Game resource display method and device, storage medium and computer equipment

Through the combination of dynamic game resource maps and virtual cameras, the problem of indifference and card drawing expectations in the traditional card drawing mechanism is solved, providing a vivid and intuitive card drawing experience, reducing player loss, and improving game experience and server efficiency.

CN120502089APending Publication Date: 2025-08-19SUZHOU HUANTA NETWORK TECH CO LTD
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Patent Information

Application Number
CN202510495049.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-18
Publication Date
2025-08-19

AI Technical Summary

Technical Problem

In the traditional card drawing mechanism, the static 2D interface and repeatable animations cause players to experience less immersion and interest in the card drawing process, and the card drawing expectations are not obvious, resulting in players' frustration and loss.

Method used

Using dynamic game resource map display method, combined with the flexible use of virtual cameras, the movement of the game character model on the map shows events during the card drawing process, such as movement, resources, light sources, models and weather changes, providing a vivid and intuitive card drawing experience.

Benefits of technology

It improves players' immersion and fun during the game process, improves reward expectations management, reduces player loss caused by disappointment, and improves the utilization rate of game servers.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a game resource display method and device, a storage medium and computer equipment, the method is applied to a card extraction system in a game, a game resource map, a game role model controlled by a target player and a virtual camera are loaded in the card extraction system, and the game resource map comprises a target cell. The target cell corresponds to game resource information, the game role model can move on the target cell, the virtual camera is used for acquiring an image in a game resource process, and the method comprises the following steps: determining advancing information of the game role model in a game resource map according to game resource acquisition operation of a target player; determining a target cell where an advancing drop point of the game role model is located; according to the advancing information, the target cell where the advancing drop point is located and the corresponding target game resource information, the virtual camera is controlled to move in a game resource map so as to display events occurring in the game resource map in the advancing process of the game role model.
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Description

Technical Field

[0001] The present application relates to the field of electronic game technology, and in particular to a method and device for displaying game resources, a storage medium, and a computer device. Background Art

[0002] In the gaming world, card drawing (or lottery) mechanisms are a common resource acquisition method, widely used in various electronic games. Players spend in-game currency (such as gold and diamonds) to purchase lottery tickets and participate in draws to obtain scarce resources such as characters, equipment, and props. However, traditional card drawing mechanisms often use static 2D interfaces and repetitive animations to depict the drawing process and prize outcomes. This limited interactive experience and visual appeal not only reduces player immersion and enjoyment during the drawing process, but also reduces players' expectations of winning. In the absence of a single interactive experience and unclear expectations, players continue to consume large amounts of resources without receiving the expected items, which breeds frustration and leads to player churn and low game server efficiency. Summary of the Invention

[0003] In view of this, embodiments of the present application provide a game resource display method and apparatus, a storage medium, and a computer device.

[0004] According to one aspect of the present application, a method for displaying game resources is provided. The method is applied to a card drawing system in a game. The card drawing system is loaded with a game resource map, a game character model controlled by a target player, and a virtual camera. The game resource map includes a target cell corresponding to game resource information. The game character model can move on the target cell. The virtual camera is used to capture images of the target player controlling the game character model to obtain game resources. The game resource display method includes:

[0005] Determining the movement information of the game character model in the game resource map according to the game resource acquisition operation of the target player;

[0006] Determining a target cell where the game character model's moving point is located based on the moving information;

[0007] According to the movement information, the target cell where the movement point is located, and the target game resource information corresponding to the target cell where the movement point is located, the virtual camera is controlled to move in the game resource map to display events occurring in the game resource map during the movement of the game character model, wherein the events include any one or more of the following:

[0008] Movement of the game character model;

[0009] Target game resources on the target cell;

[0010] Dynamic changes in scene light sources in the game resource map;

[0011] Dynamic changes in models in the game resource map;

[0012] Dynamic changes in the target game resource model corresponding to the target cell;

[0013] Dynamic changes in scene weather in the game resource map.

[0014] According to another aspect of the present application, a game resource display device is provided, which is applied to a card drawing system in a game. The card drawing system is loaded with a game resource map, a game character model controlled by a target player, and a virtual camera. The game resource map includes a target cell corresponding to game resource information. The game character model can move on the target cell. The virtual camera is used to capture images of the target player controlling the game character model to obtain game resources. The device includes:

[0015] An information determination module, configured to determine the movement information of the game character model in the game resource map according to the game resource acquisition operation of the target player;

[0016] A landing point determination module, configured to determine a target cell where the game character model's landing point is located based on the movement information;

[0017] The control module is configured to control the virtual camera to move in the game resource map based on the movement information, the target cell where the movement point is located, and the target game resource information corresponding to the target cell where the movement point is located, so as to display events occurring in the game resource map during the movement of the game character model, wherein the events include any one or more of the following:

[0018] Movement of the game character model;

[0019] Target game resources on the target cell;

[0020] Dynamic changes in scene light sources in the game resource map;

[0021] Dynamic changes in models in the game resource map;

[0022] Dynamic changes in the target game resource model corresponding to the target cell;

[0023] Dynamic changes in scene weather in the game resource map.

[0024] According to another aspect of the present application, a storage medium is provided, on which a computer program is stored, and when the program is executed by a processor, the above-mentioned game resource display method is implemented.

[0025] According to another aspect of the present application, a computer device is provided, including a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, wherein the processor implements the above-mentioned method for displaying game resources when executing the program.

[0026] By means of the above technical solution, a method and device for displaying game resources, a storage medium, and a computer device provided in an embodiment of the present application, by adopting a dynamic game resource map display method and combining the flexible use of a virtual camera, provides players with a more vivid, intuitive, and varied card drawing experience, which not only enhances the player's immersion and fun during the game, but also effectively improves the player's management of reward expectations and reduces player loss due to disappointment. It solves the problem of frustration and loss caused by a single card drawing interactive experience and unclear card drawing expectations. The dynamic card drawing interactive experience and the improvement of card drawing expectations through what you see is what you get stereoscopic vision can reduce player loss, enhance the player's gaming experience, and improve the utilization rate of the game server.

[0027] The above description is only an overview of the technical solution of the present application. In order to more clearly understand the technical means of the present application, it can be implemented in accordance with the contents of the specification. In order to make the above and other purposes, features and advantages of the present application more obvious and easy to understand, the specific implementation methods of the present application are listed below. BRIEF DESCRIPTION OF THE DRAWINGS

[0028] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0029] Figure 1 A flowchart of a method for displaying game resources provided by an embodiment of the present application is shown;

[0030] Figure 2 A structural diagram of a game resource display device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION

[0031] The present application will be described in detail below with reference to the accompanying drawings and in combination with embodiments. It should be noted that, unless there is a conflict, the embodiments and features in the embodiments of the present application can be combined with each other.

[0032] In this embodiment, a method for displaying game resources is provided. The method is applied to a card drawing system in a game. The card drawing system is loaded with a game resource map, a game character model controlled by a target player, and a virtual camera. The game resource map includes cells, each of which corresponds to game resource information. The game character model can move on the cell. The virtual camera is used to capture images of the target player controlling the game character model to obtain game resources. Figure 1 As shown, the game resource display method includes:

[0033] Step 101: Determine the movement information of the game character model in the game resource map according to the game resource acquisition operation of the target player;

[0034] Step 102: Determine the target cell where the game character model's moving point is located based on the moving information;

[0035] Step 103: Control the virtual camera to move in the game resource map based on the travel information, the target cell where the travel landing point is located, and the target game resource information corresponding to the target cell where the travel landing point is located, so as to display events occurring in the game resource map during the travel of the game character model, wherein the events include any one or more of the following: movement of the game character model; target game resources on the target cell; dynamic changes of scene light sources in the game resource map; dynamic changes of models in the game resource map; dynamic changes of target game resource models corresponding to the target cell; dynamic changes of scene weather in the game resource map.

[0036] The present invention proposes a resource map display method for use in a game card drawing system. This method integrates a game character model, a game resource map, and a virtual camera to enhance the player's experience of obtaining resources through dynamic and interactive methods.

[0037] Specifically, it can be applied to a card drawing system in a game. The card drawing system can include various systems in the game that obtain game resources and reward resources through random methods, such as card drawing and lottery. Players can enter the card drawing scene in the game by triggering in-game activity information, pop-up information, etc., and the entry method is not limited here. Specifically, after the target player triggers to enter the card drawing scene, the card drawing system loads the game resource map and the game character controlled by the target player. The game character can be presented by a specific unified game character model or by a player game character model representing the target player's game avatar. In an optional embodiment, if the target player triggers to enter the card drawing scene for the first time, the game character's position in the game resource map can be the initial position. If the target player does not trigger to enter the card drawing scene for the first time, the game character's position in the game resource map can be the game character's position when the game character last exited the card drawing scene (which can also be the initial position). In addition, the initial position can be a fixed position or a random position. The game resource map contains multiple cells, and the game characters can move on these cells, and these cells include target cells, each target cell contains corresponding target game resource information, wherein the game resource map can be a two-dimensional map or a three-dimensional map, and correspondingly, in a two-dimensional game resource map, the cells can be two-dimensional cells, and in a three-dimensional game resource map, the cells can be three-dimensional cells or two-dimensional cells. The specific presentation form of the game resource map and the cells is not limited here. When the game character moves to the target cell, he will obtain the corresponding card drawing reward based on the game resource information contained in the target cell. The game resource information determines the card drawing reward that the target player can obtain through the game resource acquisition operation (such as the card drawing operation).Game resource information can be preset or dynamically change according to changes in the main scene of the game or the game scene map. Game resource information covers any one or more of the following data: 1. Card drawing rewards, such as props, characters, game currencies, etc. in the card drawing pool, as well as the levels and extraction probabilities corresponding to these rewards; 2. Reward model art resources corresponding to card drawing rewards. These reward model art resources are used to render the art effects of the reward art models corresponding to card drawing rewards in the game resource map, such as 3D models / thumbnail models of card drawing rewards, and model special effects (appearance / disappearance), or flat images of card drawing rewards, and reward model art effects corresponding to different reward levels; 3. Cell art resources corresponding to card drawing rewards. These cell art resources prompt the target player to the level of the card drawing reward, such as the original model and special effects of the target cell, the target cell model or special effects (stroke, cell blur, cell lighting, cell color) corresponding to the virtual character moving to the target cell Color changes, etc.), special effects corresponding to the draw reward level are displayed on the target cell (for example, the draw reward is divided into three levels of blue, purple and gold, and the cell has the corresponding blue, purple and gold color strokes when displaying the draw rewards of different levels); 4. Unique identifier of game resources, a unique identifier used to associate / call game level, model, special effects and other data. The target cell can have one unique identifier, or it can be multiple unique identifiers of game resources representing a certain range of game resources (this means that when the game character stays in the corresponding cell, it can obtain the corresponding draw reward randomly / or by probability within the range of game resources); 5. Trigger, used to trigger the execution of draw-related events when the game character falls on the target cell. For example, the target cell has different types of grids, including: reward grid (triggering lottery event), treasure chest grid (triggering treasure chest opening event), dice grid (triggering dice rolling event), fork grid (triggering rainbow bridge, entering non-main road, and being able to bypass the main road), etc. Each type of grid triggers different events.

[0038] In a specific application scenario, a game resource map can be independent of the main game scene or associated with it. For example, if the main game scene is a city scene, the game resource map can be a miniature sandbox map of that city scene. The association method can be a one-time association or a dynamic association that synchronizes the city scene status.

[0039] In one embodiment, the status of the game main scene and the game resource map are associated in real time. The target user completes related tasks in the game main scene or changes the status of the game main scene, such as changing the terrain, changing the buildings in the scene, etc., thereby changing the current cell layout of the game resource map associated with the game main scene, and then changing the target cell movement path, allowing the target user to achieve a dynamic card drawing experience.

[0040] In one embodiment, the status of the game main scene and the game resource map is linked in real time. The target user completes related tasks in the game main scene, such as completing a copy, completing hidden side quests, etc., or changes the status of the game main scene, such as changing the terrain, changing the buildings in the scene, etc., thereby changing the game resource information in the target cell. The specific method can be one or more of the following methods: improving the level of the original card drawing reward of the target cell, greatly improving the probability of drawing high-level rewards in high-target cells, improving the display effects of cells or reward models (card drawing rewards are upgraded from original flat pictures to 3D models, cell stroke special effects are upgraded, etc.), changing the unique identifier in the target cell, increasing the probability of card drawing rewards within the game resource range in the target cell), changing the trigger type (such as changing the dice grid to a reward grid, and changing the ordinary cell to a target cell), etc., to provide a varied and dynamic card drawing experience, improve player retention rate and lower the player payment threshold.

[0041] Specifically, when the target player acquires game resources based on the game resource map (e.g., draws a card), the system converts its input into the action of the game character, and determines the movement information of the game character in the game resource map based on the game resource acquisition operation. For example, the movable area of the game character in the game resource map is a path determined by the direction of travel composed of cells, and the movement information can be the distance moved; for another example, the movable area of the game character in the game resource map is a path with an uncertain direction of travel composed of cells, and the movement information can be the distance and direction of travel. After determining the movement information, based on the current position of the game character in the game resource map and the movement information, the movement path of the game character starting from the current position and moving according to the movement information and the position where the game character will stop after moving (i.e., the movement landing position) can be determined. In this way, the game character can be controlled to move in the game resource map according to the movement path and eventually stop at the movement landing position. Compared with the traditional static 2D interface, the embodiment of the present application uses the game resource map to provide a richer and more dynamic visual and interactive experience. By simulating the actual movement of the character on the map, the realism and sense of participation of the game are increased. Finally, when the character stops at the landing point, the cell at the landing point can be used as the target cell, and the game resource information corresponding to the target cell can be determined as the target game resource information. This can then be used to further determine the target game resource that can be obtained from this game resource acquisition operation, and the target game resource can be displayed on the target cell to achieve a concrete presentation of the resource. By visualizing the card drawing process as the movement of the game character on the map, players can more intuitively experience the different possible outcomes of each attempt, thereby enhancing their anticipation of obtaining the desired item. Furthermore, after determining the game character's movement information on the resource map, the corresponding target cell, and the target game resource information corresponding to the target cell, the position and perspective of the virtual camera can be adjusted based on this information to display various events encountered by the character during its movement on the resource map, such as character movement, target resource display, scene lighting, dynamic changes in models in the scene, and weather changes.

[0042] By applying the technical solution of this embodiment, by adopting a dynamic game resource map display method and combining it with the flexible use of a virtual camera, players are provided with a more vivid, intuitive and varied card drawing experience, which not only enhances the player's immersion and fun in the game process, but also effectively improves the player's management of reward expectations and reduces player loss due to disappointment.

[0043] In an embodiment of the present application, optionally, the game resource map is a three-dimensional model map, and the target cell is a three-dimensional model cell. Among them, compared with the traditional 2D plane map, the three-dimensional model map can provide a more realistic scene expression. For example, the terrain, buildings, props and other elements in the map can be presented in a three-dimensional sense through 3D modeling, making the player feel as if they are in a real game world. As part of the three-dimensional model, each cell can have a unique appearance, animation effects and trigger logic. The three-dimensional characteristics of the cell make the triggering animation effect richer. For example, when a player steps on a cell, the cell can be deformed, rotated or pop up special effects, thereby further enhancing the visual impact.

[0044] In an embodiment of the present application, optionally, the game resource map is a thumbnail three-dimensional model map corresponding to the game scene. The game resource map can be designed as a thumbnail three-dimensional model map corresponding to the game scene, so that the game resource map can retain the main features and structure of the original game scene, enhance the player's immersion and familiarity, and the player can see their familiar places and scenery during the card drawing process, which helps to connect the card drawing activity with the game itself and increase the player's expectations and interest in the card drawing results. This thumbnail three-dimensional model map is a simplified version of the actual game world that can capture and present the key elements and landmarks of the original game environment, but in a smaller, more manageable form. For example, if the game is set in an urban scene, the thumbnail may include major cities, important landmarks, and geographical features, but will omit some details, such as minor buildings or complex terrain.

[0045] In an embodiment of the present application, optionally, the game resource map includes a path consisting of multiple target cells, and the game resource information of the target cells includes game resource content and game resource identification. Among them, the game resource map is composed of a path consisting of multiple target cells, and these cells not only constitute the basic path for the movement of the game character model, but also contain rich game resource information. Specifically, the game resource information of each cell includes game resource content and game resource identification. Game resource content refers to the specific reward content that players can obtain on the cell after drawing cards or completing specific tasks, such as new characters, equipment, props, etc. The game resource identification is a mark or symbol used to distinguish the types of resources and their attributes on different cells, which can help players quickly identify which cells may contain resources they are interested in.

[0046] In an embodiment of the present application, the virtual camera optionally follows the movement of the virtual character model by providing a close-up of the virtual character model. The virtual camera dynamically adjusts its focal length and viewing angle to maintain close tracking of the virtual character model, allowing players to more clearly observe the character model's movements, expressions, and details of its interaction with the environment, making the entire card drawing process more visually impactful.

[0047] In an embodiment of the present application, optionally, before determining the movement information of the game character model in the game resource map based on the game resource acquisition operation of the target player, the method further includes: displaying the game resource map based on a global perspective mode through the virtual camera, wherein the game resource map can be fully displayed in the global perspective mode; and moving the virtual camera from the global perspective mode to a character close-up perspective mode, wherein the virtual character model is located in the central area of the display interface in the character close-up perspective mode.

[0048] In this embodiment, to further enhance the player's gaming experience, before determining the game character model's movement information within the game resource map based on the target player's game resource acquisition operation, the entire game resource map is first displayed via a virtual camera in a global perspective mode (e.g., a perspective slightly above and to the left of the game resource map). In this mode, the player can see the entire game resource map, including all cells and their layout, helping the player gain a comprehensive understanding and planning of the entire resource distribution. The virtual camera then smoothly moves from the global perspective mode to a close-up perspective mode of the character. During this process, the virtual camera gradually focuses on the game character model until it is located in the center area of the display interface. This visual transition not only provides the player with an immersive feeling, but also allows the player to focus more on the character they control, enhancing the sense of immersion and involvement. This design cleverly combines the advantages of macro and micro perspectives, allowing the player to understand the overall situation while focusing on details at critical moments, guiding the player's attention.

[0049] In an embodiment of the present application, optionally, the dynamic change of the scene light source in the game resource map includes dynamically changing the scene light source in the game resource map as the time in the game scene changes. The scene light source in the game resource map can be dynamically adjusted based on the time in the game. This design enhances the realism and immersion of the game environment by simulating the effects of factors such as the alternation of day and night and weather changes in the real world on light sources. In an optional design, parameters such as the intensity, color, and direction of the light source in the game resource map are automatically adjusted based on the "time" in the game (e.g., early morning, noon, evening, night). For example, in the early morning and evening, the color of the light source may tend to be warm (orange-red), while at noon it may be bright white or cool; at night, the color of the light source may be significantly reduced, and the environment may rely solely on moonlight or artificial light sources to illuminate the environment. Traditional card drawing mechanics, due to their static and repetitive nature, are difficult to provide deep immersion. By introducing a dynamic light source system that changes over time, simulating the changes in natural light sources based on the time in the game scene, the game environment appears more realistic and credible, enhancing the player's sense of immersion.

[0050] In an embodiment of the present application, optionally, the dynamic change of the scene light source in the game resource map includes: adjusting the scene light source in the game resource map according to the light source change event in the game scene. Among them, the scene light source in the game resource map can be dynamically adjusted according to a specific light source change event, and the state of the scene light source is changed by simulating or triggering a specific in-game event, thereby providing players with a richer and more dynamic gaming experience. For example, a series of events related to the game plot or player behavior can be preset as trigger conditions, such as an object with lighting function in the game scene being damaged. When these events occur, the game engine will automatically adjust the light source settings in the game resource map, including but not limited to changes in light source intensity, color and direction. This makes the change of the light source no longer fixed, but dynamically adjusted according to the player's behavior or game progress, thereby enhancing the player's interaction with the game world.

[0051] In an embodiment of the present application, optionally, the dynamic change of the scene weather in the game resource map includes: adjusting the scene weather in the game resource map according to the weather changes in the game scene. Among them, the scene weather in the game resource map can dynamically change according to specific conditions or events in the game, and provide players with a richer and more realistic exploration experience by simulating various weather conditions in the game scene (such as sunny days, rainy days, snowy days, etc.). In an optional design, the weather changes in the game can occur automatically based on a preset time period, or can be triggered by specific in-game events. Certain random factors can also be set to make the weather changes unpredictable, thereby increasing the fun and challenge of the game. Depending on the weather type, the game resource map can present corresponding visual effects and sound effects. For example, on a snowy day, there will be snowflakes falling and the ground covered with snow.

[0052] In an embodiment of the present application, the dynamic change of the model in the game resource map optionally includes adjusting the state of the model in the game resource map based on a model change event in the game scene. The model in the game resource map can dynamically change based on specific events within the game scene. For example, if a building is damaged within the game scene, the thumbnail model of the building in the game resource map can also display a damaged state.

[0053] In an embodiment of the present application, optionally, the game resource map is a map that presents corresponding changes based on specific events, wherein the specific events include events that trigger the upgrade or downgrade of the game resource map, and the corresponding changes presented by the game resource map are manifested as upgrade changes or downgrade changes in the game resource information corresponding to each cell. In one optional design, the game resource map is not fixed, but is upgraded or downgraded according to specific events that occur in the game. These changes can affect the overall appearance of the map, and can also affect the game resource information provided by each cell. When a specific event triggers a map upgrade, the cell can provide higher-level rewards, rarer game resources, and increase the probability of obtaining high-value game resources; conversely, if a downgrade event is triggered, the resources provided by the cell may become more common or reduce the value of the reward, reducing the probability of obtaining high-value game resources.

[0054] In an embodiment of the present application, optionally, the dynamic change of the target game resource model corresponding to the target cell includes: changing the resource color identification of the target cell, and changing the display effect of the target game resource model corresponding to the target cell; wherein, the changing of the resource color identification of the target cell includes changing the resource color identification representing the attribute of the target game resource to the color identification representing the landing point where the virtual character model stops, and the changing of the display effect of the target game resource model corresponding to the target cell includes displaying a reward special effect for obtaining the target game resource corresponding to the target game resource model.

[0055] In this embodiment, the dynamic changes in the target game resource model corresponding to the target cell can include two main visual feedback methods: changing the target cell's resource color identifier and changing the display effect of the target game resource model. Specifically, when the avatar model lands on a target cell, the resource color identifier of that cell will change. The color originally used to represent the target game resource's attributes (for example, rare resources may be gold, common resources may be silver) will be transformed into the color identifier representing the landing point of the avatar model. This helps players quickly identify the character's current location and also provides a sense of satisfaction through the color change, especially when successfully reaching a cell containing a high-value resource. In addition, once the character lands on a cell containing a target game resource, in addition to the color change, a specific reward special effect can be triggered to demonstrate the process of obtaining the target game resource. Furthermore, the design of the special effect can be customized based on the rarity or type of the resource. For example, rare resources may have a more gorgeous special effect display to highlight their importance and preciousness. By adjusting the resource color identifier of the target cell and changing the display effect of the target game resource model, the player's visual experience during the resource acquisition process can be enhanced.

[0056] In an embodiment of the present application, optionally, the grid type of the cell includes at least one of a fixed reward grid, a treasure chest reward grid, and a resource acquisition times reward grid, the fixed reward grid displays a resource color mark representing the resource quality and a resource model mark representing the resource content, the treasure chest reward grid displays a resource color mark representing the resource quality and a treasure chest mark representing that the resource content is a treasure chest, the resource acquisition times reward grid displays a prop model mark representing that the resource content is a resource acquisition prop and a times mark representing the number of rewards for the resource acquisition prop; the dynamic change of the target game resource model corresponding to the target cell includes: when the landing position of the virtual character model after moving is a fixed reward grid, the resource color mark of the fixed reward grid at the landing position is changed to a landing color mark, and the resource acquisition of the fixed reward resource in the fixed reward grid at the landing position is displayed. Effect: When the landing point of the virtual character model after moving is a treasure chest reward grid, the treasure chest reward resources are determined within the reward range corresponding to the treasure chest reward grid at the landing point, the resource color mark of the treasure chest reward grid at the landing point is changed to the landing point color mark, and the resource acquisition effect of opening the treasure chest and obtaining the treasure chest reward resources is displayed; When the landing point of the virtual character model after moving is a resource acquisition times reward grid, the landing point color mark is displayed on the resource acquisition times reward grid at the landing point, and the resource acquisition effect of the resource acquisition times reward in the resource acquisition times reward grid at the landing point is displayed; Wherein, when the resources allocated to the target player belong to a preset type of resources, the corresponding resource acquisition effect includes switching the display interface to a display scene of the resource model of the preset type of resources, and displaying the animation of the resource model in the display scene. In another embodiment, the resource acquisition operation can also be performed by triggering a random number operation, such as 0-10 or other numerical ranges, and using this random number to determine the number of cells to move.

[0057] In the above embodiment, cells can specifically include the following different types: fixed reward cells, treasure chest reward cells, and resource acquisition reward cells. Each type of cell has its own unique identifier and dynamic change mechanism to enhance the player's gaming experience and the joy of resource acquisition. Specifically, fixed reward cells display a resource color identifier representing resource quality and a resource model identifier representing resource content. When the avatar model moves to such a cell, the resource color identifier of that cell changes to the landing point color identifier, and the effect of obtaining the fixed reward resource is displayed. By changing the resource color identifier and displaying the resource acquisition effect, the player can intuitively experience the moment of resource acquisition. Treasure chest reward cells display a resource color identifier representing resource quality and a treasure chest identifier indicating that the resource content is a treasure chest. After the landing point is determined, the system randomly selects a treasure chest reward resource within the preset reward range. The resource color identifier of the treasure chest reward cell then changes to the landing point color identifier, and the process of opening the treasure chest and obtaining the reward is displayed. Not only does the resource color identifier change, but the unboxing process is also displayed through animation, adding a sense of mystery and anticipation. The resource acquisition times reward grid is displayed with a prop model logo that represents the resource content as a resource acquisition prop and a number logo that represents the number of rewards for the resource acquisition prop. When the character reaches this type of grid, the landing color logo is displayed on the grid, and the acquisition effect of the resource acquisition times reward is displayed, such as increasing the number of draws or obtaining special props. In addition, when the resources allocated to the target player belong to a preset category (such as rare resources or specific theme resources), the game interface can also switch to a specially designed display scene, in which an animation of the resource model is displayed, so as to enhance the display effect of high-value resources and enhance the player's sense of accomplishment and satisfaction for obtaining rare items. The embodiment of the present application distinguishes different types of reward grids and designs a corresponding dynamic change mechanism for each type, which helps to improve the player's immersion and fun in the process of exploring and acquiring resources.

[0058] In an embodiment of the present application, optionally, the path includes a main road and at least one branch road, the branch road having two cells on the main road as the starting point and the end point respectively, and the initial height of the other cells in the branch road except the starting point and the end point is different from the height of the cells in the main road; after moving the position of the virtual character model on the game resource map, it also includes: when the landing position of the virtual character model belongs to the starting point of any first branch road in the branch roads, the height of the cells at the starting point and the end point in the first branch road is changed to the same as the height of the other cells in the first branch road, and the virtual character model enters the first branch road when the virtual character model moves next, and the height of the cell at the end point in the first branch road is changed to the same as the height of the cells in the main road when the virtual character model moves out of the first branch road; or, when the landing position of the virtual character model belongs to the starting point of any second branch road in the branch roads, the height of the other cells in the second branch road is changed to the same as the height of the cells in the main road, and the virtual character model enters the second branch road when the virtual character model moves next.

[0059] In the above embodiment, the path design of the game resource map includes a main road and at least one branch road. The branch road connects two cells on the main road as the starting point and the end point, and when initially set, the height of the other cells in the branch road is different from the height of the cells in the main road. In the initial state, the height of the other cells in the branch road (except the starting point and the end point) is different from the height of the cells in the main road. In an optional design method, when the virtual character model moves to the starting point of a certain branch road (the first branch road), the height of the starting point and end point cells in the branch road will be adjusted to the same as the other cells, so that the entire branch road forms a continuous and unobstructed path. The character will automatically enter this branch road for exploration the next time it moves. When the character moves out of this branch road, the height of its end point cell will be readjusted back to be consistent with the main road. In another optional design method, if the character falls at the starting point of another type of branch road (the second branch road), the height of the other cells in the second branch road will be adjusted to be consistent with the main road, and similarly, the character will enter this branch road the next time it moves. By designing a game resource map that includes main roads and branch roads, and dynamically adjusting the height of the branch roads based on the position of the virtual character model, this technical solution not only increases the complexity and fun of the game map, but also enhances the player's immersion through terrain changes.

[0060] In an embodiment of the present application, optionally, the method further includes: upgrading the game resource map to a resource upgrade map when a preset map upgrade condition is met; wherein, when the preset map upgrade condition includes that the resources allocated to the target player based on a preset first number of resource acquisition operations do not include preset resources, the resource upgrade map and the game resource map have the same path, and the number of preset resources contained in each cell in the resource upgrade map is higher than the number of preset resources contained in each cell in the game resource map; and, when the preset map upgrade condition includes that the total value of resources allocated to the target player based on a preset second number of resource acquisition operations is less than the preset resource value, the resource upgrade map and the game resource map have the same path, and the total value of resources contained in each cell in the resource upgrade map is higher than the total value of resources contained in each cell in the game resource map.

[0061] In this embodiment, the event that triggers a game resource map upgrade can be specifically defined as a preset map upgrade condition. When this condition is met, the map upgrade is triggered, and the player's reward experience is enhanced by adjusting the resource allocation within the cells. In one alternative design, the preset map upgrade condition may include the game resources allocated to the target player based on a preset first number of resource acquisition operations not including the preset resources. If the player fails to obtain certain rare or critical resources (preset resources) after a certain number (preset first number) of card draw operations, a map upgrade is triggered. Specifically, the upgraded resource-upgraded map may have the same path layout as the original map, but the amount of rare resources provided by each cell will be increased. In another alternative design, the preset map upgrade condition may include the total value of the game resources allocated to the target player based on a preset second number of resource acquisition operations being lower than the preset resource value. If the total value of the resources obtained by the player after a certain number (preset second number) of card draw operations is lower than a preset threshold, a map upgrade can also be triggered. Specifically, the upgraded resource-upgraded map retains the same path layout, but the total resource value of each cell will be higher than the original map. The resource upgrade map retains the original map's path structure, eliminating the need for players to relearn the map layout and reducing the learning curve. Traditional card-drawing mechanics can lead to player frustration and even churn after failing to obtain rare resources for extended periods. This solution dynamically adjusts the distribution of map resources by setting upgrade conditions. This ensures that players can intuitively see the increased probability of obtaining high-value rewards through a visual interface after repeated attempts, alleviating frustration and further stimulating their enthusiasm for participation.

[0062] In an embodiment of the present application, optionally, after upgrading the game resource map to a resource upgrade map, the method further includes: responding to subsequent resource acquisition operations of the target player based on the resource upgrade map, and when a preset map downgrade condition is met, restoring the resource upgrade map to the game resource map, and continuing to respond to the resource acquisition operations of the target player based on the game resource map; wherein, when the map upgrade condition includes that the resources allocated to the target player based on a preset first number of resource acquisition operations do not include preset resources, the map downgrade condition includes allocating the preset resources to the target player based on the resource upgrade map; and, when the map upgrade condition includes that the total value of resources allocated to the target player based on a preset second number of resource acquisition operations is less than the preset resource value, the map downgrade condition includes that the total value of resources allocated to the target player based on the resource acquisition operations of a preset threshold number is higher than the total value of preset resources corresponding to the preset threshold number, and the preset threshold number includes at least one, and each preset threshold number corresponds to a respective total value of preset resources.

[0063] In this embodiment, after a map is upgraded to a resource-upgraded map, the system will continue to respond to players' resource acquisition operations (such as card draws) based on this map. Players on the resource-upgraded map can experience higher reward distributions, such as more rare resources or a higher total resource value. After upgrading to a resource-upgraded map, the map can be dynamically restored to the original game resource map based on specific conditions, thus forming a closed-loop dynamic adjustment system. Specifically, the conditions that trigger map downgrades vary depending on the map upgrade conditions: If the map upgrade is due to the player failing to obtain a preset resource (such as a rare character or item) in a preset first number of card draws, the condition for triggering map downgrade is: the preset resource is successfully allocated to the player in the resource-upgraded map. In other words, when a player obtains a rare resource they previously failed to obtain through the resource-upgraded map, the map automatically returns to its original state. If the map upgrade is due to the player's total resource value obtained in a preset second number of card draws falling below a certain threshold, the condition for triggering map downgrade is: in subsequent card draws, the total resource value obtained by the player's resource acquisition operations within a preset threshold number of times exceeds the preset resource value corresponding to the preset threshold number of times. Specifically, the system will set a target for the total resource value corresponding to each threshold number of times based on multiple preset threshold times (such as 5 times, 10 times, etc.). When the player reaches or exceeds the target within these threshold times, the map will be downgraded to its original state. Furthermore, when the resource-upgraded map is restored to the original game resource map, the system will continue to respond to the player's resource acquisition operations based on the original map. This process ensures a dynamic balance between map upgrades and downgrades, which not only meets the player's expectations for high-value rewards, but also avoids the imbalance in resource allocation that may be caused by being in a high-reward state for a long time.

[0064] In an embodiment of the present application, optionally, the method further includes:

[0065] When the landing position of the avatar model falls within a preset chase trigger position, a chase target map statically displayed at the preset chase trigger position is changed into a chase target model, and the chase target model is moved to a position that is a preset chase distance behind the landing position, wherein the preset chase trigger position includes at least one; and / or, when the avatar model passes through a preset chase trigger position during its movement to the landing position, a chase target model is created at the landing position, and the chase target model is moved to a position that is a preset chase distance behind the landing position;

[0066] Respond to the target player's new resource acquisition operation, and record each response to the new resource acquisition operation as a chase. When the new landing point corresponding to the target player exceeds the chasing target, display a chasing success special effect, allocate resources to the target player according to the chasing reward resources corresponding to the chasing target, and delete the chasing target from the game resource map; otherwise, move the position of the chasing target model in the game resource map based on the preset chasing target travel distance corresponding to the current number of chases, and continue to respond to the target player's new resource acquisition operation until the new landing point corresponding to the target player exceeds the chasing target model or the number of chases reaches the preset number of chases, and delete the chasing target model from the game resource map.

[0067] In the above embodiment, the game resource map may also be provided with at least one preset chase trigger location. In one alternative design, when the avatar model's landing position is located at one of these chase trigger locations, the statically displayed chase target tile becomes a dynamic chase target model and moves to a location a preset chase distance behind the landing location. Alternatively, instead of providing a static chase target tile, a chase target model is created at the avatar model's final landing location and moved to a location a preset chase distance behind the landing location. In another alternative design, if the avatar model passes a chase trigger location during its movement, a chase target model is created at its final landing location and also placed a preset chase distance behind the landing location. After adding the chase target model, each time the player performs a new resource acquisition operation (e.g., moving to the next cell), it is recorded as a chase attempt. If the target player's new landing position exceeds the location of the chase target model (i.e., the target player has caught up), a chase success special effect is displayed, and the player is allocated the reward resources corresponding to the chase target. The chase target model is then deleted from the game resource map. If the player fails to surpass the pursuit target model, the position of the pursuit target model is adjusted in the game resource map based on the preset pursuit target travel distance corresponding to the current number of pursuits, and the player's resource acquisition operation continues to be responded to until any of the above-mentioned end conditions are met (catching up with the target or reaching the preset number of pursuits). For example, the pursuit target is placed 6 cells before the landing point. Each time the player chases the pursuit target, if it is not caught up, the player advances 2 cells. This continues for 3 pursuits. If the player still fails to catch up, the pursuit is deemed to have failed. If the player catches up, the pursuit is deemed to have succeeded and rewards are distributed. The embodiment of the present application introduces a pursuit mechanism, which not only increases the interactivity and fun of the game, but also enhances the player's participation by dynamically adjusting the position of the pursuit target and the reward mechanism, providing players with a richer and more dynamic game experience. At the same time, the solution also provides developers with greater flexibility to design diverse and creative gameplay, which helps to enhance the overall appeal of the game.

[0068] Further, as Figure 1 The specific implementation of the method, the embodiment of the present application provides a game resource display device, which is applied to the card drawing system in the game, wherein the card drawing system is loaded with a game resource map, a game character model controlled by a target player, and a virtual camera, wherein the game resource map includes a target cell, wherein the target cell corresponds to game resource information, and the game character model can move on the target cell, and the virtual camera is used to capture images of the target player obtaining game resources by controlling the game character model, such as Figure 2 As shown, the device includes:

[0069] An information determination module, configured to determine the movement information of the game character model in the game resource map according to the game resource acquisition operation of the target player;

[0070] A landing point determination module, configured to determine a target cell where the game character model's landing point is located based on the movement information;

[0071] The control module is configured to control the virtual camera to move in the game resource map based on the movement information, the target cell where the movement point is located, and the target game resource information corresponding to the target cell where the movement point is located, so as to display events occurring in the game resource map during the movement of the game character model, wherein the events include any one or more of the following:

[0072] Movement of the game character model;

[0073] Target game resources on the target cell;

[0074] Dynamic changes in scene light sources in the game resource map;

[0075] Dynamic changes in models in the game resource map;

[0076] Dynamic changes in the target game resource model corresponding to the target cell;

[0077] Dynamic changes in scene weather in the game resource map.

[0078] In an embodiment of the present application, optionally, the game resource map includes a path consisting of multiple target cells, and the game resource information of the target cells includes game resource content and game resource identifiers.

[0079] In the embodiment of the present application, optionally, the virtual camera follows the movement of the virtual character model in a manner of taking a close-up of the virtual character model.

[0080] In the embodiment of the present application, optionally, the control module is further configured to:

[0081] Displaying the game resource map based on a global perspective mode by the virtual camera, wherein the game resource map can be fully displayed in the global perspective mode;

[0082] The virtual camera is moved from the global perspective mode to a character close-up perspective mode, wherein the virtual character model is located in a central area of a display interface in the character close-up perspective mode.

[0083] In an embodiment of the present application, optionally, the dynamic change of the scene light source in the game resource map includes: dynamically changing the scene light source of the game resource map as time changes in the game scene.

[0084] In an embodiment of the present application, optionally, the dynamic change of the scene light source in the game resource map includes: adjusting the scene light source in the game resource map according to a light source change event in the game scene.

[0085] In an embodiment of the present application, optionally, the game resource map is a map that presents corresponding changes based on specific events, wherein the specific events include at least one of events that trigger the upgrade or downgrade of the game resource map, and the corresponding changes presented by the game resource map are manifested as at least one of the upgrade changes and downgrade changes of the game resource information corresponding to each cell.

[0086] In an embodiment of the present application, optionally, the dynamic change of the target game resource model corresponding to the target cell includes: changing the resource color identification of the target cell, and changing the display effect of the target game resource model corresponding to the target cell; wherein, the changing of the resource color identification of the target cell includes changing the resource color identification representing the attribute of the target game resource to the color identification representing the landing point where the virtual character model stops, and the changing of the display effect of the target game resource model corresponding to the target cell includes displaying a reward special effect for obtaining the target game resource corresponding to the target game resource model.

[0087] In an embodiment of the present application, optionally, the dynamic change of the scene weather in the game resource map includes: adjusting the scene weather in the game resource map according to the weather change in the game scene.

[0088] It should be noted that for other corresponding descriptions of the functional units involved in the game resource display device provided in the embodiment of the present application, please refer to Figure 1 The corresponding description in the method will not be repeated here.

[0089] The embodiment of the present application also provides a computer device, which can be specifically a personal computer, a server, a network device, etc. The computer device includes a bus, a processor, a memory and a communication interface, and may also include an input and output interface and a display device. The processor of the computer device is used to provide computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and an internal memory. The non-volatile storage medium stores an operating system, a computer program and a database. The internal memory provides an environment for the operation of the operating system and computer program in the non-volatile storage medium. The database of the computer device is used to store location information. The network interface of the computer device is used to communicate with an external terminal via a network connection. When the computer program is executed by the processor, the steps in each method embodiment are implemented.

[0090] Those skilled in the art will understand that the structure of the above-mentioned computer device is only a partial structure related to the solution of the present application and does not constitute a limitation on the computer device to which the solution of the present application is applied. The specific computer device may include more or fewer components, or combine certain components, or have a different component arrangement.

[0091] In one embodiment, a computer-readable storage medium is provided. The computer-readable storage medium may be non-volatile or volatile, and stores a computer program thereon. When the computer program is executed by a processor, the steps in the above-mentioned method embodiments are implemented.

[0092] In one embodiment, a computer program product is provided, including a computer program, which implements the steps in the above method embodiments when executed by a processor.

[0093] It should be noted that the player information (including but not limited to player device information, player personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in this application are all information and data authorized by the players or fully authorized by all parties.

[0094] Those skilled in the art will appreciate that all or part of the processes in the above-mentioned embodiment methods can be implemented by instructing the relevant hardware through a computer program, and the computer program can be stored in a non-volatile computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, any reference to memory, database or other media used in the embodiments provided in this application may include at least one of non-volatile and volatile memory. Non-volatile memory may include read-only memory (ROM), magnetic tape, floppy disk, flash memory, optical memory, high-density embedded non-volatile memory, resistive random access memory (ReRAM), magnetic random access memory (MRAM), ferroelectric random access memory (FRAM), phase change memory (PCM), graphene memory, etc. Volatile memory may include random access memory (RAM) or external cache memory, etc. By way of illustration and not limitation, RAM can be in various forms, such as static random access memory (SRAM) or dynamic random access memory (DRAM). The database involved in the various embodiments provided herein may include at least one of a relational database and a non-relational database. Non-relational databases may include, but are not limited to, distributed databases based on blockchains. The processor involved in the various embodiments provided herein may be, but are not limited to, a general-purpose processor, a graphics processor, a digital signal processor, a programmable logic device, a data processing logic device based on quantum computing, and the like.

[0095] The technical features of the above embodiments can be combined arbitrarily. To make the description concise, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.

[0096] The above-described embodiments merely represent several implementation methods of the present application. While the descriptions are relatively specific and detailed, they should not be construed as limiting the scope of the present application. It should be noted that a person of ordinary skill in the art may make various modifications and improvements without departing from the spirit of the present application, and these modifications and improvements fall within the scope of protection of the present application. Therefore, the scope of protection of the present application shall be determined by the appended claims.

Claims

1. A method for displaying game resources, characterized in that: The method is applied to a card drawing system in a game, wherein the card drawing system is loaded with a game resource map, a game character model controlled by a target player, and a virtual camera. The game resource map includes a target cell corresponding to game resource information, the game character model can move on the target cell, and the virtual camera is used to capture images of the target player controlling the game character model to obtain game resources. The game resource display method includes: Determining the movement information of the game character model in the game resource map according to the game resource acquisition operation of the target player; Determining a target cell where the game character model's moving point is located based on the moving information; According to the movement information, the target cell where the movement point is located, and the target game resource information corresponding to the target cell where the movement point is located, the virtual camera is controlled to move in the game resource map to display events occurring in the game resource map during the movement of the game character model, wherein the events include any one or more of the following: Movement of the game character model; Target game resources on the target cell; Dynamic changes in scene light sources in the game resource map; Dynamic changes in models in the game resource map; Dynamic changes in the target game resource model corresponding to the target cell; Dynamic changes in scene weather in the game resource map.

2. The method according to claim 1, characterized in that The game resource map includes a path composed of a plurality of target cells, and the game resource information of the target cells includes game resource content and game resource identifiers.

3. The method according to claim 1, characterized in that The virtual camera follows the movement of the virtual character model in a manner of taking a close-up view of the virtual character model.

4. The method according to claim 3, characterized in that Before determining the movement information of the game character model in the game resource map according to the game resource acquisition operation of the target player, the method further includes: Displaying the game resource map based on a global perspective mode by the virtual camera, wherein the game resource map can be fully displayed in the global perspective mode; The virtual camera is moved from the global perspective mode to a character close-up perspective mode, wherein the virtual character model is located in a central area of a display interface in the character close-up perspective mode.

5. The method according to claim 1, wherein The dynamic change of the scene light source in the game resource map includes: dynamically changing the scene light source of the game resource map as time in the game scene changes.

6. The method according to claim 1, characterized in that The dynamic change of the scene light source in the game resource map includes: adjusting the scene light source in the game resource map according to a light source change event in the game scene.

7. The method according to claim 1, characterized in that The game resource map is a map that presents corresponding changes based on specific events, wherein the specific events include at least one of events that trigger the upgrade or downgrade of the game resource map, and the corresponding changes presented by the game resource map are manifested as at least one of the upgrade changes and downgrade changes of the game resource information corresponding to each cell.

8. The method according to claim 2, characterized in that The dynamic changes of the target game resource model corresponding to the target cell include: changing the resource color identifier of the target cell and changing the display effect of the target game resource model corresponding to the target cell; wherein, changing the resource color identifier of the target cell includes changing the resource color identifier representing the attribute of the target game resource to the color identifier representing the landing point where the virtual character model stops, and changing the display effect of the target game resource model corresponding to the target cell includes displaying a reward special effect for obtaining the target game resource corresponding to the target game resource model.

9. The method according to claim 1, characterized in that The dynamic change of the scene weather in the game resource map includes: adjusting the scene weather in the game resource map according to the weather change in the game scene.

10. A game resource display device, characterized in that: A card drawing system for use in a game, wherein the card drawing system is loaded with a game resource map, a game character model controlled by a target player, and a virtual camera. The game resource map includes a target cell corresponding to game resource information, the game character model can move on the target cell, and the virtual camera is used to capture images of the target player controlling the game character model to obtain game resources. The device includes: An information determination module, configured to determine the movement information of the game character model in the game resource map according to the game resource acquisition operation of the target player; A landing point determination module, configured to determine a target cell where the game character model's landing point is located based on the movement information; The control module is configured to control the virtual camera to move in the game resource map based on the movement information, the target cell where the movement point is located, and the target game resource information corresponding to the target cell where the movement point is located, so as to display events occurring in the game resource map during the movement of the game character model, wherein the events include any one or more of the following: Movement of the game character model; Target game resources on the target cell; Dynamic changes in scene light sources in the game resource map; Dynamic changes in models in the game resource map; Dynamic changes in the target game resource model corresponding to the target cell; Dynamic changes in scene weather in the game resource map.

11. A storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method according to any one of claims 1 to 9 is implemented.

12. A computer device comprising a storage medium, a processor, and a computer program stored in the storage medium and executable on the processor, wherein: When the processor executes the computer program, the method according to any one of claims 1 to 9 is implemented.