-game currency to call in supply crates via airdrops, designed to provide players with additional weapons, ammunition, and other critical resources, thereby enhancing their combat capabilities. This mechanism not only adds depth and complexity to the game but also fosters teamwork and communication.
[0038] Currently, in these types of games, players can call in supply crates by paying a certain amount of in-game currency. These crates typically contain high-quality equipment that can significantly improve the overall strength of the squad. However, because airdrops are relatively expensive, individual players often cannot afford the expense alone, thus requiring multiple team members to contribute. Therefore, team members must pool their in-game currency so that one person can make the purchase on behalf of the team.
[0039] However, the above method has the following problems:
[0040] First, the current method requires players to manually open their inventory, select virtual currency one by one, and drop it on the ground for another player to pick up. This process is extremely tedious, especially in tense and intense combat environments. Second, in non-fixed teams (random queues), due to a lack of trust, it is difficult for members of temporarily formed teams to quickly and effectively pool funds, thus affecting the timely summoning of airdrops. Third, the existing method of pooling funds not only slows down the game pace but may also lead to internal conflicts within the team, affecting the overall game experience. Fourth, during the manual fund pooling process, team members need to calculate their own contribution, which is particularly inconvenient without dedicated tools.
[0041] For the reasons mentioned above, in order to simplify the operation of calling for the delivery of supplies, improve the efficiency of calling for the delivery of supplies, and thus enhance the player experience, the first embodiment of this application provides an interactive method in a game. This method is applied to an electronic device, which may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an electronic watch, or other electronic devices capable of interactive gameplay. This embodiment of the application is not specifically limited to any particular device.
[0042] In one alternative embodiment, when the interactive method in the game is run on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive commands generated by the player interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters interact. The processor is used to store the game application, run the game, generate game visuals, respond to commands, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals can control the local content of the terminal device in response to the received operation commands. The terminal device can provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.
[0043] In an optional embodiment, when the interactive methods in the game run on a server, these methods can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes a server and client devices. The main body running the game application and the main body presenting the game screen are separate. The storage and execution of the interactive methods in the game are completed on the server. The presentation of the game screen is completed on the client, which is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player instructs the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.
[0044] It should be noted that, in this embodiment, the executing entity of the interaction method in the game can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This embodiment does not limit the type of executing entity.
[0045] For example, in conjunction with the above description, Figure 1This application illustrates a game system 100 for implementing interactive methods in a game, as provided in an embodiment of this application. The game system 100 may include at least one terminal 101, at least one server 102, and a network. The terminal 101 held by the player can connect to the servers 102 of different games via the network. The terminal is any device with computing hardware capable of supporting and executing software applications corresponding to the game.
[0046] In the aforementioned game system 100, terminal 101 is used to install and run the game application. In some cases, the game application may not need to be pre-installed on terminal 101, and players can directly access the game through a browser or other client. Players log in to the game application using their registered game account to control the virtual character corresponding to that account and participate in the game. When a player logs in to the game application, terminal 101 sends a login request to server 102. Server 102 verifies the game account used by the player and determines the game mechanics corresponding to the game account based on the login request. If the verification is successful, a login success notification is returned to terminal 101. During the player's participation in the game through the game application, terminal 101 and server 102 exchange data. Terminal 101 sends various information to server 102. Server 102 determines the display data for terminal 101 based on the stored game mechanics and the received information, and sends the display data back to terminal 101 so that terminal 101 can display the display data sent by server 102 to the player.
[0047] In possible application scenarios, different terminals 101 may be served by different servers 102, and the servers 102 corresponding to different terminals 101 may be the same server.
[0048] In addition, when the game system 100 includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and different servers.
[0049] The terminal 101 may have one or more multi-touch screens for sensing and obtaining input from touch or swipe operations performed by the user at multiple points on one or more touch displays. The terminal 101 may also be connected to a keyboard and / or mouse and / or game controller, enabling the user to perform interface operations via a keyboard and / or mouse and / or game controller.
[0050] The network can be a wireless or wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Additionally, different terminals can connect to other terminals or to the server using their own Bluetooth network or hotspot network. Furthermore, the system 100 can include multiple databases, which are coupled to different servers, and can continuously store game-related information in the databases while different players are playing multiplayer games online.
[0051] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system 100 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.
[0052] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.
[0053] The following, combined with Figures 2-5 This application introduces the game interaction methods provided in the embodiments.
[0054] The interactive method in the game provided in this application provides a graphical user interface through a first terminal device, wherein the graphical user interface includes at least a portion of the game scene.
[0055] It is understood that virtual games refer to applications developed according to the needs of game applications. The types of games may include, but are not limited to, at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications.
[0056] In this embodiment of the application, the virtual game is a game that supports the function of deploying virtual resources, which may include, but is not limited to, shooting games, survival games, strategy games, sandbox games, etc.
[0057] The aforementioned game scene refers to the virtual environment provided for virtual characters to perform game actions. This game scene is a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or even a purely fictional virtual environment. The game scene can be a two-dimensional or three-dimensional virtual environment, and can include elements such as sky, land, ocean, and outer space. The aforementioned game actions can include, but are not limited to, at least one of the following: adjusting body posture, crawling, walking, running, jumping, driving, picking up items, shooting, attacking, throwing, moving, sprinting, and defending.
[0058] Optionally, the virtual game described above is a third-person game, and the game scene may include a first virtual character controlled by the first terminal device.
[0059] Optionally, the virtual game is a first-person game, and the first virtual character controlled by the first terminal device may not be fully displayed in the game scene. If the first virtual character is currently holding virtual equipment, only the arm of the first virtual character and the virtual equipment currently held may be displayed.
[0060] The aforementioned first virtual character refers to the virtual character controlled by the player holding the aforementioned first terminal device. The virtual character may represent the player's image and includes, but is not limited to, at least one of the following: virtual characters, virtual animals, anime characters, virtual warships, virtual vehicles, virtual airplanes, and virtual ships.
[0061] It should be understood that the above game scenarios may also include virtual characters controlled by other players, non-player characters (NPCs) not controlled by players, etc., and this application does not limit this.
[0062] like Figure 2 The diagram shown is a flowchart of an interaction method in a game provided in an embodiment of this application, including the following steps S101 to S105.
[0063] Step S101: In response to the fundraising instruction, a fundraising area is generated at a preset location in the game scene.
[0064] The aforementioned fundraising instructions can be generated through one of the following methods: keyboard shortcuts, voice commands, air gesture recognition, or touch operations on a specified control. Touch operations can be one of the following: clicking, swiping, pressing, or dragging. This embodiment does not specifically limit the method of generating the fundraising instructions.
[0065] In one optional implementation, the above fundraising instruction can be generated in the following way:
[0066] In response to the total number of virtual resources possessed by each virtual character in the first camp reaching a preset number, a first control is displayed through the graphical user interface, wherein the first camp is the camp to which the first virtual character belongs;
[0067] In response to a first trigger operation on the first control, the fundraising instruction is generated.
[0068] It is understandable that a virtual game may include at least one faction, which includes a first faction, and the first faction may include multiple virtual characters, including a first virtual character.
[0069] The aforementioned virtual resources are used to support the deployment of virtual items in the virtual game. These virtual resources are typically virtual coins. The virtual items can include at least one virtual prop, such as virtual firearms, virtual ammunition, virtual knives, etc. After a virtual character obtains these virtual items, their attack and defense capabilities in the virtual game are enhanced.
[0070] The aforementioned preset quantity refers to the amount of virtual resources required to deploy the aforementioned virtual materials. This preset quantity can be, for example, 10,000 gold coins or 15,000 gold coins, and can be set by the developers based on the actual situation. This application does not impose any restrictions on the preset quantity.
[0071] In this embodiment, when the total number of virtual resources possessed by each virtual character in the first camp reaches a preset number, a first control can be displayed through the graphical user interface described above. This first control is used to enable the function of distributing virtual resources.
[0072] For example, the preset quantity is 10,000 gold coins. The first faction includes three virtual characters, namely virtual character a, virtual character b, and virtual character c. Virtual character a has 6,000 gold coins, virtual character b has 3,000 gold coins, and virtual character c has 2,000 gold coins. Then the total number of virtual resources owned by the first faction is 11,000 gold coins, which exceeds the preset quantity of 10,000 gold coins. Therefore, the first control can be displayed on the interface of virtual character a, and / or virtual character b, and / or virtual character c.
[0073] Afterwards, the player can perform a first trigger operation on the first control. This first trigger operation may include, but is not limited to, shortcut key operation, voice command operation, air gesture recognition operation, or touch operation on the first control. Among them, the touch operation can be one of the following: click operation, swipe operation, press operation, or drag operation. This embodiment does not specifically limit the triggering method of the first trigger operation.
[0074] In response to the first trigger operation on the first control mentioned above, the function of distributing virtual resources can be enabled, and the fundraising instruction mentioned above can be generated.
[0075] Optionally, in response to the total number of virtual resources possessed by all virtual characters in the first camp reaching a preset quantity, the aforementioned first control can be displayed on both the first terminal device and the second terminal device. The second terminal device refers to the terminal device corresponding to the virtual characters in the first camp other than the first virtual character. In response to the first trigger operation initiated by the first terminal device targeting the aforementioned first control, when generating the aforementioned fundraising instruction, the aforementioned first control displayed on the second terminal device can also be configured to be disabled, thereby preventing the second terminal device from triggering the first control again.
[0076] In this context, generating the fundraising instruction in response to a first triggering operation on the first control refers to generating the fundraising instruction in response to a first triggering operation on the first control configured as available.
[0077] Optionally, the above step "displaying the first control through the graphical user interface" may specifically include the following steps:
[0078] If the first virtual character is detected to be the virtual character in the first faction that possesses the most virtual resources, a first control is displayed through the graphical user interface; or
[0079] Upon receiving a control display instruction, the first control is displayed through the graphical user interface;
[0080] The control display instruction is an instruction generated by detecting a second trigger operation initiated by the target second terminal device against the first control, and the target second virtual character controlled by the target second terminal device is a character in the first camp whose number of virtual resources is greater than the first number.
[0081] The second trigger operation for the first control described above is different from the first trigger operation. For example, if the first trigger operation is a click, the second trigger operation could be a press, a swipe, or something similar. The second trigger operation is used to disable the virtual resource delivery function.
[0082] In one optional implementation, the aforementioned first control may correspond to a first operation identifier and a second operation identifier. The first and second operation identifiers can be displayed as symbols or as text. For example, the first operation identifier may be a checkmark shape, and the second operation identifier may be a cross shape; another example is that the first operation identifier is an "accept" identifier, and the second operation identifier is a "reject" identifier. The first trigger operation for the first control can be an operation targeting the first operation identifier, and the second trigger operation for the first control can be an operation targeting the second operation identifier.
[0083] In this embodiment, the first control can have a corresponding display order for each terminal device corresponding to each virtual character in the first camp. The first-order device can be the terminal device corresponding to the virtual character in the first camp who has the most virtual resources (hereinafter referred to as the first-order device). That is, in response to the total number of virtual resources owned by each virtual character in the first camp reaching a preset number, the first control is displayed on the first-order device.
[0084] When a second trigger operation is performed on the first control on the first priority device, the terminal device corresponding to the virtual character with the second most virtual resources in the first camp (the second priority device) can be used, and so on.
[0085] When the first control is displayed through the first terminal device, the following two situations can be distinguished:
[0086] Scenario 1: The first terminal device is the first priority device, that is, the first virtual character is the virtual character in the first camp who has the most virtual resources. In this case, in response to the total number of virtual resources owned by all virtual characters in the first camp reaching a preset number, the first control is displayed through the graphical user interface of the first terminal device.
[0087] Scenario 2: If the first terminal device is not the first priority device, then when the second trigger operation is performed on the first control on the terminal devices that are ranked before the first terminal device, a control display instruction can be sent to the first terminal device, thereby displaying the first control through the graphical user interface of the first terminal device.
[0088] The terminal device that ranks before the first terminal device is the target second terminal device, and the target second virtual character controlled by it is a character in the first camp who has more virtual resources than the first number.
[0089] In one alternative implementation, the step "generating the fundraising instruction in response to a first triggering operation on the first control" specifically refers to:
[0090] If the number of virtual resources owned by the first virtual character does not reach the preset number, the fundraising instruction is generated in response to the first trigger operation on the first control.
[0091] When the first quantity is the number of virtual resources owned by the first virtual character, the above steps specifically refer to the following: if the first quantity does not reach the preset quantity, when a first trigger operation is initiated on the first terminal device for the first control, a fundraising instruction can be generated, thereby generating a fundraising area in response to the fundraising instruction.
[0092] For example, if the preset quantity is 10,000 and the number of virtual resources owned by the first virtual character is 4,000, then when the first trigger operation for the first control is initiated on the first terminal device, a fundraising instruction is generated.
[0093] In response to the aforementioned fundraising instruction, a fundraising area can be generated at a preset location in the game scene. This preset location can be the position of the first virtual character in the game scene, or a location within a preset range of the first virtual character. The fundraising area can include, but is not limited to, a specified-size area encompassing the first virtual character, or a specified-size area within a preset range in front of the first virtual character. The determined fundraising area can be circular, rectangular, triangular, irregularly shaped, etc., and this application does not limit the specific form of the fundraising area.
[0094] In one optional implementation, the step "generating a fundraising area at a preset location in the game scene" specifically refers to generating a fundraising area in the game scene based on the location of the first virtual character.
[0095] Specifically, a fundraising area can be generated with the location of the first virtual character as the center and a preset distance as the radius. In this method, the fundraising area can be a circular area with the location of the first virtual character as the center and a preset distance as the radius. The preset distance can be, for example, 5 meters, 8 meters, etc., and this application does not limit it.
[0096] Optionally, the aforementioned fundraising area can be configured to be visible in the game scene.
[0097] In this scenario, configuring the fundraising area to be visible can specifically include, but is not limited to, at least one of the following: highlighting the boundary of the fundraising area in the game scene, or highlighting the fundraising area in the game scene. It should be noted that, in addition to the first terminal device, the fundraising area is also configured to be visible on the second terminal device corresponding to the first faction.
[0098] The visible fundraising area provides visual guidance to players, enabling them to accurately obtain the location information of the fundraising area, which facilitates guiding players to complete fundraising events and enhances the strategic nature of the virtual game.
[0099] It is important to note that once the fundraising is complete (i.e., the sum of the first and second amounts reaches the preset amount), the fundraising area can be made invisible. For example, if the fundraising area is displayed with its boundaries highlighted, then the highlighting of the fundraising area's boundaries can be removed upon completion of the fundraising.
[0100] Optionally, the aforementioned fundraising area can be configured to be invisible in the game scene.
[0101] In this scenario, when the distance between the second and first virtual characters is detected to be within a preset range, the second virtual character can be automatically triggered to participate in the fundraising event. The invisible fundraising area, while satisfying the requirement of automatically triggering fundraising events, avoids distracting players during gameplay, thus enhancing the game's appeal and playability.
[0102] Furthermore, in this embodiment of the application, when the fundraising is completed, the virtual character entering the scene area corresponding to the fundraising area will not trigger the function of participating in the fundraising and distributing virtual materials.
[0103] Step S102: Determine the first number of virtual resources transferred by the first virtual character, wherein the first virtual character is controlled by the first terminal device.
[0104] Optionally, in response to the aforementioned fundraising instruction, while generating a fundraising area at a preset location in the game scene, the virtual resources possessed by the first virtual character can be determined as the first quantity of virtual resources to be transferred by the first virtual character. For example, if the first virtual character currently possesses 4000 gold coins, then the first quantity is 4000.
[0105] Optionally, in response to the aforementioned fundraising instruction, a funds input area can be displayed on the first terminal device, allowing the player holding the first terminal device to enter the first amount to be transferred. In this case, the first amount is less than or equal to the total amount of virtual resources possessed by the first virtual character. For example, if the first virtual character currently possesses 4000 gold coins, the first amount is 3000. Subsequently, in response to the fundraising confirmation instruction, a second amount of virtual resources can be transferred by the second virtual character. The second virtual character is in the same faction as the first virtual character.
[0106] In one implementation, in response to the aforementioned fundraising instruction, a fundraising initiation message can be sent to a second terminal device corresponding to the first faction, and the message can be displayed on the second terminal device. This fundraising initiation message is used to notify the player holding the second terminal device that the first virtual character has initiated a fundraising event. After receiving the fundraising initiation message, the second terminal device can determine the first quantity of virtual resources to be transferred and trigger the generation of a fundraising confirmation instruction. Upon receiving the fundraising confirmation instruction, the second quantity of virtual resources can be settled.
[0107] The fundraising confirmation instruction can be generated in the following optional ways:
[0108] Optionally, while displaying the fundraising initiation information on the second terminal device, a confirmation control and a rejection control can also be displayed. In response to a touch operation on the confirmation control, a fundraising confirmation instruction can be generated. The touch operation is not limited to one of the following: clicking, pressing, sliding, dragging, etc.
[0109] In this scenario, in response to the fundraising confirmation instruction, the virtual resources owned by the second virtual character can be identified as the second quantity of virtual resources to be transferred by the second virtual character, and settlement can be made for this second quantity of virtual resources. In this case, the second quantity is equal to the total quantity of virtual resources owned by the second virtual character. For example, if the second virtual character currently has 2600 gold coins, then the second quantity is 2600.
[0110] Optionally, while displaying the fundraising initiation information on the second terminal device, a funds input area can also be displayed. Players holding the second terminal device can enter the second amount to be transferred in the funds input area to generate a fundraising confirmation instruction.
[0111] In this scenario, in response to the fundraising confirmation instruction, a second quantity of virtual resources to be transferred by the second virtual character can be determined, and settlement can be made for that second quantity of virtual resources. In this case, the second quantity is less than or equal to the total number of virtual resources owned by the second virtual character. For example, if the second virtual character currently has 2600 gold coins, the second quantity is 2000.
[0112] Optionally, the embodiments of this application may also include the following step S103.
[0113] Step S103: In response to a first event that at least one second virtual character enters the fundraising area, determine a second amount of virtual resources transferred by the second virtual character, wherein the second virtual character is in the same camp as the first virtual character.
[0114] In step S103, in response to the first event of the second virtual character in the first camp entering the fundraising area, the aforementioned fundraising confirmation instruction can be generated, thereby determining the second quantity of virtual resources to be transferred by the second virtual character. Specifically, the virtual resources owned by the second virtual character can be determined as the second quantity of virtual resources to be transferred by the second virtual character. For example, if the second virtual character currently has 2600 gold coins, then the second quantity is 2600.
[0115] For ease of explanation, the following content will use the example of a second virtual character entering the fundraising area and generating a fundraising confirmation instruction, the first number of virtual resources to be transferred by the first virtual character being the virtual resources owned by the first virtual character, and the second number of virtual resources to be transferred by the second virtual character being the virtual resources owned by the second virtual character.
[0116] Step S104: If the sum of the first quantity and the second quantity reaches the preset quantity, consume the preset quantity of virtual resources from the virtual resources owned by the first virtual character and the virtual resources owned by the second virtual character.
[0117] Step S105: Place virtual resources in the game scene.
[0118] When the second virtual character enters the fundraising area, the total amount of virtual resources to be transferred by the first virtual character and the second virtual character can be determined. If the sum of the first and second amounts reaches (is greater than or equal to) the preset amount, the preset amount of virtual resources can be automatically consumed from the virtual resources owned by the first and second virtual characters. Virtual resources can be deployed without the player having to manually discard virtual resources.
[0119] Optionally, step S105 above specifically refers to:
[0120] The deployment area is determined based on the location of the first virtual character and / or at least one second virtual character;
[0121] Control the deployment of virtual resources in the designated deployment area.
[0122] Specifically, the deployment area can be an area encompassing the location of the first virtual character, an area encompassing the location of at least one second virtual character, or an area encompassing the locations of both the first virtual character and at least one second virtual character. Once the deployment area is determined, the virtual resource can be deployed within that area.
[0123] In one optional implementation, if the sum of the first quantity and the second quantity reaches the preset quantity, a fourth quantity of virtual resources to be consumed by the first virtual character and a third quantity of virtual resources to be consumed by the second virtual character can be determined, wherein the sum of the first target quantity and the second target quantity is the preset quantity, and the fourth quantity is less than or equal to the first quantity, and the third quantity is less than or equal to the second quantity; the fourth quantity of virtual resources is consumed from the virtual resources owned by the first virtual character, and the third quantity of virtual resources is consumed from the virtual resources owned by the second virtual character to deploy virtual resources.
[0124] Optionally, the first quantity can be used as the fourth quantity of virtual resources to be consumed by the first virtual character, and the difference between the preset quantity and the first quantity can be determined as the third quantity of virtual resources to be consumed by the second virtual character; the first quantity of virtual resources can be consumed from the virtual resources owned by the first virtual character, and the third quantity of virtual resources can be consumed from the virtual resources owned by the second virtual character.
[0125] In this case, if the sum of the first quantity and the second quantity equals the preset quantity, then all virtual resources are consumed from the virtual resources owned by the first virtual character, and all virtual resources are consumed from the virtual resources owned by the second virtual character.
[0126] If the sum of the first quantity and the second quantity is greater than the preset quantity, then all virtual resources will be consumed from the virtual resources owned by the first virtual character, and a portion of the virtual resources will be consumed from the virtual resources owned by the second virtual character.
[0127] Optionally, the difference between the preset quantity and the second quantity can be determined as the fourth quantity of virtual resources to be consumed by the first virtual character, and the second quantity can be used as the third quantity of virtual resources to be consumed by the second virtual character; the fourth quantity of virtual resources can be consumed from the virtual resources owned by the first virtual character, and the second quantity of virtual resources can be consumed from the virtual resources owned by the second virtual character.
[0128] In this case, if the sum of the first quantity and the second quantity equals the preset quantity, then all virtual resources are consumed from the virtual resources owned by the first virtual character, and all virtual resources are consumed from the virtual resources owned by the second virtual character.
[0129] If the sum of the first quantity and the second quantity is greater than the preset quantity, then a portion of the virtual resources will be consumed from the virtual resources owned by the first virtual character, and all the virtual resources will be consumed from the virtual resources owned by the second virtual character.
[0130] like Figure 3 The diagram shown is an example of an interactive method in a game provided in this application, including interfaces (3-a) to (3-d).
[0131] In interface (3-a), 204 is a first identifier representing the first quantity of virtual resources owned by the first virtual character, 4000; 206 is a second identifier a representing the second quantity of virtual resources owned by the second virtual character 203, 2600; and 207 is a second identifier b representing the second quantity of virtual resources owned by the second virtual character 205, 3800. The current total amount of the team is 10400, which exceeds the preset quantity of 10000. Therefore, a first control 201 is displayed in interface (3-a), and a second operation identifier in the style of a cross and a first operation identifier in the style of a checkmark are provided. The player clicks on the first operation identifier to perform the first trigger operation on the first control 201, and the graphical user interface will change from interface (3-a) to interface (3-b).
[0132] In interface (3-b), fundraising area 202 was generated.
[0133] In interface (3-c), the second virtual character 203 enters the fundraising area 202. At this time, the sum of the first and second quantities is 6600, which does not reach the preset quantity, so virtual resources cannot be deployed.
[0134] In the interface (3-d), the second virtual character 205 also enters the fundraising area 202. At this time, the sum of the first quantity and each of the second quantities is 10400, which exceeds the preset quantity, so virtual resources can be deployed in the game scene.
[0135] As shown in interface (3-a), in response to the total number of virtual resources possessed by each virtual character in the first faction reaching a preset quantity, a prompt message 208-1 can be displayed to indicate that the number of virtual resources possessed by each virtual character in the first faction has reached the preset quantity. This prompts the player that resources can be called in.
[0136] The interactive method in the game provided in this application embodiment provides a graphical user interface through a first terminal device. The graphical user interface includes at least a portion of the game scene. The method includes the following steps: in response to a fundraising instruction, generating a fundraising area at a preset location in the game scene; determining a first quantity of virtual resources transferred by a first virtual character, the first virtual character being controlled by the first terminal device; in response to a first event of at least one second virtual character entering the fundraising area, determining a second quantity of virtual resources transferred by the second virtual character, the second virtual character being in the same faction as the first virtual character; if the sum of the first quantity and the second quantity reaches the preset quantity, consuming the preset quantity of virtual resources from the virtual resources owned by the first virtual character and the virtual resources owned by the second virtual character; and deploying virtual resources in the game scene.
[0137] As can be seen, the game interaction method provided in this application embodiment allows the player controlling the first virtual character to trigger a fundraising command to generate a fundraising area. A teammate character (the second virtual character) can enter this fundraising area. When the total amount of virtual resources to be transferred by the teammate character and the first virtual character reaches the preset quantity required for deploying virtual supplies, the preset quantity of virtual resources can be automatically consumed from the virtual resources owned by the first virtual character and the teammate character, quickly deploying the virtual supplies. Therefore, compared to related technologies where other teammates manually discard virtual resources, another player manually picks them up, and manually calculates when the quantity for deploying supplies is reached, the game interaction method provided in this application embodiment can quickly deploy virtual supplies simply by generating a fundraising area, simplifying the deployment operation, improving the efficiency of deploying supplies, and thus enhancing the player experience.
[0138] Optionally, the game interaction method provided in this application embodiment may further include the following steps:
[0139] If the number of virtual resources owned by the first virtual character reaches the preset number, in response to the first trigger operation on the first control, the preset number of virtual resources are consumed from the virtual resources owned by the first virtual character.
[0140] Virtual resources are deployed within the game environment.
[0141] Consuming the preset number of virtual resources from the virtual resources owned by the first virtual character means transferring the preset number of virtual resources from the first virtual character's inventory.
[0142] In this embodiment of the application, when the first quantity is the number of virtual resources owned by the first virtual character, the above steps specifically refer to the following: if the first quantity reaches (greater than or equal to) the preset quantity, by performing a first trigger operation on the first control, the preset quantity of virtual resources can be directly transferred from the backpack of the first virtual character, and the release of virtual materials can be triggered.
[0143] For example, if the preset quantity is 10,000 and the number of virtual resources owned by the first virtual character is 12,000, then when the first trigger operation for the first control is initiated on the first terminal device, the number of virtual resources owned by the first virtual character is changed from 12,000 to 2,000, and virtual resources are deployed in the game scene.
[0144] Optionally, the game interaction method provided in this application embodiment may further include the following steps:
[0145] According to the fundraising instruction, fundraising information is displayed, which includes at least one of the following: fundraising progress information, role identifiers of virtual characters participating in the fundraising, and fundraising status prompts.
[0146] Update the fundraising information based on the first event.
[0147] In this embodiment of the application, in response to the aforementioned fundraising instruction, fundraising information can be displayed simultaneously with the generation of the fundraising area. This fundraising information may include at least one of the following: fundraising progress information, role identifiers of the virtual characters participating in the fundraising, and fundraising status prompts.
[0148] Specifically, the fundraising information may include only fundraising progress information, or only the role identifiers of the virtual characters participating in the fundraising, or only the fundraising status notification information, or both fundraising progress information and the role identifiers of the virtual characters participating in the fundraising, or both fundraising progress information and fundraising status notification information, or both fundraising progress information and the role identifiers of the virtual characters participating in the fundraising and fundraising status notification information.
[0149] The aforementioned fundraising progress information is used to indicate the current fundraising progress. It can be presented as a progress bar, as the ratio of the current fundraising amount to a preset amount, or it can include both the current fundraising amount and the preset amount. When the fundraising progress information includes both the current fundraising amount and the preset amount, they can be distinguished by different colors, different font sizes, or different fonts. For ease of explanation, this application embodiment uses fundraising progress information including the current fundraising amount and the preset amount as an example, and is not intended to limit this application.
[0150] The role identifier of the virtual character participating in the fundraising is used to indicate which virtual character is currently participating in the fundraising. This role identifier can be the virtual character's avatar.
[0151] The aforementioned fundraising status prompts are used to indicate the current stage of fundraising. Specifically, the fundraising status prompts may include a first prompt indicating that the fundraising has not reached the preset amount and is still in progress, and a second prompt indicating that the fundraising has been completed and virtual resources are being distributed.
[0152] In response to the aforementioned fundraising instruction, initial fundraising information can be displayed. This initial fundraising information may include initial fundraising progress information, the role identifiers of the virtual characters initially participating in the fundraising, and initial fundraising status prompts. The initial fundraising progress information includes a first quantity and a preset quantity. The role identifier of the virtual characters initially participating in the fundraising is the role identifier of the first virtual character. The initial fundraising status prompts are a first prompt indicating that the fundraising has not reached the preset quantity and is still in progress.
[0153] In response to the first event mentioned above, the fundraising information can be updated.
[0154] Specifically, if the fundraising information includes fundraising progress information, and the fundraising progress information includes the current amount raised and the preset amount, the above step "updating the fundraising information" can be achieved in the following ways:
[0155] If the sum of the first quantity and the second quantity is less than the preset quantity, the current fundraising amount is updated to the sum of the first quantity and the second quantity;
[0156] If the sum of the first quantity and the second quantity is greater than or equal to the preset quantity, the current fundraising amount is updated to the preset quantity.
[0157] It should be noted that when the second virtual character enters the fundraising area, if the sum of the first and second quantities is less than the preset quantity, the current fundraising quantity in the fundraising progress information will be updated to the sum of the first and second quantities, indicating that the current fundraising progress has not yet reached 100%; if the sum of the first and second quantities is greater than or equal to the preset quantity, the current fundraising quantity in the fundraising progress information will be updated to the preset quantity, indicating that the current fundraising progress has reached 100%.
[0158] Specifically, if the fundraising information includes the role identifiers of the virtual characters participating in the fundraising, the above step "updating the fundraising information" can be achieved in the following ways:
[0159] Add a character identifier for the second virtual character.
[0160] Specifically, if the fundraising information includes fundraising status notification information, the above step "update the fundraising information" can be achieved in the following ways:
[0161] If the sum of the first quantity and the second quantity is greater than or equal to the preset quantity, the first prompt message indicating that the fundraising has not reached the preset quantity and is still in progress will be updated to the second prompt message indicating that the fundraising has been completed and virtual materials are being distributed.
[0162] like Figure 4 The diagram shown is a schematic diagram of another example of the interaction method in the game provided in this application, including interfaces (4-a) to (4-c).
[0163] Interface (4-a) is the interface displayed in response to the fundraising instruction. This interface displays a fundraising information panel 208, which shows fundraising information, including a first prompt message 208-2 indicating that the fundraising has not reached the preset amount and is still in progress, fundraising progress information 208-4, and the role identifier 208-3 of the first virtual character currently participating in the fundraising. Among them, the fundraising progress information 208-4 includes the current fundraising amount of 4000 and the preset amount of 10000.
[0164] In response to the first event of the second virtual character 203 entering the fundraising area 202, the interface (4-a) will be updated to the interface (4-b). The fundraising information displayed in the fundraising information panel 208 of this interface has been updated. The first prompt information 208-2, which indicates that the fundraising has not reached the preset amount and is still in the fundraising stage, remains unchanged. The fundraising progress information has changed from 208-4 to 208-8. The current fundraising amount has changed from 4000 to 6600. The character identifier 208-5 of the second virtual character 203 currently participating in the fundraising has also been added.
[0165] In response to the first event of the second virtual character 205 entering the fundraising area 202, the interface (4-b) will be updated to the interface (4-c). The fundraising information displayed in the fundraising information panel 208 on this interface has been updated. The first prompt message 208-2, which indicates that the fundraising has not reached the preset amount and is still in progress, has been changed to the second prompt message 208-7, which indicates that the fundraising has been completed and virtual materials are being distributed. The fundraising progress information has been changed from 208-8 to 208-9. The current fundraising amount has been changed from 6600 to 10000. The character identifier 208-6 of the second virtual character 205 currently participating in the fundraising has also been added.
[0166] This setup provides players with intuitive feedback on the current fundraising information, allowing them to quickly and accurately monitor the progress, the virtual characters participating in the fundraising, and whether the fundraising has been completed. In intense gameplay, this helps players make crucial decisions, enhancing the strategic depth of the virtual game.
[0167] Optionally, the game interaction method provided in this application embodiment may further include the following steps:
[0168] The fundraising information is sent to a second terminal device to display the fundraising progress information on the second terminal device, wherein the second terminal device is the terminal device corresponding to a character in the first camp other than the first virtual character.
[0169] In this embodiment, the fundraising information can be sent to the second terminal device in real time, or it can be sent to the second terminal device at preset intervals (e.g., 3 seconds or 5 seconds). It should be noted that since both the first and second terminal devices have established communication connections with the virtual game's server, they can indirectly interact with each other through the server to send the fundraising information.
[0170] After receiving the fundraising information on the second terminal device, it can be displayed on the second terminal device's interface, allowing the player holding the second terminal device to promptly know the current fundraising progress, the virtual characters currently participating in the fundraising, and whether the fundraising has been completed. This allows players with the second terminal device to quickly go to the fundraising area to complete the fundraising, further enhancing the game's strategic depth and the efficiency of calling for resource deployment.
[0171] Optionally, the game interaction method provided in this application embodiment may further include the following steps:
[0172] Send the area information corresponding to the fundraising area to the second terminal device, so that the second terminal device can display the area identifier corresponding to the fundraising area on a thumbnail map or in the game scene based on the area information.
[0173] In this embodiment of the application, when the fundraising area is determined, the area information corresponding to the fundraising area can be sent to the second terminal device.
[0174] Optionally, after receiving the area information, the second terminal device can display the area identifier corresponding to the fundraising area on a thumbnail map on the interface. Specifically, based on the area information, the map location of the fundraising area in the thumbnail map can be determined and highlighted. In this case, the highlighted map location is the area identifier corresponding to the fundraising area.
[0175] Optionally, after receiving the area information, the second terminal device can display the area identifier corresponding to the fundraising area in the game scene provided on the second terminal device. Specifically, when the game scene provided on the second terminal device includes a scene area corresponding to the fundraising area, the boundary of the fundraising area can be highlighted, and / or the fundraising area can be shown in bold. In this case, highlighting the boundary of the fundraising area and / or showing in bold serves as the area identifier corresponding to the fundraising area.
[0176] This setup, by displaying the corresponding area markers of the fundraising area on the thumbnail map or game scene of the second terminal device, helps players holding the second terminal device roughly determine the direction and distance of the virtual character they are currently controlling relative to the fundraising area. This assists players in quickly reaching the fundraising area in complex game scenes, further enhancing the strategic aspect of the game and the efficiency of calling for and deploying resources.
[0177] Optionally, the graphical user interface includes a first identifier corresponding to the quantity of virtual resources owned by the first virtual character, and a second virtual character located within the fundraising area; the game interaction method provided in this application embodiment may further include the following steps:
[0178] A first consumption identifier is displayed at the associated location of the first identifier, and the first consumption identifier represents the amount of virtual resources consumed by the first virtual character when the virtual resources are deployed;
[0179] A second consumption identifier is displayed at the associated location of the second virtual character. The second consumption identifier represents the amount of virtual resources consumed by the second virtual character when the virtual resources are deployed.
[0180] Combined with appendix Figure 3 The introduction states that the first identifier corresponding to the quantity of virtual resources possessed by the first virtual character is attached. Figure 3 In the provided interface (3-a), 204, the second virtual character located within the fundraising area is an appendix. Figure 3 The provided interface (3-d) contains the second virtual character 203 and the second virtual character 205.
[0181] The associated position of the first identifier can be near the top, bottom, left, or right of the first identifier. Similarly, the associated position of the second virtual character can be near the top, bottom, left, or right of the second virtual character.
[0182] like Figure 5 The diagram shown is an interface schematic of another example of the interactive method in the game provided in this application embodiment. When virtual resources are consumed to deploy virtual materials, a first consumption indicator 209 is displayed near the left side of the first indicator 204, indicating that the first virtual character has consumed 4000 gold coins to deploy virtual materials. A second consumption indicator 210 is displayed near the top of the head of the second virtual character 203, indicating that the second virtual character 203 has consumed 2600 gold coins to deploy virtual materials. A second consumption indicator 211 is displayed near the top of the head of the second virtual character 205, indicating that the second virtual character 205 has consumed 3400 gold coins to deploy virtual materials.
[0183] In this embodiment of the application, when a preset amount of virtual resources are consumed to release virtual materials, a first consumption identifier representing the amount of virtual resources consumed by the first virtual character to release the virtual materials can be displayed at the associated position of the first identifier, and a second consumption identifier representing the amount of virtual resources consumed by the second virtual character to release the virtual materials can be displayed at the associated position of the second virtual character, thereby intuitively providing feedback to the player on the amount of virtual resources deducted by each virtual character participating in the fundraising to release the virtual materials.
[0184] Optionally, the game interaction method provided in this application embodiment may further include the following steps:
[0185] Identify the target virtual character that consumes the most virtual resources when deploying the virtual materials, between the first virtual character and the second virtual character;
[0186] Game buffs are sent to the target virtual character.
[0187] In this embodiment, when virtual resources are used to release virtual materials after a preset amount of virtual resources have been consumed, a target virtual character that has consumed the most virtual resources can be identified from among the virtual characters participating in the fundraising to release the virtual materials. This target virtual character is the virtual character that has made the greatest contribution among the virtual characters participating in the fundraising to release the virtual materials.
[0188] Once the target virtual character is identified, game buffs can be bestowed upon them. Specifically, game buffs can be bestowed after the game ends; these buffs could be game achievement tags, rank increases, or even rare skins and achievement badges. Alternatively, game buffs can be bestowed during the game; these buffs could be virtual equipment, virtual currency, or other game enhancements and effects.
[0189] This setup incentivizes players to participate in fundraising by awarding a game bonus to the virtual character who consumes the most virtual resources among those participating in the fundraising campaign, thus improving the efficiency of resource deployment. Furthermore, this setup creates a positive feedback loop, increasing player satisfaction and a sense of accomplishment, thereby enhancing player engagement.
[0190] Corresponding to the game interaction method provided in the first embodiment of this application, the second embodiment of this application also provides a game interaction device, such as... Figure 6 As shown, the interactive device 600 in the game includes:
[0191] The first determining unit 601 is used to generate a fundraising area at a preset location in the game scene in response to a fundraising instruction;
[0192] The second determining unit 602 is used to determine a first number of virtual resources transferred by the first virtual character, wherein the first virtual character is controlled by the first terminal device.
[0193] The third determining unit 603 is configured to, in response to a first event in which at least one second virtual character enters the fundraising area, determine a second amount of virtual resources transferred by the second virtual character, wherein the second virtual character is in the same camp as the first virtual character.
[0194] Consumption unit 604 is used to consume the preset number of virtual resources from the virtual resources owned by the first virtual character and the virtual resources owned by the second virtual character if the sum of the first quantity and the second quantity reaches the preset quantity.
[0195] The delivery unit 605 is used to deliver virtual resources in the game scene.
[0196] Optionally, the first determining unit 601 is used to generate the fundraising instruction in the following manner:
[0197] In response to the total number of virtual resources possessed by each virtual character in the first camp reaching a preset number, a first control is displayed through the graphical user interface, wherein the first camp is the camp to which the first virtual character belongs;
[0198] In response to a first trigger operation on the first control, the fundraising instruction is generated.
[0199] Optionally, the first determining unit 601 is specifically used for:
[0200] If the first virtual character is detected to be the virtual character in the first faction that possesses the most virtual resources, a first control is displayed through the graphical user interface; or
[0201] Upon receiving a control display instruction, the first control is displayed through the graphical user interface;
[0202] The control display instruction is an instruction generated by detecting a second trigger operation initiated by the target second terminal device against the first control, and the target second virtual character controlled by the target second terminal device is a character in the first camp whose number of virtual resources is greater than the first number.
[0203] Optionally, the first determining unit 601 is specifically used for:
[0204] If the number of virtual resources owned by the first virtual character does not reach the preset number, the fundraising instruction is generated in response to the first trigger operation on the first control.
[0205] Optionally, the first determining unit 601 is further configured to:
[0206] If the number of virtual resources owned by the first virtual character reaches the preset number, in response to the first trigger operation on the first control, the preset number of virtual resources are consumed from the virtual resources owned by the first virtual character.
[0207] Virtual resources are deployed in the game scene.
[0208] Optionally, the consumption unit 604 is specifically used for:
[0209] The difference between the preset quantity and the first quantity is determined as the third quantity of virtual resources to be consumed by the second virtual character;
[0210] Consume the first amount of virtual resources from the virtual resources owned by the first virtual character, and consume the third amount of virtual resources from the virtual resources owned by the second virtual character.
[0211] Optionally, the interactive device 600 in the game further includes a display unit, which is used for:
[0212] According to the fundraising instruction, fundraising information is displayed, which includes at least one of the following: fundraising progress information, role identifiers of virtual characters participating in the fundraising, and fundraising status prompts.
[0213] Update the fundraising information based on the first event.
[0214] Optionally, the fundraising information includes the fundraising progress information, which includes the current fundraising amount and the preset amount. The display unit is specifically used for:
[0215] If the sum of the first quantity and the second quantity is less than the preset quantity, the current fundraising amount is updated to the sum of the first quantity and the second quantity;
[0216] If the sum of the first quantity and the second quantity is greater than or equal to the preset quantity, the current fundraising amount is updated to the preset quantity.
[0217] Optionally, the interactive device 600 in the game further includes a sending unit, the sending unit being used for:
[0218] The fundraising information is sent to a second terminal device to be displayed on the second terminal device, wherein the second terminal device is the terminal device corresponding to a character in the first camp other than the first virtual character.
[0219] Optionally, the sending unit is further configured to:
[0220] Send the area information corresponding to the fundraising area to the second terminal device, so that the second terminal device can display the area identifier corresponding to the fundraising area on a thumbnail map or in the game scene based on the area information.
[0221] Optionally, the graphical user interface includes a first identifier corresponding to the number of virtual resources owned by the first virtual character, and a second virtual character located within the fundraising area; the display unit is further configured to:
[0222] A first consumption identifier is displayed at the associated location of the first identifier, and the first consumption identifier represents the amount of virtual resources consumed by the first virtual character when the virtual resources are deployed;
[0223] A second consumption identifier is displayed at the associated location of the second virtual character. The second consumption identifier represents the amount of virtual resources consumed by the second virtual character when the virtual resources are deployed.
[0224] Optionally, the interactive device 600 in the game further includes a fourth determining unit, the fourth determining unit being used for:
[0225] Identify the target virtual character that consumes the most virtual resources when deploying the virtual materials, between the first virtual character and the second virtual character;
[0226] Game buffs are sent to the target virtual character.
[0227] Optionally, the first determining unit 601 is specifically used for:
[0228] A fundraising area is generated with the location of the first virtual character as the center and a preset distance as the radius, and the boundary of the fundraising area is displayed.
[0229] Optionally, the first determining unit 601 is specifically used for:
[0230] A fundraising area is generated in the game scene based on the location of the first virtual character.
[0231] Optionally, the dispensing unit 605 is specifically used for:
[0232] The deployment area is determined based on the location of the first virtual character and / or at least one second virtual character;
[0233] Control the deployment of virtual resources in the designated deployment area.
[0234] Corresponding to the game interaction method provided in the first embodiment of this application, the third embodiment of this application also provides an electronic device for game interaction.
[0235] like Figure 7 The diagram shown is a structural block diagram of an example of an electronic device for interaction in a game, provided in an embodiment of this application.
[0236] In this embodiment, an optional hardware structure of the electronic device 700 may be as follows: Figure 7 As shown, it includes: at least one processor 701, at least one memory 702 and at least one communication bus 705; the memory 702 contains a program 703 and data 704.
[0237] Bus 705 can be a communication device for transmitting data between components within electronic device 700, such as an internal bus (e.g., CPU-memory bus, where the processor is the central processing unit, or CPU for short) or an external bus (e.g., a universal serial bus port or a peripheral component interconnection fast port).
[0238] Additionally, the electronic device also includes at least one network interface 706 and at least one peripheral interface 707. The network interface 706 provides wired or wireless communication with an external network 708 (e.g., the Internet, intranet, local area network, mobile communication network, etc.). In some embodiments, the network interface 706 may include any number of network interface controllers (NICs), radio frequency (RF) modules, repeaters, transceivers, modems, routers, gateways, any combination of wired network adapters, wireless network adapters, Bluetooth adapters, infrared adapters, near field communication (NFC) adapters, cellular network chips, etc.
[0239] Peripheral interface 707 is used to connect to peripherals, such as peripheral 1 in the figure. Figure 7 709 in the middle), peripheral 2 ( Figure 7 710 in the middle) and peripheral 3 ( Figure 7 (711 in the original text). Peripherals are peripheral devices, which may include, but are not limited to, cursor control devices (such as mice, touchpads, or touchscreens), keyboards, displays (such as cathode ray tube displays, liquid crystal displays), displays or light-emitting diode displays, video input devices (such as cameras or input interfaces coupled to video files), etc.
[0240] The processor 701 may be a CPU, an application-specific integrated circuit (ASIC), or one or more integrated circuits configured to implement the embodiments of this application.
[0241] The memory 702 may include high-speed RAM (Random Access Memory) memory, and may also include non-volatile memory, such as at least one disk storage device.
[0242] The processor 701 calls the program and data stored in the memory 702 and executes the following steps:
[0243] In response to a fundraising instruction, a fundraising area is generated at a preset location in the game scene;
[0244] Determine a first number of virtual resources transferred by the first virtual character, wherein the first virtual character is controlled by the first terminal device;
[0245] In response to a first event that at least one second virtual character enters the fundraising area, a second amount of virtual resources transferred by the second virtual character is determined, wherein the second virtual character is in the same camp as the first virtual character.
[0246] If the sum of the first quantity and the second quantity reaches the preset quantity, the preset quantity of virtual resources is consumed from the virtual resources owned by the first virtual character and the virtual resources owned by the second virtual character.
[0247] Virtual resources are deployed in the game scene.
[0248] Corresponding to the game interaction method provided in the first embodiment of this application, the fourth embodiment of this application provides a computer-readable storage medium storing a program of the game interaction method, which is executed by a processor to perform the following steps:
[0249] In response to a fundraising instruction, a fundraising area is generated at a preset location in the game scene;
[0250] Determine a first number of virtual resources transferred by the first virtual character, wherein the first virtual character is controlled by the first terminal device;
[0251] In response to a first event that at least one second virtual character enters the fundraising area, a second amount of virtual resources transferred by the second virtual character is determined, wherein the second virtual character is in the same camp as the first virtual character.
[0252] If the sum of the first quantity and the second quantity reaches the preset quantity, the preset quantity of virtual resources is consumed from the virtual resources owned by the first virtual character and the virtual resources owned by the second virtual character.
[0253] Virtual resources are deployed in the game scene.
[0254] The following describes the prominent substantive features and beneficial technical effects obtained by applying the methods, apparatus, electronic devices and computer-readable storage media disclosed in the various embodiments of this application, which solve technical problems that have long needed to be solved by those skilled in the art.
[0255] For example, calling for supplies requires 10,000 gold coins. Currently, the first faction includes four virtual characters: Virtual Character A, Virtual Character B, Virtual Character C, and Virtual Character D. Virtual Character A has 2,000 gold coins, Virtual Character B has 4,000 gold coins, Virtual Character C has 3,500 gold coins, and Virtual Character D has 3,000 gold coins. The current method is as follows: Virtual Character A moves near Virtual Character B, selects gold coins from its inventory, and discards them. Let's say Virtual Character A selects 2,000 gold coins. Virtual Character C moves near Virtual Character B, selects gold coins from its inventory, and discards them. Let's say Virtual Character C selects 2,000 gold coins. The player controlling Virtual Character D calculates that 2,000 gold coins need to be discarded, moves to Virtual Character B's vicinity, selects 2,000 gold coins from its inventory, and discards them. Virtual Character B picks up the gold coins and calls for supplies. Typically, it takes 10 seconds to move near a virtual character, 30 seconds to calculate the number of coins to discard, 5 seconds to select a coin, 3 seconds to discard a coin, and 10 seconds to pick up a coin. Therefore, using current technology, calling for resource drops would take at least 94 seconds. It should be noted that this is merely an example for illustrative purposes. In practical applications, the time required to call for resource drops needs to consider various factors, such as player subjective differences and whether the virtual characters in the first faction are friends.
[0256] Using the method of this application, firstly, a fundraising area can be generated on the terminal device of virtual character b. Then, virtual characters a, c, and d can automatically deduct funds and call for the delivery of supplies upon entering the fundraising area. Typically, generating a fundraising area takes 2 seconds, and moving a virtual character to the fundraising area takes 10 seconds. Thus, calling for the delivery of supplies using the method of this application takes 12 seconds, which is an efficiency improvement of 87% compared to existing technologies.
[0257] It is evident that adopting the solution of this application simplifies the operation of calling for material delivery and improves the efficiency of material delivery. Therefore, this application solves a long-standing technical problem in this field, with outstanding technical effects, greatly improving efficiency and reducing costs. The technical solution disclosed in this application has prominent substantive features.
[0258] It should be noted that for a detailed description of the apparatus, electronic device and computer-readable storage medium provided in the second, third and fourth embodiments of this application, please refer to the relevant description of the first embodiment of this application, which will not be repeated here.
[0259] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.
[0260] In a typical configuration, a node device in a blockchain includes one or more processors (CPUs), input / output interfaces, network interfaces, and memory.
[0261] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.
[0262] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. Information can be computer-readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage media, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.
[0263] 2. Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0264] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.
Claims
1. A method of interaction in a game, characterized by, The method comprises the following steps: providing a graphical user interface by a first terminal device, the graphical user interface comprising at least part of a game scene, the method comprising: generating a fund-raising area at a preset position in the game scene in response to a fund-raising instruction; determining a first number of virtual resources transferred by a first virtual character controlled by the first terminal device; determining a second number of virtual resources transferred by at least one second virtual character in response to a first event that the second virtual character enters the fund-raising area, the second virtual character being in the same camp as the first virtual character; if a sum of the first number and the second number reaches a preset number, consuming the preset number of virtual resources from virtual resources owned by the first virtual character and virtual resources owned by the second virtual character; dropping virtual resources in the game scene; the consuming of the preset number of virtual resources from the virtual resources owned by the first virtual character and the virtual resources owned by the second virtual character comprises: determining a third number of virtual resources to be consumed by the second virtual character as a difference between the preset number and the first number; 2. The method of claim 1, wherein, consuming the first number of virtual resources from the virtual resources owned by the first virtual character and the third number of virtual resources from the virtual resources owned by the second virtual character. the fund-raising instruction is generated by the following steps: displaying a first control by the graphical user interface in response to a total number of virtual resources owned by virtual characters in a first camp reaching a preset number, the first camp being a camp in which the first virtual character is located; 3. The method of claim 2, wherein, generating the fund-raising instruction in response to a first triggering operation on the first control. the displaying of the first control by the graphical user interface comprises: detecting that the first virtual character is a virtual character in the first camp that owns the largest number of virtual resources, and displaying the first control by the graphical user interface; or receiving a control display instruction and displaying the first control by the graphical user interface; 4. The method of claim 2, wherein, wherein the control display instruction is an instruction generated by detecting a second triggering operation on the first control initiated by a target second terminal device, and a target second virtual character controlled by the target second terminal device owns more virtual resources than the first number of virtual resources in the first camp. the generating of the fund-raising instruction in response to the first triggering operation on the first control comprises:
5. The method of claim 2, wherein, if the number of virtual resources owned by the first virtual character does not reach the preset number, generating the fund-raising instruction in response to the first triggering operation on the first control. the method further comprises: if the number of virtual resources owned by the first virtual character reaches the preset number, consuming the preset number of virtual resources from the virtual resources owned by the first virtual character in response to the first triggering operation on the first control; 6. The method of claim 1, wherein, dropping virtual resources in the game scene. the method further comprises: According to the fund-raising instruction, display fund-raising information, the fund-raising information including at least one of fund-raising progress information, a role identifier of a virtual role participating in fund-raising, and fund-raising state prompt information; According to the first event, update the fund-raising information.
7. The method of claim 6, wherein, The fund-raising information includes the fund-raising progress information, and the fund-raising progress information includes a current fund-raising amount and the preset amount, and the updating of the fund-raising information includes: If the sum of the first amount and the second amount is less than the preset amount, update the current fund-raising amount to the sum of the first amount and the second amount; If the sum of the first amount and the second amount is greater than or equal to the preset amount, update the current fund-raising amount to the preset amount.
8. The method of claim 7, wherein, The method further includes: Send the fund-raising information to a second terminal device to display the fund-raising information on the second terminal device, wherein the second terminal device is a terminal device corresponding to a role other than the first virtual role in a first camp.
9. The method of claim 1, wherein, The method further includes: Send the area information corresponding to the fund-raising area to a second terminal device to enable the second terminal device to display the area identifier corresponding to the fund-raising area in a thumbnail map or the game scene based on the area information.
10. The method of claim 1, wherein, The graphical user interface includes a first identifier corresponding to the number of virtual resources owned by the first virtual role and the second virtual role located in the fund-raising area; the method further includes: Display a first consumption identifier at an associated position of the first identifier, the first consumption identifier representing the number of virtual resources consumed by the first virtual role for putting in the virtual supplies; Display a second consumption identifier at an associated position of the second virtual role, the second consumption identifier representing the number of virtual resources consumed by the second virtual role for putting in the virtual supplies.
11. The method of claim 1, wherein, The method further includes: Determine a target virtual role among the first virtual role and the second virtual role that consumes the most virtual resources for putting in the virtual supplies; Issue a game benefit to the target virtual role.
12. The method of claim 1, wherein, The generating of the fund-raising area at the preset position in the game scene includes: Generating a fund-raising area with the position of the first virtual role as the center and a preset distance as the radius, and displaying the area boundary of the fund-raising area.
13. The method of claim 1, wherein, The generating of the fund-raising area at the preset position in the game scene includes: Generating a fund-raising area in the game scene according to the position of the first virtual role.
14. The method of claim 1, wherein, The putting in of the virtual supplies in the game scene includes: Determining a putting area according to the position of the first virtual role and / or the at least one second virtual role; Controlling the virtual supplies to be put in the putting area.
15. An interaction device in a game, characterized by Provide a graphical user interface through a first terminal device, the graphical user interface including at least part of a game scene, the apparatus including: A first determination unit configured to generate a fund-raising area at a preset position in the game scene in response to a fund-raising instruction; A second determination unit configured to determine a first amount of virtual resources transferred by a first virtual role, the first virtual role being controlled by the first terminal device; a third determining unit, configured to determine a second amount of virtual resources transferred by a second virtual character in response to a first event that the second virtual character enters the fund-raising area, the second virtual character being in the same camp as the first virtual character; a consuming unit, configured to consume a preset amount of virtual resources from virtual resources owned by the first virtual character and virtual resources owned by the second virtual character if a sum of the first amount and the second amount reaches the preset amount; a putting unit, configured to put virtual materials in the game scene; the consuming the preset amount of virtual resources from the virtual resources owned by the first virtual character and the virtual resources owned by the second virtual character comprises: determining a difference between the preset amount and the first amount as a third amount of virtual resources to be consumed by the second virtual character; consuming the first amount of virtual resources from the virtual resources owned by the first virtual character and the third amount of virtual resources from the virtual resources owned by the second virtual character.
16. An electronic device, comprising: comprise: a processor; and a memory configured to store a data processing program, and after the electronic device is powered on and the program is run by the processor, the method in any one of claims 1-14 is executed.
17. A computer-readable storage medium, characterized in that, a data processing program is stored, and the program is run by the processor to execute the method in any one of claims 1-14.
Citation Information
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