Game interaction method and device, equipment and storage medium
By introducing virtual buildings and preset service mechanisms in simulated strategy games, players are allowed to adjust services according to events, solving the problem of single gameplay and improving game experience and diversity.
Patent Information
- Application Number
- CN202311320282.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-10-11
- Publication Date
- 2025-04-11
AI Technical Summary
The existing simulation strategy gameplay is single, and cannot meet players' needs for a richer and more diverse gaming experience.
By providing the first virtual building and the second virtual building in the game terrain scene, the first preset service and the second preset service respectively, the virtual object survives in the scene. The player may adjust the object parameters of the first virtual object according to the preset event triggered by the second virtual object to adjust the services provided by the first virtual building.
This increases the diversity of the game, improves the player's gaming experience, and makes the game process challenging and unpredictable, thereby increasing the stickiness between the player and the game.
Smart Images

Figure CN119792914A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a game interaction method, device, equipment and storage medium. Background Art
[0002] With the development of Internet technology, games play an increasingly important role in people's leisure and entertainment, and more people use games for entertainment.
[0003] Among various types of games, simulation strategy games have always been one of the most popular game types. Simulation strategy games usually provide an open and multi-level game world, where players can interact with the game in various ways to obtain resources and knowledge, and gradually develop their own civilization or base. Players also need to deal with various natural disasters, such as blizzards, earthquakes, etc., which require players to have sufficient strategies and resources to deal with. In general, the gameplay of simulation strategy games is to manage and use various resources to achieve survival and development.
[0004] However, existing simulation strategy games have certain limitations in gameplay, and cannot meet players' demands for a richer and more diverse gaming experience, and their gameplay is relatively single. Summary of the invention
[0005] The purpose of this application is to provide a game interaction method, device, equipment and storage medium to address the deficiencies in the above-mentioned prior art, so as to solve the problem of single game play in the prior art.
[0006] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:
[0007] In a first aspect, an embodiment of the present application provides a game interaction method, wherein a graphical user interface is provided through a terminal device, and the graphical user interface displays at least part of a game terrain scene, and the method includes:
[0008] A first virtual building and a second virtual building are provided in the game terrain scene, wherein the first virtual building is used to provide a first preset service in the game terrain scene to enable a first virtual object to survive in the game terrain scene, and the second virtual building is used to provide a second preset service in the game terrain scene to enable a second virtual object to survive in the game terrain scene;
[0009] In response to a preset event triggered by the second virtual object in the game terrain scene, object parameters of the first virtual object are adjusted based on the preset event control to adjust the first preset service provided by the first virtual building in the game terrain scene.
[0010] In a second aspect, another embodiment of the present application provides a game interaction device, the device comprising: a providing module and an adjusting module, wherein:
[0011] The providing module is used to provide a first virtual building and a second virtual building in the game terrain scene, wherein the first virtual building is used to provide a first preset service in the game terrain scene to enable the first virtual object to survive in the game terrain scene, and the second virtual building is used to provide a second preset service in the game terrain scene to enable the second virtual object to survive in the game terrain scene;
[0012] The adjustment module is used to respond to a preset event triggered by the second virtual object in the game terrain scene, and adjust the object parameters of the first virtual object based on the preset event control to adjust the first preset service provided by the first virtual building in the game terrain scene.
[0013] In the third aspect, another embodiment of the present application provides a game interaction device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, when the game interaction device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to perform the steps of any method described in the first aspect above.
[0014] In a fourth aspect, another embodiment of the present application provides a storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the steps of any method described in the first aspect are executed.
[0015] The beneficial effect of the present application is: by adopting the game interaction method provided by the present application, a first virtual building providing a first preset service for a first virtual object and a second virtual building providing a second preset service for a second virtual object are provided in a game terrain scene, and a player can adjust the object parameters of the first virtual object based on the preset event according to the preset event triggered by the second virtual object in the game terrain scene, so as to adjust the first preset service provided by the first virtual building in the game terrain scene, thereby increasing the diversity of the player's game and improving the player's gaming experience, and different preset events may correspond to different adjustment methods, making the player's gaming process full of challenges and unpredictability, thereby improving the stickiness between the player and the game. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0017] Figure 1 A flowchart of a game interaction method provided in one embodiment of the present application;
[0018] Figure 2 A flowchart of a game interaction method provided by another embodiment of the present application;
[0019] Figure 3 A flowchart of a game interaction method provided by another embodiment of the present application;
[0020] Figure 4 A schematic diagram of a graphical user interface provided in one embodiment of the present application;
[0021] Figure 5 A schematic diagram of a graphical user interface provided by another embodiment of the present application;
[0022] Figure 6 A schematic diagram of a graphical user interface provided by another embodiment of the present application;
[0023] Figure 7 A schematic diagram of a graphical user interface provided by another embodiment of the present application;
[0024] Figure 8 A schematic diagram of a graphical user interface provided by another embodiment of the present application;
[0025] Fig. 9 A schematic diagram of a graphical user interface provided by another embodiment of the present application;
[0026] Fig.10 A flowchart of a game interaction method provided by another embodiment of the present application;
[0027] Fig.11 A flowchart of a game interaction method provided by another embodiment of the present application;
[0028] Fig.12 A flowchart of a game interaction method provided by another embodiment of the present application;
[0029] Fig.13 A schematic diagram of a graphical user interface provided by another embodiment of the present application;
[0030] Fig.14 A schematic diagram of a graphical user interface provided by another embodiment of the present application;
[0031] Fig.15 A schematic diagram of the structure of a game interaction device provided in one embodiment of the present application;
[0032] Fig.16 A schematic diagram of the structure of a game interaction device provided by another embodiment of the present application;
[0033] Fig.17 A schematic diagram of the structure of a game interaction device provided in one embodiment of the present application. DETAILED DESCRIPTION
[0034] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in combination with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments.
[0035] The components of the embodiments of the present application generally described and shown in the drawings herein may be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0036] In one embodiment of the present application, the game interaction method can be run on a local terminal device or a server. When the game interaction method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0037] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game interaction method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0038] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0039] In addition, the flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of order, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart under the guidance of the content of this application, and can also remove one or more operations from the flowchart.
[0040] The following is an explanation of a game interaction method provided in an embodiment of the present application in combination with a number of specific application examples. Figure 1 A flowchart of a game interaction method provided in one embodiment of the present application is shown in FIG. Figure 1 As shown, the method includes:
[0041] S101: providing a first virtual building and a second virtual building in a game terrain scene.
[0042] The first virtual building is used to provide a first preset service in the game terrain scene to enable the first virtual object to survive in the game terrain scene, and the second virtual building is used to provide a second preset service in the game terrain scene to enable the second virtual object to survive in the game terrain scene.
[0043] In some possible instances, the first virtual building may be, for example, a virtual residence, a virtual factory, a virtual office building, a virtual medical building, etc., and the first virtual object may be a virtual character, such as a virtual worker, a virtual farmer, a virtual teacher, a virtual child, a virtual elderly person, a virtual disabled person, a virtual engineer, etc.; the first virtual building may provide a first preset service for the first virtual object in the game terrain scene, such as providing work services, living services or shelter services, etc., so that the virtual character can survive in the game terrain scene.
[0044] Among them, the first virtual building in the game terrain scene is used to produce the corresponding first material; the first preset service provided by the first virtual building in the game terrain scene corresponds to the production quantity of the first material.
[0045] The game terrain scene may include, for example, multiple types of first virtual buildings, wherein each type of virtual building is used to produce corresponding materials. The first virtual building may be, for example, a virtual factory. The virtual factory may generate corresponding virtual materials based on the attribute information of the first virtual objects working in the virtual factory. For example, the virtual factory may generate corresponding virtual materials based on the number of virtual workers. The virtual materials may include, for example, virtual energy, virtual silver coins, and virtual living materials (virtual water, virtual food, virtual wood, virtual coal, virtual fur, virtual wood, etc.).
[0046] Still taking the first virtual building as a virtual factory and the first virtual object as a virtual worker as an example, for example, the more virtual workers there are, the more virtual materials the virtual factory generates, and conversely, the fewer virtual workers there are, the fewer virtual materials the virtual factory generates; alternatively, the virtual factory may also generate corresponding virtual materials according to the stability of the virtual workers, for example, the higher the stability of the virtual workers, the more virtual resources the virtual factory generates, and conversely, the lower the stability of the virtual workers, the fewer virtual resources the virtual factory generates.
[0047] The survival of the first virtual object depends on the first preset service provided by the first virtual building, that is, on the virtual resources generated by the first virtual building. If the number of virtual resources generated by the first virtual building is too small, it may cause some or all of the first virtual objects to be unable to survive in the game terrain scene. Therefore, the player needs to make the first virtual building generate as many virtual resources as possible in the game terrain scene, or generate sufficient virtual resources to maintain the survival of the first virtual object in the game terrain scene. It should be understood that the above embodiments are only exemplary descriptions. The virtual resources generated by the specific virtual factory are related to the attributes of the virtual workers, and the related methods can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0048] The second virtual object may be, for example, a virtual animal, such as a virtual flying animal, a virtual land animal or a virtual marine animal. In an embodiment of the present application, the second virtual object may be, for example, a rare animal, or the second virtual object may be a virtual poultry or other animals. The specific type of the second virtual object and the type of animals included in the second virtual object may be flexibly adjusted according to user needs and are not limited to those given in the above embodiments.
[0049] The second virtual building may be, for example, a virtual animal rescue station, a virtual fence or a virtual charity station, and the second virtual building may provide a second preset service for virtual animals, such as providing virtual food resources, virtual living resources, virtual water sources, virtual medicines, etc. required for the survival of virtual animals, so that virtual animals can survive in the game terrain scene.
[0050] In an embodiment of the present application, the game terrain scene includes multiple plots of land, and the construction of the first virtual building and the second virtual building in the game terrain scene both require the consumption of certain plots of land. Therefore, the player needs to construct appropriate first virtual buildings and second virtual buildings according to the actual situation in the current game terrain scene, the number between the first virtual object and the second virtual object, or the player's own needs for terrain construction.
[0051] If there are not many free plots left in the game terrain scene, the player can, for example, unlock more plots of the game terrain scene by upgrading the entire game terrain scene, or by performing tasks, or by exchanging preset virtual resources to build more first virtual buildings or second virtual buildings.
[0052] In an embodiment of the present application, a player can, for example, obtain a second virtual object through an animal rescue event, a baby animal discovery event, or an upgrade event within the game terrain scene. Animal rescue events or baby animal discovery events are a type of event in the adventure random events, and they all have a certain probability of occurrence and appear randomly within the game terrain scene.
[0053] Moreover, different animal rescue events or baby animal discovery events may correspond to different types and quantities of second virtual objects discovered; animal rescue events or baby animal discovery events may be time-limited adventure events, and players need to execute the above-mentioned adventure events within a preset time limit, and obtain the second virtual object corresponding to the adventure event after successful execution, and place the obtained second virtual object in the second virtual building.
[0054] S102: In response to a preset event triggered by the second virtual object in the game terrain scene, adjusting object parameters of the first virtual object based on the preset event control.
[0055] To adjust the first preset service provided by the first virtual building in the game terrain scene. If the object parameter of the first virtual object is adjusted based on the preset event control, the quantity of the target material produced by the target first virtual building within the first preset range of the first virtual object is correspondingly adjusted.
[0056] The object parameters of the first virtual object include at least one of the following: a working parameter of the first virtual object and a quantity parameter of the first virtual object. Taking the first virtual object as a virtual worker as an example, the object parameters of the first virtual object may include, for example, a worker efficiency parameter and a worker quantity parameter, and adjustment of the object parameters of the first virtual object will affect the first preset service provided by the first virtual building in the game terrain scene.
[0057] Still taking the first preset service as the production of corresponding virtual materials (such as the first virtual material) as an example, the object parameters of the first virtual object are adjusted based on the preset event control to adjust the quantity of the first material produced by the first virtual building in the game terrain scene; for example, if the worker efficiency parameter decreases, the efficiency of the first virtual building (virtual factory) in producing the corresponding virtual materials will also decrease, that is, in the same time period, if the worker efficiency parameter decreases, the quantity of virtual materials produced by the first virtual building will decrease; if the worker efficiency parameter increases, the efficiency of the first virtual building in producing the corresponding virtual materials will also increase, that is, in the same time period, if the worker efficiency parameter increases, the quantity of virtual materials produced by the first virtual building will increase.
[0058] Correspondingly, if the parameter of the number of workers decreases, the efficiency of the first virtual building in producing the corresponding virtual materials will also decrease, that is, in the same time period, if the parameter of the number of workers decreases, the amount of virtual materials produced by the first virtual building will decrease; if the parameter of the number of workers increases, the efficiency of the first virtual building in producing the corresponding virtual materials will also increase, that is, in the same time period, if the parameter of the number of workers increases, the amount of virtual materials produced by the first virtual building will increase; it should be understood that the above embodiments are only exemplary descriptions, and the specific object parameters of the second virtual object, and the rules for adjusting the first virtual building to provide the first preset service in the game terrain scene corresponding to the object parameters of the second virtual object can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0059] In some other possible embodiments, for example, in response to a preset event triggered by a second virtual object in a game terrain scene, object parameters of a first virtual object located in a designated influence area corresponding to the preset event in the game terrain scene may be adjusted based on the preset event, the position of the second virtual object when the preset event is triggered, and the duration of the preset event.
[0060] That is to say, the preset event triggered by the second virtual object will only affect the object parameters of the first virtual object within a preset range around the second virtual object. For example, it may be possible to adjust only the object parameters of the first virtual object within a preset range around the position of the second virtual object based on the position of the second virtual object when the preset event is triggered, and not adjust the object parameters of other first virtual objects outside the preset range around the position of the second virtual object in the game terrain scene.
[0061] This adjustment method makes it possible for the second virtual object to adjust the object parameters of the first virtual object when the preset event is triggered, which is more in line with the actual situation. Some first virtual objects that are far away from the position of the second virtual object when the preset event is triggered will not be affected by the preset event triggered by the second virtual object.
[0062] Alternatively, on the basis of adjusting the object parameters of the first virtual object within a preset range around the position of the second virtual object when the preset event is triggered, the object parameters of the first virtual object within a preset range around the position of the second virtual object may be adjusted according to the duration of the preset event; for example, when the duration is longer or shorter, the corresponding adjustment range may be different, and the specific method of adjusting the object parameters of the first virtual object can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0063] By adopting the game interaction method provided by the present application, a first virtual building providing a first preset service for a first virtual object and a second virtual building providing a second preset service for a second virtual object are provided in a game terrain scene. Players can adjust the object parameters of the first virtual object based on the preset event according to the preset event triggered by the second virtual object in the game terrain scene, so as to adjust the first preset service provided by the first virtual building in the game terrain scene, thereby increasing the diversity of players' games and improving players' gaming experience. Different preset events may correspond to different adjustment methods, making the player's gaming process full of challenges and unpredictability, thereby improving the stickiness between players and games.
[0064] Optionally, based on the above embodiment, the embodiment of the present application may also provide a game interaction method, and the implementation process of the above method is illustrated below in conjunction with the accompanying drawings. Figure 2 A flowchart of a game interaction method provided by another embodiment of the present application is shown as follows: Figure 2 As shown, before S102, the method may further include:
[0065] S111: In response to the opening event of the second virtual building, unlocking the construction permission of the second virtual building.
[0066] In an embodiment of the present application, the opening time of the second virtual building can be, for example, triggered after the player performs a designated task; or, it can be triggered after the player triggers a preset plot; or, it can be triggered after the player unlocks the second virtual object in the game terrain scene; or, it can be triggered after the player unlocks the second virtual object; or, it can also be triggered after the player's level reaches a preset level, or it can also be triggered after the number of virtual resources reaches a preset threshold. The specific method of triggering the opening event of the second virtual building can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0067] After unlocking the construction permission for the second virtual building, the player can build the second virtual building on the vacant plot in the game terrain scene.
[0068] S112: In response to the construction instruction for the second virtual building, construct the second virtual building in the game terrain scene.
[0069] In response to a construction instruction for a second virtual building, it is determined whether the position corresponding to the construction instruction is an idle plot. If so, it is determined whether the size of the position corresponding to the construction instruction is sufficient to build the second virtual building. If the position corresponding to the construction instruction is an idle plot and the size of the position is sufficient to build the second virtual building, the second virtual building is built at the position corresponding to the construction instruction. Otherwise, a construction failure indication is returned to the player, such as "cannot be built here" or "not enough plots left here", etc. The player can select other plots to build the second virtual building according to the returned indication information, or the player can obtain more idle plots by expanding the game terrain scene. It should be understood that the above embodiments are only exemplary, and the specific method of building the second virtual building, the method of determining whether it can be successfully built, and the method of returning prompt information and the content of the prompt information can all be flexibly adjusted according to user needs and are not limited to the above embodiments.
[0070] Optionally, based on the above embodiment, the embodiment of the present application may also provide a game interaction method, and the implementation process of the above method is illustrated below in conjunction with the accompanying drawings. Figure 3 A flowchart of a game interaction method provided by another embodiment of the present application is shown as follows: Figure 3 As shown, the method may also include:
[0071] S121: In response to an acquisition instruction for a second virtual object, determining whether there is remaining capacity in the second virtual building.
[0072] In an embodiment of the present application, the second virtual building can only accommodate a preset number of second virtual objects. Any more than that cannot be accommodated. The number of second virtual objects that the second virtual building can accommodate may, for example, be related to the level of the second virtual building, or may be related to the pits included in the second virtual building, or may be related to the number of virtual troughs in the second virtual building. The specific basis for determining the preset number of second virtual objects accommodated in the second virtual building may be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0073] If yes, execute S122.
[0074] S122: placing the second virtual object into the second virtual building, and updating the remaining capacity of the second virtual building.
[0075] For example, if the remaining capacity in the second virtual building is 3, and placing the second virtual object consumes 1 remaining capacity, then after successfully placing the second virtual object, the remaining capacity in the second virtual building will be updated to 2, that is, the current second virtual building can still accommodate 2 other second virtual objects.
[0076] Figure 4 The interface diagram of the graphical user interface provided in an embodiment of the present application is still described by taking the successful placement of two second virtual objects as an example. At this time, for example, a first confirmation pop-up window may pop up on the graphical user interface to prompt the player that the second virtual object has been successfully placed in the second virtual building. The player can go to the second virtual building to view each second virtual object, such as Figure 4 As shown, the first confirmation pop-up window may display, for example, the event name "Animal Rescue" and the event details "The animal has been sent to the rescue station, and you can go to the rescue station to check the animal and its health condition", and display an image of the second virtual object that has been successfully placed, and also display option controls, such as a "Confirm" control and a "Go" control. If the player selects the "Confirm" control, the first confirmation pop-up window is closed; if the player selects the "Go" control, the first confirmation pop-up window is closed, and a second virtual building is displayed on the graphical user interface. The player can view the detailed information of each second virtual object in the second virtual building, such as viewing the object information of the second virtual object (specifically what animal it is), and viewing the health information of the second virtual object, etc. It should be understood that the above embodiments are only exemplary descriptions, and the specific content included in the first confirmation pop-up window, as well as the information content corresponding to each content, can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0077] If not, execute S123.
[0078] S123: prompting that the acquisition of the second virtual object fails.
[0079] If the execution fails, it means that there is no remaining capacity in the current second virtual building and the second virtual object cannot be placed. At this time, the player can upgrade the second virtual building or expand the second virtual building to obtain more remaining capacity to accommodate the second virtual object that has not been successfully placed.
[0080] In an embodiment of the present application, in response to an upgrade operation (or expansion operation) on the second virtual building, the capacity information and material information in the second virtual building are updated; in an embodiment of the present application, the material information can be, for example, the quantity information of food troughs, and of course it can also be heating material information or water source material information and other material information, etc. The following embodiments are all explained using the quantity information of food troughs as an example, but the specific content included in the material information can be adjusted according to user needs and is not limited to the above embodiments.
[0081] Among them, the capacity of the upgraded second virtual building will increase, and the number of food troughs will increase, that is, more second virtual objects can be placed in the upgraded second virtual building, and more food troughs can be provided for the second virtual objects; it should be understood that the above embodiments are only exemplary descriptions, and the specific information in the second virtual building affected by the upgrade of the second virtual building and the way in which the impact is generated can be flexibly adjusted according to user needs, and are not limited to the above embodiments.
[0082] In an embodiment of the present application, when the second virtual object is placed in a second virtual building in the game terrain scene, its health is not necessarily in a full health state, or the state of the second virtual object may be a juvenile state.
[0083] The second virtual building of the present application is set up to house the second virtual object so that the health of the second virtual object can be improved in the second virtual building, or the status of the second virtual object can be improved to an adult state; the way to improve the health and / or status of the second virtual object can be, for example: the second virtual object gradually increases its health (or gradually improves the status of the second virtual object) by eating food in the food trough in the second virtual building until the health reaches a full health state (or until the status of the second virtual object is an adult state); or, the second virtual building also needs to provide heating services for the second virtual object. If the temperature in the second virtual building is within the temperature range required by the second virtual object, the health of the second virtual object will also gradually increase at a preset increase rate. Otherwise, if the temperature in the second virtual building is high or low, it is possible to affect the recovery speed of the health of the second virtual object (or the improvement speed of the status of the second virtual object), and even when the temperature is too high or too low, it is likely to cause the death of the second virtual object.
[0084] In some possible embodiments, in order to make the difference between the second virtual buildings of different levels more obvious, the player can more intuitively distinguish the level of the second virtual building according to the display method of the second virtual building in the game terrain scene. For example, the appearance of the second virtual building can be adjusted in response to the upgrade operation (or expansion operation) of the second virtual building, wherein the second virtual buildings of different levels have corresponding preset appearances; for example, the appearance of the second virtual building may be more refined as the level increases. For example, the second virtual building in the first level state may be built of virtual straw, the second virtual building in the second level state may be built of virtual wood, the second virtual building in the third level state may be built of virtual bricks, and the second virtual building in the fourth level state may be built of virtual cement, etc. The specific construction method of the second virtual building, as well as the correspondence between the level of the second virtual building and the construction method, can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0085] Figure 5 This is a schematic diagram of a graphical user interface provided by another embodiment of the present application, in which a second virtual building has no remaining capacity, resulting in a failure in executing the acquisition event. At this time, a second confirmation pop-up window may pop up on the graphical user interface to prompt the player that the placement of the second virtual object has failed, such as Figure 5 As shown in (a), the second confirmation pop-up window may display, for example, the event name "Insufficient space in the rescue station" (the rescue station here is a possible building type of the second virtual building), the event details "Because there is insufficient space left in the rescue station, some animals cannot be accommodated. Please provide space as soon as possible. If they cannot be accommodated, the animals will leave", and an image of the second virtual object that has not been successfully placed is displayed, and the image of the second virtual object that has not been successfully placed also displays the remaining placement time information.
[0086] That is, the player needs to successfully place the second virtual object within the remaining placement time, otherwise the second virtual object will leave and continue as Figure 5 As shown in (a), the second confirmation pop-up window also displays option controls, such as a "Confirm" control and a "Go" control. If the player selects the "Confirm" control, the second confirmation pop-up window is closed; if the player selects the "Go" control, the second confirmation pop-up window is closed, and the second virtual building is displayed on the graphical user interface. The player can choose to expand the second virtual building, or choose to release the second virtual object whose health meets the conditions in the second virtual building, or choose to upgrade the second virtual building, etc., so that there is a remaining space in the second virtual building to place the second virtual object that has not been successfully placed. It should be understood that the above embodiment is only an exemplary description, and the specific content included in the second confirmation pop-up window, as well as the information content corresponding to each content, can be flexibly adjusted according to user needs and are not limited to the above embodiment.
[0087] like Figure 5 As shown in (b), if the second virtual object has not been placed due to insufficient space in the second virtual building (rescue station), a prompt message is displayed at a preset position around the second virtual building in the game terrain scene to prompt that there is an unsuccessful placement of the second virtual object; wherein the preset position may be, for example, the top of the second virtual building, and the prompt message may be, for example, a countdown bubble, in the form of, for example, an exclamation mark bubble (of course, it may also be a clock bubble or a bubble in any other form, and is not limited thereto), to prompt the player that there is an unprocessed event for the second virtual building, and the remaining processing time may be displayed. If the player clicks on the countdown bubble, a pop-up message such as Figure 5 (a) shows the second confirmation pop-up window to prompt the player to deal with the unsuccessfully placed second virtual object as soon as possible, otherwise the second virtual object will leave. It should be understood that the above embodiment is only an exemplary description, and the specific unsuccessfully placed second virtual object can also be an event with no remaining time, that is, a long-term valid time. The option control can also be, for example, a "confirm" control and a "give up" control. After the player clicks the "give up" control, he will actively give up the rescue of the second virtual animal. In other words, the above embodiment is only an exemplary description, and the content displayed on the specific first confirmation pop-up window and the second confirmation pop-up window can be flexibly adjusted according to user needs, and is not limited to the above embodiment.
[0088] In an embodiment of the present application, the second virtual building is used to produce corresponding second materials, each second virtual object in the second virtual building consumes at least one second material, and in response to a click operation on the second virtual building, a game interface corresponding to the second virtual building is displayed on the graphical user interface, and material information corresponding to each second material in the second virtual building and information of the second virtual objects included in the second virtual building are displayed on the game interface.
[0089] Figure 6 A schematic diagram of a graphical user interface provided in another embodiment of the present application is still described by taking the material information as a food trough as an example, that is, the second virtual building of the present application includes at least one type of food trough, such as Figure 6 As shown, the right side of the graphical user interface can display a second virtual object list, which is used to display the second virtual objects currently placed in the second virtual building. The upper left corner of the graphical user interface can display multiple types of food troughs; the types of food troughs can include, for example: fodder type, meat type, water type, feed type, etc. The specific type of food trough can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0090] In addition, the graphical user interface also displays the progress information of each food trough. The progress information can be displayed in the form of a progress bar, for example. If the food placed in the food trough is full, the progress bar is full, and if the food placed in the food trough has been used up by the second virtual object, the progress bar is empty. In addition, the progress information can also include remaining time information, and the remaining time information is used to indicate the time when the food included in each food trough is sufficient for the second virtual object to use if the second virtual object placed in the current second virtual building remains unchanged.
[0091] like Figure 6 As shown, the current food trough includes a forage food trough and a meat food trough, and the progress bars in the meat food trough and the forage food trough are only halfway, that is, the food in the meat food trough and the forage food trough has been consumed by half, and the remaining time of the meat food trough is 1 hour, that is, the remaining food in the meat food trough is enough for the second virtual object to use for one hour if the second virtual object included in the current second virtual building remains unchanged; the remaining time of the forage food trough is 2 hours, that is, the remaining food in the forage food trough is enough for the second virtual object to use for two hours if the second virtual object included in the current second virtual building remains unchanged.
[0092] That is to say, in the embodiment of the present application, if the second virtual object placed in the second virtual building changes, the progress information of the corresponding food troughs may change. For example, if the player releases a herbivorous virtual object in the second virtual building, the remaining available time corresponding to the forage food trough may increase due to the decrease in herbivores in the second virtual building; if the player places a new carnivorous virtual object in the second virtual building, the remaining available time corresponding to the carnivorous food trough may decrease due to the increase in carnivorous virtual objects. After the number of second virtual objects included in the specific second virtual building is adjusted, the change in the progress information of the corresponding food trough can be flexibly adjusted according to user needs, and is not limited to the above embodiments.
[0093] In one embodiment of the present application, if the food in the food trough in the second virtual building is exhausted, resulting in the second virtual object having no virtual food, such a situation will cause the health of the second virtual object without food to decrease. If the health of the second virtual object continues to decrease, so that the time when the health is reduced to 0 exceeds a certain preset time, the death event of the second virtual object will be triggered.
[0094] In some possible embodiments, not every second virtual object with a health level lower than 0 will trigger a death event. For example, a death event may have a certain triggering probability. The preset time and triggering probability are determined according to the game configuration, and this application does not impose any restrictions here.
[0095] In order to avoid the occurrence of the above-mentioned events and to enable players to promptly notice the situation where the food in the food trough is about to run out, in some possible embodiments, if the food in at least one type of food trough in the second virtual building is exhausted (or, the remaining food in at least one type of food trough in the second virtual building is lower than a preset threshold, for example, the remaining consumption time is lower than a preset time threshold), a prompt message will be displayed around the second virtual building to prompt that the food in the food trough needs to be replenished. The prompt message may be displayed, for example, by displaying a knife and fork-shaped bubble above the head of the second virtual building for prompting. After the player clicks on the knife and fork-shaped bubble, a prompt window may pop up, for example, "The food is exhausted, please replenish it as soon as possible, otherwise the health of the animal will decrease." The player can enter the second virtual building by clicking the "Go to Preparation" control on the prompt window, and replenish the food troughs that need to be replenished according to the actual situation of each food trough in the second virtual building.
[0096] Continue as Figure 6 As shown, an illustration control may be displayed at the very bottom of the second virtual object list displayed on the right side of the graphical user interface. In response to a click operation on the illustration control, an illustration display window pops up on the graphical user interface to display the illustration information of the second virtual object that the player has currently unlocked.
[0097] Figure 7 A graphical user interface diagram provided in another embodiment of the present application is shown in FIG. Figure 7 As shown, the atlas information may include, for example, rescue status information and picture information. In the atlas display window, the atlas information of the unlocked second virtual object is displayed in gray (or only a grayed-out silhouette image may be displayed), and the corresponding name information is not displayed. The atlas information of the unlocked second virtual object is displayed in a normal display color, and the corresponding rescue status is displayed in the upper left corner / lower right corner of the image information.
[0098] The illustrated information may also include, for example, the number of second virtual objects that the player has unlocked. Figure 7 As shown, for example, it can be displayed after the rescue state.
[0099] In other possible embodiments, the atlas display window may also include, for example, a reward collection space, an unlocking progress bar, or may also include display content such as a reward progress bar. It should be understood that the above embodiments are only exemplary descriptions, and the content displayed in the specific atlas display window, the display method of each content, and the content included in the atlas information can all be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0100] In an embodiment of the present application, the preset events triggered by the second virtual object in the game terrain scene include at least one of the following: an injury event of the second virtual object, a wandering event of the second virtual object, and a disappearance event of the second virtual object, wherein the injury event is used to prompt the second virtual object to cause damage to at least one first virtual object, the wandering event is used to prompt the second virtual object to wander in the game terrain scene, and the disappearance event is used to prompt the second virtual object to be eliminated from the game terrain scene.
[0101] In response to the preset event being an injury event or a wandering event of the second virtual object, the operating parameters of the first virtual object are controlled to be adjusted; that is, if the preset event is an injury event or wandering time of the second virtual object, the operating parameters of the first virtual object will be reduced at this time.
[0102] In response to the preset event being the disappearance event of the second virtual object, the operating parameters and / or quantity parameters of the first virtual object are controlled to be adjusted; that is, if the preset event is the disappearance event of the second virtual object, the quantity of the first virtual object will be reduced, or the operating parameters of the first virtual object will be lowered.
[0103] In some possible embodiments, if a preset event occurs in the virtual terrain scene, corresponding prompt event information and option information will pop up on the graphical user interface for the player to choose. Different choices made by the player may result in different adjustments to the object parameters of the first virtual object in the virtual terrain scene.
[0104] Figure 8 This is a schematic diagram of a graphical user interface provided by another embodiment of the present application. If the preset event is an animal injury event, the graphical user interface will display, for example, Figure 8 The interface shown includes the name of the preset event "Animal Injuries", the specific content of the preset event "Someone was just bitten by a wolf-like animal nearby. It should be the one rescued by the captain. I don’t know why we saved them. I hope we can send them out as soon as possible and let them die on their own!", and the options corresponding to the preset events "Find it as soon as possible", "I don’t have time to take care of this", and each option corresponding to the preset event is followed by a detail mark. In response to the player's click operation on the detail mark, the adjustment strategy corresponding to the option will be displayed around the corresponding option. For example, if the player selects the option "I don’t have time to take care of this", the border after the option and the detail mark after the option will be displayed in bold (of course, it can also be highlighted or displayed in other display directions, as long as it is distinguished from the display method of other unselected options), then it is possible that "nearby workers begin to become anxious and their work efficiency decreases".
[0105] Fig. 9This is a schematic diagram of a graphical user interface provided by another embodiment of the present application. If the preset event is the disappearance event of the second virtual object, the graphical user interface will display, for example, Fig. 9 The interface shown includes the name of the preset event "animal disappearance", the specific content of the preset event "the *** found some animal bones that were not processed in time", the options corresponding to the preset event "expel him" and "warn him", and each option corresponding to the preset event is also followed by a detail mark. In response to the player's click operation on the detail mark, the adjustment strategy corresponding to the option will be displayed around the corresponding option. For example, if the player chooses the option of "expel him", the "number of workers -1" may be reduced; if the player chooses the option of "warn him", the "people nearby begin to get anxious and work efficiency decreases" may be reduced; the player can make corresponding choices according to his or her own plans and actual needs in the game. It should be understood that the above embodiments are only exemplary descriptions. When a specific preset event occurs, , the content displayed on the graphical user interface, as well as the specific content included in the displayed content, the number of options included in the options, the option content, and the adjustment strategy corresponding to each option can all be adjusted according to user needs. For example, there may also be some option settings, so that if the player selects the option, the working parameters and / or quantity parameters of the first virtual object will not be adjusted. The display method of the preset event can also be, for example, directly displaying the event content and the corresponding option content of the preset event in the form of a pop-up window on the game terrain scene, or the preset event content and the corresponding option content can be displayed in the form of an email. If the player does not select the option corresponding to the preset event within the preset time, it can be assumed that the player has selected the default option, which is not limited to the above embodiments.
[0106] Optionally, based on the above embodiment, the embodiment of the present application may also provide a game interaction method, and the implementation process of the above method is illustrated below in conjunction with the accompanying drawings. Fig.10 A flowchart of a game interaction method provided by another embodiment of the present application is shown as follows: Fig.10 As shown, the method may also include:
[0107] S131: In response to the second virtual object being placed in the second virtual building, controlling the adjustment of the working parameters of the first virtual object.
[0108] For example, if the second virtual object is placed in the second virtual building, it may be possible to determine the corresponding influence parameter based on the successfully placed second virtual object, and adjust the working parameter of the first virtual object based on the influence parameter. For example, in the case where the influence parameter is used to improve the working parameter of the first virtual object, if the placed second virtual object is rarer, the influence parameter may be larger, that is, the placement of a rare second virtual object increases the magnitude of the improvement of the working parameter of the first virtual object to a greater extent; correspondingly, the influence parameter of a second virtual object of ordinary rarity may be smaller, that is, placing a second virtual object of ordinary rarity increases the magnitude of the improvement of the working parameter of the first virtual object to a smaller extent; the specific adjustment method of the working parameter of the first virtual object by placing the second virtual object can be flexibly adjusted according to user needs, and is not limited to the above embodiments. For example, the corresponding adjustment method may be the same for each second virtual object; or the corresponding adjustment method can be determined based on the attributes of the second virtual object, such as herbivorous or carnivorous, and can be flexibly adjusted according to user needs, and is not limited to the above embodiments.
[0109] Optionally, based on the above embodiment, the embodiment of the present application may also provide a game interaction method, and the implementation process of the above method is illustrated below in conjunction with the accompanying drawings. Fig.11 A flowchart of a game interaction method provided by another embodiment of the present application is shown as follows: Fig.11 As shown, the method may also include:
[0110] S141: In response to a move operation on a second virtual object, determining an end position corresponding to the move operation.
[0111] In an embodiment of the present application, for example, in a second virtual building, a second virtual object can be selected by a long press operation, and the selected second virtual object can be moved in the game terrain scene by a drag operation continuous with the long press operation, and the end position of the move operation can be obtained.
[0112] S142: Move the second virtual object to the end position, and randomly determine a first action from the preset actions.
[0113] So that the second virtual object performs the first action at the end position; wherein, the preset actions corresponding to different second virtual objects may be different, and the preset actions may include: running action, walking action, pacing action, fast moving action, flying action, turning action, etc. The content included in the specific preset action, and the correspondence between the preset action and the second virtual object can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0114] In some possible embodiments, the player's operation form for moving the second virtual object is, for example, that after the player long presses the target second virtual object, the player can pick up the target second virtual object in the game terrain scene, and through a moving operation continuous with the long press operation, drag the target second virtual object into a placeable area in the game terrain scene (within a preset range of the second virtual building). Since the movement operation on the second virtual object has a distance threshold, the player can move the second virtual object at will within the preset range of the second virtual building. If the end position is outside the second preset range of the second virtual building, the second virtual object is controlled to move from the end position to within the second preset range of the second virtual building.
[0115] In an embodiment of the present application, for example, a target position can be randomly determined within a preset range of the second virtual building, and the second virtual object can be controlled to move from the end position to the target position. Such a setting method not only stipulates the moving range of the second virtual object, but also improves the randomness of the movement of the second virtual object by randomly determining the target position, so that when the end position of the moving operation is outside the preset range of the second virtual building, the player can observe the movement mode and movement action of the second virtual object by moving the second virtual object, thereby improving the player's gaming experience and increasing the interaction between the player and the game.
[0116] After the target position is determined, for example, at least one first action can be randomly determined from the preset actions corresponding to the second virtual object based on the distance between the end position and the target position. For example, if the distance between the end position and the target position is short, the second virtual object can be controlled to return from the end position to the target position by only one first action; if the distance between the end position and the target position is far, multiple first actions may be required to control the second virtual object to return from the end position to the target position. For example, when the second virtual object is a bird virtual animal, a flying action can be performed from the end position first, and when the flying action ends and reaches the landing point of the flying action, the bird virtual animal is controlled to perform a fast moving action from the landing point to the target position. It should be understood that the above embodiments are only exemplary descriptions, and the specific movement method and movement process of the second virtual object from the end position to the target position can be flexibly adjusted according to user needs and are not limited to the above embodiments.
[0117] In some other possible embodiments, if the preset event is wandering within a second preset range of the second virtual building, the second virtual object may be controlled to randomly perform a second action among the preset actions.
[0118] Among them, the triggering method of the event of wandering within the second preset range of the second virtual building can be, for example, triggered according to a random time interval; for example, a random time interval may be preset, and within the random time interval, a random time interval may be randomly determined, after the random time interval, the second virtual object will be controlled to perform the second action, and after the second action is performed, a random time interval will be randomly determined in the random time interval to wait for the next control of the second virtual object to perform the second action randomly determined again in the preset action; or, in response to a click operation on the second virtual object, the specific triggering method of triggering the second virtual object to wander in the second virtual building can be flexibly adjusted according to user needs, and is not limited to the above embodiments.
[0119] Among them, different second virtual objects may correspond to different preset actions, and among multiple preset actions, each action may have a different trigger weight. The trigger weight of some rare actions may be low, that is, the possibility of such rare actions being triggered is low. Players can trigger some rare actions through multiple trigger operations, which increases the player's interest in triggering the second virtual object to perform the preset action.
[0120] If the randomly determined second action is a moving action, for example, a target direction can be randomly determined within a range of 0°-360°, and the second virtual object can be controlled to perform the second action according to the target direction; if the second virtual object reaches the boundary of a preset range of the second virtual building when performing the second action, for example, the moving direction of the second virtual object can be randomly changed so that the second virtual object does not move outside the preset range of the second virtual building.
[0121] If the second virtual object is a bird virtual object, for example, N stationary footholds can be pre-configured within a preset range of the second virtual building, and each stationary foothold may have a different weight. The weight and coordinates of each stationary foothold can be determined by the configuration, and the present application does not impose any restrictions on this. In addition, in order to make the movement of the bird virtual object in the second virtual building of the present application more in line with the movement rules of real birds, for the bird virtual object, when performing a moving action, the path of its moving action is generally a diverse path rather than a fixed curve.
[0122] For example, during the process of the second virtual object performing the second action, for example, in response to a click operation on the second virtual object, a third action can be randomly determined from the preset actions; the second action being performed by the second virtual object is interrupted, and the second virtual object is controlled to perform the third action.
[0123] Among them, in order to avoid the second virtual object from repeatedly performing the same action, when controlling the second virtual object to perform the third action, it is necessary to first determine whether the second action is the same as the third action; if they are the same, control the second virtual object to continue to perform the second action; if they are not the same, interrupt the second action being performed by the second virtual object, and control the second virtual object to perform the third action.
[0124] In some other possible embodiments, the player may click on the target second virtual object in the game terrain scene to trigger the target virtual object to execute a random second virtual object in the preset action, thereby further realizing the diversity of the interaction methods between the player and the second virtual object.
[0125] Optionally, based on the above embodiment, the embodiment of the present application may also provide a game interaction method, and the implementation process of the above method is illustrated below in conjunction with the accompanying drawings. Fig.12 A flowchart of a game interaction method provided by another embodiment of the present application is shown as follows: Fig.12 As shown, the method may also include:
[0126] S151: In response to a release operation on a target second virtual object in a second virtual building, the target second virtual object is removed from the second virtual building, and a preset number of virtual resources are configured for the second virtual building.
[0127] In an embodiment of the present application, in response to a release operation on a target second virtual object in a second virtual building, a confirmation pop-up window is displayed on a graphical user interface; in response to a confirmation operation on the confirmation pop-up window, the target second virtual object is removed from the second virtual building.
[0128] In some possible embodiments, for the release operation of the target second virtual object in the second virtual building, for example, the player can directly select the target second virtual object in the second virtual building, and long press the target second virtual object to drag the target second virtual object in the game terrain scene. If the end position of the dragging operation is within the preset release area, the release operation of the target second virtual object is triggered; or, when the player views each second virtual object in the second virtual object list in the second virtual building, the release operation is triggered by clicking the release control of the target second virtual object. It should be understood that the above embodiments are only exemplary descriptions, and the specific triggering method of the release operation can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0129] In an embodiment of the present application, the acquired virtual resources can be exchanged for some special buildings, for example, for a statue corresponding to the second virtual object, or for some virtual medals, or for some virtual titles, or for some virtual decorations, etc., so as to increase the player's enthusiasm for rescuing the second virtual object.
[0130] Fig.13 A schematic diagram of a graphical user interface provided by another embodiment of the present application is shown as follows: Fig.13 As shown, the confirmation pop-up window for the release operation may include, for example, the name information and image information of the target second virtual object to be released. For example, "Are you sure you want to release the dodo?" may be displayed in the confirmation pop-up window, and a release control and a cancel control may be displayed. In order to enable the player to more clearly determine how many specific virtual resources can be obtained by releasing the target second virtual object, the amount of virtual resources that can be obtained by releasing the target second virtual object may be displayed at a preset position around the release control, for example, below the release control.
[0131] In some other possible embodiments, before releasing the target second virtual object, it is also necessary to determine the health of the target second virtual object to determine whether the health of the target second virtual object supports release, that is, in response to the release operation of the target second virtual object in the second virtual building, determine whether the health of the target second virtual object meets the preset conditions; if so, remove the target second virtual object from the second virtual building, and configure a preset number of virtual resources for the second virtual building. If not, return a prompt message to the player to prompt that the current health of the target second virtual object cannot complete the release operation, and it needs to continue to recuperate in the second virtual building for a period of time before trying to release it.
[0132] For example, in a possible embodiment of the present application, before releasing the target second virtual object, it is necessary not only to determine whether the health of the target second virtual object supports release, but also to determine whether the state of the target second virtual object is an adult state. Only when the state of the target second virtual object is an adult state and the health of the target second virtual object supports release, can the target second virtual object be successfully released; otherwise, the release operation cannot be completed.
[0133] This setting method is more in line with the release experience in real scenarios. Players can have a real immersive release experience in the game, which greatly improves the player's gaming experience and increases the player's interactivity with the release operation.
[0134] In order to improve the release efficiency of players, in a possible embodiment of the present application, in response to the health of the second virtual object meeting a preset condition, it is determined that the second virtual object meets the release condition, and a prompt message is displayed around the second virtual building to prompt that there is currently a second virtual object that can be released.
[0135] Fig.14 A schematic diagram of a graphical user interface provided by another embodiment of the present application is shown as follows: Fig.14 As shown, after there is a second virtual object whose health meets the preset conditions in the second virtual building, prompt information can be displayed around the second virtual building, for example, a heart-shaped icon can be displayed to prompt that there is a second virtual object that can be released in the current second virtual building. If the player clicks on the heart-shaped icon, for example, a prompt information pop-up window corresponding to the heart-shaped icon can be displayed on the graphical user interface, and the pop-up window can display, for example, "The dodo has recovered and can be released to return to nature". In addition, a "Go to release" control and "I know" are displayed. If the player clicks on the "Go to release" control, the prompt information pop-up window will be closed, and the player will go to the release interface of the second virtual object in the second virtual building. If the player clicks on "I know", the prompt information pop-up window will be closed. It should be understood that the above embodiment is only an exemplary description, and the specific pop-up window form of the prompt information, the content displayed in the pop-up window, and the display style of the prompt information, whether it is a heart shape, a triangle, an exclamation mark, or any other style, can all be flexibly adjusted according to user needs, and are not limited to the above embodiment.
[0136] In an embodiment of the present application, if the prompt information around the second virtual building has been viewed by the player, the viewed prompt information will not be displayed around the second virtual building. In other words, only the prompt information that has not been viewed will be displayed around the second virtual building, and the viewed prompt information will not be displayed around the second virtual building even if it has not been processed. It should be understood that the above embodiment is only an exemplary description, and the specific display method of the prompt information can be flexibly adjusted according to user needs and is not limited to the above embodiment.
[0137] The game interaction method provided by the present application provides a new way of playing for players. Players can adjust the object parameters of the first virtual object in the game terrain scene by rescuing the second virtual animal, which increases the diversity of the player's game. Players can also rescue the second virtual animal in the second virtual building to improve the health of the second virtual object, and after the health of the second virtual object meets the preset conditions, the second virtual object can be released to obtain a preset number of virtual resources. In addition, the second virtual building supports expansion or upgrading. Players can build the corresponding second virtual building in the game terrain scene according to their needs, or obtain the second virtual object to adjust the object parameters of the first virtual object. If the second virtual object has different wandering events in the game terrain scene, the object parameters of the first virtual object will be adjusted in different ways, that is, the player's sense of participation and diversity in the game are improved, thereby improving the player's gaming experience.
[0138] The following is an explanation of the game interaction device provided by the present application in conjunction with the accompanying drawings. The game interaction device can execute the above Figure 1-Figure 14 For any game interaction method, its specific implementation and beneficial effects are as mentioned above and will not be repeated below.
[0139] Fig.15 A schematic diagram of the structure of a game interaction device provided in one embodiment of the present application is shown in FIG. Fig.15 As shown, the device includes: a providing module 201 and an adjusting module 202, wherein:
[0140] Providing module 201, used to provide a first virtual building and a second virtual building in a game terrain scene, the first virtual building is used to provide a first preset service in the game terrain scene to enable the first virtual object to survive in the game terrain scene, and the second virtual building is used to provide a second preset service in the game terrain scene to enable the second virtual object to survive in the game terrain scene;
[0141] The adjustment module 202 is used to respond to a preset event triggered by the second virtual object in the game terrain scene, and adjust the object parameters of the first virtual object based on the preset event control to adjust the first preset service provided by the first virtual building in the game terrain scene.
[0142] Optionally, based on the above embodiment, the embodiment of the present application may also provide a game interaction device, as follows in conjunction with the accompanying drawings: Fig.15 The implementation process of the given device is described by way of example. Fig.16 A schematic diagram of the structure of a game interaction device provided in another embodiment of the present application is shown in FIG. Fig.16 As shown, the device further comprises: a construction module 203, wherein:
[0143] Providing a module 201, specifically for unlocking the construction permission of the second virtual building in response to an opening event of the second virtual building;
[0144] The construction module 203 is used to construct the second virtual building in the game terrain scene in response to the construction instruction for the second virtual building.
[0145] Optionally, the object parameter of the first virtual object includes at least one of the following: a working parameter of the first virtual object, and a quantity parameter of the first virtual object.
[0146] Optionally, the preset event triggered by the second virtual object in the game terrain scene includes at least one of the following: an injury event of the second virtual object, a wandering event of the second virtual object, and a disappearance event of the second virtual object, wherein the injury event is used to prompt the second virtual object to cause damage to at least one first virtual object, the wandering event is used to prompt the second virtual object to wander in the game terrain scene, and the disappearance event is used to prompt the second virtual object to be eliminated from the game terrain scene; the adjustment module 202 is specifically used to control the adjustment of the working parameters of the first virtual object in response to the preset event being the injury event or the wandering event of the second virtual object; and control the adjustment of the working parameters and / or quantity parameters of the first virtual object in response to the preset event being the disappearance event of the second virtual object.
[0147] Optionally, the first virtual building in the game terrain scene is used to produce a corresponding first material; the first preset service provided by the first virtual building in the game terrain scene corresponds to the production quantity of the first material.
[0148] Optionally, the adjustment module 202 is specifically configured to adjust object parameters of the first virtual object based on a preset event control, so as to adjust the quantity of the first material produced by the first virtual building in the game terrain scene.
[0149] like Fig.16 As shown, the device also includes: a determination module 204, which is used to determine whether there is remaining capacity in the second virtual building in response to an acquisition instruction for the second virtual object; if so, the second virtual object is placed in the second virtual building and the remaining capacity of the second virtual building is updated; if not, it is prompted that the acquisition of the second virtual object has failed.
[0150] Optionally, a module 201 is provided, specifically configured to display prompt information at a preset position around the second virtual building to prompt that there is a second virtual object that has not been successfully placed.
[0151] Optionally, the determination module 204 is specifically configured to update the capacity information and material information in the second virtual building in response to an upgrade operation on the second virtual building.
[0152] Optionally, the second virtual building is used to produce corresponding second materials, and each second virtual object in the second virtual building consumes at least one second material. A module 201 is provided, which is specifically used to respond to a click operation on the second virtual building, display a game interface corresponding to the second virtual building on a graphical user interface, and display material information corresponding to each second material in the second virtual building and information of the second virtual objects included in the second virtual building on the game interface.
[0153] Optionally, the adjustment module 202 is specifically configured to control the adjustment of the working parameters of the first virtual object in the game terrain scene in response to the second virtual object being placed in the second virtual building.
[0154] Optionally, the adjustment module 202 is specifically used to respond to a preset event triggered by the second virtual object in the game terrain scene, and adjust the object parameters of the first virtual object located in the specified influence area corresponding to the preset event in the game terrain scene based on the preset event, the position of the second virtual object when the preset event is triggered, and the duration of the preset event.
[0155] Optionally, the determination module 204 is specifically used to determine the end position corresponding to the moving operation in response to the moving operation on the second virtual object; move the second virtual object to the end position, and randomly determine the first action from the preset actions; so that the second virtual object performs the first action at the end position.
[0156] Optionally, the determination module 204 is specifically configured to control the second virtual object to move from the end position to within the second preset range of the second virtual building if the end position is outside the second preset range of the second virtual building.
[0157] Optionally, the determination module 204 is specifically configured to randomly determine a target position within a preset range of the second virtual building; and control the second virtual object to move from the end position to the target position.
[0158] Optionally, if the preset event is wandering within a second preset range of the second virtual building, the determination module 204 is specifically configured to control the second virtual object to randomly execute a second action among the preset actions.
[0159] Optionally, during the second virtual object performing the second action, the determination module 204 is specifically configured to randomly determine a third action from the preset actions in response to a click operation on the second virtual object; interrupt the second action being performed by the second virtual object, and control the second virtual object to perform the third action.
[0160] Optionally, the determination module 204 is specifically used to determine whether the second action is the same as the third action; if they are the same, control the second virtual object to continue to perform the second action; if they are not the same, interrupt the second action being performed by the second virtual object and control the second virtual object to perform the third action.
[0161] Optionally, the determination module 204 is specifically configured to, in response to a release operation on a target second virtual object in the second virtual building, remove the target second virtual object from the second virtual building, and configure a preset number of virtual resources for the second virtual building.
[0162] Optionally, the determination module 204 is specifically configured to display a confirmation pop-up window on the graphical user interface in response to a release operation on the target second virtual object in the second virtual building; and remove the target second virtual object from the second virtual building in response to a confirmation operation on the confirmation pop-up window.
[0163] Optionally, the determination module 204 is specifically used to determine whether the health of the target second virtual object meets a preset condition in response to a release operation on the target second virtual object in the second virtual building; if so, remove the target second virtual object from the second virtual building and configure a preset number of virtual resources for the second virtual building.
[0164] Optionally, the determination module 204 is specifically configured to determine that the second virtual object meets the release condition in response to the health of the second virtual object meeting a preset condition, and display prompt information around the second virtual building to prompt that there is currently a second virtual object that can be released.
[0165] By using the game interaction device provided by the present application, a first virtual building providing a first preset service for a first virtual object and a second virtual building providing a second preset service for a second virtual object are provided in a game terrain scene. Players can adjust the object parameters of the first virtual object based on the preset event according to the preset event triggered by the second virtual object in the game terrain scene, so as to adjust the first preset service provided by the first virtual building in the game terrain scene, thereby increasing the diversity of players' games and improving players' gaming experience. Different preset events may correspond to different adjustment methods, making the player's gaming process full of challenges and unpredictability, thereby improving the stickiness between players and games.
[0166] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0167] Fig.17 This is a structural diagram of a game interaction device provided in one embodiment of the present application. The game interaction device can be integrated into a terminal device or a chip of the terminal device.
[0168] like Fig.17 As shown, the game interaction device includes: a processor 501, a bus 502 and a storage medium 503.
[0169] The processor 501 is used to store programs. The processor 501 calls the program stored in the storage medium 503 to execute the above Figure 1-Figure 14 Corresponding method embodiments.
[0170] Specifically, the processor 501 executes the above-mentioned game interaction method in the following steps:
[0171] A first virtual building and a second virtual building are provided in the game terrain scene, wherein the first virtual building is used to provide a first preset service in the game terrain scene so that a first virtual object can survive in the game terrain scene, and the second virtual building is used to provide a second preset service in the game terrain scene so that a second virtual object can survive in the game terrain scene;
[0172] In response to a preset event triggered by the second virtual object in the game terrain scene, object parameters of the first virtual object are adjusted based on the preset event control to adjust the first preset service provided by the first virtual building in the game terrain scene.
[0173] In some embodiments, before executing the preset event triggered by the second virtual object in the game terrain scene and adjusting the object parameters of the first virtual object based on the preset event control, the processor 501 is further configured to execute:
[0174] In response to an opening event of a second virtual building, unlocking a construction permission of the second virtual building;
[0175] In response to the construction instruction for the second virtual building, the second virtual building is constructed in the game terrain scene.
[0176] In some embodiments, the object parameter of the first virtual object includes at least one of the following: an operating parameter of the first virtual object, and a quantity parameter of the first virtual object.
[0177] In some embodiments, the preset event triggered by the second virtual object in the game terrain scene includes at least one of the following: a damage event of the second virtual object, a wandering event of the second virtual object, and a disappearance event of the second virtual object, wherein the damage event is used to prompt the second virtual object to cause damage to at least one first virtual object, the wandering event is used to prompt the second virtual object to wander in the game terrain scene, and the disappearance event is used to prompt the second virtual object to be eliminated from the game terrain scene; when the processor 501 executes the preset event triggered in response to the second virtual object in the game terrain scene and adjusts the object parameters of the first virtual object based on the preset event control, it is also used to execute:
[0178] In response to the preset event being an injury event or a wandering event of the second virtual object, controlling the adjustment of the working parameters of the first virtual object;
[0179] In response to the preset event being a disappearance event of the second virtual object, the operating parameters and / or quantity parameters of the first virtual object are controlled to be adjusted.
[0180] In some embodiments, the processor 501 is further used to execute a first virtual building in the game terrain scene to produce a corresponding first material; the first preset service provided by the first virtual building in the game terrain scene corresponds to the production quantity of the first material.
[0181] In some embodiments, when the processor 501 performs the step of adjusting the object parameter of the first virtual object based on the preset event control to adjust the first preset service provided by the first virtual building in the game terrain scene, the step further includes:
[0182] The object parameters of the first virtual object are adjusted based on the preset event control to adjust the quantity of the first material produced by the first virtual building in the game terrain scene.
[0183] In some embodiments, the processor 501 is further configured to execute:
[0184] In response to the acquisition instruction for the second virtual object, determining whether there is remaining capacity in the second virtual building;
[0185] If yes, placing the second virtual object into the second virtual building, and updating the remaining capacity of the second virtual building;
[0186] If not, it will prompt that the acquisition of the second virtual object failed.
[0187] In some embodiments, if there is no remaining capacity in the second virtual building, the processor 501 is further configured to execute:
[0188] Prompt information is displayed at a preset position around the second virtual building to prompt that there is a second virtual object that has not been successfully placed.
[0189] In some embodiments, the processor 501 is further configured to execute:
[0190] In response to the upgrade operation on the second virtual building, the capacity information and material information in the second virtual building are updated.
[0191] In some embodiments, the second virtual building is used to produce corresponding second materials, each second virtual object in the second virtual building consumes at least one second material, and the processor 501 is further used to execute:
[0192] In response to a click operation on the second virtual building, a game interface corresponding to the second virtual building is displayed on the graphical user interface, and material information corresponding to each second material in the second virtual building and information on second virtual objects included in the second virtual building are displayed on the game interface.
[0193] In some embodiments, the processor 501 is further configured to execute:
[0194] In response to the second virtual object being placed in the second virtual building, the working parameters of the first virtual object in the game terrain scene are controlled to be adjusted.
[0195] In some embodiments, when the processor 501 executes the adjustment of the object parameters of the first virtual object based on the preset event control in response to the preset event triggered by the second virtual object in the game terrain scene, it is also used to execute:
[0196] In response to a preset event triggered by the second virtual object in the game terrain scene, object parameters of the first virtual object located in a designated influence area corresponding to the preset event in the game terrain scene are adjusted based on the preset event, the position of the second virtual object when the preset event is triggered, and the duration of the preset event.
[0197] In some embodiments, the processor 501 is further configured to execute:
[0198] In response to a move operation on the second virtual object, determining an end position corresponding to the move operation;
[0199] The second virtual object is moved to the end position, and a first action is randomly determined from preset actions, so that the second virtual object performs the first action at the end position.
[0200] In some embodiments, the processor 501 is further configured to execute:
[0201] If the end position is outside the second preset range of the second virtual building, the second virtual object is controlled to move from the end position to within the second preset range of the second virtual building.
[0202] In some embodiments, when the processor 501 executes the step of controlling the second virtual object to move from the end position to the second preset range of the second virtual building, the processor 501 is further configured to execute:
[0203] Randomly determine a target position within a preset range of the second virtual building;
[0204] The second virtual object is controlled to move from the end position to the target position.
[0205] In some embodiments, if the preset event is wandering within a second preset range of the second virtual building, the processor 501 is further configured to execute:
[0206] The second virtual object is controlled to randomly perform a second action among preset actions.
[0207] In some embodiments, during the process in which the second virtual object performs the second action, the processor 501 is further configured to execute:
[0208] In response to a click operation on the second virtual object, randomly determining a third action from the preset actions;
[0209] The second action being performed by the second virtual object is interrupted, and the second virtual object is controlled to perform the third action.
[0210] In some embodiments, when the processor 501 executes the interruption of the second action being executed by the second virtual object and controls the second virtual object to execute the third action, it is further configured to execute:
[0211] determining whether the second action is the same as the third action;
[0212] If they are the same, controlling the second virtual object to continue to perform the second action;
[0213] If they are not the same, the second action being performed by the second virtual object is interrupted, and the second virtual object is controlled to perform the third action.
[0214] In some embodiments, the processor 501 is further configured to execute:
[0215] In response to a release operation on a target second virtual object in the second virtual building, the target second virtual object is removed from the second virtual building, and a preset number of virtual resources are configured for the second virtual building.
[0216] In some embodiments, when executing the step of removing the target second virtual object from the second virtual building in response to the release operation on the target second virtual object in the second virtual building, the processor 501 is further configured to execute:
[0217] In response to a release operation on a target second virtual object in the second virtual building, displaying a confirmation pop-up window on the graphical user interface;
[0218] In response to a confirmation operation on the confirmation pop-up window, the target second virtual object is removed from the second virtual building.
[0219] In some embodiments, the processor 501 is further configured to execute:
[0220] In response to a release operation on a target second virtual object in the second virtual building, determining whether the health of the target second virtual object meets a preset condition;
[0221] If the conditions are met, the target second virtual object is removed from the second virtual building, and a preset number of virtual resources are configured for the second virtual building.
[0222] In some embodiments, the processor 501 is further configured to execute:
[0223] In response to the health of the second virtual object satisfying a preset condition, it is determined that the second virtual object satisfies a release condition, and prompt information is displayed around the second virtual building to prompt that there is currently the second virtual object that can be released.
[0224] By using the game interaction device provided by the present application, a first virtual building providing a first preset service for a first virtual object and a second virtual building providing a second preset service for a second virtual object are provided in a game terrain scene. Players can adjust the object parameters of the first virtual object based on the preset event according to the preset event triggered by the second virtual object in the game terrain scene, so as to adjust the first preset service provided by the first virtual building in the game terrain scene, thereby increasing the diversity of players' games and improving players' gaming experience. Different preset events may correspond to different adjustment methods, making the player's gaming process full of challenges and unpredictability, thereby improving the stickiness between players and games.
[0225] Optionally, the present application also provides a program product, such as a storage medium, on which a computer program is stored, including a program that, when executed by a processor, executes an embodiment corresponding to the above method.
[0226] The specific steps of the processor executing the above-mentioned game interaction method include:
[0227] A first virtual building and a second virtual building are provided in the game terrain scene, wherein the first virtual building is used to provide a first preset service in the game terrain scene so that a first virtual object can survive in the game terrain scene, and the second virtual building is used to provide a second preset service in the game terrain scene so that a second virtual object can survive in the game terrain scene;
[0228] In response to a preset event triggered by the second virtual object in the game terrain scene, object parameters of the first virtual object are adjusted based on the preset event control to adjust the first preset service provided by the first virtual building in the game terrain scene.
[0229] In some embodiments, before executing the preset event triggered by the second virtual object in the game terrain scene and adjusting the object parameters of the first virtual object based on the preset event control, the processor is further configured to execute:
[0230] In response to an opening event of a second virtual building, unlocking a construction permission of the second virtual building;
[0231] In response to the construction instruction for the second virtual building, the second virtual building is constructed in the game terrain scene.
[0232] In some embodiments, the object parameter of the first virtual object includes at least one of the following: an operating parameter of the first virtual object, and a quantity parameter of the first virtual object.
[0233] In some embodiments, the preset event triggered by the second virtual object in the game terrain scene includes at least one of the following: a damage event of the second virtual object, a wandering event of the second virtual object, and a disappearance event of the second virtual object, wherein the damage event is used to prompt the second virtual object to cause damage to at least one first virtual object, the wandering event is used to prompt the second virtual object to wander in the game terrain scene, and the disappearance event is used to prompt the second virtual object to be eliminated from the game terrain scene; when the processor executes the preset event triggered in response to the second virtual object in the game terrain scene and controls the adjustment of the object parameters of the first virtual object based on the preset event, it is also used to execute:
[0234] In response to the preset event being an injury event or a wandering event of the second virtual object, controlling the adjustment of the working parameters of the first virtual object;
[0235] In response to the preset event being a disappearance event of the second virtual object, the operating parameters and / or quantity parameters of the first virtual object are controlled to be adjusted.
[0236] In some embodiments, the processor is further used to execute a first virtual building in the game terrain scene to produce a corresponding first material; the first preset service provided by the first virtual building in the game terrain scene corresponds to the production quantity of the first material.
[0237] In some embodiments, when the processor performs the step of adjusting the object parameter of the first virtual object based on the preset event control to adjust the first preset service provided by the first virtual building in the game terrain scene, the processor further includes:
[0238] The object parameters of the first virtual object are adjusted based on the preset event control to adjust the quantity of the first material produced by the first virtual building in the game terrain scene.
[0239] In some embodiments, the processor is further configured to perform:
[0240] In response to the acquisition instruction for the second virtual object, determining whether there is remaining capacity in the second virtual building;
[0241] If yes, placing the second virtual object into the second virtual building, and updating the remaining capacity of the second virtual building;
[0242] If not, it will prompt that the acquisition of the second virtual object failed.
[0243] In some embodiments, if there is no remaining capacity in the second virtual building, the processor is further configured to execute:
[0244] Prompt information is displayed at a preset position around the second virtual building to prompt that there is a second virtual object that has not been successfully placed.
[0245] In some embodiments, the processor is further configured to perform:
[0246] In response to the upgrade operation on the second virtual building, the capacity information and material information in the second virtual building are updated.
[0247] In some embodiments, the second virtual building is used to produce corresponding second materials, each second virtual object in the second virtual building consumes at least one second material, and the processor is further used to execute:
[0248] In response to a click operation on the second virtual building, a game interface corresponding to the second virtual building is displayed on the graphical user interface, and material information corresponding to each second material in the second virtual building and information on second virtual objects included in the second virtual building are displayed on the game interface.
[0249] In some embodiments, the processor is further configured to perform:
[0250] In response to the second virtual object being placed in the second virtual building, the working parameters of the first virtual object in the game terrain scene are controlled to be adjusted.
[0251] In some embodiments, when the processor executes the control of adjusting the object parameters of the first virtual object based on the preset event in response to the preset event triggered by the second virtual object in the game terrain scene, it is also used to execute:
[0252] In response to a preset event triggered by the second virtual object in the game terrain scene, object parameters of the first virtual object located in a designated influence area corresponding to the preset event in the game terrain scene are adjusted based on the preset event, the position of the second virtual object when the preset event is triggered, and the duration of the preset event.
[0253] In some embodiments, the processor is further configured to perform:
[0254] In response to a move operation on the second virtual object, determining an end position corresponding to the move operation;
[0255] The second virtual object is moved to the end position, and a first action is randomly determined from preset actions, so that the second virtual object performs the first action at the end position.
[0256] In some embodiments, the processor is further configured to perform:
[0257] If the end position is outside the second preset range of the second virtual building, the second virtual object is controlled to move from the end position to within the second preset range of the second virtual building.
[0258] In some embodiments, when the processor executes the step of controlling the second virtual object to move from the end position to a second preset range of the second virtual building, the processor is further configured to execute:
[0259] Randomly determine a target position within a preset range of the second virtual building;
[0260] The second virtual object is controlled to move from the end position to the target position.
[0261] In some embodiments, if the preset event is wandering within a second preset range of the second virtual building, the processor is further configured to execute:
[0262] The second virtual object is controlled to randomly perform a second action among preset actions.
[0263] In some embodiments, during the process in which the second virtual object performs the second action, the processor is further configured to execute:
[0264] In response to a click operation on the second virtual object, randomly determining a third action from the preset actions;
[0265] The second action being performed by the second virtual object is interrupted, and the second virtual object is controlled to perform the third action.
[0266] In some embodiments, when the processor executes the interruption of the second action being executed by the second virtual object and controls the second virtual object to execute the third action, the processor is further configured to execute:
[0267] determining whether the second action is the same as the third action;
[0268] If they are the same, controlling the second virtual object to continue to perform the second action;
[0269] If they are not the same, the second action being performed by the second virtual object is interrupted, and the second virtual object is controlled to perform the third action.
[0270] In some embodiments, the processor is further configured to perform:
[0271] In response to a release operation on a target second virtual object in the second virtual building, the target second virtual object is removed from the second virtual building, and a preset number of virtual resources are configured for the second virtual building.
[0272] In some embodiments, when executing the step of removing the target second virtual object from the second virtual building in response to the release operation on the target second virtual object in the second virtual building, the processor is further configured to execute:
[0273] In response to a release operation on a target second virtual object in the second virtual building, displaying a confirmation pop-up window on the graphical user interface;
[0274] In response to a confirmation operation on the confirmation pop-up window, the target second virtual object is removed from the second virtual building.
[0275] In some embodiments, the processor is further configured to perform:
[0276] In response to a release operation on a target second virtual object in the second virtual building, determining whether the health of the target second virtual object meets a preset condition;
[0277] If the conditions are met, the target second virtual object is removed from the second virtual building, and a preset number of virtual resources are configured for the second virtual building.
[0278] In some embodiments, the processor is further configured to perform:
[0279] In response to the health of the second virtual object satisfying a preset condition, it is determined that the second virtual object satisfies a release condition, and prompt information is displayed around the second virtual building to prompt that there is currently the second virtual object that can be released.
[0280] By using the storage medium provided by the present application, a first virtual building providing a first preset service for a first virtual object and a second virtual building providing a second preset service for a second virtual object are provided in a game terrain scene. Players can adjust the object parameters of the first virtual object based on the preset event according to the preset event triggered by the second virtual object in the game terrain scene, so as to adjust the first preset service provided by the first virtual building in the game terrain scene, thereby increasing the diversity of players' games and improving players' gaming experience. Different preset events may correspond to different adjustment methods, making the player's gaming process full of challenges and unpredictability, thereby improving the stickiness between players and the game.
[0281] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0282] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0283] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.
[0284] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.
Claims
1. A game interaction method, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game terrain scene, the method comprising: A first virtual building and a second virtual building are provided in the game terrain scene, wherein the first virtual building is used to provide a first preset service in the game terrain scene so that a first virtual object can survive in the game terrain scene, and the second virtual building is used to provide a second preset service in the game terrain scene so that a second virtual object can survive in the game terrain scene; In response to a preset event triggered by the second virtual object in the game terrain scene, object parameters of the first virtual object are adjusted based on the preset event control to adjust the first preset service provided by the first virtual building in the game terrain scene.
2. The method according to claim 1, characterized in that Before adjusting the object parameters of the first virtual object based on the preset event control in response to the preset event triggered by the second virtual object in the game terrain scene, the method further includes: In response to an opening event of a second virtual building, unlocking a construction permission of the second virtual building; In response to the construction instruction for the second virtual building, the second virtual building is constructed in the game terrain scene.
3. The method according to claim 1, characterized in that The object parameter of the first virtual object includes at least one of the following: a working parameter of the first virtual object and a quantity parameter of the first virtual object.
4. The method according to claim 3, characterized in that The preset event triggered by the second virtual object in the game terrain scene includes at least one of the following: a damage event of the second virtual object, a wandering event of the second virtual object, and a disappearance event of the second virtual object, wherein the damage event is used to prompt the second virtual object to cause damage to at least one first virtual object, the wandering event is used to prompt the second virtual object to wander in the game terrain scene, and the disappearance event is used to prompt the second virtual object to be eliminated from the game terrain scene; In response to a preset event triggered by the second virtual object in the game terrain scene, adjusting the object parameters of the first virtual object based on the preset event control includes: In response to an injury event or a wandering event of the second virtual object, controlling adjustment of a working parameter of the first virtual object; In response to the disappearance event of the second virtual object, the operating parameters and / or quantity parameters of the first virtual object are controlled to be adjusted.
5. The method according to claim 1, characterized in that The first virtual building in the game terrain scene is used to produce a corresponding first material; the first preset service provided by the first virtual building in the game terrain scene corresponds to the production quantity of the first material.
6. The method according to claim 5, characterized in that The adjusting of the object parameters of the first virtual object based on the preset event control to adjust the first preset service provided by the first virtual building in the game terrain scene includes: The object parameters of the first virtual object are adjusted based on the preset event control to adjust the quantity of the first material produced by the first virtual building in the game terrain scene.
7. The method according to claim 1, characterized in that The method further comprises: In response to the acquisition instruction for the second virtual object, determining whether there is remaining capacity in the second virtual building; If yes, placing the second virtual object into the second virtual building, and updating the remaining capacity of the second virtual building; If not, it will prompt that the acquisition of the second virtual object fails.
8. The method according to claim 7, characterized in that If there is no remaining capacity in the second virtual building, the method further includes: Prompt information is displayed at a preset position around the second virtual building to prompt that there is a second virtual object that has not been successfully placed.
9. The method according to claim 1, characterized in that The method further comprises: In response to the upgrade operation on the second virtual building, the capacity information and material information in the second virtual building are updated.
10. The method according to claim 1, characterized in that The second virtual building is used to produce corresponding second materials, each second virtual object in the second virtual building consumes at least one second material, and the method further includes: In response to a click operation on the second virtual building, a game interface corresponding to the second virtual building is displayed on the graphical user interface, and material information corresponding to each second material in the second virtual building and information on second virtual objects included in the second virtual building are displayed on the game interface.
11. The method according to claim 1, characterized in that The method further comprises: In response to the second virtual object being placed in the second virtual building, the working parameters of the first virtual object in the game terrain scene are controlled to be adjusted.
12. The method according to claim 1, characterized in that In response to a preset event triggered by the second virtual object in the game terrain scene, adjusting the object parameters of the first virtual object based on the preset event control includes: In response to a preset event triggered by the second virtual object in the game terrain scene, object parameters of the first virtual object located in a designated influence area corresponding to the preset event in the game terrain scene are adjusted based on the preset event, the position of the second virtual object when the preset event is triggered, and the duration of the preset event.
13. The method according to claim 1, characterized in that The method further comprises: In response to a move operation on the second virtual object, determining an end position corresponding to the move operation; The second virtual object is moved to the end position, and a first action is randomly determined from preset actions, so that the second virtual object performs the first action at the end position.
14. The method according to claim 13, characterized in that The method further comprises: If the end position is outside the second preset range of the second virtual building, the second virtual object is controlled to move from the end position to within the second preset range of the second virtual building.
15. The method according to claim 14, characterized in that The controlling the second virtual object to move from the end position to within a second preset range of the second virtual building includes: Randomly determine a target position within a preset range of the second virtual building; The second virtual object is controlled to move from the end position to the target position.
16. The method according to claim 1, wherein: If the preset event is wandering within a second preset range of the second virtual building, the method further includes: The second virtual object is controlled to randomly perform a second action among preset actions.
17. The method according to claim 16, characterized in that During the process in which the second virtual object performs the second action, the method further includes: In response to a click operation on the second virtual object, randomly determining a third action from the preset actions; The second action being performed by the second virtual object is interrupted, and the second virtual object is controlled to perform the third action.
18. The method according to claim 17, characterized in that The interrupting the second action being performed by the second virtual object and controlling the second virtual object to perform the third action includes: determining whether the second action is the same as the third action; If they are the same, controlling the second virtual object to continue to perform the second action; If they are not the same, the second action being performed by the second virtual object is interrupted, and the second virtual object is controlled to perform the third action.
19. The method of claim 1, wherein: The method further comprises: In response to a release operation on a target second virtual object in the second virtual building, the target second virtual object is removed from the second virtual building, and a preset number of virtual resources are configured for the second virtual building.
20. The method of claim 19, wherein: In response to the release operation on the target second virtual object in the second virtual building, removing the target second virtual object from the second virtual building includes: In response to a release operation on a target second virtual object in the second virtual building, displaying a confirmation pop-up window on the graphical user interface; In response to a confirmation operation on the confirmation pop-up window, the target second virtual object is removed from the second virtual building.
21. The method of claim 20, wherein: The method further comprises: In response to a release operation on a target second virtual object in the second virtual building, determining whether the health of the target second virtual object meets a preset condition; If the conditions are met, the target second virtual object is removed from the second virtual building, and a preset number of virtual resources are configured for the second virtual building.
22. The method of claim 1, wherein: The method further comprises: In response to the health of the second virtual object satisfying a preset condition, it is determined that the second virtual object satisfies a release condition, and prompt information is displayed around the second virtual building to prompt that there is currently the second virtual object that can be released.
23. A game interaction device, characterized in that: The device comprises: a providing module and an adjusting module, wherein: The providing module is used to provide a first virtual building and a second virtual building in the game terrain scene, wherein the first virtual building is used to provide a first preset service in the game terrain scene to enable the first virtual object to survive in the game terrain scene, and the second virtual building is used to provide a second preset service in the game terrain scene to enable the second virtual object to survive in the game terrain scene; The adjustment module is used to respond to a preset event triggered by the second virtual object in the game terrain scene, and adjust the object parameters of the first virtual object based on the preset event control to adjust the first preset service provided by the first virtual building in the game terrain scene.
24. A game interaction device, characterized in that: The device includes: a processor, a storage medium and a bus, the storage medium stores machine-readable instructions executable by the processor, when the game interaction device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to perform the method described in any one of claims 1-22.
25. A storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the method according to any one of claims 1 to 22 is executed.