Interaction processing method and device in game, electronic equipment and storage medium
By generating physical animations of virtual props locally on the terminal device, the problem of single interaction form of virtual resource acquisition methods and network dependence in the prior art is solved, and diversified player interaction and flexible game synchronization are achieved.
Patent Information
- Application Number
- CN202510909306.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-07-01
- Publication Date
- 2025-08-22
AI Technical Summary
In the prior art, the interaction form of virtual resource acquisition methods in the game is single, and the lottery process cannot be synchronized in time, and it is highly dependent on the network environment, resulting in a single and inflexible interaction method of players.
By generating physical animations of virtual props locally on each terminal device, the interaction between virtual characters and virtual resources is expanded, and the physical animations of virtual props locally are generated using terminal devices, and synchronously display them in the graphical user interface of each terminal device to avoid strong dependence on the network environment.
It realizes diversified interaction between virtual characters and virtual resources, improves the interactive experience between players, reduces dependence on the network environment, and improves the flexibility and interactivity of game synchronization.
Smart Images

Figure CN120515083A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer application technology, and in particular to a method, device, electronic device, and storage medium for interactive processing in a game. Background Art
[0002] With the continuous development of computer technology and the diversification of terminals, the application of electronic games has become increasingly widespread. Generally, during the game process, players can obtain virtual resources to equip the virtual character they control, so as to control the virtual character to better perform game tasks in the game environment.
[0003] Related technologies offer a method for acquiring virtual resources: players can participate in a virtual resource draw to obtain one or more virtual resources. For example, after a player clicks "Draw" on a draw interface, the draw result is displayed directly on the interface, or after a fixed animation. This limits the interaction between players and virtual resources.
[0004] In related art, there's also a live game lottery event. For example, a player performs a lottery operation during the lottery, and other players enter their live broadcast room to watch the lottery process. This method requires other players to actively enter the live broadcast room to watch the lottery process, resulting in a limited interaction method and inability to synchronize the lottery process in a timely manner. Summary of the Invention
[0005] In view of this, the embodiments of the present application provide at least one method, device, electronic device and storage medium for interactive processing in a game to overcome at least one of the above-mentioned defects.
[0006] In a first aspect, an exemplary embodiment of the present application provides an interactive processing method in a game, wherein a first graphical user interface corresponding to a first virtual character is provided through a first terminal device, and at least part of a game scene is displayed in the first graphical user interface. The method includes: displaying a first virtual resource acquisition interface in the first graphical user interface, and the first virtual resource acquisition interface includes a release area; determining a resource acquisition result in response to a casting operation performed on the first virtual resource acquisition interface, and the casting operation is used to trigger the launch of a virtual prop into the release area; sending the resource acquisition result to a second terminal device corresponding to at least one second virtual character located in the game scene; and synchronously displaying the physical animation of the virtual prop in the graphical user interface provided by each terminal device, and the physical animation is generated based on the resource acquisition result.
[0007] In a second aspect, an embodiment of the present application further provides an interactive processing device in a game, which provides a first graphical user interface corresponding to a first virtual character through a first terminal device, and displays at least part of a game scene in the first graphical user interface. The device includes: a display control module, which displays a first virtual resource acquisition interface in the first graphical user interface, and the first virtual resource acquisition interface includes a release area; a request module, which determines a resource acquisition result in response to a casting operation performed on the first virtual resource acquisition interface, and the casting operation is used to trigger the launch of a virtual prop into the release area; a synchronization module, which sends the resource acquisition result to a second terminal device corresponding to at least one second virtual character located in the game scene; and a display module, which synchronously displays the physical animation of the virtual prop in the graphical user interface provided by each terminal device, and the physical animation is generated based on the resource acquisition result.
[0008] In a third aspect, an embodiment of the present application also provides an electronic device, a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to perform the steps of the above-mentioned interactive processing method.
[0009] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the above-mentioned interactive processing method are executed.
[0010] The interactive processing method, device, electronic device and storage medium in the game provided by the embodiments of the present application can expand the form of interaction between virtual characters and virtual resources.
[0011] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0013] Figure 1 A flowchart showing an interaction processing method in a game provided by an exemplary embodiment of the present application; Figure 2 One of the schematic diagrams showing the release area provided by the exemplary embodiment of the present application; Figure 3 A second schematic diagram showing a release area provided by an exemplary embodiment of the present application; Figure 4 A flowchart showing the steps of displaying a first virtual resource acquisition interface provided by an exemplary embodiment of the present application; Figure 5 A schematic diagram showing the display of interactive elements in a game scene provided by an exemplary embodiment of the present application; Figure 6 and Figure 7 A schematic diagram illustrating a game state of an interactive element provided by an exemplary embodiment of the present application; Figure 8 A schematic diagram showing a first virtual resource acquisition interface provided by an exemplary embodiment of the present application; Figure 9 A flowchart showing the steps of synchronously displaying the physical animation of a virtual prop provided by an exemplary embodiment of the present application; Figure 10 A flowchart showing steps for a second terminal device to display a physical animation provided by an exemplary embodiment of the present application; Figure 11 A schematic diagram showing a projection element provided by an exemplary embodiment of the present application; Figure 12 A schematic diagram illustrating mounting an interactive display interface to a projection element provided by an exemplary embodiment of the present application is shown; Figure 13 A flowchart showing steps for generating physical animation of a virtual prop provided by an exemplary embodiment of the present application; Figure 14 A flowchart showing steps of generating a specified movement trajectory provided by an exemplary embodiment of the present application; Figure 15 A flowchart showing steps for changing the display style of a virtual item provided by an exemplary embodiment of the present application; Figure 16 A flowchart showing the steps of determining a target display style of a virtual prop provided by an exemplary embodiment of the present application; Figure 17 A flowchart showing resource confirmation steps provided by an exemplary embodiment of the present application; Figure 18 A flowchart illustrating steps for switching between different virtual resource acquisition interfaces provided by an exemplary embodiment of the present application; Figure 19 A schematic diagram showing a second virtual resource acquisition interface provided by an exemplary embodiment of the present application; Figure 20 A schematic diagram showing the structure of an interactive processing device in a game provided by an exemplary embodiment of the present application is shown; Figure 21 A schematic structural diagram of an electronic device provided by an exemplary embodiment of the present application is shown. DETAILED DESCRIPTION
[0014] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of illustration and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowcharts can be implemented out of sequence, and steps without logical context can be reversed or implemented simultaneously. In addition, those skilled in the art, under the guidance of the contents of this application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.
[0015] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.
[0016] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a description of the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.
[0017] It should be understood that in the embodiments of the present application, "B corresponding to A," "B corresponding to A," "A corresponds to B," or "B corresponds to A" means that B is associated with A and B can be determined based on A. Determining B based on A does not mean determining B based solely on A; B can also be determined based on A and / or other information.
[0018] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application.
[0019] With the continuous development of computer technology and the diversification of terminals, the application of electronic games has become increasingly widespread. Generally, during the game process, players can obtain virtual resources to equip the virtual character they control, so as to control the virtual character to better perform game tasks in the game environment.
[0020] Related technologies offer a method for acquiring virtual resources: players can participate in a virtual resource draw to obtain one or more virtual resources. For example, after a player clicks "Draw" on a draw interface, the draw result is displayed directly on the interface, or after a fixed animation. This limits the interaction between players and virtual resources.
[0021] In order to increase the interaction between different players and / or improve the utilization rate of virtual resources, the relevant technology also considers synchronizing the process of a player extracting virtual resources to other players for display, which helps to promote other players to obtain virtual resources.
[0022] One existing method involves livestreaming a lottery draw, for example, where a player displays their participation in a lottery draw in a livestream room, and other players can enter their livestream room to watch the draw. However, this method requires other players to actively enter the livestream room to view the draw, resulting in a limited interaction method and inability to synchronize the draw process in a timely manner.
[0023] In another existing method, a certain player's lottery screen is synchronized with other players by using frame synchronization technology, so that all players can obtain a consistent game experience at the same time.
[0024] Frame synchronization technology originated from the need for data consistency and interactivity in multi-user network environments. It is widely used in real-time multiplayer online games to ensure that all players see the same state of the game world. Frame synchronization achieves a precise, synchronized multiplayer experience by synchronizing player input and game state within each game cycle (or "frame").
[0025] The core of frame synchronization lies in the synchronized execution of the client and server. For example, the server broadcasts the logical processing results of each frame to all clients, and the clients execute them in the order they receive them. This approach effectively avoids the delays and prediction errors that can occur with traditional state synchronization methods.
[0026] While frame synchronization technology can provide a highly consistent gaming experience, it is very sensitive to network latency (requiring high network speeds) and requires that all players' devices have the same performance as closely as possible. In related technologies, to address network latency issues, a fix must be designed in the client. For example, each frame's data must be compared with the local game state to ensure fairness and real-time performance, frame lock synchronization must be performed, and rollback must be performed when network fluctuations are detected (lost frames require additional processing and recovery). Instruction loss requires fault tolerance (using methods such as smooth interpolation), and cross-platform consistency can have errors (e.g., floating-point calculations and other issues). Furthermore, to ensure synchronization accuracy, game developers need to carefully design a frame synchronization framework and handle the encoding, decoding, and conflict resolution strategies for the game state. These factors increase the burden of game development and the processing power of the game server.
[0027] To address at least one of the above issues, this application proposes an in-game interaction processing method that expands the forms of interaction between virtual characters and virtual resources. In addition, by generating physical animation locally on each terminal device, it avoids a strong dependence on the quality of the network environment.
[0028] First, the names involved in the embodiments of this application are introduced.
[0029] Terminal equipment: The terminal device referred to in the embodiments of this application primarily refers to an electronic device that can provide a user interface (UI) for human-computer interaction. In an exemplary application scenario, the terminal device can be used to provide game graphics (e.g., an interface presenting a game scene) and be an intelligent device capable of controlling virtual characters. The terminal device may include, but is not limited to, any of the following: a smartphone, a tablet computer, a laptop computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV) player, etc. The terminal device has installed and running an application that supports game scenes, such as an application that supports 3D game scenes. The application may include, but is not limited to, any of virtual reality applications, 3D mapping applications, military simulation applications, MOBA games (Multiplayer Online Battle Arena), multiplayer shooter survival games, and third-person shooter (TPS) games. Optionally, the application may be a stand-alone application, such as a stand-alone 3D game program, or a networked application.
[0030] In one case, the terminal device includes a display, a game console body separate from the display, and an input unit separate from the game console body, such as a mouse, keyboard, or controller, with multiple input buttons configured on the input unit. In another case, a portable terminal device includes the game console body, a liquid crystal display positioned approximately in the center of the game console body, and input units positioned on either side of the liquid crystal display, such as multiple input buttons. Alternatively, the portable terminal device may include a touch screen, with the touch screen serving as the input unit. In these terminal devices, by operating the input unit, various commands can be issued to the game character displayed on the display.
[0031] Graphical User Interface: A graphical user interface (GUI) is an interface display format for communication between humans and computers. It allows users to manipulate on-screen icons, logos, or menu options using input devices such as a mouse, keyboard, and / or game controller. It also allows users to manipulate on-screen icons or menu options by performing touch operations on the touch screen of a touch-sensitive terminal to select commands, launch programs, or perform other tasks. In a gaming scenario, the GUI can display both a game scene interface and a game configuration interface.
[0032] Game scene: A game scene is a virtual environment displayed (or provided) when an application is running on a terminal device or server. Optionally, the game scene is a simulation of the real world, a virtual environment that is partially simulated and partially fictional, or a purely fictional virtual environment. The game scene can be any of two-dimensional, 2.5-dimensional, and three-dimensional virtual environments, and can include the sky, land, ocean, and other environments. The game scene is where the user controls a virtual character to complete the game logic. Optionally, the game scene is also used for virtual environment battles between at least two virtual characters, and the game scene contains virtual resources that can be used by at least two virtual characters.
[0033] Virtual Characters: It can be a virtual character controlled by a player in a virtual environment, including but not limited to at least one of a virtual person, a virtual animal, an anime character, a virtual warship, a virtual vehicle, a virtual airplane, and a virtual ship. It can also be a virtual character (NPC) controlled by a non-player. Optionally, when the game environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, or a three-dimensional object constructed based on three-dimensional technology. The virtual character achieves different external images by being given different skins. In some implementations, the virtual character can also be implemented using a 2.5D or 2D model, which is not limited in the embodiments of the present application.
[0034] There may be multiple virtual characters in the game scene, which are virtual characters controlled by players (i.e., objects controlled by players through input devices and touch screens), or artificial intelligence (AI) that is trained to fight in a virtual environment. Optionally, the virtual character is an object that fights in the game scene. Optionally, the number of virtual characters in the game scene battle is preset, or dynamically determined based on the number of terminal devices that join the virtual battle. This is not limited in the embodiments of the present application. In one possible implementation, the user can control the virtual character to move in the game scene, and can also control the virtual character to fight with other virtual characters using skills, virtual props, etc. provided by the application.
[0035] In one embodiment of the present application, the interactive processing method in the game can be run on a local terminal device or a server. When the method is run on the server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
[0036] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the virtual character control method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0037] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0038] In one possible implementation, an embodiment of the present application provides an interaction processing method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above (such as a local touch terminal) or the client device in the cloud interaction system mentioned above.
[0039] To facilitate understanding of the present application, the interactive processing method, device, electronic device and storage medium in the game provided by the embodiments of the present application are introduced in detail below.
[0040] See also Figure 1 , Figure 1 The process of the interactive processing method in the game provided by the exemplary embodiment of the present application is as follows: a first terminal device provides a first graphical user interface corresponding to a first virtual character, and the first graphical user interface displays at least a portion of the game scene, for example, the game scene corresponding to the visual range of the first virtual character. The method specifically includes: Step S101: displaying a first virtual resource acquisition interface in a first graphical user interface.
[0041] In an embodiment of the present application, the first virtual resource acquisition interface may refer to an interface presented on the first terminal device for obtaining virtual resources. Taking the player's participation in a resource extraction activity as an example, the first virtual resource interface may refer to an interface for extracting virtual resources.
[0042] For example, the first virtual resource acquisition interface may include but is not limited to the release area. Figure 2 and Figure 3 To introduce the specific style of the release area.
[0043] Figure 2 One of the schematic diagrams showing the release area provided by the exemplary embodiment of the present application.
[0044] In an optional embodiment of the present application, the resource extraction method may refer to launching a virtual prop into a release area, and obtaining virtual resources by controlling the virtual prop to move within the release area and stop at a certain position.
[0045] Based on this, the following initialization settings can be performed first: setting the movable range (ie, boundary) of the virtual props and setting the range where the virtual props can stop on the release area (ie, target area).
[0046] For example, the movable range of the virtual prop can be a regular shape or an irregular shape, and there is no limitation on this.
[0047] In this example, multiple rectangular frames 1 can be set, with the lower left corner of each frame 1 serving as a setting point. Lines are then connected between each setting point to form a movable range. Different movable ranges can be created by shifting the positions of the rectangles and / or increasing the number of rectangular frames. The resulting movable range is designated as the release area A1, and lines are connected to each setting point to form a boundary, ensuring that the virtual item can move within the movable range without exceeding the boundary.
[0048] like Figure 2 As shown, release area A1 includes multiple sub-areas 2 arranged in a preset layout. Each sub-area 2 is associated with a corresponding virtual resource and / or corresponds to a reward type. Based on this, when setting the range where virtual items can stop, a designated docking location can be specified in each sub-area 2. For example, the middle location 3 of each sub-area 2 can be designated as the landing location for virtual items to reduce disputes over the quality of rewards. If the middle area between two sub-areas is designated as a landing location, players may object to the rewards.
[0049] Figure 3 A second schematic diagram showing the release area provided by an exemplary embodiment of the present application.
[0050] In an optional example of the present application, the acquisition result of a virtual resource (or, reward result) may include one or more. Therefore, for multiple reward results, multiple virtual props are launched into the release area, and there may be two or more virtual props in a sub-area 2. In this case, if two virtual props both stop at the same position, the models of the virtual props will overlap, and the landing position will be unclear. In this case, in the embodiment of the present application, for multiple reward results, the landing position of each virtual prop is fixed, and overlapping is minimized, so that players can clearly see the landing position of each virtual prop, so as to display the results of resource acquisition.
[0051] like Figure 3 As shown, for each sub-region 2, a plurality of stop positions 4 are set in the sub-region, and the plurality of stop positions in the same sub-region are not completely overlapped and are as close to the center of the sub-region as possible.
[0052] It should be understood that the above Figure 2 and Figure 3 The display style of the release area and the arrangement of the stop positions shown are only examples, and this application does not impose any restrictions on this. The release area only needs to provide a movable area for the virtual props.
[0053] In an optional embodiment of the present application, the first virtual resource acquisition interface can be presented on the first graphical user interface of the first terminal device through interaction between the first terminal device and the game server. Figure 4 To introduce the interaction process between the first terminal device and the game server.
[0054] Figure 4 A flowchart showing the steps of displaying a first virtual resource acquisition interface provided by an exemplary embodiment of the present application is shown.
[0055] like Figure 4 As shown, in step S11, the first terminal device A generates an interaction request in response to a first triggering operation on an interactive element.
[0056] Exemplarily, an interactive element for triggering resource acquisition can be set in the game scene, that is, the interactive element is a scene element pre-arranged in the game scene. As the first virtual character moves in the game scene and / or as the perspective of the first virtual character is adjusted, the interactive element appears within the visual range of the first virtual character, that is, the interactive element is displayed in the game scene displayed in the first graphical user interface.
[0057] In the embodiment of the present application, the interaction request is used to request interaction with an interactive element, and may also be used to request use (or occupation) of the interactive element. As an example, the first trigger operation may refer to a selection operation on the interactive element. The first trigger operation may be issued by the first terminal device A, for example, a touch operation performed on the first terminal device A to select the interactive element, or an external input device connected to the first terminal device A to select the interactive element.
[0058] In step S12, the first terminal device A sends an interaction request to the game server B.
[0059] Here, various communication methods can be established between the first terminal device A and the game server B for data transmission between the two. In this case, the first terminal device A can encapsulate the interaction request into a data packet under the communication protocol supported by the established communication method and send it to the game server B.
[0060] Exemplarily, the interaction request may include but is not limited to at least one of the following items: an element identifier, a character identifier, and an action identifier, wherein the element identifier is used to indicate an interactive element located in the game scene, the character identifier is used to indicate a virtual character requested to interact with the interactive element (e.g., the first virtual character located in the game scene), and the action identifier is used to indicate a game behavior requested to be performed with the interactive element (e.g., accessing the interactive element, occupying / using the interactive element).
[0061] In step S13, game server B detects the current game state of the interactive element.
[0062] In an optional embodiment of the present application, the game state of an interactive element may include, but is not limited to, at least one of the following: idle state, occupied state, and cooldown state. The idle state indicates that the interactive element is unoccupied and available for use; the occupied state indicates that the interactive element is occupied by another player's avatar in the game scene; and the cooldown state indicates that the time interval between a avatar's actions on the interactive element is no longer than the cooldown time of the interactive element.
[0063] For example, a flag bit for an interactive element can be stored in the game server. Different values assigned to this flag bit are used to indicate different game states of the interactive element. For the cooldown state, in addition to storing the flag bit, the corresponding character identifier can also be stored to indicate that the cooldown state is only effective for the virtual character indicated by the character identifier, and is in an available state for other virtual characters in the game scene.
[0064] In step S14, the game server B sends the interaction feedback generated in response to the interaction request to the first terminal device A.
[0065] In an embodiment of the present application, the interactive feedback includes a status identifier for indicating the game status of the interactive element. For example, the game server B can encapsulate the interactive feedback into a data packet under the communication protocol supported by the communication method established between the two, and send it to the first terminal device A.
[0066] Here, if the current game state of the interactive element is an idle state, then after the interaction feedback is sent to the first terminal device A, the state of the interactive element is changed, that is, from the idle state to the occupied state.
[0067] In step S15, the first terminal device A sends an interface request to the game server B when the status identifier indicates that the game status of the interactive element is in an idle state.
[0068] Here, the first terminal device A may parse the interaction feedback to obtain a status identifier after receiving the interaction feedback sent by the game server B. In addition, the above interface request is used to request the display of the first virtual resource acquisition interface.
[0069] In step S16, the game server B sends the interface configuration of the first virtual resource acquisition interface to the first terminal device A in response to the interface request.
[0070] Exemplarily, the interface configuration may include but is not limited to at least one of the following items: interface layout, related display configuration of the release area (such as movable range, stop position, division of multiple sub-areas, correspondence between sub-areas and virtual resources, etc.), controls contained on the interface (such as a transmitter, at least one acquisition control).
[0071] In step S17, the first terminal device A displays a first virtual resource acquisition interface in the first graphical user interface according to the interface configuration.
[0072] In step S18, when the state identifier indicates that the game state of the interactive element is in the occupied state, first prompt information is displayed in the first graphical user interface.
[0073] In an embodiment of the present application, after the first virtual resource acquisition interface is displayed in the first graphical user interface (or after the game server sends the interaction feedback to the first terminal device), a prompt identifier is provided at the interactive element. For example, the prompt identifier displays character information for indicating the first virtual character to indicate that the first virtual character is acquiring resources through the interactive element.
[0074] exist Figure 5In the example shown, a game scene 10 corresponding to a first virtual character is displayed on a first graphical user interface. For example, relevant information about the first virtual character X2 may be displayed on the right side of the first graphical user interface, such as avatar information 91 of the first virtual character and a task bar 92. Task bar 92 may display at least one game task corresponding to the first virtual character. In this example, a virtual character avatar identifier T may be displayed at an interactive element Q in the game scene 10 as the aforementioned prompt identifier. Avatar identifier T indicates the virtual character currently occupying the interactive element. Here, interactive element Q is a scene element set within the game scene. The prompt identifier is also displayed within the game scene and is bound to the interactive element. For example, the display position of the prompt identifier may be bound to a specified location on the virtual model of the interactive element, so that the prompt identifier is fixedly displayed at the interactive element and exists as a scene element, and does not move with the movement of the first virtual character or any second virtual character within the game scene. In this way, as other virtual characters move and / or adjust the viewing angle in the game scene, when the interactive element appears within the visual range of the other virtual characters, the prompt mark can be viewed to promptly know the game status of the interactive element.
[0075] Furthermore, when a first trigger operation for an interactive element is received and the game state of the interactive element is in an occupied state, a first prompt message may be displayed in the first graphical user interface corresponding to the first virtual character X2, such as Figure 6 As shown, the first prompt information can be displayed in the form of a pop-up window on the first graphical user interface, prompting in text form that the interactive element has been occupied. For example, a prompt logo is displayed at the interactive element, and when the interactive element is triggered, the first prompt information X1 is displayed, for example, "other players are using it."
[0076] In step S19, when the status indicator indicates that the game status of the interactive element is in a cooling state, a second prompt message is displayed in the first graphical user interface.
[0077] like Figure 7 In the example shown, the second prompt message can appear as a pop-up window on the first graphical user interface, indicating in text that the interactive element is cooling down. For example, the second prompt message X3 can include "I just used the projection function. Take a break." At this time, the interactive element is not occupied by any virtual character, and no prompt icon is displayed at the interactive element. Displaying the second prompt message can prevent players from mistakenly believing that the game is malfunctioning or lagging.
[0078] It should be understood that the display methods of the prompt identification, and the display methods and contents of the first prompt information and the second prompt information listed above are only examples and this application does not impose any restrictions on them.
[0079] return Figure 1 , step S102: determining a resource acquisition result in response to a release operation performed on the first virtual resource acquisition interface.
[0080] In an embodiment of the present application, the above-mentioned casting operation is used to trigger the launch of virtual props into the release area. The casting operation can be issued through the first terminal device A. For example, it can be a touch operation performed on the first virtual resource acquisition interface, or it can be an input operation performed through an external input device connected to the first terminal device A.
[0081] Figure 8 A schematic diagram illustrating a first virtual resource acquisition interface provided by an exemplary embodiment of the present application is shown.
[0082] In this example, the first virtual resource acquisition interface may include at least one acquisition control in addition to the release area. Different acquisition controls are used to request different numbers of virtual resources, such as Figure 8 As shown, the first virtual resource acquisition interface includes a first acquisition control K1 and a second acquisition control K2. At this time, the release operation may include a second trigger operation for a target acquisition control in at least one acquisition control, for example, a trigger operation for selecting the first acquisition control K1 or the second acquisition control K2.
[0083] For example, a player can control a first virtual character to move to an interactive element in a game scene through a first terminal device, enter a first virtual resource acquisition interface through a first trigger operation on the interactive element, and trigger a resource extraction process by selecting an acquisition control. In a preferred embodiment of the present application, the player's resource acquisition process on the first virtual resource interface can be synchronized with the game scene to synchronize physical animations on the graphical user interfaces corresponding to other virtual characters in the game scene.
[0084] In an embodiment of the present application, the first terminal device may determine the resource acquisition result in one of the following ways.
[0085] In the first embodiment, the resource acquisition result is determined locally on the first terminal device.
[0086] Exemplarily, the resource acquisition result may include but is not limited to a launch angle and a resource identifier, wherein the launch angle refers to the initial launch angle value for launching the virtual props in the release area, and the resource identifier is used to indicate the target virtual resource determined for the casting operation, that is, to indicate the target virtual resource that the first virtual character can obtain this time.
[0087] In this case, the first terminal device may randomly select an angle value as the launch angle in response to the release operation, or may determine the launch angle based on the player's operation.
[0088] For example, following the above Figure 8 In the example shown, the first virtual resource acquisition interface may include, in addition to the release area and at least one acquisition control, a launcher F, through which the virtual props are launched.
[0089] In this case, the interaction processing method of the embodiment of the present application may further include: determining the direction of the launch port of the launcher in response to an angle adjustment operation on the launcher, and thereafter, in response to a second trigger operation on the target acquisition control, determining the launch angle of the virtual prop when it is launched from the launcher based on the direction of the launch port of the launcher when the second trigger operation is received. As an example, the angle adjustment operation may include but is not limited to a sliding operation performed on the first virtual resource acquisition interface to determine the direction of the launch port of the launcher based on the sliding distance and sliding direction of the sliding operation.
[0090] For example, in the case where the casting operation is the second trigger operation on the first acquisition control K1, the number of virtual props launched into the release area is 1, and the launch angle at this time is a value, that is, it is directly determined by the direction of the launch port of the launcher when the second trigger operation is received.
[0091] If the release operation is a second trigger operation on the second acquisition control K2, and the number of virtual props launched into the release area is multiple (e.g., five), the launch angle in this case includes five values. That is, each virtual prop launched into the release area corresponds to an initial launch angle value. In this case, multiple angle values can be determined based on the direction of the launcher's exit port when the second trigger operation is received.
[0092] Optionally, multiple angle values can be determined in one of the following ways. For example, multiple angle values can be randomly selected based on different exit orientations, so that when the exit orientation changes, the multiple angle values selected also change accordingly. Alternatively, a correspondence between multiple exit orientations and multiple angle sets can be pre-established. Based on this, the angle value in an angle set corresponding to the exit orientation of the transmitter when the second trigger operation is received is determined as the above-mentioned multiple angle values. This application does not limit the method for obtaining multiple angle values.
[0093] In addition, in an optional embodiment of the present application, the first terminal device may determine the target virtual resource in response to the release operation according to a preset resource acquisition rule. For example, the first terminal device may randomly give the result of each resource draw based on the reward probability, and the reward probability may refer to the probability value of obtaining different virtual resources. As an example, the reward probability can be determined in any way: based on the role identity of the virtual character (e.g., different types of virtual characters have different reward probabilities for obtaining different virtual resources), based on the role level of the virtual character (e.g., the higher the role level, the higher the reward probability for obtaining rare virtual resources).
[0094] In the second embodiment, the first terminal device obtains a resource acquisition result from the game server.
[0095] Figure 9 A flowchart showing the steps of synchronously displaying the physical animation of a virtual prop provided by an exemplary embodiment of the present application.
[0096] like Figure 9 As shown, in step S21, the first terminal device A generates a resource acquisition request in response to the release operation.
[0097] In the first case, the resource acquisition request generated by the first terminal device A carries a transmission angle.
[0098] In this case, the first terminal device A attaches the emission angle of the current transmitter in the resource acquisition request sent, so that the game server can randomly give the result of each resource extraction (i.e., determine the target virtual resource) according to the reward probability and return it to the first terminal device A.
[0099] As described above, the first terminal device A can determine the emission angle based on the direction of the emission port of the transmitter on the first virtual resource acquisition interface. This application will not go into details about this part. After that, the first terminal device A will encapsulate the emission angle into the resource acquisition request and send it to the game server B.
[0100] In the second case, the resource acquisition request generated by the first terminal device A carries a result identifier.
[0101] For example, in response to a second trigger operation on a target acquisition control in at least one acquisition control, the result identifier is encapsulated into the resource acquisition request, where the result identifier is used to indicate the quantity of virtual resources corresponding to the target acquisition control.
[0102] Following the above Figure 8 In the example shown, when the target acquisition control is the acquisition control K1 with "emission 1 time", the result identifier is used to indicate the quantity 1; when the target acquisition control is the acquisition control K2 with "emission 5 times", the result identifier is used to indicate the quantity 5.
[0103] As mentioned above, the resource acquisition request may only carry the emission angle. At this time, based on the number of emission angles carried, the number of virtual resources requested for this extraction can be known. In addition, the resource acquisition request may also carry the emission angle and result identifier at the same time. This application does not impose any restrictions on this.
[0104] It should be understood that the above-mentioned various implementations of generating a resource acquisition request can be combined arbitrarily, so that the resource acquisition request can carry different information.
[0105] In step S22, the first terminal device A sends a resource acquisition request to the game server B.
[0106] For example, the first terminal device A can encapsulate the resource acquisition request into a data packet under the communication protocol supported by the communication method established between the two, and send it to the game server B.
[0107] In step S23, after receiving the resource acquisition request, game server B determines the resource acquisition result.
[0108] In the case where the resource acquisition result includes a launch angle and a resource identifier, game server B can obtain the launch angle in one of the following ways.
[0109] In the first case, the resource acquisition request carries the launch angle.
[0110] As described above, the first terminal device A determines the emission angle based on the orientation of the emitter's emission port, or randomly specifies an emission angle, and encapsulates the determined emission angle into the resource acquisition request. In this case, the game server can obtain the emission angle by parsing the received resource acquisition request. In this case, the resource acquisition request sent by the first terminal device may only carry the emission angle, or it may also carry the emission angle and a result identifier.
[0111] In the second case, the resource acquisition request does not carry the launch angle.
[0112] At this time, the game server B can randomly determine a launch angle and encapsulate the launch angle into the resource acquisition result to synchronize it to all terminal devices.
[0113] In this case, the resource acquisition request sent by the first terminal device may only carry a result identifier, or the resource acquisition request does not carry the launch angle and result identifier, and is only used to initiate a request for resource extraction results to the game server.
[0114] In an optional embodiment of the present application, the game server B may also determine the target virtual resource in one of the following ways.
[0115] In the first case, the resource acquisition request carries a resource identifier.
[0116] For example, in response to the release operation, the first terminal device A determines the target virtual resource based on the locally stored resource acquisition rules, and encapsulates the resource identifier indicating the target virtual resource into the resource acquisition request. In this case, the game server B determines the target virtual resource indicated by the resource identifier by parsing the received resource acquisition request. At this time, the resource acquisition request sent by the first terminal device A may only carry the resource identifier, or may also carry the launch angle and resource identifier, or may also carry the launch angle, result identifier and resource identifier.
[0117] In the second case, the resource acquisition request does not carry a resource identifier.
[0118] At this time, game server B can determine the target virtual resource based on the resource acquisition rules. For example, the game server randomly gives the result of each resource extraction based on the reward probability, and encapsulates the resource identifier used to indicate the target virtual resource into the resource acquisition result to synchronize it to all terminal devices.
[0119] In this case, the resource acquisition request sent by the first terminal device A may only carry the emission angle and / or result identifier, or the resource acquisition request does not carry the above-mentioned relevant information and is only used to initiate a request for resource extraction results to the game server.
[0120] In step S24, the game server B sends the resource acquisition result to the first terminal device A.
[0121] For the case where the above-mentioned resource acquisition result is determined locally on the first terminal device, the resource acquisition result sent to the first terminal device A may include the launch angle and resource identifier, or may not include the launch angle and resource identifier. In this case, by feeding back the resource acquisition result to the first terminal device, it is used to trigger the generation and display of the physical animation of the virtual props on the first terminal device. The launch angle and resource identifier used to generate the physical animation can be extracted locally by the first terminal device.
[0122] For the case where the above-mentioned resource acquisition result is determined by the game server, the resource acquisition result sent to the first terminal device A may include the launch angle and / or resource identifier, so that the first terminal device can generate and display the physical animation of the virtual prop based on the resource acquisition result.
[0123] return Figure 1 , step S103: sending the resource acquisition result to a second terminal device corresponding to at least one second virtual character located in the game scene.
[0124] Here, at least one second virtual character and the first virtual character can both be player virtual characters in the game scene, that is, virtual characters controlled by the player. For example, the game scene within the visual range of the corresponding second virtual character can be displayed on the second graphical user interface provided by each second terminal device.
[0125] In a preferred embodiment of the present application, the game server may send the resource acquisition result to at least one second terminal device.
[0126] In the case where the resource acquisition result is determined locally on the first terminal device, the first terminal device sends the resource acquisition result to the game server after determining the resource acquisition result locally. The game server then sends the received resource acquisition result to at least one second terminal device, for example, by broadcasting a resource extraction event, to generate and display a physical animation of the virtual item on each second terminal device. Simultaneously, the game server also sends the resource acquisition result to the first terminal device, triggering the first terminal device to generate and display a physical animation of the virtual item based on the resource acquisition result.
[0127] Regarding the above resource acquisition results determined on the game server, follow the above Figure 9 As shown, while the game server B executes step S24, it also executes step S25: after receiving the resource acquisition request, the game server B sends the resource acquisition result to the first terminal device A and at the same time sends the resource acquisition result to the at least one second terminal device C. For example, the resource extraction event is broadcast to the at least one second terminal device in a broadcast form, and the broadcast resource extraction event includes the resource extraction result.
[0128] In this embodiment of the present application, the resource extraction process for the first virtual character is displayed as a physical animation of a virtual prop, and this is displayed synchronously on all terminal devices. After the game server synchronizes the resource acquisition results to all terminal devices, each terminal device generates and displays the physical animation locally. Furthermore, because the physical animation is generated based on the same resource acquisition results, the path changes and stop positions of the virtual props in the physical animation generated on each terminal device are consistent.
[0129] return Figure 1 , Step S104: Synchronously display the physical animation of the virtual props in the graphical user interface provided by each terminal device.
[0130] In an embodiment of the present application, the physical animation of the virtual prop is generated based on the resource acquisition result. For example, the physical animation can be used to show that the virtual prop is launched into the release area and moves to the target position according to the specified movement trajectory within the release area. Furthermore, the physical animation of the virtual prop may also include providing a resource identifier for representing the target virtual resource at the virtual prop after the virtual prop moves to the target position. Here, the target position is the position in the release area for obtaining the target virtual resource indicated by the resource acquisition result. In the case where the release area is divided into multiple sub-areas, the above-mentioned target position may refer to a sub-area that has an associated relationship with the target virtual resource.
[0131] In one exemplary embodiment, a lottery animation for virtual resources is displayed in the game using physical animation. Specifically, the game server displays the lottery results to the player in an animated form. For example, a first virtual resource acquisition interface includes a continuously oscillating launcher. In response to a player clicking a target acquisition control, a virtual item (e.g., a marble) is ejected from the launcher and then continuously collides with the boundaries of the release area within its movable range. With each collision, the marble's color may change until it stops colliding and comes to rest at the target location. The color of the marble displayed at the resting location may represent the quality of the virtual resource obtained from the lottery. Finally, the marble explodes, revealing the player's actual reward (e.g., the resource identifier of the target virtual resource). Each player can view a corresponding one-time physical animation on their respective terminal device. For example, the complete physical animation displayed on each terminal device may include the process from the marble being launched to the marble exploding. During this process, the physical animation displayed on each terminal device is consistent, allowing other players to experience the experience, helping to improve the efficiency of interaction between other players and virtual resources and the utilization rate of virtual resources.
[0132] On each terminal device, based on the determinism of the resource acquisition result, a physical animation process based on the deterministic result is synchronously displayed on each terminal device, that is, each terminal device is controlled to perform deterministic physics.
[0133] Exemplarily, the first terminal device may display the physical animation of the virtual prop in the following manner.
[0134] Following the above Figure 9 As shown, in step S26, the physical animation of the virtual props is displayed on the first virtual resource acquisition interface. Figure 8 On the interface shown, the physical animation of the virtual prop is played.
[0135] Each second terminal device can display the physical animation of the virtual prop in the following manner.
[0136] For example, an interactive display interface is provided in the game scene, and the physical animation of the virtual props is displayed on the interactive display interface. In other words, on each second terminal device, an interactive display interface for displaying physical animation is projected in the game scene, so that other players can simultaneously and intuitively observe the resource extraction process, making the player's lottery more accessible.
[0137] Figure 10 A flowchart showing the steps of displaying physical animation on a second terminal device provided by an exemplary embodiment of the present application.
[0138] like Figure 10 As shown, in step S201, after each second terminal device receives the resource acquisition result, a projection element is created in a designated area in the game scene.
[0139] Figure 11 A schematic diagram illustrating a projection element provided by an exemplary embodiment of the present application.
[0140] like Figure 11 As shown, a game scene 20 corresponding to a second virtual character is displayed on a second graphical user interface. An interactive element Q is provided in the game scene 20. For example, relevant information corresponding to the second virtual character, such as avatar information 93 and a taskbar 94 corresponding to the second virtual character, can be displayed on the right side of the second graphical user interface. In this example, the designated area in the game scene 10 for creating a projection element can refer to an associated area of the interactive element. This associated area can be around the interactive element Q. As shown in the figure, the upper portion of the interactive element Q is determined as the associated area W.
[0141] In response to controlling the first virtual character to perform the first trigger operation on the interactive element Q, the game server sends the resource acquisition result to the second terminal device, and then creates a projection element in the associated area of the interactive element Q for projecting physical animation in the game scene.
[0142] In step S202 , the interactive display interface is mounted on the projection element to display the physical animation on the interactive display interface.
[0143] Exemplarily, the game server may also attach an additional projection id to the resource acquisition result sent to the second terminal device. The second terminal device will create a projection element to display the result after parsing the projection id. At this time, the lottery interface is synchronized to other players present as an instance of scene display. In a preferred example, the above-mentioned projection element can be understood as a projection NPC. The projection NPC is a mount class of UI (User Interface). The interactive display interface is hung on the projection NPC to display physical animation in the game scene. The above method can make the generation logic of the interactive display interface the same or similar to the NPC generation logic, that is, the interactive display interface is put as a scene NPC. Through minor modifications, the terminal device does not need to redevelop the corresponding lottery interface. By reusing the original interface effect, the projection purpose can be achieved. The game server only needs to output an additional NPC projection id to realize the display of lottery results in multiple client scenes, such as Figure 12 In this case, following the above Figure 9 In the interaction example shown, after receiving the broadcast resource extraction event, each second terminal device parses the information of the projected NPC from the resource acquisition result and loads the resources of the projected NPC to synchronously play the physical animation of the virtual props in each projected NPC.
[0144] In the embodiment of the present application, the physical animation displayed by each terminal device through calculation is a random animation effect, but the result is fixedly displayed. By outputting the lottery process as an animation in the game scene, communication between players can be promoted.
[0145] The following combination Figure 13 This section describes the specific process by which each terminal device generates physical animations of virtual props based on local resource acquisition results.
[0146] Figure 13 A flowchart showing steps for generating physical animation of a virtual prop provided by an exemplary embodiment of the present application.
[0147] like Figure 13 As shown, in step S301, according to the resource identifier in the resource acquisition result, a target position for indicating the target virtual resource is determined from the released area.
[0148] Exemplarily, the number of resource identifiers is the same as the number of virtual resources indicated by the result identifier carried in the resource acquisition request, or in other words, the number of resource identifiers is the same as the number of emission angles carried in the resource acquisition request. In this case, the number of sub-areas included in the target location is the same as the number of resource identifiers.
[0149] In an embodiment of the present application, different acquisition controls on the first virtual resource acquisition interface are used to trigger different numbers of virtual props launched into the release area. Based on this, the number of virtual props launched into the release area can be determined according to the number of resource identifiers. Each virtual prop moves within the release area according to its own designated movement trajectory to the sub-area within the release area used to indicate the corresponding virtual resource.
[0150] In step S302, a designated moving trajectory of the virtual item from the initial launch position to the target position within the release area is determined based on the launch angle in the resource acquisition result and the target position determined above.
[0151] In the case of launching multiple virtual props into the release area, the movement trajectory of each virtual prop in the release area is independent of each other, and one virtual prop corresponds to a stopping position (i.e., target position) in a sub-area, and the stopping position of one virtual prop corresponds to one virtual resource.
[0152] The following combination Figure 14 The following describes the process of determining a specific movement trajectory for each virtual item within the release area.
[0153] Figure 14 A flowchart showing steps of generating a specified movement trajectory provided by an exemplary embodiment of the present application.
[0154] like Figure 14 As shown, in step S401, based on the launch angle and the first collision number, a first moving path formed by the virtual prop being launched into the release area at the launch angle and rebounding from the boundary of the release area for the first collision number is determined.
[0155] In the embodiment of the present application, the virtual prop is launched into the release area, may collide with the boundary of the release area, and be bounced multiple times within the release area to stop at the corresponding target position. Figure 2 As shown in the example, a boundary is formed by configuring a connecting line for each setting point, and then a release area is formed by multiple boundaries. Based on this, each collision point of the virtual prop and the boundary of the release area can be determined in the following way: the intersection of the movement vector of the virtual prop and the boundary of the release area is determined as a collision point.
[0156] In an optional embodiment of the present application, the movement vector of the virtual prop is determined in the following manner.
[0157] In the first case, the virtual item is launched for the first time.
[0158] In this case, the movement vector of the virtual item can be determined based on the initial launch position and launch angle of the virtual item. Here, the initial launch position can refer to the location of the launch port of the launcher on the first virtual resource acquisition interface, and the launch angle refers to the direction of the launch port of the launcher. Based on this, a ray (i.e., a movement vector) can be obtained with the location of the launch port as the starting point and along the direction of the launch port. This movement vector is compared with the multiple boundaries of the release area one by one to determine whether there is an intersection. If there is an intersection, the intersection point is calculated and stored as a collision point.
[0159] In the second case, the virtual prop collides with the boundary of the release area and is bounced back.
[0160] In this case, a reflection vector at the collision point may be determined based on the edge vector at the collision point and the initial movement vector that generates the collision, and the reflection vector may be determined as the movement vector of the virtual item.
[0161] For example, if a virtual item collides with the first boundary of the release area based on the first movement vector, the edge vector at the collision point is the vector of the first boundary, and the initial movement vector is the first movement vector that caused the collision. Based on these two vectors, the reflection vector at the collision point is determined. This process repeats the first number of collisions to obtain the positions of all movement points of the virtual item within the release area.
[0162] In step S402, based on the end position, target position and second collision number of the first movement path, a second movement path of the virtual prop is determined, which starts from the end position in the release area, bounces off the boundary of the release area for the second collision number, and stops at the target position.
[0163] In an optional example, the target position can be used as the starting point, the end position of the first moving path can be used as the end point, and the number of second collisions between the random movement and the boundary of the release area can be set. The positions of all the above moving points can be recorded and reversed to obtain the positions of all moving points from the end position to the target position.
[0164] In step S403 , a designated movement trajectory is formed by the first movement path and the second movement path.
[0165] In a preferred embodiment of this application, the virtual item's designated movement trajectory within the release zone is divided into two phases. The first phase involves movement from the initial launch position and collisions three times. The second phase involves random movement and collisions six times, starting from the last point in the first phase and ending at the target position where the virtual item finally landed. Based on this, the positions of all the movement points determined above are combined to form the virtual item's designated movement trajectory.
[0166] return Figure 13 ,In step S303, the physical animation of the virtual prop is generated according to the ,launching angle, the initial launching position, the designated moving trajectory and the ,target position.
[0167] For example, a release area and a launcher may be displayed on each terminal device, and the presented physical animation may include: the virtual prop is launched from the initial launch position and at a launch angle into the release area, and moves along a specified movement trajectory to collide with the boundary of the release area, and finally stops at the target position.
[0168] In a preferred embodiment of the present application, a logic for changing the state of the virtual props can be introduced each time a collision occurs, that is, the display style of the virtual props is changed each time a collision occurs, so that in the physical animation presented on each terminal device, not only the path change and reward position of the virtual props are consistent, but also the style change is in a consistent state. Figure 14 To introduce the specific process of changing the display style of virtual props.
[0169] Figure 15 A flowchart showing steps for changing the display style of a virtual item provided by an exemplary embodiment of the present application.
[0170] like Figure 15 As shown, in step S501, whenever a virtual item collides with a boundary of a release area, a target display style of the virtual item after the collision is determined based on a random list and a random seed.
[0171] In a preferred embodiment of the present application, the resource acquisition result may also include a random seed, which is a random number determined for the casting operation. Here, if the resource acquisition result is determined locally on the first terminal device, the first terminal device may specify a random number and encapsulate it into the resource acquisition result. If the resource acquisition result is determined on the game server, the game server may specify a random number and encapsulate it into the resource acquisition result for simultaneous delivery to the first terminal device and at least one second terminal device.
[0172] Figure 16 A flowchart showing steps for determining a target display style of a virtual item provided by an exemplary embodiment of the present application is shown.
[0173] like Figure 16 As shown, in step S601, an intermediate value is determined based on the random seed and the number of collisions.
[0174] For example, the random list can be stored locally on each terminal device, and the random list can include multiple value intervals and multiple display styles. In this example, this is used to determine the change in display style after a virtual item collides with the boundary of the release zone. Therefore, the number of collisions mentioned above can include this collision. If the specified movement trajectory is divided into two phases, the number of collisions mentioned above can refer to the cumulative number of collisions in both phases.
[0175] Here, the present application does not limit the specific method for determining the intermediate value. The intermediate value can be obtained by various calculation methods of the random seed and the number of collisions, for example, four arithmetic operations (sum, difference, product), or other calculation methods that can match multiple value intervals in the random list.
[0176] In step S602 , based on the random list, the display style corresponding to the numerical interval into which the middle value falls is determined as the target display style.
[0177] In an optional example, taking multiple numerical intervals including a first interval (0-50), a second interval (50-70), and a third interval (70-90), and the change in display style is to change the display color of a virtual prop as an example, assuming that the first interval corresponds to blue, the second interval corresponds to yellow, and the third interval corresponds to purple, then after determining the position set of the moving points, the number of collisions is known. Based on the random seed, as the number of collisions changes, the numerical interval into which the intermediate value falls may change, thereby causing the display color of the virtual prop after the collision to also change.
[0178] return Figure 15 In step S502, after the collision occurs, the virtual prop is controlled to move in the release area in a target display style.
[0179] In an embodiment of the present application, the random seed is encapsulated in the resource acquisition result and uniformly distributed to each terminal device. In this way, the display style changes of the virtual props presented on each terminal device based on the random seed can be consistent.
[0180] In an optional embodiment of the present application, restrictions may be placed on how the display style of a virtual item changes upon initial collision. For example, upon initial collision of a virtual item with the boundary of a release zone, the display style of the virtual item may not change. Alternatively, the display style of the virtual item may also change upon initial collision, and this application does not impose any restrictions on this.
[0181] In addition, constraints can be placed on the display style of the virtual prop at the time of the last collision. Preferably, the resource acquisition result can also include a display identifier that indicates the display style of the virtual prop when it moves from the collision point of the last collision to the target position, that is, the final display style of the virtual prop when it stops at the target position. The final display style of the virtual prop is uniformly set.
[0182] In an optional embodiment of the present application, a delayed issuance mechanism is adopted for obtaining virtual resources, that is, the game server delays the reward acquisition, and the timeout is additionally processed. Figure 16 This section introduces the process of issuing virtual resources.
[0183] Figure 17 A flowchart showing resource confirmation steps provided by an exemplary embodiment of the present application.
[0184] like Figure 17 As shown, in step S701, after the physical animation of the virtual prop is played, a resource display interface is displayed in the first graphical user interface.
[0185] Here, the resource display interface displays a resource identifier for indicating the target virtual resource obtained by the first virtual character. Optionally, the resource display interface is only presented on the first terminal device and may not be displayed synchronously on the second terminal device.
[0186] In step S702 , in response to a third triggering operation performed on the resource display interface, the target virtual resource is placed into the backpack of the first virtual character.
[0187] Exemplarily, the resource display interface may also include a confirmation control, and the above-mentioned third trigger operation may be a selection operation of the confirmation control. In addition, the third trigger operation may also be other operations for resource confirmation, such as specified gesture operations, sliding operations, long press operations, etc. performed on the resource display interface. In addition, the third trigger operation may also be an operation for closing the resource display interface.
[0188] In an optional example, the target virtual resource is decentralized by the game server. For example, in response to the third trigger operation, the first terminal device generates a resource confirmation request and sends it to the game server. In response to the resource confirmation feedback sent by the game server, the target virtual resource is placed in the backpack of the first virtual character.
[0189] For example, rewards can be distributed based on the third trigger operation mentioned above, or when exiting the resource display interface (or exiting the first virtual resource acquisition interface), or when the player is disconnected midway and then logs in again.
[0190] In a preferred embodiment of the present application, multiple virtual resource acquisition interfaces can be provided, and switching between different virtual resource acquisition interfaces can be performed, that is, multiple virtual resource acquisition interfaces are switched and projected into the game scene.
[0191] Figure 18 A flowchart illustrating steps for switching between different virtual resource acquisition interfaces provided by an exemplary embodiment of the present application.
[0192] like Figure 18 As shown, in step S31, the first terminal device A generates an exit request in response to an exit operation on the first virtual resource acquisition interface.
[0193] With the above Figure 8 As shown as an example, the above-mentioned exit operation may include a selection operation for the exit control (such as “╳”) on the first virtual resource acquisition interface, or it may be an operation for returning to the game scene, and this application does not impose any restrictions on this.
[0194] Exemplarily, the above-mentioned exit request may include but is not limited to at least one of the following items: interface identification, role identification, and element identification, wherein the interface identification is used to indicate the interface requested to exit, the role identification is used to indicate the virtual character that executes the interface exit, and the element identification is used to indicate the scene element occupied by resource acquisition.
[0195] In step S32, the first terminal device A sends an exit request to the game server B.
[0196] Here, if the first terminal device A recognizes that the exit request is for requesting to exit the first virtual resource acquisition interface, it sends the exit request to the game server B. If the first terminal device A recognizes that the exit request is for requesting to exit other interfaces, it does not send it to the game server B.
[0197] In step S33, game server B releases the occupation of the interactive element.
[0198] Exemplarily, after receiving the exit request, game server B parses the exit request to determine the scene element occupied by this resource acquisition (e.g., the interactive element indicated by the element identifier), and changes the game state of the interactive element. For example, for other players, the game state of the interactive element is changed from an occupied state to an idle state; for the first player controlling the first virtual character, the game state of the interactive element is changed to a cooling state; and after the operation interval is greater than the cooling time, for the first player, the game state of the interactive element is changed from a cooling state to an idle state.
[0199] In an optional example, occupation of an interactive element can be released upon detecting the following: the first virtual character's occupation of the interactive element exceeds a set interaction duration, or no actions are detected on the first virtual resource interface within a preset time period. For example, if the first virtual character occupies an interactive element for an extended period, projection eligibility can be revoked, allowing other players to attempt to use the interactive element. Furthermore, if the first player does not perform a lottery action within a certain period of time, projection eligibility will also be revoked, freeing up the interactive furniture for other players to use.
[0200] In step S34, after releasing the interactive element, the game server B confirms that the exit is successful and sends a closing notification to the first terminal device and at least one second terminal device.
[0201] In step S35, the first terminal device A closes all interfaces. For example, the first virtual resource acquisition interface is closed. If other interfaces were opened before exiting the first virtual resource acquisition interface (e.g., switching between other virtual resource acquisition interfaces), all previously opened interfaces are closed.
[0202] In step S36, each second terminal device C exits the interactive display interface. Exemplarily, the second terminal device C can cancel the projection element in the game scene while controlling the exit from the interactive display interface.
[0203] In this preferred embodiment, the first virtual resource acquisition interface further includes a switching control, for example, Figure 8 As shown, a switching control 8 is set on a sub-area in the release area, and by triggering the switching control 8, a display interface of multiple lottery types is presented on the first virtual resource acquisition interface.
[0204] In this case, in step S37, the first terminal device A controls the virtual resource acquisition interface displayed in the first graphical user interface to switch from the first virtual resource acquisition interface to the second virtual resource acquisition interface in response to the fourth trigger operation on the switching control.
[0205] Exemplarily, the fourth trigger operation may include a selection operation for a switching control to trigger the switching of the display interface. The second virtual resource acquisition interface and the first virtual resource acquisition interface may be display interfaces of different resource acquisition types or display interfaces of different extraction methods. This application does not limit this. In an optional example, the display style of the second virtual resource acquisition interface may be as follows: Figure 19 shown.
[0206] Preferably, the first terminal device A further saves the interface switching path in response to the fourth trigger operation. Exemplarily, the interface switching path includes interface identifiers and a switching sequence between virtual resource acquisition interfaces indicated by each interface identifier.
[0207] During the above interface switching process, the above switching process is performed on the first terminal device A side, and the interactive elements are kept occupied. Optionally, when performing the interface switching, the switching notification may not be sent to the game server. In this case, the following may be presented on each second terminal device: Figure 5 In the game scene shown, for example, the interactive element is occupied by the first virtual character, no projection is performed in the game scene, or the end screen of the physical animation may be kept displayed in the projection element.
[0208] Preferably, in response to the release operation performed on the second virtual resource acquisition interface, the corresponding resource acquisition result is determined and synchronized to all terminal devices to synchronously display the physical animation of the virtual props in the release area on the second virtual resource acquisition interface.
[0209] In step S38, the first terminal device responds to the exit operation on the second virtual resource acquisition interface and switches to the previous path point based on the saved interface switching path, for example, controlling the virtual resource acquisition interface displayed in the first graphical user interface to switch from the second virtual resource acquisition interface to the first virtual resource acquisition interface.
[0210] At this time, the first terminal device closes the second virtual resource acquisition interface and opens the first virtual resource acquisition interface. It can also modify the interface switching path and delete the interface identifier indicating the second virtual resource acquisition interface. Here, it should be understood that in the embodiment of the present application, multiple display interfaces with different extraction methods can be included. In addition to the exit operation for the first virtual resource acquisition interface, the switching operation between other virtual resource acquisition interfaces can refer to the above-mentioned operation process of switching to the second virtual resource acquisition interface and the operation process of closing the second virtual resource acquisition interface. This application will not elaborate on this.
[0211] In an embodiment of the present application, an exit request may be sent to the game server to close the lottery interface only when an exit operation is performed on the first virtual resource acquisition interface. When the player switches between different virtual resource acquisition interfaces, no notification will be sent to the game server, that is, the lottery will not be exited, only the display content on the first terminal device side will change, and there will be no changes on the server side and the second terminal device side.
[0212] Based on the same application concept, an interactive processing device corresponding to the method provided in the above embodiment is also provided in the embodiment of the present application. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the interactive processing method in the above embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0213] See also Figure 20 , Figure 20 This is a schematic diagram of the structure of the interactive processing device in the game provided by the exemplary embodiment of the present application. Figure 20 As shown, a first graphical user interface corresponding to a first virtual character is provided through a first terminal device, and at least a portion of a game scene is displayed in the first graphical user interface. The interaction processing device 200 includes: The display control module 210 displays a first virtual resource acquisition interface in the first graphical user interface, where the first virtual resource acquisition interface includes a release area; The request module 220 determines a resource acquisition result in response to a release operation performed on the first virtual resource acquisition interface, wherein the release operation is used to trigger the launch of a virtual item into the release area; The synchronization module 230 sends the resource acquisition result to a second terminal device corresponding to at least one second virtual character in the game scene; The display module 240 synchronously displays the physical animation of the virtual prop in the graphical user interface provided by each terminal device, where the physical animation is generated based on the resource acquisition result.
[0214] In a possible implementation of the present application, the request module 220 is further used to: generate a resource acquisition request in response to the casting operation, and send it to the game server; after the game server receives the resource acquisition request, synchronously send the resource acquisition result to the first terminal device and at least one second terminal device, and the at least one second virtual character and the first virtual character are both player virtual characters in the game scene.
[0215] In one possible implementation of the present application, the display module 240 displays the physical animation of the virtual prop in the following manner: displaying the physical animation of the virtual prop on the first virtual resource acquisition interface; providing an interactive display interface in the game scene, and displaying the physical animation of the virtual prop on the interactive display interface, wherein the physical animation is used to display that the virtual prop is launched into the release area and moves to the target position within the release area according to the specified movement trajectory, and the target position is the position within the release area for obtaining the target virtual resource indicated by the resource acquisition result.
[0216] In one possible implementation of the present application, the display module 240 is further used to: create a projection element in a designated area in the game scene after each second terminal device receives the resource acquisition result; mount the interactive display interface on the projection element to display the physical animation on the interactive display interface.
[0217] In one possible implementation of the present application, an interactive element for triggering resource acquisition is provided in the game scene, wherein the display control module 210 displays a first virtual resource acquisition interface in the following manner: in response to a first trigger operation on the interactive element, a first virtual resource acquisition interface is displayed in the first graphical user interface, wherein the designated area includes an associated area of the interactive element.
[0218] In one possible implementation of the present application, the display control module 210 is further used to: generate an interaction request in response to the first trigger operation, and send it to the game server; receive interaction feedback sent by the game server, the interaction feedback including a status identifier for indicating the game status of the interactive element; and display a first virtual resource acquisition interface in the first graphical user interface when the status identifier indicates that the game status of the interactive element is in an idle state.
[0219] In a possible implementation of the present application, the display control module 210 is further used to: display a first prompt message in the first graphical user interface when the status identifier indicates that the game status of the interactive element is in an occupied state, and the occupied state is used to indicate that the interactive element is being occupied by other player virtual characters in the game scene; and display a second prompt message in the first graphical user interface when the status identifier indicates that the game status of the interactive element is in a cooling state, and the cooling state is used to indicate that the operation time interval of the first virtual character on the interactive element is not greater than the cooling time of the interactive element.
[0220] In a possible implementation of the present application, the display control module 210 is further used to: after displaying the first virtual resource acquisition interface in the first graphical user interface, provide a prompt logo at the interactive element, wherein the prompt logo displays role information indicating the first virtual character, so as to indicate that the first virtual character is acquiring resources through the interactive element.
[0221] In one possible implementation of the present application, the first virtual resource acquisition interface also includes a launcher, and the virtual prop is shot out from the exit of the launcher, wherein the display control module 210 generates a resource acquisition request in the following manner: according to the direction of the exit of the launcher when performing the casting operation, the launch angle of the virtual prop when it is shot out from the launcher is determined, and the launch angle is encapsulated into the resource acquisition request.
[0222] In one possible implementation of the present application, the first virtual resource acquisition interface also includes at least one acquisition control, and different acquisition controls are used to request different numbers of virtual resources. The casting operation includes a second trigger operation for a target acquisition control among the at least one acquisition control, wherein the display control module 210 generates a resource acquisition request in the following manner: in response to the second trigger operation, encapsulating a result identifier into the resource acquisition request, and the result identifier is used to indicate the number of virtual resources corresponding to the target acquisition control.
[0223] In a possible implementation of the present application, the resource acquisition result includes a launch angle and a resource identifier, the launch angle is the initial launch angle value for launching the virtual prop into the release area, and the resource identifier is used to indicate the target virtual resource determined for the casting operation, wherein the display module 240 generates the physical animation of the virtual prop in the following manner: according to the resource identifier, determining the target position for indicating the target virtual resource from the release area, according to the launch angle and the target position, determining the designated movement trajectory of the virtual prop from the initial launch position to the target position in the release area, and generating the physical animation of the virtual prop according to the launch angle, the initial launch position, the designated movement trajectory and the target position.
[0224] In a possible implementation of the present application, the release area includes multiple sub-areas arranged in a preset layout, each sub-area is associated with a corresponding virtual resource, wherein the target position refers to the sub-area associated with the target virtual resource.
[0225] In one possible implementation of the present application, the number of resource identifiers is the same as the number of virtual resources indicated by the result identifier carried in the resource acquisition request, and the number of sub-areas included in the target location is the same as the number of resource identifiers, wherein different acquisition controls on the first virtual resource acquisition interface are used to trigger different numbers of virtual props launched into the release area, and each virtual prop moves within the release area according to its own specified moving trajectory to the sub-area within the release area used to indicate the corresponding virtual resource.
[0226] In one possible implementation of the present application, the display module 240 determines the designated movement trajectory in the following manner: based on the launch angle and the first collision number, determining a first movement path formed by the virtual prop being launched into the release area at the launch angle and rebounding the first collision number by the boundary of the release area; based on the end position of the first movement path, the target position, and the second collision number, determining a second movement path of the virtual prop starting from the end position in the release area, rebounding the second collision number by the boundary of the release area, and stopping at the target position; the designated movement trajectory is formed by the first movement path and the second movement path.
[0227] In one possible implementation of the present application, the display module 240 determines the collision point between the virtual prop and the boundary of the release area in the following manner: the intersection of the movement vector of the virtual prop and the boundary of the release area is determined as a collision point, wherein the movement vector of the virtual prop is determined in the following manner: when the virtual prop is initially launched, the movement vector of the virtual prop is determined based on the initial launch position and the launch angle of the virtual prop; when the virtual prop collides with the boundary of the release area and is rebounded, the reflection vector at the collision point is determined based on the edge vector of the collision point and the initial movement vector that caused the collision, and the reflection vector is determined as the movement vector of the virtual prop.
[0228] In a possible implementation of the present application, the resource acquisition result also includes a random seed, which is a random number determined by the game server for the casting operation, wherein the display module 240 is further used to: whenever the virtual prop collides with the boundary of the release area, determine the target display style of the virtual prop after the collision based on the random list and the random seed, and after the collision, control the virtual prop to move within the release area with the target display style.
[0229] In one possible implementation of the present application, the random list is stored locally on each terminal device, and the random list includes multiple numerical intervals and multiple display styles. The display module 240 is further used to: determine an intermediate numerical value based on the random seed and the number of collisions; and determine, based on the random list, a display style corresponding to the numerical interval into which the intermediate numerical value falls as the target display style.
[0230] In a possible implementation manner of the present application, the resource acquisition result further includes a display identifier, and the display identifier is used to indicate a display style of the virtual prop when it moves from the collision point of the last collision to the target position. And / or, the display module 240 is further configured to: when the virtual prop collides with the boundary of the release area for the first time, not change the display style of the virtual prop.
[0231] In a possible implementation of the present application, the display module 240 is further used to: display a resource display interface in the first graphical user interface after the physical animation of the virtual prop is played, and the resource display interface displays a resource identifier for indicating the target virtual resource obtained by the first virtual character; in response to a third trigger operation performed on the resource display interface, place the target virtual resource into the backpack of the first virtual character.
[0232] In a possible implementation of the present application, the display module 240 is further used to: generate a resource confirmation request in response to the third trigger operation and send it to the game server; and place the target virtual resource into the backpack of the first virtual character in response to the resource confirmation feedback sent by the game server.
[0233] In a possible implementation manner of the present application, the physical animation further includes providing a resource identifier for representing the target virtual resource at the virtual prop after the virtual prop moves to the target position.
[0234] In a possible implementation of the present application, the first virtual resource acquisition interface also includes a switching control, which further includes a switching module for: in response to a fourth trigger operation on the switching control, controlling the virtual resource acquisition interface displayed in the first graphical user interface to switch from the first virtual resource acquisition interface to the second virtual resource acquisition interface.
[0235] In one possible implementation of the present application, the switching module is further used to: generate an exit request in response to an exit operation on the first virtual resource acquisition interface, and after the game server receives the exit request, send a close notification to at least one second terminal device to control each second terminal device to exit the interactive display interface, and / or, the switching module is further used to: control the virtual resource acquisition interface displayed in the first graphical user interface to switch from the second virtual resource acquisition interface to the first virtual resource acquisition interface in response to an exit operation on the second virtual resource acquisition interface.
[0236] Based on the above device, the form of interaction between virtual characters and virtual resources can be expanded.
[0237] See also Figure 21 , Figure 21 This is a schematic diagram of the structure of an electronic device provided by an exemplary embodiment of the present application. Figure 21As shown, the electronic device 300 includes a processor 310 , a memory 320 and a bus 330 .
[0238] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the interactive processing method in any of the above embodiments may be performed, specifically as follows: A first virtual resource acquisition interface is displayed in the first graphical user interface, wherein the first virtual resource acquisition interface includes a release area; a resource acquisition result is determined in response to a release operation performed on the first virtual resource acquisition interface, wherein the release operation is used to trigger the launch of a virtual prop into the release area; the resource acquisition result is sent to a second terminal device corresponding to at least one second virtual character located in the game scene; and a physical animation of the virtual prop is synchronously displayed in the graphical user interface provided by each terminal device, wherein the physical animation is generated based on the resource acquisition result.
[0239] Based on the above electronic devices, the forms of interaction between virtual characters and virtual resources can be expanded.
[0240] The present application also provides a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the steps of the interactive processing method in any of the above embodiments are performed, specifically as follows: A first virtual resource acquisition interface is displayed in the first graphical user interface, wherein the first virtual resource acquisition interface includes a release area; a resource acquisition result is determined in response to a release operation performed on the first virtual resource acquisition interface, wherein the release operation is used to trigger the launch of a virtual prop into the release area; the resource acquisition result is sent to a second terminal device corresponding to at least one second virtual character located in the game scene; and a physical animation of the virtual prop is synchronously displayed in the graphical user interface provided by each terminal device, wherein the physical animation is generated based on the resource acquisition result.
[0241] Based on the above-mentioned computer-readable storage medium, the form of interaction between virtual characters and virtual resources can be expanded.
[0242] Those skilled in the art can clearly understand that, for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0243] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0244] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0245] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0246] The above are only specific embodiments of the present application, but the scope of protection of this application is not limited thereto. Any changes or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in this application should be included in the scope of protection of this application. Therefore, the scope of protection of this application should be based on the scope of protection of the claims.
Claims
1. A method for interactive processing in a game, characterized in that: Providing a first graphical user interface corresponding to the first virtual character through a first terminal device, wherein the first graphical user interface displays at least a portion of a game scene, including: Displaying a first virtual resource acquisition interface in the first graphical user interface, wherein the first virtual resource acquisition interface includes a release area; determining a resource acquisition result in response to a release operation performed on the first virtual resource acquisition interface, wherein the release operation is used to trigger the launch of a virtual item into the release area; Sending the resource acquisition result to a second terminal device corresponding to at least one second virtual character located in the game scene; The physical animation of the virtual prop is synchronously displayed in the graphical user interface provided by each terminal device, where the physical animation is generated based on the resource acquisition result.
2. The method according to claim 1, characterized in that The determining of the resource acquisition result includes: In response to the release operation, generating a resource acquisition request and sending it to the game server; After receiving the resource acquisition request, the game server synchronously sends the resource acquisition result to the first terminal device and at least one second terminal device, where the at least one second virtual character and the first virtual character are both player virtual characters in the game scene.
3. The method according to claim 1, characterized in that The physical animation of the virtual prop is displayed in the following ways: Displaying the physical animation of the virtual prop on the first virtual resource acquisition interface; An interactive display interface is provided in the game scene, and a physical animation of the virtual prop is displayed on the interactive display interface, wherein the physical animation is used to show that the virtual prop is launched into the release area and moves to a target position within the release area according to a specified movement trajectory, and the target position is a position within the release area for obtaining the target virtual resource indicated by the resource acquisition result.
4. The method according to claim 3, characterized in that Providing an interactive display interface in the game scene includes: After each second terminal device receives the resource acquisition result, creating a projection element in a designated area of the game scene; The interactive display interface is mounted on the projection element to display the physical animation on the interactive display interface.
5. The method according to claim 4, characterized in that An interactive element for triggering resource acquisition is provided in the game scene. The first virtual resource acquisition interface is displayed in the following manner: In response to a first triggering operation on the interactive element, a first virtual resource acquisition interface is displayed in the first graphical user interface. The designated area includes an associated area of the interactive element.
6. The method according to claim 5, characterized in that The displaying of the first virtual resource acquisition interface in the first graphical user interface includes: In response to the first triggering operation, generating an interaction request and sending it to the game server; receiving interaction feedback sent by the game server, wherein the interaction feedback includes a status identifier for indicating a game status of the interactive element; When the state identifier indicates that the game state of the interactive element is in an idle state, a first virtual resource acquisition interface is displayed in the first graphical user interface.
7. The method according to claim 6, characterized in that Also includes: When the state identifier indicates that the game state of the interactive element is in an occupied state, displaying first prompt information in the first graphical user interface, wherein the occupied state is used to indicate that the interactive element is being occupied by another player's virtual character in the game scene; When the status identifier indicates that the game state of the interactive element is in a cooling state, a second prompt message is displayed in the first graphical user interface, and the cooling state is used to indicate that the operation time interval of the first virtual character on the interactive element is not greater than the cooling time of the interactive element.
8. The method according to claim 5, characterized in that Also includes: After the first virtual resource acquisition interface is displayed in the first graphical user interface, a prompt mark is provided at the interactive element, wherein the prompt mark displays role information indicating the first virtual character to indicate that the first virtual character is acquiring resources through the interactive element.
9. The method according to claim 2, characterized in that The first virtual resource acquisition interface further includes a launcher, and the virtual props are launched from the launcher. Among them, resource acquisition requests are generated in the following ways: determining a launch angle of the virtual item when it is launched from the launcher according to the direction of the launch port of the launcher when the launch operation is performed; The emission angle is encapsulated into the resource acquisition request.
10. The method according to claim 9, characterized in that The first virtual resource acquisition interface further includes at least one acquisition control, different acquisition controls are used to request different quantities of virtual resources, and the release operation includes a second trigger operation for a target acquisition control in the at least one acquisition control. Among them, resource acquisition requests are generated in the following ways: In response to the second trigger operation, a result identifier is encapsulated into the resource acquisition request, where the result identifier is used to indicate the quantity of virtual resources corresponding to the target acquisition control.
11. The method according to any one of claims 1 to 10, characterized in that The resource acquisition result includes a launch angle and a resource identifier, wherein the launch angle is an initial launch angle value for launching the virtual item into the release area, and the resource identifier is used to indicate the target virtual resource determined for the release operation. The physical animation of the virtual prop is generated in the following manner: determining a target location for indicating the target virtual resource from the released area according to the resource identifier, determining a designated moving trajectory of the virtual item from an initial launch position to the target position within the release area according to the launch angle and the target position, A physical animation of the virtual prop is generated according to the launch angle, the initial launch position, the designated movement trajectory, and the target position.
12. The method according to claim 11, characterized in that The released area includes a plurality of sub-areas arranged in a preset layout, each sub-area being associated with a corresponding virtual resource. The target location refers to a sub-area associated with the target virtual resource.
13. The method according to claim 11, characterized in that The number of the resource identifiers is the same as the number of virtual resources indicated by the result identifier carried in the resource acquisition request, and the number of sub-areas included in the target location is the same as the number of the resource identifiers. Among them, different acquisition controls on the first virtual resource acquisition interface are used to trigger different numbers of virtual props launched into the release area, and each virtual prop moves within the release area according to its own specified movement trajectory to the sub-area within the release area used to indicate the corresponding virtual resource.
14. The method according to claim 11, characterized in that The specified movement trajectory is determined by: determining, based on the launch angle and the first collision number, a first movement path formed by the virtual item being launched into the release area at the launch angle and rebounding from the boundary of the release area by the first collision number; determining, based on the end position of the first movement path, the target position, and the second collision number, a second movement path for the virtual item within the release area, starting from the end position, bouncing off the boundary of the release area for the second collision number, and stopping at the target position; The designated movement trajectory is formed by the first movement path and the second movement path.
15. The method according to claim 14, characterized in that The collision point between the virtual item and the boundary of the release area is determined by: The intersection of the movement vector of the virtual prop and the boundary of the release area is determined as a collision point, The movement vector of the virtual prop is determined by: When the virtual prop is initially launched, a movement vector of the virtual prop is determined based on the initial launch position and the launch angle of the virtual prop. When the virtual prop collides with the boundary of the release area and is rebounded, a reflection vector at the collision point is determined based on the edge vector of the collision point and the initial movement vector that caused the collision, and the reflection vector is determined as the movement vector of the virtual prop.
16. The method according to claim 14, characterized in that The resource acquisition result also includes a random seed, which is a random number determined by the game server for the casting operation. Among them, also include: Whenever the virtual item collides with the boundary of the release area, a target display style of the virtual item after the collision is determined based on the random list and the random seed. After a collision occurs, the virtual prop is controlled to move within the release area in the target display style.
17. The method according to claim 16, characterized in that The random list is stored locally on each terminal device and includes multiple value intervals and multiple display styles. The step of determining the target display style of the virtual prop after the collision includes: Determining an intermediate value based on the random seed and the number of collisions; Based on the random list, the display style corresponding to the numerical interval into which the intermediate value falls is determined as the target display style.
18. The method according to claim 16, characterized in that The resource acquisition result further includes a display identifier, which is used to indicate the display style of the virtual prop when it moves from the collision point of the last collision to the target position. and / or, also include: When the virtual item collides with the boundary of the release area for the first time, the display style of the virtual item is not changed.
19. The method according to claim 1, wherein Also includes: After the physical animation of the virtual prop is played, a resource display interface is displayed in the first graphical user interface, wherein the resource display interface displays a resource identifier for indicating the target virtual resource obtained by the first virtual character; In response to a third trigger operation performed on the resource display interface, the target virtual resource is placed into the backpack of the first virtual character.
20. The method according to claim 19, characterized in that The step of placing the target virtual resource into the backpack of the first virtual character includes: In response to the third trigger operation, generating a resource confirmation request and sending it to the game server; In response to the resource confirmation feedback sent by the game server, the target virtual resource is placed in the backpack of the first virtual character.
21. The method according to claim 1, wherein The physical animation further includes providing a resource identifier representing the target virtual resource at the virtual prop after the virtual prop moves to the target position.
22. The method according to claim 1, wherein The first virtual resource acquisition interface also includes a switch control, Among them, also include: In response to a fourth trigger operation on the switching control, the virtual resource acquisition interface displayed in the first graphical user interface is controlled to switch from the first virtual resource acquisition interface to a second virtual resource acquisition interface.
23. The method according to claim 22, characterized in that Also includes: In response to an exit operation on the first virtual resource acquisition interface, generating an exit request, After receiving the exit request, the game server sends a close notification to at least one second terminal device to control each second terminal device to exit the interactive display interface. and / or, also include: In response to an exit operation on the second virtual resource acquisition interface, the virtual resource acquisition interface displayed in the first graphical user interface is controlled to switch from the second virtual resource acquisition interface to the first virtual resource acquisition interface.
24. An interactive processing device in a game, characterized in that: Providing a first graphical user interface corresponding to the first virtual character through a first terminal device, wherein the first graphical user interface displays at least a portion of a game scene, including: A display control module, configured to display a first virtual resource acquisition interface in the first graphical user interface, wherein the first virtual resource acquisition interface includes a release area; a request module, configured to determine a resource acquisition result in response to a release operation performed on the first virtual resource acquisition interface, wherein the release operation is used to trigger the launch of a virtual item into the release area; A synchronization module sends the resource acquisition result to a second terminal device corresponding to at least one second virtual character in the game scene; A display module is configured to synchronously display the physical animation of the virtual prop in a graphical user interface provided by each terminal device, wherein the physical animation is generated based on the resource acquisition result.
25. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of the method as described in any one of claims 1 to 23.
26. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 23 are executed.