Object control method and device in virtual scene, equipment, medium and product

By displaying resource identification and allocation information in virtual scenes, the problem of low interaction frequency in virtual games is solved, the fun and efficiency of the battle is improved, and teamwork is enhanced.

CN120478970APending Publication Date: 2025-08-15SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202510572110.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-30
Publication Date
2025-08-15

AI Technical Summary

Technical Problem

The interaction frequency between virtual objects in existing virtual games is low, resulting in fewer battles and insufficient challenges. The method of obtaining props is random, which affects the game efficiency and balance.

Method used

The resource identifier for displaying virtual resources in the virtual scene moves with the master virtual object, and displays the information of ownership after resource allocation under the conditions, motivating teammate virtual objects to participate in the battle and improving interaction efficiency.

Benefits of technology

It improves the resource acquisition efficiency of virtual games, enhances the fun of the battle and team cohesion, balances the combat power level, and improves the efficiency of human-computer interaction.

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Abstract

The invention discloses an object control method and device in a virtual scene, equipment, a medium and a product. The method comprises the steps that a virtual scene is displayed, the virtual scene comprises virtual resources, and a scene map corresponding to the virtual scene comprises resource identifiers corresponding to the virtual resources; receiving a resource acquisition operation for controlling the master control virtual object to acquire virtual resources; in response to the resource acquisition operation, displaying a resource identifier in the scene map along with the movement of the master control virtual object; and displaying the resource ownership information after the virtual resources are allocated under the condition that the resource ownership condition is met. The resource identifier can be displayed to move along with the master control virtual object under the condition that the master control virtual object acquires the virtual resource, and the teammate virtual object can be prompted to assist the master control virtual object in participating in the virtual game based on the allocation reward of the virtual resource, so that the richness of the virtual game is enhanced, and the man-machine interaction efficiency is improved. The method can be applied to various scenes such as a multi-player battle game scene and a virtual shooting scene.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of virtual environments, and in particular to a method, apparatus, device, medium, and product for controlling objects in a virtual scene. Background Art

[0002] In current game applications, players can control virtual objects and use virtual props in virtual scenes, thereby participating in virtual games more fully.

[0003] In related technologies, players can control virtual objects to search in virtual scenes to obtain virtual props, or players can control virtual objects to defeat virtual monsters in virtual scenes to obtain virtual props, or players can control virtual objects to use virtual prop manufacturing machines in virtual scenes to make virtual props, etc.

[0004] Virtual games usually include virtual objects controlled by different players. Although the above-mentioned ways of obtaining props are relatively diverse, the frequency of interaction between different virtual objects is low, resulting in a small number of virtual game battles and insufficient challenges. In addition, the way of obtaining virtual props is still relatively random, which makes the efficiency of virtual games low and affects the balance of the virtual games. Summary of the Invention

[0005] The embodiments of the present application provide a method, apparatus, device, medium, and product for controlling objects in a virtual scene. These methods can display a resource identifier when a master virtual object acquires virtual resources, accompanying the master virtual object's movement. Furthermore, they can prompt teammate virtual objects to assist the master virtual object in participating in a virtual game based on virtual resource allocation rewards. This encourages different players to engage in virtual battles, thereby enriching the virtual game and improving the efficiency of human-computer interaction. The technical solution is as follows.

[0006] In one aspect, a method for controlling an object in a virtual scene is provided. The method is executed by a first client, and the first client is used to control a master virtual object. The method includes:

[0007] Displaying the virtual scene, wherein the virtual scene includes virtual resources, and the scene map corresponding to the virtual scene includes resource identifiers corresponding to the virtual resources;

[0008] receiving a resource acquisition operation for controlling the master virtual object to acquire the virtual resource;

[0009] In response to the resource acquisition operation, displaying the resource identifier in the scene map and moving along with the master virtual object;

[0010] When the resource ownership conditions are met, the resource ownership information after the virtual resource is allocated is displayed, and the resource ownership information is used to represent the resource reward obtained by the master virtual object after the virtual resource is allocated between the master virtual object and the teammate virtual object.

[0011] In another aspect, a device for controlling an object in a virtual scene is provided, the device comprising:

[0012] A display module, configured to display the virtual scene, wherein the virtual scene includes virtual resources, and a scene map corresponding to the virtual scene includes resource identifiers corresponding to the virtual resources;

[0013] A receiving module, configured to receive a resource acquisition operation for controlling the master virtual object to acquire the virtual resource;

[0014] The display module is further configured to display the resource identifier in the scene map in response to the resource acquisition operation, and to move along with the master virtual object;

[0015] The display module is also used to display the resource ownership information after the virtual resources are allocated when the resource ownership conditions are met. The resource ownership information is used to represent the resource rewards obtained by the master virtual object after the virtual resources are allocated between the master virtual object and the teammate virtual objects.

[0016] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and 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 object control method in a virtual scene as described in any of the above-mentioned embodiments of the present application.

[0017] On the other hand, a computer-readable storage medium is provided, wherein the storage medium stores at least one instruction, at least one program, a code set, or an instruction set, and 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 object control method in a virtual scene as described in any of the above-mentioned embodiments of the present application.

[0018] In another aspect, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the object control method in a virtual scene described in any of the above embodiments.

[0019] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:

[0020] In the case where a virtual scene displayed includes virtual resources, if a resource acquisition operation is received and the master virtual object is within a preset distance range and meets the resource acquisition conditions, a resource identifier corresponding to the virtual resource is displayed in the scene map corresponding to the virtual scene, moving with the master virtual object, and then, if the resource ownership conditions are met, the allocated resource ownership information is displayed. Virtual resources, as resources in the virtual scene for virtual objects to grab, can prompt players to control the master virtual object to grab the virtual resources as soon as possible, thereby improving resource acquisition efficiency. After the master virtual object acquires the virtual resources, the resource identifier is displayed on the scene map of the virtual scene, moving with the master virtual object, allowing other players viewing the scene map to efficiently determine the real-time location of the virtual resources, encouraging other players to control the corresponding virtual objects to engage in virtual battles with the master virtual object. Since the master virtual object's teammate virtual objects can participate in the process of allocating virtual resources, this also helps the teammate virtual objects assist the master virtual object in fighting against hostile virtual objects, improving team cohesion during the virtual game, enhancing the fun and richness of the virtual game, balancing the combat power level of the virtual game, and improving the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0022] Figure 1 is a structural block diagram of an electronic device provided by an exemplary embodiment of the present application;

[0023] Figure 2 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;

[0024] Figure 3 is a flow chart of a method for controlling an object in a virtual scene provided by an exemplary embodiment of the present application;

[0025] Figure 4 is a flowchart of a method for controlling an object in a virtual scene provided by another exemplary embodiment of the present application;

[0026] Figure 5 This is a schematic diagram of an interface for displaying resource refresh information provided by an exemplary embodiment of the present application;

[0027] Figure 6This is a schematic diagram of an interface showing a movement trajectory of a virtual resource flying toward a scene map, provided by an exemplary embodiment of the present application;

[0028] Figure 7 This is a schematic diagram of an interface showing a resource box opening control provided by an exemplary embodiment of the present application;

[0029] Figure 8 This is a schematic diagram of an interface displaying a countdown indicator provided by an exemplary embodiment of the present application;

[0030] Figure 9 This is a schematic diagram of an interface for displaying and acquiring virtual resources provided by an exemplary embodiment of the present application;

[0031] Figure 10 is a flowchart of a method for controlling an object in a virtual scene provided by another exemplary embodiment of the present application;

[0032] Figure 11 This is a schematic diagram of an interface for obtaining virtual resources provided by an exemplary embodiment of the present application;

[0033] Figure 12 This is a schematic diagram of an interface for displaying location exposure information provided by an exemplary embodiment of the present application;

[0034] Figure 13 This is a schematic diagram of an interface for displaying virtual resources at a discarded location provided by an exemplary embodiment of the present application;

[0035] Figure 14 is a flowchart of a method for controlling an object in a virtual scene provided by another exemplary embodiment of the present application;

[0036] Figure 15 This is a schematic diagram of an interface displaying first prompt information provided by an exemplary embodiment of the present application;

[0037] Figure 16 This is a schematic diagram of an interface for displaying second prompt information provided by an exemplary embodiment of the present application;

[0038] Figure 17 This is a schematic diagram of a warehouse interface of a virtual warehouse provided by an exemplary embodiment of the present application;

[0039] Figure 18 is a flow chart showing resource ownership information provided by an exemplary embodiment of the present application;

[0040] Figure 19 is a flowchart showing resource ownership information provided by another exemplary embodiment of the present application;

[0041] Figure 20This is a flow chart of resource identification changes provided by an exemplary embodiment of the present application;

[0042] Figure 21 This is a flowchart of a second client displaying content provided by an exemplary embodiment of the present application;

[0043] Figure 22 This is a schematic diagram of an interface for displaying prompt information for teammates provided by an exemplary embodiment of the present application;

[0044] Figure 23 This is a schematic diagram of an interface for displaying virtual resources provided by an exemplary embodiment of the present application;

[0045] Figure 24 This is a schematic diagram of an interface for displaying enemy acquisition prompt information provided by an exemplary embodiment of the present application;

[0046] Figure 25 This is a flowchart of a third client displaying content provided by an exemplary embodiment of the present application;

[0047] Figure 26 This is a schematic diagram of an interface for displaying enemy acquisition prompt information provided by an exemplary embodiment of the present application;

[0048] Figure 27 This is a schematic diagram of an interface in which a resource identifier moves along with a second virtual object, provided by an exemplary embodiment of the present application;

[0049] Figure 28 This is a schematic diagram of an interface of a treasure chest-style resource identification provided by an exemplary embodiment of the present application;

[0050] Figure 29 This is an overall judgment flow chart of a method for controlling an object in a virtual scene provided by an exemplary embodiment of the present application;

[0051] Figure 30 is a structural block diagram of an object control device in a virtual scene provided by an exemplary embodiment of the present application;

[0052] Figure 31 It is a structural block diagram of an electronic device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[0053] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0054] First, a brief introduction is given to the terms involved in the embodiments of this application.

[0055] A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal. This virtual scene can be a simulation of a real scene, a semi-simulation and semi-fictional scene, or a purely fictional scene. This application does not limit this. The following embodiments illustrate a 3D virtual scene as an example.

[0056] Virtual model: A model used in a virtual scene to simulate a real scene. Exemplarily, a virtual model occupies a certain volume in a virtual scene. Exemplarily, virtual models include: terrain models, building models, animal and plant models, virtual prop models, virtual vehicle models, and virtual object models. For example, terrain models include: ground, mountains, water, stones, steps, etc.; building models include: houses, walls, containers, and fixed facilities inside buildings: tables, chairs, cabinets, beds, etc.; animal and plant models include: trees, flowers, birds, etc.; virtual prop models include: virtual attack props, medicine boxes, airdrops, etc.; virtual vehicle models include: cars, ships, helicopters, etc.; virtual object models include: people, animals, cartoon characters, etc.

[0057] Virtual characters / virtual objects: These are movable objects within a virtual scene. These movable objects can be virtual objects, virtual animals, animated characters, and so on. For example, people, animals, plants, oil drums, walls, rocks, and so on displayed within a 3D virtual scene. Alternatively, virtual objects can be 3D models created using animation skeletal technology. Each virtual object has its own unique shape and volume within the 3D virtual scene and occupies a portion of the space within the 3D virtual scene.

[0058] In related technologies, players can control virtual objects to search for virtual items in a virtual scene, or to defeat virtual monsters in a virtual scene to obtain virtual items, or to use a virtual item-making machine to create virtual items in a virtual scene. Virtual games typically include virtual objects controlled by different players. While these methods for obtaining items are diverse, the frequency of interaction between different virtual objects is low, resulting in fewer matches and a lack of challenge. Furthermore, the methods for obtaining virtual items remain relatively random, making virtual games less efficient and impacting their balance.

[0059] In an embodiment of the present application, a method for controlling objects in a virtual scene is introduced. This method can display a resource identifier to accompany the movement of the controlling virtual object when the controlling virtual object acquires virtual resources. It can also prompt teammate virtual objects to assist the controlling virtual object in participating in a virtual game based on the allocation of virtual resources. This encourages different players to engage in virtual battles to enhance the richness of the virtual game and improve the efficiency of human-computer interaction. The object control method in a virtual scene proposed in the embodiment of the present application can be applied to a variety of object interaction scenarios that support virtual scenes, such as multiplayer game scenarios, virtual shooting scenarios, virtual reality scenarios, and augmented reality scenarios, without limitation herein.

[0060] It should be noted that before collecting the user's relevant data and during the process of collecting the user's relevant data, this application can display a prompt interface, pop-up window or output voice prompt information. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of the relevant region.

[0061] The terminal in this application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, etc. An application that supports a virtual environment is installed and run in the terminal, such as an application that supports a three-dimensional virtual environment. The application can be any one of a virtual reality application, a three-dimensional map program, a third-person shooter game (TPS), a first-person shooter game (FPS), and a multiplayer online battle arena game (MOBA). Optionally, the application can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.

[0062] Figure 1 FIG. 1 is a block diagram of an electronic device provided by an exemplary embodiment of the present application. The electronic device 100 includes an operating system 120 and an application 122 .

[0063] The operating system 120 is the foundational software that provides application programs 122 with secure access to the computer's hardware.

[0064] Application 122 is an application that supports a virtual environment. Optionally, application 122 is an application that supports a three-dimensional virtual environment. Application 122 can be any of a virtual reality application, a three-dimensional map application, a TPS game, an FPS game, a MOBA game, or a multiplayer shooter survival game. Application 122 can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-based application.

[0065] Figure 2 The computer system 200 includes a first device 220 , a server 240 , a second device 260 , and a third device 280 .

[0066] The first device 220 is installed and runs an application that supports a virtual environment. The application can be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, a MOBA game, and a multiplayer shooter survival game. Schematically, the first device 220 is a first client for controlling a master virtual object, such as a device used by a master player. The master player uses the first device 220 to control the master virtual object in the virtual environment to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the master virtual object is a first virtual character, such as a simulated character or an anime character.

[0067] The first device 220 is connected to the server 240 via a wireless network or a wired network.

[0068] Server 240 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 240 provides backend services for applications supporting a three-dimensional virtual environment. Optionally, server 240 performs primary computing tasks, while first device 220 and second device 260 perform secondary computing tasks. Alternatively, server 240 performs secondary computing tasks, while first device 220 and second device 260 perform primary computing tasks. Alternatively, server 240, first device 220, and second device 260 utilize a distributed computing architecture for collaborative computing.

[0069] The second device 260 is installed and runs an application that supports the virtual environment. The application can be any one of a virtual reality application, a three-dimensional map program, an FPS game, a MOBA game, and a multiplayer shootout survival game. Schematically, the second device 260 is a second client for controlling a teammate's virtual object, such as a device used by a teammate player. The teammate player uses the second device 260 to control the teammate's virtual object in the virtual environment to perform activities, which include but are not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the second virtual object is a second virtual character, such as a simulated character or an anime character. The teammate's virtual object controlled by the second device 260 is in the same virtual camp as the main control virtual object controlled by the first device 220 (as if belonging to the first virtual camp).

[0070] The third device 280 is installed and runs an application that supports the virtual environment, and with reference to the first device 220 and the second device 260, no further details are given here. Schematically, the third device 280 is a third client for controlling hostile virtual objects, such as a device used by a hostile player. The hostile virtual object controlled by the third device 280 is in a different virtual camp from the main virtual object controlled by the first device 220 (e.g., the main virtual object belongs to the first virtual camp, the hostile virtual object is in the second virtual camp, and the second virtual camp is different from the second virtual camp).

[0071] Optionally, the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on the two devices are the same type of applications on different control system platforms. The first device 220 can generally refer to one of multiple devices, and the second device 260 can generally refer to one of multiple devices. This embodiment only uses the first device 220 and the second device 260 as an example. The first device 220 and the second device 260 can be the same or different device types, including at least one of a game console, a desktop computer, a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, and a laptop computer. The following embodiments are described using a desktop computer as an example.

[0072] Those skilled in the art will appreciate that the number of the above-mentioned devices may be greater or lesser. For example, the above-mentioned device may be only one, or the above-mentioned devices may be dozens or hundreds, or a greater number. The embodiments of the present application do not limit the number and type of devices.

[0073] It is worth noting that the above-mentioned server 240 can be implemented as a physical server or as a cloud server in the cloud.

[0074] In some embodiments, the method provided in the embodiments of the present application can be applied to cloud gaming scenarios, so that the calculation of data logic during the game process is completed by the cloud server, while the terminal is responsible for the display of the game interface.

[0075] In combination with the above-mentioned noun introduction and application scenarios, the object control method in the virtual scene provided by this application is described. The method is applied to the first client as an example for description. The first client is used to control the master virtual object; Figure 3 As shown, the method includes the following steps 310 to 340.

[0076] Step 310: Display the virtual scene.

[0077] Optionally, the virtual scene is a virtual scene constructed using computer technology, such as a three-dimensional scene, a two-dimensional scene, a 2.5-dimensional scene, etc.; the virtual scene includes virtual resources.

[0078] Illustratively, virtual resources are virtual elements in the form of items, coins, gems or other forms in a virtual game; optionally, virtual resources include at least one of multiple virtual forms of resources such as virtual items, virtual exchange resources, virtual upgrade resources, etc., such as virtual items such as virtual props and virtual potions used to assist virtual objects in participating in virtual battles in virtual games, and virtual skins for decorating virtual objects; virtual exchange resources are used to purchase other virtual items (such as virtual props, virtual clothing, virtual pets, etc.); virtual upgrade resources are used to upgrade the object level of virtual objects in virtual games, upgrade the prop level of virtual props operated by virtual objects, etc.; generally, virtual resources can enhance the game experience of virtual games.

[0079] In some embodiments, the virtual resource is a virtual resource existing in a virtual scene, and is used for being fought over by at least two virtual objects participating in a virtual game.

[0080] Illustratively, the virtual resources are virtual gems, and multiple virtual objects participating in the virtual game compete for the virtual gems to obtain richer game rewards; or, the virtual resources are virtual props, and multiple virtual objects participating in the virtual game compete for the virtual props to improve the competitiveness of the virtual game, etc.

[0081] In some embodiments, the virtual scene corresponds to a virtual map, which is a thumbnail map representing the virtual scene in a thumbnail presentation manner.

[0082] Schematically, when the virtual scene is a three-dimensional virtual scene, the virtual map is a virtual map that represents the bird's-eye view of the three-dimensional virtual scene in a thumbnail presentation manner. The virtual map flattens the complex three-dimensional virtual scene by reducing the virtual scene in two dimensions, allowing players to quickly and intuitively observe the overall picture or local area of the virtual scene, usually including major terrain, buildings, roads, important resources, enemy positions and other information, to help players realize strategic planning, navigation and decision-making.

[0083] Optionally, the virtual map can be a panoramic map corresponding to the virtual scene, that is, the virtual map is used to present the entire scene of the virtual scene; or, the virtual map can be a partial map presented based on the object position of the virtual object, that is, the virtual map is used to present the scene area of the partial virtual scene centered on the virtual object.

[0084] Schematically, taking a virtual map as an example of a partial map presented based on the object position of a virtual object, different virtual objects are controlled by different terminals; taking any terminal 1 as an example, terminal 1 is used to control virtual object A. When the virtual map is displayed on terminal 1, the object position a of virtual object A is taken as the center, and a virtual area M of a preset area centered on the object position a is determined in the virtual scene, and the virtual map is presented on terminal 1 based on the two-dimensional top view of the virtual area M; similarly, if terminal 2 is used to control a virtual object B, a virtual area N of a preset area centered on the object position b of the virtual object B is determined in the virtual scene, and the virtual map is presented on terminal 1 based on the two-dimensional top view of the virtual area N, etc., which is not limited here.

[0085] The scene map corresponding to the virtual scene includes resource identifiers corresponding to the virtual resources.

[0086] Schematically, the scene map will focus on presenting some important information in the virtual scene or virtual area (a determined area in the virtual scene), such as at least one of the following information: virtual roads in the virtual scene or virtual area, object identifiers corresponding to each virtual object in the virtual scene or virtual area, resource identifiers of virtual resources in the virtual scene or virtual area, etc.

[0087] The object identifier is used to uniquely identify a virtual object participating in a virtual game, and the resource identifier is used to uniquely identify a virtual resource. Optionally, the virtual scene includes a large number of virtual elements. Some less important virtual elements are not identified in the scene map, while some more important virtual elements are. For example, if a virtual resource is a more important virtual element among the large number of virtual elements, the resource identifier corresponding to the virtual resource is displayed in the scene map.

[0088] Optionally, the resource identifier is at least one of a thumbnail icon of the virtual resource, a resource type of the virtual resource, and a preset symbol for the virtual resource. For example, if the virtual resource is a virtual treasure chest, the resource identifier is a thumbnail icon of an open treasure chest; or if the virtual resource is a virtual gem, the resource identifier is a "red circle symbol," etc., without limitation herein.

[0089] In some embodiments, the virtual scene includes at least one virtual resource, and a resource identifier corresponding to the at least one virtual resource is displayed in the scene map, and each resource identifier uniquely represents the virtual resource.

[0090] Optionally, when the virtual scene includes multiple virtual resources, the resource identifiers corresponding to different virtual resources may be the same or different, which is not limited here.

[0091] Step 320: Receive a resource acquisition operation for controlling the master virtual object to acquire virtual resources.

[0092] Illustratively, a player can control a master virtual object through a terminal, with different terminals controlling corresponding virtual objects. The master virtual object is the virtual object controlled by the current terminal. Optionally, the player can control the master virtual object to perform at least one of a variety of operations within the virtual scene, such as movement, jumping, combat, or picking up virtual elements. If the virtual scene includes virtual resources, the player can control the master virtual object to move near the virtual resources to acquire them. This operation to acquire virtual resources is considered a resource acquisition operation.

[0093] Optionally, a virtual resource pickup operation can be used as a resource acquisition operation. For example, a player controls a virtual prop to pick up a virtual resource on the virtual ground to implement a resource acquisition operation; or a player controls a virtual object to take a virtual resource out of a virtual resource box (such as a virtual safe) to implement a resource acquisition operation, etc., without limitation herein.

[0094] In some embodiments, when the virtual scene includes multiple virtual resources, the player can control the master virtual object to perform a resource acquisition operation on at least one virtual resource, such as the player controls the master virtual object to pick up one or more virtual resources; or, the player can control the master virtual object to perform a resource acquisition operation on virtual resources within a preset number of resources, such as the preset number of resources is 3, that is, the player can control the master virtual object to pick up up to 3 virtual resources, etc., thereby constraining the fairness of the virtual game, etc., which is not limited here.

[0095] In an optional embodiment, when the master virtual object moves into a resource trigger range corresponding to a virtual resource, a resource acquisition control is displayed; and a control trigger operation for the resource acquisition control is received as a resource acquisition operation.

[0096] Illustratively, a resource trigger area is a preset area based on the virtual resource itself, such as a preset circular area with a preset radius centered on the virtual resource. If the master virtual object moves into the resource trigger area corresponding to the virtual resource, a resource acquisition control is automatically displayed to prompt the player to obtain the virtual resource through the resource acquisition control. If a control trigger operation is received for the resource acquisition control, the resource acquisition operation for the virtual resource is deemed to have been completed.

[0097] It is worth noting that the above resource acquisition operations for virtual resources are merely illustrative examples and are not limited to these in the embodiments of the present application.

[0098] Step 330: In response to the resource acquisition operation, the resource identifier is displayed in the scene map and moves along with the master virtual object.

[0099] Indicatively, if the resource acquisition operation is successfully received, the master virtual object holds the virtual resource, which can also be regarded as the master virtual object obtaining the resource holding right of the virtual resource; based on this, a binding relationship is established between the master virtual object and the virtual resource, and the resource identifier of the virtual resource is displayed in the scene map corresponding to the virtual scene as the master virtual object moves. That is, when the master virtual object moves in the virtual scene, based on the binding relationship between the master virtual object and the virtual resource, a picture of the resource identifier accompanying the movement of the master virtual object will also be displayed in the scene map corresponding to the virtual scene.

[0100] In an optional embodiment, in response to a resource acquisition operation, when the master virtual object is within a preset distance range of the virtual resource and meets the resource acquisition conditions corresponding to the virtual resource, a resource identifier is displayed in the scene map to accompany the movement of the master virtual object.

[0101] Illustratively, after successfully receiving the resource acquisition operation, it is determined whether the master virtual object is within a preset distance range of the virtual resource, and whether the master virtual object meets the resource acquisition conditions corresponding to the virtual resource.

[0102] Optionally, the preset distance range is a distance range pre-set based on the virtual resource, such as 30 meters, 50 meters, etc.; the resource acquisition condition is the condition for the master virtual object to obtain (or hold) the virtual resource under the resource acquisition operation. Usually, the resource acquisition condition is also a condition pre-set for the master virtual object.

[0103] Indicatively, the resource acquisition operation is at least one of the following operation forms: a click operation, a long press operation, a sliding operation, a drag operation, etc., performed on a virtual resource; based on the resource acquisition operation, the master virtual object is analyzed to see whether it is within a preset distance range of the virtual resource. If so, the current state of the master virtual object is further analyzed to see whether it meets the resource acquisition conditions of the virtual resource.

[0104] Optionally, the resource acquisition condition includes the length of time the master virtual object stays within a preset distance range; or, the resource acquisition condition includes further acquisition operations performed by the master virtual object on the virtual resource; or, the resource acquisition condition includes the type of interaction between the master virtual object and the virtual resource, etc., which are not limited here.

[0105] For example, the resource acquisition condition includes the length of time that the master virtual object stays within a preset distance range. The length of time that the master virtual object stays within the preset distance range is counted. If the length of time reaches the preset length, it is deemed to meet the resource acquisition condition. Therefore, the resource identifier is displayed in the scene map as the master virtual object moves.

[0106] For example, taking the resource acquisition condition including the further acquisition operation performed by the master virtual object on the virtual resource as an example, if, based on the receipt of the resource acquisition operation, it is determined that the master virtual object is within the preset distance range of the virtual resource, and the master virtual object performs a confirmation acquisition operation such as a click operation, a long press operation, etc. on the virtual resource, it is deemed to meet the resource acquisition condition, and therefore the resource identifier is displayed in the scene map as the master virtual object moves.

[0107] For example, if the resource acquisition conditions include the interaction type between the master virtual object and the virtual resource, based on the reception of the resource acquisition operation, it is determined that the master virtual object is within the preset distance range of the virtual resource, and the master virtual object performs a preset interaction type of interaction operation such as picking up the virtual resource (such as picking up a virtual treasure chest) or tapping the virtual resource (such as tapping a virtual golden egg), then it is deemed to meet the resource acquisition conditions, and therefore the resource identifier is displayed in the scene map as the master virtual object moves.

[0108] The above resource acquisition conditions are merely illustrative examples. A resource acquisition operation is considered a trigger for acquiring a virtual resource, and the determination that the controlling virtual object is within a preset distance range and meets the resource acquisition conditions is considered a condition for the controlling virtual object to formally acquire the virtual resource. Therefore, upon receiving a resource acquisition operation, the controlling virtual object being within the preset distance range, and meeting the resource acquisition conditions, the controlling virtual object is deemed to currently possess the virtual resource, and may also be deemed to have obtained the right to possess the virtual resource.

[0109] Based on this, a binding relationship is established between the master virtual object and the virtual resources, and the resource identifier of the virtual resources is displayed in the scene map corresponding to the virtual scene as the master virtual object moves. That is, when the master virtual object moves in the virtual scene, based on the binding relationship between the master virtual object and the virtual resources, a picture of the resource identifier moving with the master virtual object will also be displayed in the scene map corresponding to the virtual scene.

[0110] In an optional embodiment, when the master virtual object is within a first preset distance range of the virtual resource and the first stay time of the master virtual object within the first preset distance range reaches a first preset time, the resource identifier is displayed in the scene map to accompany the movement of the master virtual object.

[0111] Illustratively, the first preset distance range is a preset distance range pre-set based on the resource location of the virtual resource. For example, the first preset distance range is a circular range with a radius of 1 meter centered on the resource location of the virtual resource; the first stay duration is the length of time that the master virtual object stays within the first preset distance range; the first preset duration is a preset duration, such as 30 seconds, 10 seconds, or other duration ranges.

[0112] Optionally, taking the virtual resource as a rare virtual element in the virtual scene as an example, ordinary virtual elements can realize resource acquisition operations through picking operations, etc., while the acquisition of virtual resources as rare virtual elements has a higher acquisition threshold.

[0113] Illustratively, not only is it necessary to perform a resource acquisition operation (such as a click operation) on the virtual resource, but it is also necessary to count the length of time that the master virtual object stays within a first preset distance range of the virtual resource, i.e., to determine a first residence time. If the first residence time reaches a predetermined first preset time, the master virtual object is deemed to meet the resource acquisition conditions corresponding to the virtual resource, and a resource identifier is displayed in the scene map as the master virtual object moves.

[0114] Optionally, taking the example that virtual resources are rare virtual elements in a virtual scene, virtual resources can be competed for by multiple virtual objects including the master virtual object in a virtual game; if the master virtual object obtains the virtual resources, in order to ensure the fun of the virtual game, the resource identifier is displayed in the scene map of the terminal corresponding to the master virtual object and moves with the master virtual object, which can prompt the player to control the master virtual object to prevent it from being snatched away by other virtual objects.

[0115] Optionally, if the master virtual object obtains virtual resources, in order to ensure the fun of the virtual game, the resource identifier can also be displayed in the scene map of the terminal corresponding to other virtual objects to accompany the movement of the master virtual object, so as to prompt other players to control the corresponding virtual objects to grab the virtual resources currently held by the master virtual object, thereby enhancing the challenge and strategy of the virtual game and improving the efficiency of human-computer interaction.

[0116] Step 340: If the resource ownership condition is met, the resource ownership information after the virtual resource is allocated is displayed.

[0117] Illustratively, the resource ownership condition is a pre-set condition that enables the first virtual camp where the control virtual object is located to obtain virtual resources. The first virtual camp includes the control virtual object and teammate virtual objects.

[0118] Optionally, when the resource holding status of the virtual resources held by the master virtual object meets the resource ownership conditions, the resource ownership information is displayed on the first client used to control the master virtual object; or, when the resource holding status of the virtual resources held by the teammate virtual object of the master virtual object meets the resource ownership conditions, the resource ownership information is displayed on the first client.

[0119] In an optional embodiment, the resource ownership condition includes at least one of the following.

[0120] Optionally, the virtual resources are carried away from the current virtual game, where the virtual game corresponds to a virtual scene.

[0121] For example, taking the resource ownership condition indicating leaving the virtual game corresponding to the current virtual scene with virtual resources as an example, if the main control virtual object holds the virtual resources and leaves the current virtual game with the virtual resources in the normal process of the game (such as successful withdrawal), it is deemed to meet the resource ownership condition; or, if the teammate virtual object holds the virtual resources and leaves the current virtual game with the virtual resources in the normal process of the game, it is deemed to meet the resource ownership condition.

[0122] Optionally, the virtual resource is carried away from the first scene area in the virtual scene.

[0123] Schematically, the first scene area is a partial scene area pre-set from the virtual scene. If the main virtual object carries virtual resources out of the first scene area, it is deemed to meet the resource ownership conditions; or, if the teammate virtual object holds virtual resources and carries virtual resources out of the first scene area, it is deemed to meet the resource ownership conditions.

[0124] Optionally, carry virtual resources to complete the first game task.

[0125] Indicatively, the first game task is a pre-set game task. If the master virtual object can continuously carry virtual resources and complete the given first game task, it is deemed to meet the resource ownership conditions; or, if the teammate virtual object carries virtual resources and completes the given first game task, it is deemed to meet the resource ownership conditions.

[0126] That is: if the master virtual object holds virtual resources that meet the resource ownership conditions, or the teammate virtual object holds virtual resources that meet the resource ownership conditions, the virtual resources will be allocated within the first virtual camp; for the first client, the resource ownership information after the virtual resources are allocated is displayed on the first client to indicate the resource rewards obtained by the master virtual object controlled by the first client during the virtual resource allocation process.

[0127] The resource ownership information is used to represent the resource rewards obtained by the master virtual object after allocating virtual resources between the master virtual object and the teammate virtual objects.

[0128] Schematically, the virtual game represented by the virtual scene is implemented in the form of a virtual camp, and at least two virtual objects constitute a virtual camp. The virtual game is a game between at least two virtual camps; for the main virtual object, the virtual camp in which it is located (such as the first virtual camp) includes not only the main virtual object itself, but also at least one teammate virtual object.

[0129] Optionally, after the master virtual object obtains virtual resources from the virtual scene, the virtual resources will be distributed to at least two virtual objects (the master virtual object and at least one teammate virtual object) in the first virtual camp where the master virtual object is located. After the virtual resources are distributed, the master virtual object obtains part of the resource rewards in the virtual resources. The resource ownership information prompts the player who controls the master virtual object to determine the result of resource allocation.

[0130] For example, if virtual resources are evenly distributed among the virtual objects in the first virtual camp where the controlling virtual object resides, the controlling virtual object and its teammates' virtual objects will receive the same amount of resource rewards. For example, if the virtual resources are a box of 20 virtual gems, and the first virtual camp where the controlling virtual object resides includes 4 virtual objects (the controlling virtual object and 3 teammates' virtual objects), then the 20 virtual gems will be evenly distributed, resulting in the controlling virtual object receiving 5 virtual gems and the teammates' virtual objects also receiving 5 virtual gems.

[0131] Schematically, when allocating virtual resources to the first virtual camp, more resources are allocated to the controlling virtual object, while fewer resources are allocated to the teammate virtual objects; that is, the controlling virtual object receives more resource rewards, while the teammate virtual objects receive relatively fewer resource rewards. For example, if the virtual resource is a box of virtual gems containing 20 virtual gems, and a virtual camp includes 4 virtual objects, the 20 virtual gems are allocated based on a pre-set allocation ratio (e.g., 2:1:1:1), so that the controlling virtual object that finds the virtual resource receives 8 virtual gems, and the teammate virtual objects each receive 4 virtual gems.

[0132] In some embodiments, the resource ownership information displayed on the first client is used to characterize the resource rewards obtained by the master virtual object during the allocation of virtual resources, such as the resource ownership information displayed on the first client is called the master resource ownership information; if the client controlling the teammate virtual object is the second client, the resource rewards obtained by the teammate virtual object during the allocation of virtual resources are displayed on the second client, such as the teammate resource ownership information.

[0133] Optionally, teammate resource ownership information can also be displayed on the first client, for example: the master resource ownership information and teammate resource ownership information are displayed simultaneously on the first client, so that the master player who controls the first client can know the resource rewards he or she has obtained and the resource rewards obtained by the teammate player (the player who controls the second client), that is, to have a more comprehensive understanding of the distribution of virtual resources; similarly, the master resource ownership information can also be displayed on the second client used to control the teammate virtual object, for example: the teammate resource ownership information and the master resource ownership information are displayed simultaneously on the second client, so that the teammate player can know the resource rewards he or she has obtained and the resource rewards obtained by the master player at the same time.

[0134] In addition, in order to motivate the hostile virtual objects in different virtual camps from the controlling virtual object to actively participate in future virtual games, the resource ownership information can also be pushed and displayed on the third client that controls the hostile virtual objects, which is not limited here.

[0135] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0136] To sum up, virtual resources, as resources for virtual objects to snatch in virtual scenes, can prompt players to control the main virtual object to snatch virtual resources as soon as possible, thereby improving resource acquisition efficiency; after the main virtual object obtains the virtual resources, the resource identifier is displayed on the scene map of the virtual scene and moves with the main virtual object, so that other players viewing the scene map can efficiently determine the real-time location of the virtual resources, and encourage other players to control the corresponding virtual objects to engage in virtual battles with the main virtual object; since the teammate virtual objects of the main virtual object can participate in the process of allocating virtual resources, it also helps the teammate virtual objects to assist the main virtual object in fighting against the hostile virtual objects, thereby improving team cohesion during the virtual game, enhancing the fun and richness of the virtual game, and balancing the combat power level of the virtual game, thereby improving the efficiency of human-computer interaction.

[0137] In an optional embodiment, the virtual resource can be directly placed in the virtual scene, or can be randomly refreshed in a virtual resource box in the virtual scene. The virtual resource box can store at least one virtual element including the virtual resource, such as a virtual safe, a virtual treasure box, a virtual reward box, etc. Figure 4 As shown above Figure 3 The illustrated embodiment may also be implemented as the following steps 410 to 460 .

[0138] Step 410: Display the virtual scene.

[0139] Among them, the virtual scene includes virtual resources.

[0140] Illustratively, the virtual resources include at least one of various virtual forms of resources such as virtual items, virtual exchange resources, virtual upgrade resources, etc., which are used for competition between at least two virtual objects participating in the virtual game.

[0141] In some embodiments, the virtual scene corresponds to a virtual map, which is a thumbnail map representing the virtual scene in a thumbnail presentation manner; the scene map corresponding to the virtual scene includes resource identifiers corresponding to virtual resources.

[0142] Illustratively, the resource identifier is used to uniquely identify the virtual resource; the resource identifier is at least one of a thumbnail icon of the virtual resource, a resource type of the virtual resource, a symbol preset for the virtual resource, and the like.

[0143] In an optional embodiment, resource prompt information is displayed, where the resource prompt information is used to prompt that virtual resources exist in the virtual scene.

[0144] Illustratively, the resource prompt information exists in text form, such as: the virtual resource is a virtual gem, and the resource prompt information is "a new virtual gem refreshed in the virtual scene", etc.; or, the resource prompt information exists in the form of special effects, such as: the resource prompt information is presented in color on the periphery of the terminal screen, which prompts that the virtual scene includes virtual resources, or the periphery of the terminal screen is presented in red to prompt that the virtual scene includes type a virtual resources, and the periphery of the terminal screen is presented in yellow to prompt that the virtual resources include type b virtual resources, etc.

[0145] Optionally, at the beginning of the virtual scene presentation, there are other virtual elements but no virtual resources. Virtual resources are virtual elements randomly refreshed in the virtual scene during the virtual game, such as randomly placing virtual resources at at least one position in the virtual scene.

[0146] For example, virtual resources include virtual gems, and other virtual elements include virtual props and virtual buildings. At the beginning of a virtual game, there are no virtual gems in the virtual scene. As the virtual game progresses, at least one virtual gem is displayed at at least one random location in the virtual scene in order to improve game efficiency and game fun.

[0147] Optionally, taking the example of virtual resources being virtual elements randomly refreshed in a virtual scene during a virtual game, resource prompt information is displayed when new virtual resources are refreshed in the virtual scene to prompt multiple players participating in the virtual game that higher-value virtual resources are refreshed in the current virtual scene, so as to encourage players to control virtual objects to compete for virtual resources.

[0148] Optionally, virtual resources exist at the outset of the virtual scene presentation, and the resource prompt information is displayed upon entering the virtual scene; alternatively, the resource prompt information is displayed under certain conditions (e.g., information display conditions) during a virtual game. For example, the virtual game duration reaches a preset duration (e.g., 20 minutes), or a preset number (e.g., 5) of virtual objects in the virtual game enter a preset exploration area in the virtual scene. The display conditions for the resource prompt information are not limited herein.

[0149] In some embodiments, the virtual scene includes at least one virtual resource box.

[0150] Illustratively, a virtual resource box is a storage space that exists in a virtual scene and is used to store at least one virtual element including virtual resources. The virtual resource box may be a virtual safe, a virtual treasure box, a virtual reward box, or the like.

[0151] Optionally, at least one virtual resource box is pre-set in the virtual scene, and the resource box position corresponding to each virtual resource box usually remains unchanged (it may also change randomly, which is not limited here); each virtual resource box may include virtual elements or may not include virtual elements at the beginning of the virtual game, such as virtual resource box 1 includes virtual props D1, virtual resource box 2 does not include virtual elements, etc.; for virtual resource boxes that include virtual elements in the initial situation of the virtual game, the virtual resource boxes usually do not include virtual resources, and virtual resources are usually virtual elements that are refreshed during the virtual game. Of course, virtual resource boxes may also include virtual resources, such as virtual resource box 3 includes virtual resources, etc., which is not limited here.

[0152] Optionally, take the example that the virtual resource box does not include virtual resources in the initial stage of the virtual game, and the virtual resources are the contents of the virtual resource box randomly refreshed during the virtual game; if the virtual scene includes multiple virtual resource boxes, the virtual resources may be randomly refreshed in at least one of the virtual resource boxes, that is, new virtual resources are displayed in at least one virtual resource box, such as virtual resource A is refreshed in virtual resource box 1, virtual resource B is refreshed and displayed in virtual resource box 2, virtual resource box 3 and virtual resource box 4 are not refreshed and display virtual resources, etc., which is not limited here.

[0153] In some embodiments, resource refresh information of virtual resources refreshed in at least one virtual resource box is displayed as resource prompt information.

[0154] For example, if virtual resources are refreshed in at least one virtual resource box during a virtual game, resource refresh information is displayed as resource prompt information. The resource refresh information is used to prompt that new virtual resources are added to the virtual resource box in the virtual scene for virtual objects to obtain.

[0155] Optionally, resource refresh information is used to indicate that virtual resources are refreshed and displayed in a virtual resource box. For example, resource refresh information is information with a relatively broad meaning, such as resource refresh information such as "gems are randomly refreshed in the safe in the current scene", or resource refresh information such as "the terminal display periphery turns red", etc. Alternatively, resource refresh information is used to indicate the resource box location of the virtual resource box where the virtual resources are refreshed and displayed. For example, resource refresh information is information with a relatively fine meaning, such as resource refresh information such as "gems are refreshed in resource box 2 at location M", or resource refresh information is a highlighting of the resource box location point on the scene map (the location point where the virtual resource box with virtual resources is refreshed and displayed). The display format of resource refresh information is not limited here.

[0156] like Figure 5As shown, it is a schematic diagram of an interface for displaying resource refresh information, which includes a main control virtual object 510. If the virtual resource box included in the virtual scene is a "safe" and the virtual resource is a "blood diamond box", when the virtual resource is randomly refreshed in the virtual resource box, resource refresh information 520 such as "a blood diamond box has been refreshed in the safe" can be displayed to prompt the player to control the main control virtual object to open the virtual resource box to obtain the virtual resources.

[0157] In addition, resource refresh information can also be used to characterize the acquisition function of virtual resources, such as acquiring virtual resources to exchange for virtual props; or acquiring virtual resources to share with virtual objects of teammates in the same virtual camp, etc., which is not limited here.

[0158] like Figure 5 As shown, the resource refresh information 520 also includes "Take the blood diamond box and evacuate, the whole team can share the blood diamonds", thereby prompting the player that if the blood diamond box in the safe is obtained, the obtained blood diamond box can be shared with other virtual objects.

[0159] In some embodiments, a drop trajectory of a virtual resource dropped in a virtual scene is displayed, and the drop trajectory includes at least one of a drop direction and a drop coordinate.

[0160] Schematically, taking the virtual resources that fall from the virtual sky in the virtual scene as an example, in the process of refreshing the virtual resources to the virtual resource box, the dropping trajectory of the virtual resources falling into the virtual resource box in the virtual scene is displayed, and the dropping trajectory roughly indicates the refresh position of the virtual resources, such as the dropping trajectory includes at least one of the dropping direction and the dropping coordinates, the dropping direction indicates the direction of the virtual resource box where the virtual resources are refreshed in the virtual scene relative to the main virtual object, such as the southwest direction, etc.; the dropping coordinates show the position of the virtual resource box where the virtual resources are refreshed in the virtual scene in more detail, such as the dropping coordinates are the resource box position coordinates of the virtual resource box where the virtual resource is located after it falls, etc., which are not limited here.

[0161] In some embodiments, a movement trajectory of the virtual resource moving to the scene map is displayed, and the movement trajectory is used to indicate the resource box location of the first virtual resource box where the virtual resource is located.

[0162] The movement track is used to indicate that the resource identifier corresponding to the virtual resource is about to be displayed in the scene map corresponding to the virtual scene. When the movement track reaches the scene map, the resource box position of the first virtual resource box after the virtual resource is refreshed will be displayed on the scene map.

[0163] The first virtual resource box is represented by a first resource box identifier in the scene map, and the second virtual resource box other than the first virtual resource box is represented by a second resource box identifier in the scene map.

[0164] Schematically, the scene map corresponding to the virtual scene includes a resource box mark corresponding to each virtual resource box. The virtual resource box that refreshes virtual resources can be called a first virtual resource box, and the virtual resource box that does not refresh virtual resources can be called a second virtual resource box.

[0165] Optionally, the first resource box mark of the first virtual resource box and the second resource box mark of the second virtual resource box can be the same. In this case, the process of the player controlling the main virtual object to open the virtual resource box to obtain virtual resources is relatively random, that is, the main virtual object may obtain the virtual resources in the virtual resource box after opening it, or may not be able to obtain virtual resources after opening the virtual resource box.

[0166] Optionally, the first resource box mark of the first virtual resource box and the second virtual resource box mark of the second resource box can be different, such as: the second resource box mark of the second virtual resource box is a normal mark, and the first virtual resource box mark of the first virtual resource box is a highlight mark. At this time, displaying the first virtual resource box in the form of a highlight mark can achieve the purpose of highlighting the resource box position of the first virtual resource box.

[0167] Indicative, such as Figure 6 As shown, it is a schematic diagram of an interface showing the movement trajectory of virtual resources flying to the scene map, wherein the movement trajectory 610 describes the trajectory of the virtual resource 620 flying from the left to the scene map 630 on the right. If the animation effect of flying to the scene map 630 (or mini-map) displayed on the terminal interface disappears, the player is guided to click on the scene map 630 to view the resource box location of the safe (virtual resource box) with the blood diamond box (virtual resource).

[0168] Indicatively, if Figure 6 When the scene map 630 is clicked, a first virtual resource box including the virtual resource 620 is displayed with a highlighted mark, and a second virtual resource box not including the virtual resource 620 is displayed with a normal mark, etc., which are not limited here.

[0169] In an optional embodiment, based on the resource prompt information, an object control operation for controlling the master virtual object to move to the virtual resource is received.

[0170] Illustratively, on the basis of displaying resource prompt information, object control operations are received to control the master virtual object to search for virtual resources. Object control operations include: object movement operations to control the movement of the master virtual object, attack operations to control the master virtual object to attack virtual monsters that hinder the acquisition of virtual resources, etc., which are not limited here.

[0171] Step 420: Receive a trigger acquisition operation for the virtual resource box as a resource acquisition operation.

[0172] For example, taking the random refreshing of virtual resources in the virtual resource box as an example, the virtual resources can only be obtained after the virtual resource box is opened. The operation of opening the virtual resource box is called a trigger acquisition operation, which is used to trigger the virtual resource box to obtain virtual resources.

[0173] Optionally, the triggering acquisition operation includes at least one of a plurality of operation forms such as a click operation, a long press operation, a slide operation, and a drag operation on the virtual resource box.

[0174] Step 430 : When the master virtual object is within a second preset distance range of the virtual resource box and the second stay time of the master virtual object within the second preset distance range reaches a second preset time, the virtual resource box is displayed and opened.

[0175] Optionally, similar to the first preset distance range described above, the second preset distance range is a preset distance range pre-set based on the resource box location of the virtual resource box. For example, the second preset distance range is a circular range with a radius of 2 meters centered on the resource box location of the virtual resource box. The first preset distance range focuses on the distance range set based on the virtual resource itself, while the second preset distance range focuses on the distance range set based on the virtual resource box where the virtual resource is located.

[0176] Optionally, similar to the first dwell time, the second dwell time is used to count the time the master virtual object remains within a second preset distance range. The second preset time is a preset time range, such as 30 seconds or 10 seconds. The first dwell time is a time range set when analyzing the virtual resource itself, while the second dwell time focuses on a time range set when analyzing the virtual resource box in which the virtual resource resides.

[0177] After executing the trigger acquisition operation for the virtual resource box, the length of time the master virtual object stays within the second preset distance range of the virtual resource box is counted as the second stay time. If the second stay time reaches the second preset time, the virtual resource box is displayed as open. If the second stay time does not reach the second preset time, the virtual resource box is displayed as not open.

[0178] That is, the triggering of the acquisition operation and the second stay time reaching the second preset time are used as conditions for opening the virtual resource box. When the virtual resource box receives the triggering of the acquisition operation and the second stay time reaches the second preset time, the virtual resource box can be opened.

[0179] In some embodiments, when the master virtual object moves into a resource box trigger range corresponding to the virtual resource box, a resource box opening control is displayed; and a control trigger operation for the resource box opening control is received as a trigger acquisition operation.

[0180] Illustratively, the resource box trigger range is a preset area based on the virtual resource box itself, such as a preset circular area with a preset radius centered on the virtual resource box. If the master virtual object moves into the resource box trigger area corresponding to the virtual resource box, the resource box opening control will automatically display to prompt the player to open the virtual resource box. If a control trigger operation is received for the resource box opening control, it is considered that a trigger acquisition operation has been achieved.

[0181] like Figure 7 Figure 1 shows a schematic diagram of an interface displaying a resource box opening control. In the virtual scene, a master virtual object 710 is positioned. If the master virtual object 710 moves within the trigger range of a virtual resource box 720, a resource box opening control 730 is displayed. If the virtual resource box is a safe, the resource box opening control 730 displays "Open," prompting the player to control the master virtual object to open the safe.

[0182] If a control trigger operation for the resource box opening control 730 is received, it is deemed to have implemented a trigger acquisition operation for the virtual resource box. The control trigger operation is such as a click operation, a long press operation, a sliding operation, a drag operation, etc. on the resource box opening control 730, which is not limited here.

[0183] It should be noted that the above resource acquisition operation of opening a virtual resource box to acquire virtual resources is merely an illustrative example, and the present embodiment of the application does not limit this.

[0184] In an optional embodiment, when the second stay time of the master virtual object within the second preset distance range of the virtual resource box does not reach the second preset time, a countdown mark is displayed.

[0185] In an illustrative manner, when a trigger acquisition operation for a virtual resource box is received, it is also necessary to evaluate the second stay time of the master virtual object within the second preset distance range of the virtual resource box; if the second stay time does not reach the pre-set second preset time, a countdown icon is displayed, and the countdown icon is used to represent the countdown from the second stay time to the second preset time.

[0186] Optionally, the countdown mark is set based on the second preset duration. For example, the total duration of the countdown mark is the second preset duration. As the second stay duration continues, the ratio of the second stay duration to the second preset duration gradually increases, thereby showing the countdown situation.

[0187] Optionally, the countdown logo is at least one of a plurality of styles such as a circular logo, a timeline logo, a countdown numerical logo, a countdown text logo, etc., which are not limited here.

[0188] like Figure 8As shown, it is a schematic diagram of the interface showing the countdown mark, for Figure 7 The resource box opening control 730 is shown to perform a control trigger operation to display Figure 8 For example, Figure 8 A countdown mark 810 is displayed, wherein the preset second preset duration is 30 seconds; as the second stay duration continues, the countdown mark 810 changes accordingly; in addition, the countdown mark 810 can also include the above-mentioned countdown text mark "automatically open after the countdown ends" to remind the player that the virtual resource box 830 (safe) can be automatically opened if the second stay duration of the main control virtual object 820 reaches the second preset duration of 30 seconds.

[0189] Among them, a virtual object that is separated from the main control virtual object by a preset distance in the virtual scene sees the countdown mark.

[0190] Indicatively, the preset distance is a pre-set value used to measure the distance between two virtual objects; in the process of the master virtual object opening the virtual resource box based on the trigger acquisition operation, it is analyzed whether there are other virtual objects within the preset distance of the master virtual object. If so, the countdown icon viewed by the master virtual object can be displayed on the terminal interface of the other virtual objects to encourage other virtual objects (such as hostile virtual objects in different virtual camps) to compete for virtual resources, and other virtual objects (such as teammate virtual objects in the same virtual camp) can also be prompted to protect the master virtual object, etc.

[0191] In some embodiments, when the master virtual object opens the virtual resource box based on the trigger acquisition operation, an opening prompt message is displayed in the scene map.

[0192] In principle, the opening prompt information is used to prompt that there is a virtual object in the virtual game that is opening a virtual resource box. Since the opening prompt information appears in the scene map, other virtual objects including the main virtual object (such as teammate virtual objects in the same virtual camp and hostile virtual objects in different virtual camps) can see the opening status of the virtual resource box, thereby encouraging hostile virtual objects to compete for virtual resources, or prompting teammate virtual objects to protect the main virtual object, etc.

[0193] Optionally, the prompt information is displayed in a wave-like manner in the scene map, and the wave-like manner is used to indicate that the resource box logo corresponding to the virtual resource box fluctuates in the scene map; or the prompt information is displayed in a text style in the scene map. Figure 8 As shown, the scene map 840 displays a resource box identifier 841 of a virtual resource box including virtual resources. When the master virtual object opens the virtual resource box based on a trigger acquisition operation, the identifier fluctuation style of the resource box identifier 841 is displayed in the scene map 840.

[0194] Step 440 : In response to receiving a resource picking operation for controlling the master virtual object to pick up a virtual resource, displaying a resource identifier in the scene map to accompany the movement of the master virtual object.

[0195] The resource picking operation is used to take out virtual resources from the virtual resource box.

[0196] For example, taking obtaining virtual resources from a virtual resource box as an example, if a resource picking operation for a virtual resource is received after the virtual resource box is opened based on the above process, it is deemed that the master virtual object obtains the virtual resource. The resource picking operation is at least one of the operation forms such as a click operation, a long press operation, a drag operation, and a sliding operation on the virtual resource, which is not limited here.

[0197] like Figure 9 , which is a schematic diagram of an interface for displaying and acquiring virtual resources. After the master virtual object 910 opens a virtual resource box 920 (safe), a virtual resource 930 (such as a blood diamond box) is displayed. If the player controls the master virtual object 910 to pick up a virtual resource 930, it is considered that a resource acquisition operation has been received.

[0198] In an optional embodiment, in response to receiving a trigger acquisition operation for the virtual resource box, the virtual resource box is displayed and opened; and a resource picking operation for the virtual resource in the virtual resource box is received as the resource acquisition operation.

[0199] Illustratively, the trigger acquisition operation for the virtual resource box can also be used as a condition for opening the virtual resource box, thereby opening the virtual resource box based on the trigger acquisition operation, and then performing a resource picking operation on the virtual resources in the virtual resource box, thereby achieving the purpose of the resource acquisition operation.

[0200] Step 450: In response to the resource acquisition operation, the resource identifier is displayed in the scene map and moves along with the master virtual object.

[0201] Schematically, based on the resource acquisition operation, the master virtual object acquires the virtual resource, and the virtual resource is presented as a resource identifier in the scene map corresponding to the virtual scene; since the virtual resource is picked up by the master virtual object, a binding relationship can be established between the master virtual object and the virtual resource. When the master virtual object moves in the virtual scene, the resource identifier moves with the master virtual object in the scene map.

[0202] Optionally, the resource identifier is at least one of a thumbnail icon of the virtual resource, a resource type of the virtual resource, a symbol preset for the virtual resource, and the like.

[0203] In some embodiments, the master virtual object is represented as an object identifier in the scene map, and the resource identifier moves with the master virtual object, which can be presented in the scene map as the resource identifier moving with the object identifier, such as the resource identifier and the object identifier are kept within a preset identification threshold; or, after the master virtual object carries the virtual resource, the master virtual object is represented on the scene map through the resource identifier, so the scene map shows the situation where the resource identifier moves with the master virtual object.

[0204] Step 460: If the resource ownership condition is met, the resource ownership information after the virtual resource is allocated is displayed.

[0205] The resource ownership condition is a pre-set condition for the first virtual camp where the master virtual object is located to obtain the virtual resource. Optionally, the resource ownership condition includes at least one of the following: (1) at least one of the master virtual object and the teammate virtual object leaves the current virtual game with the virtual resource; (2) at least one of the master virtual object and the teammate virtual object leaves the first scene area in the virtual scene with the virtual resource; (3) at least one of the master virtual object and the teammate virtual object completes the first game task with the virtual resource; (4) the holding time of the virtual resource held by at least one of the master virtual object and the teammate virtual object reaches a preset time; (5) the object attribute value (such as object experience value, object gold coin value, etc.) of at least one of the master virtual object and the teammate virtual object reaches a preset value, etc., which are not limited here.

[0206] The resource ownership information is used to represent the resource rewards obtained by the master virtual object after allocating virtual resources between the master virtual object and the teammate virtual objects.

[0207] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0208] To sum up, virtual resources, as resources for virtual objects to snatch in virtual scenes, can prompt players to control the main virtual object to snatch virtual resources as soon as possible, thereby improving resource acquisition efficiency; after the main virtual object obtains the virtual resources, the resource identifier is displayed on the scene map of the virtual scene and moves with the main virtual object, so that other players viewing the scene map can efficiently determine the real-time location of the virtual resources, and encourage other players to control the corresponding virtual objects to engage in virtual battles with the main virtual object; since the teammate virtual objects of the main virtual object can participate in the process of allocating virtual resources, it also helps the teammate virtual objects to assist the main virtual object in fighting against the hostile virtual objects, thereby improving team cohesion during the virtual game, enhancing the fun and richness of the virtual game, and balancing the combat power level of the virtual game, thereby improving the efficiency of human-computer interaction.

[0209] In an embodiment of the present application, it is introduced that the content of virtual resources is randomly refreshed through a virtual resource box. The virtual resource box serves as the display content set in the virtual scene. Refreshing the virtual resources into the virtual resource box helps players locate virtual resources more efficiently when they understand the virtual scene; the interactive fun of the virtual game is improved through the slightly challenging resource box opening process, the interaction frequency between multiple virtual objects is increased, and the efficiency of human-computer interaction is improved.

[0210] In an optional embodiment, the master virtual object is represented by an object identifier in the scene map when it does not hold virtual resources. When the master virtual object holds virtual resources, the object identifier is switched to the resource identifier of the virtual resource, thereby achieving the purpose of moving the resource identifier along with the master virtual object. Figure 10 As shown above Figure 3 The step 330 shown includes the following step 1010 before the above step 330. Figure 3 The step 330 shown can also be implemented as the following step 1020, Figure 3 The illustrated step 330 may be followed by the following step 1031 , step 1032 , or step 1033 .

[0211] Step 1010: Display the object identifier corresponding to the master virtual object in the scene map.

[0212] Schematically, the object identifier is used to uniquely represent the master virtual object. When the master virtual object does not yet hold virtual resources, the object identifier of the master virtual object is displayed in the scene map to represent the first object position of the master virtual object in the virtual scene. The first object position is the position information of the master virtual object, such as the first object position is the object coordinates of the master virtual object.

[0213] The object identifier moves along with the master virtual object.

[0214] Schematically, the master virtual object is uniquely represented based on the object identifier. Therefore, when the master virtual object moves in the virtual scene, the object identifier accompanies the movement of the master virtual object, and will also generate corresponding accompanying movement in the scene map corresponding to the virtual scene to reflect the position change of the first object.

[0215] Step 1020 , in response to the resource acquisition operation, when the master virtual object is within a preset distance range of the virtual resource and meets the resource acquisition conditions corresponding to the virtual resource, the object identifier displayed in the scene map is switched to the resource identifier.

[0216] Indicatively, the resource acquisition operation is an operation used to acquire virtual resources. If a resource acquisition operation is received, in order to better and less clutter the interface display of the situation where the resource identifier accompanies the movement of the master virtual object, the object identifier originally used to represent the master virtual object is switched and displayed as a resource identifier. Therefore, under the premise that the object identifier accompanies the movement of the master virtual object, the situation where the switched resource identifier accompanies the movement of the master virtual object can be displayed.

[0217] like Figure 11 As shown, based on the resource acquisition operation, if the master virtual object 1110 obtains the virtual resource 1130 (blood diamond box) from the virtual resource box 1120; the object identifier (such as shown by a serial number, etc.) of the master virtual object 1110 displayed in the scene map 1140 corresponding to the virtual scene is switched to the resource identifier 1141, so that the resource identifier 1141 is displayed in the scene map along with the movement of the master virtual object 1110.

[0218] In an optional embodiment, in response to a resource acquisition operation, when the master virtual object is within a preset distance range of the virtual resource and meets the resource acquisition condition corresponding to the virtual resource, the location exposure information is displayed.

[0219] Among them, the position exposure information is used to prompt that the first object position of the main control virtual object is exposed to other virtual objects, and the other virtual objects include at least one of the teammate virtual object and the hostile virtual object of the main control virtual object; the teammate virtual object and the main control virtual object are in the same virtual camp, and the hostile virtual object and the main control virtual object are in different virtual camps.

[0220] Schematically, virtual resources are virtual elements that are competed for by multiple virtual objects participating in a virtual game. If the virtual resources are relatively rare virtual elements, obtaining the virtual resources will expose the object position of the virtual object holding the virtual resources, so as to prompt other virtual objects to determine the object position of the virtual object holding the virtual resources through the resource identifier of the virtual resources.

[0221] Illustratively, if it is determined during a resource acquisition operation that the master virtual object is within a preset distance range of the virtual resource and meets the resource acquisition conditions corresponding to the virtual resource, the virtual object holding the virtual resource is the master virtual object, and position exposure information will be displayed on the terminal of the master virtual object. The position exposure information is used to prompt the player that the first object position of the master virtual object is exposed to other virtual objects, that is, to prompt the player that other players can currently obtain its position information through the scene map, and its game status is not safe.

[0222] like Figure 12As shown, if the master virtual object 1210 already holds a virtual resource (such as a blood diamond box) based on a resource acquisition operation, position exposure information 1220 is displayed on the terminal controlling the master virtual object. The position exposure information 1220 is used to prompt that the first object position of the master virtual object has been exposed to other virtual objects.

[0223] Step 1031: When the virtual resource held by the master virtual object is snatched away by the hostile virtual object, a resource identifier is displayed in the scene map to move with the hostile virtual object.

[0224] In schematic form, if the virtual resources held by the controlling virtual object are snatched away by the hostile virtual object, it means that the hostile virtual object obtains the right to hold the virtual resources. Therefore, the binding relationship between the virtual resources and the controlling virtual object is released, and a binding relationship is established between the virtual resources and the hostile virtual object, so that the resource identifier can be displayed in the scene map along with the movement of the hostile virtual object.

[0225] Step 1032: When the master virtual object abandons the virtual resource, the virtual resource is displayed at the abandonment location.

[0226] Indicatively, the abandonment location point is the location point where the master virtual object abandons the virtual resource. For example, if the player controls the master virtual object to place the virtual resource on the virtual ground, the location point where the virtual resource is placed is regarded as the abandonment location point.

[0227] like Figure 13 As shown, if the master virtual object 1310 abandons the virtual resource 1320 , the virtual resource 1320 is displayed at the abandonment position 1330 , and other virtual objects can also see the abandoned virtual resource 1320 at the abandonment position 1330 .

[0228] In an optional embodiment, when a teammate virtual object of the controlling virtual object holds a virtual resource, the first resource prompt information is displayed.

[0229] For example, in a virtual game between virtual camps, the controlling virtual object is in a first virtual camp, the teammate virtual object is a virtual object in the same first virtual camp as the controlling virtual object, and the hostile virtual object is a hostile virtual object in a different virtual camp from the controlling virtual object, such as a hostile virtual object in a second virtual camp (which may be one or more). If the virtual object holding the virtual resource is a teammate virtual object of the controlling virtual object, the first resource prompt information is displayed, and the first resource prompt information is used to prompt the controlling virtual object to protect the teammate virtual object.

[0230] Illustratively, the first resource prompt information is in at least one of a text form, a special effect form, etc. For example, the first resource prompt information is "Teammate obtains virtual resources. If you successfully evacuate, you can get rewards. Go and help cover." This is not limited here.

[0231] Step 1033: When the master virtual object is eliminated by the hostile virtual object, a virtual resource is displayed at the elimination position corresponding to the master virtual object.

[0232] Indicatively, the elimination position is the position at which the controlling virtual object is eliminated, such as when the controlling virtual object is killed by a hostile virtual object; or when the controlling virtual object is killed by a virtual monster in a virtual scene, etc., the position at the last moment when the controlling virtual object loses its virtual health value is regarded as the elimination position.

[0233] In an optional embodiment, when the hostile virtual object of the controlling virtual object holds virtual resources, the second resource prompt information is displayed.

[0234] For example, in a virtual game between virtual camps, the controlling virtual object is in a first virtual camp, and the hostile virtual object is a hostile virtual object that belongs to a different virtual camp than the controlling virtual object, such as the hostile virtual object is in a second virtual camp (which may be one or more). If the virtual object holding the virtual resource is a hostile virtual object of the controlling virtual object, second resource prompt information is displayed. The second resource prompt information is used to prompt the controlling virtual object to determine the resource location of the virtual resource based on the scene map, and the resource location is bound to the second object location of the hostile virtual object.

[0235] Illustratively, the second resource prompt information is in at least one of a variety of forms, such as text and special effects. For example, the second resource prompt information may read, "The opponent has obtained a virtual resource. You can only receive a reward if you successfully snatch it. Click on the minimap to view the location of the blood diamond." Because the hostile virtual object holds the virtual resource, the resource location of the virtual resource is bound to the second object location of the hostile virtual object. This allows the controlling virtual object to view the resource location through the scene map, thereby engaging in a virtual battle with the hostile virtual object holding the virtual resource.

[0236] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0237] To sum up, virtual resources, as resources for virtual objects to snatch in virtual scenes, can prompt players to control the main virtual object to snatch virtual resources as soon as possible, thereby improving resource acquisition efficiency; after the main virtual object obtains the virtual resources, the resource identifier is displayed on the scene map of the virtual scene and moves with the main virtual object, so that other players viewing the scene map can efficiently determine the real-time location of the virtual resources, and encourage other players to control the corresponding virtual objects to engage in virtual battles with the main virtual object; since the teammate virtual objects of the main virtual object can participate in the process of allocating virtual resources, it also helps the teammate virtual objects to assist the main virtual object in fighting against the hostile virtual objects, thereby improving team cohesion during the virtual game, enhancing the fun and richness of the virtual game, and balancing the combat power level of the virtual game, thereby improving the efficiency of human-computer interaction.

[0238] In this embodiment of the present application, we introduce switching object identifiers to resource identifiers to achieve the purpose of accompanying movement. This avoids the problem of redundant interface display caused by the simultaneous display of object identifiers and resource identifiers. By replacing object identifiers with resource identifiers, a more intuitive understanding of virtual resource holdings is provided. This not only facilitates teammate virtual objects to protect the controlling virtual object, but also facilitates enemy virtual objects to pursue the controlling virtual object, thereby improving the efficiency and fun of virtual games.

[0239] In an optional embodiment, the state in which the master virtual object holds virtual resources is called the first resource holding state, and a resource ownership condition is pre-set so that the master virtual object can obtain the virtual resource reward; if the first resource holding state meets the resource ownership condition, the corresponding resource ownership information is displayed. Figure 14 As shown above Figure 3 The illustrated step 330 may be followed by the following steps.

[0240] Step 1411 : When the first resource holding state of the virtual resource held by the master virtual object meets the resource ownership condition, the first resource ownership information is displayed.

[0241] Illustratively, the first resource holding state is the resource holding state of the master virtual object holding the virtual resource. The resource holding state includes at least one of a variety of information such as resource holding duration, resource holding completion status, etc. The resource holding duration is the total duration of holding the virtual resource, and the resource holding completion status is the state of holding the virtual resource to complete the virtual game, etc.

[0242] Optionally, if the first resource holding state reaches a preset resource ownership condition, first resource ownership information is displayed, and the first resource ownership information is used to prompt that the resource use right of the virtual resource is transferred to the master virtual object.

[0243] Illustratively, compared to the resource holding right of the virtual resource held by the aforementioned master virtual object, the resource use right represents the ownership of the virtual resource by the master virtual object, that is, the master virtual object can freely use the virtual resource.

[0244] In an optional embodiment, the resource ownership condition includes at least one of the following.

[0245] Optionally, the master virtual object carries virtual resources and leaves the current virtual game, and the virtual game corresponds to a virtual scene.

[0246] For example, if the resource ownership condition instructs the master virtual object to carry the virtual resources to leave the virtual game corresponding to the current virtual scene, then if the master virtual object holds the virtual resources and carries the virtual resources to leave the current virtual game in the normal process of the game (such as successful withdrawal), it is deemed that the first resource holding status meets the resource ownership condition, and the first resource ownership information is displayed.

[0247] Optionally, the master virtual object carries the virtual resources and leaves the first scene area in the virtual scene.

[0248] Schematically, the first scene area is a partial scene area pre-set from the virtual scene. If the master virtual object carries the virtual resources out of the first scene area, it is deemed that the first resource holding state meets the resource ownership condition, thereby displaying the first resource ownership information.

[0249] Optionally, the master virtual object carries virtual resources to complete the first game task.

[0250] Indicatively, the first game task is a pre-set game task. If the master virtual object can continuously carry virtual resources and complete the given first game task, it is deemed that the first resource holding status meets the resource ownership conditions, thereby displaying the first resource ownership information.

[0251] Step 1412 : When the first resource holding state of the virtual resource held by the master virtual object meets the resource ownership condition, the second resource ownership information is displayed.

[0252] The second resource ownership information indicates that the virtual resource usage rights are transferred to the controlling virtual object and the teammate virtual object. In other words, unlike the first resource ownership information, which indicates that the virtual resource is exclusively owned by the controlling virtual object that successfully carries the virtual resource and meets the resource ownership conditions, the second resource ownership information indicates that the virtual resource is distributed between the controlling virtual object and the teammate virtual object.

[0253] For example, taking a virtual game between at least two virtual camps as an example, the controlling virtual object belongs to the first virtual camp among the at least two virtual camps; if the first resource holding status of the virtual resources held by the controlling virtual object meets the pre-set resource ownership conditions, in order to strengthen the team collaboration of the virtual camps, not only will the resource usage rights of the virtual resources be allocated to the controlling virtual object that carries the virtual resources and meets the resource ownership conditions, but the resource usage rights of the virtual resources will also be allocated to the teammate virtual objects that belong to the same first virtual camp as the controlling virtual object, so as to achieve the team reward purpose of the virtual camp and enhance participation and cohesion in the virtual game process.

[0254] In an optional embodiment, information on resource rewards corresponding to equally divided virtual resources is displayed as the second resource ownership information.

[0255] Indicatively, a resource reward is a reward given to a virtual object when the virtual resource has resource ownership. For example, if the virtual resource is a blood diamond box, the resource reward is the blood diamonds in the blood diamond box. If the controlling virtual object leaves the virtual scene with the virtual resource, the blood diamonds in the blood diamond box can be equally divided among the first virtual camp where the controlling virtual object is located. For example, if there are 4 virtual objects in the first virtual camp (3 teammate virtual objects and the controlling virtual object itself), and the number of blood diamonds in the blood diamond box is 20, the resource reward corresponding to the virtual resource will be equally divided, thereby displaying the second resource ownership information as "5 blood diamonds obtained equally."

[0256] Optionally, the equally divided rewards are stored in an item warehouse corresponding to the master virtual object, so that the master virtual object can use the rewards to purchase items.

[0257] In an optional embodiment, when the first resource holding state of the virtual resource held by the master virtual object meets the resource ownership condition, the second resource ownership information is displayed based on the object association relationship between the master virtual object and at least one teammate virtual object.

[0258] Schematically, the object association relationship is used to represent the relationship between the main control virtual object and the teammate virtual object. For example, the object association relationship includes at least one of the multiple relationships such as object close friend relationship, object friend relationship, object game relationship, etc. For example, different levels of object association relationships will cause the teammate virtual object to obtain different amounts of rewards.

[0259] Optionally, the level of an object close friendship relationship is higher than that of an object friend relationship, which is higher than that of an object match relationship. If the controlling virtual object has an object close friendship relationship with teammate virtual object 1 (e.g., a pre-established special friend relationship), an object friend relationship with teammate virtual object 2, and an object match relationship with teammate virtual object 3 (e.g., they only participate in the same virtual match but have not added friends), then, when the controlling virtual object is allocated a first amount of reward, teammate virtual object 1 is allocated a second amount of reward, teammate virtual object 2 is allocated a third amount of reward, and teammate virtual object 3 is allocated a fourth amount of reward. The second amount is greater than the third amount, the third amount is greater than the fourth amount, and the first amount can be greater than or equal to the second amount, etc., without limitation herein.

[0260] In an optional embodiment, when the first resource holding state of the virtual resource held by the master virtual object meets the resource ownership condition, a reward configuration operation is received; and second resource ownership information is displayed in response to the reward configuration operation.

[0261] Schematically, the reward configuration operation is used to configure the distribution of resource rewards corresponding to virtual resources. For example, since the master virtual object holds virtual resources to meet the resource ownership conditions, the master virtual object has the right to distribute the resource rewards corresponding to the virtual resources, and the reward configuration process can be realized through the resource configuration operation. Resource configuration operations such as numerical filling operations, proportional filling operations, etc. are not limited here.

[0262] Optionally, if a reward configuration operation is received to display the second resource ownership information, the second resource ownership information conforms to the reward information configured by the reward configuration operation.

[0263] Illustratively, the reward configuration operation instructs the master virtual object to obtain 8 rewards (such as blood diamonds in the blood diamond box), and teammate virtual object 1, teammate virtual object 2 and teammate virtual object 3 share the remaining rewards equally, such as each obtaining 4 blood diamonds; or, the reward configuration operation instructs the master virtual object, teammate virtual object 1, teammate virtual object 2 and teammate virtual object 3 to share all resource rewards equally, such as each obtaining 5 blood diamonds, etc., which is not limited here.

[0264] In an optional embodiment, when the first resource holding status of the virtual resource held by the master virtual object meets the resource ownership condition, the second resource ownership information is displayed based on the game scores of at least two virtual objects in the first virtual camp where the master virtual object is located in the virtual game.

[0265] Illustratively, a virtual game includes at least two virtual camps. The virtual camp in which the controlling virtual object resides is the first virtual camp. The first virtual camp includes at least two virtual objects: the controlling virtual object and at least one teammate virtual object. The game score is a metric that quantifies the virtual object's contribution to the virtual game and is used to evaluate at least one of the virtual object's performance, influence, and engagement.

[0266] Optionally, the game score is calculated and determined based on the game rules corresponding to the virtual game. Illustratively, the game parameters that affect the game score include at least one of a variety of parameters, such as the game points earned by the virtual object and the number of enemy virtual objects defeated; the game parameters affect the calculation result of the game score.

[0267] Indicatively, the game score is positively correlated with the amount of resource rewards. For example, the game score is evaluated based on the number of hostile virtual objects defeated. The more hostile virtual objects a virtual object defeats, the higher the game score, and the more resource rewards corresponding to the virtual resources the virtual object receives. The fewer hostile virtual objects a virtual object defeats, the lower the game score, and the fewer resource rewards corresponding to the virtual resources the virtual object receives.

[0268] Alternatively, the game score is evaluated using game points. Game points are the experience points gained by virtual objects in the virtual game. For example, experience points can be gained by killing virtual monsters, eliminating enemy virtual objects, picking up virtual props, etc. The more game points there are, the higher the game score is, and the more resource rewards corresponding to the virtual resources obtained by the virtual object are; the fewer game points there are, the lower the game score is, and the fewer resource rewards corresponding to the virtual resources obtained by the virtual object are.

[0269] In an optional embodiment, when the first resource holding status of the virtual resource held by the master virtual object meets the resource ownership condition, the resource reward of the virtual resource is displayed based on the camp score corresponding to the first virtual camp where the master virtual object is located in the virtual game, and the second resource ownership information is displayed.

[0270] Schematically, the camp score is an indicator that quantifies the game performance of a virtual camp in a virtual game. It is used to evaluate the overall game performance of the virtual camp and is usually related to the game performance of multiple virtual objects in the virtual camp.

[0271] Optionally, the faction score is calculated and determined based on the game rules corresponding to the virtual game. Illustratively, the faction game parameters that affect the faction score include at least one of a variety of parameters, such as the game points earned by each virtual object in the virtual faction, the number of hostile virtual objects defeated, and the like; the faction game parameters affect the calculation result of the faction score.

[0272] In principle, there is a positive correlation between the faction score and the amount of resource rewards. For example, the higher the faction score, the more resource rewards are obtained by converting virtual resources. For example, if the faction score is 50, the resource rewards obtained by converting virtual resources are 500; if the faction score is 36, the resource rewards obtained by converting virtual resources are 360, and so on.

[0273] Furthermore, based on the differences in the amount of resource rewards, the second resource ownership information displayed by allocating resource rewards may also differ to some extent. For example, if resource rewards are equally divided within the first virtual camp where the master virtual object resides, the higher the camp score, the more resource rewards converted from virtual resources, and the more rewards each virtual object in the first virtual camp receives; the lower the camp score, the fewer resource rewards converted from virtual resources, and the fewer rewards each virtual object in the first virtual camp receives. This can incentivize virtual objects in the same virtual camp to collaborate to gain more camp points.

[0274] Step 1413 : When the second resource holding state of the virtual resource held by the teammate virtual object of the controlling virtual object meets the resource ownership condition, a first prompt message is displayed.

[0275] Indicatively, the second resource holding state is the state in which the teammate virtual object holds the virtual resource; if the second resource holding state of the virtual resource held by the teammate virtual object in the same virtual camp as the main virtual object meets the preset resource ownership condition, the first prompt information is displayed, and the first prompt information is used to prompt the main virtual object to obtain the virtual resource (or the resource reward corresponding to the virtual resource) due to the teammate virtual object.

[0276] like Figure 15 The figure shows a schematic diagram of the interface displaying the first prompt message. The first prompt message 1510 displayed reads "Teammate successfully evacuated with blood diamond box," indicating that a teammate virtual object in the same virtual camp is carrying a blood diamond box and has met the resource ownership conditions. Therefore, the controlling virtual object is entitled to the resource reward of allocating virtual resources based on the teammate virtual object. Furthermore, the first prompt message 1510 also includes "Blood diamonds will be sent to your warehouse," indicating that the controlling virtual object can view the distribution status of virtual blood diamonds through its own virtual warehouse.

[0277] Step 1414 : When the third resource holding state of the virtual resource held by the hostile virtual object of the controlling virtual object meets the resource ownership condition, display the second prompt information.

[0278] Illustratively, the third resource holding state is a state in which a hostile virtual object holds virtual resources; if the third resource holding state of a hostile virtual object in a different virtual camp from the controlling virtual object holds virtual resources and reaches a preset resource ownership condition, a second prompt message is displayed, and the second prompt message is used to prompt the controlling virtual object that it cannot obtain virtual resources (or resource rewards corresponding to virtual resources) due to the hostile virtual object.

[0279] like Figure 16 The following is a schematic diagram of the interface displaying the second prompt message. The second prompt message 1610 displayed reads "The Blood Diamond Box has been evacuated by another team." This indicates to the player that a hostile virtual object in a different virtual camp has already taken the Blood Diamond Box and has met the resource ownership conditions. Therefore, the controlling virtual object and its teammate virtual objects in the first virtual camp cannot obtain the right to allocate virtual resources as a reward.

[0280] Step 1420, display the reward amount.

[0281] In some embodiments, in response to receiving a warehouse viewing operation for the virtual warehouse, a reward amount is displayed, where the reward amount is used to represent the amount of rewards obtained based on virtual resources in the virtual game.

[0282] like Figure 17 As shown, it is a schematic diagram of the warehouse interface of the virtual warehouse, which includes multiple virtual elements belonging to the master virtual object, such as the reward 1710 obtained based on the virtual resource is highlighted ( Figure 17 The number of virtual elements is displayed in the lower right corner, such as the reward 1710 obtained from the most recent virtual game includes 5 blood diamonds. In addition, virtual elements obtained from other channels are displayed in ordinary form, which is not limited here.

[0283] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0284] To sum up, virtual resources, as resources for virtual objects to snatch in virtual scenes, can prompt players to control the main virtual object to snatch virtual resources as soon as possible, thereby improving resource acquisition efficiency; after the main virtual object obtains the virtual resources, the resource identifier is displayed on the scene map of the virtual scene and moves with the main virtual object, so that other players viewing the scene map can efficiently determine the real-time location of the virtual resources, and encourage other players to control the corresponding virtual objects to engage in virtual battles with the main virtual object; since the teammate virtual objects of the main virtual object can participate in the process of allocating virtual resources, it also helps the teammate virtual objects to assist the main virtual object in fighting against the hostile virtual objects, thereby improving team cohesion during the virtual game, enhancing the fun and richness of the virtual game, and balancing the combat power level of the virtual game, thereby improving the efficiency of human-computer interaction.

[0285] In the embodiments of this application, several resource ownership conditions are introduced to determine the ownership of virtual resources. These diverse resource ownership conditions enhance the interactivity and social nature of virtual games, improve teamwork within virtual factions, enhance players' sense of participation and achievement, and create a more dynamic and sustainable virtual economy and social environment.

[0286] In an optional embodiment, in the process of displaying the resource ownership information after the virtual resources are allocated, the resource value of the allocated virtual resources can be pre-set or randomly generated, or can be flexibly determined according to the game status of the virtual game. Figure 18 As shown, the above step 340 can also be implemented as at least one of the following steps 1811 to 1814.

[0287] Step 1811 , when the resource ownership condition is met, based on the first object game attribute of the master virtual object in the virtual scene, the resource ownership information after the virtual resource is allocated is displayed.

[0288] Among them, the resource ownership condition is a pre-set condition for the first virtual camp where the master virtual object is located to obtain virtual resources; the resource ownership condition is introduced with reference to the above content. If the resource ownership condition is met, virtual resources can be allocated within the first virtual camp to display resource ownership information, which will not be elaborated here.

[0289] The first object game attribute is used to characterize the game contribution of the master virtual object in the virtual game, and there is a correlation between the game contribution and the resource ownership information.

[0290] Illustratively, the virtual scene is a scene of a virtual game, and the multiple virtual objects participating in the virtual game in the virtual scene include a master virtual object. If the master virtual object obtains the right to resource allocation based on its first resource holding status of the virtual resources, in the process of resource allocation, the master virtual object can be allocated corresponding resource rewards based on its performance in the virtual game, and resource ownership information representing the allocated resource rewards can be displayed.

[0291] Optionally, the first object game attribute includes at least one of the following.

[0292] (1) Virtual damage caused by the controlling virtual object to the hostile virtual object, where the hostile virtual object and the controlling virtual object are in different virtual camps.

[0293] Illustratively, the virtual game includes at least two virtual camps, the first virtual camp where the controlling virtual object is located is different from the second virtual camp where the hostile virtual object is located; the hostile virtual object can be at least one virtual object in a different virtual camp from the controlling virtual object.

[0294] Optionally, the virtual damage caused by the master virtual object to a specific hostile virtual object is counted as the first object game attribute; or, the virtual damage caused by the master virtual object to all hostile virtual objects is counted to determine the first object game attribute, etc.

[0295] (2) The number of objects eliminated by the controlling virtual object to eliminate the hostile virtual object.

[0296] Optionally, the number of object eliminations of hostile virtual objects of a specific type (such as wizard type, virtual monster type) eliminated by the controlling virtual object is counted as the first object game attribute; or the number of object eliminations of hostile virtual objects eliminated by the controlling virtual object in the virtual scene is counted as the first object game attribute, etc.

[0297] (3) The master virtual object controls the resource change status of virtual resources in the virtual game.

[0298] Illustratively, the resource change state is used to represent a state change of a virtual resource relative to a master virtual object, where the state change includes at least one of multiple changes such as a position change and an appearance change.

[0299] Optionally, the number of resource changes performed by the master virtual object on the virtual resources in the virtual game is accumulated to determine the resource change status.

[0300] Optionally, taking the case where the resource change state is manifested as a position change as an example, such as: counting the number of resource changes in which the main controlling virtual object in the virtual game switches the virtual resource between both hands (such as switching from the left hand to the right hand, from the right hand to the left hand, etc.); or counting the number of resource changes in which the main controlling virtual object in the virtual game switches the virtual resource between the virtual ground and the virtual hand (such as switching from holding in the hand to placing on the virtual ground, from placing on the virtual ground to holding in the hand, etc.).

[0301] (4) Game experience points accumulated by the master virtual object in the virtual game.

[0302] For illustration, the game experience value is a quantitative value accumulated during a virtual game that represents the performance of the controlling virtual object. Generally speaking, the higher the game experience value, the better the performance of the controlling virtual object.

[0303] Optionally, the game experience value is a value calculated based on a pre-set experience value accumulation rule, and the game experience value is used as the first object game attribute of the master virtual object.

[0304] Similarly, referring to the first object game attribute of the above-mentioned master virtual object, the teammate virtual object and the enemy virtual object also have corresponding object game attributes, such as the game object attribute of the teammate virtual object is called the second object game attribute, and the game object attribute of the enemy virtual object is called the third object game attribute.

[0305] (5) The duration for which the master virtual object holds virtual resources in the virtual game.

[0306] Optionally, the resource holding time is cumulative, the time the master virtual object holds the virtual resource. For example, even if the master virtual object loses or drops the virtual resource, the holding time will still be accumulated and calculated; or, the resource holding time is the longest time for holding the virtual resource at a single time, etc., which is not limited here.

[0307] In an optional embodiment, the game contribution is positively correlated with the allocation ratio of the master virtual object to the virtual resources.

[0308] Illustratively, the first object game attribute is used to characterize the game contribution of the master virtual object in the virtual game. The correlation between the game contribution and the resource ownership information can be realized as a positive correlation between the game contribution and the allocation ratio of the master virtual object to the virtual resources.

[0309] Optionally, the first object match attribute of the master virtual object, which holds virtual resources and thus allocates virtual resources to the first virtual camp, in the virtual game will affect the master virtual object's allocation ratio of virtual resources. The greater the master virtual object's first object match attribute, the greater the master virtual object's allocation ratio of virtual resources, indicating that the master virtual object that contributes more to the game during the virtual resource allocation process will receive more rewards; the smaller the master virtual object's first object match attribute, the smaller the master virtual object's allocation ratio of virtual resources.

[0310] In an optional embodiment, the game contribution is positively correlated with the resource value of the virtual resource.

[0311] The resource ownership information is obtained by allocating virtual resources based on the resource value of the virtual resources.

[0312] Illustratively, the first object game attribute is used to characterize the game contribution of the master virtual object in the virtual game. The correlation between the game contribution and the resource ownership information can be realized as a positive correlation between the game contribution and the resource value of the virtual resource.

[0313] Optionally, the first object game attribute of the master virtual object that holds the virtual resources so that the first virtual camp allocates the virtual resources in the virtual game may affect the resource value corresponding to the virtual resources.

[0314] Resource value is a quantitative representation of the value of a virtual resource; it determines the allocation of virtual resources. The greater the primary match attribute of the controlling virtual object, the greater the resource value of the virtual resource. This means that the better the controlling virtual object performs in the virtual match, the greater the benefits it can secure for its primary virtual faction. The smaller the primary match attribute of the controlling virtual object, the smaller the resource value of the virtual resource.

[0315] For example: the default value of virtual resources is 20 virtual gems; if the first object match attribute of the controlling virtual object is larger, the resource value of the virtual resources becomes 30, which means that the controlling virtual object strives for greater benefits for its first virtual camp.

[0316] Step 1812: If the resource ownership conditions are met, the resource ownership information after the virtual resource is allocated is displayed based on the game duration of the virtual game.

[0317] The game duration is used to represent the duration of maintaining the virtual game, and there is a correlation between the game duration and resource ownership information. In principle, as the virtual game progresses, the game duration increases.

[0318] In an optional embodiment, the game duration is positively correlated with the allocation ratio of the master virtual object to the virtual resources.

[0319] In an illustrative manner, the game duration is used to represent the length of time that the controlling virtual object participates in the virtual game. The correlation between the game duration and the resource ownership information can be realized as a positive correlation between the game duration and the allocation ratio of the virtual resources to the controlling virtual object.

[0320] Optionally, the duration of a virtual game can affect the proportion of virtual resources allocated to the controlling virtual object. Longer game durations typically indicate a higher virtual game difficulty, and thus a larger proportion of virtual resources is allocated to the controlling virtual object. This indicates that the controlling virtual object must exert greater effort to maintain virtual resources during a prolonged virtual game, thus requiring a larger reward for the controlling virtual object. Shorter game durations result in a smaller proportion of virtual resources allocated to the controlling virtual object.

[0321] In an optional embodiment, the game duration is positively correlated with the resource value of the virtual resources.

[0322] The resource ownership information is obtained by allocating virtual resources based on the resource value of the virtual resources.

[0323] Schematically, the correlation between the game duration and the resource ownership information can be realized as a positive correlation between the game duration and the resource value of the virtual resource.

[0324] Optionally, the game duration may affect the resource value corresponding to the virtual resources.

[0325] Resource value is a quantitative representation of the value of virtual resources themselves; it determines the allocation of virtual resources. Longer matches increase the value of virtual resources, while shorter matches decrease the value of virtual resources.

[0326] For example: the default value of virtual resources is 20 virtual gems; when the game duration is 10 minutes, the resource value of the virtual resources is still 20; if the game duration is more than 10 minutes but less than 15 minutes, the resource value becomes 30; if the game duration is more than 15 minutes but less than 20 minutes, the resource value becomes 50, etc., and there is no limit here.

[0327] Step 1813: If the resource ownership conditions are met, based on the resource reward value, the resource ownership information after the resource reward value is allocated is displayed.

[0328] The resource reward value is a resource value pre-set for the virtual resource, or the resource reward value is a randomly generated resource value.

[0329] Schematically, resource ownership information is displayed according to pre-configured resource reward values. Resource reward information is a relatively fixed resource reward allocated to the master virtual object. For example, a resource reward value of 5 virtual gems indicates that 5 virtual gems are allocated to the master virtual object when allocating virtual resources.

[0330] Step 1814 : If the resource ownership condition is met, the resource ownership information after allocation of the virtual resources is displayed based on the game type of the virtual game. There is a corresponding relationship between the game type and the resource ownership information.

[0331] The game type is used to characterize the game mode between virtual objects in the virtual game. For example, the game types include 3v3, 4v4, and 5v5; or the game types include forest mode, snow mode, and desert mode.

[0332] Optionally, in virtual games of different game types, virtual resources correspond to different resource values; or, in virtual games of different game types, the resource allocation rules for allocating virtual resources are different (i.e., the proportion of resource rewards allocated to virtual objects in the virtual camp is different), etc.; based on the above situation, the resource ownership information displayed in different game types may be different, which is not limited here.

[0333] To sum up, virtual resources, as resources for virtual objects to snatch in virtual scenes, can prompt players to control the main virtual object to snatch virtual resources as soon as possible, thereby improving resource acquisition efficiency; after the main virtual object obtains the virtual resources, the resource identifier is displayed on the scene map of the virtual scene and moves with the main virtual object, so that other players viewing the scene map can efficiently determine the real-time location of the virtual resources, and encourage other players to control the corresponding virtual objects to engage in virtual battles with the main virtual object; since the teammate virtual objects of the main virtual object can participate in the process of allocating virtual resources, it also helps the teammate virtual objects to assist the main virtual object in fighting against the hostile virtual objects, thereby improving team cohesion during the virtual game, enhancing the fun and richness of the virtual game, and balancing the combat power level of the virtual game, thereby improving the efficiency of human-computer interaction.

[0334] In the embodiments of the present application, it is introduced that the resource value of virtual resources and / or the allocation of virtual resources can follow pre-set rules or be flexibly determined according to the game status of the virtual game. In some cases, the game status of the virtual game itself can affect the virtual resources and even the resource allocation process, thereby stimulating the enthusiasm for virtual battles between virtual objects in the virtual game and encouraging a more interesting and strategic game process between virtual objects.

[0335] In an optional embodiment, when displaying the resource ownership information after the virtual resources are allocated, the resource allocation process of the virtual resources will be implemented according to the resource value of the virtual resources and the number of virtual objects in the first virtual camp where the master virtual object is located. Figure 19 As shown, the above step 340 can also be implemented as the following step 1910.

[0336] Step 1910 , when the resource ownership conditions are met, based on the number of objects in the first virtual camp where the master virtual object is located in the virtual game, the resource ownership information after the virtual resources are allocated is displayed.

[0337] Among them, the resource ownership condition is a pre-set condition for the first virtual camp where the master virtual object is located to obtain virtual resources; the resource ownership condition is introduced with reference to the above content and will not be elaborated here.

[0338] Among them, the first virtual camp includes a main control virtual object and teammate virtual objects.

[0339] Illustratively, the number of objects represents the total number of virtual objects in the first virtual camp; or, the number of objects represents the number of surviving virtual objects in the first virtual camp, which is not limited here.

[0340] In an optional embodiment, reward sharing information is displayed as resource ownership information based on the resource value and the number of objects corresponding to the virtual resource.

[0341] The reward sharing information is used to represent the average distribution of virtual resources to virtual objects in the first virtual camp according to the number of objects and resource value.

[0342] Optionally, the resource value can be a total resource reward that needs to be allocated and is pre-set or randomly generated for virtual resources; or it can be a total resource reward that needs to be allocated and is determined based on at least one of the first object game attributes, game duration, game type, etc. introduced above, which is not limited here.

[0343] Optionally, using a pre-set resource allocation rule as a resource sharing rule, the resource reward to be allocated to the virtual object can be calculated based on the resource value and object quantity corresponding to the virtual resource, thereby displaying reward sharing information representing the equally shared resource reward as resource ownership information.

[0344] In an optional embodiment, based on the resource value and the number of objects corresponding to the virtual resource, first reward information representing the first reward amount is displayed as the resource ownership information.

[0345] Among them, the first reward amount is a reward allocated to the main control virtual object based on the resource value; among them, the teammate virtual object in the first virtual camp obtains the second reward amount, and the second reward amount is less than the first reward amount.

[0346] Optionally, the resource value shown here can be a pre-set or randomly generated total resource reward that needs to be allocated; or it can be a total resource reward that needs to be allocated determined based on at least one of the first object game attributes, game duration, game type, etc. introduced above, which is not limited here.

[0347] Optionally, the pre-set resource allocation rule is taken as an example of a resource difference allocation rule, where the resource difference allocation rule specifies an allocation ratio of each virtual object to which a resource reward is allocated.

[0348] Illustratively, the resource difference allocation rule stipulates that the virtual object holding virtual resources (such as the master virtual object) has the largest allocation ratio, and other virtual objects are divided equally; or, the resource difference allocation rule stipulates that the virtual object holding virtual resources (such as the master virtual object) has the largest allocation ratio, and other teammate virtual objects are allocated according to the corresponding object game attributes (refer to the above-mentioned first object game attributes), etc.

[0349] Schematically, the first reward amount represents the amount of resource rewards allocated to the master virtual object. Based on the resource difference allocation rule, more resource rewards can be allocated to the master virtual object from the virtual resources, and other teammate virtual objects obtain the second reward amount, which represents the amount of resource rewards allocated to the teammate virtual objects.

[0350] In an optional embodiment, based on the resource value and the number of objects corresponding to the virtual resource, reward information representing the third reward amount is displayed as the resource ownership information.

[0351] The third reward amount is a reward allocated to the master virtual object based on the resource value and the first object game attribute of the master virtual object.

[0352] Optionally, the resource value shown here can be a pre-set or randomly generated total resource reward that needs to be allocated; or it can be a total resource reward that needs to be allocated determined based on at least one of the first object game attributes, game duration, game type, etc. introduced above, which is not limited here.

[0353] On the basis of resource value, the resource reward allocated to the controlling virtual object is determined based on the first object game attribute of the controlling virtual object. For example, if the first object game attribute (such as expressed in the form of a game score) is higher, more resource rewards will be allocated to the controlling virtual object from the virtual resources, thereby encouraging the first virtual object to participate more actively in the virtual game.

[0354] In an optional embodiment, the resource value corresponding to the virtual resource is displayed based on the game status of the virtual game.

[0355] The resource value is the reward information obtained based on the conversion of virtual resources, and the game status includes at least one of the game duration, the first object game attribute of the master virtual object, and the game type.

[0356] Schematically, when allocating virtual resources, the resource value of the virtual resources can be displayed on the terminal interface, such as displaying "the team jointly obtains 50 gems", to prompt that 50 gems will be allocated to the virtual objects in the current virtual camp.

[0357] In an optional embodiment, resource ownership information after virtual resources are allocated based on resource values is displayed.

[0358] Illustratively, virtual resources are allocated using at least one of the aforementioned resource allocation rules, such as the equal resource sharing rule and the differential resource allocation rule, and resource ownership information is displayed as a result of the allocation, such as "You have obtained 10 gems." The resource value and resource ownership information can be displayed simultaneously or sequentially (e.g., resource value first, then resource ownership information; or resource ownership information first, then resource value), without limitation.

[0359] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0360] To sum up, virtual resources, as resources for virtual objects to snatch in virtual scenes, can prompt players to control the main virtual object to snatch virtual resources as soon as possible, thereby improving resource acquisition efficiency; after the main virtual object obtains the virtual resources, the resource identifier is displayed on the scene map of the virtual scene and moves with the main virtual object, so that other players viewing the scene map can efficiently determine the real-time location of the virtual resources, and encourage other players to control the corresponding virtual objects to engage in virtual battles with the main virtual object; since the teammate virtual objects of the main virtual object can participate in the process of allocating virtual resources, it also helps the teammate virtual objects to assist the main virtual object in fighting against the hostile virtual objects, thereby improving team cohesion during the virtual game, enhancing the fun and richness of the virtual game, and balancing the combat power level of the virtual game, thereby improving the efficiency of human-computer interaction.

[0361] In the embodiments of this application, a method for allocating virtual resources based on resource value and the number of objects is introduced. Virtual resources can be divided equally to motivate multiple virtual objects within a virtual camp to work together, or they can be allocated differentially to encourage each virtual object to obtain virtual resources and improve their game performance, increasing the frequency of interaction in virtual games. This also helps to enhance competitiveness and cooperation in virtual games, bringing greater entertainment and long-term appeal to the game, improving the logic of data processing, and ensuring the stable progress of virtual games.

[0362] In an optional embodiment, when the resource identifier is displayed to move with the master virtual object, the process of the resource identifier moving with it can be canceled based on the control of the master virtual object, or the state of the resource identifier moving with it can be adjusted. Figure 20 As shown, the above step 330 may further include the following steps.

[0363] Step 2010: In response to receiving the identifier hiding operation, canceling the display of the resource identifier accompanying the movement of the master virtual object in the scene map.

[0364] Illustratively, the identifier hiding operation is an operation for hiding the resource identifier accompanying the movement of the master virtual object.

[0365] In an optional embodiment, when the resource identifier is at the first map position in the scene map, in response to receiving an identifier hiding operation, the resource identifier is continuously displayed at the first map position, and the object identifier corresponding to the master virtual object is displayed.

[0366] In an illustrative manner, when hiding the resource identifier accompanying the movement of the master virtual object based on the identifier hiding operation, the accompanying movement relationship between the resource identifier and the master virtual object can be temporarily canceled in the scene map, so that the resource identifier is continuously displayed at the first map position where the resource identifier is located, and the situation in which the object identifier accompanies the movement of the master virtual object is displayed, so as to confuse the hostile virtual object and make it believe that the master virtual object has abandoned the virtual resources, thereby improving the strategy of the virtual game.

[0367] In an optional embodiment, in response to receiving an identifier hiding operation, the resource identifier is hidden in the scene map.

[0368] Illustratively, in the process of hiding the resource identifier based on the identifier hiding operation and following the movement of the master virtual object, the resource identifier of the virtual resource is directly hidden in the virtual map to achieve the hiding purpose.

[0369] In an optional embodiment, in response to receiving a trigger operation for hiding the identifier control, the resource identifier is undisplayed in the scene map and moves along with the master virtual object.

[0370] Schematically, an identification hiding control is displayed on the interface. Based on triggering operations such as clicking, long pressing, and sliding on the identification hiding control, the resource identification can be canceled in the scene map to accompany the movement of the main virtual object.

[0371] In an optional embodiment, in response to receiving an operation to use a hidden prop, the resource identifier is undisplayed in the scene map and the master virtual object moves.

[0372] Hidden Mark Items are special items obtained by the controlling virtual object during virtual matches. For example, if the controlling virtual object obtains a hidden mark item through a game mission or pickup, the hidden mark item can be used to remove the displayed resource mark from the scene map while the controlling virtual object moves.

[0373] In an optional embodiment, in response to receiving the identification hiding operation, the resource identification in the scene map is canceled from moving along with the master virtual object within the first duration.

[0374] The first duration is the duration during which the resource identifier is effectively hidden based on the identifier hiding operation. Illustratively, the first duration is a pre-set duration; during the first duration, the resource identifier can be effectively hidden based on the identifier hiding operation, meaning that the movement of the resource identifier accompanying the master virtual object cannot be viewed during the first duration; beyond the first duration, the resource identifier accompanying the movement of the master virtual object will be restored.

[0375] In an optional embodiment, when the resource identifier that accompanies the movement of the master virtual object is canceled in the scene map, in response to the master virtual object performing object interaction with other virtual objects in the virtual scene, the resource identifier that accompanies the movement of the master virtual object is restored in the scene map.

[0376] Among them, the object interaction includes at least one of the following: a first interaction between the main control virtual object and the teammate virtual object; a second interaction between the main control virtual object and the hostile virtual object, and the second interaction includes at least one of virtual battle interaction and virtual defense interaction.

[0377] For example, if the resource identifier has been disabled from being displayed along with the master virtual object in the scene map, the resource identifier will be restored to be displayed along with the master virtual object when the master virtual object interacts with other virtual objects. In other words, the object interaction reveals the master virtual object's current position, so the resource identifier will be restored to be displayed along with the master virtual object in the scene map.

[0378] For example, if the resource identifier that accompanies the movement of the master virtual object is canceled in the scene map, and the master virtual object receives a virtual attack from a hostile virtual object, the resource identifier that accompanies the movement of the master virtual object is restored in the scene map.

[0379] Step 2021: In response to receiving the identifier adjustment operation, displaying the resource identifier in the scene map moving along the first identifier trajectory.

[0380] The first identification track is different from the object movement track of the master virtual object, and the identification adjustment operation is used to display the identification position of the resource identification in a disordered manner in the scene map.

[0381] Schematically, the identification adjustment operation is an operation performed by the master virtual object based on the triggering operation of the identification adjustment control or the use operation of the identification adjustment prop; for example, the identification adjustment operation is an operation performed when the master virtual object meets preset conditions (such as obtaining the identification adjustment prop or the additional function granted when the object game duration reaches a certain length, etc.); based on the identification adjustment operation, the identification position of the resource identification can be displayed in a disordered manner in the scene map to confuse the hostile virtual object with the current position of the master virtual object.

[0382] Among them, based on the identification adjustment operation, the resource identification of the virtual resource moves along the first identification trajectory, and the first identification trajectory is different from the object movement trajectory of the master virtual object, so that other virtual objects cannot determine the position of the master virtual object holding the virtual resource through the scene map.

[0383] Step 2022: In response to the master virtual object being eliminated by the hostile virtual object, display virtual resources at the elimination location corresponding to the master virtual object, and display resource identifiers at the elimination location corresponding to the elimination location in the scene map.

[0384] Indicatively, the elimination location point is the location point where the controlling virtual object is eliminated, and the elimination location point is the map point in the scene map corresponding to the elimination location point; if the controlling virtual object is eliminated by the hostile virtual object, virtual resources can be displayed at the elimination location point corresponding to the controlling virtual object, and resource identifiers can be displayed at the elimination location point corresponding to the elimination location point in the scene map.

[0385] Step 2030: In response to the master virtual object being eliminated by the first hostile virtual object, if the first hostile virtual object meets the first object condition, display the resource identifier in the scene map moving along the second identifier trajectory.

[0386] The first hostile virtual object is at least one hostile virtual object in a different virtual camp from the controlling virtual object; if the controlling virtual object is eliminated by the first hostile virtual object, it is analyzed whether the first hostile virtual object meets the first object condition.

[0387] Illustratively, the first object condition is an additional condition set for the first hostile virtual object, used to evaluate whether the first hostile virtual object can trigger the execution of the identification adjustment operation.

[0388] Optionally, if the main virtual object is eliminated by the first hostile virtual object, the resource identifier will be displayed and move along with the first hostile virtual object; if the first hostile virtual object can trigger the execution of the identifier adjustment operation (that is, it meets the first object condition), the resource identifier can be displayed in the scene map and move along the second identifier trajectory.

[0389] The second identification track includes at least one of a preset identification track and a movement track of a first teammate virtual object, and the first teammate virtual object is at least one teammate virtual object in the same virtual camp as the main control virtual object.

[0390] Illustratively, if the first hostile virtual object initiates an identification adjustment operation, the resource identification can be displayed in the scene map moving along a preset identification trajectory; or, the resource identification can be displayed in the scene map moving along the movement trajectory of the first teammate virtual object, such as the first teammate virtual object is the virtual object selected by the first hostile virtual object, or the first teammate virtual object is the default selected virtual object (such as the virtual object with the least health, etc.), which is not limited here.

[0391] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0392] To sum up, virtual resources, as resources for virtual objects to snatch in virtual scenes, can prompt players to control the main virtual object to snatch virtual resources as soon as possible, thereby improving resource acquisition efficiency; after the main virtual object obtains the virtual resources, the resource identifier is displayed on the scene map of the virtual scene and moves with the main virtual object, so that other players viewing the scene map can efficiently determine the real-time location of the virtual resources, and encourage other players to control the corresponding virtual objects to engage in virtual battles with the main virtual object; since the teammate virtual objects of the main virtual object can participate in the process of allocating virtual resources, it also helps the teammate virtual objects to assist the main virtual object in fighting against the hostile virtual objects, thereby improving team cohesion during the virtual game, enhancing the fun and richness of the virtual game, and balancing the combat power level of the virtual game, thereby improving the efficiency of human-computer interaction.

[0393] In the embodiments of this application, we introduce the hidden display of resource identifiers. By hiding and / or adjusting identifiers, we can enrich the display of resource identifiers in the scene map and enhance the player's sense of control during the interactive process. Hiding resource identifiers can also help to reduce system resource consumption to a certain extent, ensure smoother interface loading and operation, and improve the operating experience and convenience.

[0394] In an optional embodiment, a virtual object that belongs to the same virtual camp as the main control virtual object is a teammate virtual object. In the process of executing the object control method in the above virtual scene, taking the display of the second client controlling any teammate virtual object as an example, Figure 21 As shown, the display of the second client includes at least one of the following steps 2110 to 2130; if the teammate virtual object is implemented as the above-mentioned master virtual object, the above content can be applied and is not limited here.

[0395] Step 2110 : When the first virtual object in the same virtual camp obtains a virtual resource based on a resource acquisition operation, a teammate acquisition prompt message is displayed.

[0396] Illustratively, the first virtual object is any virtual object, such as the master virtual object mentioned above; if a virtual object in the same virtual camp as the current teammate virtual object obtains virtual resources based on a resource acquisition operation, a teammate acquisition prompt information can be displayed on the current second client. The teammate acquisition prompt information is used to prompt that there is a first virtual object belonging to the same virtual camp that obtains virtual resources, so that the teammate virtual object can support and protect the virtual object holding the virtual resources (such as the master virtual object mentioned above).

[0397] In an optional embodiment, when the master virtual object holds a virtual resource, a resource identifier is displayed in the scene map of the second client and moves along with the master virtual object.

[0398] The second client is a client for controlling the teammate virtual object of the master virtual object.

[0399] For example, taking the first virtual object as a teammate virtual object, if the controlling virtual object in the same virtual camp acquires a virtual resource based on a resource acquisition operation, the resource identifier will also be displayed on the scene map of the second client controlling the teammate virtual object, accompanying the movement of the controlling virtual object. This means that the resource identifier accompanies the movement of the controlling virtual object, visible not only to the terminal controlling the controlling virtual object but also to the second client. This allows both teammates and the controlling player to determine the location of the controlling virtual object holding the virtual resource, prompting teammates to protect the controlling player's controlling virtual object.

[0400] like Figure 22The following is a schematic diagram of the interface displaying teammate acquisition prompt information. The teammate acquisition prompt 2210 reads, "Teammate successfully picked up the blood diamond box," and may also include text below, "The carrier's location will be exposed in real time, please be careful!" Furthermore, the object identifier of the first virtual object changes from a numerical identifier (e.g., number 4 in the current virtual camp) to a resource identifier for a virtual resource. The resource identifier is displayed not only around the first virtual object but also on the scene map 2220 of the virtual scene.

[0401] Step 2120: When the first virtual object is eliminated, display the virtual resources left behind by the first virtual object at the elimination location.

[0402] Illustratively, if the first virtual object carrying the virtual resource is eliminated, the virtual resource is left at the elimination location, which is the location in the virtual scene where the first virtual object is eliminated; thus, the virtual resource is displayed at the elimination location in the virtual scene.

[0403] like Figure 23 2 is a schematic diagram of an interface for displaying virtual resources. A virtual resource 2320 is displayed at the elimination location 2310, and the resource identifier that originally moved with the first virtual object is displayed in a separate resource independent style, such as changing from a circular identifier to a treasure chest style, etc., which is not limited here.

[0404] Step 2130: When the virtual resource is acquired by a hostile virtual object of another virtual camp, a prompt message indicating the acquisition by the enemy is displayed.

[0405] In an illustrative manner, if a virtual resource is acquired by a hostile virtual object of another virtual camp after being left in a virtual scene, or if the virtual resource is snatched from the first virtual object by a hostile virtual object, an enemy acquisition prompt message is displayed. The enemy acquisition prompt message is used to prompt that there is a hostile virtual object belonging to a different virtual camp that has acquired the virtual resource, so that the current teammate virtual object can find the hostile virtual object carrying the virtual resource as soon as possible to snatch the virtual resource.

[0406] In some embodiments, when a hostile virtual object in a different virtual camp acquires a virtual resource based on a resource acquisition operation, a resource identifier is displayed in the scene map along with the movement of the hostile virtual object. That is, the movement of the resource identifier along with the movement of the hostile virtual object is also visible to the third client controlling the hostile virtual object.

[0407] like Figure 24 2 shows a schematic diagram of an interface displaying enemy acquisition prompt information. Enemy acquisition prompt information 2410 reads, "Blood Diamond Box Picked Up by Other Teams," and may also include text below, "Carrier's Location Revealed in Real Time." Furthermore, on the virtual scene map 2420, hostile virtual objects are represented by resource identifiers.

[0408] It is worth noting that the display content shown by the second client corresponds to the display content of the terminal controlling the master virtual object. Here, only some contents are schematically shown and are not limited.

[0409] To sum up, virtual resources, as resources for virtual objects to snatch in virtual scenes, can prompt players to control the main virtual object to snatch virtual resources as soon as possible, thereby improving resource acquisition efficiency; after the main virtual object obtains the virtual resources, a binding relationship is established between the virtual resources and the main virtual object, so that on the scene map of the virtual scene, the resource identifier corresponding to the virtual resource is displayed along with the movement of the main virtual object. This display process can also enable other players who view the scene map to efficiently determine the real-time location of the virtual resources, encourage other players to control the corresponding virtual objects to engage in virtual battles with the main virtual object, enhance the fun and richness of the virtual game, balance the combat power level of the virtual game, and improve the efficiency of human-computer interaction.

[0410] In this embodiment, the interface display of a second client controlling a teammate's virtual object is described. Displaying corresponding interactive information on the second client in conjunction with the terminal controlling the primary virtual object helps improve the efficiency of real-time collaboration in virtual games, enhances interactive feedback and information sharing, and facilitates more strategic and accurate decision-making within the virtual team, thereby improving team competitiveness.

[0411] In an optional embodiment, a virtual object that belongs to a different virtual camp from the master virtual object is a hostile virtual object. In the process of executing the object control method in the virtual scene, taking the display of a third client that controls any hostile virtual object as an example, Figure 25 As shown, the display of the third client includes at least one of the following steps 2510 to 2530; if the hostile virtual object is implemented as the above-mentioned master virtual object, the above content can be applied and is not limited here.

[0412] Step 2510: When the virtual resource is acquired by the second virtual object of another virtual camp, enemy acquisition prompt information is displayed.

[0413] Illustratively, the second virtual object is a virtual object belonging to a different virtual camp than the hostile virtual object controlled by the third client; if the virtual resource is acquired by the second virtual object of another virtual camp, an enemy acquisition prompt message is displayed, and the enemy acquisition prompt message is used to prompt that there is a hostile virtual object belonging to a different virtual camp that obtains the virtual resource.

[0414] In an optional embodiment, in the case where the master virtual object holds a virtual resource, a resource identifier is displayed in the scene map of the third client and moves along with the master virtual object.

[0415] The third client is a client for controlling a hostile virtual object of the master virtual object.

[0416] For example, using the second virtual object as a hostile virtual object, if the controlling virtual object in different virtual camps acquires a virtual resource through a resource acquisition operation, the resource identifier will also be displayed on the scene map of the third client controlling the hostile virtual object, accompanying the movement of the controlling virtual object. This means that the resource identifier accompanying the movement of the controlling virtual object will also be visible to the current third client, allowing the hostile player to determine the location of the controlling virtual object holding the virtual resource, prompting the hostile player to seize the virtual resource held by the controlling virtual object, thereby increasing resource competition.

[0417] like Figure 26 2 shows a schematic diagram of an interface displaying enemy acquisition prompt information. Enemy acquisition prompt information 2610 includes "Blood Diamond Box Picked Up by Other Teams" and may also include text below: "Carrier's Location Revealed in Real Time." Furthermore, on the virtual scene map 2620, a second virtual object is represented by a resource identifier 2630.

[0418] Step 2520: When the virtual resource is held by the second virtual object, the resource identifier is displayed to move along with the second virtual object.

[0419] Illustratively, if the virtual resource is held by the second virtual object, the resource identifier is bound to the second virtual object, so that the resource identifier of the second virtual resource is displayed on the scene map corresponding to the virtual scene.

[0420] like Figure 27 As shown, in the scene map 2710 of the virtual scene, a resource identifier 2720 showing a virtual resource moves along with a second virtual object 2730 .

[0421] Step 2530: When the virtual resource is in the virtual scene, the virtual resource is displayed in a resource-independent style in the scene map.

[0422] Illustratively, if the virtual resource is independently located in the virtual scene, that is, there is no other virtual object holding the virtual resource, the resource identifier can be displayed in a resource-independent style in the scene map, such as changing from a circular-style resource identifier when carried by a virtual object to a treasure chest-style resource identifier when not carried by a virtual object, etc., which is not limited here.

[0423] like Figure 28 As shown, in the scene map of the virtual scene, a resource identifier 2810 in the form of a treasure chest is displayed to indicate that the virtual resource is not currently held by any virtual object.

[0424] It is worth noting that the display content shown by the third client corresponds to the display content of the terminal controlling the master virtual object. Here, only some contents are schematically shown and are not limiting.

[0425] To sum up, virtual resources, as resources for virtual objects to snatch in virtual scenes, can prompt players to control the main virtual object to snatch virtual resources as soon as possible, thereby improving resource acquisition efficiency; after the main virtual object obtains the virtual resources, the resource identifier is displayed on the scene map of the virtual scene and moves with the main virtual object, so that other players viewing the scene map can efficiently determine the real-time location of the virtual resources, and encourage other players to control the corresponding virtual objects to engage in virtual battles with the main virtual object; since the teammate virtual objects of the main virtual object can participate in the process of allocating virtual resources, it also helps the teammate virtual objects to assist the main virtual object in fighting against the hostile virtual objects, thereby improving team cohesion during the virtual game, enhancing the fun and richness of the virtual game, and balancing the combat power level of the virtual game, thereby improving the efficiency of human-computer interaction.

[0426] In this embodiment of the present application, the interface display of a third client controlling a hostile virtual object is described. Displaying corresponding interactive information on the third client in response to the terminal controlling the main virtual object helps encourage the hostile virtual object to more actively participate in and engage in virtual battles, thereby increasing the fun and gameplay diversity of the virtual game, helping to better strengthen strategic deployment during the virtual game, and improving the efficiency of human-computer interaction.

[0427] In an optional embodiment, the object control method in the virtual scene can be applied to the scene of the search, fight and retreat game to create virtual battle conflicts; for example, the object control method in the virtual scene can also be called "a special material function design for creating battle conflicts in the search, fight and retreat game", where the special material is the virtual resource mentioned above, such as the virtual resource is blood diamond. Figure 29 FIG. 4 shows the overall process of the object control method in the virtual scene.

[0428] Step 2910: Will blood diamonds be refreshed in this game?

[0429] For illustration, each virtual match has a chance to spawn Blood Diamonds in a safe (or "safe"). Safes are the virtual resource boxes mentioned above, and Blood Diamonds are the virtual resources mentioned above. After the virtual match begins, a global notification will appear: "A Blood Diamond Box has spawned in the safe," along with a supplementary notification: "Take the Blood Diamond Box and evacuate. The entire team can share the Blood Diamonds." This serves to convey the special properties of Blood Diamonds.

[0430] Alternatively, for example, if a virtual faction consists of four virtual entities, after any virtual entity in the four-person team evacuates with Blood Diamonds, the entire team will receive a certain amount of Blood Diamonds, which can be divided equally or according to any of the above-described rules. This means that the emergence of Blood Diamonds will strengthen the team concept in the "search, retreat, and attack" gameplay, and to some extent weaken the concept of "individual combat." The "search" in "search, retreat, and attack" refers to the player controlling the virtual entity to collect supplies, the "retreat" refers to the player controlling the virtual entity to evacuate, and the "attack" refers to the player controlling the virtual entity to launch a virtual attack. However, the current game mode somewhat reduces the "attack" experience in "search, retreat, and attack."

[0431] Indicatively, if the blood diamond is refreshed in this game, step 2911 is executed; if not, the process ends.

[0432] Step 2911, a global prompt will be given to refresh the blood diamonds in the safe. If you successfully bring out the blood diamonds, the whole team can share them.

[0433] Indicatively, when a blood diamond is refreshed from a safe in the virtual scene, all players will be prompted with information about the refresh of the blood diamond, such as the resource prompt information mentioned above; it can also be prompted that if the blood diamond is successfully taken away and evacuated, the virtual camp to which the blood diamond belongs can share it.

[0434] Step 2920, is the blood diamond picked up?

[0435] Schematically, it is determined whether the blood diamond has been picked up by the virtual object. If the blood diamond has been picked up, the following step 2930 is executed; if the blood diamond has not been picked up, the following step 2921 is executed.

[0436] Step 2930, have I picked up the blood diamond?

[0437] Illustratively, if the blood diamond has been picked up, it is determined whether the blood diamond has been picked up by the virtual object controlled by the current terminal. If so, step 2931 is executed; if not, step 2940 is executed.

[0438] Step 2921: A blood diamond floating mark is visible within a radius of 100 meters from the blood diamond.

[0439] Illustratively, if the blood diamond has not been picked up, in order to facilitate the virtual object in the virtual scene to obtain the blood diamond, a blood diamond floating mark can be visible within a preset radius of the blood diamond (such as a radius of 100 meters) to prompt the virtual object to pick up the blood diamond.

[0440] Optionally, when the player controls a virtual object to approach a safe with a blood diamond box, an open button will appear. After the player clicks on it, the safe will automatically open after 30 seconds. When the safe is in the open state, a floating logo will be displayed in the game scene, and all players within 100 meters of the safe will be visible. Optionally, the icon (resource logo) on the minimap will also show a fluctuating dynamic effect, conveying the message "someone is opening a safe with a blood diamond" to all players globally. After the countdown ends, the safe will automatically open, and the "safe with a blood diamond box" icon on the minimap will change to two icons: a gray "opened safe" and a red "blood diamond box" icon. When the player approaches the safe, he can click to pick up the blood diamond box in the supply list.

[0441] Step 2931, it prompts that my location has been exposed, and the number on the minimap is displayed as a blood diamond.

[0442] In an illustrative manner, if it is determined that a blood diamond has been picked up by a virtual object controlled by the current terminal, a prompt will be displayed on the interface of the current terminal indicating that the location has been exposed to other players, and the original object identifier (such as a number) of the virtual object on the minimap (scene map) will be changed to a resource identifier (such as a blood diamond).

[0443] Optionally, after picking up a Blood Diamond Box, a prompt will appear indicating that the player has picked up a high-quality item, with a note below stating that "Carrying a Blood Diamond while evacuating the team will share the Blood Diamond," further reinforcing the Blood Diamond's usefulness. This prompt will remain for two seconds, then disappear, and a general in-game prompt will appear, indicating that the player's position has been revealed. The object icon representing the player's number on the minimap will change to a Blood Diamond icon (resource icon), tied to the player's real-time location. This change in prompt and position clearly communicates to players that carrying a Blood Diamond will reveal their position, allowing them to adjust their tactics.

[0444] Step 2940, is the blood diamond picked up by teammates?

[0445] Illustratively, if it is determined that the blood diamond is picked up by a teammate, the following step 2941 is executed; if it is determined that the blood diamond is not picked up by a teammate, the following step 2942 is executed based on the above step 2920.

[0446] Optionally, when a teammate's virtual object picks up a Blood Diamond, a message will appear: "Teammate successfully picked up the Blood Diamond Box," along with a reminder that the teammate's location will be exposed in real time, prompting players to protect their teammates. Additionally, the teammate's number icon on the minimap and virtual scene will become a Blood Diamond icon, allowing players to clearly observe their teammate's location and ensure they are carrying the Blood Diamond.

[0447] Optionally, when a player's teammate's virtual object is eliminated while carrying a Blood Diamond, a floating icon for the Blood Diamond will appear above the teammate's box, and the teammate's number icon on the scene map will turn gray, indicating that the teammate has been eliminated. The Blood Diamond will then return to its normal icon, signaling to other players on the team that the Blood Diamond box is no longer with the teammate. At the same time, other players within 100 meters of the Blood Diamond box can see the floating icon and real-time distance, guiding other players nearby to grab the Blood Diamond box. When the Blood Diamond box is picked up by another player, all team members will receive a prompt that "The Blood Diamond Box has been picked up" and a supplementary prompt that "The carrier's location has been marked in real time." Players can then locate the Blood Diamond on the minimap.

[0448] Step 2941, prompt to protect teammates, teammates’ numbers on the minimap are displayed as blood diamonds.

[0449] Indicatively, if it is determined that the blood diamond is picked up by a teammate, a prompt message to protect the teammate's virtual object will be displayed on the current terminal, and the number (object identifier) of the teammate's virtual object will also be displayed as a blood diamond icon (resource identifier) on the scene map.

[0450] Step 2942, prompts that the blood diamond has been picked up by other teams.

[0451] Indicatively, if it is determined that the blood diamond has not been picked up by a teammate, a prompt message indicating that the blood diamond has been picked up by another virtual camp (team) is displayed on the current terminal.

[0452] Optionally, when a hostile virtual object picks up a Blood Diamond, all other teams will receive a notification stating "Blood Diamond Box Picked Up by Other Teams" and a secondary notification stating "Carrier's Location Marked in Real Time." The Blood Diamond icon will also display the carrier's location in real time on the minimap. When a player approaches an enemy carrying a Blood Diamond Box, the Blood Diamond icon will typically not appear above the hostile virtual object's head. This is because displaying a Blood Diamond Box icon within the scene effectively reveals the player's location, impacting the balance and tactical play of the shooter.

[0453] When the hostile virtual object carrying the Blood Diamond Box is eliminated, the Blood Diamond Box will be in an unattended state and a floating icon will be displayed in the scene to help teammates or other players around quickly identify the location of the Blood Diamond Box, so that they can quickly pick it up and form a battle conflict point again.

[0454] Step 2950, have the blood diamonds been evacuated?

[0455] Schematically, it is determined in real time whether the blood diamond has been evacuated. If so, the following step 2960 is executed; if not, the following step 2951 is executed.

[0456] Step 2951: A blood diamond floating mark is visible within a radius of 100 meters from the blood diamond.

[0457] For example, if the blood diamonds are not removed, such as when the blood diamond box is discarded, the blood diamonds and their quality colors will be displayed in the scene, and players within 100 meters of the blood diamond box can see the floating logo.

[0458] Step 2960, have I evacuated the blood diamonds?

[0459] If it is determined that the blood diamond has been evacuated, it can be determined whether the virtual object controlled by the current terminal has been evacuated. If so, the process ends; if not, the following step 2970 is executed.

[0460] Indicatively, when a blood diamond box (containing at least one blood diamond) is evacuated by the player himself, teammates will receive a prompt "Teammate successfully evacuated with the blood diamond box" and an auxiliary prompt "Blood diamonds will be distributed to your warehouse", further conveying the function of blood diamond supplies.

[0461] Step 2970, is the blood diamond picked up by teammates?

[0462] Illustratively, if the blood diamond is picked up by a teammate, the following step 2971 is executed; if the blood diamond is not picked up by a teammate, the following step 2972 is executed.

[0463] Step 2971, prompting teammates to evacuate with blood diamonds.

[0464] Indicatively, when teammates successfully evacuate with the blood diamond box, players can receive the blood diamond supplies in the warehouse, and a prompt will appear saying "The team successfully evacuated with the blood diamond box, and the reward has been distributed to the warehouse"; thus ending the process.

[0465] Step 2972, prompting that the blood diamond has been taken away by other teams.

[0466] Indicatively, if the blood diamond is not picked up by teammates, a prompt message is displayed to prompt that the blood diamond has been evacuated by other teams; thereby ending the process.

[0467] That is, the user interface display mechanism related to the above-mentioned blood diamond supplies is as follows: it is determined whether the blood diamond is refreshed in this game, and a prompt is displayed if it is refreshed, otherwise the game ends; then it is determined whether the blood diamond is picked up, and the picked up status needs to be further determined whether it is picked up by the player himself, by a teammate, or by an enemy, and a corresponding prompt is displayed; when it is not picked up, a floating mark of the blood diamond's location is displayed; then it is determined whether the blood diamond is evacuated, and the evacuated status needs to be further determined whether it is evacuated by the player himself, by a teammate, or by an enemy, and a corresponding prompt is displayed; when it is not evacuated, a floating mark of the blood diamond's location is displayed.

[0468] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0469] To sum up, virtual resources, as resources for virtual objects to snatch in virtual scenes, can prompt players to control the main virtual object to snatch virtual resources as soon as possible, thereby improving resource acquisition efficiency; after the main virtual object obtains the virtual resources, a binding relationship is established between the virtual resources and the main virtual object, so that on the scene map of the virtual scene, the resource identifier corresponding to the virtual resource is displayed along with the movement of the main virtual object. This display process can also enable other players who view the scene map to efficiently determine the real-time location of the virtual resources, encourage other players to control the corresponding virtual objects to engage in virtual battles with the main virtual object, enhance the fun and richness of the virtual game, balance the combat power level of the virtual game, and improve the efficiency of human-computer interaction.

[0470] In this embodiment, multi-perspective prompts and multi-scene identification states are combined to encourage teammates to protect blood diamonds and enemies to pursue blood diamonds, thereby creating combat conflicts and enriching the combat experience. This expands the player's pursuit goals in the "search, strike, and retreat" gameplay, enriches the variety of resources in the "search, strike, and retreat" gameplay, strengthens the "strike" experience in the "search, strike, and retreat" gameplay, and improves the playability of tactical combinations.

[0471] Figure 30 This is a structural block diagram of an object control device in a virtual scene provided by an exemplary embodiment of the present application. Figure 30 As shown, the device includes the following parts:

[0472] A display module 3010 is configured to display the virtual scene, wherein the virtual scene includes virtual resources, and a scene map corresponding to the virtual scene includes resource identifiers corresponding to the virtual resources;

[0473] The receiving module 3020 is used to receive a resource acquisition operation for controlling the master virtual object to acquire the virtual resource;

[0474] The display module 3010 is also used to, in response to the resource acquisition operation, display the resource identifier in the scene map and accompany the movement of the master virtual object when the resource attribution conditions are met and the master virtual object is within a preset distance range of the virtual resource and meets the resource acquisition conditions corresponding to the virtual resource.

[0475] In an optional embodiment, the display module 3010 is also used to display the resource identifier in the scene map as the master virtual object moves when the master virtual object is within a first preset distance range of the virtual resource and the first stay time of the master virtual object within the first preset distance range reaches a first preset time.

[0476] In an optional embodiment, the virtual resource is in a virtual resource box;

[0477] The receiving module 3020 is further configured to receive a trigger acquisition operation for the virtual resource box as the resource acquisition operation;

[0478] The display module 3010 is also used to display and open the virtual resource box when the master virtual object is within a second preset distance range of the virtual resource box and the second stay time of the master virtual object within the second preset distance range reaches a second preset time; in response to receiving a resource picking operation for controlling the master virtual object to pick up the virtual resource, the resource identifier is displayed in the scene map as the master virtual object moves, and the resource picking operation is used to take out the virtual resource from the virtual resource box.

[0479] In an optional embodiment, the receiving module 3020 is also used to display a countdown icon when the second stay time of the master virtual object within the second preset distance range of the virtual resource box does not reach the second preset time, and the countdown icon is used to represent the countdown from the second stay time to the second preset time; wherein, the virtual object that is separated from the master virtual object by a preset distance in the virtual scene sees the countdown icon.

[0480] In an optional embodiment, the display module 3010 is also used to display the resource ownership information after the allocation of the virtual resources based on the first object game attribute of the master virtual object in the virtual scene, the first object game attribute is used to characterize the game contribution of the master virtual object in the virtual game, and there is a correlation between the game contribution and the resource ownership information; the first object game attribute includes at least one of the following: the virtual damage caused by the master virtual object to the hostile virtual object, the hostile virtual object and the master virtual object are in different virtual camps; the number of objects eliminated by the master virtual object to eliminate the hostile virtual object; the resource change status of the virtual resource by the master virtual object in the virtual game; the game experience value accumulated by the master virtual object in the virtual game.

[0481] In an optional embodiment, the display module 3010 is also used to show that the game contribution is positively correlated with the allocation ratio of the master virtual object to the virtual resources; or, the game contribution is positively correlated with the resource value of the virtual resources, and the resource ownership information is obtained by allocating the virtual resources based on the resource value of the virtual resources.

[0482] In an optional embodiment, the display module 3010 is also used to display the resource ownership information after the allocation of the virtual resources based on the game duration of the virtual game. The game duration is used to represent the time duration for maintaining the operation of the virtual game, and there is a correlation between the game duration and the resource ownership information.

[0483] In an optional embodiment, the display module 3010 is also used to show that the game duration is positively correlated with the allocation ratio of the virtual resources by the master virtual object; or, the game duration is positively correlated with the resource value of the virtual resources, and the resource ownership information is obtained by allocating the virtual resources based on the resource value of the virtual resources.

[0484] In an optional embodiment, the display module 3010 is also used to display the resource ownership information after the resource reward value is allocated based on the resource reward value; the resource reward value is a resource value pre-set for the virtual resource, or the resource reward value is a randomly generated resource value.

[0485] In an optional embodiment, the display module 3010 is further configured to display the resource ownership information after allocation of the virtual resources based on the game type of the virtual game, and there is a corresponding relationship between the game type and the resource ownership information.

[0486] In an optional embodiment, the display module 3010 is also used to display the resource value corresponding to the virtual resource based on the game status of the virtual game, where the resource value is reward information obtained based on the conversion of the virtual resource, and the game status includes at least one of the game duration, the first object game attribute of the master virtual object, and the game type; and display the resource ownership information after the virtual resource is allocated based on the resource value.

[0487] In an optional embodiment, the display module 3010 is also used to display the resource ownership information after the allocation of the virtual resources based on the number of objects in the first virtual camp where the main control virtual object is located in the virtual game; the first virtual camp includes the main control virtual object and the teammate virtual object.

[0488] In an optional embodiment, the display module 3010 is also used to display reward sharing information as the resource ownership information based on the resource value corresponding to the virtual resource and the number of objects, and the reward sharing information is used to represent the average distribution of the virtual resources to the virtual objects in the first virtual camp according to the number of objects and the resource value.

[0489] In an optional embodiment, the display module 3010 is also used to display first reward information representing a first reward quantity as the resource ownership information based on the resource value corresponding to the virtual resource and the number of objects; wherein the first reward quantity is a reward allocated to the master virtual object based on the resource value; wherein the teammate virtual object in the first virtual camp obtains a second reward quantity, and the second reward quantity is less than the first reward quantity.

[0490] In an optional embodiment, the display module 3010 is further configured to cancel the display of the resource identifier accompanying the movement of the master virtual object in the scene map in response to receiving an identifier hiding operation.

[0491] In an optional embodiment, the display module 3010 is also used to cancel the display of the resource identifier in the scene map accompanying the movement of the master virtual object in response to receiving a trigger operation for an identifier hiding control; or, in response to receiving a use operation for an identifier hiding prop, cancel the display of the resource identifier in the scene map accompanying the movement of the master virtual object, and the identifier hiding prop is a special prop obtained by the master virtual object in the virtual game.

[0492] In an optional embodiment, the display module 3010 is also used to cancel the display of the resource identifier in the scene map accompanying the movement of the master virtual object within a first duration in response to receiving the identifier hiding operation, and the first duration is the duration for effectively hiding the resource identifier based on the identifier hiding operation.

[0493] In an optional embodiment, the display module 3010 is also used to cancel the display of the resource identifier accompanying the movement of the master virtual object in the scene map, and in response to the master virtual object performing object interaction with other virtual objects in the virtual scene, restore the display of the resource identifier accompanying the movement of the master virtual object in the scene map; wherein, the object interaction includes at least one of the following: a first interaction between the master virtual object and a teammate virtual object; a second interaction between the master virtual object and an enemy virtual object, and the second interaction includes at least one of a virtual battle interaction and a virtual defense interaction.

[0494] In an optional embodiment, the display module 3010 is also used to, when the resource identifier is in the first map position in the scene map, continue to display the resource identifier at the first map position in response to receiving the identifier hiding operation, and display the object identifier corresponding to the master virtual object; or, in response to receiving the identifier hiding operation, hide the display of the resource identifier in the scene map.

[0495] In an optional embodiment, the display module 3010 is also used to display the resource identifier moving along a first identifier trajectory in the scene map in response to receiving an identifier adjustment operation; the first identifier trajectory is different from the object movement trajectory of the master virtual object, and the identifier adjustment operation is used to display the identifier position of the resource identifier in a disordered manner in the scene map; in response to the master virtual object being eliminated by the hostile virtual object, the virtual resource is displayed at the elimination position point corresponding to the master virtual object, and the resource identifier is displayed at the elimination position point corresponding to the elimination position point in the scene map.

[0496] In an optional embodiment, the display module 3010 is further used to display resource prompt information, where the resource prompt information is used to prompt the existence of the virtual resource in the virtual scene; based on the resource prompt information, an object control operation is received to control the master virtual object to move to the virtual resource.

[0497] In an optional embodiment, the virtual scene includes at least one virtual resource box;

[0498] The display module 3010 is further configured to display resource refresh information of the virtual resource refreshed in at least one of the virtual resource boxes as the resource prompt information.

[0499] In an optional embodiment, the display module 3010 is also used to display the movement trajectory of the virtual resource to the scene map, and the movement trajectory is used to prompt the resource box location of the first virtual resource box where the virtual resource is located; the first virtual resource box is represented by the first resource box identifier in the scene map.

[0500] In an optional embodiment, the display module 3010 is also used to display the object identifier corresponding to the master virtual object in the scene map, and the object identifier moves with the master virtual object; the object identifier displayed in the scene map is switched to the resource identifier.

[0501] In an optional embodiment, the display module 3010 is also used to display position exposure information when the master virtual object is within a preset distance range of the virtual resource and meets the resource acquisition conditions corresponding to the virtual resource. The position exposure information is used to prompt that the first object position of the master virtual object is exposed to other virtual objects, and the other virtual objects include at least one of the teammate virtual object and the hostile virtual object of the master virtual object; the teammate virtual object and the master virtual object are in the same virtual camp, and the hostile virtual object and the master virtual object are in different virtual camps.

[0502] In an optional embodiment, the display module 3010 is further configured to display the resource identifier in the scene map to accompany the movement of the hostile virtual object when the virtual resource held by the master virtual object is snatched away by the hostile virtual object.

[0503] In an optional embodiment, the display module 3010 is also used to display the virtual resources at the abandonment position when the master virtual object abandons the virtual resources; or, when the master virtual object is eliminated by the hostile virtual object, display the virtual resources at the elimination position corresponding to the master virtual object.

[0504] In an optional embodiment, the second client includes a display module 3010;

[0505] The display module 3010 is also used to display the resource identifier in the scene map of the second client as the master virtual object moves when the master virtual object holds the virtual resource. The second client is a client of the teammate virtual object used to control the master virtual object.

[0506] In an optional embodiment, the third client includes a display module 3010;

[0507] The display module 3010 is also used to display the resource identifier in the scene map of the third client as the master virtual object moves when the master virtual object holds the virtual resource. The third client is a client for controlling the hostile virtual object of the master virtual object.

[0508] In an optional embodiment, the display module 3010 is also used to display first resource prompt information when the teammate virtual object of the master virtual object holds the virtual resource, and the first resource prompt information is used to prompt the master virtual object to protect the teammate virtual object.

[0509] In an optional embodiment, the display module 3010 is also used to display second resource prompt information when the hostile virtual object of the master virtual object holds the virtual resource, and the second resource prompt information is used to prompt the master virtual object to determine the resource location of the virtual resource based on the scene map, and the resource location is bound to the second object position of the hostile virtual object.

[0510] In an optional embodiment, the display module 3010 is also used to display first resource ownership information when the first resource holding status of the virtual resource held by the master virtual object meets the resource ownership condition. The first resource ownership information is used to prompt that the resource usage rights of the virtual resource are transferred to the master virtual object.

[0511] In an optional embodiment, the resource ownership condition includes at least one of the following:

[0512] The master virtual object carries the virtual resources to leave the current virtual game, and the virtual game corresponds to the virtual scene; the master virtual object carries the virtual resources to leave the first scene area in the virtual scene; the master virtual object carries the virtual resources to complete the first game task.

[0513] In an optional embodiment, the display module 3010 is also used to display second resource ownership information when the first resource holding status of the virtual resource held by the master virtual object meets the resource ownership condition. The second resource ownership information is used to prompt that the resource usage rights of the virtual resource are transferred to the master virtual object and the teammate virtual object.

[0514] In an optional embodiment, the display module 3010 is also used to display the second resource ownership information based on the object association relationship between the master virtual object and at least one of the teammate virtual objects when the first resource holding status of the virtual resource held by the master virtual object meets the resource ownership condition.

[0515] In an optional embodiment, the display module 3010 is further used to display a resource acquisition control when the master virtual object moves to a resource trigger range corresponding to the virtual resource; and receive a control trigger operation for the resource acquisition control as the resource acquisition operation.

[0516] In an optional embodiment, the display module 3010 is also used to display a first prompt message when the second resource holding state of the virtual resource held by the teammate virtual object of the master virtual object meets the resource ownership condition, and the first prompt message is used to prompt the master virtual object to obtain the virtual resource due to the teammate virtual object; or, when the third resource holding state of the virtual resource held by the hostile virtual object of the master virtual object meets the resource ownership condition, the second prompt message is displayed, and the second prompt message is used to prompt the master virtual object to be unable to obtain the virtual resource due to the hostile virtual object.

[0517] To sum up, virtual resources, as resources for virtual objects to snatch in virtual scenes, can prompt players to control the main virtual object to snatch virtual resources as soon as possible, thereby improving resource acquisition efficiency; after the main virtual object obtains the virtual resources, the resource identifier is displayed on the scene map of the virtual scene and moves with the main virtual object, so that other players viewing the scene map can efficiently determine the real-time location of the virtual resources, and encourage other players to control the corresponding virtual objects to engage in virtual battles with the main virtual object; since the teammate virtual objects of the main virtual object can participate in the process of allocating virtual resources, it also helps the teammate virtual objects to assist the main virtual object in fighting against the hostile virtual objects, thereby improving team cohesion during the virtual game, enhancing the fun and richness of the virtual game, and balancing the combat power level of the virtual game, thereby improving the efficiency of human-computer interaction.

[0518] It should be noted that the object control device in the virtual scene provided in the above embodiment is merely an example of the division of the above-mentioned functional modules. In actual applications, the above-mentioned functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the object control device in the virtual scene provided in the above embodiment and the object control method embodiment in the virtual scene are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0519] Figure 31 The following is a block diagram of an electronic device 3100 according to an exemplary embodiment of the present application. The electronic device 3100 may be a portable mobile terminal, such as a smartphone, an in-vehicle terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer, or a desktop computer. The electronic device 3100 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal, or other similar names.

[0520] Typically, the electronic device 3100 includes a processor 3101 and a memory 3102 .

[0521] The processor 3101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 3101 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 3101 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 3101 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 3101 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0522] The memory 3102 may include one or more computer-readable storage media, which may be non-transitory. The memory 3102 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 3102 is used to store at least one instruction, which is executed by the processor 3101 to implement the object control method in the virtual scene provided by the method embodiment of the present application.

[0523] In some embodiments, the electronic device 3100 further includes one or more sensors, including but not limited to: a proximity sensor, a gyroscope sensor, and a pressure sensor.

[0524] A proximity sensor, also known as a distance sensor, is typically provided on the front panel of the electronic device 3100. The proximity sensor is used to detect the distance between the user and the front of the electronic device 3100.

[0525] The gyroscope sensor can detect the orientation and rotation angle of the electronic device 3100. It can also work with the accelerometer to collect 3D motions of the user on the electronic device 3100. Based on the data collected by the gyroscope sensor, the processor 3101 can implement the following functions: motion sensing (for example, changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0526] The pressure sensor can be set on the side frame of the electronic device 3100 and / or the lower layer of the display screen. When the pressure sensor is set on the side frame of the electronic device 3100, it can detect the user's grip signal of the electronic device 3100, and the processor 3101 performs left and right hand recognition or quick operation based on the grip signal collected by the pressure sensor. When the pressure sensor is set on the lower layer of the display screen, the processor 3101 controls the operability controls on the UI interface based on the user's pressure operation on the display screen. The operability controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0527] In some embodiments, the electronic device 3100 further includes other components, which can be understood by those skilled in the art. Figure 31 The structure shown in the figure does not constitute a limitation on the electronic device 3100, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0528] Embodiments of the present application also provide a computer device, which can be implemented as a terminal or a server. The computer device includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, at least one program, a code set, or an instruction set is loaded and executed by the processor to implement the object control method in the virtual scene provided by each of the above method embodiments.

[0529] An embodiment of the present application also provides a computer-readable storage medium, which stores at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the object control method in the virtual scene provided by the above-mentioned method embodiments.

[0530] Embodiments of the present application further provide a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the object control method in a virtual scene described in any of the above embodiments.

[0531] Optionally, the computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid-state drive (SSD), or an optical disk. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0532] Those skilled in the art will appreciate that all or part of the steps in the above embodiments may be implemented by hardware or by programs instructing the relevant hardware to perform the steps. The programs may be stored in a computer-readable storage medium, such as a read-only memory, a magnetic disk, or an optical disk. The above are merely optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included within the scope of protection of the present application.

Claims

1. A method for controlling an object in a virtual scene, characterized in that: The method is performed by a first client, which is used to control a master virtual object; The method comprises: Displaying the virtual scene, wherein the virtual scene includes virtual resources, and the scene map corresponding to the virtual scene includes resource identifiers corresponding to the virtual resources; receiving a resource acquisition operation for controlling the master virtual object to acquire the virtual resource; In response to the resource acquisition operation, displaying the resource identifier in the scene map and moving along with the master virtual object; When the resource ownership conditions are met, the resource ownership information after the virtual resource is allocated is displayed, and the resource ownership information is used to represent the resource reward obtained by the master virtual object after the virtual resource is allocated between the master virtual object and the teammate virtual object.

2. The method according to claim 1, characterized in that In response to the resource acquisition operation, displaying the resource identifier in the scene map along with the movement of the master virtual object includes: In response to the resource acquisition operation, when the master virtual object is within a preset distance range of the virtual resource and meets the resource acquisition condition corresponding to the virtual resource, the resource identifier is displayed in the scene map and moves with the master virtual object.

3. The method according to claim 2, characterized in that When the master virtual object is within a preset distance range of the virtual resource and meets a resource acquisition condition corresponding to the virtual resource, displaying the resource identifier in the scene map along with the movement of the master virtual object includes: When the master virtual object is within a first preset distance range of the virtual resource and the first stay time of the master virtual object within the first preset distance range reaches a first preset time, the resource identifier is displayed in the scene map to accompany the movement of the master virtual object.

4. The method according to claim 2, characterized in that The virtual resources are in the virtual resource box; The receiving of a resource acquisition operation for controlling the master virtual object to acquire the virtual resource includes: receiving a trigger acquisition operation for the virtual resource box as the resource acquisition operation; When the master virtual object is within a preset distance range of the virtual resource and meets a resource acquisition condition corresponding to the virtual resource, displaying the resource identifier in the scene map along with the movement of the master virtual object includes: When the master virtual object is within a second preset distance range of the virtual resource box and a second stay time of the master virtual object within the second preset distance range reaches a second preset time, displaying and opening the virtual resource box; In response to receiving a resource picking operation for controlling the master virtual object to pick up the virtual resource, the resource identifier is displayed in the scene map and moves along with the master virtual object, wherein the resource picking operation is used to take out the virtual resource from the virtual resource box.

5. The method according to claim 4, characterized in that The method further comprises: When the second stay time of the master virtual object within the second preset distance range of the virtual resource box does not reach the second preset time, a countdown mark is displayed, where the countdown mark is used to indicate the countdown from the second stay time to the second preset time; Wherein, a virtual object at a preset distance from the master virtual object in the virtual scene views the countdown mark.

6. The method according to any one of claims 1 to 5, characterized in that: The displaying of resource ownership information after allocation of the virtual resources includes: displaying the resource ownership information after the virtual resources are allocated based on a first object game attribute of the master virtual object in the virtual scene, wherein the first object game attribute is used to represent a game contribution of the master virtual object in the virtual game, and there is an association between the game contribution and the resource ownership information; The first object game attribute includes at least one of the following: virtual damage caused by the controlling virtual object to the hostile virtual object, the hostile virtual object and the controlling virtual object being in different virtual camps; The number of objects eliminated by the master virtual object to eliminate the hostile virtual object; A resource change status of the virtual resource by the master virtual object in the virtual game; The game experience value accumulated by the master virtual object in the virtual game.

7. The method according to claim 6, characterized in that The game contribution is positively correlated with the allocation ratio of the master virtual object to the virtual resources; or, The game contribution is positively correlated with the resource value of the virtual resource, and the resource ownership information is obtained by allocating the virtual resource based on the resource value of the virtual resource.

8. The method according to any one of claims 1 to 5, characterized in that: The displaying of resource ownership information after allocation of the virtual resources includes: Based on the game duration of the virtual game, the resource ownership information after the virtual resources are allocated is displayed. The game duration is used to represent the duration of maintaining the operation of the virtual game. There is a correlation between the game duration and the resource ownership information.

9. The method according to claim 8, characterized in that The game duration is positively correlated with the allocation ratio of the master virtual object to the virtual resources; or, The game duration is positively correlated with the resource value of the virtual resource, and the resource ownership information is obtained by allocating the virtual resource based on the resource value of the virtual resource.

10. The method according to any one of claims 1 to 5, characterized in that: The displaying of resource ownership information after allocation of the virtual resources includes: Based on the resource reward value, the resource ownership information after the resource reward value is allocated is displayed; the resource reward value is a resource value preset for the virtual resource, or the resource reward value is a randomly generated resource value.

11. The method according to any one of claims 1 to 5, characterized in that: The displaying of resource ownership information after allocation of the virtual resources includes: Based on the game type of the virtual game, the resource ownership information after the virtual resource is allocated is displayed, and there is a corresponding relationship between the game type and the resource ownership information.

12. The method according to any one of claims 1 to 5, characterized in that: The displaying of resource ownership information after allocation of the virtual resources includes: Based on the game status of the virtual game, displaying the resource value corresponding to the virtual resource, the resource value being reward information obtained by converting the virtual resource, the game status including at least one of game duration, a first object game attribute of the master virtual object, and a game type; The resource ownership information after the virtual resources are allocated based on the resource values is displayed.

13. The method according to any one of claims 1 to 5, characterized in that: The displaying of resource ownership information after allocation of the virtual resources includes: Based on the number of objects in a first virtual camp where the master virtual object is located in the virtual game, the resource ownership information after the virtual resources are allocated is displayed; the first virtual camp includes the master virtual object and the teammate virtual objects.

14. The method according to claim 13, characterized in that The displaying of the resource ownership information after the allocation of the virtual resources based on the number of objects in the first virtual camp where the master virtual object is located in the virtual game includes: Based on the resource value corresponding to the virtual resource and the number of objects, reward sharing information is displayed as the resource ownership information, and the reward sharing information is used to represent the average distribution of the virtual resource to the virtual objects in the first virtual camp according to the number of objects and the resource value.

15. The method according to claim 13, characterized in that The displaying of the resource ownership information after the allocation of the virtual resources based on the number of objects in the first virtual camp where the master virtual object is located in the virtual game includes: Based on the resource value corresponding to the virtual resource and the number of objects, displaying first reward information representing a first reward amount as the resource ownership information; Wherein, the first reward amount is a reward allocated to the master virtual object based on the resource value; wherein, the teammate virtual object in the first virtual camp obtains a second reward amount, and the second reward amount is less than the first reward amount.

16. The method according to any one of claims 1 to 5, characterized in that: After the resource identification is displayed in the scene map in response to the resource acquisition operation and the master virtual object moves, the method further includes: In response to receiving the identification hiding operation, the resource identification is undisplayed in the scene map and moves along with the master virtual object.

17. The method according to claim 16, characterized in that In response to receiving the identifier hiding operation, canceling the display of the resource identifier in the scene map along with the movement of the master virtual object includes: In response to receiving a trigger operation for hiding the identifier, canceling the display of the resource identifier in the scene map and moving along with the master virtual object; or In response to receiving an operation to use a hidden prop, the resource identifier is undisplayed in the scene map and moves with the master virtual object. The hidden prop is a special prop obtained by the master virtual object in a virtual game.

18. The method according to claim 16, characterized in that The method further comprises: In a case where the resource identifier accompanying the movement of the master virtual object is canceled in the scene map, in response to the master virtual object performing object interaction with other virtual objects in the virtual scene, the resource identifier is restored to be displayed in the scene map accompanying the movement of the master virtual object; The object interaction includes at least one of the following: a first interaction between the control virtual object and the teammate virtual object; The second interaction between the controlling virtual object and the hostile virtual object includes at least one of a virtual combat interaction and a virtual defense interaction.

19. The method according to claim 16, wherein In response to receiving the identifier hiding operation, canceling the display of the resource identifier in the scene map along with the movement of the master virtual object includes: In the case where the resource identifier is at a first map position in the scene map, in response to receiving the identifier hiding operation, continuously displaying the resource identifier at the first map position, and displaying the object identifier corresponding to the master virtual object; or In response to receiving the identifier hiding operation, the resource identifier is hidden and displayed in the scene map.

20. The method according to any one of claims 1 to 5, characterized in that After the resource identifier is displayed in the scene map along with the movement of the master virtual object, the method further includes: In response to receiving the identification adjustment operation, displaying the resource identification in the scene map moving along a first identification trajectory; the first identification trajectory is different from the object movement trajectory of the master virtual object, and the identification adjustment operation is used to distort the identification position of the resource identification in the scene map; The method further comprises: In response to the master virtual object being eliminated by the hostile virtual object, the virtual resource is displayed at the elimination position point corresponding to the master virtual object, and the resource identifier is displayed at the elimination position point corresponding to the elimination position point in the scene map.

21. The method according to any one of claims 1 to 5, characterized in that The method further includes at least one of the following situations: In a case where the master virtual object holds the virtual resource, displaying the resource identifier in the scene map of the second client along with the movement of the master virtual object, the second client being a client for controlling the teammate virtual object of the master virtual object; In the case where the master virtual object holds the virtual resource, the resource identifier is displayed in the scene map of the third client and moves along with the master virtual object. The third client is a client for controlling the hostile virtual object of the master virtual object.

22. An object control device in a virtual scene, characterized in that: The device comprises: A display module, configured to display the virtual scene, wherein the virtual scene includes virtual resources, and a scene map corresponding to the virtual scene includes resource identifiers corresponding to the virtual resources; A receiving module, configured to receive a resource acquisition operation for controlling the master virtual object to acquire the virtual resource; The display module is further configured to display the resource identifier in the scene map in response to the resource acquisition operation, and to move along with the master virtual object; The display module is also used to display resource ownership information after the virtual resources are allocated when the resource ownership conditions are met. The resource ownership information is used to represent the resource rewards obtained by the master virtual object after the virtual resources are allocated between the master virtual object and the teammate virtual objects.

23. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the object control method in a virtual scene according to any one of claims 1 to 21.

24. A computer-readable storage medium, characterized in that The storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the object control method in the virtual scene according to any one of claims 1 to 21.

25. A computer program product, characterized in that The method comprises computer instructions, which, when executed by a processor, implement the object control method in a virtual scene according to any one of claims 1 to 21.

Citation Information

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