Virtual resource processing method and device, computer equipment and storage medium
By introducing resource conversion props into electronic games, the problem of lack of innovation in virtual resource processing has been solved, efficient conversion and recycling of resources has been achieved, and user stickiness and gaming experience have been improved.
Patent Information
- Application Number
- CN202511065303.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-07-30
- Publication Date
- 2025-09-23
AI Technical Summary
Existing electronic game programs lack innovation in handling virtual resources, resulting in resource waste and insufficient user stickiness.
Introduce resource conversion props. By selecting this prop, virtual resources can be converted into energy information or new virtual resources can be issued in the target area, providing resource recycling and conversion functions.
It effectively avoids the waste of virtual resources, improves game operation efficiency and user stickiness, expands the processing methods of virtual resources, and enhances the gaming experience.
Smart Images

Figure CN120679158A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer technology, and in particular to a method, apparatus, computer device, and storage medium for processing virtual resources. Background Art
[0002] In recent years, electronic game programs have become popular among the general public. In order to increase the complexity of the game and enrich the gameplay, electronic game programs are equipped with a wealth of virtual resources for players to use.
[0003] Typically, electronic game programs will distribute virtual resources at any time during a game and at any location in the virtual scene of the game. When the virtual character controlled by the player moves near a virtual resource, the player can obtain the virtual resource by executing an operation to obtain the virtual resource, thereby obtaining the virtual resource and using the virtual resource in the game.
[0004] However, the way electronic game programs handle virtual resources during game matches is relatively fixed and lacks innovation, and there is an urgent need to provide new ways to handle virtual resources. Summary of the Invention
[0005] The embodiments of the present application provide a method, apparatus, computer device, and storage medium for processing virtual resources, which avoid the waste of virtual resources in a game, expand the function of processing virtual resources in an application, and improve the user stickiness of the application. The technical solution is as follows:
[0006] In one aspect, a method for processing virtual resources is provided, the method comprising:
[0007] Displaying a virtual scene of the game and a controlled virtual character located in the virtual scene, wherein the controlled virtual character is a virtual character that the terminal has control authority over;
[0008] In response to a selection operation on the resource conversion item of the controlled virtual character, displaying that the controlled virtual character holds the resource conversion item;
[0009] In response to an operation of using the resource conversion item to reclaim the virtual resource, deleting the first virtual resource from the virtual scene and increasing energy information of the controlled virtual character in the game match;
[0010] In response to the operation of using the resource conversion prop to distribute virtual resources, a second virtual resource is distributed in the target scene area to reduce the energy information of the controlled virtual character in the game; the second virtual resource is different from the first virtual resource, and the target scene area refers to the scene area where the controlled virtual character is located in the virtual scene.
[0011] In another aspect, a device for processing virtual resources is provided, the device comprising:
[0012] A display module, configured to display a virtual scene of a game and a controlled virtual character in the virtual scene, wherein the controlled virtual character is a virtual character that the terminal has control authority over;
[0013] The display module is further configured to display that the controlled virtual character holds the resource conversion prop in response to a selection operation on the resource conversion prop of the controlled virtual character;
[0014] a resource recovery module, configured to, in response to an operation of using the resource conversion item to recover a virtual resource, delete the first virtual resource from the virtual scene and increase energy information of the controlled virtual character in the game match;
[0015] A resource distribution module is used to distribute a second virtual resource in a target scene area in response to an operation of using the resource conversion prop to distribute virtual resources, thereby reducing the energy information of the controlled virtual character in the game; the second virtual resource is different from the first virtual resource, and the target scene area refers to the scene area in the virtual scene where the controlled virtual character is located.
[0016] Optionally, the resource recovery module includes:
[0017] A first recycling unit is configured to delete virtual resources located in the target scene area from the virtual scene; or
[0018] The second recycling unit is used to delete the selected virtual resources from the virtual backpack of the controlled virtual character, where the virtual backpack is used to store the virtual resources owned by the controlled virtual character in the game.
[0019] Optionally, the first recovery unit is used to:
[0020] Deleting each virtual resource located in the target scene area from the virtual scene; or
[0021] Deleting from the virtual scene the virtual resource located in the target scene area and closest to the controlled virtual character; or
[0022] The virtual resource selected from the virtual resource list is deleted from the virtual scene, wherein the virtual resource list displays each virtual resource in the target scene area.
[0023] Optionally, the resource conversion tool includes a resource recovery mode; the resource recovery module is used to:
[0024] When the resource conversion tool is in the resource recycling mode, displaying a recycling control;
[0025] In response to a triggering operation on the recycling control, the first virtual resource is deleted from the virtual scene, and the energy information of the controlled virtual character in the game is increased.
[0026] Optionally, the device further comprises:
[0027] a resource acquisition module, configured to control the controlled virtual character to acquire the second virtual resource in response to an operation of acquiring the second virtual resource, and use the second virtual resource in the game; or
[0028] The resource recovery module is further configured to delete the second virtual resource from the virtual scene and increase the energy information of the controlled virtual character in the game in response to the operation of using the resource conversion prop to recover the virtual resource.
[0029] Optionally, the resource conversion tool includes a resource distribution mode; the resource distribution module is used to:
[0030] When the resource conversion tool is in the resource distribution mode, displaying a distribution control;
[0031] In response to a triggering operation on the issuing control, the second virtual resource is issued in the target scene area to reduce the energy information of the controlled virtual character in the game match.
[0032] Optionally, the resource distribution module is configured to:
[0033] When the resource conversion tool is in the resource dispensing mode, the dispensing control and the energy progress bar are displayed, wherein the energy progress bar includes energy areas corresponding to at least two levels respectively;
[0034] In response to a triggering operation on the issuing control, displaying a stop control;
[0035] Selecting one energy area in the energy progress bar in turn until a triggering operation of the stop control is detected, and determining a target energy area currently selected in the energy progress bar;
[0036] The second virtual resource of the target level is distributed in the target scene area to reduce the energy information of the controlled virtual character in the game, and the target energy area corresponds to the target level.
[0037] Optionally, the resource distribution module is configured to:
[0038] Displaying a pointer, wherein the pointer is located on one side of the energy progress bar and the pointer currently points to the starting position of the energy progress bar;
[0039] Moving the pointer back and forth between a starting position pointing to the energy progress bar and an ending position pointing to the energy progress bar until a triggering operation of the stop control is detected, and stopping the movement of the pointer;
[0040] The energy zone to which the position currently pointed by the pointer in the energy progress bar belongs is determined as the target energy zone.
[0041] Optionally, the display module is further configured to highlight the target energy area in the energy progress bar.
[0042] Optionally, the resource conversion tool includes a resource recovery mode and a resource distribution mode; the device further includes:
[0043] a mode switching module, configured to, when the resource conversion tool is in the resource recovery mode, switch the resource conversion tool from the resource recovery mode to the resource distribution mode if the energy information satisfies a first target condition;
[0044] The first target condition includes: the energy value of the controlled virtual character is not less than a first target energy value, or the filling progress of the energy progress bar of the controlled virtual character is not less than the first target progress.
[0045] Optionally, the mode switching module is further configured to:
[0046] When the resource conversion tool is in the resource release mode, if the energy information satisfies a second target condition, switching the resource conversion tool from the resource release mode to the resource recovery mode;
[0047] The second target condition includes: the energy value of the controlled virtual character is not greater than the second target energy value, and the second target energy value is less than the first target energy value; or, the filling progress of the energy progress bar of the controlled virtual character is not greater than the second target progress, and the second target progress is less than the first target progress.
[0048] Optionally, the energy information includes the filling progress of the energy progress bar of the controlled virtual character;
[0049] The resource recovery module is used to display the filling progress of the energy progress bar increasing;
[0050] The resource distribution module is used to display the filling progress of the energy progress bar decreasing.
[0051] Optionally, the resource recovery module is used to:
[0052] Displaying that the filling progress of the energy progress bar increases by a first incremental progress, where the first incremental progress is a preset incremental progress, or the first incremental progress is an incremental progress corresponding to the level to which the first virtual resource belongs; or
[0053] Displaying that the filling progress of the energy progress bar increases by a second incremental progress, where the second incremental progress is the maximum incremental progress that the energy progress bar can increase at one time, and the probability of the controlled virtual character having the second incremental progress in the same game match is a first preset probability; or
[0054] Displaying that the filling progress of the energy progress bar increases to a first progress, where the first progress is a preset progress, or the first progress is a progress corresponding to the level to which the first virtual resource belongs; or
[0055] The filling progress of the energy progress bar is displayed as a second progress, and the second progress is the maximum progress to which the energy progress bar can be increased at one time. The probability of the controlled virtual character showing the second progress in the same game match is a second preset probability.
[0056] Optionally, the resource distribution module is configured to:
[0057] Displaying that the filling progress of the energy progress bar is reduced by a first decrement progress, where the first decrement progress is a preset decrement progress, or the first decrement progress is a decrement progress corresponding to the level to which the first virtual resource belongs; or
[0058] Displaying that the filling progress of the energy progress bar is reduced by a second decrement progress, where the second decrement progress is the minimum filling progress that the energy progress bar can be reduced at one time, and the probability of the controlled virtual character having the second decrement progress in the same game match is a third preset probability; or
[0059] The filling progress of the energy progress bar is displayed to be reduced to a third progress, where the third progress is a preset progress, or the third progress is a progress corresponding to the level to which the first virtual resource belongs.
[0060] Optionally, the resource conversion item is a virtual gun, and the virtual gun is displayed in a gun item column of the game.
[0061] On the other hand, a computer device is provided, which includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the virtual resource processing method as described in the above aspects.
[0062] On the other hand, a computer-readable storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the operations performed by the virtual resource processing method as described in the above aspects.
[0063] On the other hand, a computer program product is provided, including a computer program, wherein when the computer program is executed by a processor, the operations performed by the method for processing virtual resources as described in the above aspects are implemented.
[0064] The embodiment of the present application provides a method of using resource conversion props to convert virtual resources in a game match. In a virtual scene, the controlled virtual character uses the resource conversion props to convert the virtual resources in the virtual scene into energy information, thereby being able to recycle the redundant virtual resources in the virtual scene, without being limited to the controlled virtual character obtaining the virtual resource or giving up obtaining the virtual resource in the game match, thereby avoiding the waste of virtual resources in the game match. Moreover, the resource conversion props can also be used to convert energy information into new virtual resources, providing the controlled virtual character with an opportunity to obtain virtual resources in the game match. Compared with the controlled virtual character obtaining virtual resources by defeating the opponent, moving around to find virtual resources, etc., the method of converting energy information into new virtual resources can save operation time, improve operation efficiency, and expand the function of processing virtual resources in the application, thereby improving the user stickiness of the application. BRIEF DESCRIPTION OF THE DRAWINGS
[0065] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0066] Figure 1 This is a schematic diagram of the structure of an implementation environment provided by an embodiment of the present application;
[0067] Figure 2 This is a flowchart of a method for processing virtual resources provided by an embodiment of the present application;
[0068] Figure 3 This is a schematic diagram of an interface for recycling virtual resources provided in an embodiment of the present application;
[0069] Figure 4 is a schematic diagram of a virtual resource list provided in an embodiment of the present application;
[0070] Figure 5This is a schematic diagram of an energy progress bar triggering a critical strike provided by an embodiment of the present application;
[0071] Figure 6 This is a schematic diagram of an interface for allocating virtual resources provided in an embodiment of the present application;
[0072] Figure 7 is a flowchart of another method for processing virtual resources provided in an embodiment of the present application;
[0073] Figure 8 is a schematic diagram of the movement position of a pointer provided in an embodiment of the present application;
[0074] Figure 9 This is a schematic diagram of highlighting a target energy area provided by an embodiment of the present application;
[0075] Figure 10 This is a schematic diagram of an operation flow in a resource recovery mode provided in an embodiment of the present application;
[0076] Figure 11 This is a schematic diagram of an operation flow in a resource distribution mode provided by an embodiment of the present application;
[0077] Figure 12 This is a structural diagram of a virtual resource processing device provided in an embodiment of the present application;
[0078] Figure 13 This is a structural diagram of another virtual resource processing device provided in an embodiment of the present application;
[0079] Figure 14 This is a schematic diagram of the structure of a terminal provided in an embodiment of the present application. DETAILED DESCRIPTION
[0080] In order to make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0081] It is understood that the terms "first," "second," and the like, used herein may be used to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are used solely to distinguish one concept from another. For example, a first virtual item may be referred to as a second virtual item, and similarly, a second virtual item may be referred to as a first virtual item, without departing from the scope of this application.
[0082] Here, "at least one" means one or more. For example, the at least one virtual item can be one virtual item, two virtual items, three virtual items, or any other integer greater than one. "Multiple" means two or more. For example, the multiple virtual items can be two virtual items, three virtual items, or any other integer greater than two. "Each" means each of the at least one. For example, "each virtual item" means each virtual item in the multiple virtual items. If the multiple virtual items are three virtual items, "each virtual item" means each virtual item in the three virtual items.
[0083] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals (including but not limited to signals transmitted between user terminals and other devices, etc.) involved in this application are all fully authorized by users or relevant parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.
[0084] For ease of understanding, the nouns involved in the embodiments of this application are explained below.
[0085] Virtual scene: a virtual scene displayed (or provided) when the client is running on the terminal. The virtual scene can be a simulation environment of the real world, a semi-simulation and semi-fictitious environment, or a purely fictitious environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user can control the virtual character to move in the virtual scene. Optionally, the virtual scene can provide a battle environment for the virtual character, and the virtual scene has virtual resources that can be used by the virtual character. For example, the virtual resources include virtual props required for battle, virtual medicines required for treatment, virtual props required for upgrades, virtual gold coins required for transactions, etc.
[0086] In open-world games, players can freely control their virtual characters to roam the virtual landscape and choose the time and method for completing game tasks. Player-controlled virtual characters can interact with other virtual characters within the virtual landscape. For example, in a level-based game, at least one virtual character engages in a single round of battle within the virtual landscape. The virtual character defeats monsters to gain clearance for the current level, allowing them to advance to the next level or end the current round.
[0087] Virtual character: refers to an movable object in a virtual scene. The movable object can be a virtual person, a virtual animal, a virtual elf, anime character, etc. The virtual character can be a virtual image in the virtual scene that is used to represent the user. A plurality of virtual characters can be included in the virtual scene, and each virtual character has its own shape and volume in the virtual scene, occupying a part of the space in the virtual scene. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual character can be a three-dimensional stereo model, and the three-dimensional stereo model can be a three-dimensional character constructed based on three-dimensional human skeleton technology. The same virtual character can show different external images by wearing different skins. In some embodiments, the virtual character can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.
[0088] There can be a variety of different virtual characters in a virtual scene. For example, the virtual characters may include player characters controlled by operations on the client, or include artificial intelligence (AI) set up through training to compete in a virtual scene, and may also include non-player characters (NPCs) set up for interaction in the virtual scene. Optionally, the virtual characters may be virtual characters competing in the virtual scene. Optionally, the number of virtual characters participating in the interaction in the virtual scene may be pre-set or dynamically determined based on the number of clients joining the interaction.
[0089] Figure 1 1 is a schematic diagram of a computer system according to an embodiment of the present application. The computer system 100 includes a first terminal 110, a server 120, and a second terminal 130.
[0090] A first terminal 110 has an application 111 installed and running. Application 111 can be an electronic game program, a live broadcast program, a social program, a video playback program, or other types of programs. When the first terminal runs application 111, the user interface of application 111 is displayed on the screen of the first terminal 110. The first terminal 110 is used by a first user 112.
[0091] Second terminal 130 has application 131 installed and running. Application 131 can be an electronic game program, a live broadcast program, a social program, a video playback program, or other types of programs. When second terminal 130 runs application 131, the user interface of application 131 is displayed on the screen of second terminal 130. Second terminal 130 is the terminal used by second user 113.
[0092] In one possible implementation, the virtual characters controlled by the first user 112 via the first terminal 110 and the second user 113 via the second terminal 130 are located in the same virtual scene. Alternatively, the virtual characters controlled by the first user 112 via the first terminal 110 and the second user 113 via the second terminal 130 are located in different virtual scenes.
[0093] In one possible implementation, the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are the same type of applications on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment of the application only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 can be of the same or different device types, including at least one of a smartphone, a tablet computer, a game console, a smart bracelet, a virtual reality device, a laptop computer, and a desktop computer.
[0094] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal (e.g., a user playing a game with an AI), or there may be 10 terminals (e.g., 10 users participating in the same game), or even more. The embodiments of this application do not limit the number of terminals or device types.
[0095] It should be noted that Figure 1 Only two terminals are shown, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 are terminals corresponding to developers. A development and editing platform for applications supporting one or more virtual scenes is installed on the terminals 140. Developers can edit and update applications on the terminals 140 and transmit the updated application installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can download the application installation package from the server 120 to update the application.
[0096] The first terminal 110 , the second terminal 130 , and the other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0097] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for applications supporting one or more virtual scenarios. Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals utilize a distributed computing architecture for collaborative computing.
[0098] Figure 2 This is a flowchart of a method for processing virtual resources provided by an embodiment of the present application. Taking the method executed by a terminal as an example, Figure 2 As shown, the method includes:
[0099] 201. The terminal displays a virtual scene of the game and a controlled virtual character in the virtual scene, where the controlled virtual character is a virtual character that the terminal has control authority over.
[0100] The terminal starts an application that provides a virtual scene. The application can be an electronic game program, a live broadcast program, a social program, a video playback program, etc. The application provides one or more virtual scenes, and the application can select one of the virtual scenes to start a game.
[0101] The controlled virtual character is a virtual character that the terminal has control authority over, that is, the terminal will control the controlled virtual character to operate in the virtual scene of the game. For example, the terminal logs in to the application based on the account, and selects the virtual character used by the account from one or more virtual characters provided by the application. This virtual character is the controlled virtual character of the terminal. After that, the game is started, and the terminal can control the controlled virtual character to operate in the virtual scene of the game.
[0102] Optionally, the terminal may display a game interface corresponding to the game, where the game interface displays a virtual scene of the game and a controlled virtual character located in the virtual scene.
[0103] The terminal may display the entire controlled virtual character, or a specific body part of the controlled virtual character, etc., which is not limited in this embodiment of the present application. For example, the terminal may display the arms of the controlled virtual character but not other body parts of the controlled virtual character. When the controlled virtual character is holding a virtual prop, the arm holding the virtual prop will also be displayed.
[0104] Optionally, the virtual scene displayed by the terminal may be a virtual scene within the field of view of the controlled virtual character in the game. As the position and posture of the controlled virtual character in the virtual scene change, the displayed virtual scene may also change accordingly.
[0105] 202. In response to the selection operation on the resource conversion prop of the controlled virtual character, the terminal displays that the controlled virtual character holds the resource conversion prop.
[0106] In the embodiment of the present application, the resource conversion prop is used to recycle virtual resources, that is, to convert virtual resources into energy information of the controlled virtual character. The resource conversion prop is also used to distribute virtual resources, that is, to convert the energy information of the controlled virtual character into virtual resources.
[0107] Optionally, the resource conversion item is displayed as an operating control or in other forms. The resource conversion item can be a virtual gun, a virtual decoration, a virtual shield, etc., which is not limited in this embodiment of the present application. For example, the application is a shooting application, and a shooting game can be started in the shooting application. At least two virtual characters operate in the shooting game and can use virtual guns to perform operations such as shooting. The resource conversion item is also a virtual gun that can be used in the shooting game. Unlike other virtual guns, this resource conversion item has the function of recycling virtual resources and distributing virtual resources.
[0108] Optionally, the terminal displays the virtual scene of the game, the controlled virtual character in the virtual scene, and the resource conversion props of the controlled virtual character. The user triggers the selection operation of the resource conversion prop to control the controlled virtual character to hold the resource conversion prop. Alternatively, the terminal displays the virtual scene of the game, the controlled virtual character in the virtual scene, and the prop switching control, but does not yet display the resource conversion prop. The prop switching control is used to indicate the switching of the virtual props held by the controlled virtual character. In response to the triggering operation of the prop switching control, the terminal displays one or more virtual props of the controlled virtual character, the one or more virtual props including the resource conversion prop. The user triggers the selection operation of the resource conversion prop to control the controlled virtual character to hold the resource conversion prop, or the user triggers the selection operation of other virtual props to control the controlled virtual character to hold the selected virtual prop.
[0109] The selection operation for the resource conversion item can be an operation of clicking the resource conversion item, or an operation of pressing a target key on a keyboard. After selecting the resource conversion item, if the controlled virtual character holds the resource conversion item, it indicates that the resource conversion item is in use, and the controlled virtual character can use the resource conversion item to recycle virtual resources or distribute virtual resources. Therefore, if the controlled virtual character holds the resource conversion item, at least one of the operations of using the resource conversion item to recycle virtual resources and using the resource conversion item to distribute virtual resources is permitted.
[0110] Optionally, the resource conversion item is a virtual gun, which is displayed in the gun item column of the game match. In response to a selection operation on the virtual gun in the gun item column, the controlled virtual character is shown holding the virtual gun. Alternatively, the resource conversion item can be a virtual decoration, which is displayed in the decoration item column of the game match. In response to a selection operation on the virtual decoration in the decoration item column, the controlled virtual character is shown wearing the virtual decoration.
[0111] If the controlled virtual character possesses a resource conversion item, the resource conversion item may be displayed in a first manner. If the controlled virtual character does not possess a resource conversion item, the resource conversion item may be displayed in a second manner. The first manner differs from the second manner, thereby distinguishing the current state of the resource conversion item. Optionally, the highlighting intensity of the first manner is higher than that of the second manner. That is, the resource conversion item displayed in the first manner is more prominent and easier for the user to see than the resource conversion item displayed in the second manner.
[0112] For example, the first mode is larger in size than the second mode, the color of the first mode is brighter than the color of the second mode, etc. Alternatively, the first mode displays a silhouette image of a resource conversion prop, and the second mode displays a silhouette image of a universal prop.
[0113] Afterwards, the method further includes: in response to a switching operation on the resource conversion prop, displaying the controlled virtual character to reclaim the resource conversion prop. At this time, the controlled virtual character does not hold the resource conversion prop and cannot perform operations of reclaiming virtual resources or issuing virtual resources.
[0114] Optionally, the resource conversion item is a virtual gun, and the game's gun item list may include other virtual guns besides the resource conversion item. The switching operation for the resource conversion item may be an operation to select another virtual gun. In response to the operation to select another virtual gun, the controlled virtual character is displayed holding the currently selected virtual gun, and the controlled virtual character can then be controlled to use the virtual gun to perform operations such as aiming, adjusting the crosshairs, and shooting.
[0115] See also Figure 3In Figure (1), the game interface corresponding to the game is displayed with a resource conversion prop 301, a controlled virtual character 302, and a first virtual resource 303. The first virtual resource 303 is located in the target scene area where the controlled virtual character 302 is located. The user can perform an acquisition operation on the first virtual resource 303, thereby controlling the controlled virtual character to obtain the first virtual resource 303. However, if the user does not want to obtain the first virtual resource 303 but wants to reclaim the first virtual resource 303, the user clicks on the resource conversion prop 301, which displays that the controlled virtual character 302 holds the resource conversion prop 301. The user can then trigger an operation to reclaim the virtual resource using the resource conversion prop 301.
[0116] Furthermore, after the user clicks on the resource conversion item 301, the game interface will be displayed as follows: Figure 3 As shown in Figure (2), the resource conversion prop 301 is larger in size and displays more detailed features of the resource conversion prop 301.
[0117] The embodiment of the present application provides a new type of virtual gun in a shooting application. Unlike the functions of traditional virtual guns, the virtual gun provided by the embodiment of the present application can convert virtual resources in a virtual scene into energy information within a game match, thereby recycling redundant virtual resources in the virtual scene. Moreover, the energy information within the game match can also be converted into new virtual resources, providing the controlled virtual character with the opportunity to obtain virtual resources within the game match, thereby realizing the functional expansion of the shooting application.
[0118] 203. In response to the operation of using the resource conversion item to recycle the virtual resource, the terminal deletes the first virtual resource from the virtual scene and increases the energy information of the controlled virtual character in the game.
[0119] In response to the operation of recycling virtual resources using the resource conversion prop, the terminal can recycle the first virtual resource in the virtual scene, that is, delete the first virtual resource from the virtual scene, and increase the energy information of the controlled virtual character in the game, which is equivalent to converting the first virtual resource in the game into energy information.
[0120] The virtual scene is configured with one or more virtual resources, and the first virtual resource may include any one or more virtual resources in the virtual scene. The virtual resources configured in the virtual scene include movable resources and immovable resources. Movable resources may include virtual medical kits, virtual grenades, etc., and immovable resources may include building resources, environmental resources, weather resources, etc. Any virtual character can obtain movable resources but cannot obtain immovable resources. The first virtual resource is a movable resource in the virtual scene.
[0121] The first virtual resource can be a virtual resource selected by the controlled virtual character in the virtual scene, or a virtual resource selected by the terminal according to a preset rule, etc., and the embodiments of the present application do not limit this. The operation of using the resource conversion prop to recycle the virtual resource can be a double-click operation on the resource conversion prop, a triggering operation on the recycling control of the resource conversion prop, an operation of sliding the resource conversion prop along a first preset trajectory, or an operation of pressing the first target button on the keyboard, etc., and the embodiments of the present application do not limit this.
[0122] Optionally, deleting the first virtual resource from the virtual scene includes the following steps 1 or 2:
[0123] 1. Delete the virtual resources located in the target scene area from the virtual scene.
[0124] Among them, the target scene area refers to the scene area where the controlled virtual character is located in the virtual scene of the game. For example, the target scene area refers to a circular area with the current position of the controlled virtual character as the center and a preset distance as the radius, or the target scene area refers to a square area with the current position of the controlled virtual character as the center and a preset length as the side length, etc.
[0125] In response to the operation of recycling the virtual resource using the resource conversion tool, the terminal automatically deletes the virtual resource located in the target scene area from the virtual scene. The virtual resource is the first virtual resource.
[0126] Optionally, deleting the virtual resources located in the target scene area from the virtual scene may include any of the following three situations:
[0127] The first method is to delete each virtual resource in the target scene area from the virtual scene. In this case, each virtual resource in the target scene area can be recycled.
[0128] The second method is to delete the virtual resource located in the target scene area and closest to the controlled virtual character from the virtual scene. In this case, only one virtual resource is recycled at a time. If there are multiple virtual resources in the target scene area, only the virtual resource closest to the controlled virtual character is recycled.
[0129] See also Figure 3 In Figure (2), a recycling control 305 is displayed in the game interface corresponding to the game. When the user clicks the recycling control 305, the virtual resource located in the target scene area and closest to the controlled virtual character 302, that is, the first virtual resource 303, is deleted from the virtual scene.
[0130] The third method is to delete the selected virtual resource in the virtual resource list from the virtual scene, where the virtual resource list displays every virtual resource in the target scene area.
[0131] The terminal can display a virtual resource list in the game interface, thereby displaying each virtual resource in the target scene area. The user can select any virtual resource in the virtual resource list to recycle the selected virtual resource.
[0132] See also Figure 4 The game interface corresponding to the game session displays a resource conversion item 401, a controlled virtual character 402, an airdrop box 403 located within the target scene area where the controlled virtual character 402 is located, a recycling control 404, and a virtual resource list 405. Virtual resource list 405 displays multiple virtual resources within the target scene area, including the airdrop box 403, grenades, and health kits, and displays a recycling control for each virtual resource. By clicking the recycling control for any virtual resource, the user deletes the virtual resource from the virtual scene and increases the energy information of the controlled virtual character within the game session.
[0133] 2. Delete the selected virtual resources from the virtual backpack of the controlled virtual character. The virtual backpack is used to store the virtual resources owned by the controlled virtual character in the game.
[0134] The controlled virtual character can collect one or more virtual resources and store them in a virtual backpack by operating in the virtual scene of the game. However, some virtual resources may not be the virtual resources that the controlled virtual character wants. The terminal can display the virtual resources in the virtual backpack, and the user can select any virtual resource in the virtual backpack to recycle the selected virtual resource.
[0135] By using resource conversion items within a game match to reclaim virtual resources within the target scene area of the controlled virtual character, the virtual resources that the controlled virtual character no longer needs to acquire are reclaimed, increasing the energy information of the controlled virtual character within the game match. This no longer limits the controlled virtual character to acquiring or abandoning the acquisition of virtual resources. Furthermore, selected virtual resources in the virtual backpack can be recycled, including redundant virtual resources that the controlled virtual character has acquired but no longer needs. This provides users with a new and more flexible way to handle virtual resources in the virtual backpack within a game match. Furthermore, the recycled virtual resources come from diverse sources and have a wide range of applications, taking into account the diverse needs of users and improving user stickiness of the application.
[0136] Among them, when recycling virtual resources located in the target scene area, multiple ways of determining the virtual resources that need to be recycled are provided. The functions are comprehensive and diverse, providing users with multiple choices.
[0137] Additionally, during a game session, the controlled virtual character has energy information. This energy information may include an energy value, with the magnitude of the energy value being used to indicate the amount of energy the controlled virtual character has. Alternatively, the energy information may include the fill progress of an energy bar. The fill progress refers to the percentage of the filled area of the energy bar relative to the total area of the energy bar. The fill progress of the energy bar may also be used to indicate the amount of energy the controlled virtual character has. The energy bar may be displayed within the game session interface.
[0138] Increasing the energy information of the controlled virtual character in the game game can be to increase the energy information of the controlled virtual character by a preset amount, or to increase the energy information of the controlled virtual character to a preset amount, etc., which is not limited in this embodiment of the present application.
[0139] Optionally, when the energy information includes the filling progress of the energy progress bar, adding the energy information of the controlled virtual character in the game includes: displaying the increase in the filling progress of the energy progress bar, thereby showing the user that the filling progress of the energy progress bar gradually increases after the first virtual resource is recovered, in exchange for the effect of energy information, and the display effect is intuitive.
[0140] See also Figure 3 In Figure (1), the user clicks on the resource conversion tool 301, then Figure 3 As shown in Figure (2), an energy progress bar 304 and a recycling control 305 are displayed. When the user clicks the recycling control 305, the virtual resource located in the target scene area where the controlled virtual character 302 is located and closest to the controlled virtual character 302, that is, the first virtual resource 303, is deleted from the virtual scene, and the filling progress of the energy progress bar 304 is increased. Figure 3 As shown in FIG. 3 , the first virtual resource 303 disappears and the filling progress of the energy progress bar 304 increases.
[0141] Exemplarily, displaying that the filling progress of the energy progress bar increases includes any one of the following steps 3 to 6:
[0142] 3. Displaying the filling progress of the energy progress bar increases the first incremental progress, where the first incremental progress is a preset incremental progress, or the first incremental progress is an incremental progress corresponding to the level of the first virtual resource.
[0143] In the first case, the preset incremental progress is a fixed incremental progress, that is, each time the virtual resources are recycled, the filling progress of the energy progress bar will increase by a fixed incremental progress, and the incremental progress increased each time will not change.
[0144] In the second case, the terminal sets incremental progress corresponding to one or more levels to indicate the incremental progress that should be added to the energy progress bar when reclaiming virtual resources belonging to each level. For example, the higher the level, the larger the incremental progress. Therefore, when reclaiming the first virtual resource, the energy progress bar will be increased by the first incremental progress corresponding to the level of the first virtual resource.
[0145] See also Figure 3 In FIG. 3 , when the first virtual resource 303 is deleted from the virtual scene, the filling progress of the energy progress bar 304 increases by a first incremental progress.
[0146] 4. The filling progress of the energy progress bar is increased by a second incremental progress. The second incremental progress is the maximum incremental progress that the energy progress bar can increase at one time. The probability of the controlled virtual character having the second incremental progress in the same game match is the first preset probability.
[0147] Among the multiple incremental progress settings set by the terminal, the second incremental progress is greater than the other incremental progress settings and is the maximum value among the multiple incremental progress settings. For example, the terminal may set a fixed first incremental progress of 20% and a second incremental progress of 40%. Within the same game match, the controlled virtual character may have either the first incremental progress or the second incremental progress, as long as the probability of the second incremental progress occurring is within the first preset probability.
[0148] For example, the first preset probability is 20%, indicating that the ratio between the number of times the first incremental progress appears and the number of times the second incremental progress appears is 4:1. Then, the terminal may have the first incremental progress appear once after four first incremental progresses appear, or may control the second incremental progress to appear only once in five consecutive incremental progresses.
[0149] Optionally, the first preset probabilities of different virtual characters in the application are the same, or the first preset probabilities of different virtual characters are different. For example, the higher the level of the virtual character, the higher the first preset probability.
[0150] based on Figure 3 For example, when deleting the first virtual resource from the virtual scene, see Figure 5 , the filling progress of the energy progress bar increases by a second incremental progress. In addition, the energy progress bar 304 is also highlighted, including: the border of the energy progress bar 304 is thickened, and the text prompt message 306 "Critical Hit" is displayed in the display area corresponding to the energy progress bar 304, prompting the user that a large amount of incremental progress has been added this time. In addition, the energy progress bar 304 can also be flashed, or filled with red, blue, or other colors in the energy progress bar 304. The embodiment of the present application does not limit the method of highlighting the energy progress bar 304.
[0151] It should be noted that the maximum filling progress of the energy progress bar is 100%. In the above steps 3 and 4, if the current filling progress of the energy progress bar exceeds 100% after the incremental progress is added, the filling progress of the energy progress bar will be increased to 100%.
[0152] 5. Displaying that the filling progress of the energy progress bar increases to a first progress, where the first progress is a preset progress, or the first progress is a progress corresponding to the level to which the first virtual resource belongs.
[0153] In the first case, the preset progress is a fixed progress, that is, each time the virtual resources are recycled, the filling progress of the energy progress bar will increase to a fixed progress, and the progress increased each time will not change.
[0154] For example, the maximum value of the filling progress of the energy progress bar is 100%, and the preset progress may be 99% or 95%.
[0155] In the second case, the terminal sets progress levels corresponding to one or more levels to indicate the level to which the energy progress bar should be filled when reclaiming virtual resources belonging to each level. For example, higher levels correspond to larger progress levels. Therefore, when reclaiming the first virtual resource, the energy progress bar should be filled to the first level corresponding to the first virtual resource's level.
[0156] 6. The filling progress of the energy progress bar is increased to the second progress. The second progress is the maximum progress that the energy progress bar can increase to at one time. The probability of the controlled virtual character showing the second progress in the same game match is the second preset probability.
[0157] Among the multiple progress levels set on the terminal, the second progress level is greater than the other progress levels and is the maximum value among the multiple progress levels. For example, the maximum fill level of the energy progress bar is 100%, while the second progress level is 100%. Within the same game match, the controlled virtual character can have either the first progress level or the second progress level, as long as the probability of the second progress level being reached is within a second predetermined probability.
[0158] For example, the second preset probability is 20%, indicating that the ratio between the number of times the first progress appears and the number of times the second progress appears is 4:1. Then, the terminal may display the first progress once after four first progresses appear, or control the second progress to appear only once in five consecutive progresses.
[0159] Optionally, the second preset probabilities of different virtual characters in the application are the same, or the second preset probabilities of different virtual characters are different. For example, the higher the level of the virtual character, the higher the first preset probability.
[0160] The embodiments of the present application provide multiple ways to increase the filling progress of the energy progress bar within a game match. The terminal can select any of the methods or the user can set the method for increasing the filling progress of the energy progress bar, which is highly flexible. Moreover, within a game match, the terminal does not always increase the filling progress according to the fixed first incremental progress or the first progress. A second incremental progress or a second progress is also set, and the probability of increasing the filling progress to the second incremental progress or the probability of increasing to the second progress within the game match is controlled. While ensuring a stable increase in the filling progress, the filling progress can also be increased beyond the user's expectations, breaking the dull rhythm of the game match, bringing a different experience to the user, attracting the user's attention, and reducing the fatigue of the operation within the game match.
[0161] Optionally, when the energy information includes energy value, increasing the energy information of the controlled virtual character in the game includes: displaying that the energy value of the controlled virtual character increases, thereby showing the user the effect of recycling the first virtual resource in exchange for more energy value, and the display effect is intuitive.
[0162] Exemplarily, the display of the energy value increase of the controlled virtual character includes any one of the following 7 to 10:
[0163] 7. Displaying that the energy value of the controlled virtual character increases by a first incremental energy value, where the first incremental energy value is a preset incremental energy value, or the first incremental energy value is an incremental energy value corresponding to the level of the first virtual resource.
[0164] 8. Displaying that the energy value of the controlled virtual character increases by a second incremental energy value, where the second incremental energy value is the maximum incremental energy value that can be increased by the controlled virtual character at one time, and the probability of the controlled virtual character having the second incremental energy value in the same game match is a fourth preset probability.
[0165] 9. Displaying that the energy value of the controlled virtual character increases to a first energy value, where the first energy value is a preset energy value, or the first energy value is an energy value corresponding to the level of the first virtual resource.
[0166] 10. Displaying that the energy value of the controlled virtual character increases to a second energy value, where the second energy value is the maximum energy value to which the controlled virtual character can be increased at one time, and the probability of the controlled virtual character reaching the second energy value in the same game match is a fifth preset probability.
[0167] Steps 7 to 10 are similar to steps 3 to 6 above and will not be repeated here.
[0168] In one possible implementation, during a game, the energy information of the controlled virtual character can be used to distribute virtual resources in a virtual scene, or to purchase virtual items in an application, or to give to teammates of the controlled virtual character, or to redeem the energy information for the points earned by the controlled virtual character in the game after the game is over. The present embodiment does not limit the use of this energy information. Step 204 below is described using the example of using energy information to distribute virtual resources.
[0169] In another possible implementation, the energy information obtained by recycling virtual resources can only be used to distribute virtual resources in virtual scenes during game matches, and cannot be used for other purposes, including purchasing virtual items in applications, giving them to teammates of the controlled virtual character, and exchanging them for scores obtained by the controlled virtual character in the game after the game ends.
[0170] 204. In response to the operation of using the resource conversion prop to distribute the virtual resource, the terminal distributes the second virtual resource in the target scene area to reduce the energy information of the controlled virtual character in the game.
[0171] Considering that the terminal has given up obtaining the first virtual resource, it means that the first virtual resource is not the virtual resource that the controlled virtual character wants. Therefore, the second virtual resource issued by the terminal should be different from the first virtual resource to achieve the effect of replacing the virtual resource and provide the controlled virtual character with the required virtual resources as much as possible.
[0172] In response to the operation of using resource conversion props to distribute virtual resources, the terminal can distribute second virtual resources in the target scene area, reducing the energy information of the controlled virtual character in the game, which is equivalent to converting the energy information into the distributed second virtual resources.
[0173] Among them, the operation of using the resource conversion prop to distribute virtual resources can be a double-click operation on the resource conversion prop, a trigger operation on the distribution control of the resource conversion prop, an operation of sliding the resource conversion prop along a second preset trajectory, or an operation of pressing the second target button on the keyboard, etc., and the embodiments of the present application do not limit this.
[0174] See also Figure 6 In Figure (1), the game interface corresponding to the game displays a resource conversion prop 601 and a distribution control 602 "Extract" for the resource conversion prop 601. When the user clicks the distribution control 602 "Extract", the second virtual resource is distributed in the target scene area, reducing the energy information of the controlled virtual character in the game.
[0175] One or more virtual resources are configured in the virtual scene, and the second virtual resource may include any one or more virtual resources newly added to the virtual scene, or may include any one or more virtual resources already in the virtual scene. For example, in response to an operation of using a resource conversion item to issue a virtual resource, the terminal may add the second virtual resource to the virtual scene, issue the second virtual resource, or issue the virtual resource already in the virtual scene.
[0176] The virtual resources configured in the virtual scene include movable resources and immovable resources. Movable resources can include virtual medical kits, virtual grenades, etc., and immovable resources can include building resources, environmental resources, weather resources, etc. Any virtual character can obtain movable resources but cannot obtain immovable resources. The second virtual resource is the movable resource in the virtual scene.
[0177] Furthermore, since the movable resources in the virtual scene include many types, the terminal can randomly determine the type of the second virtual resource to be issued and issue the second virtual resource of that type. Alternatively, the terminal can determine the type of the second virtual resource to be issued based on an operation performed by the user and issue the second virtual resource of that type. For example, the terminal displays multiple candidate types, and the user clicks on one of the candidate types, and the terminal issues the second virtual resource of the selected type.
[0178] Furthermore, since movable resources in the virtual scene include many levels, even movable resources of the same type may have different levels. Therefore, the terminal may randomly determine the level of the second virtual resource to be issued, and issue the second virtual resource of that level. Alternatively, the terminal may determine the level of the second virtual resource to be issued based on an operation performed by the user, and issue the second virtual resource of that level. For example, the terminal may display multiple candidate levels, and if the user clicks on one of the candidate levels, the terminal will issue the second virtual resource of the selected level.
[0179] Optionally, the terminal may place the second virtual resource at any position within the target scene area.
[0180] For example, the second virtual resource is placed in front of the controlled virtual character on the ground at a distance less than a preset distance from the controlled virtual character, so that the second virtual resource can be within the field of vision of the controlled virtual character. Subsequently, the user can choose to obtain the second virtual resource or choose to give up obtaining the second virtual resource, thereby providing the user with multiple options and not being limited to having to obtain the second virtual resource, thereby improving flexibility.
[0181] Optionally, after the second virtual resource is distributed in the target scene area, the method further includes the following steps 3 and 4:
[0182] 3. In response to the operation of obtaining the second virtual resource, control the controlled virtual character to obtain the second virtual resource and use the second virtual resource in the game.
[0183] Among them, the operation of obtaining the second virtual resource can be an operation of clicking the acquisition control corresponding to the second virtual resource, an operation of long pressing the second virtual resource, an operation of selecting the second virtual resource in the virtual resource list, etc., wherein the virtual resource list is used to display the virtual resources within the target scene area. Since the second virtual resource is also located in the target scene area, the second virtual resource is included in the virtual resource list.
[0184] Controlling the controlled virtual character to obtain the second virtual resource may include: storing the second virtual resource in a virtual backpack of the controlled virtual character, and further displaying a picture of the controlled virtual character picking up the second virtual resource.
[0185] After obtaining the second virtual resource, the terminal can control the controlled virtual character to use the second virtual resource to perform operations in the game. For example, if the second virtual resource is a virtual medical kit, the terminal can control the controlled virtual character to use the virtual medical kit to increase the health of the controlled virtual character by a certain amount, or if the second virtual resource is a virtual helmet, the terminal can control the controlled virtual character to wear the virtual helmet to reduce the damage to the head of the controlled virtual character.
[0186] 4. In response to the operation of using the resource conversion prop to reclaim the virtual resource, the second virtual resource is deleted from the virtual scene, and the energy information of the controlled virtual character in the game is increased.
[0187] Among them, the operation of using the resource conversion prop to recycle virtual resources can be a recycling operation for the second virtual resource. For example, the virtual resource list includes the second virtual resource, and the user selects the second virtual resource to indicate the recycling of the second virtual resource. Alternatively, the operation of using the resource conversion prop to recycle virtual resources does not limit which virtual resource needs to be recycled, but only limits the virtual resource closest to the target scene area to be recycled. When the terminal issues the second virtual resource, it places the second virtual resource at a position closer to the controlled virtual character than other virtual resources in the target scene area, so that the second virtual resource becomes the virtual resource closest to the controlled virtual character in the target scene area. As long as the user triggers the operation of using the resource conversion prop to recycle virtual resources, the second virtual resource can be recycled. Among them, the process of recycling the second virtual resource is the same as the process of recycling the first virtual resource in the above step 203, and the embodiment of the present application does not limit this.
[0188] Compared with directly issuing the second virtual resource to the controlled virtual character, issuing the second virtual resource in the target scene area ensures that the controlled virtual character can obtain the second virtual resource and can also use the resource conversion props to recycle the second virtual resource. It no longer limits the controlled virtual character's handling of the second virtual resource during the game, provides users with diverse choices, improves flexibility, and avoids wasting space in the controlled virtual character's virtual backpack.
[0189] It should be noted that, unlike the related art which requires the use of materials to make virtual resources, or controlling the controlled virtual character to move to a store to purchase virtual resources, in the embodiment of the present application, the user only needs to keep the position of the controlled virtual character unchanged to trigger the issuance of the second virtual resource. During the issuance process, the controlled virtual character does not need to operate or move, thereby reducing the probability of the controlled virtual character encountering risks during the game.
[0190] In an embodiment of the present application, reducing the energy information of the controlled virtual character in the game game can be reducing the energy information of the controlled virtual character by a preset amount, or reducing the energy information of the controlled virtual character to a preset amount, etc., and the embodiment of the present application does not limit this.
[0191] Optionally, when the energy information includes the filling progress of the energy progress bar, reducing the energy information of the controlled virtual character in the game includes: displaying that the filling progress of the energy progress bar is reduced, thereby showing the user the effect of consuming the energy in the energy progress bar in exchange for the second virtual resource, and the display effect is intuitive.
[0192] Exemplarily, displaying that the filling progress of the energy progress bar is reduced includes any one of the following steps 5 to 7:
[0193] 5. Displaying the filling progress of the energy progress bar to reduce the first decrement progress, where the first decrement progress is a preset decrement progress, or the first decrement progress is a decrement progress corresponding to the level of the first virtual resource.
[0194] In the first case, the preset reduction progress is a fixed reduction progress, that is, each time the virtual resources are issued, the filling progress of the energy progress bar will be reduced by the fixed reduction progress, and the reduction progress of each reduction will not change.
[0195] In the second case, the terminal sets a decrement rate corresponding to one or more levels to indicate the amount by which the energy bar's fill level should be reduced when distributing virtual resources belonging to each level. For example, the higher the level, the greater the decrement rate. Therefore, when distributing the second virtual resource, the energy bar's fill level needs to be reduced by the first decrement rate corresponding to the level of the second virtual resource.
[0196] 6. The filling progress of the energy progress bar is reduced by the second decrement progress. The second decrement progress is the minimum filling progress that the energy progress bar can be reduced at one time. The probability of the controlled virtual character having the second decrement progress in the same game is the third preset probability.
[0197] Among multiple decrement schedules set by the terminal, the second decrement schedule is smaller than the others and is the minimum value among the multiple decrement schedules. For example, the terminal may set a fixed first decrement schedule of 60% and a second decrement schedule of 20%. Within the same game match, the controlled virtual character may have either the first or second decrement schedule, as long as the probability of the second decrement schedule occurring is within a third predetermined probability.
[0198] For example, the third preset probability is 20%, indicating that the ratio between the number of times the first decrement progress occurs and the number of times the second decrement progress occurs is 4:1. The terminal may allow the first decrement progress to appear once after four first decrement progresses, or control the second decrement progress to appear only once in five consecutive decrement progresses.
[0199] Optionally, the third preset probability of different virtual characters in the application is the same, or the third preset probability of different virtual characters is different. For example, the higher the level of the virtual character, the higher the third preset probability.
[0200] It should be noted that the minimum filling progress of the energy progress bar is 0%. In the above steps 5 and 6, if the current filling progress of the energy progress bar is less than 0% after reducing the incremental progress, the filling progress of the energy progress bar is reduced to 0%.
[0201] 7. Displaying that the filling progress of the energy progress bar is reduced to a third progress, where the third progress is a preset progress, or the third progress is a progress corresponding to the level to which the first virtual resource belongs.
[0202] In the first case, the preset progress is a fixed progress, that is, each time the virtual resources are issued, the filling progress of the energy progress bar will be reduced to a fixed progress, and the progress reduced each time will not change.
[0203] For example, the minimum value of the energy progress bar's filling progress is 0%, and the preset progress can be 0% or 5%. When the preset progress is 0%, it means that only one virtual resource can be issued in the resource issuance mode. Once the virtual resource is issued, the filling progress of the energy progress bar will be reset to 0. After that, the virtual resource needs to be recycled again and the filling progress of the energy progress bar needs to be increased before the virtual resource can be issued again.
[0204] In the second case, the terminal sets progress levels corresponding to one or more levels to indicate the level to which the energy bar should be reduced when distributing virtual resources belonging to each level. For example, higher levels correspond to larger progress levels. Therefore, when distributing the second virtual resource, the energy bar should be reduced to the third level corresponding to the level of the first virtual resource.
[0205] The embodiments of the present application provide multiple ways to reduce the filling progress of the energy progress bar during a game. The terminal can select any of these methods or the user can set the method for reducing the filling progress of the energy progress bar, which is highly flexible. Moreover, during a game, the terminal does not always reduce the filling progress according to the fixed first or third decrement progress. A second decrement progress is also set, and the probability of reducing the filling progress by the second decrement progress during a game is controlled. While ensuring a stable reduction in the filling progress, it can also reduce smaller filling progress that exceeds the user's expectations, breaking the dull rhythm of the game, bringing a different experience to the user, attracting the user's attention, and reducing the fatigue of operating during the game.
[0206] Optionally, when the energy information includes energy value, reducing the energy information of the controlled virtual character in the game includes: displaying that the energy value of the controlled virtual character is reduced, thereby showing the user the effect of consuming the energy value of the controlled virtual character in exchange for the second virtual resource.
[0207] Exemplarily, the display of the energy value reduction of the controlled virtual character includes any one of the following 8 to 10:
[0208] 8. Displaying that the energy value of the controlled virtual character is reduced by a first decrement energy value, where the first decrement energy value is a preset decrement energy value, or the first decrement energy value is a decrement energy value corresponding to the level of the first virtual resource.
[0209] 9. Displaying that the energy value of the controlled virtual character is reduced by a second energy value, where the second energy value is the minimum energy value that can be reduced by the controlled virtual character at one time. The probability of the controlled virtual character having the second energy value in the same game match is a sixth preset probability.
[0210] 10. Displaying that the energy value of the controlled virtual character is reduced to a third energy value, where the third energy value is a preset energy value, or the third energy value is an energy value corresponding to the level of the first virtual resource.
[0211] Steps 8 to 10 are similar to steps 5 to 7 above and will not be repeated here.
[0212] In related technologies, an application configures one or more virtual resources in a virtual scene. During a game, the controlled virtual character can obtain virtual resources or give up obtaining virtual resources, but cannot perform other operations on the virtual resources. Therefore, the operation method is relatively limited, and if the controlled virtual character gives up obtaining virtual resources, it will cause a waste of virtual resources.
[0213] The embodiment of the present application provides a method of using resource conversion props to convert virtual resources in a game match. In a virtual scene, the controlled virtual character uses the resource conversion props to convert the virtual resources in the virtual scene into energy information, thereby being able to recycle the redundant virtual resources in the virtual scene, without being limited to the controlled virtual character obtaining the virtual resource or giving up obtaining the virtual resource in the game match, thereby avoiding the waste of virtual resources in the game match. Moreover, the resource conversion props can also be used to convert energy information into new virtual resources, providing the controlled virtual character with an opportunity to obtain virtual resources in the game match. Compared with the controlled virtual character obtaining virtual resources by defeating the opponent, moving around to find virtual resources, etc., the method of converting energy information into new virtual resources can save operation time, improve operation efficiency, and expand the function of processing virtual resources in the application, thereby improving the user stickiness of the application.
[0214] exist Figure 2 Based on the illustrated embodiments, the following embodiments will illustrate the detailed schemes of the embodiments of the present application. Figure 7 This is a flowchart of another method for processing virtual resources provided by an embodiment of the present application. Taking the method executed by a terminal as an example, Figure 7 As shown, the method includes:
[0215] 701. The terminal displays a virtual scene of the game and a controlled virtual character in the virtual scene.
[0216] 702. In response to the selection operation on the resource conversion prop of the controlled virtual character, the terminal displays that the controlled virtual character holds the resource conversion prop.
[0217] If the accused virtual character holds a resource conversion item, at least one of the following operations is permitted: using the resource conversion item to recycle virtual resources or using the resource conversion item to distribute virtual resources. Therefore, if the accused virtual character holds a resource conversion item, the resource conversion item is in use.
[0218] See also Figure 3 In Figure (1), the resource conversion prop 301 in the game interface corresponding to the game is originally displayed as a silhouette image of a general prop. After selecting the resource conversion prop 301, see Figure 3In Figure (2), the resource conversion prop 301 is in use, and the resource conversion prop 301 is displayed as a detailed silhouette image, which can show more detailed features.
[0219] 703. When the resource conversion tool is in resource recycling mode, the terminal displays a recycling control.
[0220] Resource conversion props include resource recycling mode and resource distribution mode. In resource recycling mode, virtual resources can be recycled in exchange for the energy information of the controlled virtual character. In resource distribution mode, the energy information of the controlled virtual character can be exchanged for the distributed virtual resources.
[0221] In the embodiment of the present application, after selecting the resource conversion prop, the resource conversion prop is in resource recycling mode by default. Alternatively, during a game, the resource conversion prop was in resource recycling mode when the resource conversion prop was last exited, so when the resource conversion prop is selected this time, the resource conversion prop is in resource recycling mode.
[0222] 704. In response to the triggering operation on the recycling control, the terminal deletes the first virtual resource from the virtual scene and increases the energy information of the controlled virtual character in the game.
[0223] When the resource conversion prop is in resource recycling mode, the recycling control is displayed. By triggering the recycling control, the first virtual resource can be recycled in exchange for the energy information of the controlled virtual character in the game. The operation is simple and fast, and the issuance control does not need to be displayed in the resource recycling mode, which saves the display area of the interface and avoids confusing the operation of recycling virtual resources with the operation of issuing virtual resources in the game, thereby improving the user's operating efficiency.
[0224] 705. When the resource conversion tool is in the resource recovery mode, if the energy information meets the first target condition, the terminal switches the resource conversion tool from the resource recovery mode to the resource distribution mode.
[0225] The first target condition includes: the energy value of the controlled virtual character is not less than the first target energy value, or the filling progress of the energy progress bar of the controlled virtual character is not less than the first target progress. The first target energy value and the first target progress can be set by default by the terminal or determined according to the level of the controlled virtual character. The first target energy value and the first target progress can be different for virtual characters of different levels.
[0226] The above step 704 can be executed once or multiple times. As the recovered virtual resources gradually increase, the energy information of the controlled virtual character in the game will gradually increase until the energy information meets the first target condition, indicating that the energy information accumulated by the controlled virtual character in the game is sufficient for the issuance of virtual resources, so the resource conversion props are switched to the resource issuance mode.
[0227] Optionally, the first target progress is 100%, that is, when the filling progress of the energy progress bar reaches 100%, the resource conversion prop is switched from the resource recovery mode to the resource distribution mode.
[0228] 706. When the resource conversion tool is in resource distribution mode, the terminal displays a distribution control.
[0229] 707. In response to the triggering operation of the issuing control, the terminal issues the second virtual resource in the target scene area to reduce the energy information of the controlled virtual character in the game.
[0230] When the resource conversion prop is in resource distribution mode, the distribution control is displayed. Triggering the distribution control can consume the energy information of the controlled virtual character in the game to distribute the second virtual resource, which is equivalent to consuming energy information in exchange for the opportunity to obtain the second virtual resource.
[0231] When the resource conversion prop is in the resource distribution mode, the distribution control is displayed. Triggering the distribution control can consume the energy information of the controlled virtual character in the game to distribute the second virtual resource. The operation is simple and fast. In addition, there is no need to display the recycling control in the resource distribution mode, which saves the display area of the interface and avoids confusing the operation of recycling virtual resources with the operation of distributing virtual resources in the game, thereby improving the user's operating efficiency.
[0232] Optionally, when the resource conversion tool is in resource distribution mode, the terminal displays a distribution control and an energy progress bar, where the energy progress bar includes energy areas corresponding to at least two levels. Optionally, when the resource conversion tool is in resource recovery mode, the energy progress bar displays a filling progress but does not display the energy areas corresponding to the at least two levels. When the resource conversion tool is switched to resource distribution mode, the energy progress bar displays the energy areas corresponding to the at least two levels.
[0233] For example, see Figure 3 When the resource conversion tool is in resource recovery mode, the energy progress bar 304 includes filled areas and unfilled areas. Figure 6 When the resource conversion tool is in the resource distribution mode, the energy progress bar 603 includes three energy areas corresponding to the three levels.
[0234] Accordingly, in response to the triggering operation of the issuing control, the second virtual resource is issued in the target scene area to reduce the energy information of the controlled virtual character in the game, including: in response to the triggering operation of the issuing control, the stop control is displayed; an energy area in the energy progress bar is selected in turn until the triggering operation of the stop control is detected, and the currently selected target energy area in the energy progress bar is determined; the second virtual resource of the target level is issued in the target scene area to reduce the energy information of the controlled virtual character in the game, and the target energy area corresponds to the target level.
[0235] Before distributing virtual resources, virtual resources must be extracted, a process that takes a certain amount of time. The stop control is used to indicate when virtual resource extraction is stopped. It can be displayed alongside the release control after the release control is triggered. At this point, the stop control is in a triggerable state, while the release control is in a non-triggerable state. Once the user triggers the stop control, virtual resource extraction ceases, and the stop control becomes non-triggerable, while the release control becomes triggerable.
[0236] Alternatively, after the release control is triggered, the release control can be switched to a stop control. In this case, the release control is no longer displayed. After the user triggers the stop control, the stop control can be switched back to the release control.
[0237] The energy progress bar includes at least two energy areas, and the at least two energy areas are arranged in order, such as from top to bottom, or from left to right, etc. The terminal can select one of the energy areas in the energy progress bar in turn according to the order of the at least two energy areas to indicate that the virtual resource of the level corresponding to this energy area is currently selected. When the user triggers the stop control afterwards, it means that the virtual resource of the target level corresponding to the currently selected target energy area is selected, and thus the second virtual resource of the target level is issued.
[0238] Optionally, different energy areas in the energy progress bar are represented by different colors to distinguish different energy areas.
[0239] After triggering the release control, the player selects one energy zone in the energy progress bar in turn, and the extraction process continues until the user triggers the stop control. This intuitively demonstrates the process of extracting virtual resources, creating a sense of tension that attracts user participation and increases user motivation. Furthermore, by observing the currently selected energy zone, the user can independently decide when to stop the extraction process, allowing them to select the energy zone corresponding to the desired virtual resource at the time of stopping the extraction process. This increases the complexity of extracting virtual resources and the complexity of the game, thereby improving the user experience.
[0240] Optionally, one energy area in the energy progress bar is selected in turn until a trigger operation of the stop control is detected, and the target energy area currently selected in the energy progress bar is determined, including: displaying a pointer, the pointer is located on one side of the energy progress bar and the pointer currently points to the starting position of the energy progress bar; moving the pointer back and forth between the starting position pointing to the energy progress bar and the ending position pointing to the energy progress bar until a trigger operation of the stop control is detected, and the pointer stops moving; and determining the energy area to which the position currently pointed by the pointer in the energy progress bar belongs as the target energy area.
[0241] Moving the pointer back and forth between the starting position of the energy progress bar and the ending position of the energy progress bar means starting from the starting position of the energy progress bar, moving the pointer along the direction of the energy progress bar until the pointer points to the ending position of the energy progress bar, then moving the pointer in the opposite direction until the pointer points to the starting position of the energy progress bar, and then moving the pointer along the direction of the energy progress bar again.
[0242] See also Figure 8 In response to a trigger operation on the release control, the terminal displays energy areas corresponding to at least two levels in the energy progress bar and displays a pointer, points the pointer to the starting position of the energy progress bar, and then controls the pointer to move rightward until the pointer moves to the end position of the energy progress bar. The pointer is then moved leftward until the pointer moves to the starting position of the energy progress bar, and so on, until a trigger operation on the stop control is detected. The pointer can move at a constant speed, a fixed acceleration, a fixed deceleration, or a variable speed, etc., which is not limited in the embodiments of the present application.
[0243] After triggering the release control, the pointer moves back and forth between the starting and ending positions of the energy progress bar until the user triggers the stop control. This intuitively demonstrates the process of extracting virtual resources, creating a sense of tension that attracts user participation and increases user motivation. Furthermore, by observing the energy area currently pointed by the pointer, users can independently decide when to stop the extraction process, aiming to ensure that the pointer points to the energy area corresponding to the user's desired virtual resource. This increases the complexity of extracting virtual resources and the complexity of the game, thereby improving the user experience.
[0244] Optionally, the method further includes: highlighting the target energy area in the energy progress bar to prompt the user which target energy area is currently selected, providing timely feedback to the user and improving display efficiency. Figure 9The energy progress bar includes three energy areas. The leftmost energy area represents the primary level, the middle energy area represents the intermediate level, and the rightmost energy area represents the advanced level. If the target energy area is the leftmost energy area, the leftmost energy area will be bolded and the second virtual resource belonging to the primary level will be issued; if the target energy area is the middle energy area, the middle energy area will be bolded and the second virtual resource belonging to the intermediate level will be issued; if the target energy area is the rightmost energy area, the rightmost energy area will be bolded and the second virtual resource belonging to the advanced level will be issued.
[0245] Optionally, the terminal is provided with configuration information, including virtual resource combinations corresponding to at least two levels. The virtual resource combinations include the type and quantity of the virtual resources. The types and quantities of virtual resources corresponding to different levels are not identical, and different levels can correspond to virtual resources of the same type or different types. After determining a target level, the terminal can search the configuration information, determine the target type and target quantity of virtual resources belonging to the target level, and then allocate virtual resources of the target type and target quantity.
[0246] Furthermore, the same level may correspond to different virtual resource combinations, and the terminal may randomly select one virtual resource combination from multiple virtual resource combinations corresponding to the target level.
[0247] For example, a basic virtual resource might include: 5 medical kits, 1 frying pan, 1 level 3 helmet, and 1 level 2 armor. A mid-level virtual resource might include: 3 adrenaline shots, 1 level 2 helmet, 1 level 2 armor, and 2 Molotov cocktails. A high-level virtual resource might include: 2 energy drinks, 1 level 1 helmet, 1 level 1 armor, and 2 smoke bombs.
[0248] See also Figure 6 In Figure (1), the game interface corresponding to the game shows the resource conversion prop 601 "supply gun", the release control 602 and the energy progress bar 603. After triggering the release control 602, see Figure 6 In Figure (2), in the game interface, the release control 602 is switched to the stop control 604, and a pointer 605 is displayed above the energy progress bar 603. The pointer 605 then moves back and forth until the stop control 604 is triggered. Figure 6In Figure (3), the current pointer 605 points to the energy area 606 in the middle of the energy progress bar 603, and the second virtual resource "grenade" of the intermediate level is distributed in the target scene area. The virtual resource list is displayed, which shows the second virtual resource "grenade" distributed this time and the recycling control, as well as the distribution prompt message 608 "Congratulations on winning the supply through the supply gun". The user can select the second virtual resource "grenade" to control the controlled virtual character to obtain the "grenade", or trigger the recycling control to give up obtaining the second virtual resource "grenade" and recycle the second virtual resource "grenade".
[0249] In addition, after the stop control 604 is triggered, the stop control 604 is switched to the release control 602 .
[0250] When the Resource Conversion Tool is in Resource Distribution Mode, you can set the maximum number of distributions allowed within the same game. If the current distribution count has not yet reached the maximum, triggering the Stop control will switch the Stop control to the Distribution control, allowing for the next distribution operation. If the current distribution count has reached the maximum, triggering the Stop control will no longer display the Stop and Distribution controls. At this time, you can switch the Resource Conversion Tool to Resource Recycling Mode to display the Recycling control.
[0251] 708. When the resource conversion tool is in the resource distribution mode, if the energy information meets the second target condition, the terminal switches the resource conversion tool from the resource distribution mode to the resource recovery mode.
[0252] The second target condition includes: the controlled virtual character's energy value is not greater than the second target energy value, which is less than the first target energy value; or the energy progress bar of the controlled virtual character is not greater than the second target progress, which is less than the first target progress. The second target energy value and the second target progress can be set by default by the terminal or determined based on the level of the controlled virtual character. The second target energy value and the second target progress can be different for virtual characters of different levels.
[0253] Optionally, the second target progress is 0%, that is, when the filling progress of the energy progress bar is reduced to 0%, the resource conversion prop is switched from the resource issuance mode to the resource recovery mode.
[0254] The embodiment of the present application sets a first target condition and a second target condition. When the energy information meets the first target condition, the mode switches from the resource recovery mode to the resource distribution mode. When the energy information meets the second target condition, the mode switches from the resource distribution mode to the resource recovery mode. This implements a mechanism in which the resource distribution mode and the resource recovery mode alternate within a game. The function of the resource conversion prop forms a complete closed-loop process of "recovery-conversion-distribution", allowing for cyclic use within a single game, which is simple and easy to use.
[0255] The above steps 705 and 708 are optional solutions. The terminal can switch modes in the manner of the above steps 705 and 708, or can also switch modes in other ways. For example, the terminal displays a switch control, which is used to switch the mode of the resource conversion prop. If the resource conversion prop is in the resource recovery mode, if the switch control is triggered, the resource conversion prop is switched to the resource distribution mode. Alternatively, the resource conversion prop is automatically switched to the resource distribution mode when the filling progress of the energy progress bar reaches 100%. If the resource conversion prop is in the resource distribution mode, if the switch control is triggered, the resource conversion prop is switched to the resource recovery mode. Alternatively, when the filling progress of the energy progress bar drops to 0%, the resource conversion prop is automatically switched to the resource recovery mode. The embodiment of the present application does not limit the method of switching modes of the resource conversion prop.
[0256] Figure 10 This is a schematic diagram of an operation flow in a resource recovery mode provided by an embodiment of the present application, see Figure 10 , the operation process in resource recovery mode includes:
[0257] 1001. After selecting the resource conversion prop, the resource conversion prop is in resource recycling mode.
[0258] 1002. Display a recycling control and an energy progress bar in the game interface, display a recycling control corresponding to the virtual resource in the virtual resource list, and execute step 1003 or step 1004.
[0259] 1003. The user clicks the recycling control in the game interface, and then checks whether there are virtual resources that can be picked up in the target scene area where the controlled virtual character is located. If so, delete the virtual resources and execute step 1005. If not, end.
[0260] 1004 . The user clicks a recycling control in the virtual resource list to delete the virtual resource corresponding to the recycling control, hide the virtual resource in the virtual resource list, and execute step 1005 .
[0261] 1005. Determine whether a critical hit of the energy progress bar is triggered. If so, increase the filling progress of the energy progress bar by 20%. If not, increase the filling progress of the energy progress bar by 10%.
[0262] 1006. Determine whether the filling progress of the energy progress bar is 100%. If so, convert the resource conversion prop to resource distribution mode and end. If not, end.
[0263] Figure 11 This is a schematic diagram of an operation flow in a resource distribution mode provided by an embodiment of the present application, see Figure 11 , the operation process in resource recovery mode includes:
[0264] 1101. The resource conversion tool is in resource distribution mode.
[0265] 1102. Display the distribution control in the game interface, and the energy progress bar is displayed as at least two energy areas.
[0266] 1103. Determine whether the release control is clicked. If yes, execute step 1105. If no, end.
[0267] 1104. A pointer is displayed on one side of the energy progress bar. The pointer moves left and right at a constant speed within a horizontal range on one side of the energy progress bar, and the release control is switched to a stop control.
[0268] The horizontal range refers to the range from the starting position of the energy progress bar pointed by the pointer to the ending position of the energy progress bar pointed by the pointer.
[0269] 1105. Click the stop control and execute step 1106, 1107 or 1108.
[0270] 1106. When the pointer stays on the primary energy area, the primary energy area is highlighted, and a primary virtual resource is randomly selected and distributed to the ground of the target scene area where the controlled virtual character is located. A distribution prompt message is displayed. The distribution prompt message is used to prompt the user to extract the primary virtual resource, and step 1109 is executed.
[0271] 1107. When the pointer stays in the intermediate energy area, the intermediate energy area is highlighted, and intermediate virtual resources are randomly selected and distributed to the ground of the target scene area where the controlled virtual character is located. The distribution prompt information is displayed. The distribution prompt information is used to prompt the user to extract the intermediate virtual resources and execute step 1109.
[0272] 1108. When the pointer stays on the advanced energy area, the advanced energy area is highlighted, and advanced virtual resources are randomly selected and distributed to the ground of the target scene area where the controlled virtual character is located. The distribution prompt information is displayed. The distribution prompt information is used to prompt the user to extract the advanced virtual resources, and step 1109 is executed.
[0273] 1109. Switch the resource conversion tool to resource recycling mode and clear the energy progress bar.
[0274] The present application embodiment designs an innovative virtual item, namely the Resource Conversion Item. Its core mechanism is to establish a redundant resource conversion system within a game match. By recycling non-essential virtual resources and converting them into opportunities to draw resource rewards, it achieves the recycling of virtual resources within the game match. The Resource Conversion Item has a dual-mode mechanism, including a resource recycling mode and a resource distribution mode. In resource recycling mode, virtual resources that are not needed in the virtual scene within the game match, such as low-value equipment or redundant supplies, can be recycled. The recycling operation converts the virtual resources into energy information within the game match and stores it in the energy tank. A visual energy progress bar provides real-time feedback on the energy accumulation status. The recycled virtual resources will no longer be displayed in the virtual scene. When the energy progress bar is full, a mode switch is triggered, and the Resource Conversion Item automatically switches to resource distribution mode. After entering resource distribution mode, users can draw and obtain virtual resources of random levels through operations. After completing the virtual resource extraction, the Resource Conversion Item automatically resets to its initial state, the energy progress bar is cleared, and resource recycling mode is restarted. The function of resource conversion props forms a complete closed-loop process of "recycling-conversion-distribution", allowing for recycling in a single game. It is simple and easy to use, solves the problem of redundant virtual resources taking up space in the virtual backpack, and provides users with the opportunity to obtain advanced virtual resources faster.
[0275] In related technologies, during a game, the way to obtain virtual resources is relatively simple, and the output of advanced virtual resources is random and uncertain. Users are required to control the controlled virtual characters to search in the virtual scene. Therefore, the experience of obtaining virtual resources is relatively unbalanced. In addition, when users see unexpected virtual resources in the virtual scene, they usually do not obtain the virtual resources, resulting in a large number of redundant virtual resources in the virtual scene, which in turn leads to a high computing burden on the terminal's hardware resources during the game.
[0276] In the embodiment of the present application, reusable and easy-to-use resource conversion props are used as a carrier in the game to realize the reward conversion of virtual resources, and innovatively construct a lower-cost virtual resource replenishment path. Users do not need to rely entirely on traditional search modes. They can actively recycle redundant virtual resources and convert them into opportunities to obtain higher-level virtual resources and extract virtual resources. This avoids the waste of virtual resources in the game and the existence of a large number of redundant virtual resources in the virtual scene. The computing burden of hardware resources can be reduced during the game. In addition, this mechanism of extracting new virtual resources after recycling virtual resources can provide game players with poor quality or small quantities of virtual resources in the game with an opportunity to turn the tables, maintain the fairness and sense of surprise of the game, and is more efficient and interesting than other methods of obtaining virtual resources.
[0277] Moreover, since the capacity of the virtual backpack of the controlled virtual character in the game is limited, if the controlled virtual character encounters low-value or non-target materials (such as excess ammunition or low-level armor), it is difficult to decide whether to discard or acquire them. However, the embodiment of the present application converts low-value or non-target materials (such as excess ammunition and low-level armor) in the game into energy information stored in the game, so that each virtual resource landed in the virtual scene can generate value, and does not need to occupy the capacity of the virtual backpack. The capacity of the virtual backpack can be used to store higher-value virtual resources, completely solving the decision-making contradiction of "picking up useless and throwing away a pity", thereby improving the decision-making efficiency of game players in the game, reducing decision-making costs, and improving the operational efficiency and operational experience of the game.
[0278] Figure 12 This is a structural diagram of a virtual resource processing device provided by an embodiment of the present application. Figure 12 As shown, the device includes:
[0279] The display module 1201 is used to display the virtual scene of the game and the controlled virtual character in the virtual scene, where the controlled virtual character is a virtual character that the terminal has control authority over;
[0280] The display module 1201 is further configured to display the resource conversion props held by the controlled virtual character in response to a selection operation on the resource conversion props of the controlled virtual character;
[0281] The resource recovery module 1202 is configured to, in response to an operation of recovering a virtual resource using a resource conversion item, delete the first virtual resource from the virtual scene and increase energy information of a controlled virtual character in the game;
[0282] The resource distribution module 1203 is used to distribute a second virtual resource in a target scene area in response to an operation of using a resource conversion prop to distribute a virtual resource, thereby reducing the energy information of the controlled virtual character in the game; the second virtual resource is different from the first virtual resource, and the target scene area refers to the scene area where the controlled virtual character is located in the virtual scene.
[0283] Alternatively, see Figure 13 , the resource recovery module 1202 includes:
[0284] The first recycling unit 1210 is configured to delete virtual resources located in the target scene area from the virtual scene; or
[0285] The second recycling unit 1211 is used to delete the selected virtual resources from the virtual backpack of the controlled virtual character, where the virtual backpack is used to store the virtual resources owned by the controlled virtual character in the game.
[0286] Optionally, the first recovery unit 1210 is configured to:
[0287] From the virtual scene, delete each virtual resource that is located within the target scene area; or,
[0288] Delete the virtual resource located in the target scene area and closest to the controlled virtual character from the virtual scene; or
[0289] Delete the selected virtual resource from the virtual resource list in the virtual scene. The virtual resource list displays every virtual resource in the target scene area.
[0290] Optionally, the resource conversion tool includes a resource recovery mode; the resource recovery module 1202 is used to:
[0291] When the resource conversion prop is in resource recycling mode, the recycling control is displayed;
[0292] In response to a triggering operation on the recycling control, the first virtual resource is deleted from the virtual scene, and energy information of the controlled virtual character in the game is increased.
[0293] Alternatively, see Figure 13 , the device further comprises:
[0294] The resource acquisition module 1204 is configured to control the controlled virtual character to acquire the second virtual resource in response to the operation of acquiring the second virtual resource, and use the second virtual resource in the game; or
[0295] The resource recovery module 1202 is further configured to delete the second virtual resource from the virtual scene and increase the energy information of the controlled virtual character in the game in response to the operation of recovering the virtual resource using the resource conversion prop.
[0296] Optionally, the resource conversion tool includes a resource distribution mode; the resource distribution module 1203 is used to:
[0297] When the resource conversion tool is in resource release mode, the release control is displayed;
[0298] In response to the triggering operation of the issuing control, the second virtual resource is issued in the target scene area to reduce the energy information of the controlled virtual character in the game.
[0299] Optionally, the resource distribution module 1203 is configured to:
[0300] When the resource conversion tool is in resource distribution mode, a distribution control and an energy progress bar are displayed, and the energy progress bar includes energy areas corresponding to at least two levels respectively;
[0301] In response to a triggering operation on the release control, a stop control is displayed;
[0302] Selecting one energy area in the energy progress bar in turn until a triggering operation of the stop control is detected, and determining the target energy area currently selected in the energy progress bar;
[0303] A second virtual resource of a target level is distributed in a target scene area to reduce the energy information of a controlled virtual character in a game match, and the target energy area corresponds to the target level.
[0304] Optionally, the resource distribution module 1203 is configured to:
[0305] Display a pointer, which is located on one side of the energy progress bar and currently points to the starting position of the energy progress bar;
[0306] Move the pointer back and forth between the starting position of the energy progress bar and the ending position of the energy progress bar until a trigger operation of the stop control is detected, and stop the pointer from moving;
[0307] The energy area to which the pointer currently points in the energy progress bar belongs is determined as the target energy area.
[0308] Optionally, the display module 1201 is further configured to highlight the target energy area in the energy progress bar.
[0309] Alternatively, see Figure 13 The resource conversion tool includes a resource recovery mode and a resource distribution mode; the device also includes:
[0310] A mode switching module 1205 is configured to switch the resource conversion tool from the resource recovery mode to the resource distribution mode if the energy information satisfies the first target condition when the resource conversion tool is in the resource recovery mode;
[0311] The first target condition includes: the energy value of the controlled virtual character is not less than the first target energy value, or the filling progress of the energy progress bar of the controlled virtual character is not less than the first target progress.
[0312] Optionally, the mode switching module 1205 is further configured to:
[0313] When the resource conversion tool is in the resource release mode, if the energy information satisfies the second target condition, the resource conversion tool is switched from the resource release mode to the resource recovery mode;
[0314] The second target condition includes: the energy value of the controlled virtual character is not greater than the second target energy value, and the second target energy value is less than the first target energy value; or, the filling progress of the energy progress bar of the controlled virtual character is not greater than the second target progress, and the second target progress is less than the first target progress.
[0315] Optionally, the energy information includes the filling progress of the energy progress bar of the controlled virtual character;
[0316] Resource recovery module 1202, used to display the filling progress of the energy progress bar increasing;
[0317] The resource distribution module 1203 is used to display the filling progress of the energy progress bar decreasing.
[0318] Optionally, the resource recovery module 1202 is configured to:
[0319] Displaying that the filling progress of the energy progress bar increases by a first incremental progress, where the first incremental progress is a preset incremental progress, or the first incremental progress is an incremental progress corresponding to the level to which the first virtual resource belongs; or
[0320] The filling progress of the energy progress bar is increased by a second incremental progress, the second incremental progress is the maximum incremental progress that the energy progress bar can increase at one time, and the probability of the controlled virtual character having the second incremental progress in the same game match is a first preset probability; or
[0321] The filling progress of the energy progress bar is displayed to increase to a first progress, where the first progress is a preset progress, or the first progress is a progress corresponding to the level to which the first virtual resource belongs; or
[0322] The filling progress of the energy progress bar is increased to the second progress, and the second progress is the maximum progress that the energy progress bar can increase to at one time. The probability of the controlled virtual character having the second progress in the same game match is the second preset probability.
[0323] Optionally, the resource distribution module 1203 is configured to:
[0324] Displaying that the filling progress of the energy progress bar is reduced by a first decrement progress, where the first decrement progress is a preset decrement progress, or the first decrement progress is a decrement progress corresponding to the level to which the first virtual resource belongs; or
[0325] The filling progress of the energy progress bar is reduced by a second decrement progress, where the second decrement progress is the minimum filling progress that can be reduced at one time, and the probability of the controlled virtual character having the second decrement progress in the same game match is a third preset probability; or
[0326] The filling progress of the energy progress bar is displayed to be reduced to a third progress, where the third progress is a preset progress, or the third progress is a progress corresponding to the level to which the first virtual resource belongs.
[0327] Optionally, the resource conversion item is a virtual gun, and the virtual gun is displayed in the gun item column of the game.
[0328] The embodiment of the present application provides a method of using resource conversion props to convert virtual resources in a game match. In a virtual scene, the controlled virtual character uses the resource conversion props to convert the virtual resources in the virtual scene into energy information, thereby being able to recycle the redundant virtual resources in the virtual scene, without being limited to the controlled virtual character obtaining the virtual resource or giving up obtaining the virtual resource in the game match, thereby avoiding the waste of virtual resources in the game match. Moreover, the resource conversion props can also be used to convert energy information into new virtual resources, providing the controlled virtual character with an opportunity to obtain virtual resources in the game match. Compared with the controlled virtual character obtaining virtual resources by defeating the opponent, moving around to find virtual resources, etc., the method of converting energy information into new virtual resources can save operation time, improve operation efficiency, and expand the function of processing virtual resources in the application, thereby improving the user stickiness of the application.
[0329] It should be noted that the virtual resource processing device provided in the above embodiment only uses the division of the above modules as an example to illustrate the processing of virtual resources. In actual applications, the above functions can be assigned to different modules as needed, that is, the internal structure of the terminal can be divided into different modules to complete all or part of the functions described above. In addition, the virtual resource processing device provided in the above embodiment and the virtual resource processing method embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0330] An embodiment of the present application also provides a computer device, which includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the virtual resource processing method of the above embodiment.
[0331] Optionally, the computer device is provided as a terminal. Figure 14 The following is a block diagram of a terminal 1400 according to an exemplary embodiment of the present application. Terminal 1400 may be a smartphone, tablet computer, laptop computer, desktop computer, smart speaker, smartwatch, smart voice interaction device, smart home appliance, or vehicle-mounted terminal. Terminal 1400 may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other similar names.
[0332] The terminal 1400 includes a processor 1401 and a memory 1402 .
[0333] The processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1401 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1401 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1401 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0334] The memory 1402 may include one or more computer-readable storage media, which may be non-transitory. The memory 1402 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1402 is used to store at least one computer program, which is executed by the processor 1401 to implement the virtual resource processing method provided in the method embodiment of the present application.
[0335] In some embodiments, terminal 1400 may optionally include a peripheral device interface 1403 and at least one peripheral device. Processor 1401, memory 1402, and peripheral device interface 1403 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1403 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 1404, a display screen 1405, a camera assembly 1406, an audio circuit 1407, and a power supply 1408.
[0336] The peripheral device interface 1403 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1401 and the memory 1402. In some embodiments, the processor 1401, the memory 1402, and the peripheral device interface 1403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1401, the memory 1402, and the peripheral device interface 1403 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0337] RF circuit 1404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. RF circuit 1404 communicates with communication networks and other communication devices via electromagnetic signals. RF circuit 1404 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. RF circuit 1404 may optionally include an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. RF circuit 1404 may communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, RF circuit 1404 may also include circuitry related to Near Field Communication (NFC), although this application does not limit this.
[0338] The display screen 1405 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1405 is a touch screen display, the display screen 1405 also has the ability to collect touch signals on the surface or above the surface of the display screen 1405. The touch signal can be input as a control signal to the processor 1401 for processing. At this time, the display screen 1405 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 1405, which is set on the front panel of the terminal 1400; in other embodiments, there can be at least two display screens 1405, which are respectively set on different surfaces of the terminal 1400 or in a folding design; in other embodiments, the display screen 1405 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal 1400. Even more, the display screen 1405 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1405 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0339] The camera assembly 1406 is used to capture images or videos. Optionally, the camera assembly 1406 includes a front camera and a rear camera. The front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1406 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. The dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0340] The audio circuit 1407 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 1401 for processing, or input into the radio frequency circuit 1404 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each located in different parts of the terminal 1400. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 1401 or the radio frequency circuit 1404 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1407 may also include a headphone jack.
[0341] Power supply 1408 is used to power various components in terminal 1400. Power supply 1408 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1408 includes a rechargeable battery, the rechargeable battery can be wired or wirelessly rechargeable. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.
[0342] In some embodiments, the terminal 1400 further includes one or more sensors 1410 , including but not limited to: an acceleration sensor 1411 , a gyroscope sensor 1412 , a pressure sensor 1413 , an optical sensor 1414 , and a proximity sensor 1414 .
[0343] Accelerometer 1411 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by terminal 1400. For example, accelerometer 1411 can be used to detect the components of gravity acceleration along the three coordinate axes. Processor 1401 can control display screen 1405 to display the user interface in either a landscape or portrait view based on the gravity acceleration signal collected by accelerometer 1411. Accelerometer 1411 can also be used to collect game or user motion data.
[0344] The gyroscope sensor 1412 can detect the orientation and rotation angle of the terminal 1400. It can work in conjunction with the accelerometer 1411 to collect the user's 3D movements on the terminal 1400. Based on the data collected by the gyroscope sensor 1412, the processor 1401 can implement the following functions: motion sensing (for example, changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0345] The pressure sensor 1413 can be provided on the side frame of the terminal 1400 and / or below the display screen 1405. When the pressure sensor 1413 is provided on the side frame of the terminal 1400, it can detect the user's gripping signal of the terminal 1400, and the processor 1401 can perform left-hand or right-hand recognition or shortcut operations based on the gripping signal collected by the pressure sensor 1413. When the pressure sensor 1413 is provided below the display screen 1405, the processor 1401 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 1405. Operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0346] Optical sensor 1414 is used to detect ambient light intensity. In one embodiment, processor 1401 can control the display brightness of display screen 1405 based on the ambient light intensity detected by optical sensor 1414. Specifically, when the ambient light intensity is high, the display brightness of display screen 1405 is increased; when the ambient light intensity is low, the display brightness of display screen 1405 is decreased. In another embodiment, processor 1401 can also dynamically adjust the shooting parameters of camera assembly 1406 based on the ambient light intensity detected by optical sensor 1414.
[0347] Proximity sensor 1414, also known as a distance sensor, is disposed on the front panel of terminal 1400. Proximity sensor 1414 is used to detect the distance between the user and the front of terminal 1400. In one embodiment, when proximity sensor 1414 detects that the distance between the user and the front of terminal 1400 is gradually decreasing, processor 1401 controls display screen 1405 to switch from the screen-on state to the screen-off state. When proximity sensor 1414 detects that the distance between the user and the front of terminal 1400 is gradually increasing, processor 1401 controls display screen 1405 to switch from the screen-off state to the screen-on state.
[0348] Those skilled in the art will understand that Figure 14 The structure shown in the figure does not constitute a limitation on the terminal 1400, and the terminal 1400 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0349] An embodiment of the present application further provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the operations performed by the virtual resource processing method of the above embodiment.
[0350] An embodiment of the present application further provides a computer program product, including a computer program, which, when executed by a processor, implements the operations performed by the method for processing virtual resources as described in the above aspects.
[0351] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or may be accomplished by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.
[0352] The above description is merely an optional embodiment of the embodiments of the present application and is not intended to limit the embodiments of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the embodiments of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for processing virtual resources, characterized in that: The method comprises: Displaying a virtual scene of the game and a controlled virtual character located in the virtual scene, wherein the controlled virtual character is a virtual character that the terminal has control authority over; In response to a selection operation on the resource conversion item of the controlled virtual character, displaying that the controlled virtual character holds the resource conversion item; In response to an operation of using the resource conversion item to reclaim the virtual resource, deleting the first virtual resource from the virtual scene and increasing energy information of the controlled virtual character in the game match; In response to the operation of using the resource conversion prop to distribute virtual resources, a second virtual resource is distributed in the target scene area to reduce the energy information of the controlled virtual character in the game; the second virtual resource is different from the first virtual resource, and the target scene area refers to the scene area where the controlled virtual character is located in the virtual scene.
2. The method according to claim 1, characterized in that The deleting the first virtual resource from the virtual scene includes: Deleting the virtual resources located in the target scene area from the virtual scene; or The selected virtual resources are deleted from the virtual backpack of the controlled virtual character, where the virtual backpack is used to store the virtual resources owned by the controlled virtual character in the game.
3. The method according to claim 2, characterized in that Deleting the virtual resources located in the target scene area from the virtual scene includes: Deleting each virtual resource located in the target scene area from the virtual scene; or Deleting from the virtual scene the virtual resource located in the target scene area and closest to the controlled virtual character; or The virtual resource selected from the virtual resource list is deleted from the virtual scene, wherein the virtual resource list displays each virtual resource in the target scene area.
4. The method according to claim 1, wherein The resource conversion prop includes a resource recycling mode; in response to the operation of using the resource conversion prop to recycle the virtual resource, deleting the first virtual resource from the virtual scene and increasing the energy information of the controlled virtual character in the game game, including: When the resource conversion tool is in the resource recycling mode, displaying a recycling control; In response to a triggering operation on the recycling control, the first virtual resource is deleted from the virtual scene, and the energy information of the controlled virtual character in the game is increased.
5. The method according to claim 1, wherein After allocating the second virtual resource in the target scene area, the method further includes: In response to the operation of acquiring the second virtual resource, controlling the controlled virtual character to acquire the second virtual resource and use the second virtual resource in the game; or In response to the operation of using the resource conversion prop to reclaim the virtual resource, the second virtual resource is deleted from the virtual scene, and the energy information of the controlled virtual character in the game game is increased.
6. The method according to claim 1, characterized in that The resource conversion prop includes a resource distribution mode; in response to the operation of using the resource conversion prop to distribute the virtual resource, the second virtual resource is distributed in the target scene area to reduce the energy information of the controlled virtual character in the game, including: When the resource conversion tool is in the resource distribution mode, displaying a distribution control; In response to a triggering operation on the issuing control, the second virtual resource is issued in the target scene area to reduce the energy information of the controlled virtual character in the game match.
7. The method according to claim 6, characterized in that When the resource conversion tool is in the resource distribution mode, displaying the distribution control includes: When the resource conversion tool is in the resource dispensing mode, the dispensing control and the energy progress bar are displayed, wherein the energy progress bar includes energy areas corresponding to at least two levels respectively; The step of issuing a second virtual resource in the target scene area in response to a triggering operation on the issuing control to reduce energy information of the controlled virtual character in the game includes: In response to a triggering operation on the issuing control, displaying a stop control; Selecting one energy area in the energy progress bar in turn until a triggering operation of the stop control is detected, and determining a target energy area currently selected in the energy progress bar; The second virtual resource of the target level is distributed in the target scene area to reduce the energy information of the controlled virtual character in the game, and the target energy area corresponds to the target level.
8. The method according to claim 7, characterized in that The step of selecting one energy area in the energy progress bar in turn until a triggering operation of the stop control is detected, and determining a target energy area currently selected in the energy progress bar, includes: Displaying a pointer, wherein the pointer is located on one side of the energy progress bar and the pointer currently points to the starting position of the energy progress bar; Moving the pointer back and forth between a starting position pointing to the energy progress bar and an ending position pointing to the energy progress bar until a triggering operation of the stop control is detected, and stopping the movement of the pointer; The energy zone to which the position currently pointed by the pointer in the energy progress bar belongs is determined as the target energy zone.
9. The method according to claim 7, characterized in that The method further comprises: The target energy area in the energy progress bar is highlighted.
10. The method according to claim 1, characterized in that The resource conversion tool includes a resource recovery mode and a resource distribution mode; the method further includes: When the resource conversion tool is in the resource recovery mode, if the energy information satisfies a first target condition, switching the resource conversion tool from the resource recovery mode to the resource distribution mode; The first target condition includes: the energy value of the controlled virtual character is not less than a first target energy value, or the filling progress of the energy progress bar of the controlled virtual character is not less than the first target progress.
11. The method according to claim 10, characterized in that The method further comprises: When the resource conversion tool is in the resource release mode, if the energy information satisfies a second target condition, switching the resource conversion tool from the resource release mode to the resource recovery mode; The second target condition includes: the energy value of the controlled virtual character is not greater than the second target energy value, and the second target energy value is less than the first target energy value; or, the filling progress of the energy progress bar of the controlled virtual character is not greater than the second target progress, and the second target progress is less than the first target progress.
12. The method according to any one of claims 1 to 11, characterized in that The energy information includes the filling progress of the energy progress bar of the controlled virtual character; The increasing of the energy information of the controlled virtual character in the game includes: Displaying that the filling progress of the energy progress bar increases; The reducing the energy information of the controlled virtual character in the game includes: Displays the energy bar's filling progress decreasing.
13. The method according to claim 12, characterized in that The displaying of the filling progress of the energy progress bar increases, including: Displaying that the filling progress of the energy progress bar increases by a first incremental progress, where the first incremental progress is a preset incremental progress, or the first incremental progress is an incremental progress corresponding to the level to which the first virtual resource belongs; or Displaying that the filling progress of the energy progress bar increases by a second incremental progress, where the second incremental progress is the maximum incremental progress that the energy progress bar can increase at one time, and the probability of the controlled virtual character having the second incremental progress in the same game match is a first preset probability; or Displaying that the filling progress of the energy progress bar increases to a first progress, where the first progress is a preset progress, or the first progress is a progress corresponding to the level to which the first virtual resource belongs; or The filling progress of the energy progress bar is displayed as a second progress, and the second progress is the maximum progress to which the energy progress bar can be increased at one time. The probability of the controlled virtual character showing the second progress in the same game match is a second preset probability.
14. The method according to claim 12, characterized in that The displaying that the filling progress of the energy progress bar is reduced includes: Displaying that the filling progress of the energy progress bar is reduced by a first decrement progress, where the first decrement progress is a preset decrement progress, or the first decrement progress is a decrement progress corresponding to the level to which the first virtual resource belongs; or Displaying that the filling progress of the energy progress bar is reduced by a second decrement progress, where the second decrement progress is the minimum filling progress that the energy progress bar can be reduced at one time, and the probability of the controlled virtual character having the second decrement progress in the same game match is a third preset probability; or The filling progress of the energy progress bar is displayed to be reduced to a third progress, where the third progress is a preset progress, or the third progress is a progress corresponding to the level to which the first virtual resource belongs.
15. The method according to any one of claims 1 to 11, characterized in that The resource conversion item is a virtual gun, and the virtual gun is displayed in the gun item column of the game.
16. A virtual resource processing device, characterized in that: The device comprises: A display module, configured to display a virtual scene of a game and a controlled virtual character in the virtual scene, wherein the controlled virtual character is a virtual character that the terminal has control authority over; The display module is further configured to display that the controlled virtual character holds the resource conversion prop in response to a selection operation on the resource conversion prop of the controlled virtual character; a resource recovery module, configured to, in response to an operation of using the resource conversion item to recover a virtual resource, delete the first virtual resource from the virtual scene and increase energy information of the controlled virtual character in the game match; A resource distribution module is used to distribute a second virtual resource in a target scene area in response to an operation of using the resource conversion prop to distribute virtual resources, thereby reducing the energy information of the controlled virtual character in the game; the second virtual resource is different from the first virtual resource, and the target scene area refers to the scene area in the virtual scene where the controlled virtual character is located.
17. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the virtual resource processing method according to any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that At least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the virtual resource processing method according to any one of claims 1 to 15.
19. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the operations performed by the method for processing virtual resources according to any one of claims 1 to 15 are implemented.