Interaction method applied to plant diversity game and science popularization education equipment
By introducing multi-resource management and emergencies handling mechanisms, dynamically adjusting the plant growth status, the problem of insufficient interactivity and strategy in existing plant planting games is solved, and more challenging and educational plant growth simulation is achieved, enhancing the user's immersion and learning experience.
Patent Information
- Application Number
- CN202510516707.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-23
- Publication Date
- 2025-08-08
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
The plant growth status in the existing plant planting games is fixed and the lack of dynamic adjustment mechanisms leads to insufficient interaction and strategy, and the inability to fully simulate the complexity and unpredictability of plant growth in the real world.
Multi-resource management, dynamic adjustment of growth status and emergency response mechanisms are introduced. By obtaining user resource points, the impact of emergencies on plant growth is analyzed, the plant status is dynamically adjusted, and the agricultural tool upgrade and achievement display mechanism is introduced.
It improves the interactive, strategic and educational nature of the game, enhances the challenge and fun of the game, makes the plant growth process closer to reality, and enhances the immersion and learning effect.
Smart Images

Figure CN120437576A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game interaction technology. Specifically, the present application relates to an interaction method and science education equipment applied to a plant diversity game. Background Art
[0002] With the rapid development of the digital entertainment industry, plant cultivation games have become a popular casual game genre due to their entertaining and educational nature. These games typically simulate the growth of plants, allowing users to experience the joy of planting in a virtual environment while also learning about plant growth.
[0003] However, the growth status of plants in existing plant cultivation games is often fixed and lacks a dynamic adjustment mechanism. Players cannot directly influence the growth status of plants, resulting in insufficient interactivity and strategy in the game. It also fails to fully simulate the complexity and unpredictability of plant growth in the real world, which not only reduces the challenge of the game, but also weakens the player's immersion.
[0004] For example, in the technical solution with patent application number 202310794679.5, it obtains the vegetation ecology of virtual vegetation, responds to the generation operation of virtual vegetation, generates the vegetation distribution of virtual vegetation in the virtual environment according to the vegetation ecology, and generates virtual plants in the virtual vegetation in the virtual environment according to the vegetation distribution of virtual vegetation in the virtual environment, thereby improving the realism of the generated virtual vegetation.
[0005] In the technical solution with patent application number 202011635591.1, the user's knowledge of plants suitable for planting in different dynasties is enhanced. Furthermore, the growth status information of virtual plants is associated with event information corresponding to the dynasty, allowing users to intuitively understand the impact of the event information corresponding to the dynasty.
[0006] However, none of the above technical solutions can fully simulate the complexity and unpredictability of plant growth in the real world. Summary of the Invention
[0007] The main purpose of this application is to provide an interactive method and popular science education equipment for plant diversity games. By introducing multi-resource management, dynamic adjustment of growth status and emergency handling mechanism, the interactivity, strategy and educational nature of the game are significantly improved. It can not only simulate the complexity of plant growth, but also enhance the challenge and fun of the game through the introduction of emergencies, while providing players with a platform for learning plant ecology knowledge.
[0008] In order to achieve the above-mentioned object of the invention, the present application provides an interactive method applied to a plant diversity game, comprising:
[0009] Obtaining a resource set of the user in the virtual plant planting game, wherein the resource set includes multiple resources required for the growth of virtual plants and the accumulated resource points of each resource;
[0010] determining a growth state of the virtual plant according to the resource points of each resource, and rendering the virtual plant in the game interface according to the growth state;
[0011] responding to a target emergency event randomly selected by a user from an emergency event set;
[0012] Analyzing the damage degree of the target emergency event to the growth state corresponding to the current growth stage of the virtual plant, and determining the impact value of the damage degree on the resource points of each resource;
[0013] The resource points of each resource are adjusted accordingly according to each of the impact values, and the growth status of the virtual plant is updated according to the adjusted resource points.
[0014] Preferably, the target emergency event includes a virtual pest and disease event, a virtual malicious picking event, a virtual flood event or a virtual drought event.
[0015] Furthermore, the interactive method applied to the plant diversity game also includes:
[0016] When the accumulated resource points of each resource are both greater than the minimum resource points required for the current growth stage and less than the maximum resource points required for the next growth stage, the virtual plant is upgraded to the growth state corresponding to the next growth stage.
[0017] Furthermore, before obtaining the resource set of the user in the virtual plant planting game, the method further includes:
[0018] Get the plant species selected by the user in the virtual plant planting game;
[0019] Querying the seed image corresponding to the plant species;
[0020] The seed image is placed in the bottommost growth area of the game interface. The game interface is provided with multiple layers of growth areas, and each layer of growth area represents a growth stage of the virtual plant.
[0021] Furthermore, before responding to the target emergency event randomly selected by the user from the emergency event set, the method further includes:
[0022] Construct seasonal areas for the four seasons;
[0023] When any seasonal region is selected, an emergency event set is constructed according to the season corresponding to the selected seasonal region.
[0024] Preferably, analyzing the damage degree of the target emergency event to the growth state corresponding to the current growth stage of the virtual plant includes:
[0025] Analyzing the anti-emergency capability parameters of the virtual plant at the current growth stage;
[0026] The anti-emergency capability parameter is used as the input of a pre-built dynamic Bayesian network model, and the damage degree of the target emergency to the virtual plant at the current growth stage is evaluated through the probability distribution in the dynamic Bayesian network model.
[0027] Furthermore, the interactive method applied to the plant diversity game also includes:
[0028] In response to a user clicking operation on a first virtual key, determining a game toolkit corresponding to the first virtual key, and displaying the game toolkit in a game interface;
[0029] When the game tool package includes a farm tool upgrade function package, determining the virtual farm tools that the user has equipped;
[0030] When the agricultural implement upgrade function includes a target virtual agricultural implement of the same model as the virtual agricultural implement and a higher level, the virtual agricultural implement of the user is adjusted to the target virtual agricultural implement in the game interface.
[0031] Furthermore, the interactive method applied to the plant diversity game also includes:
[0032] When it is detected that the current growth stage of the virtual plant is the fruit stage, constructing a corresponding game achievement display package according to the fruit type of the virtual plant;
[0033] In response to a user clicking on the virtual plant, displaying a game achievement display package corresponding to the virtual plant in the game interface;
[0034] In response to a user's selection operation of a target game achievement style in the game achievement display package, the virtual plant in the fruit stage is enlarged and displayed in the central area of the game interface according to the target game achievement style.
[0035] Preferably, determining the growth status of the virtual plant according to the resource points of each resource, and rendering the virtual plant in the game interface according to the growth status includes:
[0036] Mapping the texture of the virtual plant onto the corresponding 3D model, converting the vertex coordinates of the 3D model into pixel coordinates on the game interface, and obtaining the initial pixel coordinates of each pixel point on the virtual plant through rasterization processing;
[0037] Calculating the growth state coefficient of the virtual plant based on the resource points of each resource and the corresponding weight, wherein the weight is dynamically adjusted according to the growth stage of the virtual plant and the corresponding resource demand;
[0038] Dynamically adjusting vertex coordinate offsets of vertices on the virtual plant according to the growth state coefficient, calculating coordinate offsets of each pixel point of the virtual plant according to the vertex coordinate offsets, and sequentially performing coordinate offset processing on the initial pixel coordinates of each pixel point according to the coordinate offsets;
[0039] The image of the virtual plant is re-rendered in the game interface according to the initial pixel coordinates after the coordinate offset processing.
[0040] The present application also provides a popular science education device, comprising a memory and a processor, wherein the memory stores a computer program, and when the processor executes the computer program, the steps of any one of the above-mentioned interactive methods applied to plant diversity games are implemented.
[0041] The present application provides an interactive method and popular science education equipment for a plant diversity game. By introducing multiple resources, players need to comprehensively consider the accumulation and allocation of different resources, thereby improving the strategy of the game, avoiding the limitations of single resource management in traditional games, and enabling players to experience a more complex resource balance process; changes in resource points directly affect the growth state of plants, and players need to adjust resource allocation in real time, enhancing the interactivity and challenge of the game; in addition, the growth state of plants is no longer fixed, but is adjusted in real time according to changes in resource points. At the same time, the damage degree of sudden events to the growth state of plants will directly affect the resource points, and players need to quickly adjust their strategies to deal with sudden situations, thereby increasing the challenge and fun of the game; at the same time, the random drawing mechanism of sudden events increases the unpredictability of the game, so that the player's experience of the game is different each time, making the growth process of plants closer to reality and enhancing the immersion of the game. In addition, by rendering the growth status of plants in the game interface, players can intuitively see the impact of resource management on plants, further enhancing the educational and fun nature of the game; by simulating the complexity and diversity of plant growth, players can learn basic knowledge of plant ecology, such as the impact of different resources on plant growth and the adaptability of plants to environmental changes. BRIEF DESCRIPTION OF THE DRAWINGS
[0042] Figure 1 This is a flow chart of an interactive method applied to a plant diversity game according to one embodiment of the present application;
[0043] Figure 2 A schematic diagram of a game interface of an interactive method applied to a plant diversity game according to an embodiment of the present application;
[0044] Figure 3 This is a schematic diagram of a role card for an interactive method applied to a plant diversity game according to an embodiment of the present application;
[0045] Figure 4 A schematic diagram of a seasonal dice for an interactive method applied to a plant diversity game according to an embodiment of the present application;
[0046] Figure 5 This is a schematic block diagram of the structure of an interactive device applied to a plant diversity game according to one embodiment of the present application;
[0047] Figure 6 This is a schematic structural block diagram of a science popularization education device according to one embodiment of the present application.
[0048] The realization of the objectives, functional features and advantages of this application will be further explained in conjunction with embodiments and with reference to the accompanying drawings. DETAILED DESCRIPTION
[0049] In order to make the purpose, technical solutions and advantages of this application more clear, the following further describes this application in detail with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain this application and are not intended to limit this application.
[0050] This application proposes an interactive method for a plant diversity game, executed by a popular science education device. The popular science education device can be any type of mobile or stationary computer device, including a mobile computer or a stationary computer device such as a desktop computer or PC. The popular science education device can also be a terminal device such as a mobile phone, tablet computer, or game console. The components of the computer device include, but are not limited to, a memory and a processor. The processor and memory are connected via a bus, and a database is used to store data.
[0051] refer to Figure 1 As shown, in one embodiment, the present application provides an interactive method applied to a plant diversity game, the method comprising:
[0052] S100: Obtaining a resource set of the user in the virtual plant planting game, wherein the resource set includes multiple resources required for the growth of virtual plants and the accumulated resource points of each resource;
[0053] S200, determining a growth state of the virtual plant according to the resource points of each resource, and rendering the virtual plant in the game interface according to the growth state;
[0054] S300, responding to a target emergency event randomly selected by a user from an emergency event set;
[0055] S400, analyzing the damage degree of the target emergency event to the growth state corresponding to the current growth stage of the virtual plant, and determining the impact value of the damage degree on the resource points of each resource;
[0056] S500: adjusting the resource points of each resource according to each of the impact values, and updating the growth status of the virtual plant according to the adjusted resource points.
[0057] In the Plant Diversity game, users need to accumulate resources by participating in game activities. These resources are the foundation for the growth of virtual plants. For example, players can accumulate resources by drawing resource cards during each round of the game. Players can also set a series of game tasks to guide players in exploring the game world and learning about plant diversity and ecology. Upon completing each task, players can receive generous resource rewards to adjust the growth status of their virtual plants and upgrade their growth stages. The resource collection includes various resource types, such as light, water, and fertilizer, as well as accumulated points for each resource. These resource points reflect the user's efforts and accumulation in the game.
[0058] The growth status of virtual plants (such as healthy, withered, lush, root rot, leaf fall, yellowing leaves, etc.) and growth stages (such as seeds, germination, plants, flowering and fruits) are determined by resource points. Generally speaking, when the resource points of each resource are high, the growth status of the virtual plants is also better, and there is a greater hope of upgrading to the next growth stage. The device will render the corresponding growth status according to the level of resource points. For example, three resources can be set in the game: light, water and fertilizer. Users obtain points for the resource by completing tasks or purchasing, such as 50 points for light, 30 points for water, and 20 points for fertilizer.
[0059] An emergency set is constructed in the game, which includes multiple emergencies, such as droughts, storms, pests and diseases, or damage to the ecological environment. Emergency events will affect the growth status of virtual plants. In each round of the game or a certain round of the game, users can draw target emergencies in the form of drawing cards or rolling dice by clicking the preset virtual keys in the game interface. For example, if the virtual plant has a light score of 50 (high), a water score of 30 (medium), and a fertilizer score of 20 (low), the virtual plant may appear to be in a "healthy but slightly withered" growth state because the water and fertilizer points are insufficient and it cannot be upgraded to the next growth stage (such as the flowering stage).
[0060] In one embodiment, the target emergency event includes a virtual pest and disease event, a virtual malicious picking event, a virtual flood event, or a virtual drought event.
[0061] The device analyzes the degree of damage the target emergency will cause to the virtual plant at its current growth stage and allocates the damage to the resource points of each resource, obtaining the degree of impact of the damage on each resource's resource points. This represents the degree of impact of the emergency with that degree of damage on the various resource points of the virtual plant. For example, a drought event will cause less damage to the plant at this growth stage (30%), but more damage to the seed at this growth stage (80%). Furthermore, taking the virtual plant at this growth stage as an example, a drought event may primarily affect water and light resources, while also indirectly affecting fertilizer. Assuming a drought damage level of 30%, water resources will be most affected (-20%), fertilizer will be least affected (-5% or 0), and light resources will increase (10%), allowing the game to simulate the plant's real-world planting environment.
[0062] The virtual plant's growth state is then re-rendered based on the impact of each resource's resource points. If the resource points drop too far, the virtual plant may wither or even die. For example, if a virtual plant's current water points are 30, fertilizer points are 20, and light points are 50, then after adjusting the resource points, the plant's water points drop from 30 to 24 (a 20% decrease, with an impact of -6), its fertilizer points drop from 20 to 19 or remain unchanged (a 5% decrease or 0, with an impact of -1 or 0), and its light points increase from 50 to 55 (a 10% increase, with an impact of +5). At this point, the virtual plant's growth state might change from "healthy but slightly withered" to "withered." This approach, through unexpected events and resource management mechanisms, requires users to actively participate in the game, increasing interactivity and challenge. Furthermore, random events and resource changes make the gameplay more dynamic and unpredictable, enriching the gaming experience and enabling the game to simulate the real-world plant growing environment, helping players understand the importance of a healthy ecosystem to plant growth and human health.
[0063] In one embodiment, when the growth stage of a virtual plant reaches the fruit stage, in response to the user's operation instructions for the virtual plant in the fruit stage, the virtual plant in the fruit stage is added to a pre-built virtual warehouse, and an icon showing the number of virtual plants in the fruit stage is constructed in the virtual warehouse to represent the user's planting game performance.
[0064] The present application provides an interactive method for a plant diversity game. By introducing multiple resources, players need to comprehensively consider the accumulation and allocation of different resources, thereby improving the strategy of the game, avoiding the limitations of single resource management in traditional games, and enabling players to experience a more complex resource balance process; changes in resource points directly affect the growth state of plants, and players need to adjust resource allocation in real time, which enhances the interactivity and challenge of the game; in addition, the growth state of plants is no longer fixed, but is adjusted in real time according to changes in resource points. At the same time, the damage degree of sudden events to the growth state of plants will directly affect the resource points, and players need to quickly adjust their strategies to deal with sudden situations, thereby enhancing the challenge and fun of the game; at the same time, the random drawing mechanism of sudden events increases the unpredictability of the game, so that the player's experience of the game is different each time, making the plant growth process closer to reality and enhancing the immersion of the game. In addition, by rendering the growth status of plants in the game interface, players can intuitively see the impact of resource management on plants, further enhancing the educational and fun nature of the game; by simulating the complexity and diversity of plant growth, players can learn basic knowledge of plant ecology, such as the impact of different resources on plant growth and the adaptability of plants to environmental changes.
[0065] In one embodiment, the interactive method applied to the plant diversity game further includes:
[0066] When the accumulated resource points of each resource are both greater than the minimum resource points required for the current growth stage and less than the maximum resource points required for the next growth stage, the virtual plant is upgraded to the growth state corresponding to the next growth stage.
[0067] The growth of a virtual plant is divided into multiple growth stages. When a virtual plant advances to the next growth stage, its resource points can be accumulated to the next growth stage. Alternatively, when the virtual plant advances to the next growth stage, the resource points accumulated in the previous growth stage will be reset to zero, and the player will need to accumulate resource points from scratch to continue upgrading the virtual plant.
[0068] In addition, this embodiment has corresponding resource points requirements for each growth stage of the virtual plant, that is, when the accumulated resource points of each resource are greater than the minimum resource points required for the current growth stage and are less than the maximum resource points required for the next growth stage, the virtual plant will automatically upgrade to the next growth stage.
[0069] For example, suppose a virtual plant's current growth stage is "sprouting." The preset upgrade conditions are that the minimum resource points required for the virtual plant in the current growth stage are 60 light points, 40 water points, and 30 fertilizer points. Meanwhile, the maximum resource points required for the virtual plant in the next growth stage are 80 light points, 60 water points, and 50 fertilizer points. If the user's resource points reach 65 light points, 45 water points, and 35 fertilizer points, the virtual plant's accumulated resource points for each resource are all greater than the minimum resource points required for the current growth stage (i.e., 65 light points are greater than the minimum light points of 60, 45 water points are greater than the minimum water points of 40, and 35 fertilizer points are greater than the minimum fertilizer points of 30). Furthermore, these points are all less than the maximum resource points required for the next growth stage (i.e., 65 light points are less than the maximum light points of 80, 45 water points are less than the maximum water points of 60, and 35 fertilizer points are less than the maximum fertilizer points of 50). Therefore, the virtual plant will upgrade to the "plant" growth stage.
[0070] Otherwise, players can only continue to participate in the game to accumulate resource points or wait for resource points to decrease so that the virtual plant meets the corresponding resource point requirements. For example, when a flood occurs, the virtual plant will obtain a large amount of water points, resulting in the water points exceeding the maximum resource points required for the next growth stage. Excessive water points will also cause the virtual plant to rot, and at this time, the virtual plant cannot automatically upgrade to the next growth stage. It can only upgrade after the water points are reduced to the corresponding resource point requirements through sudden events such as exposure to the sun, wind, and drought that cause the water volume to decrease, or through daily resource consumption during the virtual plant's growth process. This helps users understand the balance of various resources required for plant growth, while increasing the diversity and challenge of the game.
[0071] When a virtual plant successfully advances to the next growth stage, users experience a sense of accomplishment, motivating them to continue playing. They also learn about the relationship between plant growth and resources, understanding the importance of resource balance. The upgrade mechanic also creates a long-term goal in the game, encouraging users to continue playing to unlock new plant stages.
[0072] In one embodiment, before obtaining the resource set of the user in the virtual plant planting game, the method further includes:
[0073] Get the plant species selected by the user in the virtual plant planting game;
[0074] Querying the seed image corresponding to the plant species;
[0075] The seed image is placed in the bottommost growth area of the game interface. The game interface is provided with multiple layers of growth areas, and each layer of growth area represents a growth stage of the virtual plant.
[0076] refer to Figure 2-3 As shown, at the start of the game, the user can select a virtual plant to plant. The virtual plant exists in the form of a character card, such as character cards 1-8. The user can randomly draw one or more virtual plants corresponding to the character cards to plant, or select the virtual plant corresponding to the target character card according to their preference. For example, the user can choose "Sunflower" as the virtual plant to plant.
[0077] Furthermore, different plant species may have different growth requirements and characteristics, which can be set according to actual needs. For example, you can choose the corresponding soil type for planting based on the type of virtual plant, including brick red soil, red soil, ordinary yellow soil, purple soil, or chernozem soil.
[0078] The device will retrieve the corresponding seed image from the game's image resource library based on the plant type selected by the user, for example, it will retrieve the image of "sunflower seeds".
[0079] The game interface is designed with multiple layers of growth zones, such as seed, bud, plant, flower, and fruit. Each zone represents a stage of plant growth, such as seed, germination, plant, flower, and fruit. The bottom layer represents the initial stage, the seed stage. The device places a seed image at the bottom layer, indicating that the virtual plant is in the seed stage.
[0080] In addition, the game interface can construct resource prompt information in the growth area corresponding to the current growth stage of the virtual plant. This resource prompt information includes the various resources corresponding to the current growth stage and the accumulated resource points, the various resources required for the next growth stage and the resource points, the remaining resource points required to upgrade from the current growth stage to the next growth stage, and the daily resource consumption during the virtual plant's growth process. When the player clicks on the growth area corresponding to the current growth stage of the virtual plant, this resource prompt information will be displayed in the form of a pop-up window or a virtual resource score card.
[0081] This embodiment allows users to participate in the entire plant growth process, starting with selecting a plant species, increasing the interactivity and immersion of the game. The multi-layered growth area design allows users to intuitively see the plant's growth progress, increasing the game's visual appeal. In addition, users can learn about the growth requirements and characteristics of different plants, cultivating an understanding of the plant growth process.
[0082] In one embodiment, before responding to a target emergency event randomly selected by a user from an emergency event set, the method further includes:
[0083] Construct seasonal areas for the four seasons;
[0084] When any seasonal region is selected, an emergency event set is constructed according to the season corresponding to the selected seasonal region.
[0085] Continue to refer Figure 2 As shown, a season area is created at each of the four boundaries of the game interface, representing the four seasons of spring, summer, autumn, and winter. The season area can be a button or icon, and the user can select a different season by clicking it.
[0086] Preferably, reference Figure 4 As shown, a season dice is constructed in the game. The four sides of the season dice represent the four seasons of spring, summer, autumn, and winter, respectively, and the remaining two sides are displayed as "seasons". When the user clicks the season dice, the front of the season dice can randomly display any season (when it displays "season", you need to click the season dice again), indicating that in this round of the game, the season area in the game interface is the season displayed by the season dice. For example, if the season dice displays summer, it will be marked or highlighted in the "Summer" season area, and the season dice displayed as summer will be placed in the "Summer" season area. At this time, the user corresponding to the representative plant of summer can draw resources one more time.
[0087] Furthermore, when the user selects a seasonal region, the device constructs a collection of emergencies based on the characteristics of that season. For example, spring might include events like "heavy rain" and "insect pests," while winter might include events like "heavy snow" and "low temperatures." This introduction of seasonal variations and seasonally specific emergencies fully simulates the complexity and unpredictability of plant growth in the real world, enriching the game and providing a unique experience each time the user selects a different season. Users can also learn about the relationship between plant growth and seasonal variations, understanding the impact of different seasons on plant growth.
[0088] In one embodiment, analyzing the damage degree of the target emergency event to the growth state corresponding to the current growth stage of the virtual plant may specifically include:
[0089] Analyzing the anti-emergency capability parameters of the virtual plant at the current growth stage;
[0090] The anti-emergency capability parameter is used as the input of a pre-built dynamic Bayesian network model, and the damage degree of the target emergency to the virtual plant at the current growth stage is evaluated through the probability distribution in the dynamic Bayesian network model.
[0091] Different plants have different resilience to emergencies at different stages of their growth. Parameters for resilience can include things like root depth, leaf thickness, and stem strength, reflecting a plant's ability to survive events like drought and storms. For example, a sunflower might have a lower resilience parameter during its "sprout" stage, but a higher one during its "plant" stage.
[0092] The dynamic Bayesian network model is a probabilistic graphical model based on time series data that can handle uncertainty in dynamic systems. In this embodiment, by inputting emergency resilience parameters into the model, the degree of damage to plants caused by emergencies can be assessed.
[0093] For example, the sunflower's ability to resist emergencies parameters are input into the dynamic Bayesian network model. The model will predict the extent of damage to the plant caused by the emergency based on the parameters and historical data.
[0094] The dynamic Bayesian network model describes the relationships between variables using probability distributions. When assessing damage, the model considers the probabilities of various factors, such as the severity of the event and the plant's resistance, ultimately producing a damage assessment. For example, based on the input emergency resilience parameters and historical data, the dynamic Bayesian network model estimated that a drought event would cause 30% damage to sunflowers at the plant stage.
[0095] This embodiment uses a dynamic Bayesian network model to more accurately assess the damage caused by emergencies to virtual plants, taking into account the interactions and uncertainties of multiple factors. Furthermore, users can learn the relationship between plant growth and disaster resilience, cultivating an understanding of the plant growth process. Furthermore, the introduction of a dynamic Bayesian network model enriches the game content, allowing users to experience a unique experience each time they face a different emergency.
[0096] Preferably, the present application can use a dynamic resistance coefficient model to analyze the anti-emergency parameters of virtual plants at the current growth stage. The dynamic resistance coefficient model is a model for simulating the interaction between plants and the environment. By considering the morphological structure, physiological characteristics and environmental factors of plants, the resistance characteristics of plants under different conditions are analyzed. When analyzing the ability of plants to resist emergencies, the model can be used to simulate the dynamic response of plants when affected by emergencies (such as wind, rain, floods, etc.). At the same time, by adjusting the parameters in the model (such as resistance coefficient, plant flexibility, etc.), the performance of plants at different growth stages under wind disaster conditions can be simulated. For example, in the seedling stage, the stems of plants are thin and weak, the root system is not fully developed, and the resistance coefficient is relatively small. Therefore, at lower wind speeds, there may be a greater risk of swaying and lodging; in the mature stage, the stems of plants are thick, the root system is well-developed, the resistance coefficient is large, and they can withstand higher wind speeds without lodging. Therefore, by simulating the dynamic response of plants at different growth stages under different wind speeds, the anti-lodging parameters of plants, such as the critical wind speed (i.e., the wind speed at which plants begin to lodging), can be obtained. The simulation results of the dynamic drag coefficient model can be used to analyze the lodging resistance of virtual plants at different growth stages. For example, the critical wind speed of a virtual plant in the seedling stage is 10 m / s, while the critical wind speed in the mature stage is 20 m / s, indicating that the plant's lodging resistance is stronger in the mature stage than in the seedling stage. By comparing lodging resistance parameters at different growth stages, we can understand the changing patterns of a plant's wind resistance during growth.
[0097] For example, the ability of virtual plants to resist lodging under windstorms was analyzed. First, a dynamic drag coefficient model was established for the virtual plant, taking into account factors such as stem strength, root anchorage, and leaf area and shape that influence the plant's wind resistance. Furthermore, different wind speeds and directions were set as input parameters to simulate the plant's swaying, bending, and lodging under different wind conditions. Ultimately, the virtual plant's resilience parameters were generated.
[0098] In one embodiment, the interactive method applied to the plant diversity game further includes:
[0099] In response to a user clicking operation on a first virtual key, determining a game toolkit corresponding to the first virtual key, and displaying the game toolkit in a game interface;
[0100] When the game tool package includes a farm tool upgrade function package, determining the virtual farm tools that the user has equipped;
[0101] When the agricultural implement upgrade function includes a target virtual agricultural implement of the same model as the virtual agricultural implement and a higher level, the virtual agricultural implement of the user is adjusted to the target virtual agricultural implement in the game interface.
[0102] When the user clicks a virtual button (first virtual key) in the game interface, the device will identify the game toolkit corresponding to the button and display the content of the toolkit in the game interface.
[0103] If the game toolkit includes a farming tool upgrade package, the device will check the user's currently equipped virtual farming tools (such as a shovel, watering can, etc.). These virtual farming tools can be used in game tasks to collect resources to accumulate resource points or to prune virtual plants.
[0104] If the tool upgrade package contains tools of the same model but higher level than the user's current tools, the user's tools will be automatically upgraded to the target tools and displayed in the game interface.
[0105] For example, if a user clicks the "Toolbox" button, the game interface will display a toolkit containing various farm tools. If the toolkit includes a tool upgrade package, and the device detects that the user currently has a standard shovel and the tool upgrade package includes a premium shovel (the same model as the user's current standard shovel, but a higher level), the device will upgrade the standard shovel to the premium shovel and display the upgraded shovel in the game interface.
[0106] This embodiment provides a tool upgrade feature, allowing users to continuously improve the performance of their tools, increasing the sense of achievement and fun in the game. Furthermore, users are required to select appropriate tools for upgrade based on the current task and plant growth requirements, adding strategic and challenging elements to the game. Furthermore, users can learn the importance of tools in real-world farming and understand the impact of different tool levels on plant growth.
[0107] In one embodiment, the interactive method applied to the plant diversity game further includes:
[0108] When it is detected that the current growth stage of the virtual plant is the fruit stage, constructing a corresponding game achievement display package according to the fruit type of the virtual plant;
[0109] In response to a user clicking on the virtual plant, displaying a game achievement display package corresponding to the virtual plant in the game interface;
[0110] In response to a user's selection operation of a target game achievement style in the game achievement display package, the virtual plant in the fruit stage is enlarged and displayed in the central area of the game interface according to the target game achievement style.
[0111] When the virtual plant grows to the fruit stage, the device will generate a game achievement display package based on the fruit type (such as apple, orange, etc.). The game achievement display package contains various achievement styles related to the fruit, such as "harvest", "high-quality fruit", "victory", etc.
[0112] When a user clicks on a virtual plant in the fruiting stage, an achievement pack related to that plant will appear in the game interface. The user can select a style from the achievement pack (such as "Harvest"), and the device will zoom in on the fruiting plant in that style in the center of the game interface.
[0113] For example, when a user's sunflower enters the fruiting stage, an achievement display package containing styles such as "harvest," "high-quality fruit," and "victory" is generated based on the "sunflower fruit." The user clicks on a sunflower in the fruiting stage, and the game interface displays an achievement display package containing styles such as "harvest," "high-quality fruit," and "victory." The user selects the "harvest" style, and the device zooms in on the sunflower in the fruiting stage in the center of the game interface and displays it in the "harvest" style. By displaying achievement styles related to fruiting, users can intuitively see the results of their planting, enhancing their sense of accomplishment and satisfaction. At the same time, users can choose different achievement styles to display their plants, which increases the interactivity and fun of the game. In addition, by displaying achievements, users will be more willing to continue participating in the game, increasing the long-term appeal of the game.
[0114] In one embodiment, determining the growth status of the virtual plant according to the resource points of each resource, and rendering the virtual plant in the game interface according to the growth status includes:
[0115] Mapping the texture of the virtual plant onto the corresponding 3D model, converting the vertex coordinates of the 3D model into pixel coordinates on the game interface, and obtaining the initial pixel coordinates of each pixel point on the virtual plant through rasterization processing;
[0116] Calculating the growth state coefficient of the virtual plant based on the resource points of each resource and the corresponding weight, wherein the weight is dynamically adjusted according to the growth stage of the virtual plant and the corresponding resource demand;
[0117] Dynamically adjusting vertex coordinate offsets of vertices on the virtual plant according to the growth state coefficient, calculating coordinate offsets of each pixel point of the virtual plant according to the vertex coordinate offsets, and sequentially performing coordinate offset processing on the initial pixel coordinates of each pixel point according to the coordinate offsets;
[0118] The image of the virtual plant is re-rendered in the game interface according to the initial pixel coordinates after the coordinate offset processing.
[0119] Texture mapping applies a 2D image (texture) to a 3D model to make it appear more realistic. Vertex conversion converts the vertex coordinates of a 3D model into pixel coordinates for a 2D game interface. Rasterization converts a 3D model into 2D pixels, ultimately obtaining the initial position of each pixel.
[0120] The Growth Status Factor is a measure of a plant's growth status, calculated by combining various resource points and their corresponding weights. The weights are dynamically adjusted based on the plant's growth stage and resource requirements. For example, a plant in the germination stage might be more dependent on water, while a plant in the vegetative stage might be more dependent on light.
[0121] The growth factor is used to adjust the position of the 3D model's vertices to make it look healthier or more withered. The vertex offset affects the appearance of the entire model, which in turn affects the position of each pixel.
[0122] Re-render the plant image according to the adjusted pixel coordinates so that it appears in the corresponding growth state in the game interface.
[0123] For example, if the sunflower planted by the user is in the "plant" stage, the current resource points are 70 for light, 50 for water, and 40 for fertilizer. The preset weights in the plant stage are light (0.6), water (0.3), and fertilizer (0.1). Map the sunflower texture onto its 3D model, convert the vertex coordinates to pixel coordinates of the game interface, and obtain the initial position of each pixel. Calculate the growth state coefficient of the virtual plant based on the resource points and corresponding weights of each resource:
[0124] Growth state coefficient = (light integral × 0.6) + (water integral × 0.3) + (fertilizer integral × 0.1);
[0125] Growth state coefficient = (70×0.6)+(50×0.3)+(40×0.1)=42+15+4=61.
[0126] Based on the growth state coefficient 61, the vertex coordinate offset is adjusted to make the plant appear more withered. The vertex coordinate offset is multiplied by the interpolation coefficient to calculate the coordinate offset of each pixel point. The interpolation coefficient can be interpolated based on the position of the pixel between vertices. Then, the coordinate offset processing is performed, and the sunflower image is re-rendered based on the adjusted pixel coordinates, making it appear more withered in the game interface.
[0127] This embodiment can make the growth state of plants more realistic and intuitive through 3D models and texture mapping, and dynamically adjust the vertex coordinate offset to make the growth changes of plants more delicate, thereby increasing the immersion of the game.
[0128] For ease of understanding, this application also provides a detailed explanation of how to play the plant diversity game:
[0129] refer to Figure 2-4 As shown, first, 8 character dice can be set in the game interface. The six sides of the character dice represent the life cycle of a plant from seed germination to fruiting in the game. The game interface also sets a season dice, such as Figure 4 As shown, the six sides of the season dice are shown. The season dice plays an important role in reminding players of the game progress. Each plant has its own season of vigorous growth. The season dice can help players better understand the change of seasons in the game. In addition, refer to Figure 2 As shown, the game interface also has a main map. The four corners of the main map indicate the four seasons of the year. The main octagon of the main map is divided into eight sections, each of which is eight triangles, allowing eight players to play at the same time. Each triangle has five layers, corresponding to the different growth stages of plants, namely: seed area, bud area, plant area, flower area and fruit area. There are 24 upgrade virtual resource cards in the game. Each player is allocated three virtual resource cards, corresponding to the three necessary conditions for the growth of virtual plants: light, water, and fertilizer. There are also 73 emergency event cards. The emergency event cards select 8 kinds of virtual plants representing the four seasons (such as Figure 3 The eight character cards (in the example) can be used to predict the occasional problems and man-made disasters that the virtual plants may encounter during their growth, such as certain pests and diseases, malicious picking, and human damage to plant habitats. Furthermore, 21 seasonal cards can be set, including seasonal climate disasters and ecological protection festivals. Both the emergency and seasonal cards in this embodiment can affect resource points, which determine the adjustment of the virtual plant's growth status and the upgrade of its growth stage.
[0130] When the game starts, the main picture will be displayed in the middle of the game interface, and the emergency cards and seasonal limited cards will be turned upside down and displayed next to the main picture. Each player can receive three virtual resource cards and one virtual resource points card. The virtual resource card is used to extract resources, and the virtual resource points card is used to record the player's resource points of various resources. Each player takes turns to draw a character card representing a virtual plant and read the description of the plant characteristics on the back of the character card.
[0131] Each player will receive a character dice and display its "seed" side at the initial game position; in each round of the game, each player draws a virtual resource card once (the player can draw one more virtual resource card for that season, for example: this round is winter, daffodils are the representative plants of winter, and one more virtual resource card can be drawn); after drawing the virtual resource card, the virtual resource card is moved to the corresponding position on the main map, and the player's resource points are recorded.
[0132] During each round, each player draws an event card. Seasonal cards are drawn by the player corresponding to the plant of that season, and only one card is drawn per round. For example, if the round is winter, the player corresponding to daffodils or citrus will draw the seasonal card.
[0133] After drawing an emergency card, each player's corresponding virtual plant's resource points can be increased or decreased based on the target emergency event on the emergency card, and the virtual plant's growth status and growth stage can be updated accordingly. If a seasonal card is drawn, each player's resource points can be increased or decreased again based on the information on the seasonal card, and the virtual plant's growth status and growth stage can be updated again according to the increased or decreased resource points.
[0134] In each round of the game, each player can only upgrade once, for example (from plant to flower), except for special circumstances (for example, the emergency card drawn states that no upgrade is allowed in this round); the player who completes the entire process of virtual plant growth first wins, that is, the player whose virtual plant is first upgraded from seed to fruit wins the final game and the game ends.
[0135] Reference Figure 5 In an embodiment of the present application, an interactive device for a plant diversity game is also provided, the device comprising:
[0136] An acquisition module 100 is used to acquire a resource set of a user in a virtual plant growing game, wherein the resource set includes multiple resources required for the growth of virtual plants and the accumulated resource points of each resource;
[0137] A rendering module 200 is configured to determine a growth state of the virtual plant according to the resource points of each resource, and render the virtual plant in a game interface according to the growth state;
[0138] A response module 300 is configured to respond to a target emergency event randomly selected by a user from an emergency event set;
[0139] An analysis module 400 is configured to analyze the damage degree of the target emergency event to the growth state corresponding to the current growth stage of the virtual plant, and determine the impact value of the damage degree on the resource points of each resource;
[0140] The updating module 500 is configured to adjust the resource credit of each resource according to each of the impact values, and update the growth status of the virtual plant according to the adjusted resource credit.
[0141] The present application provides an interactive device for a plant diversity game. By introducing multiple resources, players need to comprehensively consider the accumulation and allocation of different resources, thereby improving the strategy of the game, avoiding the limitations of single resource management in traditional games, and enabling players to experience a more complex resource balance process; changes in resource points directly affect the growth state of plants, and players need to adjust resource allocation in real time, which enhances the interactivity and challenge of the game; in addition, the growth state of plants is no longer fixed, but is adjusted in real time according to changes in resource points. At the same time, the damage degree of sudden events to the growth state of plants will directly affect the resource points, and players need to quickly adjust their strategies to deal with sudden situations, thereby enhancing the challenge and fun of the game; at the same time, the random drawing mechanism of sudden events increases the unpredictability of the game, so that the player's experience of the game is different each time, making the growth process of plants closer to reality and enhancing the immersion of the game. In addition, by rendering the growth status of plants in the game interface, players can intuitively see the impact of resource management on plants, further enhancing the educational and fun nature of the game; by simulating the complexity and diversity of plant growth, players can learn basic knowledge of plant ecology, such as the impact of different resources on plant growth and the adaptability of plants to environmental changes.
[0142] As described above, it can be understood that the various components of the interactive device applied to the plant diversity game proposed in this application can realize the functions of any one of the interactive methods applied to the plant diversity game described above, and the specific structure will not be repeated.
[0143] Reference Figure 6 In the embodiment of the present application, a popular science education device is also provided, whose internal structure can be as follows Figure 6 As shown. The science popularization education device includes a processor, a memory, a network interface and a database connected via a system bus. The processor designed for the science popularization education device is used to provide computing and control capabilities. The memory of the science popularization education device includes a storage medium and an internal memory. The storage medium stores an operating system, a computer program and a database. The internal memory provides an environment for the operation of the operating system and the computer program in the storage medium. The database of the science popularization education device is used to store relevant data of the interactive method applied to the plant diversity game. The network interface of the science popularization education device is used to communicate with an external science popularization education device via a network connection. When the computer program is executed by the processor, an interactive method applied to the plant diversity game is implemented.
[0144] In one embodiment of the present application, a computer-readable storage medium is further provided, on which a computer program is stored. When the computer program is executed by a processor, an interactive method applied to a plant diversity game is implemented.
[0145] Those skilled in the art will appreciate that all or part of the processes in the above-mentioned embodiment methods can be implemented by instructing the relevant hardware through a computer program. The computer program can be stored in a computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, any reference to memory, storage, database or other media provided in this application and used in the embodiments may include non-volatile and / or volatile memory. Non-volatile memory may include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM) or flash memory. Volatile memory may include random access memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in various forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double-speed data rate SDRAM (SSRSDRAM), enhanced SDRAM (ESDRAM), synchronous link (Synchlink) DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).
[0146] It should be noted that, in this document, the terms "comprises," "includes," or any other variations thereof are intended to encompass non-exclusive inclusion, such that a process, apparatus, article, or method comprising a series of elements includes not only those elements but also other elements not explicitly listed, or elements inherent to such process, apparatus, article, or method. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of other identical elements in the process, apparatus, article, or method comprising the element.
[0147] The above description is only a preferred embodiment of the present application and does not limit the patent scope of the present application. Any equivalent structure or equivalent process transformation made using the contents of the present application specification and drawings, or directly or indirectly applied in other related technical fields, are also included in the patent protection scope of the present application.
Claims
1. An interactive method for a plant diversity game, characterized in that: include: Obtaining a resource set of the user in the virtual plant planting game, wherein the resource set includes multiple resources required for the growth of virtual plants and the accumulated resource points of each resource; determining a growth state of the virtual plant according to the resource points of each resource, and rendering the virtual plant in the game interface according to the growth state; responding to a target emergency event randomly selected by a user from an emergency event set; Analyzing the damage degree of the target emergency event to the growth state corresponding to the current growth stage of the virtual plant, and determining the impact value of the damage degree on the resource points of each resource; The resource points of each resource are adjusted accordingly according to each of the impact values, and the growth status of the virtual plant is updated according to the adjusted resource points.
2. The method according to claim 1, characterized in that The target emergency event includes a virtual pest and disease event, a virtual malicious picking event, a virtual flood event or a virtual drought event.
3. The method according to claim 1, characterized in that Also includes: When the accumulated resource points of each resource are both greater than the minimum resource points required for the current growth stage and less than the maximum resource points required for the next growth stage, the virtual plant is upgraded to the growth state corresponding to the next growth stage.
4. The method according to claim 1, wherein Before obtaining the resource collection of the user in the virtual plant planting game, the method further includes: Get the plant species selected by the user in the virtual plant planting game; Querying the seed image corresponding to the plant species; The seed image is placed in the bottommost growth area of the game interface. The game interface is provided with multiple layers of growth areas, and each layer of growth area represents a growth stage of the virtual plant.
5. The method according to claim 1, wherein Before responding to a target emergency event randomly selected by a user from an emergency event set, the method further includes: Construct seasonal areas for the four seasons; When any seasonal region is selected, an emergency event set is constructed according to the season corresponding to the selected seasonal region.
6. The method according to claim 1, characterized in that The analyzing the damage degree of the target emergency event to the growth state corresponding to the current growth stage of the virtual plant includes: Analyzing the anti-emergency capability parameters of the virtual plant at the current growth stage; The anti-emergency capability parameter is used as the input of a pre-built dynamic Bayesian network model, and the damage degree of the target emergency to the virtual plant at the current growth stage is evaluated through the probability distribution in the dynamic Bayesian network model.
7. The method according to claim 1, characterized in that Also includes: In response to a user clicking operation on a first virtual key, determining a game toolkit corresponding to the first virtual key, and displaying the game toolkit in a game interface; When the game tool package includes a farm tool upgrade function package, determining the virtual farm tools that the user has equipped; When the agricultural implement upgrade function includes a target virtual agricultural implement of the same model as the virtual agricultural implement and a higher level, the virtual agricultural implement of the user is adjusted to the target virtual agricultural implement in the game interface.
8. The method according to claim 1, characterized in that Also includes: When it is detected that the current growth stage of the virtual plant is the fruit stage, constructing a corresponding game achievement display package according to the fruit type of the virtual plant; In response to a user clicking on the virtual plant, displaying a game achievement display package corresponding to the virtual plant in the game interface; In response to a user's selection operation of a target game achievement style in the game achievement display package, the virtual plant in the fruit stage is enlarged and displayed in the central area of the game interface according to the target game achievement style.
9. The method according to claim 1, characterized in that Determining the growth state of the virtual plant according to the resource points of each resource, and rendering the virtual plant in the game interface according to the growth state includes: Mapping the texture of the virtual plant onto the corresponding 3D model, converting the vertex coordinates of the 3D model into pixel coordinates on the game interface, and obtaining the initial pixel coordinates of each pixel point on the virtual plant through rasterization processing; Calculating the growth state coefficient of the virtual plant based on the resource points of each resource and the corresponding weight, wherein the weight is dynamically adjusted according to the growth stage of the virtual plant and the corresponding resource demand; Dynamically adjusting vertex coordinate offsets of vertices on the virtual plant according to the growth state coefficient, calculating coordinate offsets of each pixel point of the virtual plant according to the vertex coordinate offsets, and sequentially performing coordinate offset processing on the initial pixel coordinates of each pixel point according to the coordinate offsets; The image of the virtual plant is re-rendered in the game interface according to the initial pixel coordinates after the coordinate offset processing.
10. A popular science education device, characterized in that: include: processor; Memory; The memory stores a computer program, and when the processor executes the computer program, it implements the interactive method applied to a plant diversity game as described in any one of claims 1 to 9.
Citation Information
Patent Citations
Virtual plant cultivation methods and equipment
CN112698726B
Virtual vegetation generation method and device, equipment and storage medium
CN116524133A