Virtual game display method and device, equipment, medium and program product

By displaying effect-bearing props and unlocking information in the virtual game configuration interface, players can unlock and apply props in the target game to obtain gain effects, solving the problem of low virtual resource utilization and achieving efficient resource utilization and linkage between inside and outside the site.

CN120324907APending Publication Date: 2025-07-18TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410078658.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-18
Publication Date
2025-07-18

AI Technical Summary

Technical Problem

In the prior art, the virtual resources obtained by players in virtual games are relatively single, resulting in low resource utilization and waste of resources.

Method used

It provides a display method for virtual games. By displaying effect-bearing props and unlocking information in the game configuration interface, players are allowed to obtain virtual resources unlocking effect-bearing props by participating in the virtual game, and apply the props in the target virtual game to obtain the gain effect.

Benefits of technology

It improves the utilization rate of virtual resources, reduces resource waste, enhances linkage between inside and outside the bureau, and improves players' enthusiasm and resource mobility to participate in virtual games.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a virtual game display method and device, equipment, a medium and a program product, and relates to the field of virtual scenes. The method comprises the following steps: displaying a game matching configuration interface; under the condition that the virtual resource indicated by the unlocking information reaches the unlocking requirement of the effect bearing prop, displaying the effect bearing prop in an unlocking state; and in response to the received game starting operation, displaying a game interface of the target virtual game, and displaying that the first account participates in the target virtual game with a virtual gain effect corresponding to the effect bearing prop. The virtual resources obtained by the player can be used for unlocking the effect bearing prop, and the effect bearing prop can enable the player to obtain the corresponding gain effect when participating in the target virtual game, so that the utilization rate of the virtual resources obtained by the player is improved, and the waste of the virtual resources is reduced.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of virtual scenes, and in particular to a method, device, equipment, medium and program product for displaying a virtual game. Background Art

[0002] Virtual games are an important part of the game. In virtual games, players can control virtual characters to fight against other virtual characters.

[0003] In the related art, after participating in a virtual game, players can usually obtain some virtual resources, such as gold coins, diamonds, etc. These virtual resources can be used to purchase virtual characters, exchange for return to the city special effects, etc.

[0004] However, in the related art, the use of virtual resources obtained by players after participating in virtual games is relatively single, and the utilization rate of virtual resources is limited, resulting in a waste of virtual resources. Summary of the invention

[0005] The embodiments of the present application provide a method, device, equipment, medium and program product for displaying a virtual game, which can reduce the waste of virtual resources. The technical solution is as follows:

[0006] In one aspect, a method for displaying a virtual game is provided, the method comprising:

[0007] Displaying a game configuration interface, the game configuration interface including effect bearing props and unlocking information, the effect bearing props corresponding to a virtual gain effect, the unlocking information being used to instruct the first account to obtain virtual resources to unlock the effect bearing props, wherein the way to obtain the virtual resources includes the first account participating in a virtual game;

[0008] When the virtual resources indicated by the unlocking information meet the unlocking requirements of the effect-bearing prop, display the effect-bearing prop in an unlocked state;

[0009] In response to receiving a game start operation, a game interface of a target virtual game is displayed, and the first account is displayed to participate in the target virtual game with a virtual gain effect corresponding to the effect bearing item.

[0010] In another aspect, a virtual game configuration device is provided, the device comprising:

[0011] A first display module is used to display a game configuration interface, wherein the game configuration interface includes effect bearing props and unlocking information, wherein the effect bearing props correspond to virtual gain effects, and the unlocking information is used to instruct the first account to obtain virtual resources to unlock the effect bearing props, wherein the way to obtain the virtual resources includes the first account participating in a virtual game;

[0012] The first display module is configured to display the effect-bearing prop in the unlocked state when the virtual resource indicated by the unlocking information meets the unlocking requirements of the effect-bearing prop.

[0013] The second display module is configured to, in response to receiving a game start operation, display the game interface of the target virtual game and display that the first account participates in the target virtual game with the virtual enhancement effect corresponding to the effect-bearing prop.

[0014] On the other hand, a computer device is provided. The computer device includes a processor and a memory. At least one instruction, at least one program, a code set or an instruction set is stored in the memory. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the display method of any one of the above virtual games.

[0015] On the other hand, a computer-readable storage medium is provided. At least one instruction, at least one program, a code set or an instruction set is stored in the storage medium. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the display method of any one of the above virtual games.

[0016] On the other hand, a computer program product or a computer program is provided. The computer program product or the computer program includes computer instructions. The computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the display method of any one of the above virtual games.

[0017] The beneficial effects brought by the technical solutions provided in the embodiments of this application at least include:

[0018] Before the target virtual game is started, a game configuration interface is provided. The game configuration interface includes effect-bearing items and unlocking information. When the unlocking information indicates that the virtual resources obtained by the first account meet the unlocking requirements of the effect-bearing item, after the target virtual game is started, the virtual character controlled by the first account can obtain the virtual buff effect corresponding to the effect-bearing item and participate in the battle. On the one hand, the virtual resources obtained by the player can be used to unlock the effect-bearing item, which can enable the player to obtain the corresponding buff effect when participating in the target virtual game, improving the utilization rate of the virtual resources obtained by the player and reducing the waste of virtual resources. On the other hand, the acquisition channels of virtual resources include the first account participating in the virtual game. That is to say, the player can obtain virtual resources within the game, and these virtual resources can unlock the effect-bearing items outside the game, and the effect-bearing items can be applied within the game. Through the virtual resources and the effect-bearing items, the inside and outside of the game are mutually attracted, strengthening the linkage between the inside and outside of the game, improving the enthusiasm of the player to participate in the virtual game, and improving the liquidity of virtual resources between the inside and outside of the game, thereby further improving the utilization rate of virtual resources. Brief Description of the Drawings

[0019] To more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0020] Figure 1 is a schematic diagram of the implementation environment provided by an exemplary embodiment of the present application;

[0021] Figure 2 is a flowchart of the display method of the virtual game provided by an exemplary embodiment of the present application;

[0022] Figure 3 is a flowchart of the display method of the virtual game provided by another exemplary embodiment of the present application;

[0023] Figure 4 is a schematic diagram of the display of the game configuration interface provided by an exemplary embodiment of the present application;

[0024] Figure 5 is a schematic diagram of the display state of the virtual card element provided by an exemplary embodiment of the present application;

[0025] Figure 6 is a schematic diagram of the display of the game configuration interface provided by another exemplary embodiment of the present application;

[0026] Figure 7It is a schematic diagram showing the display of the game configuration interface provided by another exemplary embodiment of the present application;

[0027] Figure 8 It is a schematic diagram showing the display of the unlocking operation provided by an exemplary embodiment of the present application;

[0028] Figure 9 It is a flowchart of the display method of the virtual game provided by another exemplary embodiment of the present application;

[0029] Figure 10 It is a schematic diagram showing the display of the target interface provided by an exemplary embodiment of the present application;

[0030] Figure 11 It is a schematic diagram of the process of triggering the card storage area provided by an exemplary embodiment of the present application;

[0031] Figure 12 It is a settlement flowchart provided by an exemplary embodiment of the present application;

[0032] Figure 13 It is a structural block diagram of the display device of the virtual game provided by an exemplary embodiment of the present application;

[0033] Figure 14 It is a structural block diagram of a computer device provided by an exemplary embodiment of the present application. Detailed implementation manners

[0034] To make the objectives, technical solutions and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present application, rather than all of them. All other embodiments obtained by those of ordinary skill in the art based on the embodiments in the present application without creative efforts shall fall within the scope of protection of the present application.

[0035] In the present application, terms such as "first" and "second" are used to distinguish between identical or similar items with basically the same functions. It should be understood that there is no logical or temporal dependency between "first" and "second", nor are the quantity and execution order limited.

[0036] First, the implementation environment for implementing the display method of the virtual game provided by the present application will be described.

[0037] Figure 1 It shows a schematic diagram of the implementation environment provided by an exemplary embodiment of the present application. The implementation environment includes: a first terminal 110, a server 120, and a second terminal 130.

[0038] An application program that supports virtual scenarios is installed and running on the first terminal 110. Exemplarily, the application program can be any one of a virtual reality (VR) application, an augmented reality (AR) application, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a third-person shooting game (TPS), a multiplayer online battle arena game (MOBA), a simulation game (SLG), a party game, etc.

[0039] The first terminal 110 is a terminal used by the first user. The first user uses the first terminal 110 to control a first virtual character located in the virtual scenario. The control includes, but is not limited to, at least one of adjusting the body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, etc. Schematically, the first user can use the first terminal 110 to interact with non-player characters (NPCs) in the virtual scenario.

[0040] The first terminal 110 is connected to the server 120 through a wireless network or a wired network.

[0041] The server 120 can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers. It can also be a cloud server that provides basic cloud computing services such as cloud computing services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center.

[0042] Among them, cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to achieve data computing, storage, processing, and sharing. Cloud technology is the general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model, which can form a resource pool, be used on demand, and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources, such as video websites, picture websites, and more portal websites. With the high development and application of the Internet industry, in the future, each item may have its own identification mark and needs to be transmitted to the background system for logical processing. Data at different levels will be processed separately, and various industry data requires a powerful system backup support, which can only be achieved through cloud computing. Optionally, the server 120 can also be implemented as a node in a blockchain system.

[0043] The server 120 is used to provide background services for application programs in the first terminal 110 and the second terminal 130. Optionally, the server 120 undertakes the main computing work, and the first terminal 110 and the second terminal 130 undertake the secondary computing work; or, the server 120 undertakes the secondary computing work, and the first terminal 110 and the second terminal 130 undertake the main computing work; or, a distributed computing architecture is adopted among the server 120, the first terminal 110, and the second terminal 130 for collaborative computing.

[0044] The second terminal 130 installs and runs an application program that supports virtual scenarios. The application program can be any one of VR applications, AR applications, three-dimensional map programs, virtual reality games, augmented reality games, FPS games, TPS games, MOBA games, strategy games, party games, etc.

[0045] The second terminal 130 is a terminal used by the second user. The second user uses the second terminal 130 to control a third virtual character located in the virtual scenario. The control includes, but is not limited to, at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, etc. The second user can use the second terminal 130 to interact with NPCs in the virtual scenario.

[0046] The virtual characters controlled by the first user through the first terminal 110 and the second user through the second terminal 130 are located at different positions in the same virtual scenario. For example, the first user and the second user are in the same virtual game session. Optionally, the first virtual character controlled by the first user through the first terminal 110 belongs to the first camp, and the third virtual character controlled by the second user through the second terminal 130 belongs to the second camp. There is a competitive relationship between the first camp and the second camp; or, there is a cooperative relationship between the first camp and the second camp.

[0047] Optionally, the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are of the same type but for different control system platforms. The embodiments of the present application do not limit the form of the applications installed on the first terminal 110 and the second terminal 130, including but not limited to Apps (Applications) installed in the first terminal 110 and the second terminal 130, applets, etc., and may also be in the form of web pages. The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to one of multiple terminals. This embodiment only takes the first terminal 110 and the second terminal 130 as examples for illustration. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include at least one of smart phones, tablet computers, wearable devices, PCs (Personal Computers), e-book readers, digital players, laptop computers, and desktop computers. The following embodiments take the terminal including a smart phone as an example for illustration.

[0048] Those skilled in the art can know that the number of the above terminals can be more or less. For example, the above terminal can be only one (i.e., the user plays a game against artificial intelligence), or the above terminal can be eight (1v1v1v1v1v1v1v1, cyclic games and eliminations are carried out among eight users, and finally the winner is determined), or a larger number. The embodiments of the present application do not limit the number and device types of the terminals.

[0049] Secondly, the display method of the virtual game provided by the embodiments of the present application will be described.

[0050] Schematically, this method is executed by a computer device. Optionally, the computer device can be Figure 1 the first terminal 110 or the second terminal 130 shown. Taking the application implementation as a MOBA game as an example for illustration.

[0051] Schematically, a game configuration interface is displayed in the first terminal 110, and this game configuration interface is an interface displayed before starting a game in the MOBA game. The game configuration interface includes a virtual card A and an unlocking progress bar. The unlocking progress bar indicates that 1000 energy stars are required to unlock the virtual card A, and the energy stars can be obtained by participating in the game. That is, a certain number of energy stars can be obtained when the first account participates in the game in the MOBA game; when the number of energy stars obtained by the first account reaches 1000, the virtual card A in the unlocked state is displayed in the first terminal 110; at this time, if the first account selects to start a virtual game, the first account can obtain the game gain effect corresponding to the virtual card A.

[0052] It should be noted that before and during the collection of relevant user data, this application can display a prompt interface, a pop-up window, or output a voice prompt message. The prompt interface, pop-up window, or voice prompt message is used to prompt the user that their relevant data is currently being collected, so that this application only starts to execute the relevant steps for obtaining the user's relevant data after obtaining the confirmation operation issued by the user for the prompt interface or the pop-up window. Otherwise (that is, when the confirmation operation issued by the user for the prompt interface or the pop-up window is not obtained), the relevant steps for obtaining the user's relevant data are ended, that is, the relevant data of the user is not obtained. In other words, all user data collected by this application is collected with the consent and authorization of the user, and the collection, use, and processing of relevant user data need to comply with relevant laws, regulations, and standards.

[0053] Combined with the above introduction, Figure 2 is a flowchart of a display method for a virtual game provided by an embodiment of this application. Taking the application of this method in a first terminal as an example, this method includes the following steps 210 to 230.

[0054] Step 210, display a game configuration interface.

[0055] Schematically, the game configuration interface is an interface displayed when the target application installed in the first terminal runs. The first account is logged in to the target application, and the target application can be any one of a VR application, an AR application, a three-dimensional map program, a virtual reality game, an augmented reality game, a FPS game, a TPS game, a MOBA game, a strategy game, a party game, etc. Next, mainly taking a MOBA game as an example for illustration.

[0056] The game configuration interface includes effect-bearing items and unlocking information.

[0057] Among them, the effect-bearing item is used to bear virtual enhancement effects.

[0058] Optionally, the effect-bearing item can be implemented as a virtual card element, a virtual stamp element, a virtual rune element, a virtual storage box element, or other items that can be used to bear virtual enhancement effects. The embodiments of this application do not limit this. The following embodiments mainly take the virtual card element as an example for illustration.

[0059] Schematically, the virtual enhancement effect refers to various positive bonus effects obtained by the virtual character controlled by the first account in the virtual game. Optionally, the virtual enhancement effect includes at least one of the following enhancement effects:

[0060] 1. Skill enhancement effect.

[0061] Schematically, a skill buff effect refers to a buff effect related to a skill. For example, a virtual character obtains an additional skill, the damage value of the attack skill of the virtual character is increased by 10%, etc.

[0062] 2. Equipment buff effect.

[0063] Schematically, an equipment buff effect refers to a buff effect related to equipment. For example, a virtual character obtains additional equipment, the number of equipment that the virtual character can carry in a virtual game increases, when the number of gold coins is higher than the target, the damage caused by the equipment to the target will increase on the basis of the original damage, etc.

[0064] 3. Attribute buff effect.

[0065] Schematically, an attribute buff effect refers to a buff effect related to the attribute value of a virtual character. Among them, the attribute value includes health value, movement speed, critical strike rate, recovery speed, etc. Taking the health value as an example, the attribute buff effect can be realized as a 10% bonus to the health value of the virtual character.

[0066] It should be noted that the above examples of virtual buff effects are only schematic descriptions, and the embodiments of the present application are not limited thereto. For example, the virtual buff effect can also be realized as reducing the resurrection time of the virtual character, summoning additional virtual characters to assist in the battle, a debuff effect on the enemy virtual character, etc.

[0067] Optionally, the number of effect-bearing items included in the game configuration interface can be one or more.

[0068] The unlocking information is used to indicate that the first account obtains virtual resources to unlock the effect-bearing item.

[0069] Optionally, the unlocking information includes at least one of an unlocking progress element, the number of virtual resources required for unlocking, the number of virtual resources currently available to the first account, the number of effect-bearing items that can be currently unlocked, the number of effect-bearing items that have been currently unlocked, etc., and the embodiments of the present application are not limited thereto.

[0070] Among them, the unlocking progress element is used to represent the unlocking progress of the first account for the effect-bearing item, and the unlocking progress element can be realized as a progress bar, a percentage number, a gradient graphic (such as: from a light red icon to a dark red icon, etc.), a text description, etc., which are display elements that can represent the progress.

[0071] Schematically, virtual resources include gold resources, diamond resources, fragment resources, experience, activity points, energy stars, etc. Optionally, the acquisition channels of virtual resources include at least one of the following channels:

[0072] 1. The first account participates in a virtual game.

[0073] Schematically, the first account participates in a virtual game session, and after the session ends, the first account can obtain corresponding virtual resources.

[0074] 2. The first account completes a specified task.

[0075] Schematically, the first account can receive a specified task in the game lobby (e.g., sign in, reach a preset game level, etc.), and after completing the specified task, it can obtain corresponding virtual resources.

[0076] 3. Other accounts give virtual resources to the first account.

[0077] Schematically, in the game, to enhance the interactivity between accounts, other accounts are allowed to give virtual resources to the first account. After the first account receives them, the given virtual resources will be automatically accumulated on the progress of the corresponding effect-bearing item.

[0078] 4. The first account obtains virtual resources after exchanging for specified resources.

[0079] Schematically, in the game, when the first account exchanges for specified resources (e.g., tickets to start a virtual game session, skin resources, etc.), the system will automatically give the first account a preset amount of virtual resources.

[0080] It should be noted that the above examples of the acquisition channels of virtual resources are only schematic explanations, and the embodiments of the present application do not limit this.

[0081] Step 220, when the virtual resources indicated by the unlocking information meet the unlocking requirements of the effect-bearing item, display the effect-bearing item in the unlocked state.

[0082] Optionally, the unlocking requirements of the effect-bearing item include the quantity requirement of virtual resources.

[0083] Optionally, when the quantity of virtual resources indicated by the unlocking information is greater than or equal to the preset resource quantity corresponding to the effect-bearing item, it is determined that the unlocking requirements of the effect-bearing item are met.

[0084] Schematically, if the preset resource quantity is 1000, when the quantity of virtual resources indicated by the unlocking information of the effect-bearing item reaches 1000, the effect-bearing item is unlocked. By reaching the preset resource quantity to unlock Lock effect-bearing item. On the one hand, the setting of the unlocking requirements is relatively simple, reducing the burden on the server. On the other hand, by setting the preset resource quantity, it stimulates players' interest in participating in virtual matches to obtain virtual resources, thereby improving players' enthusiasm for participating in virtual matches. Illustratively, players are prompted by showing an unlocking animation, enabling players to intuitively feel the change in the unlocking state of the current effect-bearing item, avoiding misoperations caused by players' unclear unlocking state of the effect-bearing item in the current interface

[0085] In some embodiments, the unlocking requirements of the effect-bearing item include at least one of the type requirement of virtual resources, the level requirement of virtual resources, etc.

[0086] Schematically, when the quantity of the specified type of virtual resources indicated by the unlocking information is greater than or equal to the preset resource quantity corresponding to the effect-bearing item, it is determined that the unlocking requirement of the effect-bearing item is met; or, when the quantity of virtual resources at the specified level is greater than or equal to the preset resource quantity corresponding to the effect-bearing item, it is determined that the unlocking requirement of the effect-bearing item is met, etc.

[0087] Schematically, the effect-bearing item in the unlocked state is relative to the effect-bearing item in the un-unlocked state. That is, when the virtual resources indicated by the unlocking information meet the unlocking requirement of the effect-bearing item, before the effect-bearing item in the unlocked state is displayed, the effect-bearing item in the in-game configuration interface is in the un-unlocked state.

[0088] Optionally, when the virtual resources indicated by the unlocking information meet the unlocking requirement of the effect-bearing item, an unlocking animation of the effect-bearing item is displayed; in response to the end of the playback of the unlocking animation, the effect-bearing item in the unlocked state is displayed.

[0089] and improving the human-computer interaction efficiency. It improves players' user experience. It can stimulate players' interest in unlocking virtual card elements and improve players' enthusiasm for participating in virtual matches.

[0090] Optionally, the implementation method of the unlocking animation includes at least one of the following methods:

[0091] 1. The effect-bearing item in the un-unlocked state includes an effect-bearing item with a first identifier displayed, and the effect-bearing item in the unlocked state includes an effect-bearing item with a second identifier displayed.

[0092] Among them, the first identifier and the second identifier are different.

[0093] Schematically, the first identifier can be implemented as a lock-shaped identifier, and the second identifier can be implemented as an unlocking identifier. Then, when the unlocking requirement of the effect-bearing item is met, the unlocking animation of the effect-bearing item is displayed; in response to the end of the playback of the unlocking animation, the lock-shaped identifier in the effect-bearing item is cancelled from display, and the unlocking identifier is displayed in the effect-bearing item.

[0094] By cancelling the display of the lock-shaped identifier and displaying the unlocking identifier, the changes of the lock-shaped identifier and the unlocking identifier match the change process of the effect-bearing item from the un-unlocked state to the unlocked state. It is easy for players to understand the current change situation of the effect-bearing item from the dynamic interface screen, improving the understandability of the unlocking animation and enhancing Figure 2

[0095] Or, the first identifier can be implemented as a closed door, and the second identifier can be implemented as a locked door. Then, when the unlocking requirement of the effect-bearing item is met, the door-opening animation corresponding to the first identifier is displayed, and when the door-opening animation ends, the second identifier is displayed, etc.

[0096] 2. The effect-bearing items in the locked state include virtual card elements in the first item form, and the effect-bearing items in the unlocked state include virtual card elements in the second item form.

[0097] Taking the implementation of the effect-bearing item as a virtual card element as an example for illustration.

[0098] The virtual card elements in the locked state include virtual card elements in the first card form, and the virtual card elements in the unlocked state include virtual card elements in the second card form.

[0099] Among them, the first card form and the second card form are different.

[0100] Schematically, the first card form can be implemented as a virtual card element with a thin border without a gradient effect, and the second card form can be implemented as a virtual card element with a thick border with a gradient effect. When the unlocking requirement of the virtual card element is met, a border transformation animation is displayed. When the border transformation animation ends, the virtual card element in the second card form is displayed; or, the first card form can be implemented as a virtual card element in a card pack, and the second card form can be implemented as a virtual card element outside the card pack. Then, when the virtual card element switches from the locked state to the unlocked state, a corresponding extraction animation of the virtual card element is displayed, that is, an animation of extracting the virtual card element from the card pack. When the extraction animation ends, the virtual card element in the second card form is displayed.

[0101] Or, the first card form can be implemented as a virtual card element covered with a target layer, and the second card form can be implemented as a virtual card element with the target layer removed. Among them, the target layer is used to block the display content in the virtual card element. When the unlocking requirement of the virtual card element is met, an unlocking animation of the virtual card element is displayed; in response to the end of the unlocking animation, the target layer covering the virtual card element is cancelled from display.

[0102] It should be noted that the above-mentioned cancellation of display can also be understood as an operation of increasing the transparency of the target layer to 100%. The embodiments of the present application do not limit this.

[0103] On the one hand, by covering and removing the layer, the unlocking state change process of the virtual card element is intuitively shown to the player, improving the human-computer interaction efficiency; on the other hand, covering the layer on the virtual card element in the locked state can reduce the display of the content of the virtual card element, saving display resources and maintaining the "mystery box" effect of the virtual card element in the locked state. Figure 3 Figure 3

[0104] In some embodiments, when the virtual resources indicated by the unlocking information meet the unlocking requirements of the effect-bearing item, the effect-bearing item in the unlocked state is automatically displayed.

[0105] Optionally, when the virtual resources indicated by the unlocking information meet the unlocking requirements of the effect-bearing item, the unlocking animation of the effect-bearing item is automatically displayed; in response to the end of the playback of the unlocking animation, the effect-bearing item in the unlocked state is displayed.

[0106] Illustratively, when the virtual resources indicated by the unlocking information meet the unlocking requirements of the effect-bearing item, the unlocking animation is automatically displayed, and after the playback of the unlocking animation ends, the effect-bearing item in the unlocked state is displayed. Omitting the steps of triggering the unlocking operation improves the human-computer interaction efficiency.

[0107] In some other embodiments, when the virtual resources indicated by the unlocking information meet the unlocking requirements of the effect-bearing item, in response to receiving an unlocking operation on the effect-bearing item, the effect-bearing item in the unlocked state is displayed.

[0108] Optionally, in response to receiving an unlocking operation on the effect-bearing item in the un-unlocked state, the unlocking animation of the effect-bearing item is displayed; in response to the end of the playback of the unlocking animation, the effect-bearing item in the unlocked state is displayed.

[0109] Optionally, the unlocking operation can be implemented as at least one of the following operations:

[0110] 1. The unlocking control is included in the game configuration interface; when the virtual resources indicated by the unlocking information meet the unlocking requirements of the effect-bearing item, in response to receiving a triggering operation on the unlocking control in the game configuration interface, the effect-bearing item in the unlocked state is displayed.

[0111] Illustratively, when the virtual resources indicated by the unlocking information meet the unlocking requirements of the effect-bearing item, the unlocking control in the game configuration interface is triggered, and the triggering operation can be implemented as at least one of a click operation, a double-click operation, a sliding operation, a long-press operation, etc.; after the triggering is successful, the unlocking animation can be displayed, and after the playback of the unlocking animation ends, the effect-bearing item in the unlocked state is displayed.

[0112] Optionally, before the virtual resources indicated by the unlocking information meet the unlocking requirements of the effect-bearing item, the unlocking control is not displayed; when the virtual resources indicated by the unlocking information meet the unlocking requirements of the effect-bearing item, the unlocking control is displayed. Or, before the virtual resources indicated by the unlocking information meet the unlocking requirements of the effect-bearing item, the unlocking control in a non-triggerable state is displayed; when the virtual resources indicated by the unlocking information meet the unlocking requirements of the effect-bearing item, the unlocking control in a triggerable state is displayed.

[0113] 2. When the virtual resources indicated by the unlocking information meet the unlocking requirements of the effect-bearing prop, in response to receiving a second triggering operation on the effect-bearing prop, the effect-bearing prop in an unlocked state is displayed.

[0114] Illustratively, the second trigger operation can be implemented as a 3-second long press operation on the effect-bearing prop; or, the second trigger operation can be implemented as an upward sliding operation on the effect-bearing prop; or, when the effect-bearing prop in an unlocked state includes an effect-bearing prop that displays a first mark, the second trigger operation can be implemented as a single-click operation on the first mark; or, when the effect-bearing prop in an unlocked state includes an effect-bearing prop in a card pack, the second trigger operation can be implemented as an operation of sliding the effect-bearing prop out of the card pack, etc. The embodiments of the present application are not limited to this.

[0115] In the above embodiment, when the virtual resources indicated by the unlocking information meet the unlocking requirements of the effect-bearing props, the player triggers the unlocking operation of the effect-bearing props, and the player can choose when to trigger the effect-bearing props, thereby improving the freedom of the unlocking process of the effect-bearing props and enhancing the interactivity between the player and the effect-bearing props during the unlocking process.

[0116] Step 230, in response to receiving the game start operation, displaying the game interface of the target virtual game, and displaying the first account participating in the target virtual game with the virtual gain effect corresponding to the effect bearing prop.

[0117] Optionally, the target virtual match refers to any one of all types of virtual matches provided by the target application, or the target virtual match refers to a virtual match of a specified type provided by the target application. Schematically, in MOBA games, including 5V5 battles, 2V2 battles, 1V1 battles, free-for-alls, 2V2V2V2 turn-based battles and other battle modes, effect-bearing props are applicable to all of the above types of battle modes, or effect-bearing props are only applicable to some battle modes, for example: only applicable to 2V2V2V2 turn-based battles.

[0118] Illustratively, when the effect-bearing item is in an unlocked state, if the first account opens a target virtual game, the virtual character controlled by the first account will obtain the virtual gain effect corresponding to the effect-bearing item. For example, the virtual gain effect is implemented as an additional summoner skill, and the skill button of the summoner skill is displayed in the game interface. When the skill button is triggered, an off-field virtual character is summoned to assist the virtual character controlled by the first account in the battle. The off-field virtual character can help the virtual character controlled by the first account to bear damage, chase the enemy virtual character, etc.

[0119] In summary, for the virtual game display method provided in the embodiments of the present application, before the target virtual game is started, a game configuration interface is provided, which includes effect-bearing items and unlocking information. When the unlocking information indicates that the virtual resources obtained by the first account meet the unlocking requirements of the effect-bearing item, after the target virtual game is started, the virtual character controlled by the first account can obtain the virtual bonus effect corresponding to the effect-bearing item and participate in the battle. On the one hand, the virtual resources obtained by the player can be used to unlock the effect-bearing item, which can enable the player to obtain the corresponding bonus effect when participating in the target virtual game, improving the utilization rate of the virtual resources obtained by the player and reducing the waste of virtual resources. On the other hand, the acquisition channels of virtual resources include the first account participating in the virtual game, that is, the player can obtain virtual resources within the game, and these virtual resources can unlock the effect-bearing items outside the game, and these effect-bearing items can be applied within the game. Through the virtual resources and the effect-bearing items, the inside and outside of the game are mutually attracted, strengthening the linkage between the inside and outside of the game, improving the enthusiasm of the player to participate in the virtual game, and improving the fluidity of the virtual resources between the inside and outside of the game, thereby further improving the utilization rate of the virtual resources.

[0120] In some embodiments, the game configuration interface includes multiple effect-bearing items. Then the above 1. Multiple effect-bearing items are displayed in the game configuration interface in a partitioned manner according to a preset order. illustrated embodiment can also be implemented as Figure 4 the steps shown, such as Figure 5 shown, the virtual game display method provided in the embodiments of the present application further includes the following steps 310 to 330.

[0121] Step 310, display a game configuration interface including multiple effect-bearing items.

[0122] Among them, the game configuration interface also includes unlocking information, and the effect-bearing item corresponds to a virtual bonus effect.

[0123] Optionally, the display method of the multiple effect-bearing items in the game configuration interface includes at least one of the following methods:

[0124] 2. Multiple effect-bearing items are displayed in the game configuration interface in an overlapping manner according to a preset order.

[0125] Illustratively, the game configuration interface includes multiple item display areas, and each item display area displays an effect-bearing item. Illustratively, please refer to Figure 4, which shows a schematic diagram of the display of a game configuration interface. In the game configuration interface 400, there are 4 card display areas: area 410, area 420, area 430, and area 440, which display virtual card elements in a preset order from left to right. That is, card 411 is displayed in area 410, card 421 is displayed in area 420, card 431 is displayed in area 430, and card 441 is displayed in area 440.

[0126] Optionally, in response to receiving a first trigger operation on a target carrying prop among multiple effect-carrying props, display the target carrying prop in a selected state.

[0127] Optionally, the first trigger operation can be implemented as a click operation, a double-click operation, a long-press operation, etc., and the embodiments of the present application do not limit this. It should be noted that the first trigger operation is different from the second trigger operation in the above embodiments.

[0128] Schematically, the effect-carrying prop in the selected state is relative to the effect-carrying prop in the unselected state. That is, before receiving the trigger operation on the target carrying prop among multiple effect-carrying props, the effect-carrying props in the game configuration interface are in the unselected state.

[0129] Optionally, the display size of the effect-carrying prop in the unselected state is smaller than the display size of the effect-carrying prop in the selected state. Schematically, please refer to Figure 5 , which shows a schematic diagram of the display state of a virtual card element. Card 501 is a virtual card element in the selected state, and card 501 will be enlarged for display compared to other cards to prompt the player that card 501 is selected.

[0130] It should be noted that the above examples of the target carrying prop in the selected state are only for illustrative purposes, and the embodiments of the present application do not limit this. For example: the target carrying prop in the selected state can also be implemented as a highlighted target carrying prop, a target carrying prop with a jumping effect, a target carrying prop with a selection mark, etc.

[0131] In the above embodiment, for the first and second bearing items that are displayed in an overlapping manner, different trigger operations are received on the first bearing item to select different bearing items, realizing the selection process of the first and second bearing items. Players do not need to perform overly complex selection steps, improving the human-computer interaction efficiency during the selection of bearing items.

[0132] Schematically, schematically, assume that there are currently an effect-carrying prop A and an effect-carrying prop B, then the effect-carrying prop A is superimposed and displayed above the effect-carrying prop B.

[0133] Optionally, in response to receiving a specified trigger operation on multiple effect-carrying props, display the target carrying prop in a selected state, where the specified trigger operation is used to indicate selecting the target carrying prop among multiple effect-carrying props.

[0134] Optionally, the specified trigger operation can be implemented as at least one of a click operation, a long - press operation, a swipe operation, etc., and the embodiments of the present application are not limited thereto. It should be noted that the specified trigger operation is different from the second trigger operation in the above - mentioned embodiments.

[0135] Illustratively, taking the case where there are multiple effect - bearing items including a first bearing item and a second bearing item, and the first bearing item is superimposed and displayed above the second bearing item as an example for description.

[0136] Optionally, in response to receiving a third trigger operation on the first bearing item, display the first bearing item in a selected state; in response to receiving a fourth trigger operation on the first bearing item, display the second bearing item in a selected state; wherein, the third trigger operation and the fourth trigger operation are different.

[0137] Illustratively, when the first bearing item is clicked once, it means the first bearing item is selected, and the first bearing item in the selected state is displayed; when the first bearing item is double - clicked, it means the second bearing item is selected, and the second bearing item in the selected state is displayed. Or, when the first bearing item is clicked once, it means the first bearing item is selected, and the first bearing item in the selected state is displayed; when the first bearing item is long - pressed for 2 seconds, it means the second bearing item is selected, and the second bearing item in the selected state is displayed.

[0138] 3. Multiple effect-bearing items are alternately displayed in the game configuration interface in a preset order. In this embodiment, by selecting an operation to select a target bearing item, the independent unlocking information corresponding to the target bearing item will be displayed. That is, this unlocking information is only used to represent the unlocking situation of the target bearing item, and the pertinence of the unlocking information is relatively strong, facilitating a quick and accurate understanding of the unlocking situation of the target bearing item. Figure 6 Figure 4

[0139] Optionally, in response to receiving a fifth trigger operation on the first bearing item, display a selection identification area, and the selection identification area includes a first identifier corresponding to the first bearing item and a second identifier corresponding to the second bearing item; in response to receiving a selection operation on the first identifier, display the first bearing item in a selected state.

[0140] Illustratively, when the first bearing item is long - pressed for 1 second, the selection identification area is displayed, and the selection identification area includes identifier 1 corresponding to the first bearing item and identifier 2 corresponding to the second bearing item; in response to receiving a selection operation on identifier 1, display the first bearing item in a selected state.

[0141] Figure 7

[0142] Optionally, in an alternating display round, the display duration of effect - bearing item A and effect - bearing item B can be the same or different; in different alternating display rounds, the display duration of effect - bearing item A or effect - bearing item B can be the same or different.

[0143] Schematically, assume that there are currently effect-bearing item A and effect-bearing item B, and the alternating display period is 1 minute. Then, during 00:00 - 00:01, effect-bearing item A is displayed in the game configuration interface; during 00:00 - 00:02, effect-bearing item B is displayed in the game configuration interface; then, during 00:00 - 00:01, effect-bearing item A is displayed in the game configuration interface; during 00:00 - 00:04, effect-bearing item A is displayed in the game configuration interface; during 00:00 - 00:07, effect-bearing item B is displayed in the game configuration interface.

[0144] Optionally, during the alternating display process, the number of effect-bearing items displayed in the game configuration interface simultaneously can be one or multiple.

[0145] Taking the case where the number of effect-bearing items displayed in the game configuration interface simultaneously is multiple as an example for illustration, assume that there are currently effect-bearing item A, effect-bearing item B, effect-bearing item C, and effect-bearing item D. Then, during 00:00 - 00:01, effect-bearing item A and effect-bearing item B are displayed in the game configuration interface; during 00:00 - 00:02, effect-bearing item C and effect-bearing item D are displayed in the game configuration interface. Among them, the display methods of effect-bearing item A and effect-bearing item B can be implemented as the above-mentioned partition display, overlay display, etc., and the embodiments of the present application do not limit this.

[0146] It should be noted that the above examples of the display methods of multiple effect-bearing items in the game configuration interface are only schematic illustrations, and the embodiments of the present application do not limit this.

[0147] Optionally, the above preset order refers to the order pre-configured by the system; or, the preset order is the order customized by the first account, etc., and the embodiments of the present application do not limit this.

[0148] In some embodiments, the unlocking information corresponding to multiple effect-bearing items is displayed in the game configuration interface.

[0149] Schematically, assume that there are currently effect-bearing item A and effect-bearing item B. Below the current effect-bearing item A, an unlocking progress element of effect-bearing item A, the amount of virtual resources required to unlock effect-bearing item A, and the amount of virtual resources that the current first account has for unlocking effect-bearing item A are displayed; below the current effect-bearing item B, an unlocking progress element of effect-bearing item B, the amount of virtual resources required to unlock effect-bearing item B, and the amount of virtual resources that the current first account has for unlocking effect-bearing item B are displayed.

[0150] In some other embodiments, in response to receiving a selection operation on a target effect-bearing item among a plurality of effect-bearing items, the target effect-bearing item in the selected state and the unlocking information corresponding to the target effect-bearing item are displayed.

[0151] Wherein, the unlocking information corresponding to the target effect-bearing item includes at least one of the following information: the unlocking progress bar of the target effect-bearing item, the quantity of virtual resources required to unlock the target effect-bearing item, and the quantity of virtual resources obtained by the current first account for unlocking the target effect-bearing item; wherein, the unlocking progress bar of the target effect-bearing item is used to represent the progress of unlocking the target effect-bearing item.

[0152] Illustratively, on the game configuration interface, when selecting the effect-bearing item A, the unlocking information corresponding to the effect-bearing item A is displayed. Among them, the unlocking information of the effect-bearing item A can be implemented as: 0 / 1000, that is, the quantity of virtual resources of the current first account for unlocking the effect-bearing item A / the quantity of virtual resources required to unlock the effect-bearing item A; the unlocking progress bar corresponding to the effect-bearing item A.

[0153] In this embodiment, multiple effect-bearing items are arranged according to a preset unlocking order. At this time, when the target bearing item is selected, the displayed unlocking information can characterize the unlocking order of the target bearing item and the overall unlocking situation of the effect-bearing items of the target bearing item. Players can obtain which stage of the overall unlocking stage the target bearing item is in, facilitating an understanding of the unlocking progress of the target bearing item from a global perspective and improving the globality of the unlocking information. On the other hand, by displaying the unlocking information of multiple bearing items globally, it is not necessary to display the unlocking information of multiple bearing items sequentially, reducing the display complexity and alleviating the display pressure on the server. Figure 5 Figure 8

[0154] In some other embodiments, a plurality of effect-bearing items correspond to a preset unlocking order, and the plurality of effect-bearing items are unlocked according to the preset unlocking order.

[0155] Optionally, in the case where the selected state effect-bearing item is not included among the plurality of effect-bearing items, the unlocking information of the currently to-be-unlocked effect-bearing item indicated by the preset unlocking order is displayed.

[0156] Wherein, the unlocking information is used to represent the independent unlocking progress of the currently to-be-unlocked effect-bearing item. Illustratively, on the game configuration interface, the effect-bearing item A is in the unlocked state, and the effect-bearing item A is the currently to-be-unlocked item indicated by the preset unlocking order. The unlocking information of the effect-bearing item A is implemented as: 0 / 1000, that is, the quantity of virtual resources of the current first account for unlocking the effect-bearing item A / the quantity of virtual resources required to unlock the effect-bearing item A. The unlocking progress bar corresponding to the effect-bearing item A.

[0157] Or, the unlocking information is used to represent the unlocking progress of the unlocked effect-bearing items and the currently to-be-unlocked effect-bearing item. Illustratively, please refer to Figure 2, which shows a schematic diagram of the display of a game configuration interface. On the game configuration interface 600, card 601 is in an unlocked state, card 602 is in an un-unlocked state, and card 602 is the currently to-be-unlocked card indicated by the preset unlocking sequence. At this time, the unlocking information 610 corresponding to card 602 is displayed. This unlocking information 610 includes: Unlocked: 1 / 4, that is, the number of currently unlocked virtual card elements / the total number of virtual cards. 1000 / 2000, that is, the number of virtual resources the current first account has / the number of virtual resources required to unlock card 601 + card 602. The unlocking progress bar corresponding to card 602, and the progress of the current unlocking progress bar is 0%. Optionally, this unlocking progress bar can also be implemented as the unlocking progress bar corresponding to card 601 + card 602. If the number of virtual resources required to unlock card 601 is 1000, then the progress value of the current unlocking progress bar is 50%.

[0158] If there is no unlocked effect-bearing item, directly display the unlocking progress of the currently to-be-unlocked effect-bearing item. Schematically, please refer to Figure 3 , on the game configuration interface 600, there is no virtual card element in an unlocked state. Card 411 is the currently to-be-unlocked card indicated by the preset unlocking sequence. At this time, the unlocking information 401 corresponding to card 411 is displayed. This unlocking information 401 includes: Unlocked: 0 / 4, that is, the number of currently unlocked virtual card elements / the total number of unlockable virtual cards. 0 / 1000, that is, the number of virtual resources the current first account has / the number of virtual resources required to unlock card 411. The unlocking progress bar corresponding to card 411.

[0159] Optionally, in the case where the multiple effect-bearing items include a target bearing item in a selected state, display the unlocking information of the target bearing item.

[0160] Among them, the unlocking information of the target bearing item is used to represent the independent unlocking progress of the effect-bearing item in the selected state. On the game configuration interface, select the effect-bearing item A, and the unlocking information corresponding to the effect-bearing item A is displayed. Among them, the unlocking information of the effect-bearing item A can be implemented as: 0 / 1000, the unlocking progress bar corresponding to the effect-bearing item A.

[0161] Or, among the multiple effect-bearing items, there is a specified bearing item. The unlocking information of the target bearing item is used to represent the unlocking progress of the specified bearing item and the target bearing item. The unlocking sequence of the specified bearing item is before the target bearing item.

[0162] Among them, the unlocking information corresponding to the target carrying item includes at least one of the following information: the target unlocking progress bar, the total number of virtual resources required to unlock the specified carrying item and the target carrying item, the number of virtual resources obtained by the current first account, the number of unlocked effect carrying items currently, the total number of carrying items; among them, the target unlocking progress bar is used to represent the total progress of unlocking the target carrying item and the specified carrying item.

[0163] Schematically, please refer to Figure 9 , on the game configuration interface 700, select the card 701. Since the unlocking order of the card 702 is before the card 701, at this time, the unlocking information 710 corresponding to the card 701 is displayed. The unlocking information 710 includes: Unlocked: 1 / 4, that is, the number of currently unlocked virtual card elements / the total number of virtual cards that can be unlocked. 2000 / 2000, that is, the number of virtual resources currently held by the first account / the total number of virtual resources required to unlock the card 701 + the card 702. The unlocking progress bar corresponding to the card 701, and the progress of the current unlocking progress bar is 100%. Optionally, the unlocking progress bar can also be implemented as the unlocking progress bar corresponding to the card 701 + the card 702.

[0164] Figure 9 Figure 4 Figure 4 Figure 4 Figure 4 Figure 10

[0165] The above unlocking information is used to indicate that the first account obtains virtual resources to unlock the effect carrying item, and the acquisition channels of the virtual resources include the first account participating in the virtual game.

[0166] Optionally, the virtual resources required to unlock multiple effect carrying items are the same or different; the number of virtual resources required to unlock multiple effect carrying items is the same or different, and the embodiments of the present application do not limit this.

[0167] Schematically, if the virtual resources required for multiple effect carrying items are different, after the first account obtains the specified virtual resources, the specified virtual resources are used to unlock the effect carrying item that matches it.

[0168] If the virtual resources required for multiple effect carrying items are the same, after the first account obtains the virtual resources, the virtual resources are used to unlock the selected effect carrying item, and the selected effect carrying item can be the effect carrying item selected by the first account; or, the effect carrying item randomly selected by the system; or, the currently to-be-unlocked effect carrying item indicated by the preset unlocking order.

[0169] Step 320, when the virtual resources indicated by the unlocking information reach the unlocking requirements of the target carrying item among multiple effect carrying items, display the target carrying item in the unlocked state.

[0170] Schematically, the effect-bearing item in the unlocked state is relative to the effect-bearing item in the un-unlocked state. Please refer to Figure 11 , Card 502 is a virtual card in the un-unlocked state, and Card 503 is a virtual card in the unlocked state. A lock-shaped identifier 504 is displayed on Card 502 to prompt the player that Card 502 is not unlocked, and an unlock identifier 505 and a special border 506 are displayed on Card 503 to prompt the player that Card 502 has been unlocked.

[0171] Optionally, when the number of virtual resources indicated by the unlock information is greater than or equal to the preset resource quantity corresponding to the target bearing item, it is determined that the unlocking requirement of the target bearing item is met.

[0172] Optionally, when the virtual resources indicated by the unlock information meet the unlocking requirement of the target bearing item among multiple effect-bearing items, an unlock control in a triggerable state is displayed; in response to receiving a trigger operation on the unlock control, the target bearing item in the unlocked state is displayed.

[0173] Schematically, please refer to Figure 11 , which shows a display schematic diagram of an unlocking operation. In the game configuration interface 800, Card 801 is in the un-unlocked state, and the unlock information 802 indicates that the unlocking progress of the current Card 801 is 0%; in the game configuration interface 810, the number of virtual resources obtained by the first account reaches 1000, and the unlock information 802 indicates that the unlocking progress of the current Card 801 is 100%, and the current unlock control 803 is in a triggerable state; by clicking the unlock control 803, Card 801 in the unlocked state can be displayed in the game configuration interface 820.

[0174] Step 330, in response to receiving a game start operation, display the game interface of the target virtual game, and display that the first account participates in the target virtual game with the virtual bonus effect corresponding to the target bearing item.

[0175] Schematically, when the effect-bearing item is in the unlocked state, if the first account starts the target virtual game at this time, it is displayed that the virtual character controlled by the first account obtains the virtual bonus effect corresponding to the effect-bearing item.

[0176] In summary, for the virtual game display method provided in the embodiments of the present application, on the one hand, the virtual resources obtained by players can be used to unlock effect-bearing items, and these effect-bearing items can enable players to obtain corresponding buff effects when participating in the target virtual game, improving the utilization rate of the virtual resources obtained by players and reducing the waste of virtual resources. On the other hand, the acquisition channels of virtual resources include the first account participating in the virtual game. That is to say, players can obtain virtual resources during the game, and these virtual resources can unlock the effect-bearing items outside the game, and these effect-bearing items can be applied during the game. Through the virtual resources and the effect-bearing items, the in-game and out-of-game are mutually attracted, strengthening the linkage between the in-game and out-of-game, improving the enthusiasm of players to participate in the virtual game, and improving the liquidity of virtual resources between the in-game and out-of-game, thereby further improving the utilization rate of virtual resources.

[0177] For the method provided in the embodiments of the present application, by displaying multiple effect-bearing items on the game configuration interface, the number of effect-bearing items that players can unlock is increased, further improving the enthusiasm of players to participate in the virtual game. Among them, the display methods of the multiple effect-bearing items and the display methods of the unlocking information are diverse, improving the display diversity of the game configuration interface.

[0178] In some embodiments, the first account can participate in the target virtual game with the virtual buff effect corresponding to the target card element only when the first account meets the prop trigger condition corresponding to the virtual card element. Then the above Figure 12 Or Season ID The embodiments shown can also be implemented as Number of cards unlocked this season The steps shown, such as Quantity of virtual resources required for unlocking As shown, the virtual game display method provided in the embodiments of the present application further includes the following steps 910 to step 930.

[0179] Step 910, display the game configuration interface.

[0180] Among them, the game configuration interface includes effect-bearing items and unlocking information. The effect-bearing items correspond to virtual buff effects, and the unlocking information is used to indicate that the first account obtains virtual resources to unlock the effect-bearing items.

[0181] Optionally, the information corresponding to the virtual buff effect is displayed in the effect-bearing item, and the information includes at least one of the following:

[0182] 1. The name of the buff effect.

[0183] Schematically, the name of the buff effect refers to the name of the virtual buff effect. Please refer to In the above embodiment, the effect-bearing items unlocked by players are added to the item pool. When the virtual match starts, the item pool will randomly draw effect-bearing items and provide them to players. Thus, players can obtain the effect-bearing items in the item pool. The effect-bearing items unlocked by players are randomly provided to players, reducing the impact of effect-bearing items on game balance to a certain extent and improving the fairness of the game. , the name of the buff effect of card 412 is "Go! Go! Go!".

[0184] 2. The icon of the buff effect.

[0185] Schematically, the buff effect icon refers to the icon representation of the virtual buff effect. Please refer to ​ , the icon 402 shown in the card 412 is the buff effect icon of the virtual buff effect "Go! Go! Go!".

[0186] 3. Buff effect label.

[0187] Schematically, the buff effect label is used to indicate the attributes corresponding to the virtual buff effect. Please refer to ​ , the labels "Damage" and "Function" shown in the card 412 are the buff effect labels of the virtual buff effect "Go! Go! Go!". The label "Damage" indicates that the virtual buff effect "Go! Go! Go!" has a damage effect (i.e., can cause magic damage to enemies, etc.), and the label "Function" indicates that the virtual buff effect "Go! Go! Go!" has a functional effect (i.e., can perform accelerated movement).

[0188] 4. Buff effect description.

[0189] Schematically, the buff effect content refers to the detailed content of the virtual buff effect. Please refer to ​ , the card 412 shows "Obtain the summoner skill Go! Go! Go! You move at an unstoppable speed. After hitting an enemy, terrain, or casting it again, it causes magic damage and stun effects to the surrounding enemy heroes.", and this paragraph of content is the buff effect description of the virtual buff effect "Go! Go! Go!".

[0190] Schematically, based on the virtual game, the game scene can be divided into two scenes: in-game and out-of-game. The in-game scene refers to the ongoing virtual game scene. For example, after starting a 5V5 battle, the 5V5 battle scene displayed in the game, and in the in-game scene, the first account is in a battle state. The out-of-game scene refers to the scenes provided by the game except for the in-game scene. For example: the match preparation interface, the game lobby interface, the game mall interface, the character customization interface, etc. In the out-of-game scene, the first account is in a non-battle state.

[0191] In some embodiments, the above-mentioned game configuration interface includes the interface displayed in the out-of-game scene.

[0192] Optionally, display the target interface. The target interface refers to the interface displayed in the out-of-game scene, and the target interface includes a game configuration entry; in response to receiving a trigger operation on the game configuration entry, display the game configuration interface. Schematically, the target interface can be implemented as the match preparation interface, the season record interface, the game lobby interface, the game mall interface, the game settlement interface, etc. displayed in the out-of-game scene, and the embodiments of the present application do not limit this.

[0193] Schematically, please refer to ​, which shows a display schematic diagram of a target interface. Schematically, a match configuration entry 1001 is displayed in the season record interface 1000, and the match configuration interface can be entered by clicking the match configuration entry 1001.

[0194] Optionally, the virtual card elements displayed in the game configuration interface are card elements corresponding to the season indicated in the season record interface 1000. Schematically, different virtual card elements will be displayed in the game configuration interface in different seasons, that is, different virtual card elements can be unlocked by players in each season.

[0195] Furthermore, in a single season, different virtual card elements are displayed in the game configuration interface at different stages of the season. For example: at the beginning of the season, virtual card element A is displayed in the game configuration interface; at the middle stage of the season, virtual card element B is displayed in the game configuration interface; at the end of the season, virtual card element C is displayed in the game configuration interface. Alternatively, at the beginning of the season, virtual card element A is displayed in the game configuration interface; at the middle stage of the season, virtual card element A and virtual card element B are displayed in the game configuration interface; at the end of the season, virtual card element A, virtual card element B, and virtual card element C are displayed in the game configuration interface.

[0196] In some embodiments, the game configuration interface also includes a card storage entrance; in response to a triggering operation on the card storage entrance, a card storage area is displayed, and the card storage area is used to display virtual card elements based on the gain effect type corresponding to the virtual card elements.

[0197] Optionally, the card storage area includes all virtual card elements; or, the card storage area includes virtual card elements that are currently unlocked by the first account.

[0198] For illustration, please refer to ​ , which shows a schematic diagram of the process of triggering the card storage area. ​ As shown, the game configuration interface 1100 includes a card storage entrance 1101; clicking the card storage entrance 1101 displays a card storage area 1110, in which a plurality of virtual card elements are displayed, and the plurality of virtual card elements are displayed in an unlocked state, and the plurality of virtual card elements are classified according to their corresponding virtual gain effects.

[0199] Among them, icon 1102 (mysticism), icon 1103 (musket), icon 1104 (restoration), icon 1105 (Titan), and icon 1106 (Ranger) represent categories of multiple virtual card elements. After clicking icon 1102, all virtual card elements of the type indicated by icon 1102 are displayed in the card storage area 1110.

[0200] Among them, the acquisition methods of virtual resources include the first account participating in virtual games.

[0201] Optionally, the virtual resources refer to the virtual resources obtained by the first account participating in the target virtual game, and the target virtual game refers to the virtual game in which the game result of the first account participating meets the preset settlement conditions.

[0202] Schematically, the preset settlement conditions include the first account completing the virtual game, the first account completing the preset game tasks (for example: the number of rounds participated in the virtual game reaches the preset number of rounds, the number of local virtual characters defeated in the virtual game reaches the preset number, etc.). The embodiments of the present application do not limit this.

[0203] Next, in combination with the settlement process ​ , taking the implementation of the effect-bearing item as a virtual card element as an example, the acquisition method of virtual resources executed by the server is described:

[0204] S1201, start.

[0205] Schematically, when a player starts a virtual game, this process starts.

[0206] S1202, enter the settlement.

[0207] Schematically, when the virtual game ends, enter the settlement process.

[0208] Among them, entering the settlement process includes at least two situations. The first is that when the player normally completes a virtual game, they enter the settlement process immediately; the second is that when the player quits the current virtual game midway, then they enter the settlement process immediately or enter the settlement process when the virtual game ends.

[0209] S1203, determine whether the gameplay is normally settled.

[0210] Schematically, determining whether the gameplay is normally settled can be implemented as determining whether the game rules, game process, game results, etc. are reasonable. If not, it is determined that the gameplay is not normally settled (no), and then directly enter the settlement step, that is, it is determined that the player cannot obtain the corresponding virtual resources; if reasonable, it is determined that the gameplay is normally settled (yes), and then continue to determine whether the game is normally settled.

[0211] S1204, determine whether the game is normally settled.

[0212] Schematically, determining whether the game is normally settled can be implemented as determining whether the player violates the game rules. If violated, it is determined that the game is not normally settled (no), and then directly enter the settlement step, that is, it is determined that the player cannot obtain the corresponding virtual resources; if not violated, it is determined that the game is normally settled (yes), and then continue to determine whether the camp has a ranking.

[0213] S1205, Determine whether the camp has a ranking.

[0214] That is, determine whether the camp to which the player belongs has a ranking. Illustratively, if the camp has no ranking (no), it means that the player may have dropped out of the virtual game midway, and then directly enter the settlement step, that is, it is determined that the player cannot obtain the corresponding virtual resources; if the camp has a ranking (yes), it means that the player has participated in the entire virtual game completely, and then enter the calculation process.

[0215] S1206, Calculate the virtual resources obtained according to the formula.

[0216] Illustratively, taking the implementation of the virtual game as a 2v2v2v2 turn-based dual confrontation gameplay among multiple camps in a MOBA game as an example, the 2v2v2v2 turn-based dual confrontation gameplay among multiple camps includes 4 camps. The 4 camps conduct multiple rounds of 2v2 battles. When each camp loses a battle, a part of its health value will be deducted. When the target camp loses all its health value, it will be eliminated. When eliminated, the number of rounds participated by this camp is X.

[0217] Preset the first coefficient A, the second coefficient B, and the third coefficient M. Then the number of virtual resources that the target camp can obtain is MAX[B, A×(X - M)+B]. Among them, when the value of the entire formula is less than or equal to 0, it means that no virtual resources are issued to the first account. Among them, the first coefficient A controls the bonus amplitude of the virtual resource quantity, the second coefficient B is the guaranteed quantity, that is, the minimum virtual resource quantity that the target camp can obtain under the condition of meeting the round number condition, and the third coefficient M is the preset number of rounds. Only when the number of rounds X participated by the target camp is greater than M can virtual resources be obtained, otherwise the number of virtual resources obtained is 0.

[0218] Among them, the first coefficient A, the second coefficient B, and the third coefficient M in Table 1 below and the calculation formula can be used for calculation.

[0219] Table 1

[0220]

[0221] Taking M = 7 as an example, the calculated number of virtual resources is 70.

[0222] Optionally, the virtual resources obtained by the target camp are evenly distributed among the virtual characters in the camp. For example: the number of virtual resources obtained by the target camp is 100, and the target camp includes virtual character a and virtual character b. Then virtual character a obtains 50 virtual resources, and virtual character b obtains 50 virtual resources.

[0223] Or, both virtual character a and virtual character b can obtain 100 virtual resources.

[0224] Alternatively, virtual resources are allocated according to the performance in the battle. For example, virtual character a performs better in the battle with a score of 100, and virtual character b performs worse in the battle with a score of 50. Then virtual character a obtains 66 virtual resources, and virtual character b obtains 34 virtual resources. The embodiments of the present application do not limit this.

[0225] S1207, settlement.

[0226] Illustratively, when entering the settlement step, if it is determined that the first account obtains virtual resources, the virtual resources are issued to the first account according to the calculated quantity of virtual resources; if it is determined that the first account does not obtain virtual resources, no virtual resources will be issued to the first account.

[0227] Optionally, after the first account obtains virtual resources, the unlocking information corresponding to the virtual card element is automatically updated based on the virtual resources.

[0228] Illustratively, assuming that the unlocking information corresponding to the virtual card element includes an unlocking progress bar, after the first account obtains 30 virtual resources, the progress value of the unlocking progress bar will be updated according to the 30 virtual resources.

[0229] In some embodiments, if the game configuration interface includes multiple virtual card elements, after the first account obtains virtual resources, a resource allocation area is displayed in the game configuration interface, and an allocation operation of virtual resources in the resource allocation area is received. The allocation operation is used to allocate virtual resources to the first virtual card element among the multiple virtual card elements; based on the virtual resources, the unlocking information corresponding to the first virtual card element is updated.

[0230] Among them, the number of the first virtual card elements can be one or more. Illustratively, after obtaining 100 virtual resources, the player can choose which virtual card elements to use the virtual resources for. The player can choose to use all the 100 virtual resources for virtual card element A.

[0231] Or, the player chooses to use 50 virtual resources for virtual card element A and 50 virtual resources for virtual card element B.

[0232] In some embodiments, when there is a preset unlocking order for multiple virtual card elements, the multiple virtual card elements are unlocked according to the preset unlocking order.

[0233] Optionally, after the first account obtains virtual resources, the unlocking information corresponding to the currently to-be-unlocked virtual card element indicated by the preset unlocking order is automatically updated based on the virtual resources.

[0234] Schematically, assuming that the preset unlocking sequence is virtual card element A (unlocked) and virtual card element B (not unlocked), after the first account obtains 30 virtual resources, all of these 30 virtual resources will be used for virtual card element B.

[0235] Step 920, when the virtual resources indicated by the unlocking information meet the unlocking requirements of the effect-bearing item, display the effect-bearing item in the unlocked state.

[0236] Schematically, when the quantity of virtual resources indicated by the unlocking information is greater than or equal to the preset resource quantity corresponding to the effect-bearing item, it is determined that the unlocking requirements of the effect-bearing item are met.

[0237] Optionally, the preset resource quantity required for the effect-bearing item can be implemented through a configuration table.

[0238] Schematically, a configuration table can be added to the game system, and the configuration table can be implemented as shown in Table 2.

[0239] Table 2

[0240] ​ ​ ​ S1 1 1000 S1 2 2000 S1 3 3000

[0241] As shown in Table 2, in Season S1 of the configuration, the relationship between the number of unlocked cards and the quantity of virtual resources required for unlocking is as follows. Assuming the number of unlocked cards is 1, the quantity of virtual resources required is 1000, which means 1000 virtual resources are required to unlock the first virtual card here; assuming the number of unlocked cards is 2, the quantity of virtual resources required is 2000, which means an additional 1000 virtual resources are required to unlock the second virtual card, and together with the 1000 virtual resources for unlocking the first virtual card before, it is a total of 2000 virtual resources; assuming the number of unlocked cards is 3, the quantity of virtual resources required is 3000, which means an additional 1000 virtual resources are required to unlock the third virtual card, and together with the 2000 virtual resources for unlocking the first and second virtual cards before, it is a total of 3000 virtual resources.

[0242] Step 930, in response to receiving a game start operation, display the game interface of the target virtual game. When the first account meets the item trigger condition corresponding to the effect-bearing item, display the first account participating in the target virtual game with the virtual buff effect corresponding to the effect-bearing item.

[0243] In some embodiments, when the random draw event corresponding to the effect-bearing item is triggered, display the first account participating in the target virtual game with the virtual buff effect corresponding to the effect-bearing item.

[0244] Schematically, when the effect-bearing item A is unlocked, the effect-bearing item A will be added to the item pool corresponding to the first account. After starting the target virtual battle, there is a certain probability that the effect-bearing item will be drawn. When the effect-bearing item A is drawn, the virtual character controlled by the first account can obtain the virtual buff effect corresponding to the effect-bearing item A. Optionally, the probability of drawing the effect-bearing item A is a preset probability, or the probability of drawing the effect-bearing item A is determined according to the number of cards in the item pool. For example, if there are a total of 20 cards in the item pool including the effect-bearing item A, the probability of drawing the effect-bearing item A is 1 / 20.

[0245] When the random draw event corresponding to the effect-bearing item is triggered, a prop selection interface is displayed. The prop selection interface includes multiple candidate bearing props, and the multiple candidate bearing props include the effect-bearing prop. Among them, the random draw event refers to the event that the effect-bearing prop is randomly drawn from the item pool, and the item pool is used to store the effect-bearing props in the unlocked state. In response to receiving the selection operation for the effect-bearing prop among the multiple candidate bearing props, it is displayed that the first account participates in the target virtual game with the virtual buff effect corresponding to the effect-bearing prop.

[0246] Schematically, when the effect-bearing item A is unlocked, the effect-bearing item A will be added to the item pool corresponding to the first account. After starting the target virtual battle, the game system will randomly draw multiple cards from the item pool. If 3 cards including the effect-bearing item A are drawn, these 3 cards will be displayed on the prop selection interface. The player can select one or more of these 3 cards. If the player selects the effect-bearing item A, the virtual character controlled by the first account can obtain the virtual buff effect corresponding to the effect-bearing item A.

[0247] ​ ​ ​ ​

[0248] In some embodiments, when there are multiple effect-bearing props in the game configuration interface and the third bearing prop among the multiple effect-bearing props is in the unlocked state, the third bearing prop is added to the item pool.

[0249] Schematically, the item pool includes at least two types of cards. The first type is the effect-bearing props put in by the system, and the other type is the third bearing props unlocked by the first account.

[0250] Optionally, when the random draw event corresponding to the third bearing prop is triggered and the first account selects to use the third bearing prop, the unlocking information in the game configuration interface is updated.

[0251] Among them, the unlocking information updated in the game configuration interface includes increasing the amount of virtual resources owned by the first account, reducing the amount of virtual resources required for the currently unlocked effect-bearing item, etc., which are not limited in the embodiments of the present application.

[0252] Illustratively, if the effect-bearing item A unlocked by the player is drawn and the player chooses to use the effect-bearing item A, the amount of virtual resources owned by the player can be instantaneously increased, and / or the amount of virtual resources required for the effect-bearing item B that the player is currently unlocking can be reduced, etc.

[0253] Further, among the multiple effect-bearing items, there is a fourth bearing item in an unlocked state, and the third bearing item and the fourth bearing item have the same gain type.

[0254] When the random draw event corresponding to the third bearing item is triggered and the first account chooses to use the third bearing item, the unlocking information of the fourth bearing item in the game configuration interface is updated. Optionally, when the random draw event corresponding to the third bearing item is triggered and the first account chooses to use the third bearing item, the amount of virtual resources required for unlocking the fourth bearing item in the game configuration interface is reduced.

[0255] Among them, the fourth bearing item refers to an effect-bearing item in the game configuration interface that has the same gain effect type as the third bearing item. Illustratively, if the target type of effect-bearing item A unlocked by the player is drawn and the player chooses to use the effect-bearing item A, then the unlocking information corresponding to the effect-bearing item C of the same type as the effect-bearing item A in the game configuration interface is updated, for example: increasing the amount of virtual resources used to unlock the effect-bearing item C, and / or reducing the amount of virtual resources required for unlocking the effect-bearing item C, etc.

[0256] In the above embodiments, when a player draws and chooses to use an unlocked carrier item during the game, the unlock requirement for the same type of carrier item displayed outside the game will be reduced, strengthening the linkage of items between inside and outside the game and improving the enthusiasm of players to participate in virtual games.

[0257] Optionally, among the multiple effect-bearing items, there is a fifth bearing item in an unlocked state, and the fifth bearing item is included in the item pool.

[0258] Optionally, when the random draw event corresponding to the fifth bearing item is triggered and the first account chooses to use the fifth bearing item, the unlocking information corresponding to the third card element in the game configuration interface is updated.

[0259] Among them, the unlocking information corresponding to the fifth bearing item updated in the game configuration interface includes: increasing the amount of virtual resources used to unlock the fifth bearing item, and / or reducing the amount of virtual resources required for the fifth bearing item, etc.

[0260] Further, the winning probability of the fifth carrier item can be set to a relatively low value, for example: 0.001%. If the fifth carrier item is won and the first account uses this fifth carrier item, then in the game configuration interface, the fifth carrier item will change from the unlocked state to the unlocked state, and the winning probability of the fifth carrier item in the item pool will be updated, and this winning probability will be set to the probability corresponding to the unlocked effect carrier item, for example: 10%.

[0261] In the above embodiments, when a player draws and chooses to use an un - unlocked carrier item during the game, the unlock requirement for the un - unlocked carrier item displayed outside the game will be reduced or directly unlocked, further strengthening the linkage of items between inside and outside the game and improving the enthusiasm of players to participate in virtual games.

[0262] In some embodiments, after displaying that the first account participates in the target virtual game with the virtual buff effect corresponding to the effect - bearing item, it further includes: displaying the target game result of the target virtual game based on the effect - bearing item, and the target game result includes a prop usage score, and the prop usage score is used to represent the usage situation of the first account for the effect - bearing item in the target virtual game; when the prop usage score is greater than or equal to a preset score, a prop upgrade animation of the effect - bearing item is displayed in the game configuration interface, and the prop upgrade animation refers to an animation in which the virtual buff effect corresponding to the effect - bearing item is upgraded; in response to the end of the playback of the prop upgrade animation, the effect - bearing item with the upgraded buff effect is displayed. Optionally, the prop usage score is positively correlated with prop usage coefficients such as the number of times the first account uses the effect - bearing item, proficiency, and attack conversion rate in the target virtual game. Illustratively, when the prop usage score of the player is greater than or equal to the preset score, it indicates that the player performs well in using the effect - bearing item in the target virtual game. At this time, the virtual buff effect of the effect - bearing item can be upgraded,

[0263] for example: upgrading from originally increasing the critical strike rate by 10% to increasing the critical strike rate by 20%, thereby prompting the player to actively use the unlocked effect - bearing item in the virtual game and improving the utilization rate of the effect - bearing item. Figure 13

[0264] Figure 14 Figure 14 ​ ​

[0265] In summary, for the virtual game display method provided in the embodiments of the present application, on the one hand, the virtual resources obtained by the player can be used to unlock the effect carrier items, and these effect carrier items can enable the player to obtain corresponding buff effects when participating in the target virtual game, improving the utilization rate of the virtual resources obtained by the player and reducing the waste of virtual resources; on the other hand, the acquisition channels of virtual resources include the first account participating in the virtual game. That is to say, the player can obtain virtual resources within the game, and these virtual resources can unlock the effect carrier items outside the game, and these effect carrier items can be applied within the game. Through the virtual resources and the effect carrier items, the inside and outside of the game are mutually attracted, strengthening the linkage between the inside and outside of the game, improving the enthusiasm of the player to participate in the virtual game, and improving the fluidity of virtual resources between the inside and outside of the game, thereby further improving the utilization rate of virtual resources.

[0266] Optionally, the virtual game display method provided in the embodiments of the present application can be applied to game scenarios including virtual games, such as: MOBA games, shooting games, party games, etc. The above embodiments mainly take MOBA games as an example for elaboration. Hereinafter, the application scenario of the virtual game display method provided in the embodiments of the present application will be described by taking a shooting game as an example.

[0267] Step 1, display the game preparation interface of the shooting game.

[0268] The pre-game preparation interface is the interface displayed outside the game round, such as: the game lobby interface, the season record interface, etc.

[0269] Optionally, the pre-game preparation interface includes an entrance to the game configuration.

[0270] Step 2, in response to receiving a trigger operation on the game configuration entrance, display the game configuration interface.

[0271] Optionally, the game configuration interface includes virtual airdrop box elements and unlocking information.

[0272] Schematically, the virtual airdrop box element includes virtual buff items, such as: virtual attack items, virtual defense items, etc.; the unlocking information can be implemented as a progress bar displayed under the virtual airdrop box element, which is used to represent the unlocking progress of the virtual airdrop box element.

[0273] The unlocking information is used to indicate that the first account obtains a virtual resource unlocking effect bearing item, where the acquisition path of the virtual resource includes the first account participating in a virtual game. Schematically, in a shooting game, every time a player participates in a battle, they can obtain a corresponding number of airdrop box fragments.

[0274] Schematically, in a party game, the effect buff item provided in the above embodiment can be implemented as a puzzle card item. When a player participates in a puzzle game, they can obtain a certain amount of card energy. When the card energy accumulates to the required number of the puzzle card, the puzzle card can be unlocked. Thus, when a player participates in a puzzle game, they can use the puzzle card to solve the puzzle.

[0275] Step 3, in the case where the number of airdrop box fragments indicated by the unlocking information reaches the unlocking requirement of the virtual airdrop box element, display the virtual airdrop box element in the unlocked state.

[0276] Schematically, when the number of airdrop box fragments collected by the player reaches the required number of the virtual airdrop box element, the virtual airdrop box element will be unlocked.

[0277] Step 4, in response to receiving a game start operation, display the game interface of the target virtual game, and display that the first account participates in the target virtual game with the virtual buff item corresponding to the virtual airdrop box element.

[0278] Schematically, when the virtual airdrop box is unlocked, the virtual airdrop box will be dropped near the landing scene of the virtual character controlled by the player. Then, when the player lands, they can open the airdrop box and obtain the virtual buff item in the airdrop box to conduct a battle.

[0279] Schematically, please refer to ​ , which shows a structural block diagram of a display device for a virtual game provided by an exemplary embodiment of the present application. The device includes the following modules:

[0280] The first display module 1300 is configured to display a game configuration interface, where the game configuration interface includes effect-bearing items and unlocking information. The effect-bearing items correspond to virtual enhancement effects, and the unlocking information is used to indicate that the first account obtains virtual resources to unlock the effect-bearing items. Among them, the acquisition channels of the virtual resources include the first account participating in virtual games;

[0281] The first display module 1300 is configured to display the effect-bearing item in the unlocked state when the virtual resources indicated by the unlocking information reach the unlocking requirements of the effect-bearing item;

[0282] The second display module 1310 is configured to, in response to receiving a game start operation, display the game interface of the target virtual game and display that the first account participates in the target virtual game with the virtual enhancement effect corresponding to the effect-bearing item.

[0283] In some embodiments, the first display module 1300 is configured to display the effect-bearing item in the unlocked state when the quantity of the virtual resources indicated by the unlocking information is greater than or equal to the preset resource quantity corresponding to the effect-bearing item.

[0284] In some embodiments, the effect-bearing item in the game configuration interface is in an unlocked state; the first display module 1300 is configured to:

[0285] When the virtual resources indicated by the unlocking information reach the unlocking requirements of the effect-bearing item, in response to receiving an unlocking operation on the effect-bearing item in the unlocked state, display the unlocking animation of the effect-bearing item;

[0286] In response to the end of the playback of the unlocking animation, display the effect-bearing item in the unlocked state.

[0287] In some embodiments, the effect-bearing item includes virtual card elements, and the virtual card elements in the unlocked state include virtual card elements covered with a target layer, and the target layer is used to block the display content in the virtual card elements; the first display module 1300 is configured to, in response to the end of the playback of the unlocking animation, cancel the display of the target layer covering the virtual card elements.

[0288] In some embodiments, the effect-bearing item in the unlocked state includes an effect-bearing item containing a lock-shaped identifier; the first display module 1300 is configured to, in response to the end of the playback of the unlocking animation, cancel the display of the lock-shaped identifier in the effect-bearing item and display an unlocking identifier in the effect-bearing item.

[0289] In some embodiments, the game configuration interface includes a plurality of effect-bearing items; the first display module 1300 is configured to, in response to receiving a first trigger operation on a target bearing item among the plurality of effect-bearing items, display the target bearing item in a selected state and the unlocking information corresponding to the target bearing item; wherein, the unlocking information corresponding to the target bearing item includes at least one of the following information: the unlocking progress bar of the target bearing item, the amount of virtual resources required to unlock the target bearing item, and the amount of virtual resources currently obtained by the first account for unlocking the target bearing item; wherein, the unlocking progress bar of the target bearing item is used to represent the progress of unlocking the target bearing item.

[0290] In some embodiments, the plurality of effect-bearing items have a preset unlocking order, and the plurality of effect-bearing items are unlocked according to the preset unlocking order; among the plurality of effect-bearing items, there is a designated bearing item, and the unlocking order of the designated bearing item is before the target bearing item;

[0291] Wherein, the unlocking information corresponding to the target bearing item includes at least one of the following information: the target unlocking progress bar, the total amount of virtual resources required to unlock the designated bearing item and the target bearing item, the amount of virtual resources currently obtained by the first account, the number of currently unlocked effect-bearing items, and the total number of effect-bearing items; wherein, the target unlocking progress bar is used to represent the total progress of unlocking the target bearing item and the designated bearing item.

[0292] In some embodiments, the plurality of effect-bearing items include a first bearing item and a second bearing item, and the first bearing item is superimposed and displayed above the second bearing item; the first display module 1300 is configured to:

[0293] In response to receiving a third trigger operation on the first bearing item, display the first bearing item in the selected state;

[0294] In response to receiving a fourth trigger operation on the first bearing item, display the second bearing item in the selected state;

[0295] Wherein, the third trigger operation and the fourth trigger operation are different.

[0296] In some embodiments, the second display module 1310 is configured to, when the first account meets the item trigger condition corresponding to the effect-bearing item, display the first account participating in the target virtual game with the virtual gain effect corresponding to the effect-bearing item.

[0297] In some embodiments, the second display module 1310 is configured to:

[0298] When the random draw event corresponding to the effect-bearing item is triggered, a prop selection interface is displayed, which includes a plurality of candidate bearing items, and the effect-bearing item is included in the plurality of candidate bearing items; wherein, the random draw event refers to the event that the effect-bearing item is randomly drawn from the prop pool, and the prop pool is used to store the effect-bearing items in the unlocked state.

[0299] In response to receiving a selection operation on the effect-bearing item among the plurality of candidate bearing items, display that the first account participates in the target virtual game with the virtual buff effect corresponding to the effect-bearing item.

[0300] In some embodiments, the game configuration interface includes a plurality of effect-bearing items, among which the third bearing item in the unlocked state and the fourth bearing item in the unlocked state are included, and the buff types of the third bearing item and the fourth bearing item are the same; in some embodiments, the first display module 1300 is configured to reduce the amount of virtual resources required for unlocking the fourth bearing item in the game configuration interface when the random draw event corresponding to the third bearing item is triggered and the first account selects to use the third bearing item.

[0301] In some embodiments, the plurality of effect-bearing items include a fifth bearing item in the unlocked state, and the fifth bearing item is included in the prop pool; the first display module 1300 is configured to display that the fifth bearing item changes from the unlocked state to the unlocked state in the game configuration interface when the random draw event corresponding to the fifth bearing item is triggered and the first account selects to use the fifth bearing item.

[0302] In some embodiments, the first display module 1300 is configured to:

[0303] Based on the effect-bearing item, display the target game result of the target virtual game, and the target game result includes a prop usage score, which is used to represent the usage of the effect-bearing item by the first account in the target virtual game.

[0304] When the prop usage score is greater than or equal to a preset score, display the prop upgrade animation of the effect-bearing item in the game configuration interface, and the prop upgrade animation refers to the animation of the virtual buff effect corresponding to the effect-bearing item being enhanced.

[0305] In response to the end of the playback of the prop upgrade animation, display the effect-bearing item after the buff effect is enhanced.

[0306] In summary, the display device for virtual game sessions provided by the embodiments of the present application provides a game session configuration interface before the target virtual game session is started. The game session configuration interface includes effect-bearing items and unlocking information. When the unlocking information indicates that the virtual resources obtained by the first account meet the unlocking requirements of the effect-bearing item, after the target virtual game session is started, the virtual character controlled by the first account can obtain the virtual boost effect corresponding to the effect-bearing item and participate in the battle. On the one hand, the virtual resources obtained by the player can be used to unlock the effect-bearing item, which can enable the player to obtain the corresponding boost effect when participating in the target virtual game session, improving the utilization rate of the virtual resources obtained by the player and reducing the waste of virtual resources. On the other hand, the acquisition channels of virtual resources include the first account participating in the virtual game session. That is to say, the player can obtain virtual resources within the game session, and these virtual resources can unlock the effect-bearing items outside the game session, and these effect-bearing items can be applied within the game session. Through the virtual resources and the effect-bearing items, the inside and outside of the game session are mutually traction, strengthening the linkage between the inside and outside of the game session, improving the enthusiasm of the player to participate in the virtual game session, and improving the fluidity of virtual resources between the inside and outside of the game session, thereby further improving the utilization rate of virtual resources.

[0307] It should be noted that: for the display device for virtual game sessions provided in the above embodiments, only the above division of each functional module is used for illustration. In practical applications, the above functions can be allocated to different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the display device for virtual game sessions and the embodiments of the display method for virtual game sessions provided in the above embodiments belong to the same concept, and the specific implementation process is detailed in the method embodiments, which will not be repeated here.

[0308] ​ The block diagram of a computer device 1400 provided by an exemplary embodiment of the present application is shown. The computer device 1400 may be: a smart phone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a notebook computer, or a desktop computer. The computer device 1400 may also be referred to by other names such as user equipment, portable computer device, laptop computer device, desktop computer device, etc.

[0309] Generally, the computer device 1400 includes: a processor 1401 and a memory 1402.

[0310] The processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1401 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), or programmable logic array (PLA). The processor 1401 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the central processing unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1401 may be integrated with a graphics processing unit (GPU), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1401 may further include an artificial intelligence (AI) processor, and the AI processor is used to process computational operations related to machine learning.

[0311] The memory 1402 may include one or more computer-readable storage media, and the computer-readable storage media may be non-transitory. The memory 1402 may further include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1402 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1401 to implement the virtual game display method provided in the method embodiments of the present application.

[0312] Illustratively, the computer device 1400 further includes other components. Those skilled in the art can understand that ​ the structure shown does not limit the computer device 1400, and it may include more or fewer components than shown, or combine certain components, or adopt different component arrangements.

[0313] Those of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments can be completed by instructing relevant hardware through a program. The program can be stored in a computer-readable storage medium, which can be the computer-readable storage medium contained in the memory in the above embodiments; it can also exist separately and be a computer-readable storage medium not assembled into a computer device. The computer-readable storage medium stores at least one instruction, at least one segment of program, a code set or an instruction set, and the at least one instruction, the at least one segment of program, the code set or the instruction set are loaded and executed by the processor to implement the display method of any virtual game session in the above embodiments.

[0314] Optionally, the computer-readable storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), solid state drives (SSD, Solid State Drives), or optical discs, etc. Among them, the random access memory may include resistive random access memory (ReRAM, Resistance RandomAccess Memory) and dynamic random access memory (DRAM, Dynamic Random Access Memory). The serial numbers of the embodiments of the present application are only for description and do not represent the superiority or inferiority of the embodiments.

[0315] Those of ordinary skill in the art will understand that all or part of the steps to implement the above embodiments can be completed by hardware or by instructing relevant hardware through a program. The program can be stored in a computer-readable storage medium. The storage medium mentioned above can be read-only memory, magnetic disk or optical disc, etc. The above are only optional embodiments of the present application and are not intended to limit the present application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims

1. A display method for virtual games, characterized in that, The method includes: Displaying a game configuration interface, which includes an effect-bearing item and unlocking information. The effect-bearing item is used to carry virtual enhancement effects, and the unlocking information is used to indicate that the first account obtains virtual resources to unlock the effect-bearing item. Among them, the acquisition channels of the virtual resources include the first account participating in virtual games; When the virtual resources indicated by the unlocking information reach the unlocking requirements of the effect-bearing item, displaying the effect-bearing item in the unlocked state; In response to receiving a game start operation, displaying the game interface of the target virtual game, and displaying the first account participating in the target virtual game with the virtual enhancement effect corresponding to the effect-bearing item.

2. The method according to claim 1, wherein The step of, when the virtual resources indicated by the unlocking information reach the unlocking requirements of the effect-bearing item, displaying the effect-bearing item in the unlocked state, includes: When the quantity of the virtual resources indicated by the unlocking information is greater than or equal to the preset resource quantity corresponding to the effect-bearing item, displaying the effect-bearing item in the unlocked state.

3. The method according to claim 1, characterized in that, The effect-bearing item in the game configuration interface is in the unlocked state; The step of, when the virtual resources indicated by the unlocking information reach the unlocking requirements of the effect-bearing item, displaying the effect-bearing item in the unlocked state, includes: When the virtual resources indicated by the unlocking information reach the unlocking requirements of the effect-bearing item, in response to receiving an unlocking operation on the effect-bearing item in the unlocked state, displaying the unlocking animation of the effect-bearing item; In response to the end of the playback of the unlocking animation, displaying the effect-bearing item in the unlocked state.

4. The method according to claim 3, wherein The effect-bearing item includes virtual card elements, and the virtual card elements in the unlocked state include virtual card elements covered with a target layer, and the target layer is used to block the display content in the virtual card elements; The step of, in response to the end of the playback of the unlocking animation, displaying the virtual card elements in the unlocked state, includes: In response to the end of the playback of the unlocking animation, canceling the display of the target layer covering the virtual card elements.

5. The method according to claim 3, wherein The effect-bearing item in the unlocked state includes an effect-bearing item containing a lock-shaped logo; The step of, in response to the end of the playback of the unlocking animation, displaying the effect-bearing item in the unlocked state, includes: In response to the end of the playback of the unlocking animation, canceling the display of the lock-shaped logo in the effect-bearing item, and displaying an unlocking logo in the effect-bearing item.

6. The method according to any one of claims 1 to 5, characterized in that The game configuration interface includes multiple effect-bearing items; The method further includes: In response to receiving a first trigger operation on a target bearing item among the multiple effect-bearing items, displaying the target bearing item in the selected state and the unlocking information corresponding to the target bearing item; Among them, the unlocking information corresponding to the target carrying prop includes at least one of the following information: the unlocking progress bar of the target carrying prop, the amount of virtual resources required to unlock the target carrying prop, and the amount of virtual resources currently obtained by the first account for unlocking the target carrying prop; wherein, the unlocking progress bar of the target carrying prop is used to represent the progress of unlocking the target carrying prop.

7. The method according to claim 6, wherein The multiple effect carrying props correspond to a preset unlocking order, and the multiple effect carrying props are unlocked according to the preset unlocking order; among the multiple effect carrying props, there is a specified carrying prop, and the unlocking order of the specified carrying prop is before the target carrying prop; Among them, the unlocking information corresponding to the target carrying prop includes at least one of the following information: the target unlocking progress bar, the total amount of virtual resources required to unlock the specified carrying prop and the target carrying prop, the amount of virtual resources currently obtained by the first account, the number of currently unlocked effect carrying props, and the total number of effect carrying props; wherein, the target unlocking progress bar is used to represent the total progress of unlocking the target carrying prop and the specified carrying prop.

8. The method according to claim 6, wherein The multiple effect carrying props include a first carrying prop and a second carrying prop, and the first carrying prop is superimposed and displayed above the second carrying prop; The displaying of the target carrying prop in a selected state in response to receiving a first trigger operation on the target carrying prop among the multiple effect carrying props includes: In response to receiving a third trigger operation on the first carrying prop, displaying the first carrying prop in the selected state; In response to receiving a fourth trigger operation on the first carrying prop, displaying the second carrying prop in the selected state; Among them, the third trigger operation and the fourth trigger operation are different.

9. The method according to any one of claims 1 to 5, characterized in that, The displaying of the first account participating in the target virtual game with the virtual buff effect corresponding to the effect carrying prop includes: When the first account meets the prop trigger condition corresponding to the effect carrying prop, displaying the first account participating in the target virtual game with the virtual buff effect corresponding to the effect carrying prop.

10. The method according to claim 9, wherein The displaying of the first account participating in the target virtual game with the virtual buff effect corresponding to the effect carrying prop when the first account meets the prop trigger condition corresponding to the effect carrying prop includes: When the random draw event corresponding to the effect carrying prop is triggered, displaying a prop selection interface, where the prop selection interface includes multiple candidate carrying props, and among the multiple candidate carrying props, there is the effect carrying prop; wherein, the random draw event refers to the event that the effect carrying prop is randomly drawn from the prop pool, and the prop pool is used to store the effect carrying props in an unlocked state; In response to receiving a selection operation on the effect carrying prop among the multiple candidate carrying props, displaying the first account participating in the target virtual game with the virtual buff effect corresponding to the effect carrying prop.

11. The method according to claim 10, wherein The game configuration interface includes a plurality of effect-bearing items, among which the plurality of effect-bearing items include a third bearing item in an unlocked state and a fourth bearing item in an unlocked state, and the third bearing item and the fourth bearing item have the same type of gain; The method further includes: When the random draw event corresponding to the third bearing item is triggered and the first account selects to use the third bearing item, the amount of virtual resources required to unlock the fourth bearing item in the game configuration interface is reduced.

12. The method according to claim 11, wherein Among the plurality of effect-bearing items, there is a fifth bearing item in an unlocked state, and the fifth bearing item is included in the item pool; The method further includes: When the random draw event corresponding to the fifth bearing item is triggered and the first account selects to use the fifth bearing item, it is displayed in the game configuration interface that the fifth bearing item changes from the unlocked state to the unlocked state.

13. The method according to claim 10, characterized in that, After displaying that the first account participates in the target virtual game with the virtual gain effect corresponding to the effect-bearing item, it further includes: Based on the effect-bearing item, the target game result of the target virtual game is displayed, and the target game result includes a prop usage score, and the prop usage score is used to represent the usage of the effect-bearing item by the first account in the target virtual game; When the prop usage score is greater than or equal to a preset score, a prop upgrade animation of the effect-bearing item is displayed in the game configuration interface, and the prop upgrade animation refers to an animation in which the virtual gain effect corresponding to the effect-bearing item is enhanced; In response to the end of the playback of the prop upgrade animation, the effect-bearing item with the enhanced gain effect is displayed.

14. A display device for virtual games, characterized in that, The device includes: A first display module for displaying a game configuration interface, where the game configuration interface includes effect-bearing items and unlocking information, the effect-bearing items correspond to virtual gain effects, and the unlocking information is used to instruct the first account to obtain virtual resources to unlock the effect-bearing items, where the acquisition path of the virtual resources includes the first account participating in virtual games; The first display module is used to display the effect-bearing item in the unlocked state when the virtual resources indicated by the unlocking information reach the unlocking requirements of the effect-bearing item; A second display module for, in response to receiving a game start operation, displaying the game interface of the target virtual game and displaying that the first account participates in the target virtual game with the virtual gain effect corresponding to the effect-bearing item.

15. A computer device, characterized in that, The computer device includes a processor and a memory, and at least one program is stored in the memory, and the at least one program is loaded and executed by the processor to implement the display method of the virtual game as described in any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that, At least one program is stored in the storage medium, and the at least one program is loaded and executed by the processor to implement the display method of the virtual game as described in any one of claims 1 to 13.

17. A computer program product, characterized in that, It includes a computer program which, when executed by a processor, implements the method for displaying a virtual game as described in any one of claims 1 to 13.