Game interaction method and device, storage medium and electronic equipment

By configuring matching target items for virtual objects and executing interactive behaviors, the problem of rigid and tedious logic in exploration games is solved, thereby improving the game's playability and interactive experience.

CN120860593APending Publication Date: 2025-10-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511032945.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-07-24
Publication Date
2025-10-31

AI Technical Summary

Technical Problem

The existing exploration games have rigid and tedious game logic, resulting in a poor player interaction experience.

Method used

By configuring target items that match the virtual resources acquired by virtual objects, the game's interactive logic can be enriched by controlling the virtual objects to perform target interactive behaviors and deliver virtual resources.

Benefits of technology

It enhances the game's playability and fun, and improves the game's interactive experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention discloses a game interaction method and device, a storage medium and electronic equipment. A plurality of virtual objects participating in a game match are controlled to enter a game scene, virtual materials and a plurality of scene objects are configured in the game scene, and the plurality of virtual objects comprise a first virtual object controlled by a first terminal; in response to the first prop allocation instruction, target props matched with the obtained virtual materials are configured for the multiple virtual objects based on the virtual materials obtained by the multiple virtual objects in the game scene; in response to a first interaction instruction triggered by the first terminal, controlling the first virtual object to execute a target interaction behavior on a target scene object in the game scene through the target prop; and in response to completion of the target interaction behavior, controlling to put the target virtual material in the game scene. In this way, the playability and interestingness of the game can be improved, and then the game interaction experience is improved.
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Description

Technical Field

[0001] This application relates to the field of game technology, specifically to a game interaction method, device, storage medium, and electronic device. Background Technology

[0002] With the rapid development of life and technology, people often use games for entertainment. Among them, exploration games, which combine survival, shooting, and strategy elements, are loved by a large number of gamers.

[0003] Research and practice on existing technologies have revealed that while there are many types of exploration games, their game logic is similar and fixed. Players may find the games tedious and boring after playing for a long time, resulting in a poor interactive experience. Summary of the Invention

[0004] This application provides a game interaction method, device, storage medium, and electronic device, which can implement a new game interaction logic that can improve the playability and fun of games, thereby enhancing the game interaction experience.

[0005] This application provides a game interaction method, including:

[0006] Control multiple virtual objects participating in the game to enter the game scene, the game scene is configured with virtual resources and multiple scene objects, the multiple virtual objects include a first virtual object controlled by a first terminal;

[0007] In response to the first item allocation instruction, based on the virtual resources acquired by each of the multiple virtual objects in the game scene, target items matching the virtual resources acquired by each of the multiple virtual objects are configured for each of the multiple virtual objects;

[0008] In response to a first interactive instruction triggered by the first terminal, the first virtual object is controlled to perform a target interactive behavior on a target scene object in the game scene through the target prop;

[0009] In response to the completion of the target interaction behavior, the target virtual resources are deployed in the game scene.

[0010] Accordingly, embodiments of this application provide a game interaction device, including:

[0011] A control unit is used to control multiple virtual objects participating in a game to enter a game scene, wherein the game scene is configured with virtual resources and multiple scene objects, and the multiple virtual objects include a first virtual object controlled by a first terminal;

[0012] The allocation unit is configured, in response to the first item allocation instruction, to configure target items matching the virtual resources acquired by the multiple virtual objects in the game scene for each of the multiple virtual objects.

[0013] An interaction unit is configured to respond to a first interaction command triggered by the first terminal and control the first virtual object to perform a target interaction behavior on a target scene object in the game scene through the target prop;

[0014] The delivery unit is used to control the delivery of target virtual resources in the game scene in response to the completion of the target interactive behavior.

[0015] Furthermore, embodiments of this application also provide a computer-readable storage medium storing a computer program adapted for loading by a processor to execute steps in any of the game interaction methods provided in embodiments of this application.

[0016] Furthermore, this application also provides an electronic device, including a processor and a memory, wherein the memory stores an application program, and the processor is used to run the application program in the memory to implement the game interaction method provided in this application.

[0017] This application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium. When the processor of an electronic device reads the computer program from the computer-readable storage medium, the processor executes the computer program, causing the electronic device to perform the steps in the game interaction method provided in this application.

[0018] This application embodiment controls multiple virtual objects participating in a game to enter a game scene. The game scene is configured with virtual resources and multiple scene objects, including a first virtual object controlled by a first terminal. In response to a first item allocation command, based on the virtual resources acquired by each virtual object in the game scene, target items matching the acquired virtual resources are configured for each virtual object. In response to a first interaction command triggered by the first terminal, the first virtual object is controlled to perform a target interaction behavior on a target scene object in the game scene using the target item. In response to the completion of the target interaction behavior, target virtual resources are deployed in the game scene. Thus, by configuring target items matching the acquired virtual resources for each virtual object according to their acquired virtual resources in the game scene, it is possible to control the virtual objects to perform target interaction behaviors on target scene objects in the game scene using the target items, and to deploy target virtual resources in the game scene upon completion of the target interaction behavior. This achieves a new game interaction logic that enhances the playability and fun of the game, thereby improving the game interaction experience. Attached Figure Description

[0019] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0020] Figure 1 This is a schematic diagram illustrating an implementation scenario of a game interaction method provided in an embodiment of this application;

[0021] Figure 2 This is a flowchart illustrating a game interaction method provided in an embodiment of this application;

[0022] Figure 3a This is a schematic diagram of the interface of a game interaction method provided in an embodiment of this application;

[0023] Figure 3b This is another schematic diagram of a game interaction method provided in an embodiment of this application;

[0024] Figure 3c This is an interactive schematic diagram of a game interaction method provided in an embodiment of this application;

[0025] Figure 3d This is a schematic diagram of an item upgrade method for a game interaction method provided in an embodiment of this application;

[0026] Figure 4a This is a schematic diagram illustrating the prompting interaction of a game interaction method provided in an embodiment of this application;

[0027] Figure 4b This is another interactive schematic diagram of a game interaction method provided in an embodiment of this application;

[0028] Figure 5 This is a schematic diagram of the structure of the game interaction device provided in the embodiments of this application;

[0029] Figure 6 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0030] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0031] This application provides a game interaction method, apparatus, storage medium, and electronic device. The game interaction apparatus can be integrated into an electronic device, which can be a server or a terminal, etc.

[0032] The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery network (CDN) acceleration services, and big data and artificial intelligence platforms. The terminal can include, but is not limited to, mobile phones, computers, smart voice interaction devices, smart home appliances, vehicle terminals, and aircraft. The terminal and server can be directly or indirectly connected via wired or wireless communication, which is not limited herein.

[0033] Please see Figure 1 Taking the integration of game interaction devices into electronic devices as an example, Figure 1This is a schematic diagram illustrating an implementation scenario of the game interaction method provided in this application. The electronic device can be a terminal, which can control multiple virtual objects participating in a game to enter a game scene. The game scene is configured with virtual resources and multiple scene objects, including a first virtual object controlled by a first terminal. In response to a first item allocation command, based on the virtual resources acquired by each virtual object in the game scene, target items matching the acquired virtual resources are configured for each virtual object. In response to a first interaction command triggered by the first terminal, the first virtual object is controlled to perform a target interaction behavior on a target scene object in the game scene using the target item. In response to the completion of the target interaction behavior, target virtual resources are deployed in the game scene.

[0034] It should be noted that, Figure 1 The illustrated scenario of the game interaction method is merely an example. The implementation environment of the game interaction method described in this application is intended to more clearly illustrate the technical solutions of this application and does not constitute a limitation on the technical solutions provided in this application. Those skilled in the art will recognize that, with the evolution of data processing and the emergence of new business scenarios, the technical solutions provided in this application are also applicable to similar technical problems.

[0035] The solutions provided in this application are specifically illustrated through the following embodiments. It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of the embodiments.

[0036] This embodiment will be described from the perspective of a game interaction device, which can be integrated into an electronic device, which can be a terminal and / or a server, and this application does not impose any limitations on it.

[0037] Please see Figure 2 , Figure 2 This is a flowchart illustrating the game interaction method provided in an embodiment of this application. The game interaction method includes:

[0038] In step 101, multiple virtual objects participating in the game are controlled to enter the game scene.

[0039] The game scene can be configured with virtual resources and multiple scene objects, and the multiple virtual objects can include a first virtual object controlled by a first terminal.

[0040] The game scene, also known as a virtual scene, can be a virtual scene displayed (or provided) when the game application runs on a terminal or server, where players control virtual objects to play the game. Optionally, the game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be either a two-dimensional or three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., or it can be an independent arena for game battles, etc., which is not limited in this embodiment. The virtual object (also known as a game object or virtual character) can refer to a dynamic object that can be controlled in the virtual scene. Optionally, the dynamic object can be a virtual character, virtual animal, anime character, etc. The first terminal can be a terminal device logged into the game, and the first virtual object can be a character controlled by the player through the input device of the first terminal, i.e., the controlled virtual character corresponding to the first terminal. Optionally, the game scene can be a virtual scene in a game match, which can include multiple virtual objects participating in the game match. These virtual resources can be placed in the game scene and provided to virtual objects in the game for them to pick up or steal. These scene objects can be objects within the game scene, such as buildings, boxes, loot boxes, vegetation, and rocks. Scene objects can drop corresponding virtual resources when destroyed, touched, hit, or exploded, for virtual objects in the game scene to obtain.

[0041] In this game, each virtual object is assigned a target item, which can be used to interact with scene objects in the game scene. For example, the target item can be a weapon or a game skill used for attacking. It can be used to perform interactions such as destroying, hitting, exploding, or touching scene objects.

[0042] Optionally, the target prop is configured with prop parameters, which can be configured with a corresponding level. This level can be used to indicate the level of the target prop. Higher-level target props have higher interaction permissions. For example, virtual objects can interact with more types of scene objects by using higher-level target props.

[0043] In one specific embodiment, target items with different parameters can be displayed in different colors, so that different colors correspond to different levels of item parameters. The display color of the target item indicates its level. For example, different item parameters can correspond to different colors such as white, green, blue, purple, and gold. The level of white can be set to be lower than that of green, green lower than that of blue, blue lower than that of purple, and purple lower than that of gold. For instance, when the target item is displayed in gold, it indicates that the target item has a higher level; when the target item is displayed in white, it indicates that the target item has a lower level.

[0044] Optionally, the scene object can be configured with corresponding prop parameter requirements. These prop parameter requirements can indicate prop parameters that match the scene object, i.e., prop parameters that can be used to indicate target props that can interact with the scene object. For example, the prop parameters indicated by the prop parameter requirements of the scene object can be the lowest level prop parameters that can interact with the scene object, so that virtual objects that can interact with the scene object can be determined based on the prop parameter requirements.

[0045] Optionally, scene objects can also be configured with corresponding levels based on prop parameter requirements. The level classification criteria of scene objects can be associated with the level of target props. For example, a first-level scene object can interact with first-level and higher-level target props, and a second-level scene object can interact with second-level and higher-level target props.

[0046] Optionally, the level configured for a scene object can be the lowest level among the item parameters that match the item parameter requirements. For example, if the item parameter requirement for a scene object is that it can be destroyed by a target item of blue level or higher, then the level of the scene object can be blue level.

[0047] For example, suppose the target item's parameters correspond to levels such as white, green, blue, purple, and gold, and suppose scene object 1 corresponds to the blue level. Then, scene object 1 can be instructed to interact with target items whose parameters are at the blue level, or it can be instructed to interact with target items whose parameters are at the blue level or higher. For instance, scene object 1 can be destroyed by target items at the blue, purple, and gold levels.

[0048] Optionally, different prop parameters in multiple scene objects require different display styles for scene objects, and the display style may include outline display color.

[0049] The outline display color can be the color of the scene object's outline. Optionally, the display style can also include the display color of the scene object within the game scene. This display color can correspond to the level of the scene object, with different display colors indicating the corresponding level. Therefore, by differentiating scene objects based on their item parameter requirements, the game can intuitively indicate the level of each scene object or identify scene objects that are interactive with the target item, allowing players to quickly interact with scene objects through the target item and improving game interaction efficiency.

[0050] For example, if the prop parameter of a scene object requires that it can interact with target props of green level or above, then the outline of the scene object can be displayed with a green border, or the entire area of ​​the scene object can be displayed in green, etc.

[0051] In one embodiment, at the start of a game, target items with the same item parameters can be assigned to virtual objects in the game. For example, the lowest level target items can be assigned to all virtual objects in the game. Players can control virtual objects to use the target items to interact with scene objects in the game scene and obtain virtual resources. This allows them to continuously upgrade the item attributes of the target items they possess, enabling them to interact with more scene objects and obtain more virtual resources.

[0052] For example, please refer to Figure 3a , Figure 3a This is a schematic diagram of an interface for a game interaction method provided in this application embodiment. The game may include virtual objects controlled by players such as Player A and Player B. A countdown can begin at the start of the game, and information indicating that the player will receive a target item can be displayed on the interface of the first terminal, such as "Grenade will be obtained in 00:05 seconds." At the start of the game, the game scene can be switched to a pixel style, and the virtual objects can be displayed as pixelated characters. The game scene may include scene objects such as white boxes and white doors, with white indicating the level of these scene objects. It may also include the first virtual object controlled by the first terminal. After the countdown ends, a target item with the same item parameters can be assigned to the virtual object. For example, please refer to... Figure 3b , Figure 3bThis is another interface diagram of a game interaction method provided in this application embodiment. It can assign a white-level target item "white grenade" to a virtual object and display a corresponding first item control in the interface. The first item control can be a control displayed in the first terminal for using the target item. The display style of the first item control can be determined according to the item parameters of the target item owned by the first virtual object. For example, when the item parameters of the target item owned by the first virtual object are white-level, the first item control can be displayed in white style.

[0053] If the color levels are ranked as follows: white < green < blue < purple < gold, and higher-level target items can attack scene objects of the same or lower level, then white target items can only destroy white buildings and cannot destroy buildings of other colors, while blue target items can destroy white, green, and blue buildings, etc. In this way, based on players using target items with different item parameters to interact with scene objects with different item parameter requirements, the game's interaction logic can be enriched, the game's interactive playability and fun can be improved, and thus the player's game interaction experience can be enhanced.

[0054] In one embodiment, scene objects can display corresponding display styles based on their prop parameters. For example, please refer to... Figure 3c , Figure 3c This is an interactive schematic diagram of a game interaction method provided in this application embodiment. Green-level scene objects can be displayed as green or have a green outline, such as "green buildings". White-level scene objects can be displayed as white or have a white outline, such as "white buildings". In this way, based on the color displayed by the scene object, the player can intuitively and quickly know the level of the scene object and the scene objects that can be destroyed using the target props currently available. This allows the player to quickly use the target props to hit the destructible scene objects, thereby obtaining more virtual resources to help achieve victory in the game.

[0055] In addition, scene objects with item parameter requirements, namely color quality buildings, can drop resources in the game scene after being destroyed. For example, they can drop virtual resources as random rewards. The higher the level of the scene object, the higher the probability that there are high-value resources among the virtual resources dropped after it is destroyed. Then, the player can control the virtual object to approach and pick up the dropped virtual resources.

[0056] In step 102, in response to the first item allocation instruction, based on the virtual resources acquired by each of the multiple virtual objects in the game scene, target items matching the virtual resources acquired by each of the multiple virtual objects are configured for each of the multiple virtual objects.

[0057] The first item allocation instruction can be an instruction to allocate a target item to a virtual object based on virtual resources acquired from the virtual object. The item parameters of the allocated target item can be matched with the value of the virtual resources possessed by the virtual object.

[0058] Optionally, the first item allocation instruction can be triggered when the game duration meets a preset duration, or when the value of the virtual resources acquired by the virtual object meets a preset condition. The preset duration can be set according to the actual situation, for example, it can be 5 minutes, 10 minutes, etc. The preset condition can include the level of the item parameter matched by the value of the virtual resources acquired by the virtual object being higher than the level of the current item attribute of the target item of the virtual object.

[0059] For example, in response to the start of a game, target items with the same item parameters can be assigned to multiple virtual objects participating in the game; when the duration of the game exceeds a preset duration, the steps of configuring target items matching the virtual resources acquired by each virtual object in the game scene based on the first item assignment instruction can be executed.

[0060] There are several ways to configure target items that match the virtual resources acquired by multiple virtual objects. For example, you can determine the value of the virtual resources acquired by each virtual object in the game scene; determine the item parameters of the target item that matches the value of the resources; and configure the target item with the item parameters for multiple virtual objects.

[0061] The value of this resource can be the value of virtual resources. A corresponding value can be pre-configured for each virtual resource, allowing the values ​​of virtual resources acquired by the virtual object to be accumulated to obtain the total resource value. Correspondingly, a matching resource value range can be pre-configured for each item parameter, thus determining the item parameter that matches the current resource value based on the resource value acquired by the virtual object.

[0062] Optionally, if the level of the item parameter matching the material value of a virtual object's acquired virtual material is the same as the item parameter of the target item currently owned by the virtual object, then the target item does not need to be upgraded for the virtual object.

[0063] In one embodiment, after configuring target items matching the virtual resources acquired by multiple virtual objects in the game scene, the display style of the item control corresponding to the target item can be updated in the game's graphical user interface based on the item parameters of the newly configured target item. This provides an intuitive way to indicate the level of the item parameters of the currently configured target item to the player in the graphical user interface. Specifically, the first item parameters corresponding to the target item configured for the first virtual object can be determined; based on the first item parameters and item parameter requirements, the target display style of the first scene object matching the target item configured for the first virtual object can be determined; based on the target display style, the display of the first item control in the first terminal can be controlled so that the display style of the first item control is at least partially the same as the display style of the scene object.

[0064] The first prop parameter can be the prop parameter corresponding to the target prop configured in the first virtual object, the first scene object can be a scene object that can interact with the target prop configured in the first virtual object, and the target display style can be the display style corresponding to the prop parameter requirements of the first scene object.

[0065] There are several ways to control the display of the first prop control in the first terminal based on the target display style. For example, scene objects with different prop parameter requirements can be configured with different levels. The second scene object with the highest level can be determined in the first scene object based on the level configured in the first scene object. The first prop control can be controlled to be displayed in the first terminal according to the target display style corresponding to the second scene object.

[0066] The second scene object can be the highest-level scene object among the first scene objects.

[0067] Since the item parameter requirements of the scene object can indicate the target item that the scene object can interact with, based on the first item parameter and the item parameter requirements, the first scene object that can interact with the target item configured in the first virtual object and the target display style of the first scene object can be determined. Therefore, based on the level corresponding to the first scene object, the second scene object with the highest level in the first scene object can be determined. Based on the display style of the second scene object, the first item control in the first terminal is displayed. In this way, players can intuitively and conveniently know the scene object that can be interacted with by the target item based on the display style of the first item control, so that they can quickly and efficiently interact with the scene object in the game, thereby obtaining more virtual resources and improving the efficiency of game interaction.

[0068] Based on the prop parameter requirements, the target props that scene objects can interact with can be determined. The fewer the number of target props that can interact with, the higher the level of the scene object. For example, assuming the color levels are: white < green < blue < purple < gold, if a scene object can be destroyed by a target prop with one prop parameter, then the level of the scene object is gold; if a scene object can be destroyed by a target prop with two prop parameters, then the level of the scene object is purple; if a scene object can be destroyed by a target prop with three prop parameters, then the level of the scene object is blue; if a scene object can be destroyed by a target prop with four prop parameters, then the level of the scene object is green; and if a scene object can be destroyed by a target prop with five prop parameters, then the level of the scene object is white.

[0069] For example, please refer to Figure 3d , Figure 3d This is a schematic diagram of an item upgrade method for a game interaction provided in this application embodiment. Assuming the value of the materials is 50,000-60,000, the target item with the matched item parameters is a green grenade. When the value of the virtual materials obtained by the first virtual object is 51,000, the graphical user interface of the first terminal can display the prompt text "Current backpack value is 51,000, you have obtained a green grenade". This allows the first virtual object to be configured with the target item with the corresponding item parameters. Based on the target display style of the second scene object with the highest level among the first scene objects that can be destroyed by the target item with the item parameters, the first item control corresponding to the target item is displayed in the graphical user interface. For example, assuming the display style of the highest level second scene object is green, the first item control with a green grenade icon can be displayed in the graphical user interface.

[0070] In step 103, in response to the first interaction command triggered by the first terminal, the first virtual object is controlled to perform target interaction behavior on the target scene object in the game scene through the target prop.

[0071] The first interaction instruction can be an instruction for interacting with a target scene object. For example, it can be a first interaction instruction triggered by the first terminal through the triggering operation of the first item control of the target item. The target scene object can be a scene object that interacts with the target item based on the first interaction instruction. For example, it can be a scene object that the player on the first terminal wants to destroy through the target item. The target interaction behavior can be the behavior of the first virtual object interacting with the target scene object through the target item, so that the target scene object drops virtual resources after the target interaction behavior is completed. For example, it can include the first virtual object using the target item to destroy, hit, shoot, explode, touch the target scene object, etc.

[0072] Optionally, multiple scene objects can be configured with their own corresponding prop parameter requirements. These prop parameter requirements can be used to determine the prop parameters of the target prop that can interact with the scene object. In this way, after controlling the first virtual object to perform the target interaction behavior on the target scene object in the game scene through the target prop in response to the first interaction command triggered by the first terminal, the response of the target scene object to the target interaction behavior can be controlled.

[0073] Optionally, the first prop parameter corresponding to the target prop configured for the first virtual object can be determined; in response to the first prop parameter meeting the prop parameter requirements of the target scene object, the target scene object can be controlled to respond to the target interactive behavior; in response to the first prop parameter not meeting the prop parameter requirements of the target scene object, the target scene object can be controlled not to respond to the target interactive behavior.

[0074] The first item parameter satisfying the item parameter requirements of the target scene object can mean that the item parameters of the target item that the target scene object can interact with include this first item parameter, that is, the target scene object can interact with the target item configured in the first virtual object. Correspondingly, if the target interaction behavior is destructive, then controlling the target scene object to respond to the target interaction behavior can be to control the target scene object to break; if the target interaction behavior is explosive, then controlling the target scene object to respond to the target interaction behavior can be to control the target scene object to explode, etc.

[0075] The statement that "the first prop parameter does not meet the prop parameter requirements of the target scene object" can mean that the prop parameters of the target props that the target scene object can interact with do not include the first prop parameter, that is, the target scene object cannot interact with the target props configured by the first virtual object.

[0076] In one embodiment, the target interaction can end after the target scene object responds to the target interaction. For example, the completion of the target interaction can be determined by the target scene object responding to the target interaction. For instance, a first virtual object can use a target prop to perform an attack operation on the target scene object, and the target scene object can be destroyed in response to the attack operation.

[0077] Optionally, there can be multiple ways to control the target scene object to respond to the target interactive behavior. For example, the target scene object can be configured with a first object parameter, and the parameter value of the first object parameter of the target scene object can be controlled and adjusted in response to the target interactive behavior; the target interactive behavior is determined to be completed when the parameter value of the first object parameter meets the specified conditions.

[0078] The first object parameter can be used to indicate the survivability of the target scene object. When the survivability is low, the target scene object can be completely destroyed. This parameter value can be a value of the first object parameter, such as the target scene object's health bar or life points. It indicates the survivability of the target scene object; a smaller parameter value indicates a lower survivability. The specified condition can be a parameter value of 0 or a parameter value less than a preset value.

[0079] For example, the first virtual object can use the target prop to perform multiple attacks on the target scene object until the parameter value of the first object parameter of the target scene object is 0. This can determine that the target interaction behavior is completed, and thus the target scene object can be completely destroyed.

[0080] In step 104, in response to the completion of the target interaction behavior, the target virtual resources are deployed in the game scene.

[0081] The target virtual resource can be a virtual resource that is deployed in the game scene after the target interaction is completed.

[0082] Optionally, before controlling the placement of target virtual resources in the game scene, the virtual resources to be placed in the game scene can be determined based on the level of the target scene object. For example, scene objects with different item parameter requirements are configured with different levels. The target probability of the target scene object dropping virtual resources that meet preset value conditions after the target interaction is completed can be determined based on the level of the target scene object. The higher the level of the target scene object, the higher the target probability. The target virtual resources dropped by the target scene object after the target interaction is completed are determined based on the target probability.

[0083] The preset value condition can be a condition exceeding a preset value, which can be a pre-set value or a relatively high value. The target probability can be the probability that a target scene object will drop virtual resources that meet the preset value condition after the target interaction behavior is completed.

[0084] Therefore, by placing virtual resources of corresponding value in the game scene based on the level of the target scene object, players can be motivated to interact in the game to increase the level of the target item, thereby interacting with higher-level scene objects and obtaining more high-value virtual resources. This increases the game's playability and fun, and ultimately enhances the game's interactive experience.

[0085] Optionally, multiple virtual objects in a game can also be configured with at least one virtual weapon, which can be used to interact with other virtual objects in the game. For example, in response to an attack operation triggered by a first terminal against a second virtual object, the first virtual object can be controlled to use the virtual weapon to attack the second virtual object.

[0086] The second virtual object can be a virtual object attacked by the first virtual object using a virtual weapon.

[0087] In one embodiment, when a virtual object defeats another virtual object, it can inherit the target item of the defeated virtual object, thereby increasing the player's motivation to interact with the game and enriching the game's interactive display, thus enhancing the game's playability. Specifically, the item parameters of the target item can be configured with corresponding levels. In response to the defeat of a second virtual object, the first item parameters of the target item of the first virtual object and the second item parameters of the target item of the second virtual object can be compared. If the level corresponding to the first item parameter is lower than that of the second item parameter, then the target item of the first virtual object is upgraded based on the second item parameter, or the target item of the first virtual object is replaced with the target item of the second virtual object.

[0088] Upgrading the target item of the first virtual object based on the second item parameter can mean upgrading the item parameter of the target item of the first virtual object to the second item parameter, so that the item parameter of the upgraded target item is the same as the second item parameter.

[0089] Optionally, when there are other virtual objects around the first virtual object that use higher-level target items, the player controlling the first virtual object can be prompted so that the player controlling the first virtual object can choose to fight other higher-level virtual objects. After defeating the higher-level virtual objects, the player can inherit the target items of the higher-level virtual objects, further improve the level of their own target items, and thus interact with more or higher-level scene objects to obtain more or more valuable virtual resources.

[0090] Specifically, in response to the existence of a third virtual object within a preset range of the first virtual object, and the level of the item parameter of the target item of the third virtual object being higher than the level of the item parameter of the target item of the first virtual object, a prompt message can be displayed on the first terminal. The prompt message is used to indicate that a third virtual object exists near the first virtual object, and the level of the item parameter of the target item possessed by the third virtual object.

[0091] The preset range can be a range within a preset game scene, such as a range with a radius of 100 meters or 50 meters. The third virtual object can be a virtual object whose target item is of a higher level than the first virtual object. The prompt information can be used to inform the player that a third virtual object exists near the first virtual object and to provide information about the level of the target item possessed by the third virtual object.

[0092] Optionally, the prompt message may include a text prompt message, which may also include the number of second virtual objects.

[0093] For example, please refer to Figure 4a , Figure 4a This is a schematic diagram of a game interaction method provided in this application embodiment. When there is a third virtual object near the first virtual object, and the target item owned by the third virtual object is of purple quality, a text prompt message can be displayed in the graphical user interface of the first terminal, such as "There is a player with a purple quality grenade near you".

[0094] Optionally, there are several ways to display prompt information in the first terminal. For example, the first terminal may display a virtual map corresponding to the game scene, and may display a first location marker of the first virtual object and an area marker indicating a preset range in the virtual map. The display style of the area marker indicates the highest level of the item parameter of the target item possessed by the third virtual object within the preset range. The display style of the marker includes at least the display color of the area marker.

[0095] The virtual map can be a game thumbnail, also known as a mini-map. It is typically located in the upper left corner of the game and displays the game scene from a top-down perspective, indicating the player's location within the game environment. The first location marker can be a marker on the virtual map indicating the location of a first virtual object. The area marker can be a marker on the virtual map indicating a preset range. The marker display style can be the same as the area marker display style, and this style can be determined based on the highest level among all the target items of the third virtual objects in the appendix.

[0096] For example, assuming that different levels of target items can correspond to different colors, please continue to refer to [the relevant documentation / reference]. Figure 4a When the highest-level target item in the third virtual object is purple, a purple area marker can be displayed on the virtual map to indicate the presence of a purple-level third virtual object within a preset range.

[0097] Optionally, the second location identifier corresponding to the third virtual object and the level indicator of the item parameters of the target item possessed by the third virtual object can be displayed in the virtual map.

[0098] The second location identifier can be an identifier that indicates the location of the third virtual object in the virtual map, and the level indicator identifier can be an identifier that indicates the level of the item parameter of the target item possessed by the third virtual object. For example, the level indicator identifier can display the color corresponding to the level of the item parameter of the target item possessed by the third virtual object.

[0099] In this way, players can control the first virtual object to move to the location of the third virtual object they want to fight, based on the prompts. They can then use virtual weapons to attack the third virtual object. Upon defeating the third virtual object, players can inherit the higher-level target items possessed by that third virtual object. For example, please refer to... Figure 4b , Figure 4b This is another interactive illustration of a game interaction method provided in this application embodiment. When a third virtual object is defeated, a prompt text "Player defeated, purple grenade obtained" can be displayed. The display color of the first item control is updated based on the level of the target item corresponding to the third virtual object; for example, the first item control can be updated to display a purple item control. Then, the player can use the target item inherited from the third virtual object to destroy interactive scene objects, thereby obtaining corresponding virtual resources. The player can also take the obtained virtual resources with them when evacuating. This enriches the game interaction logic, enhances the playability and fun of the game interaction, and ultimately improves the game interaction experience.

[0100] As described above, this embodiment controls multiple virtual objects participating in a game to enter a game scene. The game scene is configured with virtual resources and multiple scene objects, including a first virtual object controlled by a first terminal. In response to a first item allocation command, based on the virtual resources acquired by each virtual object in the game scene, target items matching the acquired virtual resources are configured for each virtual object. In response to a first interaction command triggered by the first terminal, the first virtual object is controlled to perform a target interaction behavior on a target scene object in the game scene using the target item. In response to the completion of the target interaction behavior, target virtual resources are deployed in the game scene. Thus, by configuring target items matching the acquired virtual resources for each virtual object according to their acquired virtual resources in the game scene, the virtual objects can be controlled to perform target interaction behaviors on target scene objects in the game scene using the target items. Upon completion of the target interaction behavior, target virtual resources are deployed in the game scene, achieving a new game interaction logic that enhances game playability and fun, thereby improving the game interaction experience.

[0101] To better implement the above methods, embodiments of the present invention also provide a game interaction device, which can be integrated into an electronic device, which can be a terminal.

[0102] For example, such as Figure 5 The diagram shown is a structural schematic of a game interaction device provided in an embodiment of this application. The game interaction device may include a control unit 201, a distribution unit 202, an interaction unit 203, and a delivery unit 204, as follows:

[0103] The control unit 201 is used to control multiple virtual objects participating in the game to enter the game scene. The game scene is configured with virtual resources and multiple scene objects, including a first virtual object controlled by a first terminal.

[0104] The allocation unit 202 is used to respond to the first item allocation instruction and, based on the virtual resources acquired by the multiple virtual objects in the game scene, configure target items that match the virtual resources acquired by each of the multiple virtual objects.

[0105] Interaction unit 203 is used to respond to a first interaction command triggered by a first terminal and control the first virtual object to perform target interaction behavior on the target scene object in the game scene through the target prop;

[0106] The delivery unit 204 is used to control the delivery of target virtual resources in the game scene in response to the completion of the target interaction behavior.

[0107] In some embodiments, the allocation unit 202 is configured to:

[0108] Determine the material value of the virtual resources acquired by each of the multiple virtual objects in the game scene;

[0109] Determine the item parameters of the target item that match the value of the materials;

[0110] The target item for configuring item parameters for multiple virtual objects.

[0111] In some embodiments, multiple scene objects are configured with their own corresponding prop parameter requirements; the game interaction device further includes an interaction response unit, used for:

[0112] Determine the first item parameters corresponding to the target item configured for the first virtual object;

[0113] In response to the first prop parameter meeting the prop parameter requirements of the target scene object, control the target scene object to respond to the target interactive behavior;

[0114] In response to the first prop parameter not meeting the prop parameter requirements of the target scene object, the target scene object is controlled not to respond to the target interactive behavior.

[0115] In some embodiments, the game interaction device further includes a first determining unit, configured to:

[0116] Responding to the target scene object's response to the target interaction behavior, determine that the target interaction behavior has been completed.

[0117] In some embodiments, the target scene object is configured with a first object parameter, and the above-described steps for controlling the target scene object to respond to target interaction behavior are specifically used for:

[0118] In response to the target interaction behavior, control and adjust the parameter value of the first object parameter of the target scene object;

[0119] The game interaction device also includes a second determining unit, used for:

[0120] The target interaction behavior is determined to be complete when the parameter value of the first object parameter meets the specified condition.

[0121] In some embodiments, the display styles of scene objects with different prop parameters among multiple scene objects are different, and the display styles include outline display colors.

[0122] In some embodiments, the game interaction device further includes a display unit, used for:

[0123] Determine the first item parameters corresponding to the target item configured for the first virtual object;

[0124] Based on the first prop parameters and prop parameter requirements, determine the target display style of the first scene object that matches the target prop configured in the first virtual object;

[0125] Based on the target display style, control the display of the first prop control in the first terminal so that the display style of the first prop control is at least partially the same as the display style of the scene object.

[0126] In some embodiments, scene objects with different prop parameter requirements are configured with different levels. The above-mentioned step of controlling the display of the first prop control in the first terminal based on the target display style is specifically used for:

[0127] Based on the level configured for the first scene object, determine the second scene object with the highest level among the first scene objects;

[0128] Based on the target display style corresponding to the second scene object, control the display of the first prop control in the first terminal.

[0129] In some embodiments, the plurality of virtual objects are further configured with at least one virtual weapon, and the game interaction device further includes a first attack unit for:

[0130] In response to an attack operation against a second virtual object triggered by a first terminal, the system controls the first virtual object to use virtual weapons to attack the second virtual object.

[0131] In some embodiments, the item parameters of the target item are configured with a corresponding level, and the game interaction device further includes an item processing unit for:

[0132] In response to the defeat of the second virtual object, the first item parameter of the target item of the first virtual object and the second item parameter of the target item of the second virtual object are compared.

[0133] If the level corresponding to the first item parameter is lower than that of the second item parameter, then the target item of the first virtual object is upgraded based on the second item parameter, or the target item of the first virtual object is replaced with the target item of the second virtual object.

[0134] In some embodiments, the game interaction device further includes an initial item distribution unit, used for:

[0135] In response to the start of a game, assign a target item with the same item parameters to multiple virtual objects participating in the game;

[0136] When the duration of a game exceeds the preset duration, the above-mentioned response to the first item allocation instruction is executed, and target items matching the virtual resources acquired by each of the multiple virtual objects in the game scene are configured for each of the multiple virtual objects.

[0137] In some embodiments, scene objects with different prop parameter requirements are configured with different levels, and the game interaction device further includes a resource determination unit for:

[0138] Based on the level of the target scene object, determine the target probability that the target scene object will drop virtual resources that meet the preset value conditions after the target interaction behavior is completed. The higher the level of the target scene object, the higher the target probability.

[0139] Based on the target probability, determine the target virtual resources that will be dropped by the target scene object after the target interaction behavior is completed.

[0140] In one embodiment, the target item's item parameters are configured with a corresponding level, and the game interaction device further includes a prompting unit for:

[0141] In response to the existence of a third virtual object within a preset range of the first virtual object, and the level of the item parameter of the target item of the third virtual object being higher than the level of the item parameter of the target item of the first virtual object, a prompt message is displayed on the first terminal. The prompt message is used to indicate that a third virtual object exists near the first virtual object, and the level of the item parameter of the target item possessed by the third virtual object.

[0142] In one embodiment, the prompt information includes text prompt information, which also includes the number of second virtual objects.

[0143] In one embodiment, the first terminal displays a virtual map corresponding to the game scene, and the aforementioned display of prompt information on the first terminal is specifically used for:

[0144] Display the first location marker of the first virtual object and the area marker indicating the preset range in the virtual map;

[0145] The display style of the regional identifier indicates the highest level of the item parameter of the target item owned by the third virtual object within the preset range, wherein the display style includes at least the display color of the regional identifier.

[0146] In one embodiment, the game interaction device further includes an identifier display unit, used for:

[0147] Display the second location identifier corresponding to the third virtual object in the virtual map, as well as the level indicator of the item parameters of the target item possessed by the third virtual object.

[0148] In practice, each of the above units can be implemented as an independent entity or can be arbitrarily combined to be implemented as the same or several entities. For the specific implementation of each of the above units, please refer to the previous method embodiments, which will not be repeated here.

[0149] As described above, this embodiment of the application controls multiple virtual objects participating in the game to enter the game scene through the control unit 201. The game scene is configured with virtual resources and multiple scene objects, including a first virtual object controlled by a first terminal. The allocation unit 202, in response to a first item allocation command, configures target items matching the virtual resources acquired by each virtual object in the game scene. The interaction unit 203, in response to a first interaction command triggered by the first terminal, controls the first virtual object to perform a target interaction behavior on a target scene object in the game scene using the target item. The delivery unit 204, in response to the completion of the target interaction behavior, controls the delivery of target virtual resources in the game scene. Thus, by configuring target items matching the virtual resources acquired by each virtual object in the game scene, the virtual objects can be controlled to perform target interaction behaviors on target scene objects in the game scene using the target items. When the target interaction behavior is completed, target virtual resources are delivered in the game scene, realizing a new game interaction logic that can improve the playability and fun of the game, thereby enhancing the game interaction experience.

[0150] This application also provides an electronic device, such as... Figure 6 The diagram shows a schematic representation of the structure of an electronic device according to an embodiment of this application. This electronic device can be a terminal; specifically:

[0151] The electronic device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 and the memory 302 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figures does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0152] The processor 301 is the control center of the electronic device 300. It connects various parts of the electronic device 300 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 302, and calling data stored in the memory 302, it performs various functions of the electronic device 300 and processes data, thereby monitoring the electronic device 300 as a whole.

[0153] In this embodiment, the processor 301 in the electronic device 300 loads the instructions corresponding to the processes of one or more applications into the memory 302 according to the following steps, and the processor 301 runs the applications stored in the memory 302 to realize various functions:

[0154] Control multiple virtual objects participating in the game to enter the game scene. The game scene is configured with virtual resources and multiple scene objects, including a first virtual object controlled by a first terminal.

[0155] In response to the first item allocation command, based on the virtual resources acquired by multiple virtual objects in the game scene, target items matching the virtual resources acquired by each virtual object are configured for each virtual object.

[0156] In response to a first interactive command triggered by a first terminal, the first virtual object is controlled to perform a target interactive behavior on a target scene object in the game scene through a target prop;

[0157] In response to the completion of the target interaction behavior, control the deployment of target virtual resources in the game scene.

[0158] In some embodiments, configuring target items for multiple virtual objects that match the virtual resources they have acquired includes:

[0159] Determine the material value of the virtual resources acquired by each of the multiple virtual objects in the game scene;

[0160] Determine the item parameters of the target item that match the value of the materials;

[0161] The target item for configuring item parameters for multiple virtual objects.

[0162] In some embodiments, multiple scene objects are configured with their own corresponding prop parameter requirements; after the step of controlling the first virtual object to perform a target interactive behavior on the target scene object in the game scene through the target prop in response to the first interactive instruction triggered by the first terminal, the game interaction method provided in this application embodiment includes:

[0163] Determine the first item parameters corresponding to the target item configured for the first virtual object;

[0164] In response to the first prop parameter meeting the prop parameter requirements of the target scene object, control the target scene object to respond to the target interactive behavior;

[0165] In response to the first prop parameter not meeting the prop parameter requirements of the target scene object, the target scene object is controlled not to respond to the target interactive behavior.

[0166] In some embodiments, the game interaction method provided in this application further includes:

[0167] Responding to the target scene object's response to the target interaction behavior, determine that the target interaction behavior has been completed.

[0168] In some embodiments, the target scene object is configured with a first object parameter to control the target scene object's response to target interactive behavior, including:

[0169] In response to the target interaction behavior, control and adjust the parameter value of the first object parameter of the target scene object;

[0170] The game interaction method provided in this application embodiment also includes:

[0171] The target interaction behavior is determined to be complete when the parameter value of the first object parameter meets the specified condition.

[0172] In some embodiments, the display styles of scene objects with different prop parameters among multiple scene objects are different, and the display styles include outline display colors.

[0173] In some embodiments, after the step of configuring target items matching the virtual resources acquired by each of the multiple virtual objects in the game scene, the game interaction method provided in this application embodiment further includes:

[0174] Determine the first item parameters corresponding to the target item configured for the first virtual object;

[0175] Based on the first prop parameters and prop parameter requirements, determine the target display style of the first scene object that matches the target prop configured in the first virtual object;

[0176] Based on the target display style, control the display of the first prop control in the first terminal so that the display style of the first prop control is at least partially the same as the display style of the scene object.

[0177] In some embodiments, scene objects with different prop parameter requirements are configured with different levels. Based on the target display style, the display of the first prop control in the first terminal is controlled, including:

[0178] Based on the level configured for the first scene object, determine the second scene object with the highest level among the first scene objects;

[0179] Based on the target display style corresponding to the second scene object, control the display of the first prop control in the first terminal.

[0180] In some embodiments, the multiple virtual objects are further configured with at least one virtual weapon. The game interaction method provided in this application embodiment also includes:

[0181] In response to an attack operation against a second virtual object triggered by a first terminal, the system controls the first virtual object to use virtual weapons to attack the second virtual object.

[0182] In some embodiments, the item parameters of the target item are configured with a corresponding level. The game interaction method provided in this application embodiment further includes:

[0183] In response to the defeat of the second virtual object, the first item parameter of the target item of the first virtual object and the second item parameter of the target item of the second virtual object are compared.

[0184] If the level corresponding to the first item parameter is lower than that of the second item parameter, then the target item of the first virtual object is upgraded based on the second item parameter, or the target item of the first virtual object is replaced with the target item of the second virtual object.

[0185] In some embodiments, before configuring target items matching the virtual resources acquired by the multiple virtual objects in the game scene based on the virtual resources acquired by each of the multiple virtual objects in response to the first item allocation instruction, the method further includes:

[0186] In response to the start of a game, assign a target item with the same item parameters to multiple virtual objects participating in the game;

[0187] When the duration of a game exceeds a preset time, the following steps are executed in response to the first item allocation instruction: based on the virtual resources acquired by each virtual object in the game scene, the steps are to configure target items that match the virtual resources acquired by each virtual object.

[0188] In some embodiments, scene objects with different prop parameter requirements are configured with different levels. The game interaction method provided in this application embodiment further includes:

[0189] Based on the level of the target scene object, determine the target probability that the target scene object will drop virtual resources that meet the preset value conditions after the target interaction behavior is completed. The higher the level of the target scene object, the higher the target probability.

[0190] Based on the target probability, determine the target virtual resources that will be dropped by the target scene object after the target interaction behavior is completed.

[0191] In some embodiments, the item parameters of the target item are configured with a corresponding level. The game interaction method provided in this application embodiment further includes:

[0192] In response to the existence of a third virtual object within a preset range of the first virtual object, and the level of the item parameter of the target item of the third virtual object being higher than the level of the item parameter of the target item of the first virtual object, a prompt message is displayed on the first terminal. The prompt message is used to indicate that a third virtual object exists near the first virtual object, and the level of the item parameter of the target item possessed by the third virtual object.

[0193] In some embodiments, the prompt information includes text prompt information, which also includes the number of second virtual objects.

[0194] In some embodiments, a virtual map corresponding to the game scene is displayed on the first terminal, and prompt information is displayed on the first terminal, including:

[0195] Display the first location marker of the first virtual object and the area marker indicating the preset range in the virtual map;

[0196] The display style of the regional identifier indicates the highest level of the item parameter of the target item owned by the third virtual object within the preset range, wherein the display style includes at least the display color of the regional identifier.

[0197] In some embodiments, the game interaction method provided in this application further includes:

[0198] Display the second location identifier corresponding to the third virtual object in the virtual map, as well as the level indicator of the item parameters of the target item possessed by the third virtual object.

[0199] This solution controls multiple virtual objects participating in a game to enter the game scene. The game scene contains virtual resources and multiple scene objects, including a first virtual object controlled via a first terminal. In response to a first item allocation command, based on the virtual resources acquired by each virtual object in the game scene, target items matching those resources are configured for each virtual object. In response to a first interaction command triggered via the first terminal, the first virtual object is controlled to perform a target interaction behavior with a target scene object in the game scene using the target item. Upon completion of the target interaction behavior, target virtual resources are deployed into the game scene. Thus, by configuring target items matching the virtual resources acquired by each virtual object in the game scene, the solution allows control over the virtual objects to perform target interaction behaviors with target scene objects in the game scene using the target items, and deploys target virtual resources into the game scene upon completion of the target interaction behavior. This achieves a new game interaction logic that enhances game playability and fun, thereby improving the overall game experience.

[0200] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0201] Optional, such as Figure 6As shown, the electronic device 300 also includes: a touch display screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the touch display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307. Those skilled in the art will understand that... Figure 6 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0202] The touch display screen 303 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 303 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 301. It can also receive and execute commands from the processor 301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 303 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 303 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 303 can also be used as part of the input unit 306 to achieve input functions.

[0203] The radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0204] Audio circuitry 305 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuitry 305 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 305, converted back into audio data, and then processed by processor 301 before being transmitted via radio frequency circuitry 304 to, for example, another electronic device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and electronic devices.

[0205] The input unit 306 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0206] Power supply 307 is used to supply power to various components of electronic device 300. Optionally, power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 307 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0207] although Figure 6 As not shown in the diagram, the electronic device 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0208] In the above embodiments, the descriptions of each embodiment have different focuses. Parts not described in detail in a particular embodiment can be found in the relevant descriptions of other embodiments. It should be noted that the electronic device provided in this application's embodiments and the game interaction method described in the above embodiments belong to the same concept; its specific implementation process is detailed in the above method embodiments and will not be repeated here.

[0209] As can be seen from the above, the electronic device provided in this application embodiment can control multiple virtual objects participating in a game to enter a game scene. The game scene is configured with virtual resources and multiple scene objects, including a first virtual object controlled by a first terminal. In response to a first item allocation command, based on the virtual resources acquired by each virtual object in the game scene, target items matching the acquired virtual resources are configured for each virtual object. In response to a first interaction command triggered by the first terminal, the first virtual object is controlled to perform a target interaction behavior on a target scene object in the game scene using the target item. In response to the completion of the target interaction behavior, target virtual resources are placed in the game scene. Thus, by configuring target items matching the acquired virtual resources for each virtual object according to the virtual resources acquired in the game scene, the virtual objects can be controlled to perform target interaction behaviors on target scene objects in the game scene using the target items. When the target interaction behavior is completed, target virtual resources are placed in the game scene, realizing a new game interaction logic that can improve the playability and fun of the game, thereby enhancing the game interaction experience.

[0210] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by a computer program, or by a computer program controlling related hardware. The computer program can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0211] Therefore, embodiments of this application provide a computer-readable storage medium storing a computer program that can be loaded by a processor to execute steps in any of the game interaction methods provided in embodiments of this application. For example, the computer program can execute the following steps:

[0212] Control multiple virtual objects participating in the game to enter the game scene. The game scene is configured with virtual resources and multiple scene objects, including a first virtual object controlled by a first terminal.

[0213] In response to the first item allocation command, based on the virtual resources acquired by multiple virtual objects in the game scene, target items matching the virtual resources acquired by each virtual object are configured for each virtual object.

[0214] In response to a first interactive command triggered by a first terminal, the first virtual object is controlled to perform a target interactive behavior on a target scene object in the game scene through a target prop;

[0215] In response to the completion of the target interaction behavior, control the deployment of target virtual resources in the game scene.

[0216] This solution controls multiple virtual objects participating in a game to enter the game scene. The game scene contains virtual resources and multiple scene objects, including a first virtual object controlled via a first terminal. In response to a first item allocation command, based on the virtual resources acquired by each virtual object in the game scene, target items matching those resources are configured for each virtual object. In response to a first interaction command triggered via the first terminal, the first virtual object is controlled to perform a target interaction behavior with a target scene object in the game scene using the target item. Upon completion of the target interaction behavior, target virtual resources are deployed into the game scene. Thus, by configuring target items matching the virtual resources acquired by each virtual object in the game scene, the solution allows control over the virtual objects to perform target interaction behaviors with target scene objects in the game scene using the target items, and deploys target virtual resources into the game scene upon completion of the target interaction behavior. This achieves a new game interaction logic that enhances game playability and fun, thereby improving the overall game experience.

[0217] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0218] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0219] Since the computer program stored in the computer-readable storage medium can execute the steps in any of the game interaction methods provided in the embodiments of this application, it can achieve the beneficial effects that any of the game interaction methods provided in the embodiments of this application can achieve, as detailed in the preceding embodiments, and will not be repeated here.

[0220] According to one aspect of this application, a computer program product is provided, comprising a computer program stored in a computer-readable storage medium; when a processor of an electronic device reads the computer program from the computer-readable storage medium, the processor executes the computer program, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.

[0221] The above provides a detailed description of a game interaction method, apparatus, storage medium, and electronic device provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The description of the above embodiments is only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A game interaction method, characterized in that, The method includes: Control multiple virtual objects participating in the game to enter the game scene, the game scene is configured with virtual resources and multiple scene objects, the multiple virtual objects include a first virtual object controlled by a first terminal; In response to the first item allocation instruction, based on the virtual resources acquired by each of the multiple virtual objects in the game scene, target items matching the virtual resources acquired by each of the multiple virtual objects are configured for each of the multiple virtual objects; In response to a first interactive instruction triggered by the first terminal, the first virtual object is controlled to perform a target interactive behavior on a target scene object in the game scene through the target prop; In response to the completion of the target interaction behavior, the target virtual resources are deployed in the game scene.

2. The method as described in claim 1, characterized in that, The step of configuring target items for the plurality of virtual objects to match the virtual resources they have acquired includes: Determine the material value of the virtual resources acquired by each of the multiple virtual objects in the game scene; Determine the item parameters of the target item that match the value of the aforementioned materials; The target prop for configuring the prop parameters for the plurality of virtual objects.

3. The method as described in claim 1, characterized in that, The plurality of scene objects are configured with their own corresponding prop parameter requirements; after the step of controlling the first virtual object to perform a target interactive behavior on the target scene object in the game scene through the target prop in response to the first interactive command triggered by the first terminal, the method includes: Determine the first item parameters corresponding to the target item configured for the first virtual object; In response to the first prop parameter satisfying the prop parameter requirements corresponding to the target scene object, the target scene object is controlled to respond to the target interactive behavior; In response to the first prop parameter not meeting the prop parameter requirements corresponding to the target scene object, the target scene object is controlled not to respond to the target interactive behavior.

4. The method as described in claim 3, characterized in that, The method further includes: In response to the target scene object responding to the target interaction behavior, it is determined that the target interaction behavior is completed.

5. The method as described in claim 3, characterized in that, The target scene object is configured with a first object parameter, and the step of controlling the target scene object to respond to the target interactive behavior includes: In response to the target interactive behavior, the parameter value of the first object parameter of the target scene object is controlled and adjusted; The method further includes: In response to the parameter value of the first object parameter satisfying the specified condition, it is determined that the target interaction behavior is completed.

6. The method as described in claim 3, characterized in that, The display styles of scene objects with different prop parameters among the multiple scene objects are different, and the display styles include outline display colors.

7. The method as described in claim 6, characterized in that, After the step of configuring target items matching the virtual resources acquired by each of the multiple virtual objects in the game scene, the method further includes: Determine the first item parameters corresponding to the target item configured for the first virtual object; Based on the first prop parameters and the prop parameter requirements, determine the target display style of the first scene object that matches the target prop configured in the first virtual object; Based on the target display style, control the display of the first prop control in the first terminal so that the display style of the first prop control is at least partially the same as the display style of the scene object.

8. The method as described in claim 7, characterized in that, Scene objects with different prop parameter requirements are configured with different levels. The step of controlling the display of the first prop control on the first terminal based on the target display style includes: Based on the level configured for the first scene object, determine the second scene object with the highest level among the first scene objects; Based on the target display style corresponding to the second scene object, control the display of the first prop control in the first terminal.

9. The method as described in claim 1, characterized in that, The plurality of virtual objects are also configured with at least one virtual weapon, and the method further includes: In response to an attack operation against a second virtual object triggered by the first terminal, the first virtual object is controlled to use the virtual weapon to attack the second virtual object.

10. The method as described in claim 9, characterized in that, The target item's item parameters are configured with a corresponding level, and the method further includes: In response to the second virtual object being defeated, a first item parameter of the target item of the first virtual object and a second item parameter of the target item of the second virtual object are compared. If the level corresponding to the first item parameter is lower than that of the second item parameter, then the target item of the first virtual object is upgraded based on the second item parameter, or the target item of the first virtual object is replaced with the target item of the second virtual object.

11. The method as described in claim 1, characterized in that, Before configuring target items matching the virtual resources acquired by each of the multiple virtual objects in the game scene, in response to the first item allocation instruction, the method further includes: In response to the start of a game, target items with the same item parameters are assigned to multiple virtual objects participating in the game. When the duration of the game exceeds a preset duration, the step of responding to the first item allocation instruction and configuring target items that match the virtual resources acquired by each of the multiple virtual objects in the game scene is executed.

12. The game interaction method as described in claim 1, characterized in that, Scene objects with different prop parameter requirements are configured with different levels. The control, before deploying target virtual resources in the game scene, also includes: Based on the level corresponding to the target scene object, determine the target probability that the target scene object will drop virtual resources that meet the preset value conditions after the target interaction behavior is completed. The higher the level corresponding to the target scene object, the higher the target probability. Based on the target probability, the target virtual materials that the target scene object drops after the target interaction behavior is completed are determined.

13. The game interaction method according to any one of claims 1 to 12, characterized in that, The target item's item parameters are configured with a corresponding level, and the method further includes: In response to the existence of a third virtual object within a preset range of the first virtual object, and the level of the item parameter of the target item of the third virtual object being higher than the level of the item parameter of the target item of the first virtual object, a prompt message is displayed on the first terminal. The prompt message is used to indicate that the third virtual object exists near the first virtual object, and the level of the item parameter of the target item possessed by the third virtual object.

14. The game interaction method as described in claim 13, characterized in that, The prompt information includes text prompt information, which also includes the number of the second virtual objects.

15. The game interaction method as described in claim 13, characterized in that, The first terminal displays a virtual map corresponding to the game scene, and the step of displaying prompt information on the first terminal includes: The virtual map displays a first location identifier for the first virtual object and an area identifier indicating the preset range. The display style of the area identifier indicates the highest level of the item parameter of the target item possessed by the third virtual object within the preset range, wherein the display style includes at least the display color of the area identifier.

16. The game interaction method as described in claim 15, characterized in that, The step of displaying the prompt information on the first terminal further includes: The virtual map displays the second location identifier corresponding to the third virtual object, as well as the level indicator identifier of the item parameter of the target item possessed by the third virtual object.

17. A game interaction device, characterized in that, include: A control unit is used to control multiple virtual objects participating in a game to enter a game scene, wherein the game scene is configured with virtual resources and multiple scene objects, and the multiple virtual objects include a first virtual object controlled by a first terminal; The allocation unit is configured, in response to the first item allocation instruction, to configure target items matching the virtual resources acquired by the multiple virtual objects in the game scene for each of the multiple virtual objects. An interaction unit is configured to respond to a first interaction command triggered by the first terminal and control the first virtual object to perform a target interaction behavior on a target scene object in the game scene through the target prop; The delivery unit is used to control the delivery of target virtual resources in the game scene in response to the completion of the target interactive behavior.

18. An electronic device, characterized in that, It includes a processor and a memory, wherein the memory stores a computer program that, when executed by the processor, causes the processor to perform the steps of any of the methods described in claims 1 to 16.

19. A computer-readable storage medium, characterized in that, It includes a computer program that, when run on an electronic device, causes the electronic device to perform the steps of any of the methods described in claims 1 to 16.