Virtual item acquisition method and device, equipment and storage medium
By displaying the physiological information of the interactive object, the production process of virtual props is adjusted, and the problem of insufficient interactivity and strategy in the acquisition of virtual props is solved, thereby enhancing the sense of reality and immersion.
Patent Information
- Application Number
- CN202510858701.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-24
- Publication Date
- 2025-08-15
AI Technical Summary
In the prior art, the virtual prop acquisition process lacks interactivity and strategy, and users lack space for independent exploration and personalization when obtaining virtual props.
The interactive state information is determined by displaying the physiological information of the interactive object, and the production process of the virtual props is adjusted using the interactive state information, including displaying the basic information to be made, the status information of the interactive object and the production adjustment information, and adjusting the quality and progress of the virtual props according to the interactive state.
It improves the realism and immersion in the acquisition of virtual props, enhances interactivity and strategy, and users adjust the production process of virtual props by adjusting their own interactive state.
Smart Images

Figure CN120478976A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer technology, and in particular to a method, apparatus, device, and storage medium for obtaining virtual props. Background Art
[0002] With the continuous development of computer technology, the types of games are increasing. During the game process, virtual objects usually need to obtain different types of virtual props to improve the corresponding properties of the virtual objects, thereby improving the competitiveness of the virtual objects.
[0003] In related technologies, virtual props are obtained by interacting with other virtual objects, completing designated tasks, picking up items in virtual scenes, purchasing them in virtual stores, participating in limited-time events, etc. In the process of obtaining virtual props, users follow established interaction rules and lack space for independent exploration and personalized play. Therefore, the process of obtaining virtual props is less interactive and strategic. Summary of the Invention
[0004] The embodiments of the present application provide a method, apparatus, device, and storage medium for obtaining virtual props, which improve the interactivity and strategy of the process of obtaining virtual props. The technical solution is as follows:
[0005] In one aspect, an embodiment of the present application provides a method for obtaining a virtual item, the method comprising:
[0006] Displaying basic production information of the virtual prop to be produced and first state information of an interactive object, wherein the interactive object is an object that interacts with the virtual prop;
[0007] In response to a triggering operation of the first state information, displaying interaction state information of the interactive object and production adjustment information of the virtual item, wherein the interaction state information is determined based on physiological information of the interactive object, the production adjustment information is determined based on the interaction state information, and the production adjustment information is used to adjust the basic production information;
[0008] When the adjusted basic production information meets the reference condition, the production result of the virtual prop is displayed.
[0009] On the other hand, an embodiment of the present application provides a device for obtaining a virtual item, the device comprising:
[0010] A first display module is configured to display basic production information of a virtual prop to be produced and first status information of an interactive object, wherein the interactive object is an object that interacts with the virtual prop;
[0011] a second display module, configured to display interaction state information of the interactive object and production adjustment information of the virtual item in response to a triggering operation of the first state information, wherein the interaction state information is determined based on physiological information of the interactive object, the production adjustment information is determined based on the interaction state information, and the production adjustment information is used to adjust the basic production information;
[0012] The second display module is further configured to display the production result of the virtual prop when the adjusted basic production information meets the reference condition.
[0013] In one possible implementation, the second display module is used to display first prompt information in response to a triggering operation of the first status information, where the first prompt information is used to guide the operation of the interactive object to obtain the physiological information of the interactive object; or, when the physiological information is obtained, display the interactive status information of the interactive object.
[0014] In one possible implementation, the interaction status information includes a status progress bar and a status indicator in the interaction state, and the status indicator in the interaction state is used to indicate the interaction state of the interaction object. The second display module is used to display the status indicator located in the first interval of the status progress bar when the physiological information represents that the interaction object is in the first interaction state; or, when the physiological information represents that the interaction object is in the second interaction state, display the status indicator located in the second interval of the status progress bar.
[0015] In one possible implementation, the second display module is used to display the first interaction state information of the interaction object when the physiological information indicates that the interaction object is in the first interaction state; or to display the second interaction state information of the interaction object when the physiological information indicates that the interaction object is in the second interaction state.
[0016] In one possible implementation, the first status information includes a status progress bar and a status indicator in a non-interactive state, wherein the status indicator in the non-interactive state is located at an initial position of the status progress bar, and the initial position is determined based on the physiological information or reference position of the interactive object at a reference time.
[0017] In one possible implementation, the production adjustment information includes quality adjustment information or progress adjustment information; the second display module is used to display the progress adjustment information of the virtual prop when the interaction state information indicates that the interactive object is in a first interaction state, and the progress adjustment information indicates the production progress additionally increased on the basis of the basic production progress of the virtual prop; and to display the quality adjustment information of the virtual prop when the interaction state information indicates that the interactive object is in a second interaction state, and the quality adjustment information indicates the production quality additionally increased on the basis of the basic production quality of the virtual prop.
[0018] In a possible implementation, the production adjustment information is associated with a skill control, and the second display module is further configured to display the skill control, which is used to produce the virtual item.
[0019] The device further includes an adjustment module, which is configured to adjust the production quality or production progress of the virtual prop based on the production adjustment information in response to a triggering operation of the skill control.
[0020] In a possible implementation, the first status information includes a detection control, the detection control is used to detect the physiological information, and the second display module is used to display the first prompt information in response to a triggering operation of the detection control.
[0021] In a possible implementation, the second display module is further used to display the remaining trigger times of the first status information; when the remaining trigger times are less than or equal to the times threshold, a second prompt message is displayed, and the second prompt message is used to remind that the production process of the virtual prop is prohibited from being adjusted.
[0022] In one possible implementation, the adjusted basic production information includes at least one of the production quality, production progress, or remaining virtual resources of the virtual prop, and the second display module is used for at least one of the following: displaying a first virtual prop that has been successfully produced when the production progress is greater than or equal to a progress threshold and the production quality is greater than or equal to a quality threshold; displaying a second virtual prop that has been successfully produced when the production progress is greater than or equal to the progress threshold and the production quality is less than the quality threshold; and displaying a production failure when the remaining virtual resources are less than or equal to a resource threshold and the production progress is less than the progress threshold.
[0023] In one possible implementation, the second display module is configured to display a third prompt message when the adjusted basic production information indicates that the production quality of the virtual prop reaches a quality threshold and the production progress is less than a progress threshold. The third prompt message is configured to prompt the interactive object to adjust the production progress of the virtual prop.
[0024] In one possible implementation, the first display module is further configured to display a virtual prop list in response to the virtual prop production operation, wherein the virtual prop list includes at least one virtual prop to be produced; and when any virtual prop to be produced is selected, display the production conditions and target virtual materials of the selected virtual prop;
[0025] The second display module is configured to display the basic production information and the first status information when the production condition is met and the target virtual material is included in the account of the interactive object.
[0026] In a possible implementation, the second display module is further used to display a fourth prompt message when the target virtual material is not included in the account of the interactive object, and the fourth prompt message is used to guide the interactive object to purchase the target virtual material or guide the interactive object to obtain the target virtual material in a virtual environment.
[0027] In a possible implementation, the physiological information includes at least one of heart rate information, brain wave information, skin electrical response information, or respiratory rate information.
[0028] In a possible implementation, the first display module is further configured to display auxiliary information in response to an auxiliary adjustment operation on the interaction state information, where the auxiliary information is used to assist the interactive object in adjusting physiological information;
[0029] The device further includes an updating module, configured to update the interaction state information of the interaction object based on the changed physiological information when the physiological information changes.
[0030] In a possible implementation, the second display module is further configured to display reference state information when there are multiple interactive objects, where the reference state information represents the synchronization of interaction states of the respective interactive objects, and the reference state information is determined based on the interaction states of the respective interactive objects;
[0031] The apparatus further includes a determining module configured to determine the production adjustment information based on the reference state information.
[0032] On the other hand, an embodiment of the present application provides a computer device, which includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor to enable the computer device to implement any of the above-mentioned methods for obtaining virtual props.
[0033] On the other hand, a computer-readable storage medium is provided, wherein at least one program code is stored in the computer-readable storage medium, and the at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned methods for obtaining virtual props.
[0034] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor to enable the computer to implement any of the above-mentioned methods for obtaining virtual props.
[0035] The technical solutions provided by the embodiments of the present application bring at least the following beneficial effects:
[0036] During the virtual prop acquisition process, this application uses interaction status information determined by the physiological information of the interactive object to determine virtual prop production adjustment information. Virtual prop production is related to the interactive object's interaction status, and the interactive process between the interactive object and the virtual prop is mapped and interactive with real life, thereby enhancing the realism and immersion of the virtual prop acquisition process and increasing the diversity of the virtual prop acquisition process. Furthermore, by adjusting the interactive object's own interaction status, the virtual prop production process is correspondingly adjusted, thereby improving the interactivity and strategic nature of the virtual prop acquisition process. BRIEF DESCRIPTION OF THE DRAWINGS
[0037] 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.
[0038] Figure 1 This is a structural block diagram of a computer system provided in an embodiment of the present application;
[0039] Figure 2 This is a flowchart of a method for obtaining virtual props provided in an embodiment of the present application;
[0040] Figure 3 This is a schematic diagram of a game interface for displaying basic production information and first state information of a virtual prop to be produced, provided by an embodiment of the present application;
[0041] Figure 4 This is a schematic diagram of a game interface displaying first prompt information provided by an embodiment of the present application;
[0042] Figure 5 This is a schematic diagram of a game interface showing a first interaction state of an interactive object provided by an embodiment of the present application;
[0043] Figure 6 This is a schematic diagram of a game interface showing a second interactive state of an interactive object provided by an embodiment of the present application;
[0044] Figure 7 This is a schematic diagram of a game interface of a first virtual prop provided in an embodiment of the present application;
[0045] Figure 8 This is a schematic diagram of a game interface of a second virtual prop provided in an embodiment of the present application;
[0046] Figure 9 This is a schematic diagram of a game interface showing a production failure provided by an embodiment of the present application;
[0047] Figure 10 This is a schematic diagram of a game interface displaying third prompt information provided by an embodiment of the present application;
[0048] Figure 11 This is a flow chart of a method for obtaining virtual props based on heart rate provided in an embodiment of the present application;
[0049] Figure 12 This is a schematic diagram of the structure of a device for obtaining virtual props provided in an embodiment of the present application;
[0050] Figure 13 This is a structural block diagram of a terminal device provided in an embodiment of the present application;
[0051] Figure 14 This is a structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION
[0052] 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.
[0053] It should be noted that the terms "first," "second," and the like in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or precedence. It should be understood that the terms used in this manner are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Instead, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
[0054] Before introducing the technical solution of the present application, the abbreviations and key terms involved in the embodiments of the present application are defined first.
[0055] Virtual scene: refers to the scene provided (or displayed) when the application is running on the terminal device. The virtual scene refers to the scene created for virtual objects to move. The virtual scene can be a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The virtual scene can be a simulation of the real world, a semi-simulation of the real world, or a purely fictional scene. For example, the virtual scene involved in the embodiments of the present application is a three-dimensional virtual scene.
[0056] Virtual objects refer to movable objects within a virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc. Players can manipulate virtual objects through external components or by tapping the touchscreen display. Each virtual object has its own unique shape and volume within the virtual scene and occupies a portion of the space within the virtual scene. For example, when the virtual scene is three-dimensional, the virtual object is a three-dimensional model created using animation skeletal technology.
[0057] Virtual props: These are objects or tools used, interacted with, or carried by virtual objects in virtual scenes. Virtual props can take on a variety of forms and functions, such as virtual equipment (used in combat scenes), virtual daily necessities (such as food and tools), virtual decorative items (such as clothing and accessories), and virtual magic items (with special abilities or effects). These virtual props can enhance the abilities of virtual objects, change their appearance, or assist them in completing specific tasks or achieving certain goals.
[0058] Figure 1This is a block diagram of a computer system provided in an embodiment of the present application. The computer system includes a terminal device 101 and a server 102. A client capable of obtaining (creating) virtual props is installed and running on the terminal device 101. The terminal device 101 is used to execute the virtual prop acquisition method provided in an embodiment of the present application. For example, the client may include, but is not limited to, a game development client, an animation production client, an architectural design client, a virtual dress-up client, and a social client.
[0059] Server 102 provides backend services for the client installed on terminal device 101. In one possible implementation, server 102 performs primary computing tasks, while terminal device 101 performs secondary computing tasks. Alternatively, server 102 performs secondary computing tasks, while terminal device 101 performs primary computing tasks. Alternatively, terminal device 101 and server 102 utilize a distributed computing architecture for collaborative computing.
[0060] Optionally, the terminal device 101 may be any electronic device that can interact with a user through one or more methods such as a keyboard, a touchpad, a remote control, voice interaction, or a handwriting device. For example, the terminal device 101 may be a smartphone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a PC (Personal Computer), a mobile phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a smart car computer, a smart TV, etc.
[0061] Terminal device 101 may generally refer to one of multiple terminal devices. This embodiment uses terminal device 101 as an example. Those skilled in the art will appreciate that the number of terminal devices 101 may be greater or lesser. For example, there may be only one terminal device 101, or there may be dozens, hundreds, or even more terminal devices 101. This embodiment of the application does not limit the number or type of terminal devices 101.
[0062] The server 102 is a single server, or a server cluster consisting of multiple servers, or any one of a cloud computing platform and a virtualization center, which is not limited in the embodiments of the present application. The server 102 is directly or indirectly connected to the terminal device 101 via a wired or wireless communication method. The server 102 has a data receiving function, a data processing function, and a data sending function. Of course, the server 102 may also have other functions, which are not limited in the embodiments of the present application.
[0063] In an exemplary embodiment of the present application, terminal device 101 is a terminal device of user 103. User 103 obtains (creates) a virtual item through terminal device 101. Terminal device 101 can display an interactive interface that displays basic creation information of the virtual item to be created and first status information of an interactive object. The basic creation information includes the initial quality and initial progress of the virtual item, as well as virtual resources owned by user 103's account for creating the virtual item. The interactive object is user 103 or a virtual object representing user 103.
[0064] After the first state information is triggered by user 103, terminal device 101 obtains physiological information of user 103 and uses the physiological information to determine interaction state information, where the interaction state information represents the nervous state of user 103. After determining the nervous state of user 103, production adjustment information for the virtual prop is determined based on the nervous state of user 103. For example, if the nervous state of user 103 represents a relaxed state, the first production adjustment information is used; if the nervous state of user 103 represents a focused state, the second production adjustment information is used. The production adjustment information is used to adjust at least one of the quality and progress of the virtual prop production process. If the virtual prop is completely produced, a result indicating successful production of the virtual prop is displayed; if the virtual resources required for producing the virtual prop are exhausted and the virtual prop production is not completed, a result indicating failed production of the virtual prop is displayed.
[0065] The method for obtaining virtual props provided in the embodiment of the present application can be applied to the above Figure 1 The computer system shown, for example, the method can be performed by Figure 1 The terminal device 101 can also execute the method interactively with the terminal device 101 and the server 102. Figure 2 As shown, the method includes the following steps 201 to 203.
[0066] In step 201, basic production information of a virtual prop to be produced and first state information of an interactive object are displayed, where the interactive object is an object that interacts with the virtual prop.
[0067] In an exemplary embodiment of the present application, a game client capable of providing a virtual scene is installed and run in the terminal device, a user account is logged in to the client, and a game interface (interactive interface) corresponding to the user account is displayed. The basic production information of the virtual props to be produced and the first status information of the interactive object are displayed in the game interface. Among them, the basic production information refers to a key data set related to the virtual props to be produced, which is used to display the production elements and processes of the virtual props. For example, the basic production information includes but is not limited to the current production quality of the virtual props, the current production progress, and the virtual resources required to produce the virtual props.
[0068] Virtual items of varying build qualities have varying performance, attribute bonuses, and rarity. For example, build quality can be categorized as Normal, Excellent, Fine, Epic, and Legendary, or as Normal and Rare. Higher build quality typically means the virtual item possesses more powerful attributes, is more rare and valuable in the game, and has a greater impact on the virtual object's ability enhancement, combat performance, or gameplay. The build progress reflects the specific stage or level of completion of the virtual item in the production process. This progress can be represented by a percentage, progress bar, or other visual elements. Virtual resources are the various virtual items or resources necessary to craft a virtual item. These include, but are not limited to, different types of materials, currencies, and special resources.
[0069] The first state information is information reflecting the initial state of the interactive object, wherein the interactive object is a user (player) or a virtual object controlled by the user based on a terminal device. The user account includes multiple virtual objects owned by the user, and the virtual objects belong to various types. For example, virtual objects of the prop making type, virtual objects of the combat type, and virtual objects of the auxiliary type. Among them, virtual objects of the prop making type usually have craft skills, and can collect virtual materials and manufacture virtual props in the virtual scene; virtual objects of the combat type usually interact with other virtual objects, non-player characters (NPCs) or virtual elements in the virtual scene through their own skills or the use of virtual props; auxiliary virtual objects include virtual pets, which are used to collaborate with virtual objects to collect virtual resources and perform virtual combat, etc.
[0070] The embodiment of the present application takes the production of virtual props through virtual objects as an example. The first state information includes a state progress bar, a state indicator in a non-interactive state, and a detection control, wherein the state progress bar is used to visually present the physiological state of the interactive object; the state indicator in a non-interactive state is located at a fixed position in the state progress bar, representing the initial interactive state of the interactive object. Different physiological states of the interactive object can affect the virtual prop production process; the detection control is used to obtain the physiological information of the interactive object. During the virtual prop production process, the state indicator in a non-interactive state is displayed at the initial position of the state progress bar in the interactive interface. The initial position is determined based on the physiological information or reference position of the interactive object at the reference moment.
[0071] Among them, the status progress bar includes but is not limited to a bar progress bar or a ring progress bar, and the status indicator is a movable mark superimposed on the status progress bar (such as a circular slider, a triangular pointer, a square slider, a special pattern mark, etc.), which reflects the quantitative degree of the current state of the interactive object in the progress bar dimension in real time.
[0072] For example, the status progress bar represents the tense state of the interactive object, and the reference moment is the moment when the user controls the virtual object to begin creating a virtual prop. At the initial creation moment of the virtual prop, the initial position of the non-interactive state indicator in the status progress bar is determined. For example, the position of the non-interactive state indicator in the status progress bar is initialized to obtain the initial position.
[0073] In one embodiment, the initial position is determined based on the physiological information of the moment (reference moment) when the interactive object starts to make virtual props. For example, the physiological information is the heart rate of the interactive object, and the status progress bar is the healthy heart rate range of the virtual object. The initial position of the status indicator in the non-interactive state is determined based on the heart rate of the interactive object at the moment it starts to make virtual props and the heart rate range corresponding to the status progress bar. In another embodiment, the initial position is a preset reference position. For example, the preset reference position is the middle position of the status progress bar. It should be noted that the method for determining the initial position and the preset reference position in this application are exemplary descriptions, and can also be set based on actual conditions. This application does not limit this.
[0074] The embodiment of the present application displays a status progress bar and displays a status indicator in a non-interactive state at the initial position of the status progress bar. When the initial position is determined based on the physiological information of the interactive object, different interactive objects correspond to different initial positions. By determining the status indicator in a non-interactive state at the initial position of the status progress bar, the accuracy and personalization of using the status indicator in an interactive state to represent the interactive state of the interactive object in subsequent processes are improved.
[0075] The initial position is a preset reference position (e.g., the middle of the progress bar), which avoids the need to calibrate the status indicator in the non-interactive state using physiological information, simplifying the interaction process and improving interaction efficiency. Furthermore, the preset reference position is used to calibrate the physiological state of different interacting partners, avoiding large differences in the initial position of the status indicator in the non-interactive state due to the different initial physiological states of the interacting partners. This ensures the adaptability and fairness of the entire interaction process for different interacting partners, and better adapts to standardized interaction scenarios.
[0076] In an exemplary embodiment of the present application, the process of displaying basic production information and first status information includes: in response to a production operation of a virtual prop, displaying a virtual prop list, the virtual prop list including at least one virtual prop to be produced; when any virtual prop to be produced is selected, displaying the production conditions and target virtual materials of the selected virtual prop; when the production conditions are met and the target virtual material is included in the account of the interactive object, displaying the basic production information and first status information.
[0077] For example, virtual props have levels. Different virtual props can have different levels, and the same level can also include multiple virtual props. A crafting control is displayed in the interactive interface. After the crafting control is triggered, a virtual prop list is displayed. The virtual prop list includes virtual props that can be crafted by the virtual object (virtual props to be crafted). The level of the virtual props in the virtual prop list is the level that matches the virtual object. For example, if the virtual object is level 5, the levels of the virtual props that can be crafted are 16 to 20.
[0078] When a user selects any virtual item to be crafted from the virtual item list, the interactive interface displays the crafting conditions, target virtual materials, and crafting controls for the selected virtual item. The crafting conditions include at least one of the following: crafting accuracy, crafting requirements, and necessary crafting steps; the target virtual materials are the virtual resources required to craft the virtual item. If the target virtual materials are included in the user's account and the crafting controls are triggered, the virtual object is deemed to meet the crafting conditions, and the interactive interface displays the basic crafting information and first status information for the selected virtual item.
[0079] Figure 3 This is a schematic diagram of a game interface showing the basic production information and first state information of a virtual prop to be produced provided by an embodiment of the present application. Figure 3As shown, the game interface displays a virtual item list 301. The virtual item list includes multiple virtual items 302 and virtual item description information 303. Virtual items 302 include, but are not limited to, virtual equipment 1, virtual equipment 2, and virtual equipment 3. Virtual item description information 303 includes the icon, name, and level of virtual item 302. When any virtual item 302 is selected, the game interface displays the selected virtual item (shaded) in a separate display from unselected virtual items, and displays the crafting conditions 304 and virtual material information 305 for the selected virtual item.
[0080] For example, the crafting conditions 304 for a selected virtual item are "Working accuracy ≥ 20, Processing accuracy ≥ 20, and cannot be simply crafted." The virtual material information 305 for the selected virtual item includes the number of materials owned by the account required to craft the virtual item and the number of virtual materials required to craft one virtual item. For example, in "x / y," x represents the number of virtual materials required to craft one virtual item, and y represents the total number of virtual materials owned by the account.
[0081] The game interface also displays a crafting control 306. When triggered, the interface displays a virtual object 307, basic crafting information 308, and first status information 309. Virtual object 307 begins crafting a virtual item. Basic crafting information 308 includes the name, quantity, quality rating, number of jobs, durability, progress, and quality of the virtual item being crafted. For example, the required durability for crafting virtual item 302 is 100, and 90 durability have been consumed. The required progress for crafting the virtual item is 110, and the current progress is 0. The required quality for crafting the virtual item is 220, and the current quality is 0.
[0082] First state information 309 includes a progress bar 309-1 and a non-interactive state indicator 309-2. Progress bar 309-1 indicates the tense state of virtual object 307, which affects the production progress or quality of the virtual item. Non-interactive state indicator 309-2 is located at the initial position of progress bar 309-1, such as the middle position.
[0083] The embodiments of the present application display a list of virtual props in an interactive interface. The virtual props in the list are virtual props that match the virtual object's level, allowing users to quickly locate a virtual prop to be crafted that meets the capabilities of the current virtual object, thereby improving the efficiency of determining virtual props. After determining the virtual prop to be crafted, the interactive interface displays the corresponding production conditions and target virtual materials, allowing users to understand the requirements for crafting the virtual prop in advance, helping users plan and prepare in advance, and reducing the trial-and-error costs and resource waste associated with crafting virtual props.
[0084] Optionally, when the interactive object's account does not include the target virtual material, fourth prompt information is displayed, and the fourth prompt information is used to guide the interactive object to purchase the target virtual material or guide the interactive object to obtain the target virtual material in the virtual environment.
[0085] For example, after the virtual item to be crafted is determined, the game client checks the virtual materials in the user account to determine whether the target virtual material is included. If the target virtual material is not included in the user account, or if the virtual materials in the user account are insufficient to craft the virtual item, a fourth prompt message is displayed on the interactive interface.
[0086] The fourth prompt information is used to inform the user of the target virtual material that is missing, guiding the user to obtain the missing target virtual material. For example, the fourth prompt information may include an entry link to an in-game virtual store or a redemption link, through which the user can directly purchase or redeem the target virtual material. The fourth prompt information may also provide methods for obtaining the target virtual material in the virtual environment. For example, the fourth prompt information may include at least one of information about a specific game map area, information about a task for obtaining the target virtual material, or information about challenging a specific virtual object, guiding the user to obtain the target virtual material in the virtual scene.
[0087] In the embodiment of the present application, when the user account does not include the target material, that is, the target material for making the virtual prop is missing, the fourth prompt information displayed guides the user to obtain the target virtual material and continue the virtual prop production process, thereby improving the simplicity of the virtual prop production process and user experience.
[0088] In step 202, in response to the triggering operation of the first state information, the interaction state information of the interaction object and the production adjustment information of the virtual props are displayed, the interaction state information is determined based on the physiological information of the interaction object, the production adjustment information is determined based on the interaction state information, and the production adjustment information is used to adjust the basic production information.
[0089] In an exemplary embodiment of the present application, after first status information is triggered, interaction status information of the interactive object is displayed, and the interaction status information is used to represent the nervous state of the interactive object. The process of displaying the interaction status information of the interactive object includes: in response to the triggering operation of the first status information, displaying first prompt information, the first prompt information is used to guide the operation of the interactive object to obtain physiological information of the interactive object; when the physiological information is obtained, the interaction status information of the interactive object is displayed.
[0090] The triggering operations for the first state information include, but are not limited to, single-clicking, double-clicking, and long-pressing the area displaying the first state information. After the first state information is triggered, a first prompt message is displayed in the game interface, guiding the user to perform a specified operation to obtain physiological information of the interactive object using the first prompt message.
[0091] Optionally, the first state information includes a detection control, which is used to detect the physiological information of the interactive object, and displays the first prompt information in response to the triggering operation of the detection control. The first state information may include one detection control, which measures multiple physiological information at the same time after the detection control is triggered; or the first state information may also include multiple detection controls, any one of which is used to measure a type of physiological information of the user, and after the detection control selected by the user is triggered, the physiological information corresponding to the selected detection control is measured. After the detection control is triggered, the game interface displays the first prompt information to guide the interactive object to perform a specified operation, wherein the detection control is a visual element in the user interface, which is used to guide the interactive object operation to obtain the physiological information of the interactive object; the triggering operation of the detection control includes but is not limited to a single-click operation, a double-click operation, and a long-press operation on the detection control.
[0092] For example, physiological information includes, but is not limited to, heart rate, brainwaves, galvanic skin response, and respiratory rate. Heart rate refers to the number of heartbeats per minute and is an important physiological indicator of cardiovascular activity. During gameplay, changes in heart rate reflect the emotional state and level of tension of the user. Brainwaves are bioelectrical signals generated when information is transmitted between neurons in the brain, reflecting brain activity and function. Brain activity is determined based on brainwave frequencies or bands. During gameplay, by analyzing changes in a user's brainwaves in different bands, the user's concentration and relaxation level can be understood. For example, when a user is concentrating on a game, beta waves in their brainwaves increase. Galvanic skin response refers to changes in skin resistance or conductance caused by emotional changes or tension, reflecting the activity of the user's autonomic nervous system. Galvanic skin response is closely related to emotional state. Respiratory rate refers to the number of breaths per minute, reflecting the user's state of relaxation or tension.
[0093] Various physiological information is obtained through the terminal device and wearable devices connected to the terminal device. Wearable devices include but are not limited to smart watches, smart bracelets, smart headphones, and smart clothing. Wearable devices transmit physiological information to the game client via Bluetooth or Wi-Fi (Wireless Fidelity).
[0094] For example, let's use heart rate as physiological information. After the first status information is triggered, the first prompt displayed on the game interface will be, "Please place your finger on the phone's rear camera to detect your heart rate." Alternatively, if the user is wearing a smartwatch, the first prompt will be, "We've detected you're wearing a smartwatch. We'll automatically retrieve your heart rate data. Please maintain normal gaming."
[0095] Heart rate is measured using photoplethysmography (PPG) using the phone's rear camera and flash. When a finger covers the rear camera, the flash emits light that illuminates the finger, and the camera captures the changes in light reflected from the finger. Alternatively, the watch's built-in light-emitting diode (LED) emits light of a specific wavelength (such as green light) that shines onto the skin, and a photosensor receives the reflected or transmitted light signal. Because the amount of light absorbed by the blood changes periodically with the heartbeat, the intensity of the light signal captured by the camera also changes accordingly. By analyzing the periodic changes in these light signals, the user's heart rate is determined.
[0096] For example, after the user places their finger according to the first prompt, the game client activates the heart rate detection function. At this point, the game client calls the phone's rear camera and flash control interface, controlling the flash to continuously emit light while the rear camera collects finger image data at a certain frequency. The game client processes the collected finger image data and extracts information about changes in the intensity of the light signal. It removes noise interference through filtering and amplification algorithms, then detects periodic changes in the light signal's intensity and calculates the time interval between adjacent peaks or troughs to derive the heart rate value.
[0097] Figure 4 This is a schematic diagram of a game interface showing a first prompt message provided by an embodiment of the present application. Figure 4 As shown, the game interface displays first state information 401, which includes a detection control 402. After the detection control 402 is triggered, the game interface displays first prompt information 403. The first prompt information 403 is used to guide the user to perform a corresponding action to detect the physiological information of the interactive object.
[0098] When the physiological information is acquired, the interaction state of the interaction object is determined based on the physiological information, and the physiological information and interaction state of the interaction object are displayed in the game interface. The process of determining the interaction state of the interaction object using physiological information includes steps 2021 and 2022.
[0099] In step 2021, the physiological information is preprocessed to obtain preprocessed physiological information.
[0100] In an exemplary embodiment of the present application, the preprocessing of physiological information includes but is not limited to denoising, standardization, and data synchronization. Various noises often exist in physiological information, such as motion artifacts, environmental electromagnetic interference, and the like. Taking heart rate information as an example, during the heart rate measurement process, when the user's finger suddenly shakes or moves, the heart rate signal collected by the photoelectric sensor may fluctuate abnormally. Through a filtering algorithm, such as a low-pass filter, high-frequency noise (noise caused by abnormal fluctuations) is removed, and effective heart rate information reflecting the interaction state of the interactive object is retained.
[0101] Physiological indicators may vary between different interacting subjects. For example, the resting heart rate of an adult is typically between 60 and 100 beats per minute, but this can fluctuate significantly between individuals. To facilitate comparison and analysis, the collected physiological information needs to be standardized. For example, the difference between each interacting subject's heart rate and the average heart rate of that interacting subject can be calculated, and the ratio of each difference to the standard deviation of the heart rate can be used as the normalized heart rate.
[0102] When each physiological information is measured separately, since the acquisition devices of different physiological information may have differences in sampling frequency and timestamp, the data of each physiological information needs to be synchronized. For example, the interpolation method is used to align the data points of the two physiological information to the same time series (timestamp alignment) to ensure that each physiological information is obtained at the same time point.
[0103] It should be noted that the preprocessing method of physiological information in this application is an exemplary description. Physiological information can also be preprocessed based on actual conditions, and this application does not impose any restrictions on this.
[0104] In step 2022, the interaction state of the interaction object is determined using the pre-processed physiological information.
[0105] In a real-time example, the interaction state of an interactive object can be determined solely by preprocessed physiological information. For example, during the interaction process, multiple interaction conditions are preset, each of which includes a physiological information range and an interaction state corresponding to the physiological information range. After determining the preprocessed physiological information, the preprocessed physiological information is compared with the physiological information range in each interaction condition. If the preprocessed physiological information is within the physiological information range, the interaction state corresponding to the physiological information range is determined as the interaction state of the interactive object.
[0106] In another embodiment, the interactive state of the interactive object can be determined by the preprocessed physiological information and the first state information. For example, the progress bar in the first state information has two endpoint values, and the two endpoint values represent the range of change of the preset physiological information of the interactive object, that is, any endpoint value corresponds to the physiological information. Based on the state indicator in the non-interactive state in the first state information being located at the initial position of the state progress bar and the preprocessed physiological information determining the state indicator in the interactive state being located at the position of the state progress bar, the state indicator in the interactive state being located at the position of the state progress bar represents the interactive state of the interactive object.
[0107] Take the interactive state as the tension of the interactive object and the physiological information as the heart rate information of the interactive object as an example. The tension corresponding to the progress bar is 0-100, and the corresponding heart rate is ab. The state indicator in the non-interactive state in the first state information is located in the middle of the progress bar, that is, the tension is 50%, and the corresponding heart rate is (a+b) / 2. When the measured player's heart rate is c, calculate the corresponding tension The correspondence between physiological information and interaction states can be determined through calculation. This correspondence can include the interaction ranges of physiological information corresponding to different interaction states. For example, if physiological information is within a first interaction range, the interacting partner is considered to be in a first interaction state; if physiological information is within a second interaction range, the interacting partner is considered to be in a second interaction state.
[0108] In one embodiment, when there is only one type of physiological information, the physiological information is compared with the interaction ranges corresponding to different interaction states to determine the interaction state of the interacting object. For example, when the interacting object's heart rate is between [60-80], the interacting object is considered to be in a first interaction state, such as a relaxed state; when the interacting object's heart rate is between [120-140], the interacting object is considered to be in a second interaction state, such as a focused state. Determining the interaction state of the interacting object using a single type of physiological information simplifies the interaction state determination process and improves interaction efficiency.
[0109] In another embodiment, when there are at least two types of physiological information, the interaction state information of the interactive object is determined based on the at least two types of physiological information. The interaction state of the interactive object is determined by comprehensively analyzing the correlation and change trends between the multiple physiological information. Exemplarily, the weights corresponding to the respective physiological information are obtained, and a comprehensive index of the interactive object is determined using the respective physiological information and their corresponding weights. The interaction state information of the interactive object is then determined using the comprehensive index. For example, the comprehensive index is compared with the interaction ranges corresponding to different interaction states to determine the interaction state of the interactive object.
[0110] The following example illustrates the use of heart rate and galvanic skin response to determine the interaction state. Principal component analysis (PCA) is used to analyze the contribution of heart rate information and galvanic skin response information to changes in the interaction state, and a first weight corresponding to the heart rate information and a second weight corresponding to the galvanic skin response are determined. The heart rate information is used to determine the difference between the tested heart rate value and the initial heart rate value, and the galvanic skin response information is used to determine the rate of change of skin conductance. The heart rate difference, the first weight corresponding to the heart rate difference, the rate of change of skin conductance, and the second weight corresponding to the rate of change of skin conductance are weighted and summed to obtain a comprehensive indicator of the interaction state. When the comprehensive indicator is within the first range, the interacting object is considered to be in the first interaction state, such as a relaxed state. When the comprehensive indicator is within the second range, the interacting object is considered to be in the second interaction state, such as a focused state.
[0111] The interaction state of the interaction object is determined by multiple physiological information, and multiple physiological information are integrated and combined with technologies such as principal component analysis to dynamically assign weights to comprehensively reflect the true state of the interaction object, avoid misjudgment of the interaction state by a single physiological information, and thus improve the accuracy of the interaction state judgment.
[0112] It should be noted that the method of using physiological information to determine the interaction status of the interaction object in this application is an exemplary explanation. Machine learning models such as decision trees, support vector machines (SVM), random forests, etc. can also be used to determine the interaction status of the interaction object. This application does not impose any restrictions on this.
[0113] In the embodiment of the present application, after the first state information is triggered, a first prompt is displayed, which is used to guide the interactive subject to operate in the correct manner and posture, thereby improving the accuracy and completeness of the acquired physiological information. After the physiological information is completed, the acquired physiological information is used to determine and display the interactive state information of the interactive subject, allowing the interactive subject to understand its own state in real time, so that the interactive state information can be adjusted in a timely manner by adjusting the physiological information, and then actively intervene in the interactive state, thereby improving the personalization and strategic nature of the subsequent virtual prop creation process.
[0114] In an exemplary embodiment of the present application, after the interaction state information of the interaction object is determined, the interaction state information is displayed in the interaction interface.
[0115] In one embodiment, the interaction status information includes a status progress bar and a status indicator in the interaction state. The position of the status indicator in the interaction state in the status progress bar changes dynamically. The status indicator is used to indicate the interaction status of the interactive object at different positions in the status progress bar. Displaying the interaction status information of the interactive object includes: when the physiological information indicates that the interactive object is in a first interaction state, displaying the status indicator located in the first interval of the status progress bar; when the physiological information indicates that the interactive object is in a second interaction state, displaying the status indicator located in the second interval of the status progress bar.
[0116] Exemplarily, the status progress bar includes multiple intervals, with different intervals representing different interaction states. Optionally, different intervals have different display modes, including at least one difference in color or pattern. The status progress bar includes a first interval and a second interval, with the first interval representing the interactive object in the first interaction state and the second interval representing the interactive object in the second interaction state.
[0117] For example, if the interaction state is the tense state of the interactive object, the corresponding numerical range of the status progress bar is [0, 100]. The status progress bar displays a status indicator for the interactive state. The position of the status indicator for the interactive state in the status progress bar can quantify the tense state of the interactive object. The first interval of the status progress bar is displayed in green, and the corresponding numerical range for the first interval is [10, 20], indicating that the interactive object is less tense and is in a relaxed state. The second interval of the status progress bar is displayed in red, and the corresponding numerical range for the second interval is [80, 90], indicating that the interactive object is more tense and is in a focused state. It should be noted that as the tense state of the interactive object changes, the position of the status indicator for the interactive state in the status progress bar also changes accordingly.
[0118] Figure 5 This is a schematic diagram of a game interface showing the first interactive state of an interactive object provided by an embodiment of the present application. Figure 5 As shown, a status progress bar 501 is displayed in the game interface. The status progress bar has a numerical range of [0, 100] and includes a first interval [10, 20] and a second interval [80, 90]. The first interval corresponds to a relaxed state, and the second interval corresponds to a focused state. The tension value corresponding to the interactive state of the interactive object is determined based on the physiological information of the interactive object. When the tension value is in the first interval, a state indicator 502 indicating that the interactive object is in a relaxed state is displayed in the first interval, indicating that the interactive object is in a relaxed state.
[0119] Figure 6 This is a schematic diagram of a game interface showing the second interactive state of an interactive object provided by an embodiment of the present application. Figure 6 As shown, a status progress bar 601 is displayed in the game interface. The tension value corresponding to the interactive state of the interactive object is determined based on the physiological information of the interactive object. When the tension value is in the second interval, a state indicator 602 in the interactive state is displayed in the second interval, indicating that the interactive object is in a focused state.
[0120] In the embodiment of the present application, through the combination of a status progress bar and a status indicator in an interactive state, an interactive object can quickly understand its own interactive state, thereby improving the readability and acquisition efficiency of the interactive state information. The status indicator in the interactive state will dynamically adjust its position in real time as the state of the interactive object changes. When the state of the interactive object changes, for example, from a relaxed state to a focused state, the status indicator in the interactive state will move from a first interval to a second interval. Through the movement of the status indicator in the interactive state, the interactive object can promptly understand the change in its own interactive state. The interactive object can promptly adjust its own behavior and emotions according to the position of the status indicator in the interactive state to achieve the desired interactive state, thereby affecting the production process of virtual props in the subsequent process, and improving the personalization and strategic nature of the interactive process.
[0121] In another embodiment, when the physiological information indicates that the interactive object is in a first interactive state, the first interactive state information of the interactive object is displayed; or, when the physiological information indicates that the interactive object is in a second interactive state, the second interactive state information of the interactive object is displayed.
[0122] Exemplarily, when it is determined through the physiological information of the interactive object that the interactive object is in a first interactive state, the first interactive state information of the interactive object is directly displayed in the game interface, such as, the current state is a relaxed state; when it is determined through the physiological information of the interactive object that the interactive object is in a second interactive state, the second interactive state information of the interactive object is directly displayed in the game interface, such as, the current state is a focused state.
[0123] Take the physiological information as heart rate information and the interaction state in the first interaction state as an example for explanation. Figure 5 The game interface also displays the heart rate information 503 of the interactive state and the first interactive state information 504. For example, the heart rate information 503 includes the heart rate information identifier and the heart rate data (current heart rate 72); the first interactive state information 504 is "the current state is the relaxed state". Figure 6 The game interface also displays the heart rate information 603 of the interaction state and the first interaction state information 604. For example, the heart rate information 603 includes a heart rate information identifier and heart rate data (current heart rate 118); the first interaction state information 604 is "the current state is the focus state".
[0124] The embodiment of the present application displays corresponding status information according to different interaction states, and directly displays the interaction status information, which effectively avoids the conversion between information and improves the efficiency of obtaining the interaction status information.
[0125] In an exemplary embodiment of the present application, the interactive interface also displays production adjustment information for the virtual item. The production adjustment information is determined based on the interaction state information and is used to adjust the basic production information. The production adjustment information includes quality adjustment information or progress adjustment information. The process of displaying the production adjustment information includes: when the interaction state information indicates that the interactive object is in a first interaction state, displaying the progress adjustment information for the virtual item, the progress adjustment information indicating the production progress added to the basic production progress of the virtual item; when the interaction state information indicates that the interactive object is in a second interaction state, displaying the quality adjustment information for the virtual item, the quality adjustment information indicating the production quality added to the basic production quality of the virtual item.
[0126] Combine Figure 5 When the interactive object is in the first interactive state, ie, the relaxed state, the game interface displays progress adjustment information 505, ie, in the relaxed state, if the virtual props are produced, the production progress will be increased by an additional 50%.
[0127] Combine Figure 6 When the interactive object is in the second interactive state, ie, the focused state, the game interface displays quality adjustment information 605, ie, in the focused state, if a virtual prop is produced, the production quality is increased by an additional 50%.
[0128] In one embodiment, the interactive interface also displays a skill control for crafting virtual items. In response to a skill control trigger, the crafting quality or progress of the virtual item is adjusted based on crafting adjustment information. There can be one or more skill controls. Any one of these skill controls is used to craft the virtual item. For example, the skill controls may include a first skill control for increasing the crafting progress of the virtual item and a second skill control for increasing the crafting quality of the virtual item.
[0129] The skill adjustment parameter of the skill control for the virtual item is the sum of the basic skill adjustment parameter and the additional skill adjustment parameter (the additional skill adjustment parameter corresponding to the progress adjustment information or the quality adjustment information). After the skill control is triggered, the skill adjustment parameter is calculated based on the triggered skill control and at least one of the progress adjustment information or the quality adjustment information, and the quality or progress of the virtual item is adjusted using the skill adjustment parameter.
[0130] For example, the basic skill adjustment parameter corresponding to the skill control is to increase the basic crafting progress by 10% or to increase the basic crafting quality by 10% (basic skill adjustment parameter). After the skill control is triggered, the crafting progress of the virtual item increases by 10% or the crafting quality increases by 10%. The progress adjustment information is the additional crafting progress added to the basic crafting progress (additional skill adjustment parameter), and the quality adjustment information is the additional crafting quality added to the basic crafting quality (additional skill adjustment parameter).
[0131] Combine Figure 5 , the game interface displays progress adjustment information 505 and skill control 506, the progress adjustment information 505 is "the production progress increases by an additional 50%", after the skill control 506 is triggered, the additional skill adjustment parameter is 5%, that is, 10%*50%=5%, then the production progress of the virtual props increases by 15% (skill adjustment parameter).
[0132] Combine Figure 6 The game interface displays quality adjustment information 605 and skill control 507. The quality adjustment information states "Production quality increased by 50%." After skill control 607 is triggered, the additional skill adjustment parameter becomes 5%, i.e., 10% * 50% = 5%. The production quality of the virtual item increases by 15% (the skill adjustment parameter).
[0133] In another embodiment, after the progress adjustment information of the virtual props is displayed in the game interface, the production progress of the virtual props is automatically adjusted based on the progress adjustment information; after the quality adjustment information of the virtual props is displayed in the game interface, the production quality of the virtual props is automatically adjusted based on the quality adjustment information.
[0134] For example, a basic skill adjustment parameter is to increase crafting progress or crafting quality by 10%, the progress adjustment information is "an additional 50% increase in crafting progress," and the quality adjustment information is "an additional 50% increase in crafting quality." After the progress adjustment information for a virtual item is displayed on the game interface, the crafting progress of the virtual item automatically increases by 5% (the additional adjustment parameter), i.e., 10% * 50% = 5%. After the quality adjustment information for a virtual item is displayed on the game interface, the crafting quality of the virtual item automatically increases by 5% (the additional adjustment parameter), i.e., 10% * 50% = 5%.
[0135] It should be noted that this application is explained by taking the progress adjustment information or quality adjustment information of virtual props displayed in the game interface as an example. Optionally, the game interface can also display the expected progress adjustment result or the expected quality adjustment result, wherein the expected progress adjustment result is the result that can be achieved after adjusting the production progress of the virtual props based on the progress adjustment information, and the expected quality adjustment result is the result that can be achieved after adjusting the production quality of the virtual props based on the quality adjustment information. For example, the current production progress of the virtual props is 60%, and the expected progress adjustment result is "after the skill control is triggered, the production progress of this virtual prop is increased to 75%"; or, the current production quality of the virtual props is 30%, and the expected quality adjustment result is "after the skill control is triggered, the production quality of this virtual prop is increased to 45%".
[0136] After adjusting the production progress or quality of a virtual item, the interactive state of the interactive object can also be adjusted. For example, when the interactive object is in a relaxed state, adjusting the production progress or quality increases the tension; when the interactive object is in a focused state, adjusting the production progress or quality decreases the tension.
[0137] Optionally, during the process of acquiring virtual props, the interactive state of the interactive object can also be adjusted using auxiliary information. The process of adjusting the interactive state of the interactive object using auxiliary information includes: displaying auxiliary information in response to an auxiliary adjustment operation on the interactive state information, the auxiliary information being used to assist the interactive object in adjusting physiological information; and updating the interactive state information of the interactive object based on the changed physiological information when the physiological information changes.
[0138] In an exemplary embodiment of the present application, an auxiliary control is displayed in the interactive interface, and the triggering operation of the auxiliary control corresponds to the adjustment operation of the interactive state information, and auxiliary information is displayed in the interactive interface, wherein the auxiliary information includes multiple types of content, for example, the content of the auxiliary information includes audio content, visual content, and audio-visual combined content. Audio content includes but is not limited to light music, natural sound effects, rock music, and heavy metal music; visual content includes but is not limited to dynamic images (such as forests, starry skies, and night) and guided animations (such as breathing rhythm ripples); audio-visual combined content includes but is not limited to meditation guidance videos (such as those containing voice instructions and natural scenes).
[0139] Different auxiliary information has different effects on the interactive subject. For example, dynamic images such as a forest or a starry sky can reduce the interactive subject's heart rate, thereby relieving tension; dynamic images of darkness can increase the interactive subject's heart rate, thereby increasing tension. The interactive subject (user) selects any of the auxiliary information, and the auxiliary interactive subject changes their interaction status by altering their physiological information. The game client analyzes the collected physiological information in real time to determine whether it has changed. For example, if the interactive subject's heart rate rises or falls continuously over a period of time and exceeds a certain threshold, it is determined that a physiological change has occurred. When a change in the interactive subject's physiological information is detected, for example, if the interactive subject is previously in a highly tense state and then plays light music to reduce their heart rate, the game client recalculates the tension level based on the changed heart rate and updates the interactive status information on the interactive interface.
[0140] The embodiments of this application closely link the physiological information of the interactive subject with the interaction state and dynamically adjust it using auxiliary information. This makes the process of the interactive subject creating virtual props more realistic and immersive. Furthermore, by using auxiliary information to assist in adjusting the physiological information of the interactive subject, the interactive subject can actively select the auxiliary information to assist in adjusting the physiological information, thereby adjusting the interactive subject's interaction state information, thereby enhancing the personalization and strategic nature of the virtual prop creation process.
[0141] In an exemplary embodiment of the present application, when there are multiple interactive objects, reference status information is displayed, the reference status information represents the synchronization of the interactive status of each interactive object, and the reference status information is determined based on the interactive status of each interactive object; and the production adjustment information is determined based on the reference status information.
[0142] For example, in a scenario where multiple interactive objects (such as multiple players) jointly participate in making virtual props, the game client will continuously obtain physiological information of each interactive object and determine the interaction state information of each interactive object based on the physiological information.
[0143] The reference state information may be comprehensive interaction information of multiple interaction objects or independent interaction information of each interaction object. For example, when the reference state information is comprehensive interaction information of multiple interaction objects, the interaction state information of each interaction object is used to determine the synchronization of the interaction state to obtain the reference state information.
[0144] In one embodiment, the correlation coefficient of the interaction status indicators of each interactive object is calculated. Taking tension as an example, the tension values of each player are normalized and the Pearson correlation coefficient is calculated. If the correlation coefficient is close to 1, it indicates high synchronization of tension among multiple players; if it is close to 0, it indicates low synchronization. In another embodiment, a threshold range is set. When the difference in the interaction status indicators of each interactive object is within the threshold range, synchronization is considered high; when the difference in the interaction status indicators of each interactive object is outside the threshold range, synchronization is considered low.
[0145] In the case where the reference status information is independent interaction information of each interaction object, the interaction status information of each interaction object is synchronously displayed in the game interface of the terminal device of each interaction object.
[0146] It should be noted that the game interface of each interactive object's terminal device synchronously displays a status progress bar and status indicator corresponding to the reference status information, or directly displays the reference status information in the game interface. The above two display methods are similar to the methods of displaying the interactive status information, and can be referred to the relevant description in step 202, which will not be repeated here.
[0147] When the reference state information indicates a high degree of synchronization in the interaction states of the various interactive objects, the game client determines corresponding production adjustment information. For example, if multiple interactive objects are working together to create a virtual item and their tension is highly synchronized, the game client determines production adjustment information based on this synchronization. The production adjustment information includes at least one of quality adjustment information and progress adjustment information.
[0148] If the reference status information indicates low synchronization between the interaction states of the various interacting parties, the game interface will display appropriate guidance information. For example, this guidance information may encourage the interacting parties to adjust their interaction states through communication, collaboration, or other means to improve synchronization. Alternatively, the game client may provide personalized suggestions based on the interaction states of different interacting parties, and display these suggestions in the game interface to help each interacting party adjust to an interaction state more suitable for collaboratively crafting items.
[0149] In embodiments of the present application, when there are multiple interactive objects, reference state information is determined and displayed based on the interaction state (or physiological information) of each interactive object, allowing each interactive object to understand the synchronization of their interaction states. This can prompt the interactive objects to actively adjust their own interaction states to achieve higher synchronization, thereby improving the interactivity between the interactive objects in the process of obtaining virtual props. Production adjustment information is determined based on the reference state information. When the synchronization of the interactive object states is high, the production progress or production quality of the virtual props is improved, thereby increasing the fun and strategy of the game.
[0150] Optionally, the remaining trigger times of the first status information are displayed in the interactive interface; when the remaining trigger times are less than or equal to the times threshold, a second prompt information is displayed, and the second prompt information is used to remind that the production process of the virtual props is prohibited from being adjusted.
[0151] For example, to ensure the smooth acquisition of virtual items, the number of times the first state information can be triggered is limited. For example, the maximum number of times the first state information can be triggered is 5. In the interactive interface, the remaining number of times the first state information can be triggered is determined based on the maximum number of times the first state information has been triggered and the number of times it has already been triggered. When the remaining number of times is less than or equal to the number threshold, it indicates that the first state information cannot be triggered, and a second prompt message is displayed in the interactive interface. The second prompt message reminds the interactive object that the first state information cannot be triggered. In other words, the virtual item creation process cannot be actively adjusted.
[0152] Combine Figure 6 , the game interface also displays the remaining trigger times 606 of the first state information. In the subsequent process, based on the triggering operation of the first state information, the remaining trigger times 606 of the first state information are correspondingly updated.
[0153] The embodiment of the present application limits the number of times the first state information is triggered, thereby preventing users from adjusting the production progress and quality of virtual props by frequently adjusting the interaction state, thereby improving the strategy and challenge of the virtual prop acquisition process.
[0154] In step 203, when the adjusted basic production information satisfies the reference condition, the production result of the virtual item is displayed.
[0155] Exemplarily, after determining the production adjustment information of the virtual prop, the production adjustment information of the virtual prop is used to adjust the basic production information to obtain the adjusted basic production information. When the adjusted basic production information meets the reference conditions, the production result of the virtual prop is determined according to the adjusted basic information. Among them, meeting the reference conditions includes but is not limited to: the production progress is greater than or equal to the progress threshold, and the remaining virtual resources are less than or equal to the resource threshold. For example, the reference condition is that the production progress reaches 100%, or the reference condition is that the remaining durable quantity is 0. It should be noted that the reference conditions in this application are illustrative, and the reference conditions can also be set based on the actual situation in the process of obtaining virtual props. This application does not limit this.
[0156] In the exemplary embodiment of the present application, displaying the production results of virtual props includes but is not limited to the following three situations:
[0157] In case 1, when the production progress is greater than or equal to the progress threshold and the production quality is greater than or equal to the quality threshold, the first virtual item that has been successfully produced is displayed.
[0158] For example, when the production progress reaches 100% and the production quality also reaches 100%, the interactive object obtains the first virtual prop, ie, the rare virtual prop. Figure 7 This is a schematic diagram of a game interface of a first virtual prop provided in an embodiment of the present application. Figure 7 As shown, the first virtual prop 701 is displayed in the game interface.
[0159] In the second case, when the production progress is greater than or equal to the progress threshold and the production quality is less than the quality threshold, the second virtual item that has been successfully produced is displayed.
[0160] For example, when the production progress reaches 100% but the production quality does not reach 100%, the interactive object obtains a second virtual prop, that is, an ordinary virtual prop. The second virtual prop has a different effect from the first virtual prop. Figure 8 This is a schematic diagram of a game interface of a second virtual prop provided in an embodiment of the present application. Figure 8 As shown, the second virtual prop 801 is displayed in the game interface.
[0161] In case three, when the remaining virtual resources are less than or equal to the resource threshold and the production progress is less than the progress threshold, production failure is displayed.
[0162] For example, if the crafting progress has not reached 100%, but the number of virtual resources remaining in the user account is less than the number of virtual resources required to complete the crafting of the virtual item (resource threshold), the crafting failure display will be displayed. For example, each skill control triggering consumes a certain number of virtual resources. If the number of virtual resources in the user account is less than the number of virtual resources required to trigger the skill control, the crafting failure display will be displayed.
[0163] The following is an example of a durable virtual resource. Figure 9 This is a schematic diagram of a game interface showing a failed production provided by an embodiment of the present application. Figure 9 As shown, the durability in the user account displayed in the game interface is 0, indicating that the virtual props cannot be made any further, that is, the durability in the user account is not enough to support the triggering of the skill control, and the game interface displays the message 901 that the virtual props production failed.
[0164] In an exemplary embodiment of the present application, when the adjusted basic production information indicates that the production quality of the virtual prop reaches the quality threshold and the production progress is less than the progress threshold, a third prompt message is displayed, and the third prompt message is used to prompt the interactive object to adjust the production progress of the virtual prop.
[0165] Exemplarily, after the basic production information is adjusted through the production adjustment information corresponding to the interactive state of the interactive object, if the production quality in the adjusted basic production information reaches the quality threshold (e.g., reaches 100%), but the production progress of the virtual props is not completed, a third prompt message is displayed, and the third prompt message is used to remind the interactive object that only the production progress of the virtual props needs to be adjusted to complete the production of the virtual props. Figure 10 This is a schematic diagram of a game interface showing a third prompt message provided by an embodiment of the present application. Figure 10 As shown, the third prompt message is displayed in the game interface, and the third prompt message is "The quality has reached the level of a treasure. Once the progress is completed, you can make a treasure virtual prop~".
[0166] During the virtual prop acquisition process, this application uses interaction status information determined by the physiological information of the interactive object to determine virtual prop production adjustment information. Virtual prop production is related to the interactive object's interaction status, and the interactive process between the interactive object and the virtual prop is mapped and interactive with real life, thereby enhancing the realism and immersion of the virtual prop acquisition process and increasing the diversity of the virtual prop acquisition process. Furthermore, by adjusting the interactive object's own interaction status, the virtual prop production process is correspondingly adjusted, thereby improving the interactivity and strategic nature of the virtual prop acquisition process.
[0167] In an exemplary embodiment of the present application, after obtaining a virtual prop, the virtual prop can be applied to a virtual object in a virtual scene. The virtual object has multiple attributes, including but not limited to combat attributes, movement attributes, and economic attributes. Combat attributes are attributes that directly affect the combat capabilities of the virtual object, such as attack power, defense power, critical hit rate, health points, skill cooldown reduction, true damage, elemental penetration, field of view, etc.; movement attributes are attributes that affect the displacement of the virtual object, such as movement speed and jump height; and economic attributes are attributes that affect the virtual object's acquisition of virtual resources, such as the progress of virtual resource acquisition. After the virtual prop is applied to the virtual object, at least one attribute of the virtual object is adjusted based on the virtual prop.
[0168] This application also provides a method for obtaining virtual props based on heart rate. Figure 11 This is a flow chart of a method for obtaining virtual props based on heart rate provided in an embodiment of the present application. Figure 11 As shown, the method includes steps 1101 to 1116.
[0169] Step 1101: The heart rate detection control is triggered, the heart rate detection interface is displayed, and the user's heart rate is detected.
[0170] Step 1102: Determine whether the heart rate is within the first range. If not, proceed to step 1103; if so, proceed to step 1104.
[0171] Step 1103: The tense state does not meet the conditions, and the virtual prop production process does not change.
[0172] Step 1104 : Display an indicator in the first interval of the tense state progress bar, indicating that the virtual object is in a relaxed state.
[0173] Step 1105: When the first skill control is triggered, the progress adjustment information of the virtual object is determined.
[0174] Step 1106: Use the progress adjustment information to adjust the production progress of the virtual prop.
[0175] Step 1107: Determine whether the heart rate is within the second range. If not, execute step 1103; if so, execute step 1108.
[0176] Step 1108 : Display an indicator in the second interval of the tense state progress bar, indicating that the virtual object is in a focused state.
[0177] Step 1109: When the second skill control is triggered, quality adjustment information of the virtual object is determined.
[0178] Step 1110: Use the quality adjustment information to adjust the production quality of the virtual prop.
[0179] For example, the user interface of a terminal device displays a heart rate detection control. After the control is triggered, the user's heart rate is detected. The user places their finger over the terminal device's camera. When the finger covers the rear camera, the flashlight emits light to illuminate the finger, and the camera captures the changes in the light reflected from the finger. Because the amount of light absorbed by the blood varies periodically with the heartbeat, the intensity of the light signal captured by the camera also varies accordingly. By analyzing these periodic changes in the light signal, the user's heart rate is determined. When the user's heart rate is low, the user is considered relaxed, and the indicator indicating the user's level of tension in the user interface moves to the first interval of the progress bar. When the user's heart rate is high, the user is considered focused, and the indicator indicating the user's level of tension in the user interface moves to the second interval of the progress bar. When the user is relaxed, the progress of virtual prop creation can be accelerated; when the user is focused, the quality of virtual prop creation can be improved. It should be noted that the relevant contents of steps 1101 to 1110 have been described in detail in steps 201 and 202. Please refer to the relevant contents and will not be repeated here.
[0180] Step 1111: Determine remaining virtual resources based on the triggering operations of the first skill control and the second skill control.
[0181] Step 1112: Determine whether the remaining virtual resources are exhausted. If so, execute step 1113; if not, execute step 1114.
[0182] Step 1113: It is displayed that the virtual resources are exhausted and the production of the virtual props fails.
[0183] Step 1114: Adjust the progress or quality of the virtual prop production process based on at least one of the quality adjustment information, the progress adjustment information, the triggering operation of the first skill control, and the triggering operation of the second skill control.
[0184] Step 1115, when the production progress is completed but the production quality does not reach the treasure level, it is displayed that the ordinary virtual props are successfully produced.
[0185] Step 1116, when the production progress is completed and the production quality reaches the treasure level, it is displayed that the treasure virtual prop is successfully produced.
[0186] During the creation of virtual items, the first and second skills are used to increase the progress and quality of the virtual items, respectively. The use of skills consumes virtual resources, and the remaining virtual resources in the user account are determined in real time. If the remaining virtual resources are exhausted but the creation of the virtual item is not complete, the creation of the virtual item fails. If the virtual resources are not exhausted, the first and second skills are used to perform a normal bonus on the progress and quality of the virtual item, and the quality adjustment information and progress adjustment information are used to perform an additional bonus on the progress and quality of the virtual item. If the creation progress is complete and the creation quality reaches the rare grade, the creation of the rare virtual item is successful; if the creation progress is complete but the creation quality does not reach the rare grade, the creation of the ordinary virtual item is successful.
[0187] The present application also provides a device for obtaining virtual props. Figure 12 This is a structural diagram of a device for obtaining virtual props provided in an embodiment of the present application. Figure 12 As shown, the device includes:
[0188] The first display module 1201 is used to display basic production information of the virtual prop to be produced and first status information of the interactive object, where the interactive object is an object that interacts with the virtual prop;
[0189] The second display module 1202 is configured to display interaction state information of the interactive object and production adjustment information of the virtual prop in response to a triggering operation of the first state information, wherein the interaction state information is determined based on the physiological information of the interactive object, and the production adjustment information is determined based on the interaction state information, and the production adjustment information is used to adjust the basic production information;
[0190] The second display module 1202 is further configured to display the production result of the virtual prop when the adjusted basic production information meets the reference condition.
[0191] In one possible implementation, the second display module 1202 is used to display first prompt information in response to a triggering operation of the first status information, where the first prompt information is used to guide the operation of the interactive object to obtain physiological information of the interactive object; or, when the physiological information is obtained, display the interactive status information of the interactive object.
[0192] In one possible implementation, the interaction status information includes a status progress bar and a status indicator in the interaction state, and the status indicator in the interaction state is used to indicate the interaction state of the interactive object. The second display module 1202 is used to display the status indicator located in the first interval of the status progress bar when the physiological information represents that the interactive object is in the first interaction state; or, when the physiological information represents that the interactive object is in the second interaction state, display the status indicator located in the second interval of the status progress bar.
[0193] In one possible implementation, the second display module 1202 is used to display the first interaction state information of the interactive object when the physiological information indicates that the interactive object is in the first interaction state; or to display the second interaction state information of the interactive object when the physiological information indicates that the interactive object is in the second interaction state.
[0194] In one possible implementation, the first status information includes a status progress bar and a status indicator in a non-interactive state, wherein the status indicator in the non-interactive state is located at an initial position of the status progress bar, and the initial position is determined based on the physiological information or reference position of the interactive object at a reference time.
[0195] In one possible implementation, the production adjustment information includes quality adjustment information or progress adjustment information; the second display module 1202 is used to display the progress adjustment information of the virtual prop when the interaction state information indicates that the interactive object is in the first interaction state, and the progress adjustment information indicates the production progress additionally increased on the basis of the basic production progress of the virtual prop; when the interaction state information indicates that the interactive object is in the second interaction state, the quality adjustment information of the virtual prop is displayed, and the quality adjustment information indicates the production quality additionally increased on the basis of the basic production quality of the virtual prop.
[0196] In one possible implementation, the production adjustment information is associated with a skill control, and the second display module 1202 is further configured to display the skill control, which is used to produce virtual props;
[0197] The device also includes an adjustment module (not shown in the figure), which is used to adjust the production quality or production progress of the virtual prop based on the production adjustment information in response to the triggering operation of the skill control.
[0198] In a possible implementation, the first status information includes a detection control, which is used to detect physiological information. The second display module 1202 is used to display the first prompt information in response to a triggering operation of the detection control.
[0199] In one possible implementation, the second display module 1202 is further used to display the remaining trigger times of the first status information; when the remaining trigger times are less than or equal to the times threshold, a second prompt information is displayed, and the second prompt information is used to remind that the production process of the virtual props is prohibited from being adjusted.
[0200] In one possible implementation, the adjusted basic production information includes at least one of the production quality, production progress, or remaining virtual resources of the virtual prop. The second display module 1202 is used for at least one of the following: when the production progress is greater than or equal to the progress threshold and the production quality is greater than or equal to the quality threshold, displaying the first virtual prop that has been successfully produced; when the production progress is greater than or equal to the progress threshold and the production quality is less than the quality threshold, displaying the second virtual prop that has been successfully produced; when the remaining virtual resources are less than or equal to the resource threshold and the production progress is less than the progress threshold, displaying the production failure.
[0201] In one possible implementation, the second display module 1202 is used to display a third prompt message when the adjusted basic production information indicates that the production quality of the virtual prop reaches a quality threshold and the production progress is less than a progress threshold. The third prompt message is used to prompt the interactive object to adjust the production progress of the virtual prop.
[0202] In one possible implementation, the first display module 1201 is further configured to display a virtual prop list in response to a virtual prop production operation, the virtual prop list including at least one virtual prop to be produced; and when any virtual prop to be produced is selected, displaying production conditions and target virtual materials for the selected virtual prop.
[0203] The second display module 1202 is configured to display basic production information and first status information when the production conditions are met and the account of the interactive object includes the target virtual material.
[0204] In one possible implementation, the second display module 1202 is further used to display a fourth prompt message when the target virtual material is not included in the interactive object's account. The fourth prompt message is used to guide the interactive object to purchase the target virtual material or guide the interactive object to obtain the target virtual material in the virtual environment.
[0205] In a possible implementation, the physiological information includes at least one of heart rate information, brain wave information, skin electrical response information, or respiratory rate information.
[0206] In a possible implementation, the first display module 1201 is further configured to display auxiliary information in response to an auxiliary adjustment operation on the interaction state information, where the auxiliary information is used to assist the interactive object in adjusting physiological information;
[0207] The device further includes an updating module (not shown in the figure), which is configured to update the interaction state information of the interaction object based on the changed physiological information when the physiological information changes.
[0208] In one possible implementation, the second display module 1202 is further configured to display reference state information when there are multiple interactive objects, where the reference state information represents the synchronization of the interaction states of the respective interactive objects, and the reference state information is determined based on the interaction states of the respective interactive objects;
[0209] The device further includes a determination module (not shown in the figure), which is configured to determine production adjustment information based on the reference state information.
[0210] During the virtual prop acquisition process, this application uses interaction status information determined by the physiological information of the interactive object to determine virtual prop production adjustment information. Virtual prop production is related to the interactive object's interaction status, and the interactive process between the interactive object and the virtual prop is mapped and interactive with real life, thereby enhancing the realism and immersion of the virtual prop acquisition process and increasing the diversity of the virtual prop acquisition process. Furthermore, by adjusting the interactive object's own interaction status, the virtual prop production process is correspondingly adjusted, thereby improving the interactivity and strategic nature of the virtual prop acquisition process.
[0211] It should be understood that the above-mentioned device is merely an example of the division of the above-mentioned functional modules when implementing its functions. 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 device and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0212] Figure 13This is a block diagram of a terminal device provided in an embodiment of the present application. The terminal device 1300 can be any electronic device that can interact with a user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. For example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a tablet computer, a smart car computer, a smart TV, a smart watch, etc.
[0213] Typically, the terminal device 1300 includes a processor 1301 and a memory 1302 .
[0214] The processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1301 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 1301 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 1301 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 1301 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0215] Memory 1302 may include one or more computer-readable storage media, which may be non-transitory. Memory 1302 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 memory 1302 is used to store at least one instruction, which is executed by processor 1301 to implement the method for obtaining virtual props provided in the method embodiment of the present application.
[0216] In some embodiments, terminal device 1300 may optionally include a peripheral device interface 1303 and at least one peripheral device. The processor 1301, memory 1302, and peripheral device interface 1303 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1303 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 1304, a display screen 1305, a camera assembly 1306, an audio circuit 1307, and a power supply 1308.
[0217] The peripheral device interface 1303 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1301 and the memory 1302. In some embodiments, the processor 1301, the memory 1302, and the peripheral device interface 1303 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1301, the memory 1302, and the peripheral device interface 1303 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0218] The RF circuit 1304 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1304 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1304 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF circuit 1304 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The RF circuit 1304 can communicate with other terminal devices via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1304 may also include circuitry related to Near Field Communication (NFC), which is not limited in this application.
[0219] The display screen 1305 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1305 is a touch screen display, the display screen 1305 also has the ability to collect touch signals on the surface or above the surface of the display screen 1305. The touch signal can be input as a control signal to the processor 1301 for processing. In this case, the display screen 1305 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 1305, which is set on the front panel of the terminal device 1300; in other embodiments, there can be at least two display screens 1305, which are respectively set on different surfaces of the terminal device 1300 or in a folding design; in other embodiments, the display screen 1305 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal device 1300. Even more, the display screen 1305 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1305 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0220] The camera assembly 1306 is used to capture images or videos. Optionally, the camera assembly 1306 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal device 1300, and the rear camera is arranged on the back of the terminal device 1300. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1306 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0221] The audio circuit 1307 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 1301 for processing, or input into the RF circuit 1304 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there can be multiple microphones, each located in different parts of the terminal device 1300. The microphone can also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signal from the processor 1301 or the RF circuit 1304 into sound waves. The speaker can be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1307 may also include a headphone jack.
[0222] Power supply 1308 is used to power various components in terminal device 1300. Power supply 1308 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1308 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.
[0223] In some embodiments, the terminal device 1300 further includes one or more sensors 1310 , including but not limited to: an acceleration sensor 1311 , a gyroscope sensor 1312 , a pressure sensor 1313 , an optical sensor 1314 , and a proximity sensor 1315 .
[0224] The accelerometer 1311 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal device 1300. For example, the accelerometer 1311 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1301 can control the display screen 1305 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1311. The accelerometer 1311 can also be used to collect game or user motion data.
[0225] The gyroscope sensor 1312 can detect the body orientation and rotation angle of the terminal device 1300. The gyroscope sensor 1312 can work with the acceleration sensor 1311 to collect the user's 3D movements of the terminal device 1300. Based on the data collected by the gyroscope sensor 1312, the processor 1301 can implement the following functions: motion sensing (such as changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0226] The pressure sensor 1313 can be set on the side frame of the terminal device 1300 and / or the lower layer of the display screen 1305. When the pressure sensor 1313 is set on the side frame of the terminal device 1300, it can detect the user's grip signal of the terminal device 1300, and the processor 1301 performs left and right hand recognition or shortcut operations based on the grip signal collected by the pressure sensor 1313. When the pressure sensor 1313 is set on the lower layer of the display screen 1305, the processor 1301 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 1305. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0227] Optical sensor 1314 is used to detect ambient light intensity. In one embodiment, processor 1301 can control the display brightness of display screen 1305 based on the ambient light intensity detected by optical sensor 1314. Specifically, when the ambient light intensity is high, the display brightness of display screen 1305 is increased; when the ambient light intensity is low, the display brightness of display screen 1305 is decreased. In another embodiment, processor 1301 can also dynamically adjust the shooting parameters of camera assembly 1306 based on the ambient light intensity detected by optical sensor 1314.
[0228] Proximity sensor 1315, also known as a distance sensor, is typically located on the front panel of terminal device 1300. Proximity sensor 1315 is used to detect the distance between the user and the front of terminal device 1300. In one embodiment, when proximity sensor 1315 detects that the distance between the user and the front of terminal device 1300 is gradually decreasing, processor 1301 controls display screen 1305 to switch from the screen-on state to the screen-off state. When proximity sensor 1315 detects that the distance between the user and the front of terminal device 1300 is gradually increasing, processor 1301 controls display screen 1305 to switch from the screen-off state to the screen-on state.
[0229] Those skilled in the art will understand that Figure 13 The structure shown in the figure does not constitute a limitation on the terminal device 1300, and the terminal device 1300 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0230] Figure 1414 is a schematic diagram of the structure of the server provided in an embodiment of the present application. The server 1400 may vary significantly due to different configurations or performance, and may include one or more processors 1401 and one or more memories 1402. The one or more memories 1402 store at least one program code, which is loaded and executed by the one or more processors 1401 to implement the virtual item acquisition methods provided in the above-mentioned various method embodiments. Of course, the server 1400 may also have components such as a wired or wireless network interface, a keyboard, and input / output interfaces for input and output. The server 1400 may also include other components for implementing device functions, which will not be detailed here.
[0231] In an exemplary embodiment, a computer-readable storage medium is further provided. The storage medium stores at least one program code. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned methods for obtaining virtual items.
[0232] Optionally, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, or the like.
[0233] In an exemplary embodiment, a computer program or computer program product is also provided. The computer program or computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable a computer to implement any of the above-mentioned methods for obtaining virtual props.
[0234] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions. For example, the basic production information, first state information, interactive state information, production adjustment information and virtual prop production results involved in this application are all obtained with full authorization.
[0235] It should be understood that the term "plurality" used herein refers to two or more. "And / or" describes a relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates an "or" relationship between the associated objects.
[0236] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for obtaining virtual props, characterized in that: The method comprises: Displaying basic production information of the virtual prop to be produced and first state information of an interactive object, wherein the interactive object is an object that interacts with the virtual prop; In response to a triggering operation of the first state information, displaying interaction state information of the interactive object and production adjustment information of the virtual item, wherein the interaction state information is determined based on physiological information of the interactive object, the production adjustment information is determined based on the interaction state information, and the production adjustment information is used to adjust the basic production information; When the adjusted basic production information meets the reference condition, the production result of the virtual prop is displayed.
2. The method according to claim 1, characterized in that The displaying of the interaction state information of the interaction object in response to the triggering operation of the first state information includes: In response to a triggering operation of the first state information, displaying first prompt information, where the first prompt information is used to guide an operation of the interactive object to obtain physiological information of the interactive object; When the physiological information is acquired, the interaction state information of the interaction object is displayed.
3. The method according to claim 2, characterized in that The interaction state information includes a state progress bar and a state indicator in an interaction state, wherein the state indicator in an interaction state is used to indicate the interaction state of the interaction object. When the physiological information acquisition is completed, displaying the interaction state information of the interaction object includes: When the physiological information indicates that the interactive object is in the first interactive state, displaying the state indication mark located in the first section of the state progress bar; Alternatively, when the physiological information indicates that the interactive object is in the second interactive state, the state indication mark located in the second section of the state progress bar is displayed.
4. The method according to claim 2, characterized in that The displaying of the interaction state information of the interaction object includes: In a case where the physiological information indicates that the interactive object is in a first interactive state, displaying first interactive state information of the interactive object; Alternatively, when the physiological information indicates that the interactive object is in the second interactive state, the second interactive state information of the interactive object is displayed.
5. The method according to claim 3, characterized in that The first state information includes a state progress bar and a state indication mark in a non-interactive state, wherein the state indication mark in a non-interactive state is located at an initial position of the state progress bar, and the initial position is determined based on the physiological information or reference position of the interactive object at a reference time.
6. The method according to claim 1, characterized in that The production adjustment information includes quality adjustment information or progress adjustment information; the production adjustment information for displaying the virtual item includes: When the interaction state information indicates that the interactive object is in the first interaction state, displaying progress adjustment information of the virtual item, wherein the progress adjustment information indicates additional production progress based on the basic production progress of the virtual item; When the interaction state information indicates that the interaction object is in the second interaction state, quality adjustment information of the virtual item is displayed, where the quality adjustment information indicates additional production quality added to the basic production quality of the virtual item.
7. The method according to claim 6, characterized in that The production adjustment information is associated with a skill control, and the method further includes: Displaying the skill control, wherein the skill control is used to create the virtual prop; In response to the triggering operation of the skill control, the production quality or production progress of the virtual prop is adjusted based on the production adjustment information.
8. The method according to claim 2, characterized in that The first state information includes a detection control, the detection control is used to detect the physiological information, and the displaying of the first prompt information in response to the triggering operation of the first state information includes: In response to the triggering operation of the detection control, the first prompt information is displayed.
9. The method according to claim 1, characterized in that The method further comprises: Display the remaining trigger times of the first status information; When the remaining trigger times are less than or equal to the times threshold, a second prompt message is displayed, where the second prompt message is used to remind that the production process of the virtual prop is prohibited from being adjusted.
10. The method according to any one of claims 1 to 9, characterized in that: The adjusted basic production information includes at least one of the production quality, production progress, or remaining virtual resources of the virtual item. When the adjusted basic production information satisfies a reference condition, displaying the production result of the virtual item includes at least one of the following: When the production progress is greater than or equal to the progress threshold, and the production quality is greater than or equal to the quality threshold, displaying the first virtual prop that has been successfully produced; When the production progress is greater than or equal to the progress threshold and the production quality is less than the quality threshold, displaying the second virtual prop that has been successfully produced; When the remaining virtual resources are less than or equal to the resource threshold and the production progress is less than the progress threshold, production failure is displayed.
11. The method according to any one of claims 1 to 9, characterized in that: The adjusted basic production information includes the production quality and production progress of the virtual prop. The method further includes: When the adjusted basic production information indicates that the production quality of the virtual prop reaches the quality threshold and the production progress is less than the progress threshold, a third prompt message is displayed, and the third prompt message is used to prompt the interactive object to adjust the production progress of the virtual prop.
12. The method according to any one of claims 1 to 9, characterized in that: Before displaying the basic production information of the virtual prop to be produced and the first state information of the interactive object, the method further includes: In response to the virtual prop making operation, displaying a virtual prop list, wherein the virtual prop list includes at least one virtual prop to be made; When any virtual item to be produced is selected, the production conditions and target virtual materials of the selected virtual item are displayed; The display of basic production information of the virtual prop to be produced and first state information of the interactive object includes: When the production condition is met and the account of the interactive object includes the target virtual material, the basic production information and the first status information are displayed.
13. The method according to claim 12, characterized in that The method further comprises: In a case where the interactive object's account does not include the target virtual material, fourth prompt information is displayed, and the fourth prompt information is used to guide the interactive object to purchase the target virtual material or guide the interactive object to obtain the target virtual material in a virtual environment.
14. The method according to any one of claims 1 to 9, characterized in that: The physiological information includes at least one of heart rate information, brain wave information, skin electrical response information or respiratory rate information.
15. The method according to any one of claims 1 to 9, characterized in that: The method further comprises: In response to an auxiliary adjustment operation on the interaction state information, displaying auxiliary information, where the auxiliary information is used to assist the interactive object in adjusting physiological information; After displaying the interaction state information of the interaction object, the method further includes: When the physiological information changes, the interaction state information of the interaction object is updated based on the changed physiological information.
16. The method according to any one of claims 1 to 9, characterized in that: The method further comprises: In the case where there are multiple interactive objects, displaying reference state information, wherein the reference state information represents the synchronization of the interactive states of the respective interactive objects, and the reference state information is determined based on the interactive states of the respective interactive objects; Before displaying the production adjustment information of the virtual prop, the process further includes: The production adjustment information is determined based on the reference state information.
17. A device for obtaining virtual props, characterized in that: The device comprises: A first display module is configured to display basic production information of a virtual prop to be produced and first status information of an interactive object, wherein the interactive object is an object that interacts with the virtual prop; a second display module, configured to display interaction state information of the interactive object and production adjustment information of the virtual item in response to a triggering operation of the first state information, wherein the interaction state information is determined based on physiological information of the interactive object, the production adjustment information is determined based on the interaction state information, and the production adjustment information is used to adjust the basic production information; The second display module is further configured to display the production result of the virtual prop when the adjusted basic production information meets the reference condition.
18. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor, so that the computer device implements the method for obtaining virtual props according to any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that The computer-readable storage medium stores at least one program code, and the at least one program code is loaded and executed by a processor to enable a computer to implement the method for obtaining a virtual item according to any one of claims 1 to 16.
20. A computer program product, characterized in that The computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor to enable a computer to implement the method for obtaining a virtual item according to any one of claims 1 to 16.