Virtual object-based interaction method, apparatus and device, and storage medium
By enabling the transfer of virtual object resources across scenes in RPG games, the problem of players having to rebuild virtual objects when replaying the game is solved, improving human-computer interaction efficiency and gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-09
- Publication Date
- 2026-03-10
AI Technical Summary
In RPG games, players need to rebuild virtual characters when replaying the game, which leads to high operational pressure and low human-computer interaction efficiency.
This paper provides an interaction method based on virtual objects, which allows the same account to reuse resources in different virtual scenarios. By meeting specific conditions, resources in the first virtual scenario can be transferred to virtual objects in the second virtual scenario, thus realizing cross-scenario resource transfer.
It reduces the operational burden on players when replaying the game, improves human-computer interaction efficiency, reduces the need for repeated resource acquisition, and enhances the gaming experience.
Smart Images

Figure CN121623328A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to an interaction method, apparatus, device, and storage medium based on virtual objects. Background Technology
[0002] In RPGs (Role-Playing Games), players control virtual characters who move within a virtual environment to experience the game's story. Typically, after completing a game, players can choose to restart and relive the story in a newly created virtual environment.
[0003] However, starting a game again means re-cultivating virtual objects, such as acquiring virtual equipment and virtual items, which are necessary for virtual objects. Therefore, players face greater operational pressure when replaying a game, and the efficiency of human-computer interaction is low. Summary of the Invention
[0004] This application provides an interaction method, apparatus, computer device, and storage medium based on virtual objects, which enables the reuse of resources of the same account in different virtual scenarios, improving the efficiency of human-computer interaction. The technical solution is as follows:
[0005] On the one hand, an interaction method based on virtual objects is provided, the method comprising:
[0006] The first virtual object is displayed in the first virtual scene. The first virtual object is a virtual object controlled by the account logged in on this terminal.
[0007] If the resource transfer conditions for transferring the first resource are met, then the first resource is transferred from the second virtual object to the first virtual object;
[0008] The second virtual object is another virtual object controlled by the account in the second virtual scene, and the second virtual scene is any virtual scene other than the first virtual scene.
[0009] On the other hand, an interactive device based on virtual objects is provided, the device comprising:
[0010] The display module displays a first virtual object in the first virtual scene. The first virtual object is a virtual object controlled by the account logged in on this end.
[0011] The resource transfer module is used to transfer the first resource from the second virtual object to the first virtual object if the resource transfer conditions for transferring the first resource are met.
[0012] The second virtual object is another virtual object controlled by the account in the second virtual scene, and the second virtual scene is any virtual scene other than the first virtual scene.
[0013] Optionally, the resource transfer conditions include conditions that must be met by at least one of the first virtual scene, the first virtual object, the second virtual scene, the second virtual object, or the first resource.
[0014] Optionally, the resource transfer module is used for:
[0015] If the game progress in the first virtual scene reaches the preset progress corresponding to the first resource, then the first resource is transferred from the second virtual object to the first virtual object.
[0016] Optionally, different resources have their own preset progress.
[0017] Optionally, the resource transfer module is configured to implement at least one of the following:
[0018] The first virtual object is the m-th virtual object created by the account. If m is not less than the first preset number of times corresponding to the first resource, then the first resource is transferred from the second virtual object to the first virtual object.
[0019] If the level of the first virtual object reaches the preset level corresponding to the first resource, then the first resource is transferred from the second virtual object to the first virtual object;
[0020] If the first virtual object has completed the game task corresponding to the first resource, then the first resource is transferred from the second virtual object to the first virtual object;
[0021] If the object type of the first virtual object is the same as the object type of the second virtual object, then the first resource is transferred from the second virtual object to the first virtual object.
[0022] Optionally, different resources correspond to their own first preset number of attempts, preset level, or game task.
[0023] Optionally, the resource transfer module is used for:
[0024] If the game progress in the second virtual scene has been completed, then the first resource is transferred from the second virtual object to the first virtual object.
[0025] Optionally, the resource transfer module is configured to implement at least one of the following:
[0026] The second virtual object is the nth virtual object created by the account. If n is not greater than the second preset number of times corresponding to the first resource, then the first resource is transferred from the second virtual object to the first virtual object.
[0027] If the time elapsed between the last time the second virtual object was controlled and the current time elapses for a preset duration, then the first resource will be transferred from the second virtual object to the first virtual object.
[0028] Optionally, different resources may have their own second preset number of attempts.
[0029] Optionally, the resource transfer module is used for:
[0030] If the resource type of the first resource belongs to the target resource type, then the first resource is transferred from the second virtual object to the first virtual object, where the target resource type refers to the resource type that is allowed to be transferred.
[0031] Optionally, the resource transfer module is used for:
[0032] If the resource transfer conditions for transferring the first resource are met, and the target number of virtual resources has been deducted from the account of the account, then the first resource is transferred from the second virtual object to the first virtual object, where the target number of virtual resources is the number of virtual resources deducted to transfer the first resource.
[0033] Optionally, the resource transfer module is used for:
[0034] In response to a resource viewing operation on the second virtual object, multiple resources of the second virtual object are displayed;
[0035] In response to a transfer operation on the first resource among the plurality of resources, if the resource transfer conditions for transferring the first resource are met, the first resource is transferred from the second virtual object to the first virtual object.
[0036] Optionally, the resource transfer module is used for:
[0037] For any one of the multiple resources of the second virtual object, if the resource transfer conditions for transferring the resource are met, the resource is displayed using the first display method; if the resource transfer conditions for transferring the resource are not met, the resource is displayed using the second display method.
[0038] Optionally, the resource transfer module is used for:
[0039] If the first virtual object is an inherited object of the second virtual object, and the resource transfer conditions for transferring the first resource are met, then the first resource is transferred from the second virtual object to the first virtual object;
[0040] The inheriting object of the second virtual object refers to the object that inherits the resources of the second virtual object.
[0041] Optionally, the device further includes:
[0042] The display module is used to display the inheritance options of the second virtual object;
[0043] An object creation module is used to create a first virtual object in the first virtual scene as the inheriting object of the second virtual object in response to a triggering operation of the inheritance option of the second virtual object.
[0044] Optionally, the display module is further configured to, in response to a transfer operation of the second resource of the first virtual object, display the account-controlled virtual object in other virtual scenes besides the first virtual scene;
[0045] The resource transfer module is further configured to transfer the second resource from the first virtual object to the third virtual object in response to a selection operation on the displayed third virtual object.
[0046] Optionally, the device further includes:
[0047] The resource distribution module is used to distribute third resources to the first virtual object based on the account's historical data;
[0048] The historical data includes at least one of the following: the level of the historical virtual object or the game progress of the virtual scene in which the historical virtual object is located. The historical virtual object refers to a virtual object whose creation time is earlier than that of the first virtual object.
[0049] Optionally, the display module is used for:
[0050] The first virtual object and other virtual objects controlled by accounts other than the stated account are displayed in the first virtual scene.
[0051] Optionally, the device further includes:
[0052] The virtual scene switching module is used to switch the currently displayed first virtual scene to the second virtual scene in response to the switching operation of the second virtual scene.
[0053] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to perform the operations performed by the virtual object-based interaction method as described above.
[0054] On the other hand, a computer-readable storage medium is provided that stores at least one computer program, which is loaded and executed by a processor to perform the operations performed by the virtual object-based interaction method as described above.
[0055] On the other hand, a computer program product is provided, including a computer program loaded and executed by a processor to perform the operations performed by the virtual object-based interaction method as described above.
[0056] The solution provided in this application allows the same account to control different virtual objects in different virtual scenes. For any two different virtual scenes, the resources of a virtual object in one virtual scene can be transferred to a virtual object in another virtual scene, thus reusing resources of the same account in different virtual scenes without having to repeatedly acquire the same resources in each virtual scene, thereby improving the efficiency of human-computer interaction. Furthermore, when replaying a game, resources acquired in a previous virtual scene can be transferred to the current virtual scene without having to acquire resources again in the current virtual scene, greatly reducing the player's operational burden. Attached Figure Description
[0057] 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 the embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0058] Figure 1 This is a schematic diagram of an implementation environment provided in an embodiment of this application;
[0059] Figure 2 This is a flowchart of an interaction method based on virtual objects provided in an embodiment of this application;
[0060] Figure 3 This is a flowchart of another interaction method based on virtual objects provided in the embodiments of this application;
[0061] Figure 4 This is a flowchart of another interaction method based on virtual objects provided in the embodiments of this application;
[0062] Figure 5 This is a schematic diagram of a virtual scene interface provided in an embodiment of this application;
[0063] Figure 6 This is a flowchart of another interaction method based on virtual objects provided in the embodiments of this application;
[0064] Figure 7 This is a schematic diagram of a virtual object creation interface provided in an embodiment of this application;
[0065] Figure 8 This is a flowchart of a resource transfer method provided in an embodiment of this application;
[0066] Figure 9 This is a flowchart of another resource transfer method provided in the embodiments of this application;
[0067] Figure 10 This is a flowchart of another resource transfer method provided in the embodiments of this application;
[0068] Figure 11 This is a flowchart of another resource transfer method provided in the embodiments of this application;
[0069] Figure 12 This is a flowchart of another resource transfer method provided in the embodiments of this application;
[0070] Figure 13 This is a flowchart of another resource transfer method provided in the embodiments of this application;
[0071] Figure 14 This is a flowchart of another resource transfer method provided in the embodiments of this application;
[0072] Figure 15 This is a flowchart of another resource transfer method provided in the embodiments of this application;
[0073] Figure 16 This is a schematic diagram of the structure of an interactive device based on virtual objects provided in an embodiment of this application;
[0074] Figure 17 This is a schematic diagram of another interactive device based on virtual objects provided in an embodiment of this application;
[0075] Figure 18 This is a schematic diagram of the structure of a terminal provided in an embodiment of this application;
[0076] Figure 19 This is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation
[0077] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0078] It is understood that the terms "first," "second," etc., used in this application may be used to describe various concepts herein, but unless otherwise stated, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another. For example, without departing from the scope of this application, a first virtual scene may be referred to as a second virtual scene, and similarly, a second virtual scene may be referred to as a first virtual scene.
[0079] "At least one" refers to one or more virtual scenes. For example, at least one virtual scene can be one, two, three, or any integer greater than or equal to one virtual scene. "Multiple" refers to two or more virtual scenes. For example, multiple virtual scenes can be two, three, or any integer greater than or equal to two virtual scenes. "Each" refers to each of the at least one virtual scene. For example, each virtual scene refers to each of the multiple virtual scenes. If the multiple virtual scenes consist of three virtual scenes, then each virtual scene refers to each of the three virtual scenes.
[0080] It should be noted that the information (including but not limited to user equipment information, user personal information, etc.), data (including but not limited to data used for analysis, data stored, data displayed, etc.) and signals (including but not limited to signals transmitted between user terminals and other devices) involved in this application have all been fully authorized by the user or relevant parties, and the collection, use and processing of the relevant data shall comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0081] For ease of understanding, the terms used in the embodiments of this application will be explained below.
[0082] Virtual Scene: A virtual scene is a scene displayed (or provided) by the client when running on the terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application embodiment does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene. Optionally, the virtual scene can provide a battle environment for virtual objects, containing virtual resources available for use by the virtual objects. These virtual resources include virtual items needed for battle, virtual medicines needed for treatment, virtual items needed for upgrades, and virtual coins needed for trading.
[0083] In open-world games, players can freely control virtual objects to roam within a virtual environment and choose when and how to complete game tasks. Player-controlled virtual objects can interact with other virtual objects within the virtual environment. For example, in a level-based game, at least one virtual object engages in a single battle within the virtual environment. The virtual object gains permission to advance to the next level or end the current battle by defeating monsters.
[0084] Virtual objects refer to movable objects in a virtual scene. These movable objects can be virtual characters, virtual animals, virtual sprites, anime characters, etc. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the virtual scene's space. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual object can be a three-dimensional model, which can be a three-dimensional character constructed based on three-dimensional human skeleton technology. The same virtual object can display different appearances by wearing different skins. In some embodiments, virtual objects can also be implemented using 2.5D or 2D models; this application does not limit this.
[0085] A variety of virtual objects can exist within a virtual scene. For example, virtual objects may include player characters controlled through client-side operations, artificial intelligence (AI) trained and configured for virtual scene battles, and non-player characters (NPCs) interacting within the virtual scene. Optionally, the virtual object may be a virtual character competing within the virtual scene. Optionally, the number of virtual objects participating in the interaction within the virtual scene may be pre-set or dynamically determined based on the number of clients joining the interaction.
[0086] In this embodiment, each time a new virtual object is created in the game, a new game save is opened. A game save includes a virtual scene containing the virtual objects created by the player. The player can control these virtual objects to play within that virtual scene. The player can create multiple different virtual objects, thus opening multiple different game saves. Each virtual object in each game save resides in its respective virtual scene and moves within that scene. Furthermore, the game progress in different game saves is independent of each other; that is, the game progress of different virtual objects in their respective virtual scenes is independent and does not affect each other. Different virtual scenes can be viewed as different parallel worlds, and the game content in different virtual scenes can be the same or different.
[0087] Furthermore, multiple virtual objects created by the same account can be of the same or different types. For example, if an account creates two virtual objects, both of them can be mages, or one of them can be a mage and the other a warrior, etc.
[0088] RPG games, or Role-Playing Games, are a genre of games where players immerse themselves in a virtual world, taking on a specific role and completing various tasks. In RPGs, players control virtual characters to freely roam the virtual environment. Furthermore, players can choose different character types to role-play, explore new locations, solve puzzles, form new groups, or participate in the story. Players advance the game's narrative by completing quests, exploring the virtual world, and developing their virtual characters' skills and attributes. These games typically feature complex plots and world-building, and players have the freedom to choose their virtual characters' behavior and development paths.
[0089] MMORPG (Multiplayer Online Role-Playing Game) is a type of RPG. It's a multiplayer game played online, designed to simulate virtual worlds such as ancient or modern fantasy worlds. Players can choose virtual characters to undertake specific adventure quests and explore these virtual worlds together through multiplayer online connections. In MMORPGs, multiple players are matched to participate in the same game within the same virtual world. During the game, different players can control virtual characters to attack each other, compete for game resources, or cooperate to win game resources.
[0090] In this embodiment, each virtual object corresponds to its own virtual scene. Different virtual scenes are two parallel virtual worlds, and the game progress in different virtual scenes is independent of each other. For example, in a level-based RPG game, after completing a game, a player can choose to restart the game, create a new virtual object, and review the game's story in a new virtual scene.
[0091] This application provides an interaction method based on virtual objects, which can transfer resources between different virtual scenes. This method can be applied in any scenario where resources need to be transferred. For example, in the following situations, if a player has the need to create a new virtual object, the method provided in this application can be used to transfer the resources of a previously created virtual object to a newly created virtual object.
[0092] Scenario 1: In an RPG game, a player creates a virtual object A in virtual scene 1, thus starting a game save in virtual scene 1. After experiencing all the game content in virtual scene 1 with virtual object A, if the player wants to revisit the game, they can create a new virtual object B in virtual scene 2, thus starting a new game save in virtual scene 2. The game content in virtual scene 2 is the same as in virtual scene 1, but the game progress is different. The player can transfer the resources of virtual object A in virtual scene 1 to virtual object B in virtual scene 2, thereby helping the newly created virtual object B quickly experience the game content. This reduces the cost and difficulty of playing a second playthrough of an RPG game and increases the reuse rate of game resources.
[0093] The second scenario: In RPGs, open-world games, or casual social games, a player creates a virtual object A in virtual scene 1, thus starting a game save in virtual scene 1. If the competition in virtual scene 1 is intense, the development strategy for virtual object A is flawed, or the player wants to experience a different virtual object, they might want to create another virtual object to experience the game. In this case, the player can create a new virtual object B in virtual scene 2, thus starting a new game save in virtual scene 2. Players can transfer the resources of virtual object A in virtual scene 1 to virtual object B in virtual scene 2. This allows them to restart the game without wasting the resources acquired in the already started game, reducing the cost and difficulty of restarting. Furthermore, players can return to the game save in virtual scene 1 at any time to continue playing using virtual object A.
[0094] The third scenario: In MMORPG games, players have a strong desire for social interaction, but their game progress is not synchronized. This results in Player 1 having played for a while while Player 2 has only just started, leading to inconsistencies in their game environments and goals, making it difficult for them to play together. However, in the solution of this application, if Player 1 has already developed a high-level virtual object A in virtual scene 1, they can still create a new virtual object B in virtual scene 2 to start a new game save. In virtual scene 2, they can use the lower-level virtual object B to grow alongside Player 2's lower-level virtual object. In this case, Player 1 can transfer the resources of the developed virtual object A to virtual object B, thus reducing the difficulty of developing virtual object B for Player 1. This makes it easier for Player 1 to help Player 2, satisfying their desire to play together, promoting the establishment and expansion of social relationships between players, and creating a positive game social atmosphere. Furthermore, players can return to their game save in virtual scene 1 at any time to continue playing using virtual object A without affecting the game progress of the developed virtual object A.
[0095] In related technologies, players can create multiple virtual objects when logging into the same account. After experiencing a game with one virtual object, a player can create another new virtual object to experience the game again. However, when a player recreates a virtual object, they need to nurture it again, such as acquiring virtual equipment, virtual weapons, and other game resources. Therefore, creating new virtual objects has a significant sunk cost, which reduces the player's motivation to nurture new virtual objects, leading to a decline in the player's gaming experience.
[0096] The method provided in this application embodiment allows for the transfer of resources already acquired by a virtual object in one virtual scene to a virtual object in another virtual scene for different virtual objects created by the same account in different virtual scenes. This enables the reuse of resources of the same account in different virtual scenes and reduces the difficulty for players to develop new virtual objects.
[0097] Figure 1 This is a schematic diagram of the implementation environment for an interaction method based on virtual objects provided in an embodiment of this application. The implementation environment includes: a first terminal 110, a server 120, and a second terminal 130.
[0098] The first terminal 110 has a client 111 installed and running that supports virtual scenes. This client 111 can be a video game program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The first terminal 110 is the terminal used by the first user 112, who controls virtual objects to participate in the game in the virtual scene on the first terminal 110.
[0099] The second terminal 130 has a client 131 installed and running that supports virtual scenes. This client 131 can be a video game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The second terminal 130 is the terminal used by the second user 113, who controls virtual objects to participate in the game in the virtual scene on the second terminal 130.
[0100] In one possible implementation, the virtual objects controlled by the first user through the first terminal 110 and the virtual objects controlled by the second user through the second terminal 130 are located in the same virtual scene. Alternatively, the virtual objects controlled by the first user through the first terminal 110 and the virtual objects controlled by the second user through the second terminal 130 are located in different virtual scenes.
[0101] In one possible implementation, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of a plurality of terminals, and the second terminal 130 can refer to another of a plurality of terminals; this application embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and these device types include at least one of: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers.
[0102] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal (i.e., the user is playing a game with artificial intelligence), or there may be 10 terminals (10 users participating in the same level-based RPG game), or more. This application does not limit the number or type of terminals in its embodiments.
[0103] It should be noted that, Figure 1 Only two terminals are shown in the diagram, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 may also be terminals corresponding to developers, on which a development and editing platform for clients supporting virtual scenes is installed. Developers can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0104] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0105] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide backend services for clients supporting a 3D virtual environment. Optionally, server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.
[0106] After introducing the implementation environment of the embodiments of this application, the interaction method based on virtual objects provided by the embodiments of this application will be described below. It should be noted that the following description of the technical solution provided by this application uses a terminal as the execution subject as an example. In other possible implementations, the technical solution provided by this application can also be executed jointly by a terminal and a server; the embodiments of this application do not limit the type of execution subject.
[0107] Figure 2 This is a flowchart of an interaction method based on virtual objects provided in an embodiment of this application. Taking the terminal as the executing entity as an example, see [link to flowchart]. Figure 2 The method includes:
[0108] 201. The terminal displays the first virtual object in the first virtual scene. The first virtual object is a virtual object controlled by the account logged in on this terminal.
[0109] The terminal displays a first virtual scene, which includes a first virtual object controlled by the account logged in on this terminal. The first virtual scene is the virtual world in which the first virtual object resides. The first virtual object participates in games in the first virtual scene, such as interacting with other virtual objects in the first virtual scene or completing game tasks assigned in the first virtual scene.
[0110] In one possible implementation, the first virtual object can be a virtual object created by the account logged in on the local end, and this first virtual object is controlled by the user.
[0111] 202. If the terminal meets the resource transfer conditions for transferring the first resource, then the first resource will be transferred from the second virtual object to the first virtual object.
[0112] The second virtual object is another virtual object controlled by the account in the second virtual scene, and the second virtual scene is any virtual scene other than the first virtual scene.
[0113] In this embodiment, an account can create different virtual objects in different virtual scenes. The games in the different virtual scenes can be the same game or different games. The game progress in different virtual scenes is independent of each other, and the virtual objects in different virtual scenes are also independent of each other. The account logged in on this end creates a first virtual object in a first virtual scene and a second virtual object in a second virtual scene. Both the first and second virtual objects belong to the account and are controlled by the account. The first virtual object can only move or interact in the first virtual scene, and the second virtual object can only move or interact in the second virtual scene. That is, each virtual object can only exist in its own virtual scene and cannot go to other virtual scenes. Optionally, the first and second virtual objects can be the same type of virtual object, or they can be different types of virtual objects.
[0114] If the resource transfer conditions for transferring the first resource are met, the first resource can be transferred from the second virtual object in the second virtual scene to the first virtual object in the first virtual scene, thereby realizing cross-scene resource transfer. The first resource is a game resource that can be used in a virtual scene, such as virtual equipment, virtual props, virtual weapons, virtual medicines, virtual coins, virtual buildings, or virtual pets. This application embodiment does not limit the type of the first resource.
[0115] The method provided in this application allows the same account to control different virtual objects in different virtual scenes. For any two different virtual scenes, the resources of a virtual object in one virtual scene can be transferred to a virtual object in another virtual scene, thus enabling resource reuse for the same account in different virtual scenes. This eliminates the need to repeatedly acquire the same resources in each virtual scene, thereby improving the efficiency of human-computer interaction. Furthermore, when replaying a game, resources acquired in a previous virtual scene can be transferred to the current virtual scene, eliminating the need to acquire resources again in the current virtual scene and significantly reducing the player's operational burden.
[0116] The above Figure 2 The embodiments described below are a brief introduction to the interaction method based on virtual objects provided in the embodiments of this application. The interaction method based on virtual objects provided in the embodiments of this application will be explained more clearly below with some examples. Figure 3 This is a flowchart of another interaction method based on virtual objects provided in the embodiments of this application. See also... Figure 3 Taking the terminal as the executing entity as an example, the method includes the following steps.
[0117] 301. The terminal displays the first virtual object in the first virtual scene. The first virtual object is a virtual object controlled by the account logged in on this terminal.
[0118] The account logged in on this platform can create different virtual objects in different virtual scenes. The account can control the created virtual objects, and the game progress in different virtual scenes is independent of each other. The first virtual scene is the virtual scene containing one of the multiple virtual objects created by this account, and the first virtual scene includes the first virtual object controlled by this account.
[0119] In this embodiment of the application, the virtual scene currently displayed on the terminal is the first virtual scene, and the account controls the first virtual object in the first virtual scene to participate in the game.
[0120] In one possible implementation, the terminal displays a virtual scene interface for displaying a first virtual scene, which includes a first virtual object, and therefore the first virtual object is displayed in the virtual scene interface.
[0121] Optionally, the virtual scene interface is used to display the virtual scene within the field of view of the first virtual object. The first virtual scene may also include rivers, grass, land, buildings, etc. The virtual scene interface may include a mini-map, other action buttons, a virtual joystick area, and other control buttons. The virtual joystick area is used to control the first virtual object to walk, run, and adjust its field of view within the first virtual scene. The multiple action buttons are used to control the first virtual object to perform corresponding actions within the first virtual scene. The mini-map displays the position of the first virtual object within the first virtual scene, allowing the player to control the first virtual object through the virtual scene interface.
[0122] In one possible implementation, a first virtual object and other account-controlled virtual objects besides the account are displayed in a first virtual scene.
[0123] The first virtual scene also includes virtual objects controlled by other accounts besides the account itself. The account logged in on this end can control the first virtual object to interact with virtual objects of other accounts, which means that multiple people can play the game in the first virtual scene online, rather than being limited to single-player mode.
[0124] In this embodiment, the current account can control virtual objects to participate in games with virtual objects controlled by other accounts in a virtual scene, thereby providing a multiplayer online game scene that facilitates interaction between different players, enhances game fun, and improves the player's game experience.
[0125] 302. If the resource transfer conditions for transferring the first resource are met, the terminal will transfer the first resource from the second virtual object to the first virtual object.
[0126] The second virtual object is another virtual object controlled by the account in the second virtual scene, and the second virtual scene is any virtual scene other than the first virtual scene.
[0127] If the resource transfer conditions for transferring the first resource are met, the first resource can be transferred from the second virtual object in the second virtual scene to the first virtual object in the first virtual scene, thereby realizing cross-scene resource transfer.
[0128] In one possible implementation, the resource transfer conditions include at least one condition that must be satisfied by the first virtual scene, the first virtual object, the second virtual scene, the second virtual object, or the first resource. The following details the resource transfer conditions by taking as examples the conditions that must be satisfied by the first virtual scene, the first virtual object, the second virtual scene, the second virtual object, or the first resource.
[0129] First, the conditions for resource transfer include the conditions that the first virtual scenario needs to meet.
[0130] Step 302 includes: if the game progress in the first virtual scene reaches the preset progress corresponding to the first resource, then the first resource is transferred from the second virtual object to the first virtual object. That is, the resource transfer condition includes the game progress in the first virtual scene reaching the preset progress corresponding to the first resource.
[0131] If the game progress in the first virtual scene reaches the preset progress corresponding to the first resource, then the first resource can be transferred to the first virtual object in the first virtual scene. If the game progress in the first virtual scene does not reach the preset progress corresponding to the first resource, then the first resource cannot be transferred to the first virtual object in the first virtual scene. Therefore, to transfer resources from other virtual scenes to the first virtual object in the first virtual scene, a certain game progress must be reached in the first virtual scene.
[0132] Optionally, different resources have their own preset progress. For example, the terminal determines the preset progress corresponding to the first resource according to the quality level of the first resource. The preset progress corresponding to the first resource is positively correlated with the quality level of the first resource, and the quality level of the first resource is used to represent the quality of the first resource.
[0133] The preset progress for any resource is positively correlated with its quality level. A higher quality level results in a faster preset progress, while a lower quality level results in a slower preset progress. Optionally, the quality level of a resource can be determined based on its rarity, ease of acquisition, and the bonus effects it provides to virtual objects.
[0134] For example, taking a virtual scene as a virtual world in a video game, weapons that provide strong bonuses to virtual objects are considered high-level weapons, while weapons that provide weak bonuses are considered low-level weapons. High-level weapons have a higher quality level than low-level weapons. The preset progress required to transfer high-level weapons in the virtual world is faster than the preset progress required to transfer basic weapons in the virtual world.
[0135] In this embodiment, the first resource in the second virtual scene is allowed to be transferred to the current first virtual scene only when the game progress in the current first virtual scene reaches the game progress required to transfer the first resource. This ensures that a certain game progress has been completed in the first virtual scene when the first resource is transferred, which can avoid the situation where powerful resources in the second virtual scene are obtained in the early stage of the game in the first virtual scene, and is conducive to maintaining the game balance in the first virtual scene.
[0136] Furthermore, the faster the game progress in the first virtual scene, the higher the quality level of the transferable resources and the more resources can be transferred. This can motivate players to actively advance the game progress in the first virtual scene, and also prevent imbalance caused by acquiring resources in the early stages of the game that are needed in the later stages.
[0137] Second, the resource transfer conditions include the conditions that the first virtual object needs to meet. Therefore, step 302 includes at least one of the following:
[0138] (1) The first virtual object is the m-th virtual object created by the account. If m is not less than the first preset number of times corresponding to the first resource, then the first resource will be transferred from the second virtual object to the first virtual object. That is, the resource transfer condition includes m being not less than the first preset number of times corresponding to the first resource.
[0139] If m is not less than the first preset number of times corresponding to the first resource, then the first resource can be transferred to the first virtual object in the first virtual scene. If m is less than the first preset number of times corresponding to the first resource, then the first resource cannot be transferred to the first virtual object in the first virtual scene.
[0140] Optionally, different resources may have their own first preset number of attempts. For example, the terminal determines the first preset number of attempts corresponding to the first resource according to the quality level of the first resource. The first preset number of attempts corresponding to the first resource is positively correlated with the quality level of the first resource, and the quality level of the first resource is used to represent the quality of the first resource.
[0141] The first preset number of attempts for any resource is positively correlated with the resource's quality level. The higher the resource's quality level, the greater the required first preset number of attempts. Conversely, the lower the resource's quality level, the smaller the required first preset number of attempts. For example, taking a virtual scene as a virtual world in a video game, the first preset number of attempts required to transfer an advanced weapon in the virtual world is greater than the first preset number of attempts required to transfer a basic weapon in the virtual world.
[0142] In this embodiment, the number of virtual objects created by the account for the first virtual object determines the number of resources that can be transferred for the first virtual object. Therefore, different resources can be transferred each time a new virtual object is created to participate in the game. This can help players transfer different resources when playing the game for the second, third or more playthroughs, saving players' workload in multiple playthroughs, improving human-computer interaction efficiency and the game experience in multiple playthroughs.
[0143] Furthermore, the more times a player starts the game, the higher the quality level of the transferable resources will be. This can both encourage players to actively participate in multiple playthroughs and allow them to transfer more resources, thus further reducing the difficulty of multiple playthroughs.
[0144] (2) If the level of the first virtual object reaches the preset level corresponding to the first resource, then the first resource is transferred from the second virtual object to the first virtual object. That is, the resource transfer condition includes the first virtual object reaching the preset level corresponding to the first resource.
[0145] If the level of the first virtual object reaches the preset level corresponding to the first resource, then the first resource can be transferred to the first virtual object in the first virtual scene. If the level of the first virtual object does not reach the preset level corresponding to the first resource, then the first resource cannot be transferred to the first virtual object in the first virtual scene. Therefore, to transfer resources from other virtual scenes to the first virtual object in the first virtual scene, the first virtual object needs to be upgraded to a certain level.
[0146] Optionally, different resources have their own preset levels. The terminal determines the preset level corresponding to the first resource according to the quality level of the first resource. The preset level corresponding to the first resource is positively correlated with the quality level of the first resource, and the quality level of the first resource is used to represent the degree of excellence of the first resource.
[0147] Within this framework, the preset level corresponding to any resource is positively correlated with the resource's quality level. The higher the resource's quality level, the higher its corresponding preset level; conversely, the lower the resource's quality level, the lower its corresponding preset level. For example, taking a virtual scene as a virtual world in a video game, the preset level required to transfer an advanced weapon in the virtual world is higher than the preset level required to transfer a basic weapon.
[0148] In this embodiment, the resources that can be transferred vary depending on the level of the first virtual object. This helps players continuously transfer different resources while upgrading the first virtual object, thereby increasing players' motivation to upgrade the virtual object and enhancing their gaming enjoyment.
[0149] Furthermore, the higher the level of the virtual object, the higher the quality level of the transferable resources, and the more transferable resources there are. This can, on the one hand, encourage players to actively promote the development of virtual objects, and on the other hand, avoid the imbalance caused by acquiring resources in the later stages of the game in the early stages of virtual object development.
[0150] (3) If the first virtual object has completed the game task corresponding to the first resource, then the first resource is transferred from the second virtual object to the first virtual object. That is, the resource transfer condition includes that the first virtual object has completed the game task corresponding to the first resource. Optionally, different resources may have their own corresponding game tasks.
[0151] If the first virtual object has completed the game task corresponding to the first resource, then the first resource can be transferred to the first virtual object in the first virtual scene. If the first virtual object has not completed the game task corresponding to the first resource, then the first resource cannot be transferred to the first virtual object in the first virtual scene. Therefore, transferring resources from other virtual scenes to the first virtual object in the first virtual scene requires the first virtual object to complete a specific game task.
[0152] In this embodiment, the resources that can be transferred vary depending on the first virtual object's completion of different game tasks. This helps players continuously transfer different resources when completing game tasks in new virtual scenarios, thereby increasing players' motivation to complete game tasks and enhancing their gaming enjoyment.
[0153] (4) If the object type of the first virtual object is the same as that of the second virtual object, then the first resource is transferred from the second virtual object to the first virtual object. That is, the resource transfer condition includes that the object type of the first virtual object is the same as that of the second virtual object.
[0154] If the object type of the first virtual object is the same as the object type of the second virtual object, then the first resource can be transferred to the first virtual object in the first virtual scene. If the object type of the first virtual object is different from the object type of the second virtual object, then the first resource cannot be transferred to the first virtual object in the first virtual scene.
[0155] For example, the second virtual object belongs to the archer, and its first resource is a bow and arrows. If the first virtual object also belongs to the archer, then transferring the second virtual object's bow and arrows to the first virtual object is allowed; if the first virtual object does not belong to the archer, then transferring the second virtual object's bow and arrows to the first virtual object is not allowed.
[0156] In this embodiment, the transfer of resources from the second virtual object to the first virtual object is only permitted when the object type of the first virtual object is the same as that of the second virtual object. This avoids situations where the resources transferred to the first virtual object do not match the first virtual object, thereby ensuring that the transferred resources can be effectively utilized.
[0157] Third, the conditions for resource transfer include the conditions that the second virtual scene needs to meet.
[0158] Step 302 includes: if the game progress in the second virtual scene has been completed, then the first resource is transferred from the second virtual object to the first virtual object. That is, the resource transfer condition includes that the game progress in the second virtual scene has been completed.
[0159] If the game progress in the second virtual scene is complete, it is permissible to transfer the first resource in the second virtual scene to a virtual object in another virtual scene. If the game progress in the second virtual scene is not complete, it is not permissible to transfer the first resource in the second virtual scene to a virtual object in another virtual scene. Therefore, to transfer the first resource in the second virtual scene to a virtual object in another virtual scene, the game progress in the second virtual scene must be completed.
[0160] In this embodiment, the first resource in the second virtual scene is only allowed to be transferred to the current first virtual scene when the game progress in the second virtual scene is completed. This ensures that all game content has been experienced in the second virtual scene when the first resource is transferred. By adding this threshold, on the one hand, it can prevent the loss of resources in the second virtual scene before the game progress is completed, thus ensuring the normal progress of the game in the second virtual scene. On the other hand, it can prevent players from endlessly acquiring resources by creating virtual objects without restraint, which is conducive to maintaining the overall game balance and avoiding damage to the game ecosystem.
[0161] Fourth, the resource transfer conditions include the conditions that the second virtual object needs to meet. Therefore, step 302 includes at least one of the following:
[0162] (1) The second virtual object is the nth virtual object created by the account. If n is not greater than the second preset number of times corresponding to the first resource, then the first resource is transferred from the second virtual object to the first virtual object. That is, the resource transfer condition includes n not being greater than the second preset number of times corresponding to the first resource. Optionally, different resources have their own second preset number of times.
[0163] If n is not greater than the second preset number of times corresponding to the first resource, then the first resource of the second virtual object is allowed to be transferred to a virtual object in another virtual scene. If n is greater than the second preset number of times corresponding to the first resource, then the first resource of the second virtual object is not allowed to be transferred to a virtual object in another virtual scene.
[0164] In this embodiment, the resources allowed for transfer vary depending on which virtual object the second virtual object is created by the account, thereby improving the flexibility of resource transfer. For example, reducing the number of resource nodes that can be transferred when playing multiple playthroughs can prevent players from endlessly creating virtual objects to acquire resources, thus helping to maintain overall game balance and avoid disrupting the game ecosystem.
[0165] (2) If the time interval between the last time the second virtual object was controlled and the current time point reaches a preset duration, then the first resource is transferred from the second virtual object to the first virtual object. That is, the resource transfer condition includes the time interval between the last time the second virtual object was controlled and the current time point reaching a preset duration.
[0166] If the time elapsed between the last time the second virtual object was controlled and the current time reaches a preset duration, it is assumed that the player has not played with the second virtual object for a long time. In this case, the resources of the second virtual object are idle, and it is permissible to transfer the first resource of the second virtual object to a virtual object in another virtual scene. If the preset duration has not been reached, it is assumed that the player still wants to play with the second virtual object. In this case, the resources of the second virtual object are being used by the second virtual object, and it is not permissible to transfer the first resource of the second virtual object to a virtual object in another virtual scene.
[0167] In this embodiment, the resources of the second virtual object are only allowed to be transferred to the first virtual object when the time between the last time the second virtual object was controlled and the current time reaches a preset time. This ensures that the resources of the second virtual object are only transferred to other resources when the player does not use the second virtual object to participate in the game for a long time. This allows for the reuse of the resources of the second virtual object that is no longer used, improving the utilization rate of resources and avoiding the waste of virtual object resources due to abandoning the virtual object.
[0168] Fifth, the conditions for resource transfer include the conditions that the first resource must meet.
[0169] Step 302 includes: if the resource type of the first resource belongs to the target resource type, then the first resource is transferred from the second virtual object to the first virtual object. The target resource type refers to a resource type that is allowed to be transferred. That is, the resource transfer condition includes the first resource's resource type belonging to the target resource type.
[0170] If the resource type of the first resource is the same as the target resource type, then the transfer of the first resource is allowed. If the resource type of the first resource is not the same as the target resource type, then the transfer of the first resource is not allowed.
[0171] For example, resources that are difficult to obtain in a virtual scene can be set as target resource types. Target resource types could include rewards for completing time-limited tasks, purchased game items, or rare equipment randomly dropped by monsters in levels. Conversely, resources that are easy to obtain in a virtual scene can be set as non-target resource types. Non-target resource types could include renewable virtual vegetation or regular equipment randomly dropped by monsters in the wild.
[0172] In this embodiment, the first resource is allowed to be transferred only when it belongs to the target resource type. This makes it easier to specify the types of resources that can be transferred and helps to improve the controllability of resource transfer.
[0173] In one possible implementation, if the transfer of the first resource also requires deducting the virtual resources of the account, then step 302 includes: if the resource transfer conditions for transferring the first resource are met, and the target number of virtual resources has been deducted from the account, then the first resource is transferred from the second virtual object to the first virtual object, and the target number of virtual resources is the virtual resources required to be deducted for the transfer of the first resource.
[0174] The following explains the difference between primary resources of virtual objects and virtual resources of an account: Primary resources refer to the game resources of a virtual object, used during gameplay. Examples of primary resources include virtual equipment, weapons, clothing, or pets. Account virtual resources, on the other hand, are resources stored within the account's database. Examples include virtual currency or vouchers used in the game. Account virtual resources can be used to exchange for virtual equipment or weapons, and also to unlock in-game permissions, such as the right to transfer game resources or access to game levels.
[0175] Optionally, in response to the unlocking operation of the transfer permission for the first resource, a target number of virtual resources are deducted from the account to unlock the account's transfer permission for the first resource. The target number of virtual resources is the amount of virtual resources required to unlock the transfer permission for the first resource. After the account has unlocked the transfer permission for the first resource, if the resource transfer conditions for transferring the first resource are met, the first resource is transferred from the second virtual object to the first virtual object.
[0176] In this embodiment, a method is provided for players to unlock the transfer permission of the first resource. Players can use the virtual resources of their account to unlock the transfer permission of the first resource. When the transfer permission of the first resource is unlocked, the account is allowed to transfer the first resource from one virtual object controlled by the account to another virtual object controlled by the account. When the transfer permission of the first resource is not unlocked, the account is not allowed to transfer the first resource from one virtual object to another.
[0177] In this embodiment, when transferring the first resource of the second virtual object in the second virtual scene to the first virtual object in the first virtual scene, the resource transfer conditions include at least one of the first virtual scene, the first virtual object, the second virtual scene, the second virtual object, or the first resource that needs to be satisfied. Therefore, the resource transfer conditions can be designed from different perspectives. Resource transfer conditions under different perspectives can bring different game effects, which is conducive to enriching game content, improving the flexibility of resource transfer, and thus improving the player's game experience.
[0178] 303. In response to the transfer operation of the second resource of the first virtual object, the terminal displays virtual objects controlled by the account in other virtual scenes besides the first virtual scene, and in response to the selection operation of the displayed third virtual object, transfers the second resource from the first virtual object to the third virtual object.
[0179] The first virtual object has a second resource. If the player wants to transfer the second resource of the first virtual object to another virtual object in another virtual scene, the transfer operation of the second resource is executed. From the virtual objects controlled by the account in other virtual scenes besides the first virtual scene, a third virtual object is selected as the transfer target, thereby transferring the second resource from the first virtual object to the third virtual object.
[0180] For example, if the second resource of the first virtual object is low-level armor, and the player wants to transfer the high-level armor of the second virtual object in the second virtual scene to the first virtual object, but the same virtual object can only hold one piece of armor, then the player can first transfer the low-level armor of the first virtual object to the third virtual object, and then transfer the high-level armor of the second virtual object to the first virtual object later.
[0181] Alternatively, the second resource of the first virtual object is a virtual weapon, which is transferred from the third virtual object to the first virtual object by the player. If the player wants to regain control of the third virtual object to participate in the game later, the virtual weapon can be transferred from the first virtual object to the third virtual object, thus returning the virtual weapon to the third virtual object.
[0182] In this embodiment of the application, the resources of the first virtual object in the current first virtual scene can also be transferred to virtual objects in other virtual scenes, that is, the resources of the first virtual object can be transferred out, which further improves the flexibility of resource transfer.
[0183] It should be noted that step 303 is an optional step, meaning that in other embodiments, step 303 may not be performed.
[0184] 304. The terminal issues third resources to the first virtual object based on the account's historical data.
[0185] In this embodiment, if the first virtual object is not the first virtual object created by the account, a third resource can be issued to the first virtual object based on the account's historical data. It should be noted that this third resource is a resource directly issued to the first virtual object, rather than a resource transferred from other virtual objects to the first virtual object.
[0186] Historical data includes at least one of the following: the level of a historical virtual object or the game progress of the virtual scene in which the historical virtual object is located. A historical virtual object is a virtual object whose creation time is earlier than that of the first virtual object.
[0187] For example, the quality level of the third resource issued to the first virtual object is positively correlated with the level of the historical virtual object. That is, the higher the level of the historical virtual object, the higher the quality level of the third resource. The lower the level of the historical virtual object, the lower the quality level of the third resource.
[0188] For example, the quality level of the third resource issued to the first virtual object is positively correlated with the game progress of the virtual scene where the historical virtual object is located. That is, the faster the game progress of the virtual scene where the historical virtual object is located, the higher the quality level of the third resource. The slower the game progress of the virtual scene where the historical virtual object is located, the lower the quality level of the third resource.
[0189] In one possible implementation, the terminal displays a reward claim option, and in response to triggering the reward claim option, issues a third resource to the first virtual object. Alternatively, the terminal sends a reward email to the first virtual object, the reward email carrying the third resource.
[0190] In this embodiment of the application, additional resources can be distributed to the current first virtual object based on the account's historical data. This can encourage players to actively participate in the game in each game, advance the game progress, and also provide motivation for players to play the game multiple times, which is conducive to enhancing the fun of the game and improving the player's game experience.
[0191] It should be noted that step 304 is an optional step, meaning that in other embodiments, step 304 may not be performed.
[0192] 305. In response to the switching operation of the second virtual scene, the terminal switches the currently displayed first virtual scene to the second virtual scene.
[0193] The terminal currently displays a first virtual scene, in which the player participates in the game. If the player wants to participate in the game in another virtual scene, they can switch to displaying that scene. For example, if the player wants to participate in the game in a second virtual scene, they can perform a switch operation to the second virtual scene. In response to this switch operation, the terminal switches the currently displayed first virtual scene to the second virtual scene.
[0194] In this embodiment, the currently displayed virtual scene can be switched to other virtual scenes, so players can control different virtual objects to participate in the game in parallel in different virtual scenes, which improves the flexibility of the game process.
[0195] It should be noted that step 305 is an optional step, meaning that step 305 may not be performed in other embodiments.
[0196] The method provided in this application allows the same account to control different virtual objects in different virtual scenes. For any two different virtual scenes, the resources of a virtual object in one virtual scene can be transferred to a virtual object in another virtual scene, thus enabling resource reuse for the same account in different virtual scenes. This eliminates the need to repeatedly acquire the same resources in each virtual scene, thereby improving the efficiency of human-computer interaction. Furthermore, when replaying a game, resources acquired in a previous virtual scene can be transferred to the current virtual scene, eliminating the need to acquire resources again in the current virtual scene and significantly reducing the player's operational burden.
[0197] Based on the above embodiments, the following Figure 4 and Figure 6 The embodiments illustrate two different times for transferring the first resource.
[0198] Figure 4 This is a flowchart of another interaction method based on virtual objects provided in this application embodiment. This application embodiment is executed by a terminal. See also... Figure 4The method includes:
[0199] 401. The terminal displays the first virtual object in the first virtual scene. The first virtual object is a virtual object controlled by the account logged in on this terminal.
[0200] The process of step 401 is the same as that of step 301 above, and will not be repeated here.
[0201] 402. In response to the resource viewing operation of the second virtual object in the second virtual scene, the terminal displays multiple resources of the second virtual object.
[0202] The second virtual object is another virtual object controlled by the account in the second virtual scene, and the second virtual scene is any virtual scene other than the first virtual scene.
[0203] In this embodiment, when the first virtual scene is displayed in the first virtual scene on the terminal, the resources of virtual objects in other virtual scenes can also be viewed. If the player wants to view the resources of a second virtual object in a second virtual scene, a resource viewing operation for the second virtual object is performed, so that the terminal displays multiple resources of the second virtual object.
[0204] Figure 5 This is a schematic diagram of a virtual scene interface provided in an embodiment of this application, such as... Figure 5 As shown, the terminal displays a first virtual object 501 and its resources 502 on the virtual scene interface. In response to the operation of viewing the resources of the second virtual object, the multiple resources 502 of the currently displayed first virtual object are switched to the multiple resources 503 of the second virtual object.
[0205] In one possible implementation, for any resource among the multiple resources of the second virtual object, if the resource transfer conditions for transferring the resource are met, the resource is displayed using the first display method; otherwise, the resource is displayed using the second display method. For example, the first display method is a touch-enabled display method, and the second display method is a non-touch-enabled display method.
[0206] In this embodiment, different display methods can be used to display resources based on whether they meet the resource transfer conditions. This can intuitively prompt players which resources are transferable and which are not, eliminating the need for players to manually check whether they can be transferred, thus improving the display effect and the efficiency of human-computer interaction.
[0207] 403. In response to a transfer operation on the first resource among multiple resources, if the resource transfer conditions for transferring the first resource are met, the terminal transfers the first resource from the second virtual object to the first virtual object.
[0208] If a player wants to transfer a first resource to a first virtual object, a transfer operation is performed on the first resource. The terminal responds to this transfer operation by transferring the first resource. If the resource transfer conditions for transferring the first resource are met, the first resource is transferred from the second virtual object to the first virtual object. If the resource transfer conditions for transferring the first resource are not met, a transfer failure message is displayed. Optionally, the transfer failure message may include the reason for the transfer failure, etc.
[0209] The method provided in this application embodiment performs the step of transferring the first resource to the first virtual object when the player performs a transfer operation on the first resource. The player controls the timing of the resource transfer, which on the one hand provides the player with a greater degree of operational freedom, and on the other hand, the player can perform the transfer operation at any time to quickly transfer resources, thus improving the convenience of resource transfer.
[0210] Figure 6 This is a flowchart of another interaction method based on virtual objects provided in this application embodiment. This application embodiment is executed by a terminal. See also... Figure 6 The method includes:
[0211] 601. The terminal displays the inheritance options for the second virtual object in the second virtual scene.
[0212] The inheritance option for the second virtual object is used to request the creation of a successor object for the second virtual object. The successor object of the second virtual object refers to the object that inherits the resources of the second virtual object.
[0213] Figure 7 This is a schematic diagram of a virtual object creation interface provided in an embodiment of this application, such as... Figure 7 As shown, the terminal displays a virtual object creation interface. Taking World 2 as an example, the second virtual scene to which the second virtual object belongs, the interface displays an inheritance option 703 for an already created second virtual object, which displays "Inherited Role". Besides creating new virtual objects through inheritance option 703, the interface also displays a creation option 702, which is used to request the creation of a virtual object. The created virtual object is not an inheritor of any other virtual object. In addition, the interface includes inheritance options 701 for other virtual objects.
[0214] In one possible implementation, if the inheritance conditions for inheriting from the second virtual object are met, the inheritance option for the second virtual object is displayed. If the inheritance conditions for inheriting from the second virtual object are not met, the inheritance option for the second virtual object is not displayed.
[0215] Optionally, the inheritance conditions for inheriting from the second virtual object include at least one of the following:
[0216] (1) The game progress in the second virtual scene has been completed.
[0217] (2) The second virtual object is the nth virtual object created by the account, where n is not greater than the second preset number of times corresponding to the first resource.
[0218] (3) The time between the last time the second virtual object was controlled and the current time has reached the preset time.
[0219] 602. In response to the triggering operation of the inheritance option of the second virtual object, the terminal creates a first virtual object in the first virtual scene as the inheriting object of the second virtual object.
[0220] If the user wants to create a successor to the second virtual object, the inheritance option for the second virtual object is triggered, thereby creating the first virtual object in the first virtual scene, which serves as the successor to the second virtual object.
[0221] 603. The terminal displays the first virtual object in the first virtual scene. The first virtual object is a virtual object controlled by the account logged in on this terminal.
[0222] The process of step 603 is the same as that of step 301 above, and will not be repeated here.
[0223] 604. If the first virtual object is the inheriting object of the second virtual object and meets the resource transfer conditions for transferring the first resource, the terminal will transfer the first resource from the second virtual object to the first virtual object.
[0224] Since the first virtual object is the inheriting object of the second virtual object, when the resource transfer conditions for transferring the first resource of the second virtual object are met, the terminal will automatically transfer the first resource from the second virtual object to the first virtual object, without requiring the player to manually perform the transfer operation.
[0225] The method provided in this application embodiment allows the first virtual object to be automatically transferred to the first virtual object once the resource transfer conditions for transferring the first resource are met, when the first virtual object is the inheriting object of the second virtual object. This eliminates the need for the player to perform a transfer operation, saving the player's operation time and improving the efficiency of human-computer interaction.
[0226] Furthermore, players can create a first virtual object that inherits from the second virtual object, thus transferring the resources of the second virtual object to the first virtual object with a single click. Subsequently, when the resource transfer conditions are met, the resources of the second virtual object will be automatically transferred to the first virtual object, eliminating the need for players to transfer each resource of the second virtual object individually, saving players' operation time and improving the efficiency of human-computer interaction.
[0227] Based on the above embodiments, the terminal's client is connected to a game server (DS), and the game server is connected to a data server (DB). The game server provides services to the client, and the data server stores the client's game data. When it is necessary to transfer the first resource of the second virtual object to the first virtual object, the client sends a resource transfer request to the game server. This resource transfer request requests the transfer of the first resource of the second virtual object in the second virtual scene to the first virtual object in the first virtual scene. In response to the resource transfer request, the game server sends a resource transfer request to the data server. The data server, in response to the resource transfer request, instructs the game server to transfer the first resource from the resource library of the second virtual object to the temporary inventory, and then transfer the first resource from the temporary inventory to the resource library of the first virtual object.
[0228] In one possible implementation, the first resource is called item N, the first virtual scene is called world 1, and the second virtual scene is called world 2. Item N is equipped at position a of the first virtual object and at position b of the second virtual object. The process of transferring items from world 2 to world 1 is described below. Figures 8-13 The flowchart shown.
[0229] Figure 8 This is a flowchart of a resource transfer method provided in an embodiment of this application, such as... Figure 8 As shown, the client requests the game server to move item N from location b in world 2 to location a in world 1. The game server requests the data server to remove item N from world 2 and move it to the temporary inventory. The data server returns an operation failure to the game server, and the game server replies to the client that the operation failed. The client then displays an operation failure message.
[0230] Figure 9 This is a flowchart of another resource transfer method provided in the embodiments of this application, such as... Figure 9 As shown, the client requests the game server to move item N from location b in world 2 to location a in world 1. The game server requests the data server to remove item N from world 2 and move it to the temporary inventory in world 1. If the operation is successful, item N enters the temporary inventory. The game server checks if location a in world 1 is empty. If it is empty, it clears the items at location b in world 2, moves item N from the temporary inventory to location a in world 1, and synchronizes the item changes in world 2 and world 1 to the client.
[0231] Figure 10 This is a flowchart of another resource transfer method provided in the embodiments of this application, such as... Figure 10As shown, the client requests the game server to move item N from location b in world 2 to location a in world 1. The game server requests the data server to remove item N from world 2 and move it to the temporary inventory in world 1. If the operation is successful, item N enters the temporary inventory. The game server checks if location a in world 1 is empty. If it is not empty, it clears the item cache at location b in world 2, removes item N from the temporary inventory, resends item N to world 2 via mail, and replies to the client with an operation failure message.
[0232] Figure 11 This is a flowchart of another resource transfer method provided in the embodiments of this application, such as... Figure 11 As shown, the client requests the game server to move item N from location b in world 2 to location a in world 1. The game server requests the data server to remove item N from world 2 and move it to the temporary inventory in world 1. If the operation is successful, item N enters the temporary inventory. The game server checks if location a in world 1 is empty. If it is not empty, it clears the item cache at location a in world 1 and requests the data server to remove the item from location a in world 1 and move it to location b in world 2. If the operation fails, the data server sends an operation failure message to the game server. The game server then clears the item cache at location b in world 2, removes item N from the temporary inventory, resends item N to world 2 via mail, and replies to the client with an operation failure message. The client then displays the operation failure message.
[0233] Figure 12 This is a flowchart of another resource transfer method provided in the embodiments of this application, such as... Figure 12 As shown, the client requests the game server to move item N from location b in world 2 to location a in world 1. The game server requests the data server to remove item N from world 2 and move it to the temporary inventory in world 1. If the operation is successful, item N enters the temporary inventory. The game server checks if location a in world 1 is empty. If it is not empty, it clears the item cache at location a in world 1 and requests the data server to remove the item at location a in world 1 and move it to location b in world 2. If the operation is successful, the data server sends a success message to the game server. If location a in world 1 is still not empty, the game server moves the item cache at location a in world 1 to location b in world 2, removes item N from the temporary inventory, resends item N to world 2 or world 1 via mail, and replies to the client with an operation failure message.
[0234] Figure 13 This is a flowchart of another resource transfer method provided in the embodiments of this application, such as... Figure 13As shown, the client requests the game server to move item N from location b in world 2 to location a in world 1. The game server requests the data server to remove item N from world 2 and move it to the temporary inventory in world 1. If the operation is successful, item N enters the temporary inventory. The game server checks if location a in world 1 is empty. If it is not empty, it clears the item cache at location a in world 1 and requests the data server to remove the item at location a in world 1 and move it to location b in world 2. If the operation is successful, the data server sends a success message to the game server. If location a in world 1 is empty, the game server moves the item at location a in world 1 to the item cache at location b in world 2, moves item N from the temporary inventory to location a in world 1, and synchronizes the item changes in world 2 and world 1 to the client.
[0235] In one possible implementation, the process of transferring item M from world 1 to resources in world 2 is described below. Figures 14-15 The flowchart shown.
[0236] Figure 14 This is a flowchart of another resource transfer method provided in the embodiments of this application, such as... Figure 14 As shown, the client requests the game server to move item M from position a in world 1 to position b in world 2. The game server requests the data server to move item M from world 1 to position b in world 2. The data server returns an operation failure to the game server. The game server replies to the client that the operation failed, and the client displays an operation failure message.
[0237] Figure 15 This is a flowchart of another resource transfer method provided in the embodiments of this application, such as... Figure 15 As shown, the client requests the game server to move item M from position a in world 1 to position b in world 2. The game server requests the data server to move item M from world 1 to position b in world 2. The data server returns a success message to the game server. The game server places item M in position b in world 2 and synchronizes the item changes in world 2 and world 1 to the client.
[0238] Figure 16 This is a schematic diagram of the structure of an interactive device based on virtual objects provided in an embodiment of this application. See also... Figure 16 The device includes:
[0239] Display module 1601 displays a first virtual object in the first virtual scene. The first virtual object is a virtual object controlled by the account logged in on this end.
[0240] Resource transfer module 1602 is used to transfer the first resource from the second virtual object to the first virtual object if the resource transfer conditions for transferring the first resource are met.
[0241] The second virtual object is another virtual object controlled by the account in the second virtual scene, and the second virtual scene is any virtual scene other than the first virtual scene.
[0242] The virtual object-based interactive device provided in this application allows the same account to control different virtual objects in different virtual scenes. For any two different virtual scenes, resources of a virtual object in one virtual scene can be transferred to a virtual object in another virtual scene, thus enabling resource reuse for the same account in different virtual scenes. This eliminates the need to repeatedly acquire the same resources in each virtual scene, thereby improving the efficiency of human-computer interaction. Furthermore, when replaying a game, resources acquired in a previous virtual scene can be transferred to the current virtual scene, eliminating the need to acquire resources again in the current virtual scene and significantly reducing the player's operational burden.
[0243] Optionally, see Figure 17 The resource transfer conditions include at least one of the following conditions that must be met: the first virtual scene, the first virtual object, the second virtual scene, the second virtual object, or the first resource.
[0244] Optionally, see Figure 17 Resource transfer module 1602 is used for:
[0245] If the game progress in the first virtual scene reaches the preset progress corresponding to the first resource, then the first resource will be transferred from the second virtual object to the first virtual object.
[0246] Optionally, different resources have their own preset progress.
[0247] Optionally, see Figure 17 Resource transfer module 1602 is used to implement at least one of the following:
[0248] The first virtual object is the m-th virtual object created by the account. If m is not less than the first preset number of times corresponding to the first resource, then the first resource will be transferred from the second virtual object to the first virtual object.
[0249] If the level of the first virtual object reaches the preset level corresponding to the first resource, then the first resource will be transferred from the second virtual object to the first virtual object;
[0250] If the first virtual object has completed the game task corresponding to the first resource, then the first resource will be transferred from the second virtual object to the first virtual object;
[0251] If the object type of the first virtual object is the same as that of the second virtual object, then the first resource is transferred from the second virtual object to the first virtual object.
[0252] Optionally, different resources may have their own first preset number of attempts, preset level, or game task.
[0253] Optionally, see Figure 17 Resource transfer module 1602 is used for:
[0254] If the game progress in the second virtual scene has been completed, then the first resource is transferred from the second virtual object to the first virtual object.
[0255] Optionally, see Figure 17 Resource transfer module 1602 is used to implement at least one of the following:
[0256] The second virtual object is the nth virtual object created by the account. If n is not greater than the second preset number of times corresponding to the first resource, the first resource will be transferred from the second virtual object to the first virtual object.
[0257] If the time elapsed between the last time the second virtual object was controlled and the current time elapses to a preset duration, then the first resource will be transferred from the second virtual object to the first virtual object.
[0258] Optionally, different resources may have their own second preset number of attempts.
[0259] Optionally, see Figure 17 Resource transfer module 1602 is used for:
[0260] If the resource type of the first resource belongs to the target resource type, then the first resource will be transferred from the second virtual object to the first virtual object. The target resource type refers to the resource type that is allowed to be transferred.
[0261] Optionally, see Figure 17 Resource transfer module 1602 is used for:
[0262] If the resource transfer conditions for transferring the first resource are met, and the target amount of virtual resources has been deducted from the account, then the first resource will be transferred from the second virtual object to the first virtual object. The target amount of virtual resources is the amount of virtual resources deducted to transfer the first resource.
[0263] Optionally, see Figure 17 Resource transfer module 1602 is used for:
[0264] In response to a resource viewing operation on the second virtual object, display multiple resources of the second virtual object;
[0265] In response to a transfer operation on the first resource among multiple resources, if the resource transfer conditions for transferring the first resource are met, the first resource is transferred from the second virtual object to the first virtual object.
[0266] Optionally, see Figure 17 Resource transfer module 1602 is used for:
[0267] For any resource among the multiple resources of the second virtual object, if the resource transfer conditions for transferring the resource are met, the resource is displayed using the first display method; if the resource transfer conditions for transferring the resource are not met, the resource is displayed using the second display method.
[0268] Optionally, see Figure 17 Resource transfer module 1602 is used for:
[0269] If the first virtual object is an inherited object of the second virtual object, and the resource transfer conditions for transferring the first resource are met, then the first resource is transferred from the second virtual object to the first virtual object.
[0270] Among them, the inheriting object of the second virtual object refers to the object that inherits the resources of the second virtual object.
[0271] Optionally, see Figure 17 The device also includes:
[0272] Display module 1601 is used to display the inheritance options of the second virtual object;
[0273] The object creation module 1603 is used to create a first virtual object in the first virtual scene as the inheriting object of the second virtual object in response to the triggering operation of the inheritance option of the second virtual object.
[0274] Optionally, see Figure 17 The display module 1601 is also used to display account-controlled virtual objects in other virtual scenes besides the first virtual scene in response to the transfer operation of the second resource of the first virtual object;
[0275] The resource transfer module 1602 is also used to transfer the second resource from the first virtual object to the third virtual object in response to a selection operation on the displayed third virtual object.
[0276] Optionally, see Figure 17 The device also includes:
[0277] Resource distribution module 1604 is used to distribute third resources to the first virtual object based on the account's historical data;
[0278] Historical data includes at least one of the following: the level of a historical virtual object or the game progress of the virtual scene in which the historical virtual object is located. A historical virtual object is a virtual object whose creation time is earlier than that of the first virtual object.
[0279] Optionally, see Figure 17 Display module 1601, used for:
[0280] The first virtual object and other account-controlled virtual objects besides the account are displayed in the first virtual scene.
[0281] Optionally, see Figure 17 The device also includes:
[0282] The virtual scene switching module 1605 is used to switch the currently displayed first virtual scene to the second virtual scene in response to the switching operation of the second virtual scene.
[0283] It should be noted that the virtual object-based interactive device provided in the above embodiments is only an example of the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual object-based interactive device and the virtual object-based interactive method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0284] This application also provides a computer device, which includes a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to implement the operations performed in the virtual object-based interaction method of the above embodiments.
[0285] Optionally, the computer device is provided as a terminal. Figure 18 A schematic diagram of the structure of a terminal 1800 provided in an exemplary embodiment of this application is shown.
[0286] Terminal 1800 includes a processor 1801 and a memory 1802.
[0287] Processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1801 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1801 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1801 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1801 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0288] Memory 1802 may include one or more computer-readable storage media, which may be non-transitory. Memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in memory 1802 are used to store at least one computer program, which is used by processor 1801 to implement the virtual object-based interactive method provided in the method embodiments of this application.
[0289] In some embodiments, the terminal 1800 may also optionally include: a peripheral device interface 1803 and at least one peripheral device. The processor 1801, memory 1802, and peripheral device interface 1803 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1803 via a bus, signal line, or circuit board. Optionally, the peripheral device includes at least one of: a radio frequency circuit 1804, a display screen 1805, a camera assembly 1806, an audio circuit 1807, and a power supply 1808.
[0290] Peripheral device interface 1803 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1801 and memory 1802. In some embodiments, processor 1801, memory 1802 and peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1801, memory 1802 and peripheral device interface 1803 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0291] The radio frequency (RF) circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1804 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1804 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1804 can communicate with other devices through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: metropolitan area networks (MANs), various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks (WLANs), and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1804 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0292] Display screen 1805 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1805 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1801 for processing. In this case, display screen 1805 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1805, disposed on the front panel of terminal 1800; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal 1800 or in a folded design; in still other embodiments, display screen 1805 may be a flexible display screen, disposed on a curved or folded surface of terminal 1800. Furthermore, display screen 1805 may also be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 1805 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0293] The camera assembly 1806 is used to acquire images or videos. Optionally, the camera assembly 1806 includes a front-facing camera and a rear-facing camera. The front-facing camera is disposed on the front panel of the terminal 1800, and the rear-facing camera is disposed on the back of the terminal 1800. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 1806 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cool light flash, which can be used for light compensation at different color temperatures.
[0294] The audio circuit 1807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting them into electrical signals that are input to the processor 1801 for processing, or to the radio frequency circuit 1804 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each positioned at a different location on the terminal 1800. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1801 or the radio frequency circuit 1804 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 1807 may also include a headphone jack.
[0295] The power supply 1808 is used to power the various components in the terminal 1800. The power supply 1808 can be AC power, DC power, a disposable battery, or a rechargeable battery. When the power supply 1808 includes a rechargeable battery, the rechargeable battery can support wired or wireless charging. The rechargeable battery can also be used to support fast charging technology.
[0296] In some embodiments, the terminal 1800 further includes one or more sensors 1809. The one or more sensors 1809 include, but are not limited to: an acceleration sensor 1810, a gyroscope sensor 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814.
[0297] Accelerometer 1810 can detect the magnitude of acceleration along the three axes of a coordinate system established by terminal 1800. For example, accelerometer 1810 can be used to detect the components of gravitational acceleration along the three axes. Processor 1801 can control display screen 1805 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1810. Accelerometer 1810 can also be used for games or for acquiring user motion data.
[0298] The gyroscope sensor 1811 can detect the orientation and rotation angle of the terminal 1800. The gyroscope sensor 1811 can work in conjunction with the accelerometer sensor 1810 to acquire the user's 3D movements on the terminal 1800. Based on the data acquired by the gyroscope sensor 1811, the processor 1801 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0299] The pressure sensor 1812 can be disposed on the side bezel of the terminal 1800 and / or on the lower layer of the display screen 1805. When the pressure sensor 1812 is disposed on the side bezel of the terminal 1800, it can detect the user's grip signal on the terminal 1800, and the processor 1801 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1812. When the pressure sensor 1812 is disposed on the lower layer of the display screen 1805, the processor 1801 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 1805. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0300] An optical sensor 1813 is used to collect ambient light intensity. In one embodiment, the processor 1801 can control the display brightness of the display screen 1805 based on the ambient light intensity collected by the optical sensor 1813. Optionally, when the ambient light intensity is high, the display brightness of the display screen 1805 is increased; when the ambient light intensity is low, the display brightness of the display screen 1805 is decreased. In another embodiment, the processor 1801 can also dynamically adjust the shooting parameters of the camera assembly 1806 based on the ambient light intensity collected by the optical sensor 1813.
[0301] The proximity sensor 1814, also known as the distance sensor, is installed on the front panel of the terminal 1800. The proximity sensor 1814 is used to detect the distance between the user and the front of the terminal 1800. In one embodiment, when the proximity sensor 1814 detects that the distance between the user and the front of the terminal 1800 is gradually decreasing, the processor 1801 controls the display screen 1805 to switch from a screen-on state to a screen-off state; when the proximity sensor 1814 detects that the distance between the user and the front of the terminal 1800 is gradually increasing, the processor 1801 controls the display screen 1805 to switch from a screen-off state to a screen-on state.
[0302] Those skilled in the art will understand that Figure 18 The structure shown does not constitute a limitation on terminal 1800 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0303] Optionally, the computer device is provided as a server. Figure 19This is a schematic diagram of a server structure provided in an embodiment of this application. The server 1900 can vary significantly due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 1901 and one or more memories 1902. The memories 1902 store at least one computer program, which is loaded and executed by the processor 1901 to implement the methods provided in the various method embodiments described above. Of course, the server may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server may also include other components for implementing device functions, which will not be elaborated upon here.
[0304] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the operations performed by the virtual object-based interaction method of the above embodiments.
[0305] This application also provides a computer program product, including a computer program loaded and executed by a processor to perform operations as described in the above embodiments based on the virtual object-based interaction method.
[0306] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0307] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present application should be included within the protection scope of the present application.
Claims
1. A virtual object-based interaction method, characterized by, The method comprises: displaying a first virtual object in a first virtual scene, the first virtual object being a virtual object controlled by a locally logged-in account; if a resource transfer condition for transferring a first resource is met, transferring the first resource from a second virtual object to the first virtual object; wherein the second virtual object is another virtual object controlled by the account in a second virtual scene, and the second virtual scene is any virtual scene other than the first virtual scene.
2. The method of claim 1, wherein, The resource transfer condition comprises a condition required to be met by at least one of the first virtual scene, the first virtual object, the second virtual scene, the second virtual object, or the first resource.
3. The method of claim 2, wherein, The if the resource transfer condition for transferring the first resource is met, transferring the first resource from the second virtual object to the first virtual object comprises: if a game progress in the first virtual scene reaches a preset progress corresponding to the first resource, transferring the first resource from the second virtual object to the first virtual object.
4. The method of claim 3, wherein, Different resources correspond to respective preset progresses.
5. The method of claim 2, wherein, The if the resource transfer condition for transferring the first resource is met, transferring the first resource from the second virtual object to the first virtual object comprises at least one of: the first virtual object is an mth virtual object created by the account, and if the m is not less than a first preset number corresponding to the first resource, the first resource is transferred from the second virtual object to the first virtual object; if a level of the first virtual object reaches a preset level corresponding to the first resource, the first resource is transferred from the second virtual object to the first virtual object; if the first virtual object has completed a game task corresponding to the first resource, the first resource is transferred from the second virtual object to the first virtual object; if an object type of the first virtual object is the same as an object type of the second virtual object, the first resource is transferred from the second virtual object to the first virtual object.
6. The method of claim 5, wherein, Different resources correspond to respective first preset numbers, preset levels, or game tasks.
7. The method of claim 2, wherein, The if the resource transfer condition for transferring the first resource is met, transferring the first resource from the second virtual object to the first virtual object comprises: if a game progress in the second virtual scene has been completed, the first resource is transferred from the second virtual object to the first virtual object.
8. The method of claim 2, wherein, The if the resource transfer condition for transferring the first resource is met, transferring the first resource from the second virtual object to the first virtual object comprises at least one of: the second virtual object is an nth virtual object created by the account, and if the n is not greater than a second preset number corresponding to the first resource, the first resource is transferred from the second virtual object to the first virtual object; if a time length between a time point at which the second virtual object was last controlled and a current time point reaches a preset time length, the first resource is transferred from the second virtual object to the first virtual object.
9. The method of claim 8, wherein, The different resources correspond to the second preset number of times respectively.
10. The method of claim 2, wherein, If the resource transfer condition for transferring the first resource is met, the first resource is transferred from the second virtual object to the first virtual object. If the resource type of the first resource belongs to a target resource type, the first resource is transferred from the second virtual object to the first virtual object, where the target resource type refers to a resource type that is allowed to be transferred.
11. The method of claim 1, wherein, If the resource transfer condition for transferring the first resource is met, the first resource is transferred from the second virtual object to the first virtual object. If the resource transfer condition for transferring the first resource is met, and a target amount of virtual resources has been deducted from the account of the account, the first resource is transferred from the second virtual object to the first virtual object, where the target amount of virtual resources refers to virtual resources that need to be deducted for transferring the first resource.
12. The method of claim 1, wherein, If the resource transfer condition for transferring the first resource is met, the first resource is transferred from the second virtual object to the first virtual object. In response to a resource viewing operation on the second virtual object, a plurality of resources of the second virtual object are displayed. In response to a transfer operation on the first resource in the plurality of resources, if the resource transfer condition for transferring the first resource is met, the first resource is transferred from the second virtual object to the first virtual object.
13. The method of claim 12, wherein, The display of the plurality of resources of the second virtual object includes: For any resource in the plurality of resources of the second virtual object, if the resource transfer condition for transferring the resource is met, the resource is displayed in a first display mode, and if the resource transfer condition for transferring the resource is not met, the resource is displayed in a second display mode.
14. The method of claim 1, wherein, If the resource transfer condition for transferring the first resource is met, the first resource is transferred from the second virtual object to the first virtual object. If the first virtual object is an inheritance object of the second virtual object, and the resource transfer condition for transferring the first resource is met, the first resource is transferred from the second virtual object to the first virtual object. The second virtual object's inheritance object refers to an object that inherits the resources of the second virtual object.
15. The method of claim 14, wherein, Before displaying the first virtual object in the first virtual scene, the method further includes: Displaying an inheritance option of the second virtual object; In response to a triggering operation on the inheritance option of the second virtual object, creating the first virtual object as an inheritance object of the second virtual object in the first virtual scene.
16. The method according to any one of claims 1 to 15, characterized in that, The method further includes: In response to a transfer operation on a second resource of the first virtual object, displaying a virtual object controlled by the account in a virtual scene other than the first virtual scene; In response to a selection operation on the third virtual object that has been displayed, transferring the second resource from the first virtual object to the third virtual object.
17. The method according to any one of claims 1 to 15, characterized in that, The method further includes: Based on historical data of the account, issuing a third resource to the first virtual object; The historical data includes at least one of a level of a historical virtual object or a game progress of a virtual scene in which the historical virtual object is located, the historical virtual object being a virtual object whose creation time point is earlier than that of the first virtual object.
18. The method according to any one of claims 1 to 15, characterized in that, The first virtual object is displayed in the first virtual scene, including: The first virtual object and a virtual object controlled by an account other than the account are displayed in the first virtual scene.
19. The method according to any one of claims 1-15, characterized in that, The method further includes: In response to a switching operation on the second virtual scene, the first virtual scene currently displayed is switched to the second virtual scene.
20. An interactive device based on virtual objects, characterized in that, The apparatus includes: The display module displays a first virtual object in a first virtual scene, the first virtual object being a virtual object controlled by a locally logged-in account; The resource transfer module is configured to, if a resource transfer condition for transferring a first resource is met, transfer the first resource from a second virtual object to the first virtual object. The second virtual object is another virtual object controlled by the account in a second virtual scene, the second virtual scene being any virtual scene other than the first virtual scene.
21. A computer device, comprising: The computer device includes a processor and a memory, and the memory stores at least one computer program, which is loaded and executed by the processor to implement the operations performed by the virtual object-based interaction method according to any one of claims 1 to 19.
22. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one computer program, which is loaded and executed by the processor to implement the operations performed by the virtual object-based interaction method according to any one of claims 1 to 19.
23. A computer program product comprising a computer program, characterized in that, The computer program is loaded and executed by the processor to implement the operations performed by the virtual object-based interaction method according to any one of claims 1 to 19.