Virtual resource display method, related device, equipment and storage medium
By responding to the player's collection of virtual objects during the game game, adding relevant resources to the recommended collection, and making quick purchases through the mall interface after the game ends, the efficiency and accuracy problems of players when looking for virtual resources are solved, and the game experience is improved.
Patent Information
- Application Number
- CN202510699231.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-27
- Publication Date
- 2025-07-11
AI Technical Summary
In the prior art, players are prone to missing or misremembering their appearance when looking for virtual resources in the game, resulting in low query efficiency and poor accuracy.
During the game game, respond to the player's collection of virtual objects. When the object collection conditions are met, the relevant resources will be added to the recommended collection. After the game is over, the virtual resources in the collection will be displayed and the game store interface will be quickly purchased.
Improves the efficiency and accuracy of players in finding interesting virtual resources, reduces operational steps, and improves purchasing efficiency.
Smart Images

Figure CN120285559A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technologies, and in particular, to a method for displaying virtual resources, related devices, equipment, and storage media. Background Art
[0002] The game mall is an important part of the game ecosystem. For players, it is a window for personalized experience. Through items such as heroes, skins, and props, players can create unique character images, enhancing the sense of immersion and accomplishment. For developers, the revenue generated by the mall can support the subsequent development and maintenance of the game, ensuring continuous updates and optimizations of the game.
[0003] During the game process, players may be interested in certain virtual resources that appear in the game. In the related art, if player A is interested in the skin of the virtual character used by player B, player A needs to remember the appearance of the skin. After the game ends, player A can enter the game mall and search for the skin based on memory and choose whether to purchase it.
[0004] However, the inventor found that there are at least the following problems in the current solution. Since players may miss or misremember the appearance of virtual resources, the query efficiency is low, which is not only time-consuming and laborious, but also difficult to ensure the accuracy of the query results. For the above problems, no effective solution has been proposed yet. Summary of the Invention
[0005] Embodiments of this application provide a method for displaying virtual resources, related devices, equipment, and storage media. The solution provided by this application can help players quickly find the virtual resources they are interested in, which is not only time-saving and laborious, but also can ensure the accuracy of the query results, facilitating players to understand and purchase the virtual resources they are interested in.
[0006] In view of this, on the one hand, this application provides a method for displaying virtual resources, including:
[0007] In response to a start instruction for a game, display a game interface, where the game interface includes a game scene and a first virtual object located in the game scene;
[0008] During the game process, in response to a collection operation on the first virtual object, when the object collection condition is met, add a first resource set to the to-be-recommended resource set, where the first resource set includes at least one virtual resource associated with the first virtual object;
[0009] When the game ends, display each virtual resource included in the to-be-recommended resource set.
[0010] On the other hand, this application provides a virtual resource display device, including:
[0011] A display module, configured to display a game session interface in response to a start instruction for a game session, where the game session interface includes a game scene and a first virtual object located in the game scene;
[0012] A processing module, configured to, during the game session, in response to a collection operation on the first virtual object, add a first resource set to a to-be-recommended resource set when the object collection condition is met, where the first resource set includes at least one virtual resource associated with the first virtual object;
[0013] The display module is further configured to display each virtual resource included in the to-be-recommended resource set when the game session ends.
[0014] In a possible design, in another implementation manner of the other aspect of the embodiments of this application,
[0015] The processing module is specifically configured to, during the game session, when detecting a touch operation on the first virtual object, obtain the duration of the touch operation;
[0016] When the duration is greater than or equal to the touch duration threshold, it is determined that the object collection condition is met, and the first resource set is added to the to-be-recommended resource set.
[0017] In a possible design, in another implementation manner of the other aspect of the embodiments of this application,
[0018] The processing module is specifically configured to, during the game session, control a target virtual object to move in the game scene;
[0019] When the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, obtain the overlapping area volume and the overlapping duration, where the capsule is a collision detection geometric body corresponding to the virtual object;
[0020] When the overlapping area volume is greater than or equal to the overlapping volume threshold, and the overlapping duration is greater than or equal to the overlapping duration threshold, it is determined that the object collection condition is met, and the first resource set is added to the to-be-recommended resource set.
[0021] In a possible design, in another implementation manner of the other aspect of the embodiments of this application,
[0022] The processing module is further configured to, when the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, if the overlapping area volume is less than the overlapping volume threshold, stop the collection operation.
[0023] In a possible design, in another implementation manner of another aspect of the embodiments of the present application,
[0024] The processing module is further configured to, when the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, if the volume of the overlapping area is less than the overlapping volume threshold, interrupt the collection operation;
[0025] The processing module is further configured to, if the volume of the overlapping area is greater than or equal to the overlapping volume threshold within the continuation duration, continue to accumulate the overlapping duration.
[0026] In a possible design, in another implementation manner of another aspect of the embodiments of the present application, the virtual resource display device further includes a response module;
[0027] The response module is configured to, during the process of the target virtual object moving towards the first virtual object, if the first virtual object does not move, respond to the collection operation on the first virtual object;
[0028] The response module is further configured to, during the process of the target virtual object moving towards the first virtual object, if the first virtual object moves away from the target virtual object, respond to the collection operation on the first virtual object;
[0029] The response module is further configured to, during the process of the first virtual object moving towards the target virtual object, if the target virtual object does not move, respond to the operation of the target virtual object being collected;
[0030] The response module is further configured to, during the process of the target virtual object moving towards the first virtual object, if the first virtual object approaches the target virtual object, respond to the collection operation on the first virtual object and respond to the operation of the target virtual object being collected.
[0031] In a possible design, in another implementation manner of another aspect of the embodiments of the present application,
[0032] The display module is further configured to display a target progress bar, where the target progress bar is used to indicate the progress change of adding the first resource set to the to-be-recommended resource set.
[0033] In a possible design, in another implementation manner of another aspect of the embodiments of the present application, the virtual resource display device further includes an acquisition module;
[0034] The acquisition module is configured to, if the target progress bar cannot be fully displayed in the game session interface, acquire the current visual ratio of the game camera, where the current visual ratio is used to describe the zoom ratio of the game camera at the current moment;
[0035] The display module is further configured to perform a reduction operation on the current visual ratio of the game camera until the target progress bar is completely displayed in the game session interface.
[0036] In a possible design, in another implementation of another aspect of the embodiments of the present application,
[0037] The display module is further configured to, if the target progress bar cannot be completely displayed in the game session interface, adjust the position of the target progress bar so that the target progress bar is completely displayed in the game session interface.
[0038] In a possible design, in another implementation of another aspect of the embodiments of the present application, the virtual resource display device further includes a determination module;
[0039] The acquisition module is further configured to acquire the quality level of the character image resource currently used by the first virtual object;
[0040] The determination module is configured to determine an overlap duration threshold according to the quality level of the character image resource, where the overlap duration threshold is positively correlated with the quality level of the character image resource.
[0041] In a possible design, in another implementation of another aspect of the embodiments of the present application,
[0042] The acquisition module is further configured to acquire the intimacy score between the target virtual object and the first virtual object, where the intimacy score is used to characterize the degree of social activity;
[0043] The determination module is further configured to determine an overlap duration threshold according to the intimacy score, where the overlap duration threshold is positively correlated with the intimacy score.
[0044] In a possible design, in another implementation of another aspect of the embodiments of the present application,
[0045] The display module is further configured to, when the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, if a collection operation is responded to for the first virtual object, display a first prompt content.
[0046] In a possible design, in another implementation of another aspect of the embodiments of the present application,
[0047] The display module is further configured to, when the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, if a being-collected operation is responded to for the target virtual object, display a second prompt content.
[0048] In a possible design, in another implementation of another aspect of the embodiments of the present application,
[0049] A processing module, specifically configured to display a candidate resource set when the object collection condition is satisfied, where the candidate resource set includes N virtual resources associated with a first virtual object, and the N virtual resources include at least one of character image resources, skin resources, special effect resources, virtual props, and visual decoration resources, and N is an integer greater than or equal to 1;
[0050] In response to a selection operation on at least one virtual resource in the candidate resource set, use at least one virtual resource as a first resource set and add it to the resource set to be recommended.
[0051] In a possible design, in another implementation manner of another aspect of the embodiments of the present application, the game play interface further includes a second virtual object located in the game scene;
[0052] The processing module is further configured to, during the game play, in response to a collection operation on the second virtual object, add a second resource set to the resource set to be recommended when the object collection condition is satisfied, where the second resource set includes at least one virtual resource associated with the second virtual object.
[0053] In a possible design, in another implementation manner of another aspect of the embodiments of the present application,
[0054] The display module is further configured to, during the game play, if the target virtual object is triggered by a collection operation at least once, display a page switching control when the game play ends;
[0055] The display module is further configured to, in response to a selection operation on the page switching control, display a collection prompt message, where the collection prompt message is used to prompt the number of times the target virtual object is triggered by a collection operation.
[0056] In a possible design, in another implementation manner of another aspect of the embodiments of the present application,
[0057] The display module is further configured to, during the game play, if the target virtual object is triggered by at least one virtual object for a collection operation, display a like feedback control when the game play ends;
[0058] The processing module is further configured to, in response to a selection operation on the like feedback control, send a like feedback message to each of at least one virtual object.
[0059] In a possible design, in another implementation manner of another aspect of the embodiments of the present application,
[0060] The display module is specifically configured to display a mall jump control when the game play ends;
[0061] In response to a selection operation on the mall jump control, each virtual resource included in the to-be-recommended resource set is prominently displayed in the game mall interface.
[0062] In a possible design, in another implementation of another aspect of the embodiments of the present application,
[0063] The display module is specifically configured to display the mall jump control when the game round ends;
[0064] In response to a selection operation on the mall jump control, a resource recommendation pop-up window is displayed, and each virtual resource included in the to-be-recommended resource set is displayed in the resource recommendation pop-up window.
[0065] In a possible design, in another implementation of another aspect of the embodiments of the present application,
[0066] The display module is specifically configured to, if the to-be-recommended resource set includes character image resources, prominently display each character image resource included in the to-be-recommended resource set in the first display area provided in the game mall interface;
[0067] If the to-be-recommended resource set includes skin resources, prominently display each skin resource included in the to-be-recommended resource set in the second display area provided in the game mall interface;
[0068] If the to-be-recommended resource set includes special effect resources, prominently display each special effect resource included in the to-be-recommended resource set in the third display area provided in the game mall interface;
[0069] If the to-be-recommended resource set includes virtual items, prominently display each virtual item included in the to-be-recommended resource set in the fourth display area provided in the game mall interface;
[0070] If the to-be-recommended resource set includes visual decoration resources, prominently display each visual decoration resource included in the to-be-recommended resource set in the fifth display area provided in the game mall interface.
[0071] In a possible design, in another implementation of another aspect of the embodiments of the present application,
[0072] The display module is specifically configured to display each virtual resource included in the to-be-recommended resource set in the resource recommendation area provided in the game mall interface.
[0073] Another aspect of the present application provides a computer device, including a memory and a processor, where the memory stores a computer program, and when the processor executes the computer program, the methods in the above aspects are implemented.
[0074] Another aspect of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the methods of the above aspects are implemented.
[0075] Another aspect of the present application provides a computer program product, including a computer program. When the computer program is executed by a processor, the methods of the above aspects are implemented.
[0076] As can be seen from the above technical solutions, the embodiments of the present application have the following advantages:
[0077] In an embodiment of the present application, a method for displaying virtual resources is provided. First, in response to a start instruction for a game session, a game session interface including a first virtual object is displayed. Then, during the game session, in response to a collection operation on the first virtual object, when the object collection condition is met, a first resource set is added to the resource set to be recommended. Finally, when the game session ends, each virtual resource included in the resource set to be recommended is displayed. In the above manner, players can trigger a collection operation on a virtual object of interest during the game session, thereby collecting virtual resources related to the virtual object. After the game session ends, the collected virtual resources are prominently displayed in the game mall interface. Thus, it helps players quickly find virtual resources of interest, which is not only time-saving and labor-saving, but also can ensure the accuracy of the query results, facilitating players to understand and purchase virtual resources of interest. BRIEF DESCRIPTION OF THE DRAWINGS
[0078] Figure 1 It is a schematic diagram of the method for displaying virtual resources in an embodiment of the present application applied to a card game;
[0079] Figure 2 It is a schematic diagram of the method for displaying virtual resources in an embodiment of the present application applied to a competitive game;
[0080] Figure 3 It is a schematic diagram of the method for displaying virtual resources in an embodiment of the present application applied to a turn-based board game;
[0081] Figure 4 It is a schematic diagram of an implementation environment of the method for displaying virtual resources in an embodiment of the present application;
[0082] Figure 5 It is a schematic diagram of a comparison process for purchasing virtual resources in an embodiment of the present application;
[0083] Figure 6 It is a schematic diagram of a process of the method for displaying virtual resources in an embodiment of the present application;
[0084] Figure 7A schematic diagram for showing the collection effect from different player perspectives in the embodiments of the present application;
[0085] Figure 8 A schematic diagram for collecting virtual resources in the embodiments of the present application;
[0086] Figure 9 Another schematic diagram for collecting virtual resources in the embodiments of the present application;
[0087] Figure 10 A schematic diagram for the overlap of two capsules in the embodiments of the present application;
[0088] Figure 11 A schematic diagram for the progress animation corresponding to the target progress bar in the embodiments of the present application;
[0089] Figure 12 A schematic diagram for showing the target progress bar in the embodiments of the present application;
[0090] Figure 13 Another schematic diagram for showing the target progress bar in the embodiments of the present application;
[0091] Figure 14 A schematic diagram for showing the first prompt content in the embodiments of the present application;
[0092] Figure 15 A schematic diagram for showing the second prompt content in the embodiments of the present application;
[0093] Figure 16 A schematic diagram for selecting the first resource set in the embodiments of the present application;
[0094] Figure 17 Another schematic diagram for collecting virtual resources in the embodiments of the present application;
[0095] Figure 18 A schematic diagram for the triggered collection operation in the embodiments of the present application;
[0096] Figure 19 A schematic diagram for the feedback like in the embodiments of the present application;
[0097] Figure 20 A schematic diagram for jumping to the game mall interface after the game round settlement in the embodiments of the present application;
[0098] Figure 21 A schematic diagram for showing the resource recommendation pop-up window after the game round settlement in the embodiments of the present application;
[0099] Figure 22 A schematic diagram for prominently showing the resource set to be recommended in the embodiments of the present application;
[0100] Figure 23 Another schematic diagram highlighting the set of resources to be recommended in the embodiments of the present application;
[0101] Figure 24 A schematic flowchart of collecting virtual resources during a game session in the embodiments of the present application;
[0102] Figure 25 A schematic flowchart of purchasing virtual resources after a game session in the embodiments of the present application;
[0103] Figure 26 A schematic diagram of a virtual resource display device in the embodiments of the present application;
[0104] Figure 27 A schematic structural diagram of a terminal in the embodiments of the present application. Detailed implementation manners
[0105] The embodiments of the present application provide a method for displaying virtual resources, related devices, equipment, and storage media, which not only save time and effort but also ensure the accuracy of query results, facilitating players to understand and purchase virtual resources they are interested in.
[0106] Terms such as "first", "second", "third", "fourth", etc. (if any) in the specification, claims, and the above-mentioned drawings of the present application are used to distinguish similar objects and do not necessarily describe a specific order or sequence. It should be understood that such used data can be interchanged under appropriate circumstances so that the embodiments of the present application described herein can be implemented in an order different from those illustrated or described herein. In addition, the terms "include" and "correspond to" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or equipment that includes a series of steps or units does not necessarily limit to those clearly listed steps or units, but may include other steps or units not clearly listed or inherent to these processes, methods, products, or equipment.
[0107] During a game session, it is often difficult for players to be distracted to perform operations related to payment points due to the intense game rhythm. For in-game virtual resources (such as character image resources, skin resources, special effect resources, virtual props, visual decoration resources, etc.), there is only a path for personalized display. If a player is interested in an in-game virtual object, they need to enter the game mall interface after the game session and complete a series of operation processes such as browsing, trial use, and payment, thereby achieving a complete closed-loop from interest stimulation to purchase behavior.
[0108] Based on this, in the embodiments of the present application, a method for displaying virtual resources is provided, which can complete the quick collection of virtual resources during the game session and provide a quick purchase jump method after the game session ends, reducing the need for players to actively recognize, understand, and remember virtual resources, thereby improving the resource purchase efficiency and reducing the situation of payment loss.
[0109] Before introducing the specific method of the present application, an exemplary description of the application scenario of the present application is first given. It should be noted that the following application scenarios are only for illustration and are not limited thereto in practice.
[0110] (1) Applied to card games;
[0111] In the card game battle or cooperation scenario, players can directly observe the character portraits, dynamic special effects, and card back patterns of opponents or teammates' cards. When players are interested in the appearance, skill special effects, etc. of the cards used by other players during the game session, they can trigger the collection operation for the cards. After the game session ends, players can quickly purchase the card back pattern corresponding to the card.
[0112] Exemplarily, please refer to Figure 1 , Figure 1 which is a schematic diagram of the virtual resource display method in the embodiments of the present application applied to card games. Figure 1 In (A) of, the game session interface is shown. Assume that player A is interested in the card back pattern of the card used by player B. Thus, the collection operation for the card back pattern can be triggered by long-pressing the card indicated by 101. After the game session ends, the interface shown in (B) of is displayed. Among them, 102 is used to indicate the card back pattern collected by player A. Based on this, if player A wants to purchase this card back pattern, then click on the mall jump control indicated by 103. Thus, it jumps to the game mall interface. And the card back pattern indicated by 102 is prominently displayed in the game mall interface. Figure 1 In (B) of, the game session interface is shown. Assume that player A is interested in the card back pattern of the card used by player B. Thus, the collection operation for the card back pattern can be triggered by long-pressing the card indicated by 101. After the game session ends, the interface shown in (B) of is displayed. Among them, 102 is used to indicate the card back pattern collected by player A. Based on this, if player A wants to purchase this card back pattern, then click on the mall jump control indicated by 103. Thus, it jumps to the game mall interface. And the card back pattern indicated by 102 is prominently displayed in the game mall interface.
[0113] (2) Applied to competitive games;
[0114] In the competitive game battle scenario, players can observe the unique appearance, tactical equipment, and decorative pendants of other players' controlled characters. When players are interested in a certain virtual character's set during the game session, they can trigger the collection operation for the set. After the game session ends, players can quickly purchase the set.
[0115] Exemplarily, please refer to Figure 2 , Figure 2 which is a schematic diagram of the virtual resource display method in the embodiments of the present application applied to competitive games. Figure 2The interface shown in Figure (A) is the game play interface. After entering the game play, players need to gather in a virtual square first. At this time, if player A is interested in the suit worn by the virtual character used by player B, player A can trigger the collection operation for the suit by long-pressing the virtual character indicated by 201 (i.e., the virtual character controlled by player B). After the game play ends, the interface shown in Figure 2 Figure (B) is displayed. Among them, 202 is used to indicate the suit collected by player A. Based on this, if player A wants to purchase this suit, player A clicks on the mall jump control indicated by 203, and thus jumps to the game mall interface. And the suit indicated by 202 is prominently displayed in the game mall interface.
[0116] (3) Applied to turn-based board games;
[0117] A turn-based board game is a strategic game where two or more parties take turns to act in a fixed order. Players need to move the chess pieces according to the rules, plan the layout, and by applying strategies and skills, achieve specific goals to win. During the player confrontation process, the character image resources and skin resources of the virtual characters played by other players can be clearly seen.
[0118] Exemplarily, please refer to Figure 3 , Figure 3 This is a schematic diagram of the virtual resource display method in this application example applied to a turn-based board game. Figure 3 The interface shown in Figure (A) is the game play interface. Among them, 301 is used to indicate the virtual character A controlled by player A, and 302 is used to indicate the virtual character B controlled by player B. Assume that player A is interested in the character image resources of virtual character B. Based on this, player A controls virtual character A to interact with virtual character B to trigger the collection operation for the character image resources of virtual character B. After the game play ends, the interface shown in Figure 3 Figure (B) is displayed. Among them, 303 is used to indicate the character image resources of virtual character B collected by player A. Based on this, if player A wants to purchase this character image resource, player A clicks on the mall jump control indicated by 304, and thus jumps to the game mall interface. And the character image resources indicated by 303 are prominently displayed in the game mall interface.
[0119] It should be noted that the above application scenarios are only examples, and the virtual resource display method provided in this embodiment can also be applied to other scenarios. For the convenience of description, this application is introduced by taking the application to a turn-based board game as an example, but it should not be construed as a limitation to this application.
[0120] The method provided in this application can be applied to Figure 4The illustrated implementation environment includes a terminal 401 and a server 402, and the terminal 401 and the server 402 can communicate with each other via a network 403. Among them, the network 403 uses standard communication technologies and / or protocols, usually the Internet, but can also be any network, including but not limited to any combination of Bluetooth, local area network (LAN), metropolitan area network (MAN), wide area network (WAN), mobile, private network or virtual private network). In some embodiments, customized or dedicated data communication technologies can be used to replace or supplement the above data communication technologies.
[0121] The terminal 401 involved in this application includes but is not limited to mobile phones, tablet computers, laptop computers, desktop computers, intelligent voice interaction devices, virtual reality devices, smart home appliances, vehicle-mounted terminals, aircraft, etc. Among them, the client is deployed on the terminal 401, and the client can run on the terminal 401 in the form of a browser, or can also run on the terminal 401 in the form of an independent application (APP) or a small program, etc.
[0122] The server 402 involved in this application can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery network (CDN), and big data and artificial intelligence (AI) platforms.
[0123] Combined with the above implementation environment, in step S1, the terminal 401 responds to the start instruction for the game session and displays the game session interface, and the game session interface includes virtual objects. In step S2, during the game session, the terminal 401 responds to the player's collection operation on the virtual object, and when the object collection condition is met, obtains a resource set. In step S3, the terminal 401 sends the resource set collected by the player to the server 402 via the network 403. In step S4, the server 402 adds the resource set to the to-be-recommended resource set. In step S5, when the game session ends, the server 402 pushes the to-be-recommended resource set to the terminal 401 via the network 403. In step S6, the terminal 401 responds to the player's triggered view operation on the to-be-recommended resource and highlights each virtual resource included in the to-be-recommended resource set.
[0124] To visually demonstrate the differences between the present solution and existing solutions in key aspects, please refer to Figure 5 , Figure 5 which is a schematic diagram of a comparison process for purchasing virtual resources in an embodiment of this application. As shown in the figure, specifically:
[0125] (1) Existing solution;
[0126] In step A1, during the player's game session, the player views virtual resources of interest. In step A2, the player memorizes and searches for the virtual resources. In step A3, the player returns to the in-game store outside the game session. In step A4, the player finds the virtual resources in the in-game store and purchases them.
[0127] (2) This solution;
[0128] In step B1, during the player's game session, the player collects virtual resources of interest. In step B2, the player collects virtual resources by interacting with virtual objects. In step B3, when settling accounts, the player can view the collected virtual resources. In step B4, the player can jump to the in-game store to directly purchase the collected virtual resources.
[0129] It can be seen that there is a lack of connection between the steps in the existing solution, mainly relying on the player to actively memorize and search for virtual resources. While this solution avoids the player from actively memorizing and searching for virtual resources and reduces payment losses caused by unsmooth payment processes.
[0130] Combined with the above introduction, the display method of virtual resources in this application will be introduced below. Please refer to Figure 6 In an embodiment of this application, the display method of virtual resources can be completed independently by the terminal or can be completed in cooperation with the server. This application includes:
[0131] S601. In response to a start instruction for a game session, display a game session interface, where the game session interface includes a game scene and a first virtual object located in the game scene;
[0132] In one or more embodiments, after entering the target game application and triggering the start instruction for the game session, display the first virtual object on the game session interface provided by the target game application. Among them, the first virtual object can be a virtual character controlled by other players or a non-player character (NPC), which is not limited here.
[0133] Specifically, the presentation forms of the target game application include, but are not limited to, two-dimensional (2D) form, three-dimensional (3D) form, virtual reality (VR) form, augmented reality (AR) form, and mixed reality (MR) form. Player A can use the user account to log in to the target game application running on the client and control the target virtual object during the game session. That is, the target virtual object is the virtual character controlled by Player A.
[0134] It should be noted that "in response to" involved in this application is used to represent the conditions or states on which an operation depends. When certain conditions or states are met, one or more operations can be executed. Among them, these operations can be real-time or have a certain delay.
[0135] S602. During the game session, in response to the collection operation on the first virtual object, when the object collection condition is met, add the first resource set to the resource set to be recommended, where the first resource set includes at least one virtual resource associated with the first virtual object.
[0136] In one or more embodiments, during the game session, Player A can trigger the collection operation by interacting with the first virtual object. Based on this, when the object collection condition is met, at least one virtual resource associated with the first virtual object is used as the first resource set and added to the resource set to be recommended.
[0137] Specifically, at least one virtual resource associated with the first virtual object includes, but is not limited to, character image resources, virtual props, skin resources, special effect resources (such as entry effects, character sound effects, etc.), visual decoration resources (such as the tabletop pattern of the card table), etc. Exemplarily, if the first virtual object is a virtual character controlled by another player (such as Player B), at least one virtual resource with relevance includes character image resources, virtual props, skin resources, special effect resources, etc. If the first virtual object is an NPC, at least one virtual resource with relevance includes virtual props, special effect resources, etc.
[0138] Among them, the virtual character is the main representative of the player in the game scene, and the player controls the virtual character to carry out various game activities. The character image resource is a special incarnation of the virtual character, which endows the virtual character with a unique appearance, ability and identity, so that the virtual character has a specific role positioning and image characteristics in the game. That is, the character image resource is the personalized incarnation of the player during the game, mainly used to represent the player's identity, and enhance the player's immersion through rich skin resources and interactive actions.
[0139] It can be understood that virtual items refer to game items used during the game, which have specific functions or attributes and can assist users in completing tasks and improving abilities. Skin resources are used to change the visual resources of virtual objects to meet the aesthetic and differential needs of users through personalized designs. Special effect resources refer to dynamic visual or auditory effects presented in the form of sound, light, shadow, etc., which enhance the scene atmosphere, operation feedback, and the immersion and interest of the virtual experience. Visual decoration resources are additional elements used to beautify virtual objects, adding visual beauty and unique styles through patterns, shapes, etc.
[0140] S603. In the case where the game ends, display each virtual resource included in the to-be-recommended resource set.
[0141] In one or more embodiments, after the game ends, in one implementation manner, directly display each virtual resource included in the to-be-recommended resource set. In another implementation manner, Player A can trigger a viewing operation for the to-be-recommended resources, and highlight each virtual resource included in the to-be-recommended resource set. Based on this, Player A can quickly screen out the virtual resources that have been collected by himself.
[0142] Specifically, for the convenience of understanding, taking Player A's collection of the first virtual object controlled by Player B as an example, please refer to Figure 7 , Figure 7 which is a schematic diagram showing the collection effect from different player perspectives in the embodiment of the present application. Figure 7 The interface shown in (A) in shows the perspective of Player A. Among them, 701 is used to indicate the character image resource of the first virtual object. 702 is used to indicate the mall jump control. After clicking the mall jump control, it can jump to the game mall interface. Since in this game, the first virtual object controlled by Player B has only been triggered for the collection operation by other players, but has not actively triggered the collection operation, therefore, the interface shown in Figure 7 The interface shown in (B) in is displayed from the perspective of Player B. Among them, 703 is used to indicate the number of times the first virtual object has been triggered for the collection operation in the current game.
[0143] In an embodiment of the present application, a method for displaying virtual resources is provided. In the above manner, during a game session, a player can trigger a collection operation on a virtual object of interest to collect the virtual resources related to the virtual object. After the game session ends, the collected virtual resources are prominently displayed in the game mall interface. Thereby, it helps the player quickly find the virtual resources of interest, which is not only time-saving and labor-saving, but also can ensure the accuracy of the query results, facilitating the player to understand and purchase the virtual resources of interest.
[0144] Optionally, based on one or more corresponding embodiments above, in another optional embodiment provided by the embodiments of the present application, during a game session, in response to a collection operation on a first virtual object, when the object collection condition is met, adding a first resource set to the to-be-recommended resource set specifically includes: Figure 6 During a game session, when a touch operation on the first virtual object is detected, obtain the duration of the touch operation;
[0145] When the duration is greater than or equal to the touch duration threshold, determine that the object collection condition is met, and add the first resource set to the to-be-recommended resource set.
[0146] In one or more embodiments, a method of collecting virtual resources based on a long-press operation is ended. As can be seen from the foregoing embodiments, player A can touch the first virtual object during a game session to trigger a collection operation. When the object collection condition is met, collect the first resource set corresponding to the first virtual object.
[0147] Specifically, taking a turn-based board game as an example, for ease of understanding, please refer to
[0148] FIG. Figure 8 , Figure 8 is a schematic diagram of collecting virtual resources in an embodiment of the present application. As shown in the figure, 801 is used to indicate the target virtual object, and 802 is used to indicate the first virtual object. The target virtual object and the first virtual object are respectively located in the lower left and upper right corners of the map, watching the game in their respective spectator seats. When player A touches the first virtual object indicated by 802, obtain the duration of the touch operation. If the duration is greater than or equal to the touch duration threshold (for example, 4 seconds), it is determined that the object collection condition is met. Thus, add the first resource set corresponding to the first virtual object to the to-be-recommended resource set.
[0149] Secondly, in the embodiments of the present application, a method for collecting virtual resources based on a long - press operation is provided. Through the above - mentioned method, players can trigger the corresponding collection operation by long - pressing other virtual objects. On the one hand, the probability of accidental touch can be reduced, improving the convenience of operation. On the other hand, the diversity of operations is increased, providing more design space for developers.
[0150] Optionally, based on one or more corresponding embodiments above, in another optional embodiment provided by the embodiments of the present application, during the game session, in response to the collection operation on the first virtual object, when the object collection condition is met, the first resource set is added to the resource set to be recommended, specifically including: Figure 6 During the game session, control the target virtual object to move in the game scene;
[0151] When the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, obtain the volume of the overlapping area and the duration of the overlap, where the capsule is the collision - detection geometric body corresponding to the virtual object;
[0152] When the volume of the overlapping area is greater than or equal to the overlapping volume threshold and the duration of the overlap is greater than or equal to the overlapping duration threshold, determine that the object collection condition is met, and add the first resource set to the resource set to be recommended.
[0153] In one or more embodiments, a method for collecting virtual resources based on contact interaction is introduced. As can be seen from the foregoing embodiments, player A can control the target virtual object to interact with the first virtual object (i.e., the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object) during the game session to trigger the collection operation. When the object collection condition is met, collect the first resource set corresponding to the first virtual object.
[0154] Specifically, taking a turn - based board game as an example, for the sake of easy understanding, please refer to
[0155] Figure 9 Figure 9Another schematic diagram for collecting virtual resources in the embodiments of the present application is shown in the figure. As shown, 901 is used to indicate the target virtual object, and 902 is used to indicate the first virtual object. At this time, the target virtual object controlled by player A has moved near the first virtual object, and the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object (that is, it shows the effect of "sticking" between the two virtual objects). Therefore, it is necessary to obtain the volume of the overlapping area and the duration of the overlap. If the volume of the overlapping area is greater than or equal to the overlap volume threshold (for example, 20% of the total volume of the two overlapping capsules), and the duration of the overlap is greater than or equal to the overlap duration threshold (for example, 4 seconds), it is determined that the object collection condition is satisfied. Therefore, the first resource set corresponding to the first virtual object is added to the resource set to be recommended.
[0156] Exemplarily, please refer to Figure 10 , Figure 10 A schematic diagram of two capsules overlapping in the embodiments of the present application is shown in Figure 10 Figure (A) therein. 1001 is used to indicate the capsule corresponding to the target virtual object, and 1002 is used to indicate the capsule corresponding to the first virtual object. As shown in Figure 10 Figure (B) therein, when the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, 1003 is used to indicate the volume of the overlapping area.
[0157] It should be noted that taking the first virtual object as the virtual character controlled by player B as an example, if the first virtual object does not move during the process of the target virtual object moving towards the first virtual object, it means that only player A triggers the collection operation on the first virtual object. If the first virtual object also moves during the process of the target virtual object moving towards the first virtual object, it means that player A triggers the collection operation on the first virtual object, and player B triggers the collection operation on the target virtual object.
[0158] Secondly, in the embodiments of the present application, a method for collecting virtual resources based on contact interaction is provided. Through the above method, considering that the virtual objects in some games occupy a small proportion on the screen and it is not easy for players to perform conventional click operations. Based on this, without adding any operation definitions, the collection operation can be triggered by the contact between virtual objects, and the collection operation can be stopped at any time through the movement operation. Therefore, on the one hand, it is more user-friendly for players, and on the other hand, it increases the fun of the game.
[0159] Optionally, on the basis of one or more corresponding embodiments described above, in another optional embodiment provided by the embodiments of the present application, it may further include: Figure 6
[0160] When the capsule body corresponding to the target virtual object overlaps with the capsule body corresponding to the first virtual object, if the volume of the overlapping area is smaller than the overlapping volume threshold, the collection operation is stopped.
[0161] In one or more embodiments, a method of stopping the collection operation based on the overlap situation is introduced. As can be seen from the above embodiments, when the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, it is necessary to obtain the overlapping area volume and the overlapping duration in real time.
[0162] Specifically, if the overlapping area volume is less than the overlapping volume threshold, it means that the target virtual object controlled by Player A and the first virtual object have been separated by a certain distance (for example, when the target virtual object is chasing the first virtual object, the first virtual object breaks away from the chase). Based on this, the collection operation triggered by Player A is terminated, that is, the timing of the overlapping duration is ended. If Player A controls the target virtual object to approach the first virtual object again, when the capsule body corresponding to the target virtual object overlaps with the capsule body corresponding to the first virtual object, the overlapping area volume and the overlapping duration are re-acquired, and based on the overlapping area volume and the overlapping duration, it is determined whether the object collection condition is met.
[0163] Again, in the embodiment of the present application, a method for stopping the collection operation based on the overlap situation is provided. In the above method, if the overlapping area volume of the two virtual objects is less than the overlapping volume threshold, the collection progress is terminated, and the player needs to catch up with other virtual objects again. Thus, the fun, urgency and challenge of the game are enhanced.
[0164] Optionally, in the above Figure 6 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0165] When the capsule body corresponding to the target virtual object overlaps with the capsule body corresponding to the first virtual object, if the volume of the overlapping area is less than the overlapping volume threshold, the collection operation is interrupted;
[0166] If the overlapping area volume is greater than or equal to the overlapping volume threshold within the continuation duration, the overlapping duration continues to be accumulated.
[0167] In one or more embodiments, another method of stopping the collection operation based on the overlap situation is introduced. As can be seen from the above embodiments, when the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, it is necessary to obtain the overlapping area volume and the overlapping duration in real time.
[0168] Specifically, if the overlapping area volume is less than the overlapping volume threshold, it means that the target virtual object controlled by Player A and the first virtual object have been separated by a certain distance (for example, when the target virtual object is chasing the first virtual object, the first virtual object breaks away from the chase). Based on this, the collection operation triggered by Player A is interrupted, that is, the timing of the overlapping duration is paused. If Player A controls the target virtual object to approach the first virtual object again within the continuation duration (for example, within 5 seconds), and the overlapping area volume is greater than or equal to the overlapping volume threshold, the overlapping duration is continued (that is, the timing is continued from the pause point), and whether the object collection condition is met is continued based on the overlapping area volume and the overlapping duration.
[0169] Again, in the embodiment of the present application, another method of stopping the collection operation based on the overlap situation is provided. In the above method, if the overlapping area volume of both virtual objects is less than the overlapping volume threshold, the collection progress is suspended, and the player can continue the unfinished collection operation within the continuation time. Based on this, by keeping the progress node connected at any time, the player is encouraged to interact with other virtual objects within the continuation time, thereby increasing the fun and interactivity of the game.
[0170] Optionally, in the above Figure 6 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0171] In the process of the target virtual object moving toward the first virtual object, if the first virtual object does not move, responding to a collection operation on the first virtual object;
[0172] In the process of the target virtual object moving toward the first virtual object, if the first virtual object moves away from the target virtual object, responding to a collection operation on the first virtual object;
[0173] In the process of the first virtual object moving toward the target virtual object, if the target virtual object does not move, responding to a favorite operation on the target virtual object;
[0174] During the process of the target virtual object moving toward the first virtual object, if the first virtual object approaches the target virtual object, a collection operation on the first virtual object is responded to, and a favorited operation on the target virtual object is responded to.
[0175] In one or more embodiments, a method for triggering a collection operation between players is introduced. As can be seen from the above embodiments, taking the example of player A controlling a target virtual object and player B controlling a first virtual object, the player who actively triggers the collection operation can be determined according to the interaction between the target virtual object and the first virtual object. This will be introduced below with examples.
[0176] Case 1;
[0177] Specifically, during the process of the target virtual object moving towards the first virtual object, if the first virtual object does not move, it indicates that Player A triggers the collection operation, that is, Player A actively collects the virtual resources associated with the first virtual object. And Player B does not trigger the collection operation.
[0178] Case 2;
[0179] Specifically, during the process of the target virtual object moving towards the first virtual object, if the first virtual object moves away from the target virtual object, it indicates that Player A triggers the collection operation, that is, Player A actively collects the first resource set associated with the first virtual object. And Player B does not trigger the collection operation.
[0180] It should be noted that whether a moving-away behavior occurs is measured by the angle between the moving direction of the target virtual object and the moving direction of the first virtual object. Exemplarily, if the angle is greater than 90 degrees and the continuous moving distance is greater than or equal to the distance threshold (for example, 10 meters), it is determined as a moving-away behavior. That is, the two virtual objects move in the "opposite" or "divergent" direction.
[0181] Case 3;
[0182] Specifically, during the process of the first virtual object moving towards the target virtual object, if the target virtual object does not move, or the target virtual object moves away from the first virtual object, it indicates that Player B triggers the collection operation, that is, Player B actively collects the virtual resources associated with the target virtual object. And Player A does not trigger the collection operation.
[0183] Case 4;
[0184] Specifically, during the process of the target virtual object moving towards the first virtual object, if the first virtual object approaches the target virtual object, it indicates that Player B triggers the collection operation, that is, Player B actively collects the virtual resources associated with the target virtual object, and Player A also actively collects the virtual resources associated with the target virtual object.
[0185] It should be noted that whether an approaching behavior occurs is measured by the angle between the moving direction of the target virtual object and the moving direction of the first virtual object. Exemplarily, if the angle is less than or equal to 90 degrees and the continuous moving distance is less than the distance threshold (for example, 10 meters), it is determined as an approaching behavior. That is, the two virtual objects move in the "opposite" or "convergent" direction.
[0186] Secondly, in the embodiments of the present application, a method for triggering a collection operation between players is provided. Through the above method, it is determined whether to trigger the collection operation according to the movement of virtual objects. Thus, the determination method of the trigger operation is closer to the real situation, thereby enhancing the player's game immersion.
[0187] Optionally, based on one or more of the above Figure 6 corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, it may further include:
[0188] Display a target progress bar, where the target progress bar is used to indicate the progress change of adding the first resource set to the resource set to be recommended.
[0189] In one or more embodiments, a method for displaying the collection progress change is introduced. As can be seen from the foregoing embodiments, since collecting virtual resources takes a certain amount of time, the progress change of completing the collection can be informed to the player by displaying the target progress bar. The following will be introduced by taking the interaction between the target virtual object and the first virtual object as an example.
[0190] Specifically, for ease of understanding, please refer to Figure 11 , Figure 11 which is a schematic diagram of the progress animation corresponding to the target progress bar in the embodiments of the present application. As shown in FIG. (A) in Figure 11 , 1101 is used to indicate the target virtual object, and 1102 is used to indicate the first virtual object. At this time, the target virtual object controlled by player A has moved near the first virtual object, and the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, showing the effect of "sticking" between the two virtual objects.
[0191] As shown in FIG. (B) in Figure 11 , there is an overlapping area volume between the two overlapping capsules. When the overlapping duration of the overlapping area volume being greater than or equal to the overlapping volume threshold reaches a preset duration (for example, 2 seconds), the target progress bar indicated by 1103 starts to be displayed, that is, the collection progress starts. The target progress bar is used to indicate the progress change of adding the first resource set to the resource set to be recommended. When the overlapping duration reaches the overlapping duration threshold, that is, the collection is completed.
[0192] During the overlap of the capsules, if the target virtual object or the first virtual object moves, resulting in the overlapping area volume being less than the overlapping volume threshold, then as shown in FIG. (C) in Figure 11 , that is, the target progress bar is no longer displayed, and the collection progress stops.
[0193] It should be noted that the target progress bar in this application can also be presented as a linear progress bar (i.e., usually a horizontal or vertical long bar, representing the completion degree of a task by filling colors or patterns), or a percentage progress bar (i.e., clearly showing the percentage value of task completion), or a circular progress bar (i.e., usually presented as a circular ring, representing the progress by filling the ring), or a segmented progress bar (i.e., dividing the entire progress into multiple stages, each stage represented by a separate small segment), or a dynamic progress bar (i.e., demonstrating the change of progress through animation effects).
[0194] Furthermore, in the embodiments of this application, a way to display the change of collection progress is provided. Through the above method, based on the target progress bar, the collection progress can be intuitively displayed, enabling users to clearly understand the remaining time required for collection and facilitating time estimation. At the same time, the target progress bar can give users visual feedback, enhancing the sense of interaction and making the operation more coherent.
[0195] Optionally, based on one or more corresponding embodiments above, in another optional embodiment provided by the embodiments of this application, it may further include: Figure 6 If the target progress bar cannot be fully displayed in the game match interface, obtain the current visual ratio of the game camera, where the current visual ratio is used to describe the zoom ratio of the game camera at the current moment;
[0196] Perform a reduction operation on the current visual ratio of the game camera until the target progress bar is fully displayed in the game match interface.
[0197] In one or more embodiments, a method for optimizing the display effect of the target progress bar is introduced. As can be seen from the foregoing embodiments, during the game match, if the first virtual object is located at the edge of the screen, it will cause the player to be unable to see the complete target progress bar. This situation not only affects the player's acquisition of game information but also reduces the game experience. Based on this, the visibility of the target progress bar can be ensured by adapting to the visual ratio of the game camera.
[0198] Specifically, for ease of understanding, please refer to
[0199] which is Figure 12 , Figure 12 a schematic diagram showing the target progress bar in the embodiments of this application. As shown in Figure (A) of Figure 12 , 1201 is used to indicate the target virtual object, 1202 is used to indicate the first virtual object, and 1203 is used to indicate the target progress bar. Taking the case where the target progress bar is displayed at the top of the virtual object as an example, when the first virtual object is located at the edge of the screen, the target progress bar indicated by 1203 cannot be fully displayed. Based on this, obtain the current visual ratio of the game camera, that is, determine the zoom ratio of the game camera at the current moment.
[0200] Taking the current visual ratio of 1.5 as an example, based on this, the visual ratio can be reduced by 0.1 each time according to a preset rule, and the display status of the target progress bar can be continuously detected during the reduction process. As Figure 12 shown in Figure (B) below, when the current visual ratio is reduced to a certain ratio, the target progress bar indicated by 1203 is completely displayed in the game session interface.
[0201] Furthermore, in the embodiments of the present application, a method for optimizing the display effect of the target progress bar is provided. Through the above method, the display ratio of the target progress bar is adjusted based on the game camera view. On the one hand, it can ensure that the target progress bar is completely displayed. On the other hand, reducing according to the view ratio can ensure that the entire game screen remains coordinated and natural, providing a good visual experience for players.
[0202] Optionally, based on one or more of the above Figure 6 corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, it may further include:
[0203] If the target progress bar cannot be completely displayed in the game session interface, the position of the target progress bar is adjusted so that the target progress bar is completely displayed in the game session interface.
[0204] In one or more embodiments, another method for optimizing the display effect of the target progress bar is introduced. As can be seen from the foregoing embodiments, during the game session, if the first virtual object is located at the edge of the screen, the player cannot see the complete target progress bar. This situation not only affects the player's acquisition of game information but also reduces the game experience. Based on this, the visible target progress bar can be ensured by dynamically adjusting the hanging position of the target progress bar.
[0205] Specifically, for ease of understanding, please refer to Figure 13 , Figure 13 which is another schematic diagram showing the target progress bar in the embodiments of the present application. As Figure 13 shown in Figure (A) below, 1301 is used to indicate the target virtual object, 1302 is used to indicate the first virtual object, and 1303 is used to indicate the target progress bar. Taking the target progress bar being displayed at the top of the virtual object as an example, therefore, when the first virtual object is located at the edge of the screen, the target progress bar indicated by 1303 cannot be completely displayed. Based on this, the position of the target progress bar is adjusted according to the position of the first virtual object in the screen. As Figure 13 shown in Figure (B) below, the position of the target progress bar can be adjusted to be below the first virtual object. That is, the target progress bar indicated by 1303 is completely displayed in the game session interface.
[0206] Furthermore, in the embodiments of the present application, another way to optimize the display effect of the target progress bar is provided. Through the above method, the position of the target progress bar is adjusted based on the position of the first virtual object at the edge of the screen. Thereby, it can ensure that the target progress bar is fully displayed and optimize the visual effect.
[0207] Optionally, based on the above Figure 6 In another optional embodiment provided by the embodiments of the present application on the basis of the corresponding one or more embodiments, it may further include:
[0208] Obtain the quality level of the character image resource currently used by the first virtual object;
[0209] Determine the overlapping duration threshold according to the quality level of the character image resource, where the overlapping duration threshold is positively correlated with the quality level of the character image resource.
[0210] In one or more embodiments, a method for determining the overlapping duration threshold based on the character image level is introduced. It can be known from the foregoing embodiments that when the volume of the overlapping area is greater than or equal to the overlapping volume threshold and the overlapping duration is greater than or equal to the overlapping duration threshold, the object collection condition is satisfied.
[0211] Specifically, the setting of the overlapping duration threshold can be related to the quality level of the character image resource. Taking the virtual character controlled by player B as the first virtual object as an example, assume that player B selects a certain character image resource as the personalized avatar of the virtual character for the first virtual object. Among them, each character image resource has a corresponding quality level, and the higher the quality level of the character image resource, the longer the corresponding overlapping duration threshold.
[0212] For ease of understanding, please refer to Table 1, which is an example of the correspondence between the overlapping duration threshold and the quality level of the character image resource.
[0213] Table 1
[0214] Quality Grade Overlap Duration Threshold Normal 3 seconds Excellent 4 seconds Superb 5 seconds Epic 6 seconds Legendary 8 seconds
[0215] Among them, the quality levels from low to high are "ordinary", "excellent", "fine", "epic" and "legendary" in sequence.
[0216] Based on this, taking Table 1 as an example, assume that the quality level corresponding to the character image resource collected by player A is "excellent", and its corresponding overlapping duration threshold is 4 seconds. Therefore, when the volume of the overlapping area is greater than or equal to the overlapping volume threshold and the overlapping duration is greater than or equal to 4 seconds, the object collection condition is satisfied.
[0217] Furthermore, in the embodiments of the present application, a method for determining the overlapping duration threshold based on the level of the character image is provided. Through the above method, the higher the quality level of the character image resource, the longer the corresponding overlapping duration threshold. Thus, it is possible to increase the challenge and sense of challenge of collecting virtual resources, achieving better game balance.
[0218] Optionally, based on one or more of the above Figure 6 corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, it may further include:
[0219] Obtain the intimacy score between the target virtual object and the first virtual object, where the intimacy score is used to represent the degree of social activity;
[0220] Determine the overlapping duration threshold according to the intimacy score, where the overlapping duration threshold is positively correlated with the intimacy score.
[0221] In one or more embodiments, a method for determining the overlapping duration threshold based on the intimacy score is introduced. As can be seen from the foregoing embodiments, when the volume of the overlapping area is greater than or equal to the overlapping volume threshold and the overlapping duration is greater than or equal to the overlapping duration threshold, the object collection condition is satisfied.
[0222] Specifically, the setting of the overlapping duration threshold can be related to the intimacy score between players. Taking the target virtual object as the virtual character controlled by player A and the first virtual object as the virtual character controlled by player B as an example, the intimacy score between the target virtual object and the first virtual object is determined based on the degree of social activity between player A and player B. Among them, the higher the degree of social activity between players, the higher the intimacy score between the virtual objects they control. And the larger the score interval where the intimacy score is located, the longer the corresponding overlapping duration threshold.
[0223] For ease of understanding, please refer to Table 2, which is an example of the corresponding relationship between the overlapping duration threshold and the score interval where the intimacy score is located.
[0224] Table 2
[0225]
[0226]
[0227] It can be seen that the corresponding overlapping duration threshold can be determined based on the score interval where the intimacy score is located.
[0228] Based on this, taking Table 2 as an example, assume that the intimacy score between the target virtual object and the first virtual object is 1000, and the corresponding overlap duration threshold is 5 seconds. Therefore, when the volume of the overlapping area is greater than or equal to the overlap volume threshold and the overlapping duration is greater than or equal to 5 seconds, the object collection condition is satisfied.
[0229] Furthermore, in the embodiments of the present application, a method for determining the overlap duration threshold based on the intimacy score is provided. Through the above method, the larger the score interval where the intimacy score is located, the longer the corresponding overlap duration threshold. Thus, it is beneficial to promote interaction between players, thereby enhancing the players' sense of immersion.
[0230] Optionally, based on one or more of the above Figure 6 corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, it may further include:
[0231] When the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, if a collection operation for the first virtual object is responded to, the first prompt content is displayed.
[0232] In one or more embodiments, a method for displaying the first prompt content is introduced. As can be seen from the foregoing embodiments, when the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, if it is determined that the virtual object that actively triggers the collection operation is the target virtual object, the first prompt content is displayed.
[0233] Specifically, taking the target virtual object as the virtual character controlled by player A and the first virtual object as the virtual character controlled by player B as an example, for ease of understanding, please refer to Figure 14 , Figure 14 which is a schematic diagram for displaying the first prompt content in the embodiments of the present application. As shown in Figure (A) of Figure 14 , 1401 is used to indicate the target virtual object, and 1402 is used to indicate the first virtual object. Player A controls the target virtual object to gradually approach the first virtual object. When the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, the interface shown in Figure (B) of Figure 14 is displayed. When the target virtual object actively triggers the collection operation, the first prompt content indicated by 1403 is displayed (for example, "Your skin is really cool. I also want a set"). The first prompt content includes but is not limited to text, expressions, actions, sound effects, special effects, etc., and the first prompt content can be customized by player A or pre-configured by the system. It can be understood that the copywriting of the first prompt content shown in the figure is only for illustration and should not be construed as a limitation to the present application.
[0234] Furthermore, in an embodiment of the present application, a method for displaying the first prompt content is provided. In the above method, if the target virtual object controlled by the player actively "sticks" to the first virtual object, the first prompt content is displayed. In this way, the realism and three-dimensionality of the virtual object can be enhanced, so that the player can feel more involved, create a diverse game atmosphere, and bring a richer game experience to the player, thereby enhancing the fun of the game.
[0235] Optionally, in the above Figure 6 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0236] When the capsule body corresponding to the target virtual object overlaps with the capsule body corresponding to the first virtual object, in response to a favorite operation on the target virtual object, the second prompt content is displayed.
[0237] In one or more embodiments, a method of displaying negative conversation content is introduced. As can be seen from the above embodiments, when the capsule body corresponding to the target virtual object overlaps with the capsule body corresponding to the first virtual object, the corresponding second prompt content is displayed based on the negative emotion type set for the first virtual object.
[0238] Specifically, taking the target virtual object as the virtual character controlled by player A and the first virtual object as the virtual character controlled by player B as an example, for ease of understanding, please refer to Figure 15 , Figure 15 This is a schematic diagram showing the second prompt content in the embodiment of the present application, such as Figure 15 As shown in Figure (A), 1501 is used to indicate the target virtual object, and 1502 is used to indicate the first virtual object. Player A controls the target virtual object to gradually approach the first virtual object. When the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, the following is displayed: Figure 15 In the interface shown in Figure (B), when the first virtual object is set to a positive emotion type, the second prompt content indicated by 1503 is displayed (for example, "Don't come to post me, resources are privately stored, don't have any ideas"). The second prompt content expresses the negative emotion generated by the first virtual object in response to the collection operation. It can be understood that the text of the second prompt content shown in the figure is only a schematic and should not be understood as a limitation of this application.
[0239] It should be noted that negative emotion types include but are not limited to sadness, anger, fear, anxiety, jealousy, etc. The emotions corresponding to negative emotion types refer to emotions that can bring negative psychological experiences to players.
[0240] Furthermore, in the embodiments of the present application, a method for presenting the second prompt content is provided. Through the above method, if the target virtual object controlled by the player is "stuck" by the first virtual object, the second prompt content is presented. Thereby, the realism and three-dimensional sense of the virtual object can be enhanced, giving the player a stronger sense of immersion, creating a diverse game atmosphere, bringing a richer game experience to the player, and thus enhancing the fun of the game.
[0241] Optionally, based on one or more corresponding embodiments above, in another optional embodiment provided by the embodiments of the present application, when the object collection condition is met, adding the first resource set to the to-be-recommended resource set specifically includes: Figure 6 When the object collection condition is met, displaying a candidate resource set, where the candidate resource set includes N virtual resources associated with the first virtual object, and the N virtual resources include at least one of character image resources, skin resources, special effect resources, virtual props, and visual decoration resources, and N is an integer greater than or equal to 1;
[0242] In response to a selection operation on at least one virtual resource in the candidate resource set, taking the at least one virtual resource as the first resource set and adding it to the to-be-recommended resource set.
[0243] In one or more embodiments, a method for selecting the first resource set is introduced. As can be seen from the foregoing embodiments, when the object collection condition is met, the player can also select at least one virtual resource from all the virtual resources associated with the first virtual object as the first resource set.
[0244] Specifically, taking the target virtual object as the virtual character controlled by player A and the first virtual object as the virtual character controlled by player B as an example, for ease of understanding, please refer to
[0245] , Figure 16 , Figure 16 is a schematic diagram for selecting the first resource set in the embodiments of the present application. As shown in FIG. (A) in Figure 16 , 1601 is used to indicate the target virtual object, and 1602 is used to indicate the first virtual object. Player A triggers a collection operation on the first virtual object. When the object collection condition is met, the interface shown in FIG. (B) in Figure 16 is displayed. Among them, 1603 is used to indicate the candidate resource set presented in a list form. 1604 is used to indicate the control corresponding to the character image resource, and the image of the character image resource is presented on this control. 1605 is used to indicate the control corresponding to the virtual prop, and the image of the virtual prop is presented on this control.
[0246] Based on this, it is assumed that Player A clicks on the controls indicated by 1604 and 1605, that is, the character image resource and the virtual item are used as the first resource set. Thus, the first resource set is added to the resource set to be recommended.
[0247] Secondly, in the embodiments of the present application, a method for selecting the first resource set is provided. Through the above method, players can select one or more virtual resources for collection according to their own needs. Thus, the personalized needs of players can be met, thereby enhancing the gaming experience of players.
[0248] Optionally, based on one or more corresponding Figure 6 embodiments, in another optional embodiment provided by the embodiments of the present application, the game play interface further includes a second virtual object located in the game scene;
[0249] It may further include:
[0250] During the game play, in response to a collection operation on the second virtual object, when the object collection condition is met, the second resource set is added to the resource set to be recommended, where the second resource set includes at least one virtual resource associated with the second virtual object.
[0251] In one or more embodiments, a method for triggering a collection operation on multiple virtual objects is introduced. As can be seen from the foregoing embodiments, the game scene may further include a greater number of virtual objects. Taking a turn-based board game as an example, in the case where the game play is the "draft round", the game scene often includes more than two virtual objects. Among them, the "draft round" is an important stage for players to obtain virtual resources.
[0252] Specifically, taking the target virtual object as the virtual character controlled by Player A, the first virtual object as the virtual character controlled by Player B, and the second virtual object as the virtual character controlled by Player C as an example, for ease of understanding, please refer to Figure 17 , Figure 17 which is another schematic diagram for collecting virtual resources in the embodiments of the present application. As shown in Figure 17 Figure (A) therein, 6 virtual objects are displayed in the game play interface. Among them, 1701 is used to indicate the target virtual object, 1702 is used to indicate the first virtual object, and 1703 is used to indicate the second virtual object. Player A triggers a collection operation on the first virtual object. When the object collection condition is met, the first resource set is added to the resource set to be recommended. As shown in Figure 17 Figure (B) therein, Player A continues to trigger a collection operation on the second virtual object. When the object collection condition is met, the second resource set is added to the resource set to be recommended.
[0253] Taking the example that the first resource set only includes the role image resources of the first virtual object, and the second resource set only includes the role image resources of the second virtual object, that is, the resource set to be recommended includes the role image resources of the first virtual object and the role image resources of the second virtual object. Based on this, when the game round ends, the interface shown in Figure 17 Figure (C) in the figure is displayed. Among them, 1704 is used to indicate the role image resources of the first virtual object collected by player A, and 1705 is used to indicate the role image resources of the second virtual object collected by player A. 1706 is used to indicate the mall jump control.
[0254] Secondly, in the embodiments of the present application, a method for triggering a collection operation on multiple virtual objects is provided. Through the above method, in a specific type of game round, if there are multiple virtual objects, the player can also trigger a collection operation on multiple virtual objects respectively. Thereby, the diversity and richness of the gameplay are improved, and the needs of different players can be met.
[0255] Optionally, on the basis of the above Figure 6 corresponding one or more embodiments, in another optional embodiment provided by the embodiments of the present application, it may further include:
[0256] During the game round, if the target virtual object is triggered with at least one collection operation, a page switching control is displayed when the game round ends;
[0257] In response to a selection operation on the page switching control, a collection prompt message is displayed, where the collection prompt message is used to prompt the number of times the target virtual object is triggered with a collection operation.
[0258] In one or more embodiments, a method for a virtual resource to be collected by other players is introduced. As can be seen from the foregoing embodiments, during the game round, player A can not only trigger a collection operation on other virtual objects, but also be triggered with a collection operation by other players, that is, other players can trigger a collection operation on the target virtual object controlled by player A.
[0259] Specifically, for ease of understanding, please refer to Figure 18 , Figure 18 is a schematic diagram of the triggered collection operation in the embodiments of the present application. As shown in Figure 18 Figure (A) in the figure, 1801 is used to indicate the control for getting likes in this game, and 1802 is used to indicate the control for collecting in this game. At this time, player A clicks the control for getting likes in this game indicated by 1801, and thus, the collection prompt message indicated by 1803 is displayed. The collection prompt message prompts the number of times the target virtual object controlled by player A is triggered with a collection operation by other players in the current game round. When player A clicks the control for collecting in this game indicated by 1802, that is, the display is as followsFigure 18 The interface shown in Figure (B). Among them, 1804 is used to indicate the character image resources collected by Player A.
[0260] Secondly, in the embodiments of the present application, a method for other players to collect virtual resources is provided. Through the above method, if the virtual resources used by a player are collected by other players, the player can see a collection prompt message. Thereby, it can increase the player's sense of achievement, making the player feel that the virtual resources they use are recognized, thus enhancing the fun and satisfaction of the game.
[0261] Optionally, based on one or more corresponding embodiments above, in another optional embodiment provided by the embodiments of the present application, it may further include: Figure 6 During the game session, if the target virtual object is triggered for a collection operation by at least one virtual object, a like feedback control is displayed when the game session ends;
[0262] In response to a selection operation on the like feedback control, a like feedback message is sent to each of the at least one virtual object.
[0263] In one or more embodiments, a method for supporting player feedback and likes is introduced. As can be seen from the foregoing embodiments, during the game session, Player A can not only trigger a collection operation on other virtual objects, but also be triggered for a collection operation by other players, that is, other players can trigger a collection operation on the target virtual object controlled by Player A.
[0264] Specifically, for ease of understanding, please refer to
[0265] This is a schematic diagram of giving feedback and likes in the embodiments of the present application. As shown in the figure, assume that the target virtual object controlled by Player A has been triggered for 8 collection operations in this game session, and each collection operation is triggered by a player. Based on this, when Player A clicks on the like feedback control indicated by 1901, that is, triggers a selection operation on the like feedback control. Thereby, like feedback messages are sent to the virtual objects controlled by the eight players who triggered the collection operation respectively, so that these players can view the like feedback messages. Figure 19 Figure 19 It should be noted that the like feedback messages involved in the present application include but are not limited to the text, expressions, sound effects, special effects, etc. set by Player A, or the text, expressions, sound effects, special effects, etc. preset by the game system.
[0266]
[0267] Secondly, in the embodiments of the present application, a method for supporting players to give feedback and like is provided. Through the above method, if the virtual resources used by a player are collected by other players, the player can also give feedback to other players with one key. Based on this, it is convenient for players to quickly respond to others' interactions, which helps to enhance the favorability among players and establish friendly relationships.
[0268] Optionally, based on one or more corresponding embodiments above, in another optional embodiment provided by the embodiments of the present application, when the game round ends, the virtual resources included in the set of resources to be recommended are displayed, specifically including: Figure 6 When the game round ends, a mall jump control is displayed;
[0269] In response to a selection operation on the mall jump control, each virtual resource included in the set of resources to be recommended is prominently displayed in the game mall interface.
[0270] In one or more embodiments, a method for entering the game mall after the game round ends is introduced. As can be seen from the foregoing embodiments, when the game round ends, players can not only view the relevant data of the game battle, but also quickly jump to the game mall to view the set of resources to be recommended.
[0271] Specifically, for the sake of easy understanding, please refer to
[0272] Figure Figure 20 , Figure 20 which is a schematic diagram of jumping to the game mall interface after the game round settlement in the embodiments of the present application. As shown in Figure (A) of Figure 20 , after the game round ends, player A can see his ranking result in the game round. When player A clicks the control indicated by 2001, the interface shown in Figure (B) of Figure 20 can be displayed, and through this interface, the experience value obtained by player A in this round of the game round can be viewed. When player A clicks the exit control indicated by 1601, the interface shown in Figure (B) of Figure 20 can be displayed. When player A clicks the control indicated by 2002, the interface shown in Figure (C) of Figure 20 can be displayed, where 2003 is used to indicate the mall jump control.
[0273] When the player clicks the mall jump control indicated by 2003, that is, triggers a selection operation on the mall jump control, thereby jumping to the game mall interface, and prominently displaying each virtual resource included in the set of resources to be recommended in the game mall interface.
[0274] Secondly, in the embodiments of the present application, a method for entering the in-game mall after the end of a game session is provided. Through the above method, after the end of a game session, players can directly enter the in-game mall interface by clicking on the mall jump control, without a cumbersome operation process, saving operation time. At the same time, directly jumping to the in-game mall through the mall jump control can increase the exposure rate and traffic of the mall, meet the consumption needs of players, and enhance the gaming experience of players.
[0275] Optionally, based on one or more corresponding embodiments described above, in another optional embodiment provided by the embodiments of the present application, in the case where a game session ends, each virtual resource included in the resource recommendation set is displayed, specifically including: Figure 6 In the case where a game session ends, a mall jump control is displayed;
[0276] In response to a selection operation on the mall jump control, a resource recommendation pop-up window is displayed, and each virtual resource included in the resource recommendation set is displayed in the resource recommendation pop-up window.
[0277] In one or more embodiments, a method for viewing a resource recommendation pop-up window after the end of a game session is provided. As can be seen from the foregoing embodiments, player A can collect at least one virtual resource corresponding to at least one virtual object during the game session, thereby obtaining a resource recommendation set. Based on this, in order to facilitate players to quickly purchase the virtual resources in the resource recommendation set, each virtual resource included in the resource recommendation set can be directly displayed through the resource recommendation pop-up window.
[0278] Specifically, for ease of understanding, please refer to
[0279] FIG. Figure 21 , Figure 21 is a schematic diagram showing the display of a resource recommendation pop-up window after game session settlement in the embodiments of the present application. As shown in FIG. Figure 21 (A) therein, 2101 is used to indicate the mall jump control, 2102 is used to indicate a character image resource collected by player A during the game session, 2103 is used to indicate another character image resource collected by player A during the game session, and 2104 is used to indicate a virtual item collected by player A during the game session. When player A clicks on the mall jump control indicated by 2101, the interface shown in FIG. Figure 21 (B) therein is displayed. Among them, 2105 is used to indicate the resource recommendation pop-up window. It can be seen that each virtual resource included in the resource recommendation set is displayed in this resource recommendation pop-up window. Thus, player A can quickly purchase the virtual resources in the resource recommendation set.
[0280] Secondly, in the embodiments of the present application, a method for viewing a resource recommendation pop-up window after the end of a game round is provided. Through the above method, after the end of the game round, the player can click on the mall jump control to display the resource recommendation pop-up window, and directly view the set of resources to be recommended through the resource recommendation pop-up window. Thus, the operation process can be simplified, facilitating the player to quickly browse and purchase the set of resources to be recommended, thereby enhancing the player's gaming experience.
[0281] Optionally, based on one or more of the above Figure 6 corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, each virtual resource included in the set of resources to be recommended is prominently displayed in the game mall interface, specifically including:
[0282] If the set of resources to be recommended includes character image resources, then each character image resource included in the set of resources to be recommended is prominently displayed in the first display area provided in the game mall interface;
[0283] If the set of resources to be recommended includes skin resources, then each skin resource included in the set of resources to be recommended is prominently displayed in the second display area provided in the game mall interface;
[0284] If the set of resources to be recommended includes special effect resources, then each special effect resource included in the set of resources to be recommended is prominently displayed in the third display area provided in the game mall interface;
[0285] If the set of resources to be recommended includes virtual items, then each virtual item included in the set of resources to be recommended is prominently displayed in the fourth display area provided in the game mall interface;
[0286] If the set of resources to be recommended includes visual decoration resources, then each visual decoration resource included in the set of resources to be recommended is prominently displayed in the fifth display area provided in the game mall interface.
[0287] In one or more embodiments, a method for prominently displaying the set of resources to be recommended in the game mall interface is introduced. As can be seen from the foregoing embodiments, player A can collect at least one virtual resource corresponding to at least one virtual object during the game round, thereby obtaining the set of resources to be recommended. Based on this, in order to facilitate the player to quickly purchase the virtual resources in the set of resources to be recommended, each virtual resource included in the set of resources to be recommended can be prominently displayed in the game mall interface.
[0288] Specifically, for ease of understanding, please refer to Figure 22 , Figure 22 which is a schematic diagram of prominently displaying the set of resources to be recommended in the embodiments of the present application. As shown in Figure 22As shown in Figure (A), 2201 is used to indicate the mall jump control, 2202 is used to indicate a character image resource collected by Player A during the game session, 2203 is used to indicate another character image resource collected by Player A during the game session, and 2204 is used to indicate a virtual item collected by Player A during the game session. When Player A clicks on the mall jump control indicated by 2201, the game mall interface as shown in Figure 22 Figure (B) is displayed. Six paging entrances are provided in the game mall interface. When Player A clicks on the "Character Image Resource" entrance indicated by 2205, each character image resource included in the recommended resource set is prominently displayed in the first display area provided in the game mall interface. Among them, the first display area is the display area corresponding to the "Character Image Resource" page. The two character image resources indicated by 2206 are the character image resources collected by Player A.
[0289] Exemplarily, if Player A has also collected skin resources, then when Player A clicks on the "Skin Resource" entrance, each skin resource included in the recommended resource set is prominently displayed in the second display area provided in the game mall interface.
[0290] Exemplarily, if Player A has also collected special effect resources, then when Player A clicks on the "Special Effect Resource" entrance, each special effect resource included in the recommended resource set is prominently displayed in the third display area provided in the game mall interface.
[0291] As Figure 22 shown in Figure (C), when Player A clicks on the "Virtual Item" entrance indicated by 2207, each virtual item included in the recommended resource set is prominently displayed in the fourth display area provided in the game mall interface. Among them, the fourth display area is the display area corresponding to the "Virtual Item" page. The virtual item indicated by 2208 is the virtual item collected by Player A.
[0292] Exemplarily, if Player A has also collected visual decoration resources, then when Player A clicks on the "Visual Decoration Resource" entrance, each visual decoration resource included in the recommended resource set is prominently displayed in the fifth display area provided in the game mall interface.
[0293] It should be noted that "highlighting" means making virtual resources more prominent in the game mall interface through specific designs to attract players' attention. The ways to prominently display each virtual resource in the recommended resource set include, but are not limited to, using color contrast for display (for example, using colors that form a sharp contrast with the surrounding environment for each virtual resource in the recommended resource set), or using size magnification for display (for example, magnifying the pictures of each virtual resource in the recommended resource set), or using animation effects for display (for example, making each virtual resource in the recommended resource set produce dynamic effects through animation), or using special identifiers (for example, adding unique labels to each virtual resource in the recommended resource set), etc. There is no limitation here.
[0294] Secondly, in the embodiments of the present application, a way to highlight the recommended resource set in the game mall interface is provided. Through the above way, the recommended resource set collected by players can be classified and displayed. On the one hand, it is convenient for players to quickly find virtual resources of a specified type. On the other hand, based on the highlighting method, it is convenient for players to better identify the collected virtual resources, thereby improving the convenience for players to purchase virtual resources.
[0295] Optionally, based on one or more corresponding embodiments above, in another optional embodiment provided by the embodiments of the present application, highlighting each virtual resource included in the recommended resource set in the game mall interface specifically includes: Figure 6 Displaying each virtual resource included in the recommended resource set in the resource recommendation area provided in the game mall interface.
[0296] In one or more embodiments, another way to highlight the recommended resource set in the game mall interface is introduced. As can be seen from the foregoing embodiments, in order to facilitate players to quickly purchase virtual resources in the recommended resource set, each virtual resource included in the recommended resource set can be prominently displayed in the game mall interface.
[0297] Specifically, for easy understanding, please refer to
[0298] This is another schematic diagram for prominently displaying the recommended resource set in the embodiments of the present application. As shown in Figure (A) of Figure 23 , Figure 23 2301 is used to indicate the mall jump control, 2302 is used to indicate a character image resource collected by player A during the game session, 2303 is used to indicate another character image resource collected by player A during the game session, and 2304 is used to indicate a virtual item collected by player A during the game session. When player A clicks on the mall jump control indicated by 2301, it will display as shown in Figure 23 When player A clicks on the mall jump control indicated by 2301, it will display as shown in Figure 23The game mall interface shown in Figure (B). Six paging entrances are provided in the game mall interface. When player A clicks on the "Recommendation Page" entrance indicated by 2305, each virtual resource included in the to-be-recommended resource set is prominently displayed within the resource recommendation area provided in the game mall interface. Among them, the resource recommendation area is the display area corresponding to the "Recommendation Page" pagination. 2306 is used to indicate two character image resources and one virtual item included in the to-be-recommended resource set.
[0299] Exemplarily, when player A clicks on the exit control indicated by 2307, the game round settlement interface shown in Figure (C) is displayed. Based on this, player A can also view the detailed settlement data of the current game round. Figure 23 The game round settlement interface shown in Figure (C). Based on this, player A can also view the detailed settlement data of the current game round.
[0300] Secondly, in the embodiments of the present application, another way to prominently display the to-be-recommended resource set in the game mall interface is provided. Through the above method, the to-be-recommended resource set is centrally displayed within the resource recommendation area, facilitating players to better identify the collected virtual resources, thereby enhancing the convenience for players to purchase virtual resources.
[0301] Combined with the above embodiments, the following will be based on Figure 24 and Figure 25 respectively introduce the relevant processes for collecting virtual resources and purchasing virtual resources. For ease of understanding, please refer to Figure 24 , Figure 24 is a schematic flowchart of a process for collecting virtual resources during a game round in the embodiments of the present application. As shown in the figure, specifically:
[0302] In step 2401, during the game round, it is determined whether the target virtual object controlled by player A is close to other virtual objects. If so, step 2402 is executed; if not, step 2403 is executed.
[0303] In step 2402, assuming the target virtual object approaches the first virtual object, at this time, it is necessary to determine whether the object collection condition is met (for example, whether the volume of the overlapping area is greater than or equal to the overlapping volume threshold, and whether the overlapping duration is greater than or equal to the overlapping duration threshold). If so, step 2404 is executed; if not, step 2405 is executed.
[0304] In step 2403, no response is made when the target virtual object is not close to any virtual object.
[0305] In step 2404, when the object collection condition is met, the target progress bar is displayed.
[0306] In step 2405, no response is made when the object collection condition is not met.
[0307] In step 2406, it is determined whether the target progress bar is fully displayed. If so, step 2407 is executed; if not, step 2408 is executed.
[0308] In step 2407, when the target progress bar is fully displayed, the collection progress is shown via the target progress bar.
[0309] In step 2408, when the target progress bar is not fully displayed, the position of the target progress bar is adjusted to ensure that the target progress bar is fully displayed.
[0310] In step 2409, it is determined whether the target virtual object is far from the first virtual object. If so, step 2410 is executed; if not, step 2411 is executed.
[0311] In step 2410, when the target virtual object is far from the first virtual object, the collection progress is interrupted and the target progress bar disappears.
[0312] In step 2411, when the target virtual object is not far from the first virtual object, a collection completion prompt is shown.
[0313] Please refer to Figure 25 , Figure 25 , which is a schematic flow diagram of purchasing virtual resources after the game round ends in the embodiment of the present application. As shown in the figure, specifically:
[0314] In step 2501, it is determined whether the target virtual object controlled by player A has been triggered for a collection operation by other players during the game round. If so, step 2502 is executed; if not, step 2508 is executed.
[0315] In step 2502, when the target virtual object has been triggered for a collection operation by other players, it is determined whether player A has triggered a collection operation on other virtual objects during the game round. If so, step 2503 is executed; if not, step 2504 is executed.
[0316] In step 2503, after the game round ends, the number of times the target virtual object has been collected during the game round and the virtual resources collected by player A during the game round are shown.
[0317] In step 2504, after the game round ends, only the number of times the target virtual object has been collected during the game round is shown.
[0318] In step 2505, it is determined whether player A jumps to the game mall. If so, step 2506 is executed; if not, step 2507 is executed.
[0319] In step 2506, player A enters the in-game mall interface and quickly purchases the virtual resources that have been collected.
[0320] In step 2507, the game settlement interface is displayed.
[0321] In step 2508, in the case where the target virtual object has not been triggered for a collection operation by other players, it is determined whether player A has triggered a collection operation on other virtual objects during the game session. If so, step 2509 is executed; if not, step 2510 is executed.
[0322] In step 2509, after the game session ends, only the virtual resources collected by player A during the game session are displayed.
[0323] In step 2510, normal settlement is performed, that is, the game settlement interface is displayed.
[0324] In step 2511, it is determined whether player A jumps to the in-game mall. If so, step 2512 is executed; if not, step 2513 is executed.
[0325] In step 2512, player A enters the in-game mall interface and quickly purchases the virtual resources that have been collected.
[0326] In step 2513, the game settlement interface is displayed.
[0327] The virtual resource display device in the present application will be described in detail below. Please refer to Figure 26 , Figure 26 which is a schematic diagram of an embodiment of the virtual resource display device in the embodiment of the present application. The virtual resource display device 260 includes:
[0328] A display module 2601, configured to display a game session interface in response to a start instruction for a game session, where the game session interface includes a game scene and a first virtual object located in the game scene;
[0329] A processing module 2602, configured to, during the game session, in response to a collection operation on the first virtual object, and when the object collection condition is met, add the first resource set to the to-be-recommended resource set, where the first resource set includes at least one virtual resource associated with the first virtual object;
[0330] The display module 2601 is further configured to display each virtual resource included in the to-be-recommended resource set when the game session ends.
[0331] Optionally, based on the corresponding embodiment described above, Figure 26 in another embodiment of the virtual resource display device 260 provided in the embodiment of the present application,
[0332] The processing module 2602 is specifically configured to obtain the duration of a touch operation when detecting a touch operation on a first virtual object during a game session.
[0333] When the duration is greater than or equal to a touch duration threshold, it is determined that the object collection condition is satisfied, and the first resource set is added to the resource set to be recommended.
[0334] Optionally, based on the above Figure 26 corresponding embodiment, in another embodiment of the virtual resource display device 260 provided by the embodiments of the present application,
[0335] The processing module 2602 is specifically configured to control a target virtual object to move in a game scene during a game session.
[0336] When the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, obtain the overlapping area volume and the overlapping duration, where the capsule is a collision detection geometric body corresponding to the virtual object.
[0337] When the overlapping area volume is greater than or equal to an overlapping volume threshold, and the overlapping duration is greater than or equal to an overlapping duration threshold, it is determined that the object collection condition is satisfied, and the first resource set is added to the resource set to be recommended.
[0338] Optionally, based on the above Figure 26 corresponding embodiment, in another embodiment of the virtual resource display device 260 provided by the embodiments of the present application,
[0339] The processing module 2602 is further configured to stop the collection operation if the overlapping area volume is less than the overlapping volume threshold when the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object.
[0340] Optionally, based on the above Figure 26 corresponding embodiment, in another embodiment of the virtual resource display device 260 provided by the embodiments of the present application,
[0341] The processing module 2602 is further configured to interrupt the collection operation if the overlapping area volume is less than the overlapping volume threshold when the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object.
[0342] The processing module is further configured to continue accumulating the overlapping duration if the overlapping area volume is greater than or equal to the overlapping volume threshold within the continuation duration.
[0343] Optionally, based on the above Figure 26Based on the corresponding embodiment, in another embodiment of the virtual resource display device 260 provided by the embodiments of the present application, the virtual resource display device 260 further includes a response module 2603;
[0344] The response module 2603 is configured to, during the process that the target virtual object moves towards the first virtual object, if the first virtual object does not move, respond to the collection operation on the first virtual object;
[0345] The response module 2603 is further configured to, during the process that the target virtual object moves towards the first virtual object, if the first virtual object moves away from the target virtual object, respond to the collection operation on the first virtual object;
[0346] The response module 2603 is further configured to, during the process that the first virtual object moves towards the target virtual object, if the target virtual object does not move, respond to the operation of the first virtual object being collected;
[0347] The response module 2603 is further configured to, during the process that the target virtual object moves towards the first virtual object, if the first virtual object approaches the target virtual object, respond to the collection operation on the first virtual object and respond to the operation of the target virtual object being collected.
[0348] Optionally, based on the above Figure 26 corresponding embodiment, in another embodiment of the virtual resource display device 260 provided by the embodiments of the present application,
[0349] The display module 2601 is further configured to display a target progress bar, where the target progress bar is used to indicate the progress change of adding the first resource set to the to-be-recommended resource set.
[0350] Optionally, based on the above Figure 26 corresponding embodiment, in another embodiment of the virtual resource display device 260 provided by the embodiments of the present application, the virtual resource display device 260 further includes an acquisition module 2604;
[0351] The acquisition module 2604 is configured to, if the target progress bar cannot be completely displayed in the game session interface, acquire the current visual ratio of the game camera, where the current visual ratio is used to describe the zoom ratio of the game camera at the current moment;
[0352] The display module 2601 is further configured to perform a reduction operation on the current visual ratio of the game camera until the target progress bar is completely displayed in the game session interface.
[0353] Optionally, based on the above Figure 26 corresponding embodiment, in another embodiment of the virtual resource display device 260 provided by the embodiments of the present application,
[0354] The display module 2601 is further configured to adjust the position of the target progress bar if the target progress bar cannot be fully displayed in the game session interface, so that the target progress bar is fully displayed in the game session interface.
[0355] Optionally, based on the corresponding embodiment above, Figure 26 In another embodiment of the virtual resource display device 260 provided by the embodiment of the present application, the virtual resource display device 260 further includes a determination module 2605;
[0356] The acquisition module 2604 is further configured to acquire the quality level of the character image resource currently used by the first virtual object;
[0357] The determination module 2605 is configured to determine an overlap duration threshold according to the quality level of the character image resource, where the overlap duration threshold is positively correlated with the quality level of the character image resource.
[0358] Optionally, based on the corresponding embodiment above, Figure 26 In another embodiment of the virtual resource display device 260 provided by the embodiment of the present application,
[0359] The acquisition module 2604 is further configured to acquire the intimacy score between the target virtual object and the first virtual object, where the intimacy score is used to characterize the degree of social activity;
[0360] The determination module 2605 is further configured to determine an overlap duration threshold according to the intimacy score, where the overlap duration threshold is positively correlated with the intimacy score.
[0361] Optionally, based on the corresponding embodiment above, Figure 26 In another embodiment of the virtual resource display device 260 provided by the embodiment of the present application,
[0362] The display module 2601 is further configured to display a first prompt content when the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object and in response to a collection operation on the first virtual object.
[0363] Optionally, based on the corresponding embodiment above, Figure 26 In another embodiment of the virtual resource display device 260 provided by the embodiment of the present application,
[0364] The display module 2601 is further configured to display a second prompt content when the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object and in response to a being-collected operation on the target virtual object.
[0365] Optionally, based on the corresponding embodiment above, Figure 26Based on the corresponding embodiment, in another embodiment of the virtual resource display device 260 provided by the embodiments of the present application,
[0366] The processing module 2602 is specifically configured to display a candidate resource set when the object collection condition is met, where the candidate resource set includes N virtual resources associated with the first virtual object, and the N virtual resources include at least one of character image resources, skin resources, special effect resources, virtual props, and visual decoration resources, and N is an integer greater than or equal to 1;
[0367] In response to a selection operation on at least one virtual resource in the candidate resource set, at least one virtual resource is used as the first resource set and added to the resource set to be recommended.
[0368] Optionally, based on the corresponding embodiment above, Figure 26 In another embodiment of the virtual resource display device 260 provided by the embodiments of the present application, the game session interface further includes a second virtual object located in the game scene;
[0369] The processing module 2602 is further configured to, during the game session, in response to a collection operation on the second virtual object, add the second resource set to the resource set to be recommended when the object collection condition is met, where the second resource set includes at least one virtual resource associated with the second virtual object.
[0370] Optionally, based on the corresponding embodiment above, Figure 26 In another embodiment of the virtual resource display device 260 provided by the embodiments of the present application,
[0371] The display module 2601 is further configured to, during the game session, if the target virtual object is triggered by at least one collection operation, display a page switching control when the game session ends;
[0372] The display module 2601 is further configured to, in response to a selection operation on the page switching control, display a collection prompt message, where the collection prompt message is used to prompt the number of times the target virtual object is triggered by a collection operation.
[0373] Optionally, based on the corresponding embodiment above, Figure 26 In another embodiment of the virtual resource display device 260 provided by the embodiments of the present application,
[0374] The display module 2601 is further configured to, during the game session, if the target virtual object is triggered by at least one virtual object for a collection operation, display a like feedback control when the game session ends;
[0375] The processing module 2602 is further configured to send a like feedback message to each of at least one virtual object in response to a selection operation on the like feedback control.
[0376] Optionally, based on the corresponding embodiment above, Figure 26 In another embodiment of the virtual resource display device 260 provided by the embodiments of the present application,
[0377] The display module 2601 is specifically configured to display a mall jump control in the case of the end of a game round;
[0378] In response to a selection operation on the mall jump control, each virtual resource included in the to-be-recommended resource set is prominently displayed in the game mall interface.
[0379] Optionally, based on the corresponding embodiment above, Figure 26 In another embodiment of the virtual resource display device 260 provided by the embodiments of the present application,
[0380] The display module 2601 is specifically configured to display a mall jump control in the case of the end of a game round;
[0381] In response to a selection operation on the mall jump control, a resource recommendation pop-up window is displayed, and each virtual resource included in the to-be-recommended resource set is displayed in the resource recommendation pop-up window.
[0382] Optionally, based on the corresponding embodiment above, Figure 26 In another embodiment of the virtual resource display device 260 provided by the embodiments of the present application,
[0383] The display module 2601 is specifically configured to, if the to-be-recommended resource set includes character image resources, prominently display each character image resource included in the to-be-recommended resource set in the first display area provided in the game mall interface;
[0384] If the to-be-recommended resource set includes skin resources, prominently display each skin resource included in the to-be-recommended resource set in the second display area provided in the game mall interface;
[0385] If the to-be-recommended resource set includes special effect resources, prominently display each special effect resource included in the to-be-recommended resource set in the third display area provided in the game mall interface;
[0386] If the to-be-recommended resource set includes virtual items, prominently display each virtual item included in the to-be-recommended resource set in the fourth display area provided in the game mall interface;
[0387] If the set of resources to be recommended includes visual decoration resources, each visual decoration resource included in the set of resources to be recommended is prominently displayed in the fifth display area provided in the game mall interface.
[0388] Optionally, based on the corresponding embodiment described above, Figure 26 in another embodiment of the virtual resource display device 260 provided by the embodiment of the present application,
[0389] The display module 2601 is specifically configured to display each virtual resource included in the set of resources to be recommended in the resource recommendation area provided in the game mall interface.
[0390] The embodiment of the present application also provides a terminal. As Figure 27 shown, for the sake of convenience of description, only the parts related to the embodiment of the present application are shown. For those specific technical details not disclosed, please refer to the method part of the embodiment of the present application. In the embodiment of the present application, a mobile phone is taken as an example for illustration:
[0391] Figure 27 The block diagram of a part of the structure of the mobile phone related to the terminal provided by the embodiment of the present application is shown. Referring to Figure 27 , the mobile phone includes: a radio frequency (RF) circuit 2710, a memory 2720, an input unit 2730, a display unit 2740, a sensor 2750, an audio circuit 2760, a wireless fidelity (WiFi) module 2770, a processor 2780, and a power supply 2790, etc. Those skilled in the art can understand that Figure 27 the structure of the mobile phone shown in
[0392] does not constitute a limitation to the mobile phone, and it may include more or fewer components than those shown in the figure, or combine some components, or have different component arrangements. Figure 27 The following specifically introduces each component of the mobile phone:
[0393] The RF circuit 2710 can be used for receiving and transmitting information or signals during communication. Specifically, after receiving the downlink information from the base station, it is sent to the processor 2780 for processing; in addition, the uplink data designed is sent to the base station. Generally, the RF circuit 2710 includes, but is not limited to, antennas, at least one amplifier, a transceiver, a coupler, a low noise amplifier (LNA), a duplexer, etc. In addition, the RF circuit 2710 can also communicate with the network and other devices through wireless communication. The above wireless communication can use any communication standard or protocol, including but not limited to the Global System of Mobile Communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.
[0394] The memory 2720 can be used to store software programs and modules. The processor 2780 executes various functional applications and data processing of the mobile phone by running the software programs and modules stored in the memory 2720. The memory 2720 mainly includes a program storage area and a data storage area. Among them, the program storage area can store an operating system, application programs required for at least one function (such as a sound playback function, an image playback function, etc.); the data storage area can store data created according to the use of the mobile phone (such as audio data, a phone book, etc.). In addition, the memory 2720 can include high-speed random access memory and can also include non-volatile memory, such as at least one magnetic disk storage device, a flash memory device, or other non-volatile solid-state storage devices.
[0395] The input unit 2730 can be used to receive input numerical or character information, and generate key signal inputs related to the user settings and function controls of the mobile phone. Specifically, the input unit 2730 can include a touch panel 2731 and other input devices 2732. The touch panel 2731, also known as a touch screen, can collect touch operations of the user on or near it (such as operations of the user using any suitable object or accessory such as a finger, a stylus, etc. on or near the touch panel 2731), and drive corresponding connection devices according to a preset program. Optionally, the touch panel 2731 can include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch position of the user, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, then sends it to the processor 2780, and can receive and execute commands sent by the processor 2780. In addition, the touch panel 2731 can be implemented in multiple types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 2731, the input unit 2730 can also include other input devices 2732. Specifically, the other input devices 2732 can include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, power on / off keys, etc.), a mouse, a joystick, etc.
[0396] The display unit 2740 can be used to display information input by the user or information provided to the user and various menus of the mobile phone. The display unit 2740 can include a display panel 2741. Optionally, the display panel 2741 can be configured in forms such as a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. Further, the touch panel 2731 can cover the display panel 2741. When the touch panel 2731 detects a touch operation on or near it, it is transmitted to the processor 2780 to determine the type of touch event. Subsequently, the processor 2780 provides corresponding visual output on the display panel 2741 according to the type of touch event. Although in Figure 27 the touch panel 2731 and the display panel 2741 are implemented as two independent components to realize the input and input functions of the mobile phone, in some embodiments, the touch panel 2731 and the display panel 2741 can be integrated to realize the input and output functions of the mobile phone.
[0397] The mobile phone may further include at least one sensor 2750, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor. Among them, the ambient light sensor can adjust the brightness of the display panel 2741 according to the brightness of the ambient light, and the proximity sensor can turn off the display panel 2741 and / or the backlight when the mobile phone is moved to the ear. As a kind of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in all directions (generally three axes), and can detect the magnitude and direction of gravity when stationary, and can be used for applications that identify the posture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for other sensors that the mobile phone can also be configured with, such as gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc., they will not be elaborated here.
[0398] The audio circuit 2760, the speaker 2761, and the microphone 2762 can provide an audio interface between the user and the mobile phone. The audio circuit 2760 can transmit the electrical signal converted from the received audio data to the speaker 2761, and the speaker 2761 converts it into a sound signal for output; on the other hand, the microphone 2762 converts the collected sound signal into an electrical signal, which is received by the audio circuit 2760 and then converted into audio data. After the audio data is output to the processor 2780 for processing, it is sent through the RF circuit 2710 to, for example, another mobile phone, or the audio data is output to the memory 2720 for further processing.
[0399] WiFi belongs to short - range wireless transmission technology. The mobile phone can help users send and receive emails, browse the web, and access streaming media through the WiFi module 2770, which provides users with wireless broadband Internet access. Although Figure 27 the WiFi module 2770 is shown, it can be understood that it does not belong to an essential component of the mobile phone and can be omitted entirely within the scope of not changing the essence of the invention according to needs.
[0400] The processor 2780 is the control center of the mobile phone. It connects various parts of the entire mobile phone using various interfaces and lines. By running or executing software programs and / or modules stored in the memory 2720, and by calling the data stored in the memory 2720, it executes various functions of the mobile phone and processes data. Optionally, the processor 2780 may include one or more processing units; optionally, the processor 2780 may integrate an application processor and a modem processor. Among them, the application processor mainly processes the operating system, user interface, and application programs, etc., and the modem processor mainly processes wireless communication. It can be understood that the above - mentioned modem processor may not be integrated into the processor 2780 either.
[0401] The mobile phone further includes a power supply 2790 (such as a battery) for powering each component. Optionally, the power supply can be logically connected to the processor 2780 through a power management system, so as to implement functions such as management of charging, discharging, and power consumption management through the power management system.
[0402] Although not shown, the mobile phone may further include a camera, a Bluetooth module, etc., which will not be elaborated here.
[0403] In the above embodiments, the steps executed by the terminal can be based on the Figure 27 shown terminal structure.
[0404] An embodiment of the present application further provides a computer device, including a memory and a processor. The memory stores a computer program. When the processor executes the computer program, the steps of the methods described in the foregoing embodiments are implemented.
[0405] An embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the methods described in the foregoing embodiments are implemented.
[0406] An embodiment of the present application further provides a computer program product, including a computer program. When the computer program is executed by a processor, the steps of the methods described in the foregoing embodiments are implemented.
[0407] Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the systems, devices, and units described above can refer to the corresponding processes in the foregoing method embodiments, which will not be elaborated here.
[0408] In the embodiments of the present application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other related parts to achieve a predetermined goal, and can be fully or partially implemented by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of the overall module or unit that includes the function of the module or unit.
[0409] In several embodiments provided by this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For example, 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 displayed or discussed coupling or direct coupling or communication connection between each other can be through some interfaces. The indirect coupling or communication connection of devices or units can be in electrical, mechanical, or other forms.
[0410] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0411] In addition, in each embodiment of this application, the functional units can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above-mentioned integrated units can be implemented in the form of hardware or in the form of software functional units.
[0412] If the above-mentioned integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to enable a computer device (which can be a server or a terminal device, etc.) to execute all or part of the steps of the methods described in each embodiment of this application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical discs that can store computer programs.
[0413] As described above, the above embodiments are only used to illustrate the technical solutions of this application and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still modify the technical solutions described in the foregoing embodiments or perform equivalent replacements for some of the technical features. And these modifications or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of each embodiment of this application.
Claims
1. A method for displaying virtual resources, characterized in that, Including: In response to a start instruction for a game session, display a game session interface, where the game session interface includes a game scene and a first virtual object located in the game scene; During the game session, in response to a collection operation on the first virtual object, when the object collection condition is met, add a first resource set to the resource set to be recommended, where the first resource set includes at least one virtual resource associated with the first virtual object; When the game session ends, display each virtual resource included in the resource set to be recommended.
2. The display method according to claim 1, wherein The step of, during the game session, in response to a collection operation on the first virtual object, when the object collection condition is met, adding the first resource set to the resource set to be recommended includes: During the game session, when a touch operation on the first virtual object is detected, obtain the duration of the touch operation; When the duration is greater than or equal to a touch duration threshold, determine that the object collection condition is met, and add the first resource set to the resource set to be recommended.
3. The display method according to claim 1, wherein The step of, during the game session, in response to a collection operation on the first virtual object, when the object collection condition is met, adding the first resource set to the resource set to be recommended includes: During the game session, control a target virtual object to move in the game scene; When the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, obtain the volume of the overlapping area and the overlapping duration, where the capsule is a collision detection geometric body corresponding to the virtual object; When the volume of the overlapping area is greater than or equal to an overlapping volume threshold and the overlapping duration is greater than or equal to an overlapping duration threshold, determine that the object collection condition is met, and add the first resource set to the resource set to be recommended.
4. The display method according to claim 3, characterized in that The method further includes: When the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, if the volume of the overlapping area is less than the overlapping volume threshold, stop the collection operation.
5. The display method according to claim 3, characterized in that The method further includes: When the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, if the volume of the overlapping area is less than the overlapping volume threshold, interrupt the collection operation; If the volume of the overlapping area is greater than or equal to the overlapping volume threshold within a continuation duration, continue to accumulate the overlapping duration.
6. The display method according to claim 1, wherein The method further includes: During the process of the target virtual object moving towards the first virtual object, if the first virtual object does not move, respond to the collection operation on the first virtual object; During the process of the target virtual object moving towards the first virtual object, if the first virtual object moves away from the target virtual object, respond to the collection operation on the first virtual object; During the process of the first virtual object moving towards the target virtual object, if the target virtual object does not move, then in response to the collection operation on the target virtual object; During the process of the target virtual object moving towards the first virtual object, if the first virtual object approaches the target virtual object, then in response to the collection operation on the first virtual object and in response to the collection operation on the target virtual object.
7. The display method according to any one of claims 1 to 6, characterized in that, The method further includes: Display a target progress bar, where the target progress bar is used to indicate the progress change of adding the first resource set to the resource set to be recommended.
8. The display method according to claim 7, wherein The method further includes: If the target progress bar cannot be completely displayed in the game session interface, then obtain the current visual ratio of the game camera, where the current visual ratio is used to describe the zoom ratio of the game camera at the current moment; Perform a reduction operation on the current visual ratio of the game camera until the target progress bar is completely displayed in the game session interface.
9. The display method according to claim 7, wherein The method further includes: If the target progress bar cannot be completely displayed in the game session interface, then adjust the position of the target progress bar so that the target progress bar is completely displayed in the game session interface.
10. The display method according to any one of claims 3 to 9, characterized in that, The method further includes: Obtain the quality level of the character image resource currently used by the first virtual object; Determine the overlapping duration threshold according to the quality level of the character image resource, where the overlapping duration threshold is positively correlated with the quality level of the character image resource.
11. The display method according to any one of claims 3 to 9, characterized in that, The method further includes: Obtain the intimacy score between the target virtual object and the first virtual object, where the intimacy score is used to characterize the degree of social activity; Determine the overlapping duration threshold according to the intimacy score, where the overlapping duration threshold is positively correlated with the intimacy score.
12. The display method according to any one of claims 3 to 11, characterized in that, The method further includes: When the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, if in response to the collection operation on the first virtual object, then display the first prompt content.
13. The display method according to any one of claims 3 to 11, characterized in that The method further includes: When the capsule corresponding to the target virtual object overlaps with the capsule corresponding to the first virtual object, if in response to the collection operation on the target virtual object, then display the second prompt content.
14. The display method according to any one of claims 1 to 13, characterized in that, The adding the first resource set to the resource set to be recommended under the condition of meeting the object collection condition includes: Under the condition of meeting the object collection condition, display a candidate resource set, where the candidate resource set includes N virtual resources related to the first virtual object, where the N virtual resources include at least one of character image resources, skin resources, special effect resources, virtual props, and visual decoration resources, and N is an integer greater than or equal to 1; In response to the selection operation on at least one virtual resource in the candidate resource set, use the at least one virtual resource as the first resource set and add it to the resource set to be recommended.
15. The display method according to any one of claims 1 to 14, characterized in that, The game session interface further includes a second virtual object located in the game scene; The method further includes: During the game session, in response to a collection operation on the second virtual object, when the object collection condition is met, adding a second resource set to the to-be-recommended resource set, where the second resource set includes at least one virtual resource associated with the second virtual object.
16. The display method according to any one of claims 1 to 15, characterized in that, The method further includes: During the game session, if the target virtual object is triggered with at least one collection operation, a page switching control is displayed when the game session ends; In response to a selection operation on the page switching control, a collection prompt message is displayed, where the collection prompt message is used to prompt the number of times the target virtual object is triggered with a collection operation.
17. The display method according to any one of claims 1 to 16, characterized in that, The method further includes: During the game session, if the target virtual object is triggered with a collection operation by at least one virtual object, a like feedback control is displayed when the game session ends; In response to a selection operation on the like feedback control, a like feedback message is sent to each of the at least one virtual object.
18. The display method according to any one of claims 1 to 17, characterized in that, Displaying each virtual resource included in the to-be-recommended resource set when the game session ends includes: When the game session ends, a mall jump control is displayed; In response to a selection operation on the mall jump control, each virtual resource included in the to-be-recommended resource set is prominently displayed in the game mall interface.
19. The display method according to any one of claims 1 to 17, characterized in that, Displaying each virtual resource included in the to-be-recommended resource set when the game session ends includes: When the game session ends, a mall jump control is displayed; In response to a selection operation on the mall jump control, a resource recommendation pop-up window is displayed, and each virtual resource included in the to-be-recommended resource set is displayed in the resource recommendation pop-up window.
20. The display method according to any one of claims 1 to 19, characterized in that, Prominently displaying each virtual resource included in the to-be-recommended resource set in the game mall interface includes: If the to-be-recommended resource set includes character image resources, each character image resource included in the to-be-recommended resource set is prominently displayed in the first display area provided in the game mall interface; If the to-be-recommended resource set includes skin resources, each skin resource included in the to-be-recommended resource set is prominently displayed in the second display area provided in the game mall interface; If the to-be-recommended resource set includes special effect resources, each special effect resource included in the to-be-recommended resource set is prominently displayed in the third display area provided in the game mall interface; If the to-be-recommended resource set includes virtual items, each virtual item included in the to-be-recommended resource set is prominently displayed in the fourth display area provided in the game mall interface; If the to-be-recommended resource set includes visual decoration resources, each visual decoration resource included in the to-be-recommended resource set is prominently displayed in the fifth display area provided in the game mall interface.
21. The display method according to any one of claims 1 to 19, characterized in that, Prominently displaying each virtual resource included in the to-be-recommended resource set in the game mall interface includes: Display each virtual resource included in the to-be-recommended resource set in the resource recommendation area provided in the game mall interface.
22. A virtual resource display device, characterized in that, Including: A display module, configured to display a game session interface in response to a start instruction for a game session, wherein the game session interface includes a game scene and a first virtual object located in the game scene; A processing module, configured to, during the game session, in response to a collection operation on the first virtual object, add a first resource set to the to-be-recommended resource set when the object collection condition is met, wherein the first resource set includes at least one virtual resource associated with the first virtual object; The display module is further configured to display each virtual resource included in the to-be-recommended resource set when the game session ends.
23. A computer device, comprising a memory and a processor, the memory storing a computer program, characterized in that, When the processor executes the computer program, it implements the steps of the method for displaying virtual resources according to any one of claims 1 to 21.
24. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the steps of the method for displaying virtual resources according to any one of claims 1 to 21.
25. A computer program product, comprising a computer program, characterized in that, When this computer program is executed by a processor, it implements the steps of the method for displaying virtual resources according to any one of claims 1 to 21.